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forked from 0ad/0ad
0ad/source/renderer/DecalRData.cpp
bb 157c6af18e Make the space in 0 A.D. non-breaking throughout the codebase.
Avoid cases of filenames
Update years in terms and other legal(ish) documents
Don't update years in license headers, since change is not meaningful

Will add linter rule in seperate commit

Happy recompiling everyone!

Original Patch By: Nescio
Comment By: Gallaecio
Differential Revision: D2620
This was SVN commit r27786.
2023-07-27 20:54:46 +00:00

374 lines
12 KiB
C++

/* Copyright (C) 2023 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/>.
*/
#include "precompiled.h"
#include "DecalRData.h"
#include "graphics/Decal.h"
#include "graphics/Model.h"
#include "graphics/ShaderManager.h"
#include "graphics/Terrain.h"
#include "graphics/TextureManager.h"
#include "lib/allocators/DynamicArena.h"
#include "lib/allocators/STLAllocators.h"
#include "ps/CLogger.h"
#include "ps/CStrInternStatic.h"
#include "ps/Game.h"
#include "ps/Profile.h"
#include "renderer/Renderer.h"
#include "renderer/TerrainRenderer.h"
#include "simulation2/components/ICmpWaterManager.h"
#include "simulation2/Simulation2.h"
#include <algorithm>
// TODO: Currently each decal is a separate CDecalRData. We might want to use
// lots of decals for special effects like shadows, footprints, etc, in which
// case we should probably redesign this to batch them all together for more
// efficient rendering.
namespace
{
struct SDecalBatch
{
CDecalRData* decal;
CStrIntern shaderEffect;
CShaderDefines shaderDefines;
CVertexBuffer::VBChunk* vertices;
CVertexBuffer::VBChunk* indices;
};
struct SDecalBatchComparator
{
bool operator()(const SDecalBatch& lhs, const SDecalBatch& rhs) const
{
if (lhs.shaderEffect != rhs.shaderEffect)
return lhs.shaderEffect < rhs.shaderEffect;
if (lhs.shaderDefines != rhs.shaderDefines)
return lhs.shaderDefines < rhs.shaderDefines;
const CMaterial& lhsMaterial = lhs.decal->GetDecal()->m_Decal.m_Material;
const CMaterial& rhsMaterial = rhs.decal->GetDecal()->m_Decal.m_Material;
if (lhsMaterial.GetDiffuseTexture() != rhsMaterial.GetDiffuseTexture())
return lhsMaterial.GetDiffuseTexture() < rhsMaterial.GetDiffuseTexture();
if (lhs.vertices->m_Owner != rhs.vertices->m_Owner)
return lhs.vertices->m_Owner < rhs.vertices->m_Owner;
if (lhs.indices->m_Owner != rhs.indices->m_Owner)
return lhs.indices->m_Owner < rhs.indices->m_Owner;
return lhs.decal < rhs.decal;
}
};
} // anonymous namespace
// static
Renderer::Backend::IVertexInputLayout* CDecalRData::GetVertexInputLayout()
{
const uint32_t stride = sizeof(SDecalVertex);
const std::array<Renderer::Backend::SVertexAttributeFormat, 3> attributes{{
{Renderer::Backend::VertexAttributeStream::POSITION,
Renderer::Backend::Format::R32G32B32_SFLOAT,
offsetof(SDecalVertex, m_Position), stride,
Renderer::Backend::VertexAttributeRate::PER_VERTEX, 0},
{Renderer::Backend::VertexAttributeStream::NORMAL,
Renderer::Backend::Format::R32G32B32_SFLOAT,
offsetof(SDecalVertex, m_Normal), stride,
Renderer::Backend::VertexAttributeRate::PER_VERTEX, 0},
{Renderer::Backend::VertexAttributeStream::UV0,
Renderer::Backend::Format::R32G32_SFLOAT,
offsetof(SDecalVertex, m_UV), stride,
Renderer::Backend::VertexAttributeRate::PER_VERTEX, 0}
}};
return g_Renderer.GetVertexInputLayout(attributes);
}
CDecalRData::CDecalRData(CModelDecal* decal, CSimulation2* simulation)
: m_Decal(decal), m_Simulation(simulation)
{
BuildVertexData();
}
CDecalRData::~CDecalRData() = default;
void CDecalRData::Update(CSimulation2* simulation)
{
m_Simulation = simulation;
if (m_UpdateFlags != 0)
{
BuildVertexData();
m_UpdateFlags = 0;
}
}
void CDecalRData::RenderDecals(
Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
Renderer::Backend::IVertexInputLayout* vertexInputLayout,
const std::vector<CDecalRData*>& decals, const CShaderDefines& context, ShadowMap* shadow)
{
PROFILE3("render terrain decals");
GPU_SCOPED_LABEL(deviceCommandContext, "Render terrain decals");
using Arena = Allocators::DynamicArena<256 * KiB>;
Arena arena;
using Batches = std::vector<SDecalBatch, ProxyAllocator<SDecalBatch, Arena>>;
Batches batches((Batches::allocator_type(arena)));
batches.reserve(decals.size());
CShaderDefines contextDecal = context;
contextDecal.Add(str_DECAL, str_1);
for (CDecalRData* decal : decals)
{
CMaterial& material = decal->m_Decal->m_Decal.m_Material;
if (material.GetShaderEffect().empty())
{
LOGERROR("Terrain renderer failed to load shader effect.\n");
continue;
}
if (material.GetSamplers().empty() || !decal->m_VBDecals || !decal->m_VBDecalsIndices)
continue;
SDecalBatch batch;
batch.decal = decal;
batch.shaderEffect = material.GetShaderEffect();
batch.shaderDefines = material.GetShaderDefines();
batch.vertices = decal->m_VBDecals.Get();
batch.indices = decal->m_VBDecalsIndices.Get();
batches.emplace_back(std::move(batch));
}
if (batches.empty())
return;
std::sort(batches.begin(), batches.end(), SDecalBatchComparator());
CVertexBuffer* lastIB = nullptr;
for (auto itTechBegin = batches.begin(), itTechEnd = batches.begin(); itTechBegin != batches.end(); itTechBegin = itTechEnd)
{
while (itTechEnd != batches.end() &&
itTechBegin->shaderEffect == itTechEnd->shaderEffect &&
itTechBegin->shaderDefines == itTechEnd->shaderDefines)
{
++itTechEnd;
}
CShaderDefines defines = contextDecal;
defines.SetMany(itTechBegin->shaderDefines);
// TODO: move enabling blend to XML.
CShaderTechniquePtr techBase = g_Renderer.GetShaderManager().LoadEffect(
itTechBegin->shaderEffect == str_terrain_base ? str_terrain_decal : itTechBegin->shaderEffect, defines);
if (!techBase)
{
LOGERROR("Terrain renderer failed to load shader effect (%s)\n",
itTechBegin->shaderEffect.c_str());
continue;
}
const int numPasses = techBase->GetNumPasses();
for (int pass = 0; pass < numPasses; ++pass)
{
deviceCommandContext->SetGraphicsPipelineState(
techBase->GetGraphicsPipelineState(pass));
deviceCommandContext->BeginPass();
Renderer::Backend::IShaderProgram* shader = techBase->GetShader(pass);
TerrainRenderer::PrepareShader(deviceCommandContext, shader, shadow);
CColor shadingColor(1.0f, 1.0f, 1.0f, 1.0f);
const int32_t shadingColorBindingSlot =
shader->GetBindingSlot(str_shadingColor);
deviceCommandContext->SetUniform(
shadingColorBindingSlot, shadingColor.AsFloatArray());
CShaderUniforms currentStaticUniforms;
CVertexBuffer* lastVB = nullptr;
for (auto itDecal = itTechBegin; itDecal != itTechEnd; ++itDecal)
{
SDecalBatch& batch = *itDecal;
CDecalRData* decal = batch.decal;
CMaterial& material = decal->m_Decal->m_Decal.m_Material;
const CMaterial::SamplersVector& samplers = material.GetSamplers();
for (const CMaterial::TextureSampler& sampler : samplers)
sampler.Sampler->UploadBackendTextureIfNeeded(deviceCommandContext);
for (const CMaterial::TextureSampler& sampler : samplers)
{
deviceCommandContext->SetTexture(
shader->GetBindingSlot(sampler.Name),
sampler.Sampler->GetBackendTexture());
}
if (currentStaticUniforms != material.GetStaticUniforms())
{
currentStaticUniforms = material.GetStaticUniforms();
material.GetStaticUniforms().BindUniforms(deviceCommandContext, shader);
}
// TODO: Need to handle floating decals correctly. In particular, we need
// to render non-floating before water and floating after water (to get
// the blending right), and we also need to apply the correct lighting in
// each case, which doesn't really seem possible with the current
// TerrainRenderer.
// Also, need to mark the decals as dirty when water height changes.
// m_Decal->GetBounds().Render();
if (shadingColor != decal->m_Decal->GetShadingColor())
{
shadingColor = decal->m_Decal->GetShadingColor();
deviceCommandContext->SetUniform(
shadingColorBindingSlot, shadingColor.AsFloatArray());
}
if (lastVB != batch.vertices->m_Owner)
{
lastVB = batch.vertices->m_Owner;
ENSURE(!lastVB->GetBuffer()->IsDynamic());
deviceCommandContext->SetVertexInputLayout(vertexInputLayout);
deviceCommandContext->SetVertexBuffer(
0, batch.vertices->m_Owner->GetBuffer(), 0);
}
if (lastIB != batch.indices->m_Owner)
{
lastIB = batch.indices->m_Owner;
ENSURE(!lastIB->GetBuffer()->IsDynamic());
deviceCommandContext->SetIndexBuffer(batch.indices->m_Owner->GetBuffer());
}
deviceCommandContext->DrawIndexed(batch.indices->m_Index, batch.indices->m_Count, 0);
// bump stats
g_Renderer.m_Stats.m_DrawCalls++;
g_Renderer.m_Stats.m_TerrainTris += batch.indices->m_Count / 3;
}
deviceCommandContext->EndPass();
}
}
}
void CDecalRData::BuildVertexData()
{
PROFILE("decal build");
const SDecal& decal = m_Decal->m_Decal;
// TODO: Currently this constructs an axis-aligned bounding rectangle around
// the decal. It would be more efficient for rendering if we excluded tiles
// that are outside the (non-axis-aligned) decal rectangle.
ssize_t i0, j0, i1, j1;
m_Decal->CalcVertexExtents(i0, j0, i1, j1);
// Currently CalcVertexExtents might return empty rectangle, that means
// we can't render it.
if (i1 <= i0 || j1 <= j0)
{
// We have nothing to render.
m_VBDecals.Reset();
m_VBDecalsIndices.Reset();
return;
}
CmpPtr<ICmpWaterManager> cmpWaterManager(*m_Simulation, SYSTEM_ENTITY);
std::vector<SDecalVertex> vertices((i1 - i0 + 1) * (j1 - j0 + 1));
for (ssize_t j = j0, idx = 0; j <= j1; ++j)
{
for (ssize_t i = i0; i <= i1; ++i, ++idx)
{
SDecalVertex& vertex = vertices[idx];
m_Decal->m_Terrain->CalcPosition(i, j, vertex.m_Position);
if (decal.m_Floating && cmpWaterManager)
{
vertex.m_Position.Y = std::max(
vertex.m_Position.Y,
cmpWaterManager->GetExactWaterLevel(vertex.m_Position.X, vertex.m_Position.Z));
}
m_Decal->m_Terrain->CalcNormal(i, j, vertex.m_Normal);
// Map from world space back into decal texture space.
CVector3D inv = m_Decal->GetInvTransform().Transform(vertex.m_Position);
vertex.m_UV.X = 0.5f + (inv.X - decal.m_OffsetX) / decal.m_SizeX;
// Flip V to match our texture convention.
vertex.m_UV.Y = 0.5f - (inv.Z - decal.m_OffsetZ) / decal.m_SizeZ;
}
}
if (!m_VBDecals || m_VBDecals->m_Count != vertices.size())
{
m_VBDecals = g_VBMan.AllocateChunk(
sizeof(SDecalVertex), vertices.size(),
Renderer::Backend::IBuffer::Type::VERTEX, false);
}
m_VBDecals->m_Owner->UpdateChunkVertices(m_VBDecals.Get(), vertices.data());
std::vector<u16> indices((i1 - i0) * (j1 - j0) * 6);
const ssize_t w = i1 - i0 + 1;
auto itIdx = indices.begin();
const size_t base = m_VBDecals->m_Index;
for (ssize_t dj = 0; dj < j1 - j0; ++dj)
{
for (ssize_t di = 0; di < i1 - i0; ++di)
{
const bool dir = m_Decal->m_Terrain->GetTriangulationDir(i0 + di, j0 + dj);
if (dir)
{
*itIdx++ = u16(((dj + 0) * w + (di + 0)) + base);
*itIdx++ = u16(((dj + 0) * w + (di + 1)) + base);
*itIdx++ = u16(((dj + 1) * w + (di + 0)) + base);
*itIdx++ = u16(((dj + 0) * w + (di + 1)) + base);
*itIdx++ = u16(((dj + 1) * w + (di + 1)) + base);
*itIdx++ = u16(((dj + 1) * w + (di + 0)) + base);
}
else
{
*itIdx++ = u16(((dj + 0) * w + (di + 0)) + base);
*itIdx++ = u16(((dj + 0) * w + (di + 1)) + base);
*itIdx++ = u16(((dj + 1) * w + (di + 1)) + base);
*itIdx++ = u16(((dj + 1) * w + (di + 1)) + base);
*itIdx++ = u16(((dj + 1) * w + (di + 0)) + base);
*itIdx++ = u16(((dj + 0) * w + (di + 0)) + base);
}
}
}
// Construct vertex buffer.
if (!m_VBDecalsIndices || m_VBDecalsIndices->m_Count != indices.size())
{
m_VBDecalsIndices = g_VBMan.AllocateChunk(
sizeof(u16), indices.size(),
Renderer::Backend::IBuffer::Type::INDEX, false);
}
m_VBDecalsIndices->m_Owner->UpdateChunkVertices(m_VBDecalsIndices.Get(), indices.data());
}