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#include "StdAfx.h"
#include "mmgr.h"
#include "Rendering/FartextureHandler.h"
#include "Rendering/UnitModels/UnitDrawer.h"
#include "Rendering/GL/VertexArray.h"
#include "Rendering/Textures/Bitmap.h"
#include "Rendering/UnitModels/3DModel.h"
#include "Rendering/Textures/3DOTextureHandler.h"
#include "Rendering/Textures/S3OTextureHandler.h"
#include "Map/MapInfo.h"
#include "Game/Camera.h"
#include "System/GlobalUnsynced.h"
#include "System/myMath.h"
#include "System/LogOutput.h"
CFartextureHandler* fartextureHandler = NULL;
CFartextureHandler::CFartextureHandler()
{
usedFarTextures = 0;
farTexture = 0;
texSizeX = 1024;
texSizeY = 1024;
if (!fbo.IsValid()) {
logOutput.Print("framebuffer not valid!");
return;
}
glGenTextures(1,&farTexture);
glBindTexture(GL_TEXTURE_2D, farTexture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, texSizeX, texSizeY, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
fbo.Bind();
fbo.AttachTexture(farTexture);
fbo.CreateRenderBuffer(GL_DEPTH_ATTACHMENT_EXT, GL_DEPTH_COMPONENT16, texSizeX, texSizeY); //TODO hmmm perhaps just create it on-demand to save gfx-ram?
bool status = fbo.CheckStatus("FARTEXTURE");
if (status) {
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
fbo.Unbind();
fbo.reloadOnAltTab = true;
if (!status) {
//do something
}
}
CFartextureHandler::~CFartextureHandler()
{
glDeleteTextures(1, &farTexture);
}
/**
* @brief Add the model to the queue of units waiting for their fartexture.
* On the next CreateFarTextures() call the fartexture for this model will be
* created.
*/
void CFartextureHandler::CreateFarTexture(S3DModel* model)
{
GML_STDMUTEX_LOCK(tex); // CreateFarTexture
pending.push_back(model);
}
/**
* @brief Process the queue of pending fartexture creation requests.
* This loops through the queue calling ReallyCreateFarTexture() on each entry,
* and empties the queue afterwards.
*/
void CFartextureHandler::CreateFarTextures()
{
GML_STDMUTEX_LOCK(tex); // CreateFarTextures
for(std::vector<S3DModel*>::const_iterator it = pending.begin(); it != pending.end(); ++it) {
ReallyCreateFarTexture(*it);
}
pending.clear();
}
/**
* @brief Returns the (row, column) pair of a FarTexture in the TextureAtlas.
*/
int2 CFartextureHandler::GetTextureCoordsInt(const int& farTextureNum, const int& orientation)
{
const int texnum = (farTextureNum * numOrientations) + orientation;
const int row = texnum / (texSizeX / iconSizeX);
const int col = texnum - row * (texSizeX / iconSizeX);
return int2(col, row);
}
/**
* @brief Returns the TexCoords of a FarTexture in the TextureAtlas.
*/
float2 CFartextureHandler::GetTextureCoords(const int& farTextureNum, const int& orientation)
{
float2 texcoords;
const int texnum = (farTextureNum * numOrientations) + orientation;
const int row = texnum / (texSizeX / iconSizeX);
const int col = texnum - row * (texSizeX / iconSizeX);
texcoords.x = (float(iconSizeX) / texSizeX) * col;
texcoords.y = (float(iconSizeY) / texSizeY) * row;
return texcoords;
}
/**
* @brief Really create the far texture for the given model.
*/
void CFartextureHandler::ReallyCreateFarTexture(S3DModel* model)
{
model->farTextureNum = usedFarTextures;
const int maxSprites = (texSizeX / iconSizeX)*(texSizeY / iconSizeY) - 1;
if (usedFarTextures >= maxSprites) {
//TODO resize texture atlas if possible
//logOutput.Print("Out of fartextures");
return;
}
if (!fbo.IsValid()) {
//logOutput.Print("framebuffer not valid!");
return;
}
fbo.Bind();
glDisable(GL_BLEND);
unitDrawer->SetupForUnitDrawing();
if (model->type == MODELTYPE_3DO) {
unitDrawer->SetupFor3DO();
} else {
//FIXME for some strange reason we need to invert the culling, why?
glCullFace(GL_FRONT);
texturehandlerS3O->SetS3oTexture(model->textureType);
}
unitDrawer->SetTeamColour(0);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(-model->radius, model->radius, -model->radius, model->radius, -model->radius*1.5f, model->radius*1.5f);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glScalef(-1,1,1);
glColor4f(1,1,1,1);
glRotatef(45, 1, 0, 0);
//! draw the model in 8 different orientations
for (size_t orient = 0; orient < numOrientations; ++orient) {
//! setup viewport
int2 pos = GetTextureCoordsInt(usedFarTextures, orient);
glViewport(pos.x * iconSizeX, pos.y * iconSizeY, iconSizeX, iconSizeY);
glPushMatrix();
glTranslatef(0, -model->height * 0.5f, 0);
//! draw the model to a temporary buffer
model->DrawStatic();
glPopMatrix();
//! rotate by 45 degrees for the next orientation
glRotatef(-360.0f / numOrientations, 0, 1, 0);
glLightfv(GL_LIGHT1, GL_POSITION, mapInfo->light.sunDir);
}
if (model->type == MODELTYPE_3DO) {
unitDrawer->CleanUp3DO();
}
unitDrawer->CleanUpUnitDrawing();
glViewport(gu->viewPosX, 0, gu->viewSizeX, gu->viewSizeY);
usedFarTextures++;
fbo.Unbind();
}
void CFartextureHandler::DrawFarTexture(const CCamera* cam, const S3DModel* mdl, const float3& pos, float radius, short heading, CVertexArray* va) {
const float3 interPos = pos + UpVector * mdl->height * 0.5f;
//! indicates the orientation to draw
static const int USHRT_MAX_ = (1 << 16);
const int orient_step = USHRT_MAX_ / numOrientations;
int orient = GetHeadingFromVector(-cam->forward.x, -cam->forward.z) - heading;
orient += USHRT_MAX_; //! make it positive only
orient += (orient_step >> 1); //! we want that frontdir is from -orient_step/2 upto orient_step/2
orient %= USHRT_MAX_; //! we have an angle so it's periodical
orient /= orient_step; //! get the final direction index
const float iconSizeX = float(this->iconSizeX) / texSizeX;
const float iconSizeY = float(this->iconSizeY) / texSizeY;
const float2 texcoords = GetTextureCoords(mdl->farTextureNum, orient);
const float3 curad = camera->up * radius;
const float3 crrad = camera->right * radius;
va->AddVertexQT(interPos - curad + crrad, texcoords.x, texcoords.y );
va->AddVertexQT(interPos + curad + crrad, texcoords.x, texcoords.y + iconSizeY);
va->AddVertexQT(interPos + curad - crrad, texcoords.x + iconSizeX, texcoords.y + iconSizeY);
va->AddVertexQT(interPos - curad - crrad, texcoords.x + iconSizeX, texcoords.y );
}
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