// determine which chunks are used by each texture stage // only affects blend really void CacheChunkTextureStageUsage() { LogFile.WriteLine( "Cachchunktexturestageusage" ); int numxchunks = width / chunksize; int numychunks = height / chunksize; chunkusestexturestage = new Dictionary<MapTextureStageModel, bool[,]>(); foreach(MapTextureStageModel maptexturestage in maptexturestagemodels ) { chunkusestexturestage.Add(maptexturestage, new bool[numxchunks, numychunks]); } for (int chunkx = 0; chunkx < numxchunks; chunkx++) { for (int chunky = 0; chunky < numychunks; chunky++) { // Console.WriteLine("chunk " + chunkx + " " + chunky); for (int texturestageindex = 0; texturestageindex < maptexturestagemodels.Count; texturestageindex++) { MapTextureStageModel texturestagemodel = maptexturestagemodels[texturestageindex]; //MapTextureStageView texturestageview = terrainview.mapviewbymapmodel[texturestagemodel]; //Console.WriteLine("texturestage " + texturestageindex + " " + texturestage.Operation ); if (texturestagemodel.Operation == MapTextureStageModel.OperationType.Blend) { bool texturestageused = false; // go through each point in chunk and check if texturestage is used for (int mapx = chunkx * chunksize; mapx < (chunkx + 1) * chunksize && !texturestageused; mapx++) { for (int mapy = chunky * chunksize; mapy < (chunky + 1) * chunksize && !texturestageused; mapy++) { if (texturestagemodel.Affects(mapx, mapy, width, height)) { texturestageused = true; } } } chunkusestexturestage[texturestagemodel][chunkx, chunky] = texturestageused; // if (chunkusestexturestage[texturestageindex][chunkx, chunky]) //{ // Console.WriteLine("texturestage used: " + texturestageindex + " " + chunkx + " " + chunky); //} } else if (texturestagemodel.Operation == MapTextureStageModel.OperationType.Nop) { chunkusestexturestage[texturestagemodel][chunkx, chunky] = false; } else { //Console.WriteLine("RenderableHeightMap,, cache chunk usage, true"); chunkusestexturestage[texturestagemodel][chunkx, chunky] = true; } } } } maxtexels = RendererSdl.GetInstance().MaxTexelUnits; int totaltexturestagesneeded = 0; foreach (MapTextureStageModel maptexturestagemodel in maptexturestagemodels) { totaltexturestagesneeded += terrainview.mapviewbymapmodel[ maptexturestagemodel ].NumTextureStagesRequired; } multipass = false; if (totaltexturestagesneeded > maxtexels) { multipass = true; } rendererpasses = new List<RendererPass>(); //maxtexels = 2; //int currenttexel = 0; multipass = true; // force multipass for now for simplicity LogFile.WriteLine( "Adding rendererpasses" ); if (multipass) { for (int i = 0; i < maptexturestagemodels.Count; i++) { MapTextureStageModel maptexturestagemodel = maptexturestagemodels[i]; MapTextureStageView maptexturestage = terrainview.mapviewbymapmodel[maptexturestagemodel]; int numtexturestagesrequired = maptexturestage.NumTextureStagesRequired; if (numtexturestagesrequired > 0) // exclude Nops { RendererPass rendererpass = new RendererPass(maxtexels); for (int j = 0; j < maptexturestage.NumTextureStagesRequired; j++) { rendererpass.AddStage(new RendererTextureStage(maptexturestage, j, true, width, height)); } rendererpasses.Add(rendererpass); LogFile.WriteLine( "Adding rendererpass: " + rendererpass ); } } } }
// determine which chunks are used by each texture stage // only affects blend really void CacheChunkTextureStageUsage() { LogFile.WriteLine("Cachchunktexturestageusage"); int numxchunks = width / chunksize; int numychunks = height / chunksize; chunkusestexturestage = new Dictionary <MapTextureStageModel, bool[, ]>(); foreach (MapTextureStageModel maptexturestage in maptexturestagemodels) { chunkusestexturestage.Add(maptexturestage, new bool[numxchunks, numychunks]); } for (int chunkx = 0; chunkx < numxchunks; chunkx++) { for (int chunky = 0; chunky < numychunks; chunky++) { // Console.WriteLine("chunk " + chunkx + " " + chunky); for (int texturestageindex = 0; texturestageindex < maptexturestagemodels.Count; texturestageindex++) { MapTextureStageModel texturestagemodel = maptexturestagemodels[texturestageindex]; //MapTextureStageView texturestageview = terrainview.mapviewbymapmodel[texturestagemodel]; //Console.WriteLine("texturestage " + texturestageindex + " " + texturestage.Operation ); if (texturestagemodel.Operation == MapTextureStageModel.OperationType.Blend) { bool texturestageused = false; // go through each point in chunk and check if texturestage is used for (int mapx = chunkx * chunksize; mapx < (chunkx + 1) * chunksize && !texturestageused; mapx++) { for (int mapy = chunky * chunksize; mapy < (chunky + 1) * chunksize && !texturestageused; mapy++) { if (texturestagemodel.Affects(mapx, mapy, width, height)) { texturestageused = true; } } } chunkusestexturestage[texturestagemodel][chunkx, chunky] = texturestageused; // if (chunkusestexturestage[texturestageindex][chunkx, chunky]) //{ // Console.WriteLine("texturestage used: " + texturestageindex + " " + chunkx + " " + chunky); //} } else if (texturestagemodel.Operation == MapTextureStageModel.OperationType.Nop) { chunkusestexturestage[texturestagemodel][chunkx, chunky] = false; } else { //Console.WriteLine("RenderableHeightMap,, cache chunk usage, true"); chunkusestexturestage[texturestagemodel][chunkx, chunky] = true; } } } } maxtexels = RendererSdl.GetInstance().MaxTexelUnits; int totaltexturestagesneeded = 0; foreach (MapTextureStageModel maptexturestagemodel in maptexturestagemodels) { totaltexturestagesneeded += terrainview.mapviewbymapmodel[maptexturestagemodel].NumTextureStagesRequired; } multipass = false; if (totaltexturestagesneeded > maxtexels) { multipass = true; } rendererpasses = new List <RendererPass>(); //maxtexels = 2; //int currenttexel = 0; multipass = true; // force multipass for now for simplicity LogFile.WriteLine("Adding rendererpasses"); if (multipass) { for (int i = 0; i < maptexturestagemodels.Count; i++) { MapTextureStageModel maptexturestagemodel = maptexturestagemodels[i]; MapTextureStageView maptexturestage = terrainview.mapviewbymapmodel[maptexturestagemodel]; int numtexturestagesrequired = maptexturestage.NumTextureStagesRequired; if (numtexturestagesrequired > 0) // exclude Nops { RendererPass rendererpass = new RendererPass(maxtexels); for (int j = 0; j < maptexturestage.NumTextureStagesRequired; j++) { rendererpass.AddStage(new RendererTextureStage(maptexturestage, j, true, width, height)); } rendererpasses.Add(rendererpass); LogFile.WriteLine("Adding rendererpass: " + rendererpass); } } } }
// note to self: move this to subscriber? void DrawMinimap() { TerrainModel terrain = MetaverseClient.GetInstance().worldstorage.terrainmodel; if (DateTime.Now.Subtract(LastMinimapUpdate).TotalMilliseconds > 1000) //if( true ) { List<RendererPass> rendererpasses = new List<RendererPass>(); bool multipass = true; // force multipass for now for simplicity int maxtexels = RendererSdl.GetInstance().MaxTexelUnits; if (multipass) { for (int i = 0; i < terrain.texturestages.Count; i++) { MapTextureStageModel maptexturestage = terrain.texturestages[i]; int numtexturestagesrequired = maptexturestage.NumTextureStagesRequired; if (numtexturestagesrequired > 0) // exclude Nops { RendererPass rendererpass = new RendererPass(maxtexels); for (int j = 0; j < maptexturestage.NumTextureStagesRequired; j++) { rendererpass.AddStage(new RendererTextureStage(maptexturestage, j, true, mapwidth, mapheight)); } rendererpasses.Add(rendererpass); } } } GraphicsHelperGl g = new GraphicsHelperGl(); //g.ApplyOrtho(windowwidth, windowheight, RendererSdl.GetInstance().OuterWindowWidth, RendererSdl.GetInstance().OuterWindowHeight); g.EnableBlendSrcAlpha(); Gl.glDepthFunc(Gl.GL_LEQUAL); int chunkwidth = minimapwidth / numchunks; int chunkheight = minimapheight / numchunks; float[] ambientLight = new float[] { 0.4f, 0.4f, 0.4f, 1.0f }; float[] diffuseLight = new float[] { 0.6f, 0.6f, 0.6f, 1.0f }; float[] specularLight = new float[] { 0.2f, 0.2f, 0.2f, 1.0f }; float[] position = new float[] { -1.0f, 0.2f, -0.4f, 1.0f }; Gl.glLightfv(Gl.GL_LIGHT0, Gl.GL_AMBIENT, ambientLight); Gl.glLightfv(Gl.GL_LIGHT0, Gl.GL_DIFFUSE, diffuseLight); Gl.glLightfv(Gl.GL_LIGHT0, Gl.GL_SPECULAR, specularLight); Gl.glLightfv(Gl.GL_LIGHT0, Gl.GL_POSITION, position); foreach (RendererPass rendererpass in rendererpasses) { rendererpass.Apply(); for (int x = 0; x + chunkwidth < minimapwidth; x += chunkwidth) { for (int y = 0; y + chunkheight < minimapheight; y += chunkheight) { Gl.glBegin(Gl.GL_QUADS); //double ul = 0; //double ur = mapwidth * Terrain.SquareSize; //double vt = 0; //double vb = mapheight * Terrain.SquareSize; double ul = (double)x / minimapwidth * mapwidth; double ur = (double)(x + chunkwidth) / minimapwidth * mapwidth; double vt = (double)y / minimapheight * mapheight; double vb = (double)(y + chunkheight) / minimapheight * mapheight; double xl = minimapx + x; double xr = minimapx + x + minimapwidth / (double)numchunks; double yt = minimapy + y; double yb = minimapy + y + minimapheight / (double)numchunks; Gl.glTexCoord2d(ul, vt); Gl.glMultiTexCoord2dARB(Gl.GL_TEXTURE1_ARB, ul, vt); g.Normal(renderableheightmap.GetNormal(x * mapwidth / minimapwidth, y * mapheight / minimapheight)); //g.Normal(renderableheightmap.normalsperquad[, ]); Gl.glVertex2d(xl, yt); Gl.glTexCoord2d(ul, vb); Gl.glMultiTexCoord2dARB(Gl.GL_TEXTURE1_ARB, ul, vb); g.Normal(renderableheightmap.GetNormal(x * mapwidth / minimapwidth, (y + chunkheight) * mapheight / minimapheight)); //g.Normal( renderableheightmap.normalsperquad[x * mapwidth / minimapwidth, (y + 1) * mapheight / minimapheight ] ); Gl.glVertex2d(xl, yb); Gl.glTexCoord2d(ur, vb); Gl.glMultiTexCoord2dARB(Gl.GL_TEXTURE1_ARB, ur, vb); g.Normal(renderableheightmap.GetNormal((x + chunkwidth) * mapwidth / minimapwidth, (y + chunkheight) * mapheight / minimapheight)); //g.Normal(renderableheightmap.normalsperquad[(x + 1) * mapwidth / minimapwidth, (y + 1) * mapheight / minimapheight]); Gl.glVertex2d(xr, yb); Gl.glTexCoord2d(ur, vt); Gl.glMultiTexCoord2dARB(Gl.GL_TEXTURE1_ARB, ur, vt); g.Normal(renderableheightmap.GetNormal((x + chunkwidth) * mapwidth / minimapwidth, y * mapheight / minimapheight)); //g.Normal(renderableheightmap.normalsperquad[(x + 1) * mapwidth / minimapwidth, y * mapheight / minimapheight]); Gl.glVertex2d(xr, yt); Gl.glEnd(); } } } g.ActiveTexture(0); Gl.glBindTexture(Gl.GL_TEXTURE_2D, minimaptexture); Gl.glCopyTexImage2D(Gl.GL_TEXTURE_2D, 0, Gl.GL_RGBA8, minimapx, RendererSdl.GetInstance().WindowHeight - minimapy - minimapsize, minimapsize, minimapsize, 0); Gl.glTexParameteri(Gl.GL_TEXTURE_2D, Gl.GL_TEXTURE_MIN_FILTER, Gl.GL_NEAREST); LastMinimapUpdate = DateTime.Now; // g.RemoveOrtho(); g.ActiveTexture(1); g.DisableTexture2d(); g.SetTextureScale(1); g.ActiveTexture(0); g.SetTextureScale(1); g.EnableModulate(); Gl.glDisable(Gl.GL_BLEND); } else { GraphicsHelperGl g = new GraphicsHelperGl(); //Gl.glMatrixMode(Gl.GL_PROJECTION); //Gl.glPushMatrix(); //Gl.glLoadIdentity(); //Gl.glOrtho(0, windowwidth, windowheight - RendererSdl.GetInstance().OuterWindowHeight, 0, -1, 1); // we'll just draw the minimap directly onto our display //Gl.glOrtho(0, windowwidth, windowheight, windowheight - RendererSdl.GetInstance().OuterWindowHeight, -1, 1); // we'll just draw the minimap directly onto our display //Gl.glMatrixMode(Gl.GL_MODELVIEW); //Gl.glPushMatrix(); //Gl.glLoadIdentity(); g.ActiveTexture(0); g.EnableTexture2d(); Gl.glBindTexture(Gl.GL_TEXTURE_2D, minimaptexture); //Gl.glBindTexture(Gl.GL_TEXTURE_2D, (terrain.texturestages[0].texture as GlTexture).GlReference); Gl.glDisable(Gl.GL_LIGHTING); Gl.glBegin(Gl.GL_QUADS); Gl.glTexCoord2d(0, 1); Gl.glVertex2i(minimapx, minimapy); Gl.glTexCoord2d(0, 1 - minimapwidth / (double)minimapsize); Gl.glVertex2i(minimapx, minimapy + minimapheight); Gl.glTexCoord2d(minimapwidth / (double)minimapsize, 1 - minimapheight / (double)minimapsize); Gl.glVertex2i(minimapx + minimapwidth, minimapy + minimapheight); Gl.glTexCoord2d(minimapwidth / (double)minimapsize, 1); Gl.glVertex2i(minimapx + minimapwidth, minimapy); Gl.glEnd(); Gl.glEnable(Gl.GL_LIGHTING); //Gl.glMatrixMode(Gl.GL_PROJECTION); //Gl.glPopMatrix(); //Gl.glMatrixMode(Gl.GL_MODELVIEW); //Gl.glPopMatrix(); } }
// note to self: move this to subscriber? void DrawMinimap() { TerrainModel terrain = MetaverseClient.GetInstance().worldstorage.terrainmodel; if (DateTime.Now.Subtract(LastMinimapUpdate).TotalMilliseconds > 1000) //if( true ) { List <RendererPass> rendererpasses = new List <RendererPass>(); bool multipass = true; // force multipass for now for simplicity int maxtexels = RendererSdl.GetInstance().MaxTexelUnits; if (multipass) { for (int i = 0; i < terrain.texturestages.Count; i++) { MapTextureStageModel maptexturestage = terrain.texturestages[i]; int numtexturestagesrequired = maptexturestage.NumTextureStagesRequired; if (numtexturestagesrequired > 0) // exclude Nops { RendererPass rendererpass = new RendererPass(maxtexels); for (int j = 0; j < maptexturestage.NumTextureStagesRequired; j++) { rendererpass.AddStage(new RendererTextureStage(maptexturestage, j, true, mapwidth, mapheight)); } rendererpasses.Add(rendererpass); } } } GraphicsHelperGl g = new GraphicsHelperGl(); //g.ApplyOrtho(windowwidth, windowheight, RendererSdl.GetInstance().OuterWindowWidth, RendererSdl.GetInstance().OuterWindowHeight); g.EnableBlendSrcAlpha(); Gl.glDepthFunc(Gl.GL_LEQUAL); int chunkwidth = minimapwidth / numchunks; int chunkheight = minimapheight / numchunks; float[] ambientLight = new float[] { 0.4f, 0.4f, 0.4f, 1.0f }; float[] diffuseLight = new float[] { 0.6f, 0.6f, 0.6f, 1.0f }; float[] specularLight = new float[] { 0.2f, 0.2f, 0.2f, 1.0f }; float[] position = new float[] { -1.0f, 0.2f, -0.4f, 1.0f }; Gl.glLightfv(Gl.GL_LIGHT0, Gl.GL_AMBIENT, ambientLight); Gl.glLightfv(Gl.GL_LIGHT0, Gl.GL_DIFFUSE, diffuseLight); Gl.glLightfv(Gl.GL_LIGHT0, Gl.GL_SPECULAR, specularLight); Gl.glLightfv(Gl.GL_LIGHT0, Gl.GL_POSITION, position); foreach (RendererPass rendererpass in rendererpasses) { rendererpass.Apply(); for (int x = 0; x + chunkwidth < minimapwidth; x += chunkwidth) { for (int y = 0; y + chunkheight < minimapheight; y += chunkheight) { Gl.glBegin(Gl.GL_QUADS); //double ul = 0; //double ur = mapwidth * Terrain.SquareSize; //double vt = 0; //double vb = mapheight * Terrain.SquareSize; double ul = (double)x / minimapwidth * mapwidth; double ur = (double)(x + chunkwidth) / minimapwidth * mapwidth; double vt = (double)y / minimapheight * mapheight; double vb = (double)(y + chunkheight) / minimapheight * mapheight; double xl = minimapx + x; double xr = minimapx + x + minimapwidth / (double)numchunks; double yt = minimapy + y; double yb = minimapy + y + minimapheight / (double)numchunks; Gl.glTexCoord2d(ul, vt); Gl.glMultiTexCoord2dARB(Gl.GL_TEXTURE1_ARB, ul, vt); g.Normal(renderableheightmap.GetNormal(x * mapwidth / minimapwidth, y * mapheight / minimapheight)); //g.Normal(renderableheightmap.normalsperquad[, ]); Gl.glVertex2d(xl, yt); Gl.glTexCoord2d(ul, vb); Gl.glMultiTexCoord2dARB(Gl.GL_TEXTURE1_ARB, ul, vb); g.Normal(renderableheightmap.GetNormal(x * mapwidth / minimapwidth, (y + chunkheight) * mapheight / minimapheight)); //g.Normal( renderableheightmap.normalsperquad[x * mapwidth / minimapwidth, (y + 1) * mapheight / minimapheight ] ); Gl.glVertex2d(xl, yb); Gl.glTexCoord2d(ur, vb); Gl.glMultiTexCoord2dARB(Gl.GL_TEXTURE1_ARB, ur, vb); g.Normal(renderableheightmap.GetNormal((x + chunkwidth) * mapwidth / minimapwidth, (y + chunkheight) * mapheight / minimapheight)); //g.Normal(renderableheightmap.normalsperquad[(x + 1) * mapwidth / minimapwidth, (y + 1) * mapheight / minimapheight]); Gl.glVertex2d(xr, yb); Gl.glTexCoord2d(ur, vt); Gl.glMultiTexCoord2dARB(Gl.GL_TEXTURE1_ARB, ur, vt); g.Normal(renderableheightmap.GetNormal((x + chunkwidth) * mapwidth / minimapwidth, y * mapheight / minimapheight)); //g.Normal(renderableheightmap.normalsperquad[(x + 1) * mapwidth / minimapwidth, y * mapheight / minimapheight]); Gl.glVertex2d(xr, yt); Gl.glEnd(); } } } g.ActiveTexture(0); Gl.glBindTexture(Gl.GL_TEXTURE_2D, minimaptexture); Gl.glCopyTexImage2D(Gl.GL_TEXTURE_2D, 0, Gl.GL_RGBA8, minimapx, RendererSdl.GetInstance().WindowHeight - minimapy - minimapsize, minimapsize, minimapsize, 0); Gl.glTexParameteri(Gl.GL_TEXTURE_2D, Gl.GL_TEXTURE_MIN_FILTER, Gl.GL_NEAREST); LastMinimapUpdate = DateTime.Now; // g.RemoveOrtho(); g.ActiveTexture(1); g.DisableTexture2d(); g.SetTextureScale(1); g.ActiveTexture(0); g.SetTextureScale(1); g.EnableModulate(); Gl.glDisable(Gl.GL_BLEND); } else { GraphicsHelperGl g = new GraphicsHelperGl(); //Gl.glMatrixMode(Gl.GL_PROJECTION); //Gl.glPushMatrix(); //Gl.glLoadIdentity(); //Gl.glOrtho(0, windowwidth, windowheight - RendererSdl.GetInstance().OuterWindowHeight, 0, -1, 1); // we'll just draw the minimap directly onto our display //Gl.glOrtho(0, windowwidth, windowheight, windowheight - RendererSdl.GetInstance().OuterWindowHeight, -1, 1); // we'll just draw the minimap directly onto our display //Gl.glMatrixMode(Gl.GL_MODELVIEW); //Gl.glPushMatrix(); //Gl.glLoadIdentity(); g.ActiveTexture(0); g.EnableTexture2d(); Gl.glBindTexture(Gl.GL_TEXTURE_2D, minimaptexture); //Gl.glBindTexture(Gl.GL_TEXTURE_2D, (terrain.texturestages[0].texture as GlTexture).GlReference); Gl.glDisable(Gl.GL_LIGHTING); Gl.glBegin(Gl.GL_QUADS); Gl.glTexCoord2d(0, 1); Gl.glVertex2i(minimapx, minimapy); Gl.glTexCoord2d(0, 1 - minimapwidth / (double)minimapsize); Gl.glVertex2i(minimapx, minimapy + minimapheight); Gl.glTexCoord2d(minimapwidth / (double)minimapsize, 1 - minimapheight / (double)minimapsize); Gl.glVertex2i(minimapx + minimapwidth, minimapy + minimapheight); Gl.glTexCoord2d(minimapwidth / (double)minimapsize, 1); Gl.glVertex2i(minimapx + minimapwidth, minimapy); Gl.glEnd(); Gl.glEnable(Gl.GL_LIGHTING); //Gl.glMatrixMode(Gl.GL_PROJECTION); //Gl.glPopMatrix(); //Gl.glMatrixMode(Gl.GL_MODELVIEW); //Gl.glPopMatrix(); } }