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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#include "Combiner.h"
#include "Game/GlobalUnsynced.h"
#include "Rendering/GlobalRendering.h"
#include "Rendering/Shaders/ShaderHandler.h"
#include "Rendering/Shaders/Shader.h"
#include "Map/ReadMap.h"
#include "System/Exceptions.h"
#include "System/Config/ConfigHandler.h"
#include "System/Log/ILog.h"
CONFIG(bool, HighResInfoTexture).defaultValue(true);
CInfoTextureCombiner::CInfoTextureCombiner()
: CPboInfoTexture("info")
, disabled(true)
{
texSize = (configHandler->GetBool("HighResInfoTexture")) ? int2(mapDims.pwr2mapx, mapDims.pwr2mapy) : int2(mapDims.pwr2mapx >> 1, mapDims.pwr2mapy >> 1);
//texSize = (configHandler->GetBool("HighResInfoTexture")) ? int2(512, 512) : int2(256, 256);
texChannels = 4;
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
// precision hint:
// GL_RGBA8 hasn't enough precision for subtle blending operations,
// cause we update the texture slowly with alpha values of 0.05, so
// per update the change is too subtle. With just 8bits per channel
// the update is too less to change the texture value at all. The
// texture keeps unchanged then and never reaches the wanted final
// state, keeping `shadow` images of the old state.
// Testing showed that 10bits per channel are already good enough to
// counter this, GL_RGBA16 would be another solution, but needs twice
// as much texture memory + bandwidth.
// Also GL3.x enforces that GL_RGB10_A2 must be renderable.
glSpringTexStorage2D(GL_TEXTURE_2D, -1, GL_RGB10_A2, texSize.x, texSize.y);
if (FBO::IsSupported()) {
fbo.Bind();
fbo.AttachTexture(texture);
/*bool status =*/ fbo.CheckStatus("CInfoTextureCombiner");
glClearColor(0.5f, 0.5f, 0.5f, 1.0f);
if (fbo.IsValid()) glClear(GL_COLOR_BUFFER_BIT);
FBO::Unbind();
// create mipmaps
glBindTexture(GL_TEXTURE_2D, texture);
glGenerateMipmap(GL_TEXTURE_2D);
}
shader = shaderHandler->CreateProgramObject("[CInfoTextureCombiner]", "CInfoTextureCombiner", false);
if (!fbo.IsValid() /*|| !shader->IsValid()*/) { // don't check shader (it gets created/switched at runtime)
throw opengl_error("");
}
}
void CInfoTextureCombiner::SwitchMode(const std::string& name)
{
if (name.empty()) {
curMode = name;
disabled = true;
CreateShader("", true);
return;
}
// WTF? fully reloaded from disk on every switch?
if (name == "los") {
disabled = !CreateShader("shaders/GLSL/infoLOS.lua", true, float4(0.5f, 0.5f, 0.5f, 1.0f));
} else
if (name == "metal") {
disabled = !CreateShader("shaders/GLSL/infoMetal.lua", true, float4(0.f, 0.f, 0.f, 1.0f));
} else
if (name == "height") {
disabled = !CreateShader("shaders/GLSL/infoHeight.lua");
} else
if (name == "path") {
disabled = !CreateShader("shaders/GLSL/infoPath.lua");
} else {
//FIXME allow "info:myluainfotex"
disabled = !CreateShader(name);
}
curMode = (disabled) ? "" : name;
}
bool CInfoTextureCombiner::CreateShader(const std::string& filename, const bool clear, const float4 clearColor)
{
if (clear) {
// clear
fbo.Bind();
glClearColor(clearColor.r, clearColor.g, clearColor.b, clearColor.a);
if (fbo.IsValid()) glClear(GL_COLOR_BUFFER_BIT);
FBO::Unbind();
// create mipmaps
glBindTexture(GL_TEXTURE_2D, texture);
glGenerateMipmap(GL_TEXTURE_2D);
}
if (filename.empty())
return false;
shader->Release();
return shader->LoadFromLua(filename);
}
void CInfoTextureCombiner::Update()
{
shader->Enable();
fbo.Bind();
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_FALSE);
glViewport(0,0, texSize.x, texSize.y);
glEnable(GL_BLEND);
shader->BindTextures();
shader->SetUniform("time", gu->gameTime);
const float isx = 2.0f * (mapDims.mapx / float(mapDims.pwr2mapx)) - 1.0f;
const float isy = 2.0f * (mapDims.mapy / float(mapDims.pwr2mapy)) - 1.0f;
glBegin(GL_QUADS);
glTexCoord2f(0.f, 0.f); glVertex2f(-1.f, -1.f);
glTexCoord2f(0.f, 1.f); glVertex2f(-1.f, +isy);
glTexCoord2f(1.f, 1.f); glVertex2f(+isx, +isy);
glTexCoord2f(1.f, 0.f); glVertex2f(+isx, -1.f);
glEnd();
glViewport(globalRendering->viewPosX,0,globalRendering->viewSizeX,globalRendering->viewSizeY);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
FBO::Unbind();
shader->Disable();
// create mipmaps
glBindTexture(GL_TEXTURE_2D, texture);
glGenerateMipmap(GL_TEXTURE_2D);
}
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