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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#include "Los.h"
#include "Game/GlobalUnsynced.h"
#include "Rendering/GlobalRendering.h"
#include "Rendering/GL/RenderDataBuffer.hpp"
#include "Rendering/Shaders/ShaderHandler.h"
#include "Rendering/Shaders/Shader.h"
#include "Sim/Misc/LosHandler.h"
#include "System/Exceptions.h"
#include "System/Log/ILog.h"
constexpr VA_TYPE_0 VERTS[] = {
{{-1.0f, -1.0f, 0.0f}}, // bl
{{-1.0f, +1.0f, 0.0f}}, // tl
{{+1.0f, +1.0f, 0.0f}}, // tr
{{+1.0f, +1.0f, 0.0f}}, // tr
{{+1.0f, -1.0f, 0.0f}}, // br
{{-1.0f, -1.0f, 0.0f}}, // bl
};
CLosTexture::CLosTexture()
: CPboInfoTexture("los")
, uploadTex(0)
{
texSize = losHandler->los.size;
texChannels = 1;
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);
glSpringTexStorage2D(GL_TEXTURE_2D, -1, GL_R8, texSize.x, texSize.y);
infoTexPBO.Bind();
infoTexPBO.New(texSize.x * texSize.y * texChannels * 2, GL_STREAM_DRAW);
infoTexPBO.Unbind();
{
fbo.Bind();
fbo.AttachTexture(texture);
/*bool status =*/ fbo.CheckStatus("CLosTexture");
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() {
vTexCoords = aVertexPos.xy * 0.5 + 0.5;
gl_Position = vec4(aVertexPos, 1.0);
}
)";
const std::string fragmentCode = R"(
#version 410 core
uniform sampler2D tex0;
in vec2 vTexCoords;
layout(location = 0) out vec4 fFragColor;
void main() {
vec2 f = texture(tex0, vTexCoords).rg;
float c = (f.r + f.g) * 200000.0;
fFragColor = vec4(c);
}
)";
const char* errorFormats[2] = {
"%s-shader compilation error: %s",
"%s-shader validation error: %s",
};
shader = shaderHandler->CreateProgramObject("[CLosTexture]", "CLosTexture");
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("tex0", 0);
shader->Disable();
shader->Validate();
if (!shader->IsValid()) {
LOG_L(L_ERROR, errorFormats[1], shader->GetName().c_str(), shader->GetLog().c_str());
throw opengl_error("");
}
glGenTextures(1, &uploadTex);
glBindTexture(GL_TEXTURE_2D, uploadTex);
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);
}
CLosTexture::~CLosTexture()
{
glDeleteTextures(1, &uploadTex);
}
void CLosTexture::UpdateCPU()
{
infoTexPBO.Bind();
uint8_t* infoTexMem = reinterpret_cast<uint8_t*>(infoTexPBO.MapBuffer());
if (!losHandler->globalLOS[gu->myAllyTeam]) {
const uint16_t* myLos = &losHandler->los.losMaps[gu->myAllyTeam].front();
for (int y = 0; y < texSize.y; ++y) {
for (int x = 0; x < texSize.x; ++x) {
infoTexMem[y * texSize.x + x] = (myLos[y * texSize.x + x] != 0) ? 255 : 0;
}
}
} else {
memset(infoTexMem, 255, texSize.x * texSize.y);
}
infoTexPBO.UnmapBuffer();
glBindTexture(GL_TEXTURE_2D, texture);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, texSize.x, texSize.y, GL_RED, GL_UNSIGNED_BYTE, infoTexPBO.GetPtr());
glGenerateMipmap(GL_TEXTURE_2D);
infoTexPBO.Invalidate();
infoTexPBO.Unbind();
}
void CLosTexture::Update()
{
if (!fbo.IsValid() || !shader->IsValid() || uploadTex == 0)
return UpdateCPU();
if (losHandler->globalLOS[gu->myAllyTeam]) {
fbo.Bind();
glAttribStatePtr->ViewPort(0, 0, texSize.x, texSize.y);
glAttribStatePtr->ClearColor(1.0f, 1.0f, 1.0f, 1.0f);
glAttribStatePtr->Clear(GL_COLOR_BUFFER_BIT);
glAttribStatePtr->ViewPort(globalRendering->viewPosX, 0, globalRendering->viewSizeX, globalRendering->viewSizeY);
FBO::Unbind();
glBindTexture(GL_TEXTURE_2D, texture);
glGenerateMipmap(GL_TEXTURE_2D);
return;
}
infoTexPBO.Bind();
uint8_t* infoTexMem = reinterpret_cast<uint8_t*>(infoTexPBO.MapBuffer());
const uint16_t* myLos = &losHandler->los.losMaps[gu->myAllyTeam].front();
memcpy(infoTexMem, myLos, texSize.x * texSize.y * texChannels * sizeof(uint16_t));
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.
glBindTexture(GL_TEXTURE_2D, uploadTex);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, texSize.x, texSize.y, GL_RG, GL_UNSIGNED_BYTE, infoTexPBO.GetPtr());
infoTexPBO.Invalidate();
infoTexPBO.Unbind();
// do post-processing on the gpu (los-checking & scaling)
fbo.Bind();
glAttribStatePtr->ViewPort(0, 0, texSize.x, texSize.y);
glAttribStatePtr->DisableBlendMask();
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();
// generate mipmaps
glBindTexture(GL_TEXTURE_2D, texture);
glGenerateMipmap(GL_TEXTURE_2D);
}
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