OctaCore/src/engine/grass.cc

345 lines
10 KiB
C++

#include "blend.hh"
#include "rendergl.hh" // xtraverts
#include "renderva.hh"
#include "texture.hh"
#include <shared/cube.hh>
VARP(grass, 0, 1, 1);
VAR(dbggrass, 0, 0, 1);
VARP(grassdist, 0, 256, 10000);
FVARP(grasstaper, 0, 0.2, 1);
FVARP(grassstep, 0.5, 2, 8);
VARP(grassheight, 1, 4, 64);
#define NUMGRASSWEDGES 8
static struct grasswedge
{
vec dir, across, edge1, edge2;
plane bound1, bound2;
grasswedge(int i) :
dir(2*M_PI*(i+0.5f)/float(NUMGRASSWEDGES), 0),
across(2*M_PI*((i+0.5f)/float(NUMGRASSWEDGES) + 0.25f), 0),
edge1(vec(2*M_PI*i/float(NUMGRASSWEDGES), 0).div(cos(M_PI/NUMGRASSWEDGES))),
edge2(vec(2*M_PI*(i+1)/float(NUMGRASSWEDGES), 0).div(cos(M_PI/NUMGRASSWEDGES))),
bound1(vec(2*M_PI*(i/float(NUMGRASSWEDGES) - 0.25f), 0), 0),
bound2(vec(2*M_PI*((i+1)/float(NUMGRASSWEDGES) + 0.25f), 0), 0)
{
across.div(-across.dot(bound1));
}
} grasswedges[NUMGRASSWEDGES] = { 0, 1, 2, 3, 4, 5, 6, 7 };
struct grassvert
{
vec pos;
bvec4 color;
vec2 tc;
};
static vector<grassvert> grassverts;
static GLuint grassvbo = 0;
static int grassvbosize = 0;
VAR(maxgrass, 10, 10000, 10000);
struct grassgroup
{
const grasstri *tri;
int tex, offset, numquads;
};
static vector<grassgroup> grassgroups;
#define NUMGRASSOFFSETS 32
static float grassoffsets[NUMGRASSOFFSETS] = { -1 }, grassanimoffsets[NUMGRASSOFFSETS];
static int lastgrassanim = -1;
VARR(grassanimmillis, 0, 3000, 60000);
FVARR(grassanimscale, 0, 0.03f, 1);
static void animategrass()
{
loopi(NUMGRASSOFFSETS) grassanimoffsets[i] = grassanimscale*sinf(2*M_PI*(grassoffsets[i] + lastmillis/float(grassanimmillis)));
lastgrassanim = lastmillis;
}
VARR(grassscale, 1, 2, 64);
CVAR0R(grasscolour, 0xFFFFFF);
FVARR(grasstest, 0, 0.6f, 1);
static void gengrassquads(grassgroup *&group, const grasswedge &w, const grasstri &g, Texture *tex)
{
float t = camera1->o.dot(w.dir);
int tstep = int(ceil(t/grassstep));
float tstart = tstep*grassstep,
t0 = w.dir.dot(g.v[0]), t1 = w.dir.dot(g.v[1]), t2 = w.dir.dot(g.v[2]), t3 = w.dir.dot(g.v[3]),
tmin = min(min(t0, t1), min(t2, t3)),
tmax = max(max(t0, t1), max(t2, t3));
if(tmax < tstart || tmin > t + grassdist) return;
int minstep = max(int(ceil(tmin/grassstep)) - tstep, 1),
maxstep = int(floor(min(tmax, t + grassdist)/grassstep)) - tstep,
numsteps = maxstep - minstep + 1;
float texscale = (grassscale*tex->ys)/float(grassheight*tex->xs), animscale = grassheight*texscale;
vec tc;
tc.cross(g.surface, w.dir).mul(texscale);
int offset = tstep + maxstep;
if(offset < 0) offset = NUMGRASSOFFSETS - (-offset)%NUMGRASSOFFSETS;
offset += numsteps + NUMGRASSOFFSETS - numsteps%NUMGRASSOFFSETS;
float leftdist = t0;
const vec *leftv = &g.v[0];
if(t1 > leftdist) { leftv = &g.v[1]; leftdist = t1; }
if(t2 > leftdist) { leftv = &g.v[2]; leftdist = t2; }
if(t3 > leftdist) { leftv = &g.v[3]; leftdist = t3; }
float rightdist = leftdist;
const vec *rightv = leftv;
vec across(w.across.x, w.across.y, g.surface.zdelta(w.across)), leftdir(0, 0, 0), rightdir(0, 0, 0), leftp = *leftv, rightp = *rightv;
float taperdist = grassdist*grasstaper,
taperscale = 1.0f / (grassdist - taperdist),
dist = maxstep*grassstep + tstart,
leftb = 0, rightb = 0, leftdb = 0, rightdb = 0;
for(int i = maxstep; i >= minstep; i--, offset--, leftp.add(leftdir), rightp.add(rightdir), leftb += leftdb, rightb += rightdb, dist -= grassstep)
{
if(dist <= leftdist)
{
const vec *prev = leftv;
float prevdist = leftdist;
if(--leftv < g.v) leftv += g.numv;
leftdist = leftv->dot(w.dir);
if(dist <= leftdist)
{
prev = leftv;
prevdist = leftdist;
if(--leftv < g.v) leftv += g.numv;
leftdist = leftv->dot(w.dir);
}
leftdir = vec(*leftv).sub(*prev);
leftdir.mul(grassstep/-w.dir.dot(leftdir));
leftp = vec(leftdir).mul((prevdist - dist)/grassstep).add(*prev);
leftb = w.bound1.dist(leftp);
leftdb = w.bound1.dot(leftdir);
}
if(dist <= rightdist)
{
const vec *prev = rightv;
float prevdist = rightdist;
if(++rightv >= &g.v[g.numv]) rightv = g.v;
rightdist = rightv->dot(w.dir);
if(dist <= rightdist)
{
prev = rightv;
prevdist = rightdist;
if(++rightv >= &g.v[g.numv]) rightv = g.v;
rightdist = rightv->dot(w.dir);
}
rightdir = vec(*rightv).sub(*prev);
rightdir.mul(grassstep/-w.dir.dot(rightdir));
rightp = vec(rightdir).mul((prevdist - dist)/grassstep).add(*prev);
rightb = w.bound2.dist(rightp);
rightdb = w.bound2.dot(rightdir);
}
vec p1 = leftp, p2 = rightp;
if(leftb > 0)
{
if(w.bound1.dist(p2) >= 0) continue;
p1.add(vec(across).mul(leftb));
}
if(rightb > 0)
{
if(w.bound2.dist(p1) >= 0) continue;
p2.sub(vec(across).mul(rightb));
}
if(grassverts.length() >= 4*maxgrass) break;
if(!group)
{
group = &grassgroups.add();
group->tri = &g;
group->tex = tex->id;
group->offset = grassverts.length()/4;
group->numquads = 0;
if(lastgrassanim!=lastmillis) animategrass();
}
group->numquads++;
float tcoffset = grassoffsets[offset%NUMGRASSOFFSETS],
animoffset = animscale*grassanimoffsets[offset%NUMGRASSOFFSETS],
tc1 = tc.dot(p1) + tcoffset, tc2 = tc.dot(p2) + tcoffset,
fade = dist - t > taperdist ? (grassdist - (dist - t))*taperscale : 1,
height = grassheight * fade;
bvec4 color(grasscolour, 255);
#define GRASSVERT(n, tcv, modify) { \
grassvert &gv = grassverts.add(); \
gv.pos = p##n; \
gv.color = color; \
gv.tc = vec2(tc##n, tcv); \
modify; \
}
GRASSVERT(2, 0, { gv.pos.z += height; gv.tc.x += animoffset; });
GRASSVERT(1, 0, { gv.pos.z += height; gv.tc.x += animoffset; });
GRASSVERT(1, 1, );
GRASSVERT(2, 1, );
}
}
static void gengrassquads(vtxarray *va)
{
loopv(va->grasstris)
{
grasstri &g = va->grasstris[i];
if(isfoggedsphere(g.radius, g.center)) continue;
float dist = g.center.dist(camera1->o);
if(dist - g.radius > grassdist) continue;
Slot &s = *lookupvslot(g.texture, false).slot;
if(!s.grasstex)
{
if(!s.grass) continue;
s.grasstex = textureload(s.grass, 2);
}
grassgroup *group = NULL;
loopi(NUMGRASSWEDGES)
{
grasswedge &w = grasswedges[i];
if(w.bound1.dist(g.center) > g.radius || w.bound2.dist(g.center) > g.radius) continue;
gengrassquads(group, w, g, s.grasstex);
}
}
}
void generategrass()
{
if(!grass || !grassdist) return;
grassgroups.setsize(0);
grassverts.setsize(0);
if(grassoffsets[0] < 0) loopi(NUMGRASSOFFSETS) grassoffsets[i] = rnd(0x1000000)/float(0x1000000);
loopi(NUMGRASSWEDGES)
{
grasswedge &w = grasswedges[i];
w.bound1.offset = -camera1->o.dot(w.bound1);
w.bound2.offset = -camera1->o.dot(w.bound2);
}
for(vtxarray *va = visibleva; va; va = va->next)
{
if(va->grasstris.empty() || va->occluded >= OCCLUDE_GEOM) continue;
if(va->distance > grassdist) continue;
gengrassquads(va);
}
if(grassgroups.empty()) return;
if(!grassvbo) glGenBuffers_(1, &grassvbo);
gle::bindvbo(grassvbo);
int size = grassverts.length()*sizeof(grassvert);
grassvbosize = max(grassvbosize, size);
glBufferData_(GL_ARRAY_BUFFER, grassvbosize, size == grassvbosize ? grassverts.getbuf() : NULL, GL_STREAM_DRAW);
if(size != grassvbosize) glBufferSubData_(GL_ARRAY_BUFFER, 0, size, grassverts.getbuf());
gle::clearvbo();
}
static Shader *grassshader = NULL;
static Shader *loadgrassshader()
{
string opts;
int optslen = 0;
opts[optslen] = '\0';
defformatstring(name, "grass%s", opts);
return generateshader(name, "grassshader \"%s\"", opts);
}
void loadgrassshaders()
{
grassshader = loadgrassshader();
}
static void cleargrassshaders()
{
grassshader = NULL;
}
void rendergrass()
{
if(!grass || !grassdist || grassgroups.empty() || dbggrass || !grassshader) return;
glDisable(GL_CULL_FACE);
gle::bindvbo(grassvbo);
const grassvert *ptr = 0;
gle::vertexpointer(sizeof(grassvert), ptr->pos.v);
gle::colorpointer(sizeof(grassvert), ptr->color.v);
gle::texcoord0pointer(sizeof(grassvert), ptr->tc.v);
gle::enablevertex();
gle::enablecolor();
gle::enabletexcoord0();
gle::enablequads();
GLOBALPARAMF(grasstest, grasstest);
int texid = -1, blend = -1;
loopv(grassgroups)
{
grassgroup &g = grassgroups[i];
if(texid != g.tex)
{
glBindTexture(GL_TEXTURE_2D, g.tex);
texid = g.tex;
}
if(blend != g.tri->blend)
{
if(g.tri->blend)
{
glActiveTexture_(GL_TEXTURE1);
bindblendtexture(ivec(g.tri->center));
glActiveTexture_(GL_TEXTURE0);
grassshader->setvariant(0, 0);
}
else grassshader->set();
blend = g.tri->blend;
}
gle::drawquads(g.offset, g.numquads);
xtravertsva += 4*g.numquads;
}
gle::disablequads();
gle::disablevertex();
gle::disablecolor();
gle::disabletexcoord0();
gle::clearvbo();
glEnable(GL_CULL_FACE);
}
void cleanupgrass()
{
if(grassvbo) { glDeleteBuffers_(1, &grassvbo); grassvbo = 0; }
grassvbosize = 0;
cleargrassshaders();
}