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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#include <algorithm>
#include <cctype>
#include "GroundDecalHandler.h"
#include "Game/Camera.h"
#include "Game/GameHelper.h"
#include "Game/GameSetup.h"
#include "Game/GlobalUnsynced.h"
#include "Lua/LuaParser.h"
#include "Map/Ground.h"
#include "Map/MapInfo.h"
#include "Map/ReadMap.h"
#include "Rendering/GlobalRendering.h"
#include "Rendering/ShadowHandler.h"
#include "Rendering/UnitDrawer.h"
#include "Rendering/Env/ISky.h"
#include "Rendering/Env/SunLighting.h"
#include "Rendering/GL/myGL.h"
#include "Rendering/GL/VertexArray.h"
#include "Rendering/Map/InfoTexture/IInfoTextureHandler.h"
#include "Rendering/Shaders/ShaderHandler.h"
#include "Rendering/Shaders/Shader.h"
#include "Rendering/Textures/Bitmap.h"
#include "Sim/Features/FeatureDef.h"
#include "Sim/Units/Unit.h"
#include "Sim/Units/UnitDef.h"
#include "Sim/Units/UnitHandler.h"
#include "Sim/Misc/SimObjectMemPool.h"
#include "Sim/Projectiles/ExplosionListener.h"
#include "Sim/Weapons/WeaponDef.h"
#include "System/Config/ConfigHandler.h"
#include "System/EventHandler.h"
#include "System/Log/ILog.h"
#include "System/myMath.h"
#include "System/StringUtil.h"
#include "System/FileSystem/FileSystem.h"
#define TEX_QUAD_SIZE 16
#define MAX_SCAR_COUNT 4096
static DynMemPool<sizeof(SolidObjectGroundDecal)> sogdMemPool;
static std::array<CGroundDecalHandler::Scar, MAX_SCAR_COUNT> scars;
static std::vector<uint8_t> scarTexBuf;
// free and used slots in <scars>
static std::vector<int> freeScarIDs;
static std::vector<int> usedScarIDs;
CONFIG(int, GroundScarAlphaFade).defaultValue(0);
CGroundDecalHandler::CGroundDecalHandler(): CEventClient("[CGroundDecalHandler]", 314159, false)
{
if (!GetDrawDecals())
return;
eventHandler.AddClient(this);
CExplosionCreator::AddExplosionListener(this);
sogdMemPool.clear();
sogdMemPool.reserve(128);
freeScarIDs.clear();
freeScarIDs.reserve(MAX_SCAR_COUNT);
usedScarIDs.clear();
usedScarIDs.reserve(128);
scarTexBuf.clear();
scarTexBuf.resize(512 * 512 * 4, 0); // 1MB
for (int i = 0; i < MAX_SCAR_COUNT; i++) {
freeScarIDs.push_back(i);
// wipe out scars from previous runs; keep their VA's
scars[i].Reset();
}
scarFieldX = mapDims.mapx / 32;
scarFieldY = mapDims.mapy / 32;
scarField.resize(scarFieldX * scarFieldY);
lastScarOverlapTest = 0;
maxScarOverlapSize = decalLevel + 1;
groundScarAlphaFade = (configHandler->GetInt("GroundScarAlphaFade") != 0);
LoadScarTextures();
LoadDecalShaders();
}
CGroundDecalHandler::~CGroundDecalHandler()
{
eventHandler.RemoveClient(this);
for (SolidObjectDecalType& dctype: objectDecalTypes) {
for (SolidObjectGroundDecal*& dc: dctype.objectDecals) {
if (dc->owner != nullptr)
dc->owner->groundDecal = nullptr;
if (dc->gbOwner != nullptr)
dc->gbOwner->decal = nullptr;
sogdMemPool.free(dc);
}
glDeleteTextures(1, &dctype.texture);
}
glDeleteTextures(1, &scarTex);
shaderHandler->ReleaseProgramObjects("[GroundDecalHandler]");
decalShaders.clear();
}
void CGroundDecalHandler::LoadScarTextures() {
LuaParser resourcesParser("gamedata/resources.lua", SPRING_VFS_MOD_BASE, SPRING_VFS_ZIP);
if (!resourcesParser.Execute())
LOG_L(L_ERROR, "Failed to load resources: %s", resourcesParser.GetErrorLog().c_str());
const LuaTable& gfxTable = resourcesParser.GetRoot().SubTable("graphics");
const LuaTable& scarsTable = gfxTable.SubTable("scars");
LoadScarTexture("bitmaps/" + scarsTable.GetString(2, "scars/scar2.bmp"), scarTexBuf.data(), 0, 0);
LoadScarTexture("bitmaps/" + scarsTable.GetString(3, "scars/scar3.bmp"), scarTexBuf.data(), 256, 0);
LoadScarTexture("bitmaps/" + scarsTable.GetString(1, "scars/scar1.bmp"), scarTexBuf.data(), 0, 256);
LoadScarTexture("bitmaps/" + scarsTable.GetString(4, "scars/scar4.bmp"), scarTexBuf.data(), 256, 256);
glGenTextures(1, &scarTex);
glBindTexture(GL_TEXTURE_2D, scarTex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
glBuildMipmaps(GL_TEXTURE_2D, GL_RGBA8, 512, 512, GL_RGBA, GL_UNSIGNED_BYTE, scarTexBuf.data());
}
void CGroundDecalHandler::LoadDecalShaders() {
#define sh shaderHandler
decalShaders.resize(DECAL_SHADER_LAST, nullptr);
// SM3 maps have no baked lighting, so decals blend differently
const bool haveShadingTexture = (readMap->GetShadingTexture() != 0);
const char* fragmentProgramNameARB = haveShadingTexture?
"ARB/GroundDecalsSMF.fp":
"ARB/GroundDecalsSM3.fp";
const std::string extraDef = haveShadingTexture?
"#define HAVE_SHADING_TEX 1\n":
"#define HAVE_SHADING_TEX 0\n";
decalShaders[DECAL_SHADER_ARB ] = sh->CreateProgramObject("[GroundDecalHandler]", "DecalShaderARB", true);
decalShaders[DECAL_SHADER_GLSL] = sh->CreateProgramObject("[GroundDecalHandler]", "DecalShaderGLSL", false);
decalShaders[DECAL_SHADER_CURR] = decalShaders[DECAL_SHADER_ARB];
if (globalRendering->haveARB && !globalRendering->haveGLSL) {
decalShaders[DECAL_SHADER_ARB]->AttachShaderObject(sh->CreateShaderObject("ARB/GroundDecals.vp", "", GL_VERTEX_PROGRAM_ARB));
decalShaders[DECAL_SHADER_ARB]->AttachShaderObject(sh->CreateShaderObject(fragmentProgramNameARB, "", GL_FRAGMENT_PROGRAM_ARB));
decalShaders[DECAL_SHADER_ARB]->Link();
} else {
if (globalRendering->haveGLSL) {
decalShaders[DECAL_SHADER_GLSL]->AttachShaderObject(sh->CreateShaderObject("GLSL/GroundDecalsVertProg.glsl", "", GL_VERTEX_SHADER));
decalShaders[DECAL_SHADER_GLSL]->AttachShaderObject(sh->CreateShaderObject("GLSL/GroundDecalsFragProg.glsl", extraDef, GL_FRAGMENT_SHADER));
decalShaders[DECAL_SHADER_GLSL]->Link();
decalShaders[DECAL_SHADER_GLSL]->SetUniformLocation("decalTex"); // idx 0
decalShaders[DECAL_SHADER_GLSL]->SetUniformLocation("shadeTex"); // idx 1
decalShaders[DECAL_SHADER_GLSL]->SetUniformLocation("shadowTex"); // idx 2
decalShaders[DECAL_SHADER_GLSL]->SetUniformLocation("mapSizePO2"); // idx 3
decalShaders[DECAL_SHADER_GLSL]->SetUniformLocation("groundAmbientColor"); // idx 4
decalShaders[DECAL_SHADER_GLSL]->SetUniformLocation("shadowMatrix"); // idx 5
decalShaders[DECAL_SHADER_GLSL]->SetUniformLocation("shadowParams"); // idx 6
decalShaders[DECAL_SHADER_GLSL]->SetUniformLocation("shadowDensity"); // idx 7
decalShaders[DECAL_SHADER_GLSL]->Enable();
decalShaders[DECAL_SHADER_GLSL]->SetUniform1i(0, 0); // decalTex (idx 0, texunit 0)
decalShaders[DECAL_SHADER_GLSL]->SetUniform1i(1, 1); // shadeTex (idx 1, texunit 1)
decalShaders[DECAL_SHADER_GLSL]->SetUniform1i(2, 2); // shadowTex (idx 2, texunit 2)
decalShaders[DECAL_SHADER_GLSL]->SetUniform2f(3, 1.0f / (mapDims.pwr2mapx * SQUARE_SIZE), 1.0f / (mapDims.pwr2mapy * SQUARE_SIZE));
decalShaders[DECAL_SHADER_GLSL]->SetUniform1f(7, sunLighting->groundShadowDensity);
decalShaders[DECAL_SHADER_GLSL]->Disable();
decalShaders[DECAL_SHADER_GLSL]->Validate();
decalShaders[DECAL_SHADER_CURR] = decalShaders[DECAL_SHADER_GLSL];
}
}
#undef sh
}
void CGroundDecalHandler::SunChanged() {
if (globalRendering->haveGLSL && decalShaders.size() > DECAL_SHADER_GLSL) {
decalShaders[DECAL_SHADER_GLSL]->Enable();
decalShaders[DECAL_SHADER_GLSL]->SetUniform1f(7, sunLighting->groundShadowDensity);
decalShaders[DECAL_SHADER_GLSL]->Disable();
}
}
static inline void AddQuadVertices(CVertexArray* va, int x, float* yv, int z, const float* uv, unsigned char* color)
{
#define HEIGHT2WORLD(x) ((x) << 3)
#define VERTEX(x, y, z) float3(HEIGHT2WORLD((x)), (y), HEIGHT2WORLD((z)))
va->AddVertexTC( VERTEX(x , yv[0], z ), uv[0], uv[1], color);
va->AddVertexTC( VERTEX(x + 1, yv[1], z ), uv[2], uv[3], color);
va->AddVertexTC( VERTEX(x + 1, yv[2], z + 1), uv[4], uv[5], color);
va->AddVertexTC( VERTEX(x , yv[3], z + 1), uv[6], uv[7], color);
#undef VERTEX
#undef HEIGHT2WORLD
}
inline void CGroundDecalHandler::DrawObjectDecal(SolidObjectGroundDecal* decal)
{
const float* hm = readMap->GetCornerHeightMapUnsynced();
const int gsmx = mapDims.mapx;
const int gsmx1 = mapDims.mapxp1;
const int gsmy = mapDims.mapy;
SColor color(255, 255, 255, int(decal->alpha * 255));
#ifndef DEBUG
#define HEIGHT(z, x) (hm[((z) * gsmx1) + (x)])
#else
#define HEIGHT(z, x) (assert((z) <= gsmy), assert((x) <= gsmx), (hm[((z) * gsmx1) + (x)]))
#endif
CVertexArray& va = decal->va;
if (va.drawIndex() == 0) {
// NOTE: this really needs CLOD'ing
va.Initialize();
const int
dxsize = decal->xsize,
dzsize = decal->ysize,
dxpos = decal->posx, // top-left quad x-coordinate
dzpos = decal->posy, // top-left quad z-coordinate
dxoff = (dxpos < 0)? -(dxpos): 0, // offset from left map edge
dzoff = (dzpos < 0)? -(dzpos): 0; // offset from top map edge
const float xts = 1.0f / dxsize;
const float zts = 1.0f / dzsize;
float yv[4] = {0.0f}; // heights at each sub-quad vertex (tl, tr, br, bl)
float uv[8] = {0.0f}; // tex-coors at each sub-quad vertex
// clipped decal dimensions
int cxsize = dxsize - dxoff;
int czsize = dzsize - dzoff;
if ((dxpos + dxsize) > gsmx) { cxsize -= ((dxpos + dxsize) - gsmx); }
if ((dzpos + dzsize) > gsmy) { czsize -= ((dzpos + dzsize) - gsmy); }
for (int vx = 0; vx < cxsize; vx++) {
for (int vz = 0; vz < czsize; vz++) {
const int rx = dxoff + vx; // x-coor in decal-space
const int rz = dzoff + vz; // z-coor in decal-space
const int px = dxpos + rx; // x-coor in heightmap-space
const int pz = dzpos + rz; // z-coor in heightmap-space
yv[0] = HEIGHT(pz, px ); yv[1] = HEIGHT(pz, px + 1);
yv[2] = HEIGHT(pz + 1, px + 1); yv[3] = HEIGHT(pz + 1, px );
switch (decal->facing) {
case FACING_SOUTH: {
uv[0] = (rx ) * xts; uv[1] = (rz ) * zts; // uv = (0, 0)
uv[2] = (rx + 1) * xts; uv[3] = (rz ) * zts; // uv = (1, 0)
uv[4] = (rx + 1) * xts; uv[5] = (rz + 1) * zts; // uv = (1, 1)
uv[6] = (rx ) * xts; uv[7] = (rz + 1) * zts; // uv = (0, 1)
} break;
case FACING_NORTH: {
uv[0] = (dxsize - rx ) * xts; uv[1] = (dzsize - rz ) * zts; // uv = (1, 1)
uv[2] = (dxsize - rx - 1) * xts; uv[3] = (dzsize - rz ) * zts; // uv = (0, 1)
uv[4] = (dxsize - rx - 1) * xts; uv[5] = (dzsize - rz - 1) * zts; // uv = (0, 0)
uv[6] = (dxsize - rx ) * xts; uv[7] = (dzsize - rz - 1) * zts; // uv = (1, 0)
} break;
case FACING_EAST: {
uv[0] = 1.0f - (rz ) * zts; uv[1] = (rx ) * xts; // uv = (1, 0)
uv[2] = 1.0f - (rz ) * zts; uv[3] = (rx + 1) * xts; // uv = (1, 1)
uv[4] = 1.0f - (rz + 1) * zts; uv[5] = (rx + 1) * xts; // uv = (0, 1)
uv[6] = 1.0f - (rz + 1) * zts; uv[7] = (rx ) * xts; // uv = (0, 0)
} break;
case FACING_WEST: {
uv[0] = (rz ) * zts; uv[1] = 1.0f - (rx ) * xts; // uv = (0, 1)
uv[2] = (rz ) * zts; uv[3] = 1.0f - (rx + 1) * xts; // uv = (0, 0)
uv[4] = (rz + 1) * zts; uv[5] = 1.0f - (rx + 1) * xts; // uv = (1, 0)
uv[6] = (rz + 1) * zts; uv[7] = 1.0f - (rx ) * xts; // uv = (1, 1)
} break;
}
AddQuadVertices(&va, px, yv, pz, uv, color);
}
}
} else {
const int numVerts = va.drawIndex() / VA_SIZE_TC;
va.ResetPos();
VA_TYPE_TC* mem = va.GetTypedVertexArray<VA_TYPE_TC>(numVerts);
for (int i = 0; i < numVerts; ++i) {
const int x = int(mem[i].p.x) >> 3;
const int z = int(mem[i].p.z) >> 3;
// update the height and alpha
mem[i].p.y = hm[z * gsmx1 + x];
mem[i].c = color;
}
// pos{x,y} are multiples of SQUARE_SIZE, but pos might not be
// shift the decal visually in the latter case so it is aligned
// with the object on top of it
glPushMatrix();
glTranslatef(int(decal->pos.x) % SQUARE_SIZE, 0.0f, int(decal->pos.z) % SQUARE_SIZE);
va.DrawArrayTC(GL_QUADS);
glPopMatrix();
}
#undef HEIGHT
}
inline void CGroundDecalHandler::DrawGroundScar(CGroundDecalHandler::Scar& scar)
{
// TODO: do we want LOS-checks for decals?
if (!camera->InView(scar.pos, scar.radius + TEX_QUAD_SIZE))
return;
SColor color(255, 255, 255, 255);
CVertexArray& va = scar.va;
// do not test for drawIndex == 0 here because the VA might have been recycled
if (scar.lastDraw == -1) {
va.Initialize();
const float3 pos = scar.pos;
const float radius = scar.radius;
const float radius4 = radius * 4.0f;
const float tx = scar.texOffsetX;
const float ty = scar.texOffsetY;
const int sx = (int) std::max( 0.0f, (pos.x - radius) * 0.0625f);
const int ex = (int) std::min(float(mapDims.hmapx - 1), (pos.x + radius) * 0.0625f);
const int sz = (int) std::max( 0.0f, (pos.z - radius) * 0.0625f);
const int ez = (int) std::min(float(mapDims.hmapy - 1), (pos.z + radius) * 0.0625f);
// create the scar texture-quads
float px1 = sx * TEX_QUAD_SIZE;
for (int x = sx; x <= ex; ++x) {
const float px2 = px1 + TEX_QUAD_SIZE;
float pz1 = sz * TEX_QUAD_SIZE;
for (int z = sz; z <= ez; ++z) {
const float pz2 = pz1 + TEX_QUAD_SIZE;
const float tx1 = std::min(0.5f, (pos.x - px1) / radius4 + 0.25f);
const float tx2 = std::max(0.0f, (pos.x - px2) / radius4 + 0.25f);
const float tz1 = std::min(0.5f, (pos.z - pz1) / radius4 + 0.25f);
const float tz2 = std::max(0.0f, (pos.z - pz2) / radius4 + 0.25f);
const float h1 = CGround::GetHeightReal(px1, pz1, false);
const float h2 = CGround::GetHeightReal(px2, pz1, false);
const float h3 = CGround::GetHeightReal(px2, pz2, false);
const float h4 = CGround::GetHeightReal(px1, pz2, false);
va.AddVertexTC(float3(px1, h1, pz1), tx1 + tx, tz1 + ty, color);
va.AddVertexTC(float3(px2, h2, pz1), tx2 + tx, tz1 + ty, color);
va.AddVertexTC(float3(px2, h3, pz2), tx2 + tx, tz2 + ty, color);
va.AddVertexTC(float3(px1, h4, pz2), tx1 + tx, tz2 + ty, color);
pz1 = pz2;
}
px1 = px2;
}
} else {
if (groundScarAlphaFade) {
if ((scar.creationTime + 10) > gs->frameNum) {
color[3] = (int) (scar.startAlpha * (gs->frameNum - scar.creationTime) * 0.1f);
} else {
color[3] = (int) (scar.startAlpha - (gs->frameNum - scar.creationTime) * scar.alphaDecay);
}
const float* hm = readMap->GetCornerHeightMapUnsynced();
const int gsmx1 = mapDims.mapx + 1;
const int num = va.drawIndex() / VA_SIZE_TC;
va.ResetPos();
VA_TYPE_TC* mem = va.GetTypedVertexArray<VA_TYPE_TC>(num);
for (int i = 0; i < num; ++i) {
const int x = int(mem[i].p.x) >> 3;
const int z = int(mem[i].p.z) >> 3;
// update the height and alpha
mem[i].p.y = hm[z * gsmx1 + x];
mem[i].c = color;
}
}
va.DrawArrayTC(GL_QUADS);
}
scar.lastDraw = globalRendering->drawFrame;
}
void CGroundDecalHandler::GatherDecalsForType(CGroundDecalHandler::SolidObjectDecalType& decalType) {
decalsToDraw.clear();
auto& objectDecals = decalType.objectDecals;
for (size_t i = 0; i < objectDecals.size(); ) {
SolidObjectGroundDecal*& decal = objectDecals[i];
CSolidObject* decalOwner = decal->owner;
GhostSolidObject* gbOwner = decal->gbOwner;
if (decalOwner == nullptr) {
if (gbOwner == nullptr) {
decal->alpha -= (decal->alphaFalloff * globalRendering->lastFrameTime * 0.001f * gs->speedFactor);
} else if (gbOwner->lastDrawFrame < (globalRendering->drawFrame - 1)) {
++i; continue;
}
if (decal->alpha < 0.0f) {
// make sure RemoveSolidObject() won't try to modify this decal
if (decalOwner != nullptr)
decalOwner->groundDecal = nullptr;
sogdMemPool.free(decal);
objectDecals[i] = objectDecals.back();
objectDecals.pop_back();
continue;
}
++i;
} else {
++i;
if (decalOwner->GetBlockingMapID() < unitHandler->MaxUnits()) {
const CUnit* decalOwnerUnit = static_cast<const CUnit*>(decalOwner);
const bool decalOwnerInCurLOS = ((decalOwnerUnit->losStatus[gu->myAllyTeam] & LOS_INLOS ) != 0);
const bool decalOwnerInPrvLOS = ((decalOwnerUnit->losStatus[gu->myAllyTeam] & LOS_PREVLOS) != 0);
if (decalOwnerUnit->isIcon)
continue;
if (!gu->spectatingFullView && !decalOwnerInCurLOS && (!gameSetup->ghostedBuildings || !decalOwnerInPrvLOS))
continue;
decal->alpha = std::max(0.0f, decalOwnerUnit->buildProgress);
} else {
const CFeature* decalOwnerFeature = static_cast<const CFeature*>(decalOwner);
if (!decalOwnerFeature->IsInLosForAllyTeam(gu->myAllyTeam))
continue;
if (decalOwnerFeature->drawAlpha < 0.01f)
continue;
decal->alpha = decalOwnerFeature->drawAlpha;
}
}
if (!camera->InView(decal->pos, decal->radius))
continue;
decalsToDraw.push_back(decal);
}
}
void CGroundDecalHandler::DrawObjectDecals() {
// create and draw the quads for each building decal
for (SolidObjectDecalType& decalType: objectDecalTypes) {
if (decalType.objectDecals.empty())
continue;
GatherDecalsForType(decalType);
if (!decalsToDraw.empty()) {
glBindTexture(GL_TEXTURE_2D, decalType.texture);
for (SolidObjectGroundDecal* decal: decalsToDraw) {
DrawObjectDecal(decal);
}
}
// glBindTexture(GL_TEXTURE_2D, 0);
}
}
void CGroundDecalHandler::AddScars()
{
for (const int id: addedScars) {
// potentially evicts one or more existing in-field scars
TestScarOverlaps(scars[id]);
}
for (const int id: addedScars) {
const Scar& s = scars[id];
const int x1 = s.x1 / TEX_QUAD_SIZE;
const int y1 = s.y1 / TEX_QUAD_SIZE;
const int x2 = std::min(scarFieldX - 1, s.x2 / TEX_QUAD_SIZE);
const int y2 = std::min(scarFieldY - 1, s.y2 / TEX_QUAD_SIZE);
for (int y = y1; y <= y2; ++y) {
for (int x = x1; x <= x2; ++x) {
spring::VectorInsertUnique(scarField[y * scarFieldX + x], s.id);
}
}
usedScarIDs.push_back(id);
}
addedScars.clear();
}
void CGroundDecalHandler::DrawScars() {
// create and draw the 16x16 quads for each ground scar
for (size_t i = 0; i < usedScarIDs.size(); ) {
Scar& scar = scars[ usedScarIDs[i] ];
assert(scar.id == usedScarIDs[i]);
if (scar.lifeTime < gs->frameNum) {
RemoveScar(scar);
continue;
}
DrawGroundScar(scar);
i++;
}
}
void CGroundDecalHandler::Draw()
{
trackHandler.Draw();
if (!GetDrawDecals())
return;
glEnable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_POLYGON_OFFSET_FILL);
glDepthMask(0);
BindTextures();
BindShader(sunLighting->groundAmbientColor * CGlobalRendering::SMF_INTENSITY_MULT);
DrawDecals();
KillTextures();
glDisable(GL_POLYGON_OFFSET_FILL);
glDisable(GL_BLEND);
}
void CGroundDecalHandler::BindTextures()
{
{
glActiveTexture(GL_TEXTURE1);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, readMap->GetShadingTexture());
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_PREVIOUS_ARB);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);
glMultiTexCoord4f(GL_TEXTURE1_ARB, 1.0f,1.0f,1.0f,1.0f); // workaround a nvidia bug with TexGen
SetTexGen(1.0f / (mapDims.pwr2mapx * SQUARE_SIZE), 1.0f / (mapDims.pwr2mapy * SQUARE_SIZE), 0, 0);
}
if (shadowHandler->ShadowsLoaded()) {
shadowHandler->SetupShadowTexSampler(GL_TEXTURE2, true);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); //??
}
if (infoTextureHandler->IsEnabled()) {
glActiveTexture(GL_TEXTURE3);
glEnable(GL_TEXTURE_2D);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_ADD_SIGNED_ARB);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_MODULATE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_PREVIOUS_ARB);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB, GL_TEXTURE);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);
glMultiTexCoord4f(GL_TEXTURE3_ARB, 1.0f,1.0f,1.0f,1.0f); // workaround a nvidia bug with TexGen
SetTexGen(1.0f / (mapDims.pwr2mapx * SQUARE_SIZE), 1.0f / (mapDims.pwr2mapy * SQUARE_SIZE), 0, 0);
glBindTexture(GL_TEXTURE_2D, infoTextureHandler->GetCurrentInfoTexture());
}
glActiveTexture(GL_TEXTURE0);
}
void CGroundDecalHandler::KillTextures()
{
{
glActiveTexture(GL_TEXTURE3); // infotex
glDisable(GL_TEXTURE_2D);
glDisable(GL_TEXTURE_GEN_S);
glDisable(GL_TEXTURE_GEN_T);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_MODULATE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_PREVIOUS_ARB);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB, GL_TEXTURE);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
}
if (shadowHandler->ShadowsLoaded()) {
shadowHandler->ResetShadowTexSampler(GL_TEXTURE2, true);
glActiveTexture(GL_TEXTURE1);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);
}
{
glActiveTexture(GL_TEXTURE1);
glDisable(GL_TEXTURE_2D);
glDisable(GL_TEXTURE_GEN_S);
glDisable(GL_TEXTURE_GEN_T);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_MODULATE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_PREVIOUS_ARB);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB, GL_TEXTURE);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
}
glActiveTexture(GL_TEXTURE0);
}
void CGroundDecalHandler::BindShader(const float3& ambientColor)
{
decalShaders[DECAL_SHADER_CURR]->Enable();
if (decalShaders[DECAL_SHADER_CURR] == decalShaders[DECAL_SHADER_ARB]) {
decalShaders[DECAL_SHADER_CURR]->SetUniformTarget(GL_VERTEX_PROGRAM_ARB);
decalShaders[DECAL_SHADER_CURR]->SetUniform4f(10, 1.0f / (mapDims.pwr2mapx * SQUARE_SIZE), 1.0f / (mapDims.pwr2mapy * SQUARE_SIZE), 0.0f, 1.0f);
decalShaders[DECAL_SHADER_CURR]->SetUniformTarget(GL_FRAGMENT_PROGRAM_ARB);
decalShaders[DECAL_SHADER_CURR]->SetUniform4f(10, ambientColor.x, ambientColor.y, ambientColor.z, 1.0f);
decalShaders[DECAL_SHADER_CURR]->SetUniform4f(11, 0.0f, 0.0f, 0.0f, sunLighting->groundShadowDensity);
glMatrixMode(GL_MATRIX0_ARB);
glLoadMatrixf(shadowHandler->GetShadowMatrixRaw());
glMatrixMode(GL_MODELVIEW);
} else {
decalShaders[DECAL_SHADER_CURR]->SetUniform4f(4, ambientColor.x, ambientColor.y, ambientColor.z, 1.0f);
decalShaders[DECAL_SHADER_CURR]->SetUniformMatrix4fv(5, false, shadowHandler->GetShadowMatrixRaw());
decalShaders[DECAL_SHADER_CURR]->SetUniform4fv(6, &(shadowHandler->GetShadowParams().x));
}
}
void CGroundDecalHandler::DrawDecals()
{
// draw building decals
glPolygonOffset(-10, -200);
DrawObjectDecals();
// draw explosion decals
glBindTexture(GL_TEXTURE_2D, scarTex);
glPolygonOffset(-10, -400);
AddScars();
DrawScars();
decalShaders[DECAL_SHADER_CURR]->Disable();
}
void CGroundDecalHandler::AddDecal(CUnit* unit, const float3& newPos)
{
if (!GetDrawDecals())
return;
MoveSolidObject(unit, newPos);
}
void CGroundDecalHandler::AddExplosion(float3 pos, float damage, float radius)
{
if (!GetDrawDecals())
return;
const float altitude = pos.y - CGround::GetHeightReal(pos.x, pos.z, false);
// no decals for below-ground explosions
if (altitude <= -1.0f)
return;
if (altitude >= radius)
return;
pos.y -= altitude;
radius -= altitude;
if (radius < 5.0f)
return;
damage = std::min(damage, radius * 30.0f);
damage *= (radius / (radius + altitude));
radius = std::min(radius, damage * 0.25f);
if (damage > 400.0f)
damage = 400.0f + std::sqrt(damage - 399.0f);
const int id = GetScarID();
const int ttl = std::max(1.0f, decalLevel * damage * 3.0f);
// decal limit reached
if (id == -1)
return;
// slot is free, so this scar is not registered in scar-field
Scar& s = scars[id];
s.pos = pos.cClampInBounds();
s.radius = radius * 1.4f;
s.id = id;
s.creationTime = gs->frameNum;
s.startAlpha = std::max(50.0f, std::min(255.0f, damage));
s.lifeTime = int(gs->frameNum + ttl);
s.alphaDecay = s.startAlpha / ttl;
// atlas contains 2x2 textures, pick one of them
s.texOffsetX = (guRNG.NextInt() & 128)? 0: 0.5f;
s.texOffsetY = (guRNG.NextInt() & 128)? 0: 0.5f;
s.x1 = int(std::max( 0.0f, (s.pos.x - radius) / (SQUARE_SIZE * 2) ));
s.y1 = int(std::max( 0.0f, (s.pos.z - radius) / (SQUARE_SIZE * 2) ));
s.x2 = int(std::min(float(mapDims.hmapx - 1), (s.pos.x + radius) / (SQUARE_SIZE * 2) + 1));
s.y2 = int(std::min(float(mapDims.hmapy - 1), (s.pos.z + radius) / (SQUARE_SIZE * 2) + 1));
s.basesize = (s.x2 - s.x1) * (s.y2 - s.y1);
s.overdrawn = 0;
s.lastTest = 0;
addedScars.push_back(id);
}
void CGroundDecalHandler::LoadScarTexture(const std::string& file, uint8_t* buf, int xoffset, int yoffset)
{
CBitmap bm;
if (!bm.Load(file)) {
LOG_L(L_WARNING, "[%s] could not load file \"%s\"", __func__, file.c_str());
return;
}
if (bm.ysize != 256 || bm.xsize != 256)
bm = bm.CreateRescaled(256, 256);
const unsigned char* rmem = bm.GetRawMem();
if (FileSystem::GetExtension(file) == "bmp") {
// bitmaps don't have an alpha channel, use red=brightness and green=alpha
for (int y = 0; y < bm.ysize; ++y) {
for (int x = 0; x < bm.xsize; ++x) {
const int memIndex = ((y * bm.xsize) + x) * 4;
const int bufIndex = (((y + yoffset) * 512) + x + xoffset) * 4;
const int brightness = rmem[memIndex + 0];
buf[bufIndex + 0] = (brightness * 90) / 255;
buf[bufIndex + 1] = (brightness * 60) / 255;
buf[bufIndex + 2] = (brightness * 30) / 255;
buf[bufIndex + 3] = rmem[memIndex + 1];
}
}
} else {
// we copy into an atlas, so we need to copy line by line
for (int y = 0; y < bm.ysize; ++y) {
const int memIndex = (y * bm.xsize) * 4;
const int bufIndex = (((y + yoffset) * 512) + xoffset) * 4;
memcpy(&buf[bufIndex], &rmem[memIndex], bm.xsize * sizeof(SColor));
}
}
}
int CGroundDecalHandler::GetScarID() const {
if (freeScarIDs.empty())
return -1;
return (spring::VectorBackPop(freeScarIDs));
}
int CGroundDecalHandler::ScarOverlapSize(const Scar& s1, const Scar& s2)
{
if (s1.x1 >= s2.x2 || s1.x2 <= s2.x1)
return 0;
if (s1.y1 >= s2.y2 || s1.y2 <= s2.y1)
return 0;
const int xs = (s1.x1 < s2.x1)? (s1.x2 - s2.x1): (s2.x2 - s1.x1);
const int ys = (s1.y1 < s2.y1)? (s1.y2 - s2.y1): (s2.y2 - s1.y1);
return (xs * ys);
}
void CGroundDecalHandler::TestScarOverlaps(const Scar& scar)
{
const int x1 = scar.x1 / TEX_QUAD_SIZE;
const int y1 = scar.y1 / TEX_QUAD_SIZE;
const int x2 = std::min(scarFieldX - 1, scar.x2 / TEX_QUAD_SIZE);
const int y2 = std::min(scarFieldY - 1, scar.y2 / TEX_QUAD_SIZE);
++lastScarOverlapTest;
for (int y = y1; y <= y2; ++y) {
for (int x = x1; x <= x2; ++x) {
auto& quad = scarField[y * scarFieldX+ x];
for (size_t i = 0; i < quad.size(); i++) {
Scar& testScar = scars[ quad[i] ];
if (lastScarOverlapTest == testScar.lastTest)
continue;
if (scar.lifeTime < testScar.lifeTime)
continue;
testScar.lastTest = lastScarOverlapTest;
// area in texels
const int overlapSize = ScarOverlapSize(scar, testScar);
if (overlapSize == 0 || testScar.basesize == 0)
continue;
if ((testScar.overdrawn += (overlapSize / testScar.basesize)) <= maxScarOverlapSize)
continue;
RemoveScar(testScar);
}
}
}
}
void CGroundDecalHandler::RemoveScar(Scar& scar)
{
const int x1 = scar.x1 / TEX_QUAD_SIZE;
const int y1 = scar.y1 / TEX_QUAD_SIZE;
const int x2 = std::min(scarFieldX - 1, scar.x2 / TEX_QUAD_SIZE);
const int y2 = std::min(scarFieldY - 1, scar.y2 / TEX_QUAD_SIZE);
for (int y = y1;y <= y2; ++y) {
for (int x = x1; x <= x2; ++x) {
spring::VectorErase(scarField[y * scarFieldX + x], scar.id);
}
}
// recycle the id
spring::VectorInsertUnique(freeScarIDs, scar.id);
spring::VectorErase(usedScarIDs, scar.id);
scar.Reset();
}
int CGroundDecalHandler::GetSolidObjectDecalType(const std::string& name)
{
if (!GetDrawDecals())
return -2;
const std::string& lowerName = StringToLower(name);
const std::string& fullName = "unittextures/" + lowerName;
const auto pred = [&](const SolidObjectDecalType& dt) { return (dt.name == lowerName); };
const auto iter = std::find_if(objectDecalTypes.begin(), objectDecalTypes.end(), pred);
if (iter != objectDecalTypes.end())
return (iter - objectDecalTypes.begin());
CBitmap bm;
if (!bm.Load(fullName)) {
LOG_L(L_ERROR, "[%s] Could not load object-decal from file \"%s\"", __FUNCTION__, fullName.c_str());
return -2;
}
SolidObjectDecalType tt;
tt.name = lowerName;
tt.texture = bm.CreateMipMapTexture();
objectDecalTypes.push_back(tt);
return (objectDecalTypes.size() - 1);
}
void CGroundDecalHandler::MoveSolidObject(CSolidObject* object, const float3& pos)
{
if (!GetDrawDecals())
return;
const SolidObjectDecalDef& decalDef = object->GetDef()->decalDef;
if (!decalDef.useGroundDecal || decalDef.groundDecalType < -1)
return;
if (decalDef.groundDecalType < 0) {
const_cast<SolidObjectDecalDef&>(decalDef).groundDecalType = GetSolidObjectDecalType(decalDef.groundDecalTypeName);
if (decalDef.groundDecalType < -1)
return;
}
SolidObjectGroundDecal* olddecal = object->groundDecal;
if (olddecal != nullptr) {
olddecal->owner = nullptr;
olddecal->gbOwner = nullptr;
}
const int sizex = decalDef.groundDecalSizeX;
const int sizey = decalDef.groundDecalSizeY;
SolidObjectGroundDecal* decal = sogdMemPool.alloc<SolidObjectGroundDecal>();
decal->owner = object;
decal->gbOwner = nullptr;
decal->alphaFalloff = decalDef.groundDecalDecaySpeed;
decal->alpha = 0.0f;
decal->pos = pos;
decal->radius = std::sqrt(float(sizex * sizex + sizey * sizey)) * SQUARE_SIZE + 20.0f;
decal->facing = object->buildFacing;
// convert to heightmap coors
decal->xsize = sizex << 1;
decal->ysize = sizey << 1;
if (object->buildFacing == FACING_EAST || object->buildFacing == FACING_WEST) {
// swap xsize and ysize if object faces East or West
std::swap(decal->xsize, decal->ysize);
}
// position of top-left corner
decal->posx = (pos.x / SQUARE_SIZE) - (decal->xsize >> 1);
decal->posy = (pos.z / SQUARE_SIZE) - (decal->ysize >> 1);
object->groundDecal = decal;
objectDecalTypes[decalDef.groundDecalType].objectDecals.push_back(decal);
}
void CGroundDecalHandler::RemoveSolidObject(CSolidObject* object, GhostSolidObject* gb)
{
assert(object);
SolidObjectGroundDecal* decal = object->groundDecal;
if (decal == NULL)
return;
if (gb != NULL)
gb->decal = decal;
decal->owner = NULL;
decal->gbOwner = gb;
object->groundDecal = NULL;
}
/**
* @brief immediately remove an object's ground decal, if any (without fade out)
*/
void CGroundDecalHandler::ForceRemoveSolidObject(CSolidObject* object)
{
SolidObjectGroundDecal* decal = object->groundDecal;
if (decal == NULL)
return;
decal->owner = NULL;
decal->alpha = 0.0f;
object->groundDecal = NULL;
}
void CGroundDecalHandler::UnitMoved(const CUnit* unit) { AddDecal(const_cast<CUnit*>(unit), unit->pos); }
void CGroundDecalHandler::GhostDestroyed(GhostSolidObject* gb) {
if (gb->decal == nullptr)
return;
gb->decal->gbOwner = nullptr;
//If a ghost wasn't drawn, remove the decal
if (gb->lastDrawFrame < (globalRendering->drawFrame - 1))
gb->decal->alpha = 0.0f;
}
void CGroundDecalHandler::GhostCreated(CSolidObject* object, GhostSolidObject* gb) { RemoveSolidObject(object, gb); }
void CGroundDecalHandler::FeatureMoved(const CFeature* feature, const float3& oldpos) { MoveSolidObject(const_cast<CFeature*>(feature), feature->pos); }
void CGroundDecalHandler::ExplosionOccurred(const CExplosionParams& event) {
if ((event.weaponDef != nullptr) && !event.weaponDef->visuals.explosionScar)
return;
AddExplosion(event.pos, event.damages.GetDefault(), event.craterAreaOfEffect);
}
void CGroundDecalHandler::RenderUnitCreated(const CUnit* unit, int cloaked) { MoveSolidObject(const_cast<CUnit*>(unit), unit->pos); }
void CGroundDecalHandler::RenderUnitDestroyed(const CUnit* unit) {
RemoveSolidObject(const_cast<CUnit*>(unit), nullptr);
}
void CGroundDecalHandler::RenderFeatureCreated(const CFeature* feature) { MoveSolidObject(const_cast<CFeature*>(feature), feature->pos); }
void CGroundDecalHandler::RenderFeatureDestroyed(const CFeature* feature) { RemoveSolidObject(const_cast<CFeature*>(feature), nullptr); }
// FIXME: Add a RenderUnitLoaded event
void CGroundDecalHandler::UnitLoaded(const CUnit* unit, const CUnit* transport) { ForceRemoveSolidObject(const_cast<CUnit*>(unit)); }
void CGroundDecalHandler::UnitUnloaded(const CUnit* unit, const CUnit* transport) { MoveSolidObject(const_cast<CUnit*>(unit), unit->pos); }
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