/* Copyright (C) 2021 Wildfire Games. * This file is part of 0 A.D. * * 0 A.D. is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 2 of the License, or * (at your option) any later version. * * 0 A.D. is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with 0 A.D. If not, see . */ #include "precompiled.h" #include "TerrainTextureEntry.h" #include "lib/utf8.h" #include "lib/ogl.h" #include "lib/allocators/shared_ptr.h" #include "lib/file/io/io.h" #include "lib/res/graphics/ogl_tex.h" #include "ps/CLogger.h" #include "ps/Filesystem.h" #include "ps/XML/Xeromyces.h" #include "graphics/MaterialManager.h" #include "graphics/Terrain.h" #include "graphics/TerrainTextureManager.h" #include "graphics/TerrainProperties.h" #include "graphics/Texture.h" #include "renderer/Renderer.h" #include CTerrainTextureEntry::CTerrainTextureEntry(CTerrainPropertiesPtr properties, const VfsPath& path): m_pProperties(properties), m_BaseColor(0), m_BaseColorValid(false) { ENSURE(properties); CXeromyces XeroFile; if (XeroFile.Load(g_VFS, path, "terrain_texture") != PSRETURN_OK) { LOGERROR("Terrain xml not found (%s)", path.string8()); return; } #define EL(x) int el_##x = XeroFile.GetElementID(#x) #define AT(x) int at_##x = XeroFile.GetAttributeID(#x) EL(tag); EL(terrain); EL(texture); EL(textures); EL(material); EL(props); EL(alphamap); AT(file); AT(name); #undef AT #undef EL XMBElement root = XeroFile.GetRoot(); if (root.GetNodeName() != el_terrain) { LOGERROR("Invalid terrain format (unrecognised root element '%s')", XeroFile.GetElementString(root.GetNodeName())); return; } std::vector > samplers; VfsPath alphamap("standard"); m_Tag = utf8_from_wstring(path.Basename().string()); XERO_ITER_EL(root, child) { int child_name = child.GetNodeName(); if (child_name == el_textures) { XERO_ITER_EL(child, textures_element) { ENSURE(textures_element.GetNodeName() == el_texture); CStr name; VfsPath terrainTexturePath; XERO_ITER_ATTR(textures_element, relativePath) { if (relativePath.Name == at_file) terrainTexturePath = VfsPath("art/textures/terrain") / relativePath.Value.FromUTF8(); else if (relativePath.Name == at_name) name = relativePath.Value; } samplers.emplace_back(name, terrainTexturePath); } } else if (child_name == el_material) { VfsPath mat = VfsPath("art/materials") / child.GetText().FromUTF8(); if (CRenderer::IsInitialised()) m_Material = g_Renderer.GetMaterialManager().LoadMaterial(mat); } else if (child_name == el_alphamap) { alphamap = child.GetText().FromUTF8(); } else if (child_name == el_props) { CTerrainPropertiesPtr ret (new CTerrainProperties(properties)); ret->LoadXml(child, &XeroFile, path); if (ret) m_pProperties = ret; } else if (child_name == el_tag) { m_Tag = child.GetText(); } } for (size_t i = 0; i < samplers.size(); ++i) { CTextureProperties texture(samplers[i].second); texture.SetWrap(GL_REPEAT); // TODO: anisotropy should probably be user-configurable, but we want it to be // at least 2 for terrain else the ground looks very blurry when you tilt the // camera upwards texture.SetMaxAnisotropy(2.0f); if (CRenderer::IsInitialised()) { CTexturePtr texptr = g_Renderer.GetTextureManager().CreateTexture(texture); m_Material.AddSampler(CMaterial::TextureSampler(samplers[i].first, texptr)); } } if (CRenderer::IsInitialised()) LoadAlphaMaps(alphamap); float texAngle = 0.f; float texSize = 1.f; if (m_pProperties) { m_Groups = m_pProperties->GetGroups(); texAngle = m_pProperties->GetTextureAngle(); texSize = m_pProperties->GetTextureSize(); } m_TextureMatrix.SetZero(); m_TextureMatrix._11 = cosf(texAngle) / texSize; m_TextureMatrix._13 = -sinf(texAngle) / texSize; m_TextureMatrix._21 = -sinf(texAngle) / texSize; m_TextureMatrix._23 = -cosf(texAngle) / texSize; m_TextureMatrix._44 = 1.f; GroupVector::iterator it=m_Groups.begin(); for (;it!=m_Groups.end();++it) (*it)->AddTerrain(this); } CTerrainTextureEntry::~CTerrainTextureEntry() { for (GroupVector::iterator it=m_Groups.begin();it!=m_Groups.end();++it) (*it)->RemoveTerrain(this); } // BuildBaseColor: calculate the root color of the texture, used for coloring minimap, and store // in m_BaseColor member void CTerrainTextureEntry::BuildBaseColor() { // Use the explicit properties value if possible if (m_pProperties && m_pProperties->HasBaseColor()) { m_BaseColor=m_pProperties->GetBaseColor(); m_BaseColorValid = true; return; } // Use the texture color if available if (GetTexture()->TryLoad()) { m_BaseColor = GetTexture()->GetBaseColor(); m_BaseColorValid = true; } } const float* CTerrainTextureEntry::GetTextureMatrix() const { return &m_TextureMatrix._11; } // LoadAlphaMaps: load the 14 default alpha maps, pack them into one composite texture and // calculate the coordinate of each alphamap within this packed texture void CTerrainTextureEntry::LoadAlphaMaps(VfsPath &amtype) { std::wstring key = L"(alpha map composite" + amtype.string() + L")"; CTerrainTextureManager::TerrainAlphaMap::iterator it = g_TexMan.m_TerrainAlphas.find(amtype); if (it != g_TexMan.m_TerrainAlphas.end()) { m_TerrainAlpha = it; return; } g_TexMan.m_TerrainAlphas[amtype] = TerrainAlpha(); it = g_TexMan.m_TerrainAlphas.find(amtype); TerrainAlpha &result = it->second; // // load all textures and store Handle in array // Handle textures[NUM_ALPHA_MAPS] = {0}; VfsPath path(L"art/textures/terrain/alphamaps"); path = path / amtype; const wchar_t* fnames[NUM_ALPHA_MAPS] = { L"blendcircle.png", L"blendlshape.png", L"blendedge.png", L"blendedgecorner.png", L"blendedgetwocorners.png", L"blendfourcorners.png", L"blendtwooppositecorners.png", L"blendlshapecorner.png", L"blendtwocorners.png", L"blendcorner.png", L"blendtwoedges.png", L"blendthreecorners.png", L"blendushape.png", L"blendbad.png" }; size_t base = 0; // texture width/height (see below) // for convenience, we require all alpha maps to be of the same BPP // (avoids another ogl_tex_get_size call, and doesn't hurt) size_t bpp = 0; for(size_t i=0;i data; AllocateAligned(data, total_w*total_h, maxSectorSize); // for each tile on row for (size_t i = 0; i < NUM_ALPHA_MAPS; i++) { // get src of copy u8* src = 0; ignore_result(ogl_tex_get_data(textures[i], &src)); size_t srcstep = bpp/8; // get destination of copy u8* dst = data.get() + (i*tile_w); // for each row of image for (size_t j = 0; j < base; j++) { // duplicate first pixel *dst++ = *src; *dst++ = *src; // copy a row for (size_t k = 0; k < base; k++) { *dst++ = *src; src += srcstep; } // duplicate last pixel *dst++ = *(src-srcstep); *dst++ = *(src-srcstep); // advance write pointer for next row dst += total_w-tile_w; } result.m_AlphaMapCoords[i].u0 = float(i*tile_w+2) / float(total_w); result.m_AlphaMapCoords[i].u1 = float((i+1)*tile_w-2) / float(total_w); result.m_AlphaMapCoords[i].v0 = 0.0f; result.m_AlphaMapCoords[i].v1 = 1.0f; } for (size_t i = 0; i < NUM_ALPHA_MAPS; i++) ignore_result(ogl_tex_free(textures[i])); // upload the composite texture Tex t; ignore_result(t.wrap(total_w, total_h, 8, TEX_GREY, data, 0)); // uncomment the following to save a png of the generated texture // in the public/ directory, for debugging /*VfsPath filename("blendtex.png"); DynArray da; RETURN_STATUS_IF_ERR(tex_encode(&t, filename.Extension(), &da)); // write to disk //Status ret = INFO::OK; { std::shared_ptr file = DummySharedPtr(da.base); const ssize_t bytes_written = g_VFS->CreateFile(filename, file, da.pos); if(bytes_written > 0) ENSURE(bytes_written == (ssize_t)da.pos); //else // ret = (Status)bytes_written; } ignore_result(da_free(&da));*/ Handle hCompositeAlphaMap = ogl_tex_wrap(&t, g_VFS, key); ignore_result(ogl_tex_set_filter(hCompositeAlphaMap, GL_LINEAR)); ignore_result(ogl_tex_set_wrap (hCompositeAlphaMap, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE)); ogl_tex_upload(hCompositeAlphaMap, GL_ALPHA, 0, 0); result.m_hCompositeAlphaMap = hCompositeAlphaMap; m_TerrainAlpha = it; }