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/* Copyright (C) 2013 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
/*
* Sky settings, texture management and rendering.
*/
#include "precompiled.h"
#include <algorithm>
#include "lib/timer.h"
#include "lib/tex/tex.h"
#include "lib/res/graphics/ogl_tex.h"
#include "maths/MathUtil.h"
#include "ps/CStr.h"
#include "ps/CLogger.h"
#include "ps/Game.h"
#include "ps/Loader.h"
#include "ps/Filesystem.h"
#include "ps/World.h"
#include "renderer/SkyManager.h"
#include "renderer/Renderer.h"
#include "graphics/LightEnv.h"
#include "graphics/ShaderManager.h"
#include "graphics/Terrain.h"
#include "graphics/TextureManager.h"
///////////////////////////////////////////////////////////////////////////////////////////////
// SkyManager implementation
///////////////////////////////////////////////////////////////////
// String names for each image, in order of the IMG_ constants
const wchar_t* SkyManager::s_imageNames[numTextures] = {
L"front",
L"back",
L"right",
L"left",
L"top"
};
///////////////////////////////////////////////////////////////////
// Construction/Destruction
SkyManager::SkyManager()
{
m_RenderSky = true;
m_SkySet = L"";
m_HorizonHeight = -150.0f;
m_SkyCubeMap = 0;
}
///////////////////////////////////////////////////////////////////
// Load all sky textures
void SkyManager::LoadSkyTextures()
{
/*for (size_t i = 0; i < ARRAY_SIZE(m_SkyTexture); ++i)
{
VfsPath path = VfsPath("art/textures/skies") / m_SkySet / (Path::String(s_imageNames[i])+L".dds");
CTextureProperties textureProps(path);
textureProps.SetWrap(GL_CLAMP_TO_EDGE);
CTexturePtr texture = g_Renderer.GetTextureManager().CreateTexture(textureProps);
texture->Prefetch();
m_SkyTexture[i] = texture;
}*/
///////////////////////////////////////////////////////////////////////////
// HACK: THE HORRIBLENESS HERE IS OVER 9000. The following code is a HUGE hack and will be removed completely
// as soon as all the hardcoded GL_TEXTURE_2D references are corrected in the TextureManager/OGL/tex libs.
glGenTextures(1, &m_SkyCubeMap);
glBindTexture(GL_TEXTURE_CUBE_MAP, m_SkyCubeMap);
int types[] = {
GL_TEXTURE_CUBE_MAP_POSITIVE_X,
GL_TEXTURE_CUBE_MAP_NEGATIVE_X,
GL_TEXTURE_CUBE_MAP_POSITIVE_Z,
GL_TEXTURE_CUBE_MAP_NEGATIVE_Z,
GL_TEXTURE_CUBE_MAP_POSITIVE_Y,
GL_TEXTURE_CUBE_MAP_NEGATIVE_Y
};
const wchar_t* images[numTextures+1] = {
L"front",
L"back",
L"right",
L"left",
L"top",
L"top"
};
for (size_t i = 0; i < numTextures+1; ++i)
{
VfsPath path = VfsPath("art/textures/skies") / m_SkySet / (Path::String(images[i])+L".dds");
shared_ptr<u8> file;
size_t fileSize;
if (g_VFS->LoadFile(path, file, fileSize) < 0)
{
VfsPath path2 = VfsPath("art/textures/skies") / m_SkySet / (Path::String(images[i])+L".dds.cached.dds");
if (g_VFS->LoadFile(path2, file, fileSize) < 0)
{
glDeleteTextures(1, &m_SkyCubeMap);
LOGERROR("Error creating sky cubemap.");
return;
}
}
Tex tex;
tex.decode(file, fileSize);
tex.transform_to((tex.m_Flags | TEX_BOTTOM_UP | TEX_ALPHA) & ~(TEX_DXT | TEX_MIPMAPS));
u8* data = tex.get_data();
if (types[i] == GL_TEXTURE_CUBE_MAP_NEGATIVE_Y || types[i] == GL_TEXTURE_CUBE_MAP_POSITIVE_Y)
{
std::vector<u8> rotated(tex.m_DataSize);
for (size_t y = 0; y < tex.m_Height; ++y)
{
for (size_t x = 0; x < tex.m_Width; ++x)
{
size_t invx = y, invy = tex.m_Width-x-1;
rotated[(y*tex.m_Width + x) * 4 + 0] = data[(invy*tex.m_Width + invx) * 4 + 0];
rotated[(y*tex.m_Width + x) * 4 + 1] = data[(invy*tex.m_Width + invx) * 4 + 1];
rotated[(y*tex.m_Width + x) * 4 + 2] = data[(invy*tex.m_Width + invx) * 4 + 2];
rotated[(y*tex.m_Width + x) * 4 + 3] = data[(invy*tex.m_Width + invx) * 4 + 3];
}
}
glTexImage2D(types[i], 0, GL_RGB, tex.m_Width, tex.m_Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, &rotated[0]);
}
else
{
glTexImage2D(types[i], 0, GL_RGB, tex.m_Width, tex.m_Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
}
}
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
#if CONFIG2_GLES
#warning TODO: fix SkyManager::LoadSkyTextures for GLES
#else
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
#endif
glBindTexture(GL_TEXTURE_2D, 0);
///////////////////////////////////////////////////////////////////////////
}
///////////////////////////////////////////////////////////////////
// Switch to a different sky set (while the game is running)
void SkyManager::SetSkySet( const CStrW& newSet )
{
if(newSet == m_SkySet)
return;
if (m_SkyCubeMap)
{
glDeleteTextures(1, &m_SkyCubeMap);
m_SkyCubeMap = 0;
}
m_SkySet = newSet;
LoadSkyTextures();
}
///////////////////////////////////////////////////////////////////
// Generate list of available skies
std::vector<CStrW> SkyManager::GetSkySets() const
{
std::vector<CStrW> skies;
// Find all subdirectories in art/textures/skies
const VfsPath path(L"art/textures/skies/");
DirectoryNames subdirectories;
if(g_VFS->GetDirectoryEntries(path, 0, &subdirectories) < 0)
{
LOGERROR("Error opening directory '%s'", path.string8());
return std::vector<CStrW>(1, GetSkySet()); // just return what we currently have
}
for(size_t i = 0; i < subdirectories.size(); i++)
skies.push_back(subdirectories[i].string());
sort(skies.begin(), skies.end());
return skies;
}
///////////////////////////////////////////////////////////////////
// Render sky
void SkyManager::RenderSky()
{
#if CONFIG2_GLES
#warning TODO: implement SkyManager::RenderSky for GLES
#else
// Draw the sky as a small box around the map, with depth write enabled.
// This will be done before anything else is drawn so we'll be overlapped by everything else.
// Do nothing unless SetSkySet was called
if (m_SkySet.empty())
return;
glDepthMask( GL_FALSE );
pglActiveTextureARB(GL_TEXTURE0_ARB);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
// Translate so we are at the center of the map.
ssize_t mapSize = g_Game->GetWorld()->GetTerrain()->GetVerticesPerSide();
glTranslatef(mapSize*(TERRAIN_TILE_SIZE/2.0f), m_HorizonHeight, mapSize*(TERRAIN_TILE_SIZE/2.0f) );
// Rotate so that the "left" face, which contains the brightest part of each
// skymap, is in the direction of the sun from our light environment
glRotatef( 180.0f /*+ 45.0f*/ + RADTODEG(g_Renderer.GetLightEnv().GetRotation()), 0.0f, 1.0f, 0.0f );
// Distance to draw the faces at
const float D = 1500.0f; // distance from map center
const float H = 500.0f; // height of the ceiling
const float FH = -100.0f; // height of the "floor"
CShaderProgramPtr shader;
CShaderTechniquePtr skytech;
if (g_Renderer.GetRenderPath() == CRenderer::RP_SHADER)
{
skytech = g_Renderer.GetShaderManager().LoadEffect(str_sky_simple);
skytech->BeginPass();
shader = skytech->GetShader();
shader->BindTexture(str_baseTex, m_SkyCubeMap);
}
else
{
glDisable(GL_TEXTURE_2D);
glEnable(GL_TEXTURE_CUBE_MAP);
glBindTexture(GL_TEXTURE_CUBE_MAP, m_SkyCubeMap);
}
glBegin(GL_QUADS);
// GL_TEXTURE_CUBE_MAP_NEGATIVE_X
glTexCoord3f( +1, +1, +1 ); glVertex3f( -D, FH, -D );
glTexCoord3f( +1, +1, -1 ); glVertex3f( -D, FH, +D );
glTexCoord3f( +1, -1, -1 ); glVertex3f( -D, +H, +D );
glTexCoord3f( +1, -1, +1 ); glVertex3f( -D, +H, -D );
// GL_TEXTURE_CUBE_MAP_POSITIVE_X
glTexCoord3f( -1, +1, -1 ); glVertex3f( +D, FH, +D );
glTexCoord3f( -1, +1, +1 ); glVertex3f( +D, FH, -D );
glTexCoord3f( -1, -1, +1 ); glVertex3f( +D, +H, -D );
glTexCoord3f( -1, -1, -1 ); glVertex3f( +D, +H, +D );
// GL_TEXTURE_CUBE_MAP_NEGATIVE_Y
glTexCoord3f( -1, +1, +1 ); glVertex3f( +D, FH, -D );
glTexCoord3f( -1, +1, -1 ); glVertex3f( +D, FH, +D );
glTexCoord3f( +1, +1, -1 ); glVertex3f( -D, FH, +D );
glTexCoord3f( +1, +1, +1 ); glVertex3f( -D, FH, -D );
// GL_TEXTURE_CUBE_MAP_POSITIVE_Y
glTexCoord3f( +1, -1, +1 ); glVertex3f( -D, +H, -D );
glTexCoord3f( +1, -1, -1 ); glVertex3f( -D, +H, +D );
glTexCoord3f( -1, -1, -1 ); glVertex3f( +D, +H, +D );
glTexCoord3f( -1, -1, +1 ); glVertex3f( +D, +H, -D );
// GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
glTexCoord3f( -1, +1, +1 ); glVertex3f( +D, FH, -D );
glTexCoord3f( +1, +1, +1 ); glVertex3f( -D, FH, -D );
glTexCoord3f( +1, -1, +1 ); glVertex3f( -D, +H, -D );
glTexCoord3f( -1, -1, +1 ); glVertex3f( +D, +H, -D );
// GL_TEXTURE_CUBE_MAP_POSITIVE_Z
glTexCoord3f( +1, +1, -1 ); glVertex3f( -D, FH, +D );
glTexCoord3f( -1, +1, -1 ); glVertex3f( +D, FH, +D );
glTexCoord3f( -1, -1, -1 ); glVertex3f( +D, +H, +D );
glTexCoord3f( +1, -1, -1 ); glVertex3f( -D, +H, +D );
glEnd();
if (g_Renderer.GetRenderPath() == CRenderer::RP_SHADER)
{
skytech->EndPass();
}
else
{
glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
glDisable(GL_TEXTURE_CUBE_MAP);
glEnable(GL_TEXTURE_2D);
}
glPopMatrix();
glDepthMask( GL_TRUE );
#endif
}
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