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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#include "FarTextureHandler.h"
#include "Game/Camera.h"
#include "Game/GameVersion.h"
#include "Rendering/UnitDrawer.h"
#include "Rendering/GlobalRendering.h"
#include "Rendering/Env/ISky.h"
#include "Rendering/GL/VertexArray.h"
#include "Rendering/Textures/Bitmap.h"
#include "Rendering/Textures/S3OTextureHandler.h"
#include "Rendering/Models/3DModel.h"
#include "Rendering/Models/WorldObjectModelRenderer.h"
#include "Sim/Objects/SolidObject.h"
#include "System/myMath.h"
#include "System/Log/ILog.h"
#include "System/bitops.h"
#include "string.h"
#define LOG_SECTION_FAR_TEXTURE_HANDLER "FarTextureHandler"
LOG_REGISTER_SECTION_GLOBAL(LOG_SECTION_FAR_TEXTURE_HANDLER)
// 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_FAR_TEXTURE_HANDLER
CFarTextureHandler* farTextureHandler = NULL;
const int CFarTextureHandler::iconSizeX = 32;
const int CFarTextureHandler::iconSizeY = 32;
const int CFarTextureHandler::numOrientations = 8;
CFarTextureHandler::CFarTextureHandler()
{
farTextureID = 0;
usedFarTextures = 0;
// ATI supports 16K textures, which might be a bit too much
// for this purpose,so we limit it to 4K
const int maxTexSize = std::min(globalRendering->maxTextureSize, 4096);
texSizeX = maxTexSize;
texSizeY = std::max(iconSizeY, 4 * numOrientations * iconSizeX * iconSizeY / texSizeX); // minimum space for 4 icons
texSizeY = next_power_of_2(texSizeY);
if (SpringVersion::IsHeadless())
return;
if (!fbo.IsValid()) {
LOG_L(L_WARNING, "framebuffer not valid!");
return;
}
glGenTextures(1, &farTextureID);
glBindTexture(GL_TEXTURE_2D, farTextureID);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, texSizeX, texSizeY, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
fbo.Bind();
fbo.AttachTexture(farTextureID);
const bool status = fbo.CheckStatus("FARTEXTURE");
if (status) {
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT);
}
fbo.Unbind();
fbo.reloadOnAltTab = true;
}
CFarTextureHandler::~CFarTextureHandler()
{
glDeleteTextures(1, &farTextureID);
queuedForRender.clear();
}
/**
* @brief Returns the (row, column) pair of a FarTexture in the TextureAtlas.
*/
int2 CFarTextureHandler::GetTextureCoordsInt(const int farTextureNum, const int orientation) const
{
const int texnum = (farTextureNum * numOrientations) + orientation;
const int row = texnum / (texSizeX / iconSizeX);
const int col = texnum - row * (texSizeX / iconSizeX);
return int2(col, row);
}
/**
* @brief Returns the TexCoords of a FarTexture in the TextureAtlas.
*/
float2 CFarTextureHandler::GetTextureCoords(const int farTextureNum, const int orientation) const
{
float2 texcoords;
const int texnum = (farTextureNum * numOrientations) + orientation;
const int row = texnum / (texSizeX / iconSizeX);
const int col = texnum - row * (texSizeX / iconSizeX);
texcoords.x = (float(iconSizeX) / texSizeX) * col;
texcoords.y = (float(iconSizeY) / texSizeY) * row;
return texcoords;
}
bool CFarTextureHandler::HaveFarIcon(const CSolidObject* obj) const
{
return (
(cache.size() > obj->team)
&& (cache[obj->team].size() > obj->model->id)
&& (cache[obj->team][obj->model->id] != 0)
);
}
/**
* @brief Really create the far texture for the given model.
*/
void CFarTextureHandler::CreateFarTexture(const CSolidObject* obj)
{
const S3DModel* model = obj->model;
// make space in the std::vectors
if (obj->team >= (int)cache.size()) {
cache.resize(obj->team + 1);
}
if (model->id >= (int)cache[obj->team].size()) {
cache[obj->team].resize(model->id + 1, 0);
}
cache[obj->team][model->id] = -1;
// enough free space in the atlas?
if (!CheckResizeAtlas()) {
return;
}
// NOTE:
// the icons are RTT'ed using a snapshot of the
// current state (advModelShading, sunDir, etc)
// and will not track later state-changes
fbo.Bind();
fbo.CreateRenderBuffer(GL_DEPTH_ATTACHMENT_EXT, GL_DEPTH_COMPONENT16, texSizeX, texSizeY);
fbo.CheckStatus("FARTEXTURE");
glPushAttrib(GL_ALL_ATTRIB_BITS);
glDisable(GL_BLEND);
glFrontFace(GL_CW);
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
glFogi(GL_FOG_MODE, GL_LINEAR);
glFogf(GL_FOG_START, 0.0f);
glFogf(GL_FOG_END, 1e6);
glFogf(GL_FOG_DENSITY, 1.0f);
unitDrawer->SetupForUnitDrawing(false);
unitDrawer->GetOpaqueModelRenderer(model->type)->PushRenderState();
unitDrawer->SetTeamColour(obj->team);
if (model->type != MODELTYPE_3DO) {
texturehandlerS3O->SetS3oTexture(model->textureType);
}
//const float xs = std::max(math::fabs(model->relMidPos.x + model->maxs.x), math::fabs(model->relMidPos.x + model->mins.x));
//const float ys = std::max(math::fabs(model->relMidPos.y + model->maxs.y), math::fabs(model->relMidPos.y + model->mins.y));
//const float zs = std::max(math::fabs(model->relMidPos.z + model->maxs.z), math::fabs(model->relMidPos.z + model->mins.z));
//const float modelradius = std::max(xs, std::max(ys, zs));*/
const float modelradius = 1.15f * model->radius;
// overwrite the matrices set by SetupForUnitDrawing
// RTT with a top-down view; the view-matrix must be
// on the PROJECTION stack for the model shaders
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glOrtho(-modelradius, modelradius, -modelradius, modelradius, -modelradius, modelradius);
glRotatef(45.0f, 1.0f, 0.0f, 0.0f);
glScalef(-1.0f, 1.0f, 1.0f);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
for (int orient = 0; orient < numOrientations; ++orient) {
// setup viewport
const int2 pos = GetTextureCoordsInt(usedFarTextures, orient);
glViewport(pos.x * iconSizeX, pos.y * iconSizeY, iconSizeX, iconSizeY);
glClear(GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glTranslatef(0.0f, -model->height * 0.5f, 0.0f);
// draw model
model->DrawStatic();
glPopMatrix();
// rotate by 360 / numOrientations degrees for the next orientation
glRotatef(-360.0f / numOrientations, 0.0f, 1.0f, 0.0f);
}
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
unitDrawer->GetOpaqueModelRenderer(model->type)->PopRenderState();
unitDrawer->CleanUpUnitDrawing(false);
// glViewport(globalRendering->viewPosX, 0, globalRendering->viewSizeX, globalRendering->viewSizeY);
glPopAttrib();
fbo.Detach(GL_DEPTH_ATTACHMENT_EXT);
fbo.Unbind();
cache[obj->team][model->id] = ++usedFarTextures;
}
void CFarTextureHandler::DrawFarTexture(const CSolidObject* obj, CVertexArray* va)
{
const int farTextureNum = cache[obj->team][obj->model->id];
// not found in the atlas
if (farTextureNum <= 0)
return;
const float3 interPos = obj->drawPos + UpVector * obj->model->height * 0.5f;
// indicates the orientation to draw
static const int USHRT_MAX_ = (1 << 16);
const int orient_step = USHRT_MAX_ / numOrientations;
int orient = GetHeadingFromVector(-camera->forward.x, -camera->forward.z) - obj->heading;
orient += USHRT_MAX_; // make it positive only
orient += (orient_step >> 1); // we want that frontdir is from -orient_step/2 upto orient_step/2
orient %= USHRT_MAX_; // we have an angle so it's periodical
orient /= orient_step; // get the final direction index
const float iconSizeX = float(this->iconSizeX) / texSizeX;
const float iconSizeY = float(this->iconSizeY) / texSizeY;
const float2 texcoords = GetTextureCoords(farTextureNum - 1, orient);
const float3 curad = camera->up * obj->model->radius;
const float3 crrad = camera->right * obj->model->radius;
va->AddVertexQT(interPos - curad + crrad, texcoords.x, texcoords.y );
va->AddVertexQT(interPos + curad + crrad, texcoords.x, texcoords.y + iconSizeY);
va->AddVertexQT(interPos + curad - crrad, texcoords.x + iconSizeX, texcoords.y + iconSizeY);
va->AddVertexQT(interPos - curad - crrad, texcoords.x + iconSizeX, texcoords.y );
}
void CFarTextureHandler::Queue(const CSolidObject* obj)
{
queuedForRender.push_back(obj);
}
void CFarTextureHandler::Draw()
{
if (queuedForRender.empty()) {
return;
}
if (!fbo.IsValid()) {
queuedForRender.clear();
return;
}
// create new far-icons
for (std::vector<const CSolidObject*>::iterator it = queuedForRender.begin(); it != queuedForRender.end(); ++it) {
const CSolidObject* obj = *it;
if (!HaveFarIcon(obj)) {
CreateFarTexture(obj);
}
}
// render current queued far icons on the screen
{
glEnable(GL_ALPHA_TEST);
glAlphaFunc(GL_GREATER, 0.5f);
glActiveTexture(GL_TEXTURE0);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, farTextureID);
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
glNormal3fv((const GLfloat*) &unitDrawer->camNorm.x);
ISky::SetupFog();
CVertexArray* va = GetVertexArray();
va->Initialize();
va->EnlargeArrays(queuedForRender.size() * 4, 0, VA_SIZE_T);
for (std::vector<const CSolidObject*>::iterator it = queuedForRender.begin(); it != queuedForRender.end(); ++it) {
DrawFarTexture(*it, va);
}
va->DrawArrayT(GL_QUADS);
glDisable(GL_ALPHA_TEST);
}
queuedForRender.clear();
}
bool CFarTextureHandler::CheckResizeAtlas()
{
const unsigned int maxSprites = ((texSizeX / iconSizeX) * (texSizeY / iconSizeY) / numOrientations) - 1;
if (usedFarTextures + 1 <= maxSprites)
return true;
const int oldTexSizeY = texSizeY;
if (globalRendering->supportNPOTs) {
texSizeY += std::max(iconSizeY, 4 * numOrientations * iconSizeX * iconSizeY / texSizeX); // make space for minimum 4 additional icons
} else {
texSizeY <<= 1;
}
if (texSizeY > globalRendering->maxTextureSize) {
LOG_L(L_DEBUG, "Out of farTextures");
texSizeY = oldTexSizeY;
return false;
}
unsigned char* oldPixels = new unsigned char[texSizeX*texSizeY*4];
glBindTexture(GL_TEXTURE_2D, farTextureID);
glGetTexImage(GL_TEXTURE_2D, 0, GL_RGBA, GL_UNSIGNED_BYTE, oldPixels); //TODO use the FBO?
memset(oldPixels + texSizeX*oldTexSizeY*4, 0, texSizeX*(texSizeY - oldTexSizeY)*4);
GLuint newFarTextureID;
glGenTextures(1, &newFarTextureID);
glBindTexture(GL_TEXTURE_2D, newFarTextureID);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, texSizeX, texSizeY, 0, GL_RGBA, GL_UNSIGNED_BYTE, oldPixels);
delete[] oldPixels;
fbo.Bind();
fbo.DetachAll();
glDeleteTextures(1, &farTextureID);
farTextureID = newFarTextureID;
fbo.AttachTexture(farTextureID);
fbo.CheckStatus("FARTEXTURE");
fbo.Unbind();
return true;
}
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