4e33e5cf2f
--HG-- branch : multipass-stereo
168 lines
7.6 KiB
C++
168 lines
7.6 KiB
C++
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#ifndef CL_LANDSCAPE_POLY_DRAWER_H
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#define CL_LANDSCAPE_POLY_DRAWER_H
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// Misc
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#include "nel/misc/aabbox.h"
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#include "nel/misc/polygon.h"
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#include "nel/misc/singleton.h"
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// 3D
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#include "nel/3d/index_buffer.h"
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#include "nel/3d/vertex_buffer.h"
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//-----------------------------------------------------------------------------------------------------------
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//---------------------------------------- CInitStencil -----------------------------------------------------
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//-----------------------------------------------------------------------------------------------------------
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// CInitStencil inherits from the abstract NEL class ILandscapePolyDrawingCallback, attribut of UScene.
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// An instance of CInitStencil is initialized at the time of CLandscapePolyDrawer initialization
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// and passed to current scene. Thus, when stencil operation must be modified in a NEL class,
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// this instance is used with its callbacks without any NEL class knows CLandscapePolyDrawer class.
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//-----------------------------------------------------------------------------------------------------------
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class CInitStencil : public NL3D::ILandscapePolyDrawingCallback
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{
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public:
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// This instance is passed to current scene as its ILandscapePolyDrawingCallback instance.
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// (UScene::setLandscapePolyDrawingCallback is called)
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void init();
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private:
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// from NL3D::ILandscapePolyDrawingCallback
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// This method is called before landscape render to modify stencil operation.
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// The eighth bit will be written with a 1 during next render. Thus we will differentiate stencil buffer parts
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// which will support Shadow Volume algorithm (landscape) and the other parts (veget...)
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virtual void beginPolyDrawing();
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// from NL3D::ILandscapePolyDrawingCallback
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// This method is called after landscape render and before veget render to modify back stencil operation.
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// The eighth bit will be again written with a 0 during next render.
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virtual void endPolyDrawing();
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};
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//-----------------------------------------------------------------------------------------------------------
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//---------------------------------- CLandscapePolyDrawer ---------------------------------------------------
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//-----------------------------------------------------------------------------------------------------------
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// CLandscapePolyDrawer class manages display of a polygonal zones group, thanks to a Robust Shadow Volume algorithm.
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// To avoid intersection between a shadow volume and the frustum, the "Far" plane of this one is pushed back
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// to infinity during shadow volume display.
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// To a best robustness and to join depth range [depthMin, depthMax] used in display of main scene, an epsilon
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// factor is calculated to transpose Z buffer values from [depthMin, 1] to [depthMin, depthMax]
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// while in [depthMin, 1] depth range is used during shadow volume display.
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//-----------------------------------------------------------------------------------------------------------
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class CLandscapePolyDrawer : public NLMISC::CSingleton<CLandscapePolyDrawer>
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{
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public:
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// Constructor
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CLandscapePolyDrawer();
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// Destructor
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~CLandscapePolyDrawer();
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// At every frame, polygons list is intialized and filled with addPloy calls.
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void addPoly(const NLMISC::CPolygon2D &poly, const NLMISC::CRGBA & color, const NLMISC::CAABBox & bBox);
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// At every frame end, polygons list is released. This allows an easy management to dynamic destructions,
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// addition or modifications of polygons.
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void deletePolygons();
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// Compute bbox of enclosed patch of a landscape from a delimiting 2D polygon.
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static void computeBBoxFromPolygon(const NLMISC::CPolygon2D &poly2D, NLMISC::CAABBox &destBBox);
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// Called to initialize ILandscapePolyDrawingCallback instance of current scene with _InitStencil attribut.
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void initLandscapePolyDrawingCallback();
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private:
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// renderScene is called in main loop. It can called beginRenderLandscapePolyPart and renderLandscapePolyPart
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// methods.
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friend void beginRenderScene();
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friend void drawRenderScene(bool wantTraversals, bool keepTraversals);
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friend void endRenderScene(bool keepTraversals);
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// Enable stencil test and initialize function and operation of stencil at the beginning of renderScene method,
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// before opaque render of canopy and main scene parts.
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// The eighth bit will be written with a 0 during next render to mark stencil buffer parts which will
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// support Shadow Volume algorithm.
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void beginRenderLandscapePolyPart();
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// Render polygons after opaque render of canopy and main scene parts and before transparency parts render.
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// ZFail algorithm is only applied to stencil buffer parts whose eighth bit is equal to 1
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// (avoid to color vegetation)
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void renderLandscapePolyPart();
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// Build vertex and index buffer of the associated polygon when addPloy is called.
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// Vertices coordinates aren't calculated immediately but in drawShadowVolume method,
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// because they are calculated in camera location.
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void buildShadowVolume(uint poly);
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// Render shadow volume of a polygon (color and depth buffers updates are disable).
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// This method is called twice durong the both passes of ZFail algorithm.
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// Coordinates of shadow volume vertex buffer are calculated in first pass.
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void drawShadowVolume(uint poly, bool firstPass);
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// Render polygon by displaying a quad which covers all zone delimited by scissor test.
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// This quad is applied only to stencil buffer parts whose 7 last bits aren't equal to 0,
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// thus the polygon projection on lanscape is delimited.
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void drawPolygon(uint poly);
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// Setup an infinite frustum and a [0, 1] depth range in a way Z Buffer values coincide
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// with those of main scene with the depth range of main scene.
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void infiniteFrustum();
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// Setup initial projection matrix and depth range
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void finiteFrustum();
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// Setup scissor delimitation for polygon
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void setScissor(uint polyId);
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// This callback allows to setup stencil operation before and after vegetables and shadow render,
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// in order to separate them of landscape stencil buffer values.
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CInitStencil * _InitStencil;
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// Vectors of polygons and their respective barycenters, colors, bounding boxes,
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// vertex and index buffers.
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std::vector<NLMISC::CPolygon2D> _Polygons;
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std::vector<NLMISC::CVector2f> _Barycenters;
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std::vector<NLMISC::CRGBA> _PolyColor;
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std::vector<NLMISC::CAABBox> _BBoxes;
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std::vector<NL3D::CVertexBuffer> _PolyVB;
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std::vector<NL3D::CIndexBuffer> _PolyIB;
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// Quad used to display polygons on marked parts of stencil buffer.
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NLMISC::CQuad _Shadow;
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// Initial frustum used before shadow volumes display and stored to reset old values at the end of this display.
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NL3D::CFrustum _FiniteFrustum;
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// Max depth range used before shadow volumes display and stored to reset old values back at the end of this display.
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float _MaxDepthRange;
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// View matrix used before shadow volumes display and stored to reset old values at the end of this display.
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NLMISC::CMatrix _OldViewMatrix;
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};
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#endif
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