File: MetalExtraction.cpp

package info (click to toggle)
spring 106.0%2Bdfsg-4
  • links: PTS, VCS
  • area: main
  • in suites: forky, sid, trixie
  • size: 55,316 kB
  • sloc: cpp: 543,954; ansic: 44,800; python: 12,575; java: 12,201; awk: 5,889; sh: 1,796; asm: 1,546; xml: 655; perl: 405; php: 211; objc: 194; makefile: 76; sed: 2
file content (151 lines) | stat: -rw-r--r-- 4,394 bytes parent folder | download | duplicates (3)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
/* 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();
}