0ad/source/renderer/SkyManager.cpp
vladislavbelov 4f39e6675a Completely separates fixed and shader paths in sky rendering.
Removes usages of fixed pipeline functions in shader path.

Tested By: Stan
Differential Revision: https://code.wildfiregames.com/D2944
This was SVN commit r23954.
2020-08-09 15:21:06 +00:00

377 lines
12 KiB
C++

/* Copyright (C) 2020 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 <http://www.gnu.org/licenses/>.
*/
/*
* Sky settings, texture management and rendering.
*/
#include "precompiled.h"
#include <algorithm>
#include "graphics/LightEnv.h"
#include "graphics/ShaderManager.h"
#include "graphics/Terrain.h"
#include "graphics/TextureManager.h"
#include "lib/timer.h"
#include "lib/tex/tex.h"
#include "lib/res/graphics/ogl_tex.h"
#include "maths/MathUtil.h"
#include "ps/CStr.h"
#include "ps/CLogger.h"
#include "ps/Game.h"
#include "ps/Loader.h"
#include "ps/Filesystem.h"
#include "ps/World.h"
#include "renderer/SkyManager.h"
#include "renderer/Renderer.h"
#include "renderer/RenderingOptions.h"
SkyManager::SkyManager()
: m_RenderSky(true), m_SkyCubeMap(0)
{
}
///////////////////////////////////////////////////////////////////
// Load all sky textures
void SkyManager::LoadSkyTextures()
{
static const CStrW images[NUMBER_OF_TEXTURES + 1] = {
L"front",
L"back",
L"right",
L"left",
L"top",
L"top"
};
/*for (size_t i = 0; i < ARRAY_SIZE(m_SkyTexture); ++i)
{
VfsPath path = VfsPath("art/textures/skies") / m_SkySet / (Path::String(s_imageNames[i])+L".dds");
CTextureProperties textureProps(path);
textureProps.SetWrap(GL_CLAMP_TO_EDGE);
CTexturePtr texture = g_Renderer.GetTextureManager().CreateTexture(textureProps);
texture->Prefetch();
m_SkyTexture[i] = texture;
}*/
///////////////////////////////////////////////////////////////////////////
// HACK: THE HORRIBLENESS HERE IS OVER 9000. The following code is a HUGE hack and will be removed completely
// as soon as all the hardcoded GL_TEXTURE_2D references are corrected in the TextureManager/OGL/tex libs.
glGenTextures(1, &m_SkyCubeMap);
glBindTexture(GL_TEXTURE_CUBE_MAP, m_SkyCubeMap);
static const int types[] = {
GL_TEXTURE_CUBE_MAP_POSITIVE_X,
GL_TEXTURE_CUBE_MAP_NEGATIVE_X,
GL_TEXTURE_CUBE_MAP_POSITIVE_Z,
GL_TEXTURE_CUBE_MAP_NEGATIVE_Z,
GL_TEXTURE_CUBE_MAP_POSITIVE_Y,
GL_TEXTURE_CUBE_MAP_NEGATIVE_Y
};
for (size_t i = 0; i < NUMBER_OF_TEXTURES + 1; ++i)
{
VfsPath path = VfsPath("art/textures/skies") / m_SkySet / (Path::String(images[i])+L".dds");
shared_ptr<u8> file;
size_t fileSize;
if (g_VFS->LoadFile(path, file, fileSize) != INFO::OK)
{
path = VfsPath("art/textures/skies") / m_SkySet / (Path::String(images[i])+L".dds.cached.dds");
if (g_VFS->LoadFile(path, file, fileSize) != INFO::OK)
{
glDeleteTextures(1, &m_SkyCubeMap);
LOGERROR("Error creating sky cubemap.");
return;
}
}
Tex tex;
tex.decode(file, fileSize);
tex.transform_to((tex.m_Flags | TEX_BOTTOM_UP | TEX_ALPHA) & ~(TEX_DXT | TEX_MIPMAPS));
u8* data = tex.get_data();
if (types[i] == GL_TEXTURE_CUBE_MAP_NEGATIVE_Y || types[i] == GL_TEXTURE_CUBE_MAP_POSITIVE_Y)
{
std::vector<u8> rotated(tex.m_DataSize);
for (size_t y = 0; y < tex.m_Height; ++y)
{
for (size_t x = 0; x < tex.m_Width; ++x)
{
size_t invx = y, invy = tex.m_Width-x-1;
rotated[(y*tex.m_Width + x) * 4 + 0] = data[(invy*tex.m_Width + invx) * 4 + 0];
rotated[(y*tex.m_Width + x) * 4 + 1] = data[(invy*tex.m_Width + invx) * 4 + 1];
rotated[(y*tex.m_Width + x) * 4 + 2] = data[(invy*tex.m_Width + invx) * 4 + 2];
rotated[(y*tex.m_Width + x) * 4 + 3] = data[(invy*tex.m_Width + invx) * 4 + 3];
}
}
glTexImage2D(types[i], 0, GL_RGBA, tex.m_Width, tex.m_Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, &rotated[0]);
}
else
{
glTexImage2D(types[i], 0, GL_RGBA, tex.m_Width, tex.m_Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
}
}
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
#if CONFIG2_GLES
#warning TODO: fix SkyManager::LoadSkyTextures for GLES
#else
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
#endif
glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
///////////////////////////////////////////////////////////////////////////
}
///////////////////////////////////////////////////////////////////
// Switch to a different sky set (while the game is running)
void SkyManager::SetSkySet(const CStrW& newSet)
{
if (newSet == m_SkySet)
return;
if (m_SkyCubeMap)
{
glDeleteTextures(1, &m_SkyCubeMap);
m_SkyCubeMap = 0;
}
m_SkySet = newSet;
LoadSkyTextures();
}
///////////////////////////////////////////////////////////////////
// Generate list of available skies
std::vector<CStrW> SkyManager::GetSkySets() const
{
std::vector<CStrW> skies;
// Find all subdirectories in art/textures/skies
const VfsPath path(L"art/textures/skies/");
DirectoryNames subdirectories;
if (g_VFS->GetDirectoryEntries(path, 0, &subdirectories) != INFO::OK)
{
LOGERROR("Error opening directory '%s'", path.string8());
return std::vector<CStrW>(1, GetSkySet()); // just return what we currently have
}
for(size_t i = 0; i < subdirectories.size(); i++)
skies.push_back(subdirectories[i].string());
sort(skies.begin(), skies.end());
return skies;
}
///////////////////////////////////////////////////////////////////
// Render sky
void SkyManager::RenderSky()
{
#if CONFIG2_GLES
#warning TODO: implement SkyManager::RenderSky for GLES
#else
// Draw the sky as a small box around the map, with depth write enabled.
// This will be done before anything else is drawn so we'll be overlapped by
// everything else.
// Do nothing unless SetSkySet was called
if (m_SkySet.empty())
return;
glDepthMask(GL_FALSE);
const CCamera& camera = g_Renderer.GetViewCamera();
if (g_RenderingOptions.GetRenderPath() == RenderPath::SHADER)
{
CShaderTechniquePtr skytech =
g_Renderer.GetShaderManager().LoadEffect(str_sky_simple);
skytech->BeginPass();
CShaderProgramPtr shader = skytech->GetShader();
shader->BindTexture(str_baseTex, m_SkyCubeMap);
// Translate so the sky center is at the camera space origin.
CMatrix3D translate;
translate.SetTranslation(camera.GetOrientation().GetTranslation());
// Currently we have a hardcoded near plane in the projection matrix.
CMatrix3D scale;
scale.SetScaling(10.0f, 10.0f, 10.0f);
// Rotate so that the "left" face, which contains the brightest part of
// each skymap, is in the direction of the sun from our light
// environment.
CMatrix3D rotate;
rotate.SetYRotation(M_PI + g_Renderer.GetLightEnv().GetRotation());
shader->Uniform(
str_transform,
camera.GetViewProjection() * translate * rotate * scale);
std::vector<GLfloat> vertexData;
// 6 sides of cube with 4 vertices with 6 floats (3 uv and 3 position).
vertexData.reserve(6 * 4 * 6);
#define ADD_VERTEX(U, V, W, X, Y, Z) \
STMT( \
vertexData.push_back(X); \
vertexData.push_back(Y); \
vertexData.push_back(Z); \
vertexData.push_back(U); \
vertexData.push_back(V); \
vertexData.push_back(W);)
// GL_TEXTURE_CUBE_MAP_NEGATIVE_X
ADD_VERTEX(+1, +1, +1, -1.0f, -1.0f, -1.0f);
ADD_VERTEX(+1, +1, -1, -1.0f, -1.0f, +1.0f);
ADD_VERTEX(+1, -1, -1, -1.0f, +1.0f, +1.0f);
ADD_VERTEX(+1, -1, +1, -1.0f, +1.0f, -1.0f);
// GL_TEXTURE_CUBE_MAP_POSITIVE_X
ADD_VERTEX(-1, +1, -1, +1.0f, -1.0f, +1.0f);
ADD_VERTEX(-1, +1, +1, +1.0f, -1.0f, -1.0f);
ADD_VERTEX(-1, -1, +1, +1.0f, +1.0f, -1.0f);
ADD_VERTEX(-1, -1, -1, +1.0f, +1.0f, +1.0f);
// GL_TEXTURE_CUBE_MAP_NEGATIVE_Y
ADD_VERTEX(-1, +1, +1, +1.0f, -1.0f, -1.0f);
ADD_VERTEX(-1, +1, -1, +1.0f, -1.0f, +1.0f);
ADD_VERTEX(+1, +1, -1, -1.0f, -1.0f, +1.0f);
ADD_VERTEX(+1, +1, +1, -1.0f, -1.0f, -1.0f);
// GL_TEXTURE_CUBE_MAP_POSITIVE_Y
ADD_VERTEX(+1, -1, +1, -1.0f, +1.0f, -1.0f);
ADD_VERTEX(+1, -1, -1, -1.0f, +1.0f, +1.0f);
ADD_VERTEX(-1, -1, -1, +1.0f, +1.0f, +1.0f);
ADD_VERTEX(-1, -1, +1, +1.0f, +1.0f, -1.0f);
// GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
ADD_VERTEX(-1, +1, +1, +1.0f, -1.0f, -1.0f);
ADD_VERTEX(+1, +1, +1, -1.0f, -1.0f, -1.0f);
ADD_VERTEX(+1, -1, +1, -1.0f, +1.0f, -1.0f);
ADD_VERTEX(-1, -1, +1, +1.0f, +1.0f, -1.0f);
// GL_TEXTURE_CUBE_MAP_POSITIVE_Z
ADD_VERTEX(+1, +1, -1, -1.0f, -1.0f, +1.0f);
ADD_VERTEX(-1, +1, -1, +1.0f, -1.0f, +1.0f);
ADD_VERTEX(-1, -1, -1, +1.0f, +1.0f, +1.0f);
ADD_VERTEX(+1, -1, -1, -1.0f, +1.0f, +1.0f);
#undef ADD_VERTEX
shader->VertexPointer(3, GL_FLOAT, sizeof(GLfloat) * 6, &vertexData[0]);
shader->TexCoordPointer(
GL_TEXTURE0, 3, GL_FLOAT, sizeof(GLfloat) * 6, &vertexData[3]);
shader->AssertPointersBound();
glDrawArrays(GL_QUADS, 0, 6 * 4);
skytech->EndPass();
}
else
{
pglActiveTextureARB(GL_TEXTURE0_ARB);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glMatrixMode(GL_MODELVIEW);
// Modify current matrix that already contains view part.
glPushMatrix();
// Translate so the sky center is at the camera space origin.
CVector3D cameraPos = camera.GetOrientation().GetTranslation();
glTranslatef(cameraPos.X, cameraPos.Y, cameraPos.Z);
// Rotate so that the "left" face, which contains the brightest part of
// each skymap, is in the direction of the sun from our light
// environment.
glRotatef(
180.0f + RADTODEG(g_Renderer.GetLightEnv().GetRotation()),
0.0f, 1.0f, 0.0f);
// Currently we have a hardcoded near plane in the projection matrix.
glScalef(10.0f, 10.0f, 10.0f);
glDisable(GL_TEXTURE_2D);
glEnable(GL_TEXTURE_CUBE_MAP);
glBindTexture(GL_TEXTURE_CUBE_MAP, m_SkyCubeMap);
glBegin(GL_QUADS);
// GL_TEXTURE_CUBE_MAP_NEGATIVE_X
glTexCoord3f(+1, +1, +1); glVertex3f(-1.0f, -1.0f, -1.0f);
glTexCoord3f(+1, +1, -1); glVertex3f(-1.0f, -1.0f, +1.0f);
glTexCoord3f(+1, -1, -1); glVertex3f(-1.0f, +1.0f, +1.0f);
glTexCoord3f(+1, -1, +1); glVertex3f(-1.0f, +1.0f, -1.0f);
// GL_TEXTURE_CUBE_MAP_POSITIVE_X
glTexCoord3f(-1, +1, -1); glVertex3f(+1.0f, -1.0f, +1.0f);
glTexCoord3f(-1, +1, +1); glVertex3f(+1.0f, -1.0f, -1.0f);
glTexCoord3f(-1, -1, +1); glVertex3f(+1.0f, +1.0f, -1.0f);
glTexCoord3f(-1, -1, -1); glVertex3f(+1.0f, +1.0f, +1.0f);
// GL_TEXTURE_CUBE_MAP_NEGATIVE_Y
glTexCoord3f(-1, +1, +1); glVertex3f(+1.0f, -1.0f, -1.0f);
glTexCoord3f(-1, +1, -1); glVertex3f(+1.0f, -1.0f, +1.0f);
glTexCoord3f(+1, +1, -1); glVertex3f(-1.0f, -1.0f, +1.0f);
glTexCoord3f(+1, +1, +1); glVertex3f(-1.0f, -1.0f, -1.0f);
// GL_TEXTURE_CUBE_MAP_POSITIVE_Y
glTexCoord3f(+1, -1, +1); glVertex3f(-1.0f, +1.0f, -1.0f);
glTexCoord3f(+1, -1, -1); glVertex3f(-1.0f, +1.0f, +1.0f);
glTexCoord3f(-1, -1, -1); glVertex3f(+1.0f, +1.0f, +1.0f);
glTexCoord3f(-1, -1, +1); glVertex3f(+1.0f, +1.0f, -1.0f);
// GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
glTexCoord3f(-1, +1, +1); glVertex3f(+1.0f, -1.0f, -1.0f);
glTexCoord3f(+1, +1, +1); glVertex3f(-1.0f, -1.0f, -1.0f);
glTexCoord3f(+1, -1, +1); glVertex3f(-1.0f, +1.0f, -1.0f);
glTexCoord3f(-1, -1, +1); glVertex3f(+1.0f, +1.0f, -1.0f);
// GL_TEXTURE_CUBE_MAP_POSITIVE_Z
glTexCoord3f(+1, +1, -1); glVertex3f(-1.0f, -1.0f, +1.0f);
glTexCoord3f(-1, +1, -1); glVertex3f(+1.0f, -1.0f, +1.0f);
glTexCoord3f(-1, -1, -1); glVertex3f(+1.0f, +1.0f, +1.0f);
glTexCoord3f(+1, -1, -1); glVertex3f(-1.0f, +1.0f, +1.0f);
glEnd();
glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
glDisable(GL_TEXTURE_CUBE_MAP);
glEnable(GL_TEXTURE_2D);
glPopMatrix();
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
}
glDepthMask(GL_TRUE);
#endif
}