File: GrassDrawer.cpp

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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */

#include <cmath>

#include "GrassDrawer.h"
#include "Game/Camera.h"
#include "Map/BaseGroundDrawer.h"
#include "Map/Ground.h"
#include "Map/MapInfo.h"
#include "Map/ReadMap.h"
#include "Rendering/GlobalRendering.h"
#include "Rendering/ShadowHandler.h"
#include "Rendering/Env/ISky.h"
#include "Rendering/Env/CubeMapHandler.h"
#include "Rendering/GL/myGL.h"
#include "Rendering/GL/FBO.h"
#include "Rendering/GL/VertexArray.h"
#include "Rendering/Shaders/ShaderHandler.h"
#include "Rendering/Shaders/Shader.h"
#include "Rendering/Textures/Bitmap.h"
#include "Sim/Misc/Wind.h"
#include "System/EventHandler.h"
#include "System/myMath.h"
#include "System/Config/ConfigHandler.h"
#include "System/Color.h"
#include "System/Exceptions.h"
#include "System/UnsyncedRNG.h"
#include "System/Util.h"
#include "System/ThreadPool.h"
#include "System/TimeProfiler.h"
#include "System/Log/ILog.h"
#include "System/FileSystem/FileHandler.h"

CONFIG(int, GrassDetail).defaultValue(7).minimumValue(0).description("Sets how detailed the engine rendered grass will be on any given map.");

static const float turfSize        = 20.0f;            // single turf size
static const float partTurfSize    = turfSize * 1.0f;  // single turf size
static const int   grassSquareSize = 4;                // mapsquares per grass square
static const int   grassBlockSize  = 4;                // grass squares per grass block
static const int   blockMapSize    = grassSquareSize * grassBlockSize;

static const int   gSSsq = SQUARE_SIZE * grassSquareSize;
static const int   bMSsq = SQUARE_SIZE * blockMapSize;

static UnsyncedRNG rng;


CGrassDrawer* grassDrawer = nullptr;


CGrassDrawer::CGrassDrawer()
: CEventClient("[GrassDrawer]", 199992, false)
, grassOff(false)
, blocksX(gs->mapx / grassSquareSize / grassBlockSize)
, blocksY(gs->mapy / grassSquareSize / grassBlockSize)
, grassDL(0)
, grassBladeTex(0)
, farTex(0)
, farnearVA(nullptr)
, updateBillboards(false)
, grassMap(nullptr)
{
	rng.Seed(15);
	const int detail = configHandler->GetInt("GrassDetail");

	// some ATI drivers crash with grass enabled, default to disabled
	if ((detail == 0) || ((detail == 7) && globalRendering->haveATI)) {
		grassOff = true;
		return;
	}

	// needed to create the far tex
	if (!GLEW_EXT_framebuffer_blit) {
		grassOff = true;
		return;
	}

	// load grass density from map
	{
		MapBitmapInfo grassbm;
		unsigned char* grassdata = readMap->GetInfoMap("grass", &grassbm);
		if (!grassdata) {
			grassOff = true;
			return;
		}

		if (grassbm.width != gs->mapx / grassSquareSize || grassbm.height != gs->mapy / grassSquareSize) {
			char b[128];
			SNPRINTF(b, sizeof(b), "grass-map has wrong size (%dx%d, should be %dx%d)\n",
				grassbm.width, grassbm.height, gs->mapx / 4, gs->mapy / 4);
			throw std::runtime_error(b);
		}
		const int grassMapSize = gs->mapx * gs->mapy / (grassSquareSize * grassSquareSize);
		grassMap = new unsigned char[grassMapSize];
		memcpy(grassMap, grassdata, grassMapSize);
		readMap->FreeInfoMap("grass", grassdata);
	}

	// create/load blade texture
	{
		CBitmap grassBladeTexBM;
		if (!grassBladeTexBM.Load(mapInfo->grass.bladeTexName)) {
			// map didn't define a grasstex, so generate one
			grassBladeTexBM.channels = 4;
			grassBladeTexBM.Alloc(256,64);

			for (int a = 0; a < 16; ++a) {
				CreateGrassBladeTex(&grassBladeTexBM.mem[a * 16 * 4]);
			}
		}
		//grassBladeTexBM.Save("blade.png", false);
		grassBladeTex = grassBladeTexBM.CreateTexture(true);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
	}

	// create shaders * finalize
	grass.resize(blocksX * blocksY);
	farnearVA = new CVertexArray;
	grassDL = glGenLists(1);

	ChangeDetail(detail);
	LoadGrassShaders();
	configHandler->NotifyOnChange(this);

	// eventclient
	autoLinkEvents = true;
	RegisterLinkedEvents(this);
	eventHandler.AddClient(this);
}

CGrassDrawer::~CGrassDrawer()
{
	configHandler->RemoveObserver(this);

	delete farnearVA;
	delete[] grassMap;
	glDeleteLists(grassDL, 1);
	glDeleteTextures(1, &grassBladeTex);
	glDeleteTextures(1, &farTex);
	shaderHandler->ReleaseProgramObjects("[GrassDrawer]");
}


CGrassDrawer::GrassStruct::~GrassStruct() {
	delete va;
}


void CGrassDrawer::ChangeDetail(int detail) {
	// TODO: get rid of the magic constants
	const int detail_lim = std::min(3, detail);
	maxGrassDist = 800 + std::sqrt((float) detail) * 240;
	maxDetailedDist = 146 + detail * 24;
	detailedBlocks = int((maxDetailedDist + 128.f * 1.5f) / bMSsq) + 1;
	numTurfs = 3 + int(detail_lim * 0.5f);
	strawPerTurf = std::min(50 + int(std::sqrt(detail_lim) * 10), mapInfo->grass.maxStrawsPerTurf);

	// recreate textures & XBOs
	CreateGrassDispList(grassDL);
	CreateFarTex();

	// reset  all cached blocks
	for (GrassStruct& pGS: grass) {
		ResetPos(pGS.posX, pGS.posZ);
	}
}


void CGrassDrawer::ConfigNotify(const std::string& key, const std::string& value) {
	if (key == "GrassDetail") {
		ChangeDetail(std::atoi(value.c_str()));
	}
}


void CGrassDrawer::LoadGrassShaders() {
	if (!globalRendering->haveGLSL) {
		return;
	}

	#define sh shaderHandler
	grassShaders.resize(GRASS_PROGRAM_LAST, NULL);

	static const std::string shaderNames[GRASS_PROGRAM_LAST] = {
		"grassNearAdvShader",
		"grassDistAdvShader",
		"grassShadGenShader"
	};
	static const std::string shaderDefines[GRASS_PROGRAM_LAST] = {
		"#define DISTANCE_NEAR\n",
		"#define DISTANCE_FAR\n",
		"#define SHADOW_GEN\n"
	};

	for (int i = 0; i < GRASS_PROGRAM_LAST; i++) {
		grassShaders[i] = sh->CreateProgramObject("[GrassDrawer]", shaderNames[i] + "GLSL", false);
		grassShaders[i]->AttachShaderObject(sh->CreateShaderObject("GLSL/GrassVertProg.glsl", shaderDefines[i], GL_VERTEX_SHADER));
		grassShaders[i]->AttachShaderObject(sh->CreateShaderObject("GLSL/GrassFragProg.glsl", shaderDefines[i], GL_FRAGMENT_SHADER));
		grassShaders[i]->Link();

		grassShaders[i]->Enable();
		grassShaders[i]->SetUniform("mapSizePO2", 1.0f / (gs->pwr2mapx * SQUARE_SIZE), 1.0f / (gs->pwr2mapy * SQUARE_SIZE));
		grassShaders[i]->SetUniform("mapSize",    1.0f / (gs->mapx     * SQUARE_SIZE), 1.0f / (gs->mapy     * SQUARE_SIZE));
		grassShaders[i]->SetUniform("bladeTex",        0);
		grassShaders[i]->SetUniform("grassShadingTex", 1);
		grassShaders[i]->SetUniform("shadingTex",      2);
		grassShaders[i]->SetUniform("infoMap",         3);
		grassShaders[i]->SetUniform("shadowMap",       4);
		grassShaders[i]->SetUniform("specularTex",     5);
		grassShaders[i]->Disable();
		grassShaders[i]->Validate();

		if (!grassShaders[i]->IsValid()) {
			grassOff = true;
			return;
		}
	}

	#undef sh
}


void CGrassDrawer::EnableShader(const GrassShaderProgram type) {
	CBaseGroundDrawer* gd = readMap->GetGroundDrawer();
	const float3 windSpeed =
		wind.GetCurrentDirection() *
		wind.GetCurrentStrength() *
		mapInfo->grass.bladeWaveScale;

	grassShader = grassShaders[type];
	grassShader->SetFlag("HAVE_INFOTEX", gd->DrawExtraTex());
	grassShader->SetFlag("HAVE_SHADOWS", shadowHandler->shadowsLoaded);
	grassShader->Enable();

	grassShader->SetUniform("frame", gs->frameNum + globalRendering->timeOffset);
	grassShader->SetUniform3v("windSpeed", &windSpeed.x);
	grassShader->SetUniform3v("camPos",    &camera->GetPos().x);
	grassShader->SetUniform3v("camDir",    &camera->forward.x);
	grassShader->SetUniform3v("camUp",     &camera->up.x);
	grassShader->SetUniform3v("camRight",  &camera->right.x);

	grassShader->SetUniform("groundShadowDensity", mapInfo->light.groundShadowDensity);
	grassShader->SetUniformMatrix4x4("shadowMatrix", false, &shadowHandler->shadowMatrix.m[0]);
	grassShader->SetUniform4v("shadowParams", &shadowHandler->GetShadowParams().x);

	grassShader->SetUniform3v("ambientLightColor",  &mapInfo->light.unitAmbientColor.x);
	grassShader->SetUniform3v("diffuseLightColor",  &mapInfo->light.unitSunColor.x);
	grassShader->SetUniform3v("specularLightColor", &mapInfo->light.unitSpecularColor.x);
	grassShader->SetUniform3v("sunDir",             &mapInfo->light.sunDir.x);
}


static float GetCamDistOfGrassBlock(const int x, const int y, const bool square = false)
{
	float3 quadCenter = float3(x, 0.f, y) * gSSsq;
	quadCenter.y = CGround::GetHeightReal(quadCenter.x, quadCenter.z, false);
	const float3 dif = camera->GetPos() - quadCenter;
	return (square) ? dif.SqLength() : dif.Length();
}


static const bool GrassSort(const CGrassDrawer::GrassStruct* a, const CGrassDrawer::GrassStruct* b) {
	const float distA = GetCamDistOfGrassBlock((a->posX + 0.5f) * grassBlockSize, (a->posZ + 0.5f) * grassBlockSize, true);
	const float distB = GetCamDistOfGrassBlock((b->posX + 0.5f) * grassBlockSize, (b->posZ + 0.5f) * grassBlockSize, true);
	return (distA > distB);
}
static const bool GrassSortNear(const CGrassDrawer::InviewNearGrass& a, const CGrassDrawer::InviewNearGrass& b) { return (a.dist > b.dist); }

//////////////////////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////////////////////
/// CGrassBlockDrawer

class CGrassBlockDrawer: public CReadMap::IQuadDrawer
{
public:
	std::vector<CGrassDrawer::InviewNearGrass> inviewGrass;
	std::vector<CGrassDrawer::InviewNearGrass> inviewNearGrass;
	std::vector<CGrassDrawer::GrassStruct*>    inviewFarGrass;
	int cx, cy;
	CGrassDrawer* gd;

	void DrawQuad(int x, int y);

private:
	void DrawDetailQuad(const int x, const int y);
	void DrawFarQuad(const int x, const int y);
};


static CGrassBlockDrawer drawer;


void CGrassBlockDrawer::DrawQuad(int x, int y)
{
	const float distSq = GetCamDistOfGrassBlock((x + 0.5f) * grassBlockSize, (y + 0.5f) * grassBlockSize, true);
	if (distSq > Square(gd->maxGrassDist))
		return;

	if (abs(x - cx) <= gd->detailedBlocks && abs(y - cy) <= gd->detailedBlocks) {
		return DrawDetailQuad(x, y);
	}
	DrawFarQuad(x, y);
}


void CGrassBlockDrawer::DrawDetailQuad(const int x, const int y)
{
	const float maxDetailedDist = gd->maxDetailedDist;

	// blocks close to the camera
	for (int y2 = y * grassBlockSize; y2 < (y + 1) * grassBlockSize; ++y2) {
		for (int x2 = x * grassBlockSize; x2 < (x + 1) * grassBlockSize; ++x2) {
			if (!gd->grassMap[y2 * gs->mapx / grassSquareSize + x2]) {
				continue;
			}

			rng.Seed(y2 * gs->mapx / grassSquareSize + x2);
			const float dist  = GetCamDistOfGrassBlock(x2, y2, false);
			const float rdist = 1.0f + rng.RandFloat() * 0.5f;

			//TODO instead of adding grass turfs depending on their distance to the camera,
			//     there should be a fixed sized pool for mesh & billboard turfs
			//     and then we fill these pools with _preference_ for close distance turfs.
			//     So when a map has only less turfs, render them independent of the cam distance as mesh.
			//     -> see Ravaged_2
			if (dist < (maxDetailedDist + 128.f * rdist)) {
				// close grass (render as mesh)
				CGrassDrawer::InviewNearGrass iv;
				iv.dist = dist;
				iv.x = x2;
				iv.y = y2;
				inviewGrass.push_back(iv);
			}

			if (dist > maxDetailedDist) {
				// near but not close, save for later drawing
				CGrassDrawer::InviewNearGrass iv;
				iv.dist = dist;
				iv.x = x2;
				iv.y = y2;
				inviewNearGrass.push_back(iv);
			}
		}
	}
}


void CGrassBlockDrawer::DrawFarQuad(const int x, const int y)
{
	const int curSquare = y * gd->blocksX + x;
	CGrassDrawer::GrassStruct* grass = &gd->grass[curSquare];
	grass->lastSeen = globalRendering->drawFrame;
	grass->posX = x;
	grass->posZ = y;
	inviewFarGrass.push_back(grass);
}


//////////////////////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////////////////////

struct STurfParams {
	float x, y, rotation;
};


static STurfParams GetTurfParams(UnsyncedRNG& rng, const int x, const int y)
{
	STurfParams result;
	result.x = (x + rng.RandFloat()) * gSSsq;
	result.y = (y + rng.RandFloat()) * gSSsq;
	result.rotation = rng.RandFloat() * 360.f;
	return result;
}



void CGrassDrawer::DrawNear(const std::vector<InviewNearGrass>& inviewGrass)
{
	for (const InviewNearGrass& g: inviewGrass) {
		rng.Seed(g.y * gs->mapx / grassSquareSize + g.x);
//		const float distSq = GetCamDistOfGrassBlock(g.x, g.y, true);
		const float rdist  = 1.0f + rng.RandFloat() * 0.5f;
		const float alpha  = linearstep(maxDetailedDist, maxDetailedDist + 128.f * rdist, g.dist);

		for (int a = 0; a < numTurfs; a++) {
			const STurfParams& p = GetTurfParams(rng, g.x, g.y);
			float3 pos(p.x, CGround::GetHeightReal(p.x, p.y, false), p.y);
				pos.y -= CGround::GetSlope(p.x, p.y, false) * 30.0f;
				pos.y -= 2.0f * mapInfo->grass.bladeHeight * alpha;

			glPushMatrix();
			glTranslatef3(pos);
			glRotatef(p.rotation, 0.0f, 1.0f, 0.0f);
			glCallList(grassDL);
			glPopMatrix();
		}
	}
}


void CGrassDrawer::DrawBillboard(const int x, const int y, const float dist, VA_TYPE_TN* va_tn)
{
	UnsyncedRNG rng; // need our own, cause this function may run threaded
	rng.Seed(y * gs->mapx / grassSquareSize + x);
	const float rdist  = 1.0f + rng.RandFloat() * 0.5f;
	float alpha = 1.0f - linearstep(maxGrassDist,  maxGrassDist + 127.f, dist + 128.f);
	alpha = std::min(alpha, linearstep(maxDetailedDist, maxDetailedDist + 128.f * rdist, dist));

	for (int a = 0; a < numTurfs; a++) {
		const STurfParams p = GetTurfParams(rng, x, y);
		float3 pos(p.x, CGround::GetHeightReal(p.x, p.y, false), p.y);
			pos.y -= CGround::GetSlope(p.x, p.y, false) * 30.0f;

		va_tn[a * 4 + 0] = { pos,         0.0f, 1.0f, float3(-partTurfSize, -partTurfSize, alpha) };
		va_tn[a * 4 + 1] = { pos, 1.0f / 16.0f, 1.0f, float3( partTurfSize, -partTurfSize, alpha) };
		va_tn[a * 4 + 2] = { pos, 1.0f / 16.0f, 0.0f, float3( partTurfSize,  partTurfSize, alpha) };
		va_tn[a * 4 + 3] = { pos,         0.0f, 0.0f, float3(-partTurfSize,  partTurfSize, alpha) };
	}
}


void CGrassDrawer::DrawFarBillboards(const std::vector<GrassStruct*>& inviewFarGrass)
{
	// update far grass blocks
	if (updateBillboards) {
		updateBillboards = false;

		for_mt(0, inviewFarGrass.size(), [&](const int i){
			GrassStruct& g = *inviewFarGrass[i];
			if (!g.va) {
				//TODO vertex arrays need to be send each frame to the gpu, that's slow. switch to VBOs.
				CVertexArray* va = new CVertexArray;
				g.va = va;
				g.lastDist = -1; // force a recreate
			}

			const float distSq = GetCamDistOfGrassBlock((g.posX + 0.5f) * grassBlockSize, (g.posZ + 0.5f) * grassBlockSize, true);
			if (distSq == g.lastDist)
				return;

			bool inAlphaRange1 = (    distSq < Square(maxDetailedDist + 128.f * 1.5f)) || (    distSq > Square(maxGrassDist - 128.f));
			bool inAlphaRange2 = (g.lastDist < Square(maxDetailedDist + 128.f * 1.5f)) || (g.lastDist > Square(maxGrassDist - 128.f));
			if (!inAlphaRange1 && (inAlphaRange1 == inAlphaRange2)) {
				return;
			}

			g.lastDist = distSq;
			CVertexArray* va = g.va;
			va->Initialize();

			for (int y2 = g.posZ * grassBlockSize; y2 < (g.posZ + 1) * grassBlockSize; ++y2) {
				for (int x2 = g.posX * grassBlockSize; x2 < (g.posX  + 1) * grassBlockSize; ++x2) {
					if (!grassMap[y2 * gs->mapx / grassSquareSize + x2]) {
						continue;
					}

					const float dist = GetCamDistOfGrassBlock(x2, y2);
					auto* va_tn = va->GetTypedVertexArray<VA_TYPE_TN>(numTurfs * 4);
					DrawBillboard(x2, y2, dist, va_tn);
				}
			}
		});
	}

	// render far grass blocks
	for (const GrassStruct* g: inviewFarGrass) {
		g->va->DrawArrayTN(GL_QUADS);
	}
}


void CGrassDrawer::DrawNearBillboards(const std::vector<InviewNearGrass>& inviewNearGrass)
{
	if (farnearVA->drawIndex() == 0) {
		auto* va_tn = farnearVA->GetTypedVertexArray<VA_TYPE_TN>(inviewNearGrass.size() * numTurfs * 4);
		for_mt(0, inviewNearGrass.size(), [&](const int i){
			const InviewNearGrass& gi = inviewNearGrass[i];
			DrawBillboard(gi.x, gi.y, gi.dist, &va_tn[i * numTurfs * 4]);
		});
	}

	farnearVA->DrawArrayTN(GL_QUADS);
}


void CGrassDrawer::Update()
{
	// update visible turfs
	if (oldCamPos != camera->GetPos() || oldCamDir != camera->forward) {
		SCOPED_TIMER("Grass::Update");
		oldCamPos = camera->GetPos();
		oldCamDir = camera->forward;
		lastVisibilityUpdate = globalRendering->drawFrame;

		drawer.cx = int(camera->GetPos().x / bMSsq);
		drawer.cy = int(camera->GetPos().z / bMSsq);
		drawer.inviewGrass.clear();
		drawer.inviewFarGrass.clear();
		drawer.inviewNearGrass.clear();
		drawer.gd = this;
		readMap->GridVisibility(camera, blockMapSize, maxGrassDist, &drawer);

		if (
			globalRendering->haveGLSL
			&& (!shadowHandler->shadowsLoaded || !globalRendering->atiHacks) // Ati crashes w/o an error when shadows are enabled!?
		) {
			std::sort(drawer.inviewFarGrass.begin(), drawer.inviewFarGrass.end(), GrassSort);
			std::sort(drawer.inviewNearGrass.begin(), drawer.inviewNearGrass.end(), GrassSortNear);
			farnearVA->Initialize();
			updateBillboards = true;
		}
	}

	// collect garbage
	for (GrassStruct& pGS: grass) {
		if ((pGS.lastSeen != lastVisibilityUpdate)
		 && (pGS.lastSeen  < globalRendering->drawFrame - 50)
		 && pGS.va
		) {
			ResetPos(pGS.posX, pGS.posZ);
		}
	}
}


void CGrassDrawer::Draw()
{
	if (grassOff || !readMap->GetGrassShadingTexture())
		return;

	SCOPED_TIMER("Grass::Draw");
	glPushAttrib(GL_CURRENT_BIT);
	glColor4f(1.0f, 1.0f, 1.0f, 1.0f);

	if (!drawer.inviewGrass.empty()) {
		SetupGlStateNear();
			DrawNear(drawer.inviewGrass);
		ResetGlStateNear();
	}

	if (
		globalRendering->haveGLSL
		&& (!shadowHandler->shadowsLoaded || !globalRendering->atiHacks) // Ati crashes w/o an error when shadows are enabled!?
		&& !(drawer.inviewFarGrass.empty() && drawer.inviewNearGrass.empty())
	) {
		SetupGlStateFar();
			DrawFarBillboards(drawer.inviewFarGrass);
			DrawNearBillboards(drawer.inviewNearGrass);
		ResetGlStateFar();
	}

	glPopAttrib();
}


void CGrassDrawer::DrawShadow()
{
	// Grass self-shadowing doesn't look that good atm
/*	if (grassOff || !readMap->GetGrassShadingTexture())
		return;

	// looks ad with low density grass
	//TODO either enable it on high density only, or wait for alpha transparent shadows and use those then
	EnableShader(GRASS_PROGRAM_SHADOW_GEN);

	glActiveTexture(GL_TEXTURE0);
	//glBindTexture(GL_TEXTURE_2D, activeFarTex);
	glDisable(GL_TEXTURE_2D);
	glDisable(GL_ALPHA_TEST);
	glDisable(GL_CULL_FACE);

	glPolygonOffset(5, 15);
	glEnable(GL_POLYGON_OFFSET_FILL);

	// we pass it as uniform and want to have pos & rot
	// of the turfs to be saved alone in the modelview matrix
	glMatrixMode(GL_MODELVIEW);
	glPushMatrix();
	glLoadIdentity();

	static CGrassBlockDrawer drawer;
	drawer.cx = int(camera->GetPos().x / bMSsq);
	drawer.cy = int(camera->GetPos().z / bMSsq);
	drawer.inviewGrass.clear();
	drawer.inviewFarGrass.clear();
	drawer.inviewNearGrass.clear();
	drawer.gd = this;
	readMap->GridVisibility(camera, blockMapSize, maxGrassDist, &drawer);

	DrawNear(drawer.inviewGrass);

	//FIXME needs own shader!
	//DrawNearBillboards(drawer.inviewNearGrass);

	glMatrixMode(GL_MODELVIEW);
	glPopMatrix();

	glEnable(GL_CULL_FACE);
	glDisable(GL_POLYGON_OFFSET_FILL);
	glDisable(GL_TEXTURE_2D);
	glDisable(GL_ALPHA_TEST);

	grassShader->Disable();*/
}


void CGrassDrawer::SetupGlStateNear()
{
	CBaseGroundDrawer* gd = readMap->GetGroundDrawer();

	// bind textures
	{
		glActiveTextureARB(GL_TEXTURE0_ARB);
			glBindTexture(GL_TEXTURE_2D, grassBladeTex);
		glActiveTextureARB(GL_TEXTURE1_ARB);
			glBindTexture(GL_TEXTURE_2D, readMap->GetGrassShadingTexture());
		glActiveTextureARB(GL_TEXTURE2_ARB);
			glBindTexture(GL_TEXTURE_2D, readMap->GetShadingTexture());
		if (gd->DrawExtraTex()) {
			glActiveTextureARB(GL_TEXTURE3_ARB);
				glBindTexture(GL_TEXTURE_2D, gd->GetActiveInfoTexture());
		}
		glActiveTextureARB(GL_TEXTURE5_ARB);
			glBindTexture(GL_TEXTURE_CUBE_MAP_ARB, cubeMapHandler->GetSpecularTextureID());
	}

	// bind shader
	if (globalRendering->haveGLSL) {
		EnableShader(GRASS_PROGRAM_NEAR);

		if (shadowHandler->shadowsLoaded) {
			glActiveTextureARB(GL_TEXTURE4_ARB);
				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_ALPHA);
		}

		glMatrixMode(GL_PROJECTION);
			glPushMatrix();
			glMultMatrixf(camera->GetViewMatrix());
		glMatrixMode(GL_MODELVIEW);
			glPushMatrix();
			glLoadIdentity();
	} else {
		// FPP enable textures
		glActiveTextureARB(GL_TEXTURE0_ARB);
			glEnable(GL_TEXTURE_2D);
		glActiveTextureARB(GL_TEXTURE1_ARB);
			glEnable(GL_TEXTURE_2D);
			glMultiTexCoord4f(GL_TEXTURE1_ARB, 1.0f,1.0f,1.0f,1.0f); // workaround a nvidia bug with TexGen
			SetTexGen(1.0f / (gs->mapx * SQUARE_SIZE), 1.0f / (gs->mapy * SQUARE_SIZE), 0.0f, 0.0f);
		glActiveTextureARB(GL_TEXTURE2_ARB);
			glEnable(GL_TEXTURE_2D);
			glMultiTexCoord4f(GL_TEXTURE2_ARB, 1.0f,1.0f,1.0f,1.0f); // workaround a nvidia bug with TexGen
			SetTexGen(1.0f / (gs->pwr2mapx * SQUARE_SIZE), 1.0f / (gs->pwr2mapy * SQUARE_SIZE), 0.0f, 0.0f);
			glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);
			glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_PREVIOUS_ARB);
			glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_TEXTURE);
			glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);
			glTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 2);
		if (gd->DrawExtraTex()) {
			glActiveTextureARB(GL_TEXTURE3_ARB);
				glEnable(GL_TEXTURE_2D);
				glMultiTexCoord4f(GL_TEXTURE3_ARB, 1.0f,1.0f,1.0f,1.0f); // workaround a nvidia bug with TexGen
				SetTexGen(1.0f / (gs->pwr2mapx * SQUARE_SIZE), 1.0f / (gs->pwr2mapy * SQUARE_SIZE), 0.0f, 0.0f);
				glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_ADD_SIGNED_ARB);
				glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_MODULATE);
				glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_PREVIOUS_ARB);
				glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB, GL_TEXTURE);
				glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);
		}
	}

	glActiveTextureARB(GL_TEXTURE0_ARB);
	glDisable(GL_BLEND);
	glDisable(GL_ALPHA_TEST);
	glDepthMask(GL_TRUE);
	ISky::SetupFog();
}


void CGrassDrawer::ResetGlStateNear()
{
	CBaseGroundDrawer* gd = readMap->GetGroundDrawer();

	if (globalRendering->haveGLSL) {
		grassShader->Disable();

		if (shadowHandler->shadowsLoaded) {
			glActiveTextureARB(GL_TEXTURE1_ARB);
				glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
				glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE);
				glTexParameteri(GL_TEXTURE_2D, GL_DEPTH_TEXTURE_MODE_ARB, GL_LUMINANCE);
			glActiveTextureARB(GL_TEXTURE0_ARB);
		}

		glMatrixMode(GL_PROJECTION);
		glPopMatrix();
		glMatrixMode(GL_MODELVIEW);
		glPopMatrix();
	} else {
		glActiveTextureARB(GL_TEXTURE1_ARB);
			glDisable(GL_TEXTURE_2D);
			glDisable(GL_TEXTURE_GEN_S);
			glDisable(GL_TEXTURE_GEN_T);
		glActiveTextureARB(GL_TEXTURE2_ARB);
			glDisable(GL_TEXTURE_2D);
			glDisable(GL_TEXTURE_GEN_S);
			glDisable(GL_TEXTURE_GEN_T);
			glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
			glTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1);
		if (gd->DrawExtraTex()) {
			glActiveTextureARB(GL_TEXTURE3_ARB);
				glDisable(GL_TEXTURE_2D);
				glDisable(GL_TEXTURE_GEN_S);
				glDisable(GL_TEXTURE_GEN_T);
				glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
		}
		glActiveTextureARB(GL_TEXTURE0_ARB);
	}

	glDisable(GL_TEXTURE_2D);
	glEnable(GL_BLEND);
}


void CGrassDrawer::SetupGlStateFar()
{
	assert(globalRendering->haveGLSL);

	CBaseGroundDrawer* gd = readMap->GetGroundDrawer();

	//glEnable(GL_ALPHA_TEST);
	//glAlphaFunc(GL_GREATER, 0.01f);
	glEnable(GL_BLEND);
	glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
	glDepthMask(GL_FALSE);

	glMatrixMode(GL_PROJECTION);
		glPushMatrix();
		glMultMatrixf(camera->GetViewMatrix());
	glMatrixMode(GL_MODELVIEW);
		glPushMatrix();
		glLoadIdentity();

	EnableShader(GRASS_PROGRAM_DIST);

	glActiveTextureARB(GL_TEXTURE0_ARB);
		glBindTexture(GL_TEXTURE_2D, farTex);
	glActiveTextureARB(GL_TEXTURE1_ARB);
		glBindTexture(GL_TEXTURE_2D, readMap->GetGrassShadingTexture());
	glActiveTextureARB(GL_TEXTURE2_ARB);
		glBindTexture(GL_TEXTURE_2D, readMap->GetShadingTexture());
	if (gd->DrawExtraTex()) {
		glActiveTextureARB(GL_TEXTURE3_ARB);
			glBindTexture(GL_TEXTURE_2D, gd->GetActiveInfoTexture());
	}
	if (shadowHandler->shadowsLoaded) {
		glActiveTextureARB(GL_TEXTURE4_ARB);
			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_ALPHA);
	}

	glActiveTextureARB(GL_TEXTURE0_ARB);
}


void CGrassDrawer::ResetGlStateFar()
{
	grassShader->Disable();

	glMatrixMode(GL_PROJECTION);
	glPopMatrix();
	glMatrixMode(GL_MODELVIEW);
	glPopMatrix();

	if (shadowHandler->shadowsLoaded) {
		glActiveTextureARB(GL_TEXTURE1_ARB);
			glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
			glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE);
			glTexParameteri(GL_TEXTURE_2D, GL_DEPTH_TEXTURE_MODE_ARB, GL_LUMINANCE);
		glActiveTextureARB(GL_TEXTURE0_ARB);
	}

	glDepthMask(GL_TRUE);
	glDisable(GL_ALPHA_TEST);

}


void CGrassDrawer::CreateGrassDispList(int listNum)
{
	CVertexArray* va = GetVertexArray();
	va->Initialize();
	rng.Seed(15);

	for (int a = 0; a < strawPerTurf; ++a) {
		// draw a single blade
		const float lngRnd = rng.RandFloat();
		const float length = mapInfo->grass.bladeHeight * (1.0f + lngRnd);
		const float maxAng = mapInfo->grass.bladeAngle * std::max(rng.RandFloat(), 1.f - smoothstep(0.f,1.f,lngRnd));

		float3 sideVect(rng.RandFloat() - 0.5f, 0.0f, rng.RandFloat() - 0.5f);
		sideVect.ANormalize();
		float3 bendVect = sideVect.cross(UpVector); // direction to bend into
		sideVect *= mapInfo->grass.bladeWidth * (-0.15f * lngRnd + 1.0f);
		const float3 basePos = rng.RandVector2D() * (turfSize - (bendVect * std::sin(maxAng) * length).Length2D());

		// select one of the 16 color shadings
		const float xtexCoord = (rng.RandInt() % 16) / 16.0f;
		const int numSections = 2 + int(maxAng * 1.2f + length * 0.2f);

		float3 normalBend = -bendVect;

		// start btm
		va->AddVertexTN(basePos + sideVect - float3(0.0f, 3.0f, 0.0f), xtexCoord              , 0.f, normalBend);
		va->AddVertexTN(basePos - sideVect - float3(0.0f, 3.0f, 0.0f), xtexCoord + (1.0f / 16), 0.f, normalBend);

		for (float h = 0.0f; h < 1.0f; h += (1.0f / numSections)) {
			const float ang = maxAng * h;
			const float3 n = (normalBend * std::cos(ang) + UpVector * std::sin(ang)).ANormalize();
			const float3 edgePos  = (UpVector * std::cos(ang) + bendVect * std::sin(ang)) * length * h;
			const float3 edgePosL = edgePos - sideVect * (1.0f - h);
			const float3 edgePosR = edgePos + sideVect * (1.0f - h);

			va->AddVertexTN(basePos + edgePosR, xtexCoord + (1.0f / 32) * h              , h, (n + sideVect * 0.04f).ANormalize());
			va->AddVertexTN(basePos + edgePosL, xtexCoord - (1.0f / 32) * h + (1.0f / 16), h, (n - sideVect * 0.04f).ANormalize());
		}

		// end top tip (single triangle)
		const float3 edgePos = (UpVector * std::cos(maxAng) + bendVect * std::sin(maxAng)) * length;
		const float3 n = (normalBend * std::cos(maxAng) + UpVector * std::sin(maxAng)).ANormalize();
		va->AddVertexTN(basePos + edgePos, xtexCoord + (1.0f / 32), 1.0f, n);

		// next blade
		va->EndStrip();
	}

	glNewList(listNum, GL_COMPILE);
	va->DrawArrayTN(GL_TRIANGLE_STRIP);
	glEndList();
}

void CGrassDrawer::CreateGrassBladeTex(unsigned char* buf)
{
	float3 redish = float3(0.95f, 0.70f, 0.4f);
	float3 col = mix(mapInfo->grass.color, redish, 0.1f * rng.RandFloat());
	col.x = Clamp(col.x, 0.f, 1.f);
	col.y = Clamp(col.y, 0.f, 1.f);
	col.z = Clamp(col.z, 0.f, 1.f);

	SColor* img = reinterpret_cast<SColor*>(buf);
	for (int y=0; y<64; ++y) {
		for (int x=0; x<16; ++x) {
			const float brightness = smoothstep(-0.8f, 0.5f, y/63.0f) + ((x%2) == 0 ? 0.035f : 0.0f);
			const float3 c = col * brightness;
			img[y*256+x] = SColor(c.r, c.g, c.b, 1.0f);
		}
	}
}

void CGrassDrawer::CreateFarTex()
{
	//TODO create normalmap, too?
	const int sizeMod = 2;
	const int billboardSize = 256;
	const int numAngles = 16;
	const int texSizeX = billboardSize * numAngles;
	const int texSizeY = billboardSize;

	if (farTex == 0) {
		glGenTextures(1, &farTex);
		glBindTexture(GL_TEXTURE_2D, farTex);
		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_RGBA8, texSizeX, texSizeY);
	}

	FBO fboTex;
	fboTex.Bind();
	fboTex.AttachTexture(farTex);
	fboTex.CheckStatus("GRASSDRAWER1");

	FBO fbo;
	fbo.Bind();
	fbo.CreateRenderBuffer(GL_DEPTH_ATTACHMENT_EXT, GL_DEPTH_COMPONENT16, texSizeX * sizeMod, texSizeY * sizeMod);
	fbo.CreateRenderBuffer(GL_COLOR_ATTACHMENT0_EXT, GL_RGBA8, texSizeX * sizeMod, texSizeY * sizeMod);
	fbo.CheckStatus("GRASSDRAWER2");

	if (!fboTex.IsValid() || !fbo.IsValid()) {
		grassOff = true;
		return;
	}

	glPushMatrix();
	glLoadIdentity();
	glMatrixMode(GL_PROJECTION);
	glPushMatrix();

	glDisable(GL_FOG);
	glDisable(GL_BLEND);
	glDisable(GL_ALPHA_TEST);
	glBindTexture(GL_TEXTURE_2D, grassBladeTex);
	glEnable(GL_TEXTURE_2D);
	glEnable(GL_CLIP_PLANE0);
	glEnable(GL_DEPTH_TEST);
	glDepthMask(GL_TRUE);
	glColor4f(1,1,1,1);

	glViewport(0,0,texSizeX*sizeMod, texSizeY*sizeMod);
	glClearColor(mapInfo->grass.color.r,mapInfo->grass.color.g,mapInfo->grass.color.b,0.f);
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
	glClearColor(0.f,0.f,0.f,0.f);

	static const GLdouble eq[4] = {0.f, 1.f, 0.f, 0.f};

	// render turf from different vertical angles
	for (int a=0;a<numAngles;++a) {
		glViewport(a*billboardSize*sizeMod, 0, billboardSize*sizeMod, billboardSize*sizeMod);
		glMatrixMode(GL_MODELVIEW);
			glLoadIdentity();
			glRotatef(a*90.f/(numAngles-1),1,0,0);
			//glTranslatef(0,-0.5f,0);
		glMatrixMode(GL_PROJECTION);
			glLoadIdentity();
			glOrtho(-partTurfSize, partTurfSize, partTurfSize, -partTurfSize, -turfSize, turfSize);

		// has to be applied after the matrix transformations,
		// cause it uses those an `compiles` them into the clip plane
		glClipPlane(GL_CLIP_PLANE0, &eq[0]);

		glCallList(grassDL);
	}

	glDisable(GL_CLIP_PLANE0);

	// scale down the rendered fartextures (MSAA) and write to the final texture
	glBindFramebufferEXT(GL_READ_FRAMEBUFFER, fbo.fboId);
	glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER, fboTex.fboId);
	glBlitFramebufferEXT(0, 0, texSizeX*sizeMod, texSizeY*sizeMod,
		0, 0, texSizeX, texSizeY,
		GL_COLOR_BUFFER_BIT, GL_LINEAR);

	// compute mipmaps
	glBindTexture(GL_TEXTURE_2D, farTex);
	glGenerateMipmap(GL_TEXTURE_2D);

	// blur non-rendered areas, so in mipmaps color data isn't blurred with background color
	{
		const int mipLevels = std::ceil(std::log(std::max(texSizeX, texSizeY) + 1));

		glMatrixMode(GL_MODELVIEW);
			glLoadIdentity();
		glMatrixMode(GL_PROJECTION);
			glLoadIdentity();

		glEnable(GL_BLEND);
		glBlendFuncSeparate(GL_ONE_MINUS_DST_ALPHA, GL_DST_ALPHA, GL_ZERO, GL_DST_ALPHA);

		// copy each mipmap to its predecessor background
		// -> fill background with blurred color data
		fboTex.Bind();
		for (int mipLevel = mipLevels - 2; mipLevel >= 0; --mipLevel) {
			fboTex.AttachTexture(farTex, GL_TEXTURE_2D, GL_COLOR_ATTACHMENT0_EXT, mipLevel);
			glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_LOD, mipLevel + 1.f);
			glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_LOD, mipLevel + 1.f);
			glViewport(0, 0, texSizeX>>mipLevel, texSizeY>>mipLevel);

			CVertexArray* va = GetVertexArray();
			va->Initialize();
				va->AddVertexT(float3(-1.0f,  1.0f, 0.0f), 0.0f, 1.0f);
				va->AddVertexT(float3( 1.0f,  1.0f, 0.0f), 1.0f, 1.0f);
				va->AddVertexT(float3( 1.0f, -1.0f, 0.0f), 1.0f, 0.0f);
				va->AddVertexT(float3(-1.0f, -1.0f, 0.0f), 0.0f, 0.0f);
			va->DrawArrayT(GL_QUADS);
		}

		glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

		// recreate mipmaps from now blurred base level
		glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_LOD, -1000.f);
		glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_LOD,  1000.f);
		glGenerateMipmap(GL_TEXTURE_2D);
	}

	glViewport(globalRendering->viewPosX, 0, globalRendering->viewSizeX, globalRendering->viewSizeY);
	glMatrixMode(GL_PROJECTION);
	glPopMatrix();
	glMatrixMode(GL_MODELVIEW);
	glPopMatrix();

	FBO::Unbind();
	//glSaveTexture(farTex, "grassfar.png");
}


void CGrassDrawer::ResetPos(const int grassBlockX, const int grassBlockZ)
{
	if (grassOff)
		return;

	assert(grassBlockX >= 0 && grassBlockX < blocksX);
	assert(grassBlockZ >= 0 && grassBlockZ < blocksY);

	GrassStruct& gb = grass[grassBlockZ * blocksX + grassBlockX];
	delete gb.va;
	gb.va = nullptr;

	updateBillboards = true;
}


void CGrassDrawer::ResetPos(const float3& pos)
{
	ResetPos(pos.x / bMSsq, pos.z / bMSsq);
}


void CGrassDrawer::AddGrass(const float3& pos)
{
	if (grassOff)
		return;

	const int x = int(pos.x) / (SQUARE_SIZE * grassSquareSize);
	const int z = int(pos.z) / (SQUARE_SIZE * grassSquareSize);
	assert(x >= 0 && x < (gs->mapx / grassSquareSize));
	assert(z >= 0 && z < (gs->mapy / grassSquareSize));

	grassMap[z * gs->mapx / grassSquareSize + x] = 1;
	ResetPos(pos);
}


void CGrassDrawer::RemoveGrass(const float3& pos)
{
	if (grassOff)
		return;

	const int x = int(pos.x) / (SQUARE_SIZE * grassSquareSize);
	const int z = int(pos.z) / (SQUARE_SIZE * grassSquareSize);
	assert(x >= 0 && x < (gs->mapx / grassSquareSize));
	assert(z >= 0 && z < (gs->mapy / grassSquareSize));

	grassMap[z * gs->mapx / grassSquareSize + x] = 0;
	ResetPos(pos);
}


void CGrassDrawer::UnsyncedHeightMapUpdate(const SRectangle& rect)
{
	for (int z = rect.z1; z <= rect.z2; ++z) {
		for (int x = rect.x1; x <= rect.x2; ++x) {
			ResetPos(float3(x, 0.f, z));
		}
	}
}