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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#include "Radar.h"
#include "InfoTextureHandler.h"
#include "Game/GlobalUnsynced.h"
#include "Rendering/GlobalRendering.h"
#include "Rendering/Shaders/ShaderHandler.h"
#include "Rendering/Shaders/Shader.h"
#include "Sim/Misc/LosHandler.h"
#include "Sim/Misc/ModInfo.h"
#include "System/Exceptions.h"
#include "System/TimeProfiler.h"
#include "System/Log/ILog.h"
CRadarTexture::CRadarTexture()
: CPboInfoTexture("radar")
, uploadTexRadar(0)
, uploadTexJammer(0)
{
texSize = losHandler->radar.size;
texChannels = 2;
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_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);
glSpringTexStorage2D(GL_TEXTURE_2D, -1, GL_RG8, texSize.x, texSize.y);
infoTexPBO.Bind();
infoTexPBO.New(texSize.x * texSize.y * texChannels * sizeof(unsigned short), GL_STREAM_DRAW);
infoTexPBO.Unbind();
if (FBO::IsSupported()) {
fbo.Bind();
fbo.AttachTexture(texture);
/*bool status =*/ fbo.CheckStatus("CRadarTexture");
FBO::Unbind();
}
const std::string vertexCode = R"(
varying vec2 texCoord;
void main() {
texCoord = gl_Vertex.xy * 0.5 + 0.5;
gl_Position = vec4(gl_Vertex.xyz, 1.0);
}
)";
const std::string fragmentCode = R"(
uniform sampler2D texLoS;
uniform sampler2D texRadar;
uniform sampler2D texJammer;
varying vec2 texCoord;
void main() {
float los = texture2D(texLoS, texCoord).r;
vec2 fr = texture2D(texRadar, texCoord).rg;
vec2 fj = texture2D(texJammer, texCoord).rg;
float cr = (fr.r + fr.g) * 200000.0;
float cj = (fj.r + fj.g) * 200000.0;
gl_FragColor = vec4(cr, los * cj, 0.0f, 0.0f);
}
)";
shader = shaderHandler->CreateProgramObject("[CRadarTexture]", "CRadarTexture", false);
shader->AttachShaderObject(shaderHandler->CreateShaderObject(vertexCode, "", GL_VERTEX_SHADER));
shader->AttachShaderObject(shaderHandler->CreateShaderObject(fragmentCode, "", GL_FRAGMENT_SHADER));
shader->Link();
if (!shader->IsValid()) {
const char* fmt = "%s-shader compilation error: %s";
LOG_L(L_ERROR, fmt, shader->GetName().c_str(), shader->GetLog().c_str());
} else {
shader->Enable();
shader->SetUniform("texRadar", 1);
shader->SetUniform("texJammer", 0);
shader->SetUniform("texLoS", 2);
shader->Disable();
shader->Validate();
if (!shader->IsValid()) {
const char* fmt = "%s-shader validation error: %s";
LOG_L(L_ERROR, fmt, shader->GetName().c_str(), shader->GetLog().c_str());
}
}
if (fbo.IsValid() && shader->IsValid()) {
glGenTextures(1, &uploadTexRadar);
glBindTexture(GL_TEXTURE_2D, uploadTexRadar);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_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);
glSpringTexStorage2D(GL_TEXTURE_2D, 1, GL_RG8, texSize.x, texSize.y);
glGenTextures(1, &uploadTexJammer);
glBindTexture(GL_TEXTURE_2D, uploadTexJammer);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_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);
glSpringTexStorage2D(GL_TEXTURE_2D, 1, GL_RG8, texSize.x, texSize.y);
}
if (!fbo.IsValid() || !shader->IsValid()) {
throw opengl_error("");
}
}
CRadarTexture::~CRadarTexture()
{
glDeleteTextures(1, &uploadTexRadar);
glDeleteTextures(1, &uploadTexJammer);
}
void CRadarTexture::UpdateCPU()
{
infoTexPBO.Bind();
auto infoTexMem = reinterpret_cast<unsigned char*>(infoTexPBO.MapBuffer());
if (!losHandler->globalLOS[gu->myAllyTeam]) {
const int jammerAllyTeam = modInfo.separateJammers ? gu->myAllyTeam : 0;
const unsigned short* myLos = &losHandler->los.losMaps[gu->myAllyTeam].front();
const unsigned short* myRadar = &losHandler->radar.losMaps[gu->myAllyTeam].front();
const unsigned short* myJammer = &losHandler->jammer.losMaps[jammerAllyTeam].front();
for (int y = 0; y < texSize.y; ++y) {
for (int x = 0; x < texSize.x; ++x) {
const int idx = y * texSize.x + x;
infoTexMem[idx * 2 + 0] = ( myRadar[idx] != 0) ? 255 : 0;
infoTexMem[idx * 2 + 1] = (myJammer[idx] != 0 && myLos[idx] != 0) ? 255 : 0;
}
}
} else {
for (int y = 0; y < texSize.y; ++y) {
for (int x = 0; x < texSize.x; ++x) {
const int idx = y * texSize.x + x;
infoTexMem[idx * 2 + 0] = 255;
infoTexMem[idx * 2 + 1] = 0;
}
}
}
infoTexPBO.UnmapBuffer();
glBindTexture(GL_TEXTURE_2D, texture);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, texSize.x, texSize.y, GL_RG, GL_UNSIGNED_BYTE, infoTexPBO.GetPtr());
infoTexPBO.Invalidate();
infoTexPBO.Unbind();
}
void CRadarTexture::Update()
{
if (!fbo.IsValid() || !shader->IsValid() || uploadTexRadar == 0 || uploadTexJammer == 0)
return UpdateCPU();
if (losHandler->globalLOS[gu->myAllyTeam]) {
fbo.Bind();
glViewport(0,0, texSize.x, texSize.y);
glClearColor(1.0f, 0.0f, 0.0f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT);
glViewport(globalRendering->viewPosX,0,globalRendering->viewSizeX,globalRendering->viewSizeY);
FBO::Unbind();
glBindTexture(GL_TEXTURE_2D, texture);
glGenerateMipmap(GL_TEXTURE_2D);
return;
}
const int jammerAllyTeam = modInfo.separateJammers ? gu->myAllyTeam : 0;
infoTexPBO.Bind();
const size_t arraySize = texSize.x * texSize.y * sizeof(unsigned short);
auto infoTexMem = reinterpret_cast<unsigned char*>(infoTexPBO.MapBuffer());
const unsigned short* myRadar = &losHandler->radar.losMaps[gu->myAllyTeam].front();
const unsigned short* myJammer = &losHandler->jammer.losMaps[jammerAllyTeam].front();
memcpy(infoTexMem, myRadar, arraySize);
infoTexMem += arraySize;
memcpy(infoTexMem, myJammer, arraySize);
infoTexPBO.UnmapBuffer();
//Trick: Upload the ushort as 2 ubytes, and then check both for `!=0` in the shader.
// Faster than doing it on the CPU! And uploading it as shorts would be slow, cause the GPU
// has no native support for them and so the transformation would happen on the CPU, too.
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, uploadTexRadar);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, texSize.x, texSize.y, GL_RG, GL_UNSIGNED_BYTE, infoTexPBO.GetPtr());
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, uploadTexJammer);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, texSize.x, texSize.y, GL_RG, GL_UNSIGNED_BYTE, infoTexPBO.GetPtr(arraySize));
infoTexPBO.Invalidate();
infoTexPBO.Unbind();
// do post-processing on the gpu (los-checking & scaling)
fbo.Bind();
glViewport(0,0, texSize.x, texSize.y);
shader->Enable();
glDisable(GL_BLEND);
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, infoTextureHandler->GetInfoTexture("los")->GetTexture());
glBegin(GL_QUADS);
glVertex2f(-1.f, -1.f);
glVertex2f(-1.f, +1.f);
glVertex2f(+1.f, +1.f);
glVertex2f(+1.f, -1.f);
glEnd();
shader->Disable();
glViewport(globalRendering->viewPosX,0,globalRendering->viewSizeX,globalRendering->viewSizeY);
FBO::Unbind();
// generate mipmaps
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture);
}
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