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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#include "MetalExtraction.h"
#include "InfoTextureHandler.h"
#include "Game/GlobalUnsynced.h"
#include "Map/MetalMap.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 "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
};
CMetalExtractionTexture::CMetalExtractionTexture()
: CPboInfoTexture("metalextraction")
, updateN(0)
{
texSize = int2(mapDims.hmapx, mapDims.hmapy);
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_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);
//Info: 32F isn't really needed for the final result, but it allows us
// to upload the CPU array directly to the GPU w/o any (slow) cpu-side
// transformation. The transformation (0..1 range rescaling) happens
// then on the gpu instead.
glSpringTexStorage2D(GL_TEXTURE_2D, 1, GL_R32F, texSize.x, texSize.y);
{
fbo.Bind();
fbo.AttachTexture(texture);
/*bool status =*/ fbo.CheckStatus("CMetalExtractionTexture");
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() {
fFragColor = texture(tex0, vTexCoords) * 800.0;
}
)";
const char* errorFormats[2] = {
"%s-shader compilation error: %s",
"%s-shader validation error: %s",
};
shader = shaderHandler->CreateProgramObject("[CMetalExtractionTexture]", "CMetalExtractionTexture");
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("");
}
}
bool CMetalExtractionTexture::IsUpdateNeeded()
{
// update only once per second
return (updateN++ % GAME_SPEED == 0);
}
void CMetalExtractionTexture::Update()
{
// los-checking is done in FBO: when FBO isn't working don't expose hidden data!
if (!fbo.IsValid() || !shader->IsValid())
return;
CInfoTexture* infoTex = infoTextureHandler->GetInfoTexture("los");
assert(metalMap.GetSizeX() == texSize.x && metalMap.GetSizeZ() == texSize.y);
// upload raw data to gpu
glBindTexture(GL_TEXTURE_2D, texture);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, texSize.x, texSize.y, GL_RED, GL_FLOAT, metalMap.GetExtractionMap());
// do post-processing on the gpu (los-checking & scaling)
fbo.Bind();
glAttribStatePtr->ViewPort(0, 0, texSize.x, texSize.y);
glAttribStatePtr->EnableBlendMask();
glAttribStatePtr->BlendFunc(GL_ZERO, GL_SRC_COLOR);
glBindTexture(GL_TEXTURE_2D, infoTex->GetTexture());
GL::RenderDataBuffer0* rdb = GL::GetRenderBuffer0();
shader->Enable();
rdb->SafeAppend(VERTS, sizeof(VERTS) / sizeof(VERTS[0]));
rdb->Submit(GL_TRIANGLES);
shader->Disable();
glAttribStatePtr->BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
// glAttribStatePtr->DisableBlendMask();
glAttribStatePtr->ViewPort(globalRendering->viewPosX, 0, globalRendering->viewSizeX, globalRendering->viewSizeY);
FBO::Unbind();
}
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