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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#include "DecalsDrawerGL4.h"
#include "Game/Camera.h"
#include "Game/GameHelper.h"
#include "Game/GlobalUnsynced.h"
#include "Lua/LuaParser.h"
#include "Map/BaseGroundDrawer.h"
#include "Map/Ground.h"
#include "Map/MapInfo.h"
#include "Map/ReadMap.h"
#include "Map/SMF/SMFReadMap.h"
#include "Rendering/GlobalRendering.h"
#include "Rendering/ShadowHandler.h"
#include "Rendering/UnitDrawer.h"
#include "Rendering/Env/ISky.h"
#include "Rendering/GL/FBO.h"
#include "Rendering/GL/myGL.h"
//#include "Rendering/GL/TimerQuery.h"
#include "Rendering/GL/VertexArray.h"
#include "Rendering/GL/VBO.h"
#include "Rendering/Shaders/ShaderHandler.h"
#include "Rendering/Shaders/Shader.h"
#include "Rendering/Textures/Bitmap.h"
#include "Rendering/Textures/LegacyAtlasAlloc.h"
#include "Rendering/Textures/NamedTextures.h"
#include "Rendering/Textures/QuadtreeAtlasAlloc.h"
#include "Sim/Units/Unit.h"
#include "Sim/Units/UnitDef.h"
#include "Sim/Units/UnitDefHandler.h"
#include "Sim/Units/UnitTypes/Building.h"
#include "Sim/Projectiles/ExplosionListener.h"
#include "Sim/Weapons/WeaponDef.h"
#include "System/Config/ConfigHandler.h"
#include "System/EventHandler.h"
#include "System/Exceptions.h"
#include "System/Log/ILog.h"
#include "System/myMath.h"
#include "System/TimeProfiler.h"
#include "System/Util.h"
#include "System/FileSystem/FileHandler.h"
#include "System/FileSystem/FileSystem.h"
#define LOG_SECTION_DECALS_GL4 "DecalsDrawerGL4"
LOG_REGISTER_SECTION_GLOBAL(LOG_SECTION_DECALS_GL4)
// use the specific section for all LOG*() calls in this source file
#ifdef LOG_SECTION_CURRENT
#undef LOG_SECTION_CURRENT
#endif
#define LOG_SECTION_CURRENT LOG_SECTION_DECALS_GL4
#if !defined(GL_VERSION_4_0) || HEADLESS
CDecalsDrawerGL4::CDecalsDrawerGL4()
{
throw opengl_error(LOG_SECTION_DECALS_GL4 ": Compiled without OpenGL4 support!");
}
#else
struct SGLSLDecal {
float3 pos;
float rot;
float4 texOffsets;
float2 size;
float alpha;
float unused;
};
struct SGLSLGroundLighting {
#ifdef _MSC_VER
__declspec(align(16)) float3 ambientColor;
__declspec(align(16))float3 diffuseColor;
__declspec(align(16))float3 specularColor;
__declspec(align(16))float3 dir;
__declspec(align(16))float3 fogColor;
#else
float3 ambientColor __attribute__ ((aligned (16)));
float3 diffuseColor __attribute__ ((aligned (16)));
float3 specularColor __attribute__ ((aligned (16)));
float3 dir __attribute__ ((aligned (16)));
float3 fogColor __attribute__ ((aligned (16)));
#endif
float fogEnd;
float fogScale;
float3 unused;
};
static GLuint LoadTexture(const std::string& name, size_t* texX, size_t* texY)
{
std::string fileName = name;
if (FileSystem::GetExtension(fileName) == "")
fileName += ".bmp";
std::string fullName = fileName;
if (!CFileHandler::FileExists(fullName, SPRING_VFS_ALL))
fullName = std::string("bitmaps/tracks/") + fileName;
if (!CFileHandler::FileExists(fullName, SPRING_VFS_ALL))
fullName = std::string("unittextures/") + fileName;
const bool isBitmap = (FileSystem::GetExtension(fullName) == "bmp");
SCOPED_TIMER("::DECALS");
CBitmap bm;
if (!bm.Load(fullName)) {
throw content_error("Could not load ground decal from file " + fullName);
}
if (isBitmap) {
// bitmaps don't have an alpha channel
// so use: red := brightness & green := alpha
for (int y = 0; y < bm.ysize; ++y) {
for (int x = 0; x < bm.xsize; ++x) {
const int index = ((y * bm.xsize) + x) * 4;
const int brightness = bm.mem[index + 0];
bm.mem[index + 0] = (brightness * 90) / 255;
bm.mem[index + 1] = (brightness * 60) / 255;
bm.mem[index + 2] = (brightness * 30) / 255;
bm.mem[index + 3] = bm.mem[index + 1];
}
}
}
*texX = bm.xsize;
*texY = bm.ysize;
return bm.CreateTexture(true);
}
struct STex {
GLuint id;
size_t sizeX;
size_t sizeY;
};
typedef float4 SAtlasTex;
std::map<std::string, SAtlasTex> atlasTexs;
CDecalsDrawerGL4::CDecalsDrawerGL4()
: CEventClient("[CDecalsDrawerGL4]", 314159, false)
, maxDecals(0)
, tbo(0)
, depthTex(0)
, atlasTex(0)
{
lastUpdate = 0;
eventHandler.AddClient(this);
CExplosionCreator::AddExplosionListener(this);
if (!globalRendering->haveGLSL) {
throw opengl_error(LOG_SECTION_DECALS_GL4 ": missing GLSL");
}
//if (!GetDrawDecals()) {
// return;
//}
glActiveTexture(GL_TEXTURE0);
glEnable(GL_TEXTURE_2D);
glGenTextures(1, &tbo);
glGenTextures(1, &depthTex);
LoadShaders();
//TODO FINISH
if (!decalShader->IsValid()) {
LOG_L(L_ERROR, "%s", decalShader->GetLog().c_str());
throw opengl_error(LOG_SECTION_DECALS_GL4 ": cannot compile shader");
}
if (!GLEW_ARB_depth_clamp) //GL_DEPTH_CLAMP
throw opengl_error(LOG_SECTION_DECALS_GL4 ": missing GL_ARB_depth_clamp");
if (!dynamic_cast<CSMFReadMap*>(readMap))
throw unsupported_error(LOG_SECTION_DECALS_GL4 ": only SMF supported");
if (dynamic_cast<CSMFReadMap*>(readMap)->GetNormalsTexture() <= 0)
throw unsupported_error(LOG_SECTION_DECALS_GL4 ": advanced map shading must be enabled");
CreateBoundingBoxVBOs();
CreateStructureVBOs();
ViewResize();
GenerateAtlasTexture();
}
CDecalsDrawerGL4::~CDecalsDrawerGL4()
{
eventHandler.RemoveClient(this);
glDeleteTextures(1, &tbo);
glDeleteTextures(1, &depthTex);
shaderHandler->ReleaseProgramObjects("[DecalsDrawerGL4]");
decalShader = NULL;
}
void CDecalsDrawerGL4::LoadShaders()
{
decalShader = shaderHandler->CreateProgramObject("[DecalsDrawerGL4]", "DecalShader", false);
decalShader->AttachShaderObject(shaderHandler->CreateShaderObject("GLSL/DecalsVertGL4.glsl", "", GL_VERTEX_SHADER));
decalShader->AttachShaderObject(shaderHandler->CreateShaderObject("GLSL/DecalsFragGL4.glsl", "", GL_FRAGMENT_SHADER));
decalShader->Link();
if (!decalShader->IsValid()) {
const char* fmt = "decal-shader validation error:\n%s";
const char* log = (decalShader->GetLog()).c_str();
LOG_L(L_ERROR, fmt, log);
}
decalShader->Enable();
decalShader->SetUniform("invMapSizePO2", 1.0f / (gs->pwr2mapx * SQUARE_SIZE), 1.0f / (gs->pwr2mapy * SQUARE_SIZE));
decalShader->SetUniform("invMapSize", 1.0f / (gs->mapx * SQUARE_SIZE), 1.0f / (gs->mapy * SQUARE_SIZE));
decalShader->SetUniform("invScreenSize", 1.0f / globalRendering->viewSizeX, 1.0f / globalRendering->viewSizeY);
decalShader->Disable();
decalShader->Validate();
}
void CDecalsDrawerGL4::GenerateAtlasTexture()
{
std::map<std::string, STex> textures;
for (std::vector<UnitDef*>::const_iterator it = unitDefHandler->unitDefs.begin(); it != unitDefHandler->unitDefs.end(); ++it) {
SolidObjectDecalDef& decalDef = (*it)->decalDef;
if (!decalDef.useGroundDecal)
continue;
if (textures.find(decalDef.groundDecalTypeName) != textures.end())
continue;
try {
STex tex;
tex.id = LoadTexture(decalDef.groundDecalTypeName, &tex.sizeX, &tex.sizeY);
textures[decalDef.groundDecalTypeName] = tex;
} catch(const content_error& err) {
LOG_L(L_ERROR, "%s", err.what());
STex tex; tex.id = 0;
textures[decalDef.groundDecalTypeName] = tex;
}
}
{
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 scarsTable = resourcesParser.GetRoot().SubTable("graphics").SubTable("scars");
for (int i = 1; i <= 4; ++i)
{
STex tex;
tex.id = LoadTexture("bitmaps/" + scarsTable.GetString(i, IntToString(i, "scars/scar%i.bmp")), &tex.sizeX, &tex.sizeY);
textures[IntToString(i)] = tex;
}
}
CQuadtreeAtlasAlloc atlas;
//CLegacyAtlasAlloc atlas;
atlas.SetNonPowerOfTwo(globalRendering->supportNPOTs);
atlas.SetMaxSize(globalRendering->maxTextureSize, globalRendering->maxTextureSize);
//atlas.SetMaxSize(512,512);
for (std::map<std::string, STex>::const_iterator it = textures.begin(); it != textures.end(); ++it) {
if (it->second.id == 0)
continue;
const float maxSize = 512;
size_t sizeX = it->second.sizeX;
size_t sizeY = it->second.sizeY;
if (sizeX > maxSize) {
sizeY = sizeY * (maxSize / sizeX);
sizeX = maxSize;
}
if (sizeY > maxSize) {
sizeX = sizeX * (maxSize / sizeY);
sizeY = maxSize;
}
atlas.AddEntry(it->first, int2(sizeX, sizeY));
}
/*bool success =*/ atlas.Allocate();
glGenTextures(1, &atlasTex);
glBindTexture(GL_TEXTURE_2D, atlasTex);
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);
//#ifdef OPENGL4 //FIXME
// glTexStorage2D(GL_TEXTURE_2D, atlas.GetMaxMipMaps(), GL_RGBA8, atlas.GetAtlasSize().x, atlas.GetAtlasSize().y);
//#else
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, atlas.GetMaxMipMaps());
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, atlas.GetAtlasSize().x, atlas.GetAtlasSize().y, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
//#endif
FBO fb;
if (!fb.IsValid()) {
LOG_L(L_ERROR, "[%s] framebuffer not valid", __FUNCTION__);
return;
}
fb.Bind();
fb.AttachTexture(atlasTex);
bool status = fb.CheckStatus(LOG_SECTION_DECALS_GL4);
if (!status) {
LOG_L(L_ERROR, "[%s] Couldn't render to FBO!", __FUNCTION__);
return;
}
fb.Bind();
glViewport(0, 0, atlas.GetAtlasSize().x, atlas.GetAtlasSize().y);
glClearColor(1.0f, 0.0f, 0.0f, 1.0f); //red
glClear(GL_COLOR_BUFFER_BIT);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluOrtho2D(0,1,0,1);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glScalef(1.0f/atlas.GetAtlasSize().x,1.0f/atlas.GetAtlasSize().y,1.0f);
glActiveTexture(GL_TEXTURE0);
glEnable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ZERO);
glDisable(GL_DEPTH_TEST);
for (std::map<std::string, STex>::const_iterator it = textures.begin(); it != textures.end(); ++it) {
if (it->second.id == 0)
continue;
float4 texCoords = atlas.GetTexCoords(it->first);
float4 absCoords = atlas.GetEntry(it->first);
//FIXME
//if (!node) {
// LOG_L(L_ERROR, "DecalTextureAtlas full: failed to add %s", it->first.c_str());
// continue;
//}
SAtlasTex aTex(texCoords);
atlasTexs[it->first.c_str()] = aTex;
CVertexArray va;
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
glBindTexture(GL_TEXTURE_2D, it->second.id);
//FIXME why +1?
va.AddVertex2dT(absCoords.x, absCoords.y, 0.0f, 0.0f);
va.AddVertex2dT(absCoords.z+1, absCoords.y, 1.0f, 0.0f);
va.AddVertex2dT(absCoords.x, absCoords.w+1, 0.0f, 1.0f);
va.AddVertex2dT(absCoords.z+1, absCoords.w+1, 1.0f, 1.0f);
va.DrawArray2dT(GL_TRIANGLE_STRIP);
}
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
#ifdef DEBUG
const size_t datasize = 4 * atlas.GetAtlasSize().x * atlas.GetAtlasSize().y;
unsigned char* img = new unsigned char[datasize];
memset(img, 0, datasize);
glReadPixels(0, 0, atlas.GetAtlasSize().x, atlas.GetAtlasSize().y, GL_RGBA, GL_UNSIGNED_BYTE, img);
CBitmap bitmap(img, atlas.GetAtlasSize().x, atlas.GetAtlasSize().y);
bitmap.Save("x_decal_atlas.png", false);
delete[] img;
#endif
for (std::map<std::string, STex>::const_iterator it = textures.begin(); it != textures.end(); ++it) {
if (it->second.id == 0)
continue;
glDeleteTextures(1, &it->second.id);
}
fb.Unbind();
glBindTexture(GL_TEXTURE_2D, atlasTex);
glGenerateMipmap(GL_TEXTURE_2D);
}
void CDecalsDrawerGL4::CreateBoundingBoxVBOs()
{
float3 boxverts[] = {
float3(-1.0f, -1.0f, -1.0f),
float3(-1.0f, 1.0f, -1.0f),
float3( 1.0f, -1.0f, -1.0f),
float3( 1.0f, 1.0f, -1.0f),
float3( 1.0f, -1.0f, 1.0f),
float3( 1.0f, 1.0f, 1.0f),
float3(-1.0f, -1.0f, 1.0f),
float3(-1.0f, 1.0f, 1.0f),
};
GLubyte indices[] = {
//back
0, 1, 2,
3, 2, 1,
//right
2, 3, 4,
5, 4, 3,
//front
4, 5, 6,
7, 6, 5,
//left
6, 7, 0,
1, 0, 7,
//btm
0, 4, 6,
0, 2, 4,
//top
1, 5, 3,
1, 7, 5,
};
vboVertices.Bind(GL_ARRAY_BUFFER);
vboIndices.Bind(GL_ELEMENT_ARRAY_BUFFER);
vboVertices.New(sizeof(boxverts) * sizeof(float3), GL_STATIC_DRAW, &boxverts[0]);
vboIndices.New(sizeof(indices) * sizeof(GLubyte), GL_STATIC_DRAW, &indices[0]);
vboVertices.Unbind();
vboIndices.Unbind();
}
void CDecalsDrawerGL4::CreateStructureVBOs()
{
{
GLuint uniformBlockIndex = glGetUniformBlockIndex(decalShader->GetObjID(), "SGroundLighting");
assert(uniformBlockIndex != GL_INVALID_INDEX);
GLsizei uniformBlockSize = 0;
glGetActiveUniformBlockiv(decalShader->GetObjID(), uniformBlockIndex, GL_UNIFORM_BLOCK_DATA_SIZE, &uniformBlockSize);
if (uniformBlockSize == 0)
LOG("uniformBlockSize %u", uniformBlockSize);
assert(uniformBlockSize > 0);
if (uniformBlockSize % sizeof(SGLSLGroundLighting) != 0)
LOG("uniformBlockSize sizeof(SGLSLGroundLighting) %u " _STPF_, uniformBlockSize, sizeof(SGLSLGroundLighting));
assert(uniformBlockSize % sizeof(SGLSLGroundLighting) == 0);
uboGroundLighting.Bind(GL_UNIFORM_BUFFER);
uboGroundLighting.New(uniformBlockSize, GL_STATIC_DRAW);
SGLSLGroundLighting* uboGroundLightingData = (SGLSLGroundLighting*)uboGroundLighting.MapBuffer(0, sizeof(SGLSLGroundLighting));
uboGroundLightingData->ambientColor = mapInfo->light.groundAmbientColor * CGlobalRendering::SMF_INTENSITY_MULT;
uboGroundLightingData->diffuseColor = mapInfo->light.groundSunColor * CGlobalRendering::SMF_INTENSITY_MULT;
uboGroundLightingData->specularColor = mapInfo->light.groundSpecularColor * CGlobalRendering::SMF_INTENSITY_MULT;
uboGroundLightingData->dir = mapInfo->light.sunDir;
uboGroundLightingData->fogColor = mapInfo->atmosphere.fogColor;
uboGroundLightingData->fogEnd = globalRendering->viewRange * mapInfo->atmosphere.fogEnd;
uboGroundLightingData->fogScale = 1.0f / (globalRendering->viewRange * (mapInfo->atmosphere.fogEnd - mapInfo->atmosphere.fogStart));
uboGroundLighting.UnmapBuffer();
glUniformBlockBinding(decalShader->GetObjID(), uniformBlockIndex, 5);
glBindBufferBase(GL_UNIFORM_BUFFER, 5, uboGroundLighting.GetId());
uboGroundLighting.Unbind();
}
{
uboDecalsStructures.Bind(GL_UNIFORM_BUFFER);
// Uniform Array Solution
/*GLuint uniformBlockIndex = glGetUniformBlockIndex(decalShader->GetObjID(), "decals");
GLsizei uniformBlockSize = 0;
glGetActiveUniformBlockiv(decalShader->GetObjID(), uniformBlockIndex, GL_UNIFORM_BLOCK_DATA_SIZE, &uniformBlockSize);
if (uniformBlockSize % sizeof(SGLSLDecal) != 0)
LOG("uniformBlockSize sizeof(SGLSLDecal) %u " _STPF_, uniformBlockSize, sizeof(SGLSLDecal));
assert(uniformBlockSize % sizeof(SGLSLDecal) == 0);
maxDecals = uniformBlockSize / sizeof(SGLSLDecal);
uniformBlockSize = maxDecals * sizeof(SGLSLDecal);
uboDecalsStructures.New(uniformBlockSize, GL_DYNAMIC_DRAW);
glUniformBlockBinding(decalShader->GetObjID(), uniformBlockIndex, 3);
glBindBufferBase(GL_UNIFORM_BUFFER, 3, uboDecalsStructures.GetId());*/
// TBO solution
GLint maxTexBufSize;
glGetIntegerv(GL_MAX_TEXTURE_BUFFER_SIZE, &maxTexBufSize);
maxDecals = (maxTexBufSize / sizeof(SGLSLDecal)) / 2;
GLsizei uniformBlockSize = maxDecals * sizeof(SGLSLDecal);
uboDecalsStructures.New(uniformBlockSize, GL_DYNAMIC_DRAW);
uboDecalsStructures.Unbind();
}
glBindTexture(GL_TEXTURE_BUFFER, tbo);
glTexBuffer(GL_TEXTURE_BUFFER, GL_RGBA32F, uboDecalsStructures.GetId());
/*{
vboVisibilityFeeback.Bind(GL_UNIFORM_BUFFER);
vboVisibilityFeeback.New(maxDecals, GL_STATIC_DRAW);
vboVisibilityFeeback.Unbind();
}*/
}
void CDecalsDrawerGL4::ViewResize()
{
decalShader->Enable();
decalShader->SetUniform("invScreenSize", 1.f / globalRendering->viewSizeX, 1.f / globalRendering->viewSizeY);
decalShader->Disable();
glBindTexture(GL_TEXTURE_2D, depthTex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, globalRendering->viewSizeX, globalRendering->viewSizeY, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL);
}
void CDecalsDrawerGL4::Draw()
{
if (!GetDrawDecals())
return;
if (decals.empty())
return;
UpdateDecalsVBO();
//UpdateVisibilityVBO();
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, depthTex);
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, globalRendering->viewSizeX, globalRendering->viewSizeY);
/*static GLTimerQuery glTimer;
static float gpuDrawFrameTimeInMS = 0;
if (glTimer.Available()) {
gpuDrawFrameTimeInMS = mix(gpuDrawFrameTimeInMS, glTimer.Query(), 0.05f);
//LOG("CDecalsDrawerGL4::Draw %.4f ms", gpuDrawFrameTimeInMS);
}
glTimer.Start();*/
const CBaseGroundDrawer* gd = readMap->GetGroundDrawer();
const CSMFReadMap* smfrm = dynamic_cast<CSMFReadMap*>(readMap);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
glDepthMask(GL_FALSE);
glDisable(GL_DEPTH_TEST);
glEnable(GL_DEPTH_CLAMP);
//glEnable(GL_DEPTH_TEST);
decalShader->SetFlag("HAVE_SHADOWS", shadowHandler && shadowHandler->shadowsLoaded);
decalShader->SetFlag("HAVE_INFOTEX", gd->DrawExtraTex());
decalShader->Enable();
decalShader->SetUniform3v("camPos", &camera->GetPos()[0]);
//decalShader->SetUniform("invMapSizePO2", 1.0f / (gs->pwr2mapx * SQUARE_SIZE), 1.0f / (gs->pwr2mapy * SQUARE_SIZE));
//decalShader->SetUniform("invMapSize", 1.0f / (gs->mapx * SQUARE_SIZE), 1.0f / (gs->mapy * SQUARE_SIZE));
//decalShader->SetUniform("invScreenSize", 1.0f / globalRendering->viewSizeX, 1.0f / globalRendering->viewSizeY);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, smfrm->GetNormalsTexture());
if (shadowHandler && shadowHandler->shadowsLoaded) {
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, shadowHandler->shadowTexture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE_ARB, GL_COMPARE_R_TO_TEXTURE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC_ARB, GL_LEQUAL);
glTexParameteri(GL_TEXTURE_2D, GL_DEPTH_TEXTURE_MODE_ARB, GL_LUMINANCE);
decalShader->SetUniformMatrix4x4("shadowMatrix", false, shadowHandler->shadowMatrix.m);
decalShader->SetUniform("shadowDensity", sky->GetLight()->GetGroundShadowDensity()); //FIXME only do on shadow change?
}
glActiveTexture(GL_TEXTURE3);
glBindTexture(GL_TEXTURE_2D, gd->GetActiveInfoTexture());
glActiveTexture(GL_TEXTURE4);
glBindTexture(GL_TEXTURE_2D, depthTex);
glActiveTexture(GL_TEXTURE5);
CNamedTextures::Bind("scar2_normal.tga");
glActiveTexture(GL_TEXTURE6);
CNamedTextures::Bind("CopperVerdigris-NormalMap.png");
glActiveTexture(GL_TEXTURE7);
glBindTexture(GL_TEXTURE_BUFFER, tbo);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, atlasTex);
DrawDecals();
glDisable(GL_DEPTH_CLAMP);
glEnable(GL_DEPTH_TEST);
glDisable(GL_CULL_FACE);
glDisable(GL_BLEND);
decalShader->Disable();
//glTimer.Stop();
}
void CDecalsDrawerGL4::UpdateVisibilityVBO()
{
/*glEnable(GL_RASTERIZER_DISCARD);
glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, vboVisibilityFeeback.GetId());
glBeginTransformFeedback(GL_POINTS);
vboVertices.Bind(GL_ARRAY_BUFFER);
vboIndices.Bind(GL_ELEMENT_ARRAY_BUFFER);
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(3, GL_FLOAT, 0, vboVertices.GetPtr());
// note, we only render one vertex!
glDrawElementsInstanced(GL_POINTS, 1, GL_UNSIGNED_BYTE, vboIndices.GetPtr(), scars.size());
glDisableClientState(GL_VERTEX_ARRAY);
vboVertices.Unbind();
vboIndices.Unbind();
glEndTransformFeedback();
glDisable(GL_RASTERIZER_DISCARD);*/
}
void CDecalsDrawerGL4::UpdateDecalsVBO()
{
if (lastUpdate >= decals.size())
return;
if (decals.size() > maxDecals)
return;
uboDecalsStructures.Bind(GL_UNIFORM_BUFFER);
GLubyte* uboData = uboDecalsStructures.MapBuffer(sizeof(SGLSLDecal) * lastUpdate, sizeof(SGLSLDecal) * (std::min(decals.size(), maxDecals) - lastUpdate));
SGLSLDecal* uboScarsData = (SGLSLDecal*)uboData;
for (size_t i=0; i < (std::min(decals.size(), maxDecals) - lastUpdate); ++i) {
uboScarsData[i].pos = decals[i + lastUpdate]->pos;
uboScarsData[i].rot = decals[i + lastUpdate]->rot;
uboScarsData[i].size = decals[i + lastUpdate]->size;
uboScarsData[i].alpha = decals[i + lastUpdate]->alpha;
uboScarsData[i].texOffsets = decals[i + lastUpdate]->texOffsets;
}
uboDecalsStructures.UnmapBuffer();
uboDecalsStructures.Unbind();
// UBO: Update binding
glBindBufferBase(GL_UNIFORM_BUFFER, 3, uboDecalsStructures.GetId());
// TBO: seems it is not needed to rebound TBOs
//glBindTexture(GL_TEXTURE_BUFFER, tbo);
//glTexBuffer(GL_TEXTURE_BUFFER, GL_RGBA32F, uboDecalsStructures.GetId());
lastUpdate = decals.size();
}
void CDecalsDrawerGL4::DrawDecals()
{
vboVertices.Bind(GL_ARRAY_BUFFER);
vboIndices.Bind(GL_ELEMENT_ARRAY_BUFFER);
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(3, GL_FLOAT, 0, vboVertices.GetPtr());
glBindBufferBase(GL_UNIFORM_BUFFER, 3, uboDecalsStructures.GetId());
glBindBufferBase(GL_UNIFORM_BUFFER, 5, uboGroundLighting.GetId());
glDrawElementsInstanced(GL_TRIANGLES, vboIndices.GetSize(), GL_UNSIGNED_BYTE, vboIndices.GetPtr(), std::min(decals.size(), maxDecals));
glDisableClientState(GL_VERTEX_ARRAY);
vboVertices.Unbind();
vboIndices.Unbind();
}
void CDecalsDrawerGL4::ExplosionOccurred(const CExplosionEvent& event) {
AddExplosion(event.GetPos(), event.GetDamage(), event.GetRadius(), ((event.GetWeaponDef() != NULL) && event.GetWeaponDef()->visuals.explosionScar));
}
void CDecalsDrawerGL4::AddExplosion(float3 pos, float damage, float radius, bool addScar)
{
if (!addScar)
return;
//FIXME just delink from eventhandler!
//if (!GetDrawDecals())
// return;
//FIXME decalLevel is private! const float lifeTime = decalLevel * damage * 3.0f;
const float altitude = pos.y - CGround::GetHeightReal(pos.x, pos.z, false);
// no decals for below-ground & in-air explosions
if (abs(altitude) > radius) { return; }
pos.y -= altitude;
radius -= altitude;
damage = std::min(damage, radius * 30.0f);
damage *= (radius) / (radius + altitude);
radius = std::min(radius, damage * 0.25f);
if (radius <= 0.0f) { return; }
const float MAGIC_NUMBER2 = 1.4f;
Decal* s = new Decal;
s->pos = pos;
s->rot = gu->RandFloat() * fastmath::PI2;
s->size.x = radius * MAGIC_NUMBER2;
s->size.y = s->size.x;
s->alpha = Clamp(damage / 255.0f, 0.2f, 1.0f);
// pick one of 4 scar textures
int r = (gu->RandInt() & 3) + 1;
char buf[2];
SNPRINTF(buf, sizeof(buf), "%i", r);
s->texOffsets = atlasTexs[std::string(buf)];
if (decals.size() < maxDecals) {
//FIXME use mt-safe container
decals.push_back(s);
} else {
//FIXME
delete s;
}
}
void CDecalsDrawerGL4::UnitCreated(const CUnit* unit, const CUnit* builder)
{
//if (!GetDrawDecals())
// return;
if (!unit->unitDef->decalDef.useGroundDecal)
return;
const int sizex = unit->unitDef->decalDef.groundDecalSizeX;
const int sizey = unit->unitDef->decalDef.groundDecalSizeY;
Decal* s = new Decal;
s->pos = unit->pos;
s->rot = GetRadFromXY(unit->frontdir.x, unit->frontdir.z) - fastmath::HALFPI;
s->size.x = sizex * SQUARE_SIZE;
s->size.y = sizey * SQUARE_SIZE;
s->alpha = 1.0f;
s->texOffsets = atlasTexs[unit->unitDef->decalDef.groundDecalTypeName];
if (decals.size() < maxDecals) {
//FIXME use mt-safe container
decals.push_back(s);
} else {
//FIXME
delete s;
}
}
void CDecalsDrawerGL4::UnitDestroyed(const CUnit* unit, const CUnit* attacker)
{
if (!unit->unitDef->decalDef.useGroundDecal)
return;
//TODO FINISH
//decal->owner = NULL;
//decal->gbOwner = gb;
}
#endif // !defined(GL_VERSION_4_0) || HEADLESS
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