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forked from 0ad/0ad
0ad/source/renderer/TerrainOverlay.cpp

394 lines
11 KiB
C++

/* 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 <http://www.gnu.org/licenses/>.
*/
#include "precompiled.h"
#include "TerrainOverlay.h"
#include "graphics/Color.h"
#include "graphics/ShaderManager.h"
#include "graphics/ShaderProgram.h"
#include "graphics/Terrain.h"
#include "lib/bits.h"
#include "lib/ogl.h"
#include "maths/MathUtil.h"
#include "ps/Game.h"
#include "ps/Profile.h"
#include "ps/World.h"
#include "renderer/Renderer.h"
#include "renderer/TerrainRenderer.h"
#include "simulation2/system/SimContext.h"
#include <algorithm>
// Global overlay list management:
static std::vector<std::pair<ITerrainOverlay*, int> > g_TerrainOverlayList;
ITerrainOverlay::ITerrainOverlay(int priority)
{
// Add to global list of overlays
g_TerrainOverlayList.emplace_back(this, priority);
// Sort by overlays by priority. Do stable sort so that adding/removing
// overlays doesn't randomly disturb all the existing ones (which would
// be noticeable if they have the same priority and overlap).
std::stable_sort(g_TerrainOverlayList.begin(), g_TerrainOverlayList.end(),
[](const std::pair<ITerrainOverlay*, int>& a, const std::pair<ITerrainOverlay*, int>& b) {
return a.second < b.second;
});
}
ITerrainOverlay::~ITerrainOverlay()
{
std::vector<std::pair<ITerrainOverlay*, int> >::iterator newEnd =
std::remove_if(g_TerrainOverlayList.begin(), g_TerrainOverlayList.end(),
[this](const std::pair<ITerrainOverlay*, int>& a) { return a.first == this; });
g_TerrainOverlayList.erase(newEnd, g_TerrainOverlayList.end());
}
void ITerrainOverlay::RenderOverlaysBeforeWater()
{
if (g_TerrainOverlayList.empty())
return;
PROFILE3_GPU("terrain overlays (before)");
for (size_t i = 0; i < g_TerrainOverlayList.size(); ++i)
g_TerrainOverlayList[i].first->RenderBeforeWater();
}
void ITerrainOverlay::RenderOverlaysAfterWater(int cullGroup)
{
if (g_TerrainOverlayList.empty())
return;
PROFILE3_GPU("terrain overlays (after)");
for (size_t i = 0; i < g_TerrainOverlayList.size(); ++i)
g_TerrainOverlayList[i].first->RenderAfterWater(cullGroup);
}
//////////////////////////////////////////////////////////////////////////
TerrainOverlay::TerrainOverlay(const CSimContext& simContext, int priority /* = 100 */)
: ITerrainOverlay(priority), m_Terrain(&simContext.GetTerrain())
{
}
void TerrainOverlay::StartRender()
{
}
void TerrainOverlay::EndRender()
{
}
void TerrainOverlay::GetTileExtents(
ssize_t& min_i_inclusive, ssize_t& min_j_inclusive,
ssize_t& max_i_inclusive, ssize_t& max_j_inclusive)
{
// Default to whole map
min_i_inclusive = min_j_inclusive = 0;
max_i_inclusive = max_j_inclusive = m_Terrain->GetTilesPerSide()-1;
}
void TerrainOverlay::RenderBeforeWater()
{
if (!m_Terrain)
return; // should never happen, but let's play it safe
#if CONFIG2_GLES
#warning TODO: implement TerrainOverlay::RenderOverlays for GLES
#else
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDepthMask(GL_FALSE);
// To ensure that outlines are drawn on top of the terrain correctly (and
// don't Z-fight and flicker nastily), draw them as QUADS with the LINE
// PolygonMode, and use PolygonOffset to pull them towards the camera.
// (See e.g. http://www.opengl.org/resources/faq/technical/polygonoffset.htm)
glPolygonOffset(-1.f, -1.f);
//glEnable(GL_POLYGON_OFFSET_LINE);
glEnable(GL_POLYGON_OFFSET_FILL);
pglActiveTextureARB(GL_TEXTURE0);
glDisable(GL_TEXTURE_2D);
StartRender();
ssize_t min_i, min_j, max_i, max_j;
GetTileExtents(min_i, min_j, max_i, max_j);
// Clamp the min to 0, but the max to -1 - so tile -1 can never be rendered,
// but if unclamped_max<0 then no tiles at all will be rendered. And the same
// for the upper limit.
min_i = Clamp<ssize_t>(min_i, 0, m_Terrain->GetTilesPerSide());
min_j = Clamp<ssize_t>(min_j, 0, m_Terrain->GetTilesPerSide());
max_i = Clamp<ssize_t>(max_i, -1, m_Terrain->GetTilesPerSide()-1);
max_j = Clamp<ssize_t>(max_j, -1, m_Terrain->GetTilesPerSide()-1);
for (m_j = min_j; m_j <= max_j; ++m_j)
for (m_i = min_i; m_i <= max_i; ++m_i)
ProcessTile(m_i, m_j);
EndRender();
// Clean up state changes
glEnable(GL_CULL_FACE);
glEnable(GL_DEPTH_TEST);
//glDisable(GL_POLYGON_OFFSET_LINE);
glDisable(GL_POLYGON_OFFSET_FILL);
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
glDepthMask(GL_TRUE);
glDisable(GL_BLEND);
#endif
}
void TerrainOverlay::RenderTile(const CColor& color, bool draw_hidden)
{
RenderTile(color, draw_hidden, m_i, m_j);
}
void TerrainOverlay::RenderTile(const CColor& color, bool draw_hidden, ssize_t i, ssize_t j)
{
// TODO: unnecessary computation calls has been removed but we should use
// a vertex buffer or a vertex shader with a texture.
// Not sure if it's possible on old OpenGL.
if (draw_hidden)
{
glDisable(GL_DEPTH_TEST);
glDisable(GL_CULL_FACE);
}
else
{
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
}
#if CONFIG2_GLES
#warning TODO: implement TerrainOverlay::RenderTile for GLES
#else
CVector3D pos[2][2];
for (int di = 0; di < 2; ++di)
for (int dj = 0; dj < 2; ++dj)
m_Terrain->CalcPosition(i + di, j + dj, pos[di][dj]);
std::vector<float> vertices;
#define ADD(position) \
vertices.emplace_back((position).X); \
vertices.emplace_back((position).Y); \
vertices.emplace_back((position).Z);
if (m_Terrain->GetTriangulationDir(i, j))
{
ADD(pos[0][0]);
ADD(pos[1][0]);
ADD(pos[0][1]);
ADD(pos[1][0]);
ADD(pos[1][1]);
ADD(pos[0][1]);
}
else
{
ADD(pos[0][0]);
ADD(pos[1][0]);
ADD(pos[1][1]);
ADD(pos[1][1]);
ADD(pos[0][1]);
ADD(pos[0][0]);
}
#undef ADD
CShaderTechniquePtr overlayTech =
g_Renderer.GetShaderManager().LoadEffect(str_debug_line);
overlayTech->BeginPass();
CShaderProgramPtr overlayShader = overlayTech->GetShader();
overlayShader->Bind();
overlayShader->Uniform(str_transform, g_Renderer.GetViewCamera().GetViewProjection());
overlayShader->Uniform(str_color, color);
overlayShader->VertexPointer(3, GL_FLOAT, 0, vertices.data());
overlayShader->AssertPointersBound();
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
glDrawArrays(GL_TRIANGLES, 0, vertices.size() / 3);
overlayShader->Unbind();
overlayTech->EndPass();
#endif
}
void TerrainOverlay::RenderTileOutline(const CColor& color, int line_width, bool draw_hidden)
{
RenderTileOutline(color, line_width, draw_hidden, m_i, m_j);
}
void TerrainOverlay::RenderTileOutline(const CColor& color, int line_width, bool draw_hidden, ssize_t i, ssize_t j)
{
if (draw_hidden)
{
glDisable(GL_DEPTH_TEST);
glDisable(GL_CULL_FACE);
}
else
{
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
}
#if CONFIG2_GLES
#warning TODO: implement TerrainOverlay::RenderTileOutline for GLES
#else
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
if (line_width != 1)
glLineWidth((float)line_width);
std::vector<float> vertices;
#define ADD(i, j) \
m_Terrain->CalcPosition(i, j, position); \
vertices.emplace_back(position.X); \
vertices.emplace_back(position.Y); \
vertices.emplace_back(position.Z);
CVector3D position;
ADD(i, j);
ADD(i+1, j);
ADD(i+1, j+1);
ADD(i, j+1);
#undef ADD
CShaderTechniquePtr overlayTech =
g_Renderer.GetShaderManager().LoadEffect(str_debug_line);
overlayTech->BeginPass();
CShaderProgramPtr overlayShader = overlayTech->GetShader();
overlayShader->Bind();
overlayShader->Uniform(str_transform, g_Renderer.GetViewCamera().GetViewProjection());
overlayShader->Uniform(str_color, color);
overlayShader->VertexPointer(3, GL_FLOAT, 0, vertices.data());
overlayShader->AssertPointersBound();
glDrawArrays(GL_QUADS, 0, vertices.size() / 3);
overlayShader->Unbind();
overlayTech->EndPass();
if (line_width != 1)
glLineWidth(1.0f);
#endif
}
//////////////////////////////////////////////////////////////////////////
TerrainTextureOverlay::TerrainTextureOverlay(float texelsPerTile, int priority) :
ITerrainOverlay(priority), m_TexelsPerTile(texelsPerTile), m_Texture(0), m_TextureW(0), m_TextureH(0)
{
glGenTextures(1, &m_Texture);
}
TerrainTextureOverlay::~TerrainTextureOverlay()
{
glDeleteTextures(1, &m_Texture);
}
void TerrainTextureOverlay::RenderAfterWater(int cullGroup)
{
CTerrain* terrain = g_Game->GetWorld()->GetTerrain();
ssize_t w = (ssize_t)(terrain->GetTilesPerSide() * m_TexelsPerTile);
ssize_t h = (ssize_t)(terrain->GetTilesPerSide() * m_TexelsPerTile);
pglActiveTextureARB(GL_TEXTURE0);
// Recreate the texture with new size if necessary
if (round_up_to_pow2(w) != m_TextureW || round_up_to_pow2(h) != m_TextureH)
{
m_TextureW = round_up_to_pow2(w);
m_TextureH = round_up_to_pow2(h);
glBindTexture(GL_TEXTURE_2D, m_Texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, m_TextureW, m_TextureH, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_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);
}
u8* data = (u8*)calloc(w * h, 4);
BuildTextureRGBA(data, w, h);
glBindTexture(GL_TEXTURE_2D, m_Texture);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, w, h, GL_RGBA, GL_UNSIGNED_BYTE, data);
free(data);
CMatrix3D matrix;
matrix.SetZero();
matrix._11 = m_TexelsPerTile / (m_TextureW * TERRAIN_TILE_SIZE);
matrix._23 = m_TexelsPerTile / (m_TextureH * TERRAIN_TILE_SIZE);
matrix._44 = 1;
g_Renderer.GetTerrainRenderer().RenderTerrainOverlayTexture(cullGroup, matrix, m_Texture);
}
SColor4ub TerrainTextureOverlay::GetColor(size_t idx, u8 alpha) const
{
static u8 colors[][3] = {
{ 255, 0, 0 },
{ 0, 255, 0 },
{ 0, 0, 255 },
{ 255, 255, 0 },
{ 255, 0, 255 },
{ 0, 255, 255 },
{ 255, 255, 255 },
{ 127, 0, 0 },
{ 0, 127, 0 },
{ 0, 0, 127 },
{ 127, 127, 0 },
{ 127, 0, 127 },
{ 0, 127, 127 },
{ 127, 127, 127},
{ 255, 127, 0 },
{ 127, 255, 0 },
{ 255, 0, 127 },
{ 127, 0, 255},
{ 0, 255, 127 },
{ 0, 127, 255},
{ 255, 127, 127},
{ 127, 255, 127},
{ 127, 127, 255},
{ 127, 255, 255 },
{ 255, 127, 255 },
{ 255, 255, 127 },
};
size_t c = idx % ARRAY_SIZE(colors);
return SColor4ub(colors[c][0], colors[c][1], colors[c][2], alpha);
}