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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#include "Height.h"
#include "Map/HeightLinePalette.h"
#include "Map/HeightMapTexture.h"
#include "Map/ReadMap.h"
#include "Rendering/GlobalRendering.h"
#include "Rendering/GL/RenderDataBuffer.hpp"
#include "Rendering/Shaders/ShaderHandler.h"
#include "Rendering/Shaders/Shader.h"
#include "System/Color.h"
#include "System/Exceptions.h"
#include "System/Config/ConfigHandler.h"
#include "System/Log/ILog.h"
// currently defined in HeightLinePalette.cpp
//CONFIG(bool, ColorElev).defaultValue(true).description("If heightmap (default hotkey [F1]) should be colored or not.");
constexpr VA_TYPE_0 VERTS[] = {
{{ 0.0f, 0.0f, 0.0f}}, // bl
{{ 0.0f, +1.0f, 0.0f}}, // tl
{{+1.0f, +1.0f, 0.0f}}, // tr
{{+1.0f, +1.0f, 0.0f}}, // tr
{{+1.0f, 0.0f, 0.0f}}, // br
{{ 0.0f, 0.0f, 0.0f}}, // bl
};
CHeightTexture::CHeightTexture()
: CPboInfoTexture("height")
, CEventClient("[CHeightTexture]", 271990, false)
, needUpdate(true)
{
eventHandler.AddClient(this);
texSize = int2(mapDims.mapxp1, mapDims.mapyp1);
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_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_RGBA8, texSize.x, texSize.y);
glGenTextures(1, &paletteTex);
glBindTexture(GL_TEXTURE_2D, paletteTex);
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_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glSpringTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, 256, 2);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 256, 1, GL_RGBA, GL_UNSIGNED_BYTE, &CHeightLinePalette::paletteColored[0].r);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 1, 256, 1, GL_RGBA, GL_UNSIGNED_BYTE, &CHeightLinePalette::paletteBlackAndWhite[0].r);
{
fbo.Bind();
fbo.AttachTexture(texture);
/*bool status =*/ fbo.CheckStatus("CHeightTexture");
FBO::Unbind();
}
if (!fbo.IsValid())
throw opengl_error("");
const std::string vertexCode = R"(
#version 410 core
layout(location = 0) in vec3 aVertexPos;
layout(location = 1) in vec2 aTexCoords; // ignored
out vec2 vTexCoords;
void main() {
gl_Position = vec4(0.0, 0.0, 0.0, 1.0);
gl_Position.xy = aVertexPos.xy * 2.0 - 1.0;
vTexCoords = aVertexPos.st;
}
)";
const std::string fragmentCode = R"(
#version 410 core
uniform sampler2D texHeight;
uniform sampler2D texPalette;
uniform float paletteOffset;
in vec2 vTexCoords;
layout(location = 0) out vec4 fFragColor;
void main() {
float h = texture(texHeight, vTexCoords).r;
vec2 tc = vec2(h * (8. / 256.), paletteOffset);
fFragColor = texture(texPalette, tc);
}
)";
const char* errorFormats[2] = {
"%s-shader compilation error: %s",
"%s-shader validation error: %s",
};
shader = shaderHandler->CreateProgramObject("[CHeightTexture]", "CHeightTexture");
shader->AttachShaderObject(shaderHandler->CreateShaderObject(vertexCode, "", GL_VERTEX_SHADER));
shader->AttachShaderObject(shaderHandler->CreateShaderObject(fragmentCode, "", GL_FRAGMENT_SHADER));
shader->Link();
if (!shader->IsValid()) {
LOG_L(L_ERROR, errorFormats[0], shader->GetName().c_str(), shader->GetLog().c_str());
throw opengl_error("");
}
shader->Enable();
shader->SetUniform("texHeight", 0);
shader->SetUniform("texPalette", 1);
shader->SetUniform("paletteOffset", configHandler->GetBool("ColorElev") ? 0.0f : 1.0f);
shader->Disable();
shader->Validate();
if (!shader->IsValid()) {
LOG_L(L_ERROR, errorFormats[1], shader->GetName().c_str(), shader->GetLog().c_str());
throw opengl_error("");
}
}
void CHeightTexture::UpdateCPU()
{
const SColor* extraTexPal = CHeightLinePalette::GetData();
const float* heightMap = readMap->GetCornerHeightMapUnsynced();
infoTexPBO.Bind();
infoTexPBO.New(texSize.x * texSize.y * texChannels, GL_STREAM_DRAW);
auto infoTexMem = reinterpret_cast<SColor*>(infoTexPBO.MapBuffer());
for (int y = 0; y < texSize.y; ++y) {
for (int x = 0; x < texSize.x; ++x) {
const int idx = y * texSize.x + x;
const float height = heightMap[idx];
const unsigned int value = ((unsigned int)(height * 8.0f)) % 255;
infoTexMem[idx] = extraTexPal[value];
}
}
infoTexPBO.UnmapBuffer();
glBindTexture(GL_TEXTURE_2D, texture);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, texSize.x, texSize.y, GL_RGBA, GL_UNSIGNED_BYTE, infoTexPBO.GetPtr());
infoTexPBO.Invalidate();
infoTexPBO.Unbind();
}
CHeightTexture::~CHeightTexture()
{
glDeleteTextures(1, &paletteTex);
}
void CHeightTexture::Update()
{
needUpdate = false;
if (!fbo.IsValid() || !shader->IsValid() || (heightMapTexture->GetTextureID() == 0))
return UpdateCPU();
fbo.Bind();
glAttribStatePtr->ViewPort(0, 0, texSize.x, texSize.y);
glAttribStatePtr->DisableBlendMask();
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, paletteTex);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, heightMapTexture->GetTextureID());
GL::RenderDataBuffer0* rdb = GL::GetRenderBuffer0();
shader->Enable();
rdb->SafeAppend(VERTS, sizeof(VERTS) / sizeof(VERTS[0]));
rdb->Submit(GL_TRIANGLES);
shader->Disable();
glAttribStatePtr->ViewPort(globalRendering->viewPosX, 0, globalRendering->viewSizeX, globalRendering->viewSizeY);
FBO::Unbind();
}
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