1
0
forked from 0ad/0ad
0ad/source/graphics/LOSTexture.cpp

485 lines
14 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 "LOSTexture.h"
#include "graphics/ShaderManager.h"
#include "lib/bits.h"
#include "lib/config2.h"
#include "lib/timer.h"
#include "maths/MathUtil.h"
#include "ps/CLogger.h"
#include "ps/CStrInternStatic.h"
#include "ps/Game.h"
#include "ps/Profile.h"
#include "renderer/backend/IDevice.h"
#include "renderer/Renderer.h"
#include "renderer/RenderingOptions.h"
#include "renderer/TimeManager.h"
#include "simulation2/Simulation2.h"
#include "simulation2/components/ICmpRangeManager.h"
#include "simulation2/helpers/Los.h"
/*
The LOS bitmap is computed with one value per LOS vertex, based on
CCmpRangeManager's visibility information.
The bitmap is then blurred using an NxN filter (in particular a
7-tap Binomial filter as an efficient integral approximation of a Gaussian).
To implement the blur efficiently without using extra memory for a second copy
of the bitmap, we generate the bitmap with (N-1)/2 pixels of padding on each side,
then the blur shifts the image back into the corner.
The blurred bitmap is then uploaded into a GL texture for use by the renderer.
*/
// Blur with a NxN filter, where N = g_BlurSize must be an odd number.
// Keep it in relation to the number of impassable tiles in MAP_EDGE_TILES.
static const size_t g_BlurSize = 7;
// Alignment (in bytes) of the pixel data passed into texture uploading.
// This must be a multiple of GL_UNPACK_ALIGNMENT, which ought to be 1 (since
// that's what we set it to) but in some weird cases appears to have a different
// value. (See Trac #2594). Multiples of 4 are possibly good for performance anyway.
static const size_t g_SubTextureAlignment = 4;
CLOSTexture::CLOSTexture(CSimulation2& simulation)
: m_Simulation(simulation)
{
if (CRenderer::IsInitialised() && g_RenderingOptions.GetSmoothLOS())
CreateShader();
}
CLOSTexture::~CLOSTexture()
{
m_SmoothFramebuffers[0].reset();
m_SmoothFramebuffers[1].reset();
if (m_Texture)
DeleteTexture();
}
// Create the LOS texture engine. Should be ran only once.
bool CLOSTexture::CreateShader()
{
m_SmoothTech = g_Renderer.GetShaderManager().LoadEffect(str_los_interp);
m_ShaderInitialized = m_SmoothTech && m_SmoothTech->GetShader();
if (!m_ShaderInitialized)
{
LOGERROR("Failed to load SmoothLOS shader, disabling.");
g_RenderingOptions.SetSmoothLOS(false);
return false;
}
const std::array<Renderer::Backend::SVertexAttributeFormat, 2> attributes{{
{Renderer::Backend::VertexAttributeStream::POSITION,
Renderer::Backend::Format::R32G32_SFLOAT, 0, sizeof(float) * 2,
Renderer::Backend::VertexAttributeRate::PER_VERTEX, 0},
{Renderer::Backend::VertexAttributeStream::UV0,
Renderer::Backend::Format::R32G32_SFLOAT, 0, sizeof(float) * 2,
Renderer::Backend::VertexAttributeRate::PER_VERTEX, 1}
}};
m_VertexInputLayout = g_Renderer.GetVertexInputLayout(attributes);
return true;
}
void CLOSTexture::DeleteTexture()
{
m_Texture.reset();
m_SmoothTextures[0].reset();
m_SmoothTextures[1].reset();
}
void CLOSTexture::MakeDirty()
{
m_Dirty = true;
}
Renderer::Backend::ITexture* CLOSTexture::GetTextureSmooth()
{
if (CRenderer::IsInitialised() && !g_RenderingOptions.GetSmoothLOS())
return GetTexture();
else
return m_SmoothTextures[m_WhichTexture].get();
}
void CLOSTexture::InterpolateLOS(Renderer::Backend::IDeviceCommandContext* deviceCommandContext)
{
const bool skipSmoothLOS = CRenderer::IsInitialised() && !g_RenderingOptions.GetSmoothLOS();
if (!skipSmoothLOS && !m_ShaderInitialized)
{
if (!CreateShader())
return;
// RecomputeTexture will not cause the ConstructTexture to run.
// Force the textures to be created.
DeleteTexture();
ConstructTexture(deviceCommandContext);
m_Dirty = true;
}
if (m_Dirty)
{
RecomputeTexture(deviceCommandContext);
// We need to subtract the frame time because without it we have the
// same output images for the current and previous frames.
m_LastTextureRecomputeTime = timer_Time() - g_Renderer.GetTimeManager().GetFrameDelta();
m_WhichTexture = 1u - m_WhichTexture;
m_Dirty = false;
}
if (skipSmoothLOS)
return;
GPU_SCOPED_LABEL(deviceCommandContext, "Render LOS texture");
deviceCommandContext->BeginFramebufferPass(m_SmoothFramebuffers[m_WhichTexture].get());
deviceCommandContext->SetGraphicsPipelineState(
m_SmoothTech->GetGraphicsPipelineState());
deviceCommandContext->BeginPass();
Renderer::Backend::IShaderProgram* shader = m_SmoothTech->GetShader();
deviceCommandContext->SetTexture(
shader->GetBindingSlot(str_losTex1), m_Texture.get());
deviceCommandContext->SetTexture(
shader->GetBindingSlot(str_losTex2), m_SmoothTextures[1u - m_WhichTexture].get());
const float delta = Clamp<float>(
(timer_Time() - m_LastTextureRecomputeTime) * 2.0f, 0.0f, 1.0f);
deviceCommandContext->SetUniform(shader->GetBindingSlot(str_delta), delta);
Renderer::Backend::IDeviceCommandContext::Rect viewportRect{};
viewportRect.width = m_Texture->GetWidth();
viewportRect.height = m_Texture->GetHeight();
deviceCommandContext->SetViewports(1, &viewportRect);
const bool flip =
deviceCommandContext->GetDevice()->GetBackend() == Renderer::Backend::Backend::VULKAN;
const float bottomV = flip ? 1.0 : 0.0f;
const float topV = flip ? 0.0f : 1.0f;
float quadVerts[] =
{
1.0f, 1.0f,
-1.0f, 1.0f,
-1.0f, -1.0f,
-1.0f, -1.0f,
1.0f, -1.0f,
1.0f, 1.0f
};
float quadTex[] =
{
1.0f, topV,
0.0f, topV,
0.0f, bottomV,
0.0f, bottomV,
1.0f, bottomV,
1.0f, topV
};
deviceCommandContext->SetVertexInputLayout(m_VertexInputLayout);
deviceCommandContext->SetVertexBufferData(
0, quadVerts, std::size(quadVerts) * sizeof(quadVerts[0]));
deviceCommandContext->SetVertexBufferData(
1, quadTex, std::size(quadTex) * sizeof(quadTex[0]));
deviceCommandContext->Draw(0, 6);
deviceCommandContext->EndPass();
deviceCommandContext->EndFramebufferPass();
}
Renderer::Backend::ITexture* CLOSTexture::GetTexture()
{
ENSURE(!m_Dirty);
return m_Texture.get();
}
const CMatrix3D& CLOSTexture::GetTextureMatrix()
{
ENSURE(!m_Dirty);
return m_TextureMatrix;
}
const CMatrix3D& CLOSTexture::GetMinimapTextureMatrix()
{
ENSURE(!m_Dirty);
return m_MinimapTextureMatrix;
}
void CLOSTexture::ConstructTexture(Renderer::Backend::IDeviceCommandContext* deviceCommandContext)
{
CmpPtr<ICmpRangeManager> cmpRangeManager(m_Simulation, SYSTEM_ENTITY);
if (!cmpRangeManager)
return;
m_MapSize = cmpRangeManager->GetVerticesPerSide();
const size_t textureSize = round_up_to_pow2(round_up((size_t)m_MapSize + g_BlurSize - 1, g_SubTextureAlignment));
Renderer::Backend::IDevice* backendDevice = deviceCommandContext->GetDevice();
const Renderer::Backend::Sampler::Desc defaultSamplerDesc =
Renderer::Backend::Sampler::MakeDefaultSampler(
Renderer::Backend::Sampler::Filter::LINEAR,
Renderer::Backend::Sampler::AddressMode::CLAMP_TO_EDGE);
if (backendDevice->IsFramebufferFormatSupported(Renderer::Backend::Format::R8_UNORM))
{
m_TextureFormat = Renderer::Backend::Format::R8_UNORM;
m_TextureFormatStride = 1;
}
else
{
m_TextureFormat = Renderer::Backend::Format::R8G8B8A8_UNORM;
m_TextureFormatStride = 4;
}
m_Texture = backendDevice->CreateTexture2D("LOSTexture",
Renderer::Backend::ITexture::Usage::TRANSFER_DST |
Renderer::Backend::ITexture::Usage::SAMPLED,
m_TextureFormat, textureSize, textureSize, defaultSamplerDesc);
// Initialise texture with SoD color, for the areas we don't
// overwrite with uploading later.
const size_t textureDataSize = textureSize * textureSize * m_TextureFormatStride;
std::unique_ptr<u8[]> texData = std::make_unique<u8[]>(textureDataSize);
memset(texData.get(), 0x00, textureDataSize);
if (CRenderer::IsInitialised() && g_RenderingOptions.GetSmoothLOS())
{
const uint32_t usage =
Renderer::Backend::ITexture::Usage::TRANSFER_DST |
Renderer::Backend::ITexture::Usage::SAMPLED |
Renderer::Backend::ITexture::Usage::COLOR_ATTACHMENT;
m_SmoothTextures[0] = backendDevice->CreateTexture2D("LOSSmoothTexture0",
usage, m_TextureFormat, textureSize, textureSize, defaultSamplerDesc);
m_SmoothTextures[1] = backendDevice->CreateTexture2D("LOSSmoothTexture1",
usage, m_TextureFormat, textureSize, textureSize, defaultSamplerDesc);
Renderer::Backend::SColorAttachment colorAttachment{};
colorAttachment.texture = m_SmoothTextures[0].get();
colorAttachment.loadOp = Renderer::Backend::AttachmentLoadOp::DONT_CARE;
colorAttachment.storeOp = Renderer::Backend::AttachmentStoreOp::STORE;
colorAttachment.clearColor = CColor{0.0f, 0.0f, 0.0f, 0.0f};
m_SmoothFramebuffers[0] = backendDevice->CreateFramebuffer(
"LOSSmoothFramebuffer0", &colorAttachment, nullptr);
colorAttachment.texture = m_SmoothTextures[1].get();
m_SmoothFramebuffers[1] = backendDevice->CreateFramebuffer(
"LOSSmoothFramebuffer1", &colorAttachment, nullptr);
if (!m_SmoothFramebuffers[0] || !m_SmoothFramebuffers[1])
{
LOGERROR("Failed to create LOS framebuffers");
g_RenderingOptions.SetSmoothLOS(false);
}
deviceCommandContext->UploadTexture(
m_SmoothTextures[0].get(), m_TextureFormat, texData.get(), textureDataSize);
deviceCommandContext->UploadTexture(
m_SmoothTextures[1].get(), m_TextureFormat, texData.get(), textureDataSize);
}
deviceCommandContext->UploadTexture(
m_Texture.get(), m_TextureFormat, texData.get(), textureDataSize);
texData.reset();
{
// Texture matrix: We want to map
// world pos (0, y, 0) (i.e. first vertex)
// onto texcoord (0.5/texsize, 0.5/texsize) (i.e. middle of first texel);
// world pos ((mapsize-1)*cellsize, y, (mapsize-1)*cellsize) (i.e. last vertex)
// onto texcoord ((mapsize-0.5) / texsize, (mapsize-0.5) / texsize) (i.e. middle of last texel)
float s = (m_MapSize-1) / static_cast<float>(textureSize * (m_MapSize-1) * LOS_TILE_SIZE);
float t = 0.5f / textureSize;
m_TextureMatrix.SetZero();
m_TextureMatrix._11 = s;
m_TextureMatrix._23 = s;
m_TextureMatrix._14 = t;
m_TextureMatrix._24 = t;
m_TextureMatrix._44 = 1;
}
{
// Minimap matrix: We want to map UV (0,0)-(1,1) onto (0,0)-(mapsize/texsize, mapsize/texsize)
float s = m_MapSize / (float)textureSize;
m_MinimapTextureMatrix.SetZero();
m_MinimapTextureMatrix._11 = s;
m_MinimapTextureMatrix._22 = s;
m_MinimapTextureMatrix._44 = 1;
}
}
void CLOSTexture::RecomputeTexture(Renderer::Backend::IDeviceCommandContext* deviceCommandContext)
{
// If the map was resized, delete and regenerate the texture
if (m_Texture)
{
CmpPtr<ICmpRangeManager> cmpRangeManager(m_Simulation, SYSTEM_ENTITY);
if (!cmpRangeManager || m_MapSize != cmpRangeManager->GetVerticesPerSide())
DeleteTexture();
}
bool recreated = false;
if (!m_Texture)
{
ConstructTexture(deviceCommandContext);
recreated = true;
}
PROFILE("recompute LOS texture");
CmpPtr<ICmpRangeManager> cmpRangeManager(m_Simulation, SYSTEM_ENTITY);
if (!cmpRangeManager)
return;
size_t pitch;
const size_t dataSize = GetBitmapSize(m_MapSize, m_MapSize, &pitch);
ENSURE(pitch * m_MapSize <= dataSize);
std::unique_ptr<u8[]> losData = std::make_unique<u8[]>(
dataSize * m_TextureFormatStride);
CLosQuerier los(cmpRangeManager->GetLosQuerier(m_Simulation.GetSimContext().GetCurrentDisplayedPlayer()));
GenerateBitmap(los, &losData[0], m_MapSize, m_MapSize, pitch);
// GenerateBitmap writes data tightly packed and we need to offset it to fit
// into the texture format properly.
const size_t textureDataPitch = pitch * m_TextureFormatStride;
if (m_TextureFormatStride > 1)
{
// We skip the last byte because it will be first in our order and we
// don't need to move it.
for (size_t index = 0; index + 1 < dataSize; ++index)
{
const size_t oldAddress = dataSize - 1 - index;
const size_t newAddress = oldAddress * m_TextureFormatStride;
losData[newAddress] = losData[oldAddress];
losData[oldAddress] = 0;
}
}
if (CRenderer::IsInitialised() && g_RenderingOptions.GetSmoothLOS() && recreated)
{
deviceCommandContext->UploadTextureRegion(
m_SmoothTextures[0].get(), m_TextureFormat, losData.get(),
textureDataPitch * m_MapSize, 0, 0, pitch, m_MapSize);
deviceCommandContext->UploadTextureRegion(
m_SmoothTextures[1].get(), m_TextureFormat, losData.get(),
textureDataPitch * m_MapSize, 0, 0, pitch, m_MapSize);
}
deviceCommandContext->UploadTextureRegion(
m_Texture.get(), m_TextureFormat, losData.get(),
textureDataPitch * m_MapSize, 0, 0, pitch, m_MapSize);
}
size_t CLOSTexture::GetBitmapSize(size_t w, size_t h, size_t* pitch)
{
*pitch = round_up(w + g_BlurSize - 1, g_SubTextureAlignment);
return *pitch * (h + g_BlurSize - 1);
}
void CLOSTexture::GenerateBitmap(const CLosQuerier& los, u8* losData, size_t w, size_t h, size_t pitch)
{
u8 *dataPtr = losData;
// Initialise the top padding
for (size_t j = 0; j < g_BlurSize/2; ++j)
for (size_t i = 0; i < pitch; ++i)
*dataPtr++ = 0;
for (size_t j = 0; j < h; ++j)
{
// Initialise the left padding
for (size_t i = 0; i < g_BlurSize/2; ++i)
*dataPtr++ = 0;
// Fill in the visibility data
for (size_t i = 0; i < w; ++i)
{
if (los.IsVisible_UncheckedRange(i, j))
*dataPtr++ = 255;
else if (los.IsExplored_UncheckedRange(i, j))
*dataPtr++ = 127;
else
*dataPtr++ = 0;
}
// Initialise the right padding
for (size_t i = 0; i < pitch - w - g_BlurSize/2; ++i)
*dataPtr++ = 0;
}
// Initialise the bottom padding
for (size_t j = 0; j < g_BlurSize/2; ++j)
for (size_t i = 0; i < pitch; ++i)
*dataPtr++ = 0;
// Horizontal blur:
for (size_t j = g_BlurSize/2; j < h + g_BlurSize/2; ++j)
{
for (size_t i = 0; i < w; ++i)
{
u8* d = &losData[i+j*pitch];
*d = (
1*d[0] +
6*d[1] +
15*d[2] +
20*d[3] +
15*d[4] +
6*d[5] +
1*d[6]
) / 64;
}
}
// Vertical blur:
for (size_t j = 0; j < h; ++j)
{
for (size_t i = 0; i < w; ++i)
{
u8* d = &losData[i+j*pitch];
*d = (
1*d[0*pitch] +
6*d[1*pitch] +
15*d[2*pitch] +
20*d[3*pitch] +
15*d[4*pitch] +
6*d[5*pitch] +
1*d[6*pitch]
) / 64;
}
}
}