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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" // ExplosionParams
#include "Game/GameSetup.h"
#include "Game/GlobalUnsynced.h"
#include "Lua/LuaParser.h"
#include "Map/HeightMapTexture.h"
#include "Map/Ground.h"
#include "Map/ReadMap.h"
#include "Rendering/GlobalRendering.h"
#include "Rendering/ShadowHandler.h"
#include "Rendering/UnitDrawer.h" // GhostSolidObject
#include "Rendering/Env/SunLighting.h"
#include "Rendering/GL/myGL.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/Projectiles/ExplosionListener.h"
#include "Sim/Weapons/WeaponDef.h"
#include "System/EventHandler.h"
#include "System/Log/ILog.h"
#include "System/MemPoolTypes.h"
#include "System/SpringMath.h"
#include "System/StringUtil.h"
#include "System/FileSystem/FileHandler.h"
#include "System/FileSystem/FileSystem.h"
static constexpr int SCAR_ATLAS_SIZE = 512 * 4;
static constexpr int SCAR_DECAL_SIZE = 256 * 2;
static constexpr int NUM_SCAR_DECALS = SCAR_ATLAS_SIZE / SCAR_DECAL_SIZE;
static constexpr int TEX_QUAD_SIZE = SQUARE_SIZE * 2;
static constexpr int MAX_NUM_DECALS = 4096;
// 4K * 2 (object plus scar) decals, 32MB per buffer
#define NUM_BUFFER_ELEMS ((MAX_NUM_DECALS * 2) * 1024)
#define ELEM_BUFFER_SIZE (sizeof(VA_TYPE_TC))
#define QUAD_BUFFER_SIZE (6 * ELEM_BUFFER_SIZE)
static FixedDynMemPool<sizeof(SolidObjectGroundDecal), 64, 1024> sogdMemPool;
static std::array<CGroundDecalHandler::Scar, MAX_NUM_DECALS> scars;
static std::vector<uint8_t> scarTexBuf;
// free and used slots in <scars>
static std::vector<int> freeScarIDs;
static std::vector<int> usedScarIDs;
float NewScarAlphaDecay(const CGroundDecalHandler::Scar& s, int f) { return (Clamp(s.startAlpha * (f - s.creationTime) * 0.1f, 0.0f, 255.0f) / 255.0f); }
float DefScarAlphaDecay(const CGroundDecalHandler::Scar& s, int f) { return (Clamp(s.startAlpha - (f - s.creationTime) * s.alphaDecay, 0.0f, 255.0f) / 255.0f); }
typedef float (*ScarAlphaDecayFunc)(const CGroundDecalHandler::Scar&, int);
constexpr static ScarAlphaDecayFunc scarAlphaDecayFuncs[] = {NewScarAlphaDecay, DefScarAlphaDecay};
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_NUM_DECALS);
usedScarIDs.clear();
usedScarIDs.reserve(128);
scarTexBuf.clear();
scarTexBuf.resize(SCAR_ATLAS_SIZE * SCAR_ATLAS_SIZE * 4, 0);
for (int i = 0; i < MAX_NUM_DECALS; i++) {
freeScarIDs.push_back(i);
// wipe out scars from previous runs
scars[i] = {};
}
scarFieldX = mapDims.mapx / 32;
scarFieldY = mapDims.mapy / 32;
scarField.resize(scarFieldX * scarFieldY);
lastScarOverlapTest = 0;
maxScarOverlapSize = decalLevel + 1;
GenDecalBuffers();
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, &scarAtlasTex);
shaderHandler->ReleaseProgramObjects("[GroundDecalHandler]");
decalBuffer.Kill();
}
void CGroundDecalHandler::GenDecalBuffers()
{
// TODO: reuse across reloads
decalBuffer.Init(true, true);
decalBuffer.UploadTC((NUM_BUFFER_ELEMS * QUAD_BUFFER_SIZE) / sizeof(VA_TYPE_TC), 0, nullptr, nullptr); // no indices
mapBufferPtr = decalBuffer.MapElems<VA_TYPE_TC>(true, true, true, true);
curBufferPos = mapBufferPtr;
#ifndef HEADLESS
assert(mapBufferPtr != nullptr);
#endif
}
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& rootTable = resourcesParser.GetRoot();
const LuaTable& gfxTable = rootTable.SubTable("graphics");
const LuaTable& scarsTable = gfxTable.SubTable("scars");
static_assert(SCAR_ATLAS_SIZE >= SCAR_DECAL_SIZE, "");
static_assert((SCAR_ATLAS_SIZE % SCAR_DECAL_SIZE) == 0, "");
std::array<std::string, NUM_SCAR_DECALS * NUM_SCAR_DECALS> scarTexNames;
for (int i = 0, j = i + 1, n = NUM_SCAR_DECALS * NUM_SCAR_DECALS; i < n; i++, j++) {
if (CFileHandler::FileExists(scarTexNames[i] = "bitmaps/" + scarsTable.GetString(j, "scars/scar" + IntToString(j) + ".bmp"), SPRING_VFS_ZIP))
continue;
scarTexNames[i].clear();
}
{
const auto pred = [](const std::string& name) { return (name.empty()); };
const auto iter = std::remove_if(scarTexNames.begin(), scarTexNames.end(), pred);
// always assign a valid scar to each atlas slot
// (if fewer scars than slots, recycle textures)
if ((iter - scarTexNames.begin()) > 0) {
for (int i = 0, n = NUM_SCAR_DECALS * NUM_SCAR_DECALS; i < n; i++) {
const int xidx = i % NUM_SCAR_DECALS;
const int yidx = i / NUM_SCAR_DECALS;
const int xofs = xidx * SCAR_DECAL_SIZE;
const int yofs = yidx * SCAR_DECAL_SIZE;
LoadScarTexture(scarTexNames[i % (iter - scarTexNames.begin())], scarTexBuf.data(), xofs, yofs);
}
}
}
glGenTextures(1, &scarAtlasTex);
glBindTexture(GL_TEXTURE_2D, scarAtlasTex);
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, SCAR_ATLAS_SIZE, SCAR_ATLAS_SIZE, GL_RGBA, GL_UNSIGNED_BYTE, scarTexBuf.data());
#if 0
{
CBitmap bmp(scarTexBuf.data(), SCAR_ATLAS_SIZE, SCAR_ATLAS_SIZE);
bmp.Save("scarAtlasTex.bmp");
}
#endif
}
void CGroundDecalHandler::LoadDecalShaders() {
#define sh shaderHandler
decalShaders.fill(nullptr);
const std::string extraDef = "#define HAVE_SHADING_TEX " + IntToString(readMap->GetShadingTexture() != 0, "%d") + "\n";
const float4 invMapSize = {
1.0f / (mapDims.pwr2mapx * SQUARE_SIZE),
1.0f / (mapDims.pwr2mapy * SQUARE_SIZE),
1.0f / (mapDims.mapx * SQUARE_SIZE),
1.0f / (mapDims.mapy * SQUARE_SIZE),
};
decalShaders[DECAL_SHADER_NULL] = Shader::nullProgramObject;
decalShaders[DECAL_SHADER_CURR] = decalShaders[DECAL_SHADER_NULL];
decalShaders[DECAL_SHADER_GLSL] = sh->CreateProgramObject("[GroundDecalHandler]", "DecalShaderGLSL");
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]->SetFlag("HAVE_SHADOWS", false);
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("heightTex"); // idx 3
decalShaders[DECAL_SHADER_GLSL]->SetUniformLocation("invMapSize"); // idx 4
decalShaders[DECAL_SHADER_GLSL]->SetUniformLocation("groundAmbientColor"); // idx 5
decalShaders[DECAL_SHADER_GLSL]->SetUniformLocation("viewMatrix"); // idx 6
decalShaders[DECAL_SHADER_GLSL]->SetUniformLocation("projMatrix"); // idx 7
decalShaders[DECAL_SHADER_GLSL]->SetUniformLocation("quadMatrix"); // idx 8
decalShaders[DECAL_SHADER_GLSL]->SetUniformLocation("shadowMatrix"); // idx 9
decalShaders[DECAL_SHADER_GLSL]->SetUniformLocation("shadowParams"); // idx 10
decalShaders[DECAL_SHADER_GLSL]->SetUniformLocation("shadowDensity"); // idx 11
decalShaders[DECAL_SHADER_GLSL]->SetUniformLocation("decalAlpha"); // idx 12
decalShaders[DECAL_SHADER_GLSL]->SetUniformLocation("gammaExponent"); // idx 13
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]->SetUniform1i(3, 3); // heightTex (idx 3, texunit 3)
decalShaders[DECAL_SHADER_GLSL]->SetUniform4f(4, invMapSize.x, invMapSize.y, invMapSize.z, invMapSize.w);
decalShaders[DECAL_SHADER_GLSL]->SetUniform1f(11, sunLighting->groundShadowDensity);
decalShaders[DECAL_SHADER_GLSL]->SetUniform1f(12, 1.0f);
decalShaders[DECAL_SHADER_GLSL]->SetUniform1f(13, globalRendering->gammaExponent);
decalShaders[DECAL_SHADER_GLSL]->Disable();
decalShaders[DECAL_SHADER_GLSL]->Validate();
decalShaders[DECAL_SHADER_CURR] = decalShaders[DECAL_SHADER_GLSL];
#undef sh
}
void CGroundDecalHandler::SunChanged() {
decalShaders[DECAL_SHADER_GLSL]->Enable();
decalShaders[DECAL_SHADER_GLSL]->SetUniform1f(11, sunLighting->groundShadowDensity);
decalShaders[DECAL_SHADER_GLSL]->Disable();
}
inline void CGroundDecalHandler::DrawObjectDecal(SolidObjectGroundDecal* decal)
{
#ifndef HEADLESS
if (!camera->InView(decal->pos, decal->radius + TEX_QUAD_SIZE))
return;
const int gsmx = mapDims.mapx;
// const int gsmx1 = mapDims.mapxp1;
const int gsmy = mapDims.mapy;
const unsigned int decalIdx = decal->bufIndx;
const unsigned int numVerts = decal->bufSize / sizeof(VA_TYPE_TC);
const SColor color(255, 255, 255, 255);
if (numVerts == 0) {
// NOTE: this really needs CLOD'ing
const int dxsize = decal->xsize;
const int dzsize = decal->ysize;
const int dxpos = decal->posx; // top-left quad x-coordinate
const int dzpos = decal->posy; // top-left quad z-coordinate
const int dxoff = (dxpos < 0)? -(dxpos): 0; // offset from left map edge
const int dzoff = (dzpos < 0)? -(dzpos): 0; // offset from top map edge
// clip decal dimensions against map-edges
const int cxsize = (dxsize - dxoff) - ((dxpos + dxsize) - gsmx) * ((dxpos + dxsize) > gsmx);
const int czsize = (dzsize - dzoff) - ((dzpos + dzsize) - gsmy) * ((dzpos + dzsize) > gsmy);
const int nverts = cxsize * czsize * (2 * 3);
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); read in VS
float uv[8] = {0.0f}; // tex-coors at each sub-quad vertex
// handle wraparound; overwriting old decal data should pose no danger
if (((curBufferPos + nverts) - mapBufferPtr) >= decalBuffer.GetNumElems<VA_TYPE_TC>())
curBufferPos = mapBufferPtr;
assert(((curBufferPos + nverts) - mapBufferPtr) < decalBuffer.GetNumElems<VA_TYPE_TC>());
decal->bufIndx = curBufferPos - mapBufferPtr;
decal->bufSize = nverts * sizeof(VA_TYPE_TC);
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
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;
}
#define HEIGHT2WORLD(x) ((x) << 3)
#define VERTEX(x, y, z) float3(HEIGHT2WORLD((x)), (y), HEIGHT2WORLD((z)))
*(curBufferPos++) = { VERTEX(px , yv[0], pz ), uv[0], uv[1], color}; // tl
*(curBufferPos++) = { VERTEX(px + 1, yv[1], pz ), uv[2], uv[3], color}; // tr
*(curBufferPos++) = { VERTEX(px + 1, yv[2], pz + 1), uv[4], uv[5], color}; // br
*(curBufferPos++) = { VERTEX(px + 1, yv[2], pz + 1), uv[4], uv[5], color}; // br
*(curBufferPos++) = { VERTEX(px , yv[3], pz + 1), uv[6], uv[7], color}; // bl
*(curBufferPos++) = { VERTEX(px , yv[0], pz ), uv[0], uv[1], color}; // tl
#undef VERTEX
#undef HEIGHT2WORLD
}
}
return;
}
// 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
const float3 pos{(int(decal->pos.x) % SQUARE_SIZE) * 1.0f, 0.0f, (int(decal->pos.z) % SQUARE_SIZE) * 1.0f};
const CMatrix44f mat{pos};
decalShaders[DECAL_SHADER_CURR]->SetUniform1f(12, decal->alpha);
decalShaders[DECAL_SHADER_CURR]->SetUniformMatrix4fv(8, false, mat);
decalBuffer.Submit(GL_TRIANGLES, decalIdx, numVerts);
#undef HEIGHT
#endif
}
inline void CGroundDecalHandler::DrawGroundScar(CGroundDecalHandler::Scar& scar)
{
#ifndef HEADLESS
if (!camera->InView(scar.pos, scar.radius + TEX_QUAD_SIZE))
return;
const SColor color(255, 255, 255, 255);
const unsigned int decalIdx = scar.bufIndx;
const unsigned int numVerts = scar.bufSize / sizeof(VA_TYPE_TC);
if (numVerts == 0) {
const float3 pos = scar.pos;
constexpr float insd = 1.0f / NUM_SCAR_DECALS;
constexpr float itqs = 1.0f / TEX_QUAD_SIZE;
// decal corners in half-heightmap space
const unsigned int sx = std::max( 0, int((pos.x - scar.radius) * itqs));
const unsigned int sz = std::max( 0, int((pos.z - scar.radius) * itqs));
const unsigned int ex = std::min(mapDims.hmapx - 1, int((pos.x + scar.radius) * itqs));
const unsigned int ez = std::min(mapDims.hmapy - 1, int((pos.z + scar.radius) * itqs));
const unsigned int nv = ((ex - sx) + 1) * ((ez - sz) + 1) * (2 * 3);
const float toffsetx = scar.texOffsetX;
const float toffsety = scar.texOffsetY;
const float ixrange = 1.0f / (ex - sx);
const float iyrange = 1.0f / (ez - sz);
// create the scar texture-quads
float px1 = sx * TEX_QUAD_SIZE;
// handle wraparound
if (((curBufferPos + nv) - mapBufferPtr) >= decalBuffer.GetNumElems<VA_TYPE_TC>())
curBufferPos = mapBufferPtr;
assert(((curBufferPos + nv) - mapBufferPtr) < decalBuffer.GetNumElems<VA_TYPE_TC>());
scar.bufIndx = curBufferPos - mapBufferPtr;
scar.bufSize = nv * sizeof(VA_TYPE_TC);
for (unsigned int x = sx; x <= ex; ++x) {
const float px2 = px1 + TEX_QUAD_SIZE;
float pz1 = sz * TEX_QUAD_SIZE;
for (unsigned int z = sz; z <= ez; ++z) {
const float pz2 = pz1 + TEX_QUAD_SIZE;
const float tx1 = ((x - sx) * ixrange) * insd;
const float tx2 = ((x + 1 - sx) * ixrange) * insd;
const float tz1 = ((z - sz) * iyrange) * insd;
const float tz2 = ((z + 1 - sz) * iyrange) * insd;
*(curBufferPos++) = {float3(px1, 0.0f, pz1), tx1 + toffsetx, tz1 + toffsety, color}; // tl
*(curBufferPos++) = {float3(px2, 0.0f, pz1), tx2 + toffsetx, tz1 + toffsety, color}; // tr
*(curBufferPos++) = {float3(px2, 0.0f, pz2), tx2 + toffsetx, tz2 + toffsety, color}; // br
*(curBufferPos++) = {float3(px2, 0.0f, pz2), tx2 + toffsetx, tz2 + toffsety, color}; // br
*(curBufferPos++) = {float3(px1, 0.0f, pz2), tx1 + toffsetx, tz2 + toffsety, color}; // bl
*(curBufferPos++) = {float3(px1, 0.0f, pz1), tx1 + toffsetx, tz1 + toffsety, color}; // tl
pz1 = pz2;
}
px1 = px2;
}
return;
}
// update scars only every *sim*frame, faster is pointless
// scars younger than 10 simframes decay at different rate
if (gs->frameNum != scar.lastUpdateFrame)
scar.fadedAlpha = scarAlphaDecayFuncs[ (scar.creationTime + 10) <= gs->frameNum ](scar, scar.lastUpdateFrame = gs->frameNum);
decalShaders[DECAL_SHADER_CURR]->SetUniform1f(12, scar.fadedAlpha);
decalShaders[DECAL_SHADER_CURR]->SetUniformMatrix4fv(8, false, CMatrix44f::Identity());
decalBuffer.Submit(GL_TRIANGLES, decalIdx, numVerts);
#endif
}
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) {
const float dt = globalRendering->lastFrameTime * 0.001f;
const float af = decal->alphaFalloff * dt * gs->speedFactor;
decal->alpha -= af;
} 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()
{
if (!GetDrawDecals())
return;
glAttribStatePtr->EnableBlendMask();
glAttribStatePtr->BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glAttribStatePtr->EnablePolyOfsFill();
glAttribStatePtr->PolygonOffset(-10.0f, -20.0f);
glAttribStatePtr->DisableDepthMask();
BindShader(sunLighting->groundAmbientColor * CGlobalRendering::SMF_INTENSITY_MULT);
BindTextures();
trackHandler.Draw(decalShaders[DECAL_SHADER_CURR]);
DrawDecals();
KillTextures();
glAttribStatePtr->DisablePolyOfsFill();
glAttribStatePtr->DisableBlendMask();
}
void CGroundDecalHandler::BindTextures()
{
{
glActiveTexture(GL_TEXTURE3);
glBindTexture(GL_TEXTURE_2D, heightMapTexture->GetTextureID());
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, readMap->GetShadingTexture());
}
if (shadowHandler.ShadowsLoaded())
shadowHandler.SetupShadowTexSampler(GL_TEXTURE2);
glActiveTexture(GL_TEXTURE0);
}
void CGroundDecalHandler::KillTextures()
{
glActiveTexture(GL_TEXTURE3);
glBindTexture(GL_TEXTURE_2D, 0);
if (shadowHandler.ShadowsLoaded())
shadowHandler.ResetShadowTexSampler(GL_TEXTURE2);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, 0);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, 0);
}
void CGroundDecalHandler::BindShader(const float3& ambientColor)
{
decalShaders[DECAL_SHADER_CURR]->SetFlag("HAVE_SHADOWS", shadowHandler.ShadowsLoaded());
decalShaders[DECAL_SHADER_CURR]->Enable();
if (decalShaders[DECAL_SHADER_CURR] == decalShaders[DECAL_SHADER_GLSL]) {
decalShaders[DECAL_SHADER_CURR]->SetUniform4f(5, ambientColor.x, ambientColor.y, ambientColor.z, 1.0f);
decalShaders[DECAL_SHADER_CURR]->SetUniformMatrix4fv(6, false, camera->GetViewMatrix());
decalShaders[DECAL_SHADER_CURR]->SetUniformMatrix4fv(7, false, camera->GetProjectionMatrix());
decalShaders[DECAL_SHADER_CURR]->SetUniformMatrix4fv(9, false, shadowHandler.GetShadowViewMatrixRaw());
decalShaders[DECAL_SHADER_CURR]->SetUniform4fv(10, shadowHandler.GetShadowParams());
decalShaders[DECAL_SHADER_CURR]->SetUniform1f(13, globalRendering->gammaExponent);
}
}
void CGroundDecalHandler::DrawDecals()
{
// draw building decals
glAttribStatePtr->PolygonOffset(-10.0f, -200.0f);
DrawObjectDecals();
// draw explosion decals
glBindTexture(GL_TEXTURE_2D, scarAtlasTex);
glAttribStatePtr->PolygonOffset(-10.0f, -400.0f);
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 = Clamp(damage, 50.0f, 255.0f);
s.lifeTime = int(gs->frameNum + ttl);
s.alphaDecay = s.startAlpha / ttl;
// atlas contains NUM_SCAR_DECALS by NUM_SCAR_DECALS textures, pick one of them
s.texOffsetX = (1.0f / NUM_SCAR_DECALS) * guRNG.NextInt(NUM_SCAR_DECALS);
s.texOffsetY = (1.0f / NUM_SCAR_DECALS) * guRNG.NextInt(NUM_SCAR_DECALS);
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.lastOverlapTest = 0;
addedScars.push_back(id);
}
bool 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 false;
}
if (bm.ysize != SCAR_DECAL_SIZE || bm.xsize != SCAR_DECAL_SIZE)
bm = bm.CreateRescaled(SCAR_DECAL_SIZE, SCAR_DECAL_SIZE);
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) * SCAR_ATLAS_SIZE) + 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) * SCAR_ATLAS_SIZE) + xoffset) * 4;
memcpy(&buf[bufIndex], &rmem[memIndex], bm.xsize * sizeof(SColor));
}
}
return true;
}
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];
// The quad might change in the loop below
// NOLINTNEXTLINE{modernize-loop-convert}
for (size_t i = 0; i < quad.size(); i++) {
Scar& testScar = scars[ quad[i] ];
if (lastScarOverlapTest == testScar.lastOverlapTest)
continue;
if (scar.lifeTime < testScar.lifeTime)
continue;
testScar.lastOverlapTest = 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 = Scar();
}
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::AddSolidObject(CSolidObject* object) { MoveSolidObject(object, object->pos); }
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>();
if (decal == nullptr)
return;
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;
// swap xsize and ysize if object faces East or West
if (object->buildFacing == FACING_EAST || object->buildFacing == FACING_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 == nullptr)
return;
if (gb != nullptr)
gb->decal = decal;
decal->owner = nullptr;
decal->gbOwner = gb;
object->groundDecal = nullptr;
}
/**
* @brief immediately remove an object's ground decal, if any (without fade out)
*/
void CGroundDecalHandler::ForceRemoveSolidObject(CSolidObject* object)
{
SolidObjectGroundDecal* decal = object->groundDecal;
if (decal == nullptr)
return;
decal->owner = nullptr;
decal->alpha = 0.0f;
object->groundDecal = nullptr;
}
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
gb->decal->alpha *= (gb->lastDrawFrame >= (globalRendering->drawFrame - 1));
}
void CGroundDecalHandler::GhostCreated(CSolidObject* object, GhostSolidObject* gb) { RemoveSolidObject(object, gb); }
void CGroundDecalHandler::FeatureMoved(const CFeature* feature, const float3& oldpos) { AddSolidObject(const_cast<CFeature*>(feature)); }
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) { AddSolidObject(const_cast<CUnit*>(unit)); }
void CGroundDecalHandler::RenderUnitDestroyed(const CUnit* unit) {
RemoveSolidObject(const_cast<CUnit*>(unit), nullptr);
}
void CGroundDecalHandler::RenderFeatureCreated(const CFeature* feature) { AddSolidObject(const_cast<CFeature*>(feature)); }
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) { AddSolidObject(const_cast<CUnit*>(unit)); }
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