1
0
forked from 0ad/0ad
0ad/source/renderer/WaterManager.cpp
vladislavbelov b9fd6f18f0 Adds proper IBuffer usage instead of dynamic flag.
Comments By: phosit
Differential Revision: https://code.wildfiregames.com/D5281
This was SVN commit r28107.
2024-06-10 19:31:41 +00:00

1156 lines
38 KiB
C++

/* Copyright (C) 2024 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 "graphics/Terrain.h"
#include "graphics/TextureManager.h"
#include "graphics/ShaderManager.h"
#include "graphics/ShaderProgram.h"
#include "lib/bits.h"
#include "lib/timer.h"
#include "maths/MathUtil.h"
#include "maths/Vector2D.h"
#include "ps/CLogger.h"
#include "ps/CStrInternStatic.h"
#include "ps/Game.h"
#include "ps/World.h"
#include "renderer/backend/IDevice.h"
#include "renderer/Renderer.h"
#include "renderer/RenderingOptions.h"
#include "renderer/SceneRenderer.h"
#include "renderer/WaterManager.h"
#include "simulation2/Simulation2.h"
#include "simulation2/components/ICmpWaterManager.h"
#include "simulation2/components/ICmpRangeManager.h"
#include <algorithm>
struct CoastalPoint
{
CoastalPoint(int idx, CVector2D pos) : index(idx), position(pos) {};
int index;
CVector2D position;
};
struct SWavesVertex
{
// vertex position
CVector3D m_BasePosition;
CVector3D m_ApexPosition;
CVector3D m_SplashPosition;
CVector3D m_RetreatPosition;
CVector2D m_PerpVect;
float m_UV[2];
};
cassert(sizeof(SWavesVertex) == 64);
struct WaveObject
{
CVertexBufferManager::Handle m_VBVertices;
CBoundingBoxAligned m_AABB;
size_t m_Width;
float m_TimeDiff;
};
WaterManager::WaterManager(Renderer::Backend::IDevice* device)
: m_Device(device)
{
// water
m_RenderWater = false; // disabled until textures are successfully loaded
m_WaterHeight = 5.0f;
m_RefTextureSize = 0;
m_WaterTexTimer = 0.0;
m_WindAngle = 0.0f;
m_Waviness = 8.0f;
m_WaterColor = CColor(0.3f, 0.35f, 0.7f, 1.0f);
m_WaterTint = CColor(0.28f, 0.3f, 0.59f, 1.0f);
m_Murkiness = 0.45f;
m_RepeatPeriod = 16.0f;
m_WaterEffects = true;
m_WaterFancyEffects = false;
m_WaterRealDepth = false;
m_WaterRefraction = false;
m_WaterReflection = false;
m_WaterType = L"ocean";
m_NeedsReloading = false;
m_NeedInfoUpdate = true;
m_MapSize = 0;
m_updatei0 = 0;
m_updatej0 = 0;
m_updatei1 = 0;
m_updatej1 = 0;
}
WaterManager::~WaterManager()
{
// Cleanup if the caller messed up
UnloadWaterTextures();
m_ShoreWaves.clear();
m_ShoreWavesVBIndices.Reset();
m_DistanceHeightmap.reset();
m_WindStrength.reset();
m_FancyEffectsFramebuffer.reset();
m_FancyEffectsOccludersFramebuffer.reset();
m_RefractionFramebuffer.reset();
m_ReflectionFramebuffer.reset();
m_FancyTexture.reset();
m_FancyTextureDepth.reset();
m_ReflFboDepthTexture.reset();
m_RefrFboDepthTexture.reset();
}
void WaterManager::Initialize()
{
const uint32_t stride = sizeof(SWavesVertex);
const std::array<Renderer::Backend::SVertexAttributeFormat, 6> attributes{{
{Renderer::Backend::VertexAttributeStream::POSITION,
Renderer::Backend::Format::R32G32B32_SFLOAT,
offsetof(SWavesVertex, m_BasePosition), stride,
Renderer::Backend::VertexAttributeRate::PER_VERTEX, 0},
{Renderer::Backend::VertexAttributeStream::NORMAL,
Renderer::Backend::Format::R32G32_SFLOAT,
offsetof(SWavesVertex, m_PerpVect), stride,
Renderer::Backend::VertexAttributeRate::PER_VERTEX, 0},
{Renderer::Backend::VertexAttributeStream::UV0,
Renderer::Backend::Format::R32G32_SFLOAT,
offsetof(SWavesVertex, m_UV), stride,
Renderer::Backend::VertexAttributeRate::PER_VERTEX, 0},
{Renderer::Backend::VertexAttributeStream::UV1,
Renderer::Backend::Format::R32G32B32_SFLOAT,
offsetof(SWavesVertex, m_ApexPosition), stride,
Renderer::Backend::VertexAttributeRate::PER_VERTEX, 0},
{Renderer::Backend::VertexAttributeStream::UV2,
Renderer::Backend::Format::R32G32B32_SFLOAT,
offsetof(SWavesVertex, m_SplashPosition), stride,
Renderer::Backend::VertexAttributeRate::PER_VERTEX, 0},
{Renderer::Backend::VertexAttributeStream::UV3,
Renderer::Backend::Format::R32G32B32_SFLOAT,
offsetof(SWavesVertex, m_RetreatPosition), stride,
Renderer::Backend::VertexAttributeRate::PER_VERTEX, 0}
}};
m_ShoreVertexInputLayout = g_Renderer.GetVertexInputLayout(attributes);
}
///////////////////////////////////////////////////////////////////
// Progressive load of water textures
int WaterManager::LoadWaterTextures()
{
// TODO: this doesn't need to be progressive-loading any more
// (since texture loading is async now)
wchar_t pathname[PATH_MAX];
// Load diffuse grayscale images (for non-fancy water)
for (size_t i = 0; i < ARRAY_SIZE(m_WaterTexture); ++i)
{
swprintf_s(pathname, ARRAY_SIZE(pathname), L"art/textures/animated/water/default/diffuse%02d.dds", (int)i+1);
CTextureProperties textureProps(pathname);
textureProps.SetAddressMode(
Renderer::Backend::Sampler::AddressMode::REPEAT);
CTexturePtr texture = g_Renderer.GetTextureManager().CreateTexture(textureProps);
texture->Prefetch();
m_WaterTexture[i] = texture;
}
m_RenderWater = true;
// Load normalmaps (for fancy water)
ReloadWaterNormalTextures();
// Load CoastalWaves
{
CTextureProperties textureProps(L"art/textures/terrain/types/water/coastalWave.png");
textureProps.SetAddressMode(
Renderer::Backend::Sampler::AddressMode::REPEAT);
CTexturePtr texture = g_Renderer.GetTextureManager().CreateTexture(textureProps);
texture->Prefetch();
m_WaveTex = texture;
}
// Load Foam
{
CTextureProperties textureProps(L"art/textures/terrain/types/water/foam.png");
textureProps.SetAddressMode(
Renderer::Backend::Sampler::AddressMode::REPEAT);
CTexturePtr texture = g_Renderer.GetTextureManager().CreateTexture(textureProps);
texture->Prefetch();
m_FoamTex = texture;
}
RecreateOrLoadTexturesIfNeeded();
return 0;
}
void WaterManager::RecreateOrLoadTexturesIfNeeded()
{
// Use screen-sized textures for minimum artifacts.
const size_t newRefTextureSize = round_up_to_pow2(g_Renderer.GetHeight());
if (m_RefTextureSize != newRefTextureSize)
{
m_ReflectionFramebuffer.reset();
m_ReflectionTexture.reset();
m_ReflFboDepthTexture.reset();
m_RefractionFramebuffer.reset();
m_RefractionTexture.reset();
m_RefrFboDepthTexture.reset();
m_RefTextureSize = newRefTextureSize;
}
const Renderer::Backend::Format depthFormat =
m_Device->GetPreferredDepthStencilFormat(
Renderer::Backend::ITexture::Usage::SAMPLED |
Renderer::Backend::ITexture::Usage::DEPTH_STENCIL_ATTACHMENT,
true, false);
// Create reflection textures.
const bool needsReflectionTextures =
g_RenderingOptions.GetWaterEffects() &&
g_RenderingOptions.GetWaterReflection();
if (needsReflectionTextures && !m_ReflectionTexture)
{
m_ReflectionTexture = m_Device->CreateTexture2D("WaterReflectionTexture",
Renderer::Backend::ITexture::Usage::SAMPLED |
Renderer::Backend::ITexture::Usage::COLOR_ATTACHMENT,
Renderer::Backend::Format::R8G8B8A8_UNORM, m_RefTextureSize, m_RefTextureSize,
Renderer::Backend::Sampler::MakeDefaultSampler(
Renderer::Backend::Sampler::Filter::LINEAR,
Renderer::Backend::Sampler::AddressMode::MIRRORED_REPEAT));
m_ReflFboDepthTexture = m_Device->CreateTexture2D("WaterReflectionDepthTexture",
Renderer::Backend::ITexture::Usage::SAMPLED |
Renderer::Backend::ITexture::Usage::DEPTH_STENCIL_ATTACHMENT,
depthFormat, m_RefTextureSize, m_RefTextureSize,
Renderer::Backend::Sampler::MakeDefaultSampler(
Renderer::Backend::Sampler::Filter::NEAREST,
Renderer::Backend::Sampler::AddressMode::REPEAT));
Renderer::Backend::SColorAttachment colorAttachment{};
colorAttachment.texture = m_ReflectionTexture.get();
colorAttachment.loadOp = Renderer::Backend::AttachmentLoadOp::CLEAR;
colorAttachment.storeOp = Renderer::Backend::AttachmentStoreOp::STORE;
colorAttachment.clearColor = CColor{0.5f, 0.5f, 1.0f, 0.0f};
Renderer::Backend::SDepthStencilAttachment depthStencilAttachment{};
depthStencilAttachment.texture = m_ReflFboDepthTexture.get();
depthStencilAttachment.loadOp = Renderer::Backend::AttachmentLoadOp::CLEAR;
depthStencilAttachment.storeOp = Renderer::Backend::AttachmentStoreOp::STORE;
m_ReflectionFramebuffer = m_Device->CreateFramebuffer("ReflectionFramebuffer",
&colorAttachment, &depthStencilAttachment);
if (!m_ReflectionFramebuffer)
{
g_RenderingOptions.SetWaterReflection(false);
UpdateQuality();
}
}
// Create refraction textures.
const bool needsRefractionTextures =
g_RenderingOptions.GetWaterEffects() &&
g_RenderingOptions.GetWaterRefraction();
if (needsRefractionTextures && !m_RefractionTexture)
{
m_RefractionTexture = m_Device->CreateTexture2D("WaterRefractionTexture",
Renderer::Backend::ITexture::Usage::SAMPLED |
Renderer::Backend::ITexture::Usage::COLOR_ATTACHMENT,
Renderer::Backend::Format::R8G8B8A8_UNORM, m_RefTextureSize, m_RefTextureSize,
Renderer::Backend::Sampler::MakeDefaultSampler(
Renderer::Backend::Sampler::Filter::LINEAR,
Renderer::Backend::Sampler::AddressMode::MIRRORED_REPEAT));
m_RefrFboDepthTexture = m_Device->CreateTexture2D("WaterRefractionDepthTexture",
Renderer::Backend::ITexture::Usage::SAMPLED |
Renderer::Backend::ITexture::Usage::DEPTH_STENCIL_ATTACHMENT,
depthFormat, m_RefTextureSize, m_RefTextureSize,
Renderer::Backend::Sampler::MakeDefaultSampler(
Renderer::Backend::Sampler::Filter::NEAREST,
Renderer::Backend::Sampler::AddressMode::REPEAT));
Renderer::Backend::SColorAttachment colorAttachment{};
colorAttachment.texture = m_RefractionTexture.get();
colorAttachment.loadOp = Renderer::Backend::AttachmentLoadOp::CLEAR;
colorAttachment.storeOp = Renderer::Backend::AttachmentStoreOp::STORE;
colorAttachment.clearColor = CColor{1.0f, 0.0f, 0.0f, 0.0f};
Renderer::Backend::SDepthStencilAttachment depthStencilAttachment{};
depthStencilAttachment.texture = m_RefrFboDepthTexture.get();
depthStencilAttachment.loadOp = Renderer::Backend::AttachmentLoadOp::CLEAR;
depthStencilAttachment.storeOp = Renderer::Backend::AttachmentStoreOp::STORE;
m_RefractionFramebuffer = m_Device->CreateFramebuffer("RefractionFramebuffer",
&colorAttachment, &depthStencilAttachment);
if (!m_RefractionFramebuffer)
{
g_RenderingOptions.SetWaterRefraction(false);
UpdateQuality();
}
}
const uint32_t newWidth = static_cast<uint32_t>(g_Renderer.GetWidth());
const uint32_t newHeight = static_cast<uint32_t>(g_Renderer.GetHeight());
if (m_FancyTexture && (m_FancyTexture->GetWidth() != newWidth || m_FancyTexture->GetHeight() != newHeight))
{
m_FancyEffectsFramebuffer.reset();
m_FancyEffectsOccludersFramebuffer.reset();
m_FancyTexture.reset();
m_FancyTextureDepth.reset();
}
// Create the Fancy Effects textures.
const bool needsFancyTextures =
g_RenderingOptions.GetWaterEffects() &&
g_RenderingOptions.GetWaterFancyEffects();
if (needsFancyTextures && !m_FancyTexture)
{
m_FancyTexture = m_Device->CreateTexture2D("WaterFancyTexture",
Renderer::Backend::ITexture::Usage::SAMPLED |
Renderer::Backend::ITexture::Usage::COLOR_ATTACHMENT,
Renderer::Backend::Format::R8G8B8A8_UNORM, g_Renderer.GetWidth(), g_Renderer.GetHeight(),
Renderer::Backend::Sampler::MakeDefaultSampler(
Renderer::Backend::Sampler::Filter::LINEAR,
Renderer::Backend::Sampler::AddressMode::REPEAT));
m_FancyTextureDepth = m_Device->CreateTexture2D("WaterFancyDepthTexture",
Renderer::Backend::ITexture::Usage::DEPTH_STENCIL_ATTACHMENT,
depthFormat, g_Renderer.GetWidth(), g_Renderer.GetHeight(),
Renderer::Backend::Sampler::MakeDefaultSampler(
Renderer::Backend::Sampler::Filter::LINEAR,
Renderer::Backend::Sampler::AddressMode::REPEAT));
Renderer::Backend::SColorAttachment colorAttachment{};
colorAttachment.texture = m_FancyTexture.get();
colorAttachment.loadOp = Renderer::Backend::AttachmentLoadOp::CLEAR;
colorAttachment.storeOp = Renderer::Backend::AttachmentStoreOp::STORE;
colorAttachment.clearColor = CColor{0.0f, 0.0f, 0.0f, 0.0f};
Renderer::Backend::SDepthStencilAttachment depthStencilAttachment{};
depthStencilAttachment.texture = m_FancyTextureDepth.get();
depthStencilAttachment.loadOp = Renderer::Backend::AttachmentLoadOp::CLEAR;
// We need to store depth for later rendering occluders.
depthStencilAttachment.storeOp = Renderer::Backend::AttachmentStoreOp::STORE;
m_FancyEffectsFramebuffer = m_Device->CreateFramebuffer("FancyEffectsFramebuffer",
&colorAttachment, &depthStencilAttachment);
Renderer::Backend::SColorAttachment occludersColorAttachment{};
occludersColorAttachment.texture = m_FancyTexture.get();
occludersColorAttachment.loadOp = Renderer::Backend::AttachmentLoadOp::LOAD;
occludersColorAttachment.storeOp = Renderer::Backend::AttachmentStoreOp::STORE;
occludersColorAttachment.clearColor = CColor{0.0f, 0.0f, 0.0f, 0.0f};
Renderer::Backend::SDepthStencilAttachment occludersDepthStencilAttachment{};
occludersDepthStencilAttachment.texture = m_FancyTextureDepth.get();
occludersDepthStencilAttachment.loadOp = Renderer::Backend::AttachmentLoadOp::LOAD;
occludersDepthStencilAttachment.storeOp = Renderer::Backend::AttachmentStoreOp::DONT_CARE;
m_FancyEffectsOccludersFramebuffer = m_Device->CreateFramebuffer("FancyEffectsOccludersFramebuffer",
&occludersColorAttachment, &occludersDepthStencilAttachment);
if (!m_FancyEffectsFramebuffer || !m_FancyEffectsOccludersFramebuffer)
{
g_RenderingOptions.SetWaterRefraction(false);
UpdateQuality();
}
}
}
void WaterManager::ReloadWaterNormalTextures()
{
wchar_t pathname[PATH_MAX];
for (size_t i = 0; i < ARRAY_SIZE(m_NormalMap); ++i)
{
swprintf_s(pathname, ARRAY_SIZE(pathname), L"art/textures/animated/water/%ls/normal00%02d.png", m_WaterType.c_str(), static_cast<int>(i) + 1);
CTextureProperties textureProps(pathname);
textureProps.SetAddressMode(
Renderer::Backend::Sampler::AddressMode::REPEAT);
textureProps.SetAnisotropicFilter(true);
CTexturePtr texture = g_Renderer.GetTextureManager().CreateTexture(textureProps);
texture->Prefetch();
m_NormalMap[i] = texture;
}
}
///////////////////////////////////////////////////////////////////
// Unload water textures
void WaterManager::UnloadWaterTextures()
{
for (size_t i = 0; i < ARRAY_SIZE(m_WaterTexture); i++)
m_WaterTexture[i].reset();
for (size_t i = 0; i < ARRAY_SIZE(m_NormalMap); i++)
m_NormalMap[i].reset();
m_RefractionFramebuffer.reset();
m_ReflectionFramebuffer.reset();
m_ReflectionTexture.reset();
m_RefractionTexture.reset();
}
template<bool Transpose>
static inline void ComputeDirection(float* distanceMap, const u16* heightmap, float waterHeight, size_t SideSize, size_t maxLevel)
{
#define ABOVEWATER(x, z) (HEIGHT_SCALE * heightmap[z*SideSize + x] >= waterHeight)
#define UPDATELOOKAHEAD \
for (; lookahead <= id2+maxLevel && lookahead < SideSize && \
((!Transpose && !ABOVEWATER(lookahead, id1)) || (Transpose && !ABOVEWATER(id1, lookahead))); ++lookahead)
// Algorithm:
// We want to know the distance to the closest shore point. Go through each line/column,
// keep track of when we encountered the last shore point and how far ahead the next one is.
for (size_t id1 = 0; id1 < SideSize; ++id1)
{
size_t id2 = 0;
const size_t& x = Transpose ? id1 : id2;
const size_t& z = Transpose ? id2 : id1;
size_t level = ABOVEWATER(x, z) ? 0 : maxLevel;
size_t lookahead = (size_t)(level > 0);
UPDATELOOKAHEAD;
// start moving
for (; id2 < SideSize; ++id2)
{
// update current level
if (ABOVEWATER(x, z))
level = 0;
else
level = std::min(level+1, maxLevel);
// move lookahead
if (lookahead == id2)
++lookahead;
UPDATELOOKAHEAD;
// This is the important bit: set the distance to either:
// - the distance to the previous shore point (level)
// - the distance to the next shore point (lookahead-id2)
distanceMap[z*SideSize + x] = std::min(distanceMap[z*SideSize + x], (float)std::min(lookahead-id2, level));
}
}
#undef ABOVEWATER
#undef UPDATELOOKAHEAD
}
///////////////////////////////////////////////////////////////////
// Calculate our binary heightmap from the terrain heightmap.
void WaterManager::RecomputeDistanceHeightmap()
{
const CTerrain& terrain = g_Game->GetWorld()->GetTerrain();
if (!terrain.GetHeightMap())
return;
size_t SideSize = m_MapSize;
// we want to look ahead some distance, but not too much (less efficient and not interesting). This is our lookahead.
const size_t maxLevel = 5;
if (!m_DistanceHeightmap)
{
m_DistanceHeightmap = std::make_unique<float[]>(SideSize * SideSize);
std::fill(m_DistanceHeightmap.get(), m_DistanceHeightmap.get() + SideSize * SideSize, static_cast<float>(maxLevel));
}
// Create a manhattan-distance heightmap.
// This could be refined to only be done near the coast itself, but it's probably not necessary.
const u16* const heightmap = terrain.GetHeightMap();
ComputeDirection<false>(m_DistanceHeightmap.get(), heightmap, m_WaterHeight, SideSize, maxLevel);
ComputeDirection<true>(m_DistanceHeightmap.get(), heightmap, m_WaterHeight, SideSize, maxLevel);
}
// This requires m_DistanceHeightmap to be defined properly.
void WaterManager::CreateWaveMeshes()
{
if (m_MapSize == 0)
return;
const CTerrain& terrain = g_Game->GetWorld()->GetTerrain();
if (!terrain.GetHeightMap())
return;
m_ShoreWaves.clear();
m_ShoreWavesVBIndices.Reset();
if (m_Waviness < 5.0f && m_WaterType != L"ocean")
return;
size_t SideSize = m_MapSize;
// First step: get the points near the coast.
std::set<int> CoastalPointsSet;
for (size_t z = 1; z < SideSize-1; ++z)
for (size_t x = 1; x < SideSize-1; ++x)
// get the points not on the shore but near it, ocean-side
if (m_DistanceHeightmap[z*m_MapSize + x] > 0.5f && m_DistanceHeightmap[z*m_MapSize + x] < 1.5f)
CoastalPointsSet.insert((z)*SideSize + x);
// Second step: create chains out of those coastal points.
static const int around[8][2] = { { -1,-1 }, { -1,0 }, { -1,1 }, { 0,1 }, { 1,1 }, { 1,0 }, { 1,-1 }, { 0,-1 } };
std::vector<std::deque<CoastalPoint> > CoastalPointsChains;
while (!CoastalPointsSet.empty())
{
int index = *(CoastalPointsSet.begin());
int x = index % SideSize;
int y = (index - x ) / SideSize;
std::deque<CoastalPoint> Chain;
Chain.push_front(CoastalPoint(index,CVector2D(x*4,y*4)));
// Erase us.
CoastalPointsSet.erase(CoastalPointsSet.begin());
// We're our starter points. At most we can have 2 points close to us.
// We'll pick the first one and look for its neighbors (he can only have one new)
// Up until we either reach the end of the chain, or ourselves.
// Then go down the other direction if there is any.
int neighbours[2] = { -1, -1 };
int nbNeighb = 0;
for (int i = 0; i < 8; ++i)
{
if (CoastalPointsSet.count(x + around[i][0] + (y + around[i][1])*SideSize))
{
if (nbNeighb < 2)
neighbours[nbNeighb] = x + around[i][0] + (y + around[i][1])*SideSize;
++nbNeighb;
}
}
if (nbNeighb > 2)
continue;
for (int i = 0; i < 2; ++i)
{
if (neighbours[i] == -1)
continue;
// Move to our neighboring point
int xx = neighbours[i] % SideSize;
int yy = (neighbours[i] - xx ) / SideSize;
int indexx = xx + yy*SideSize;
int endedChain = false;
if (i == 0)
Chain.push_back(CoastalPoint(indexx,CVector2D(xx*4,yy*4)));
else
Chain.push_front(CoastalPoint(indexx,CVector2D(xx*4,yy*4)));
// If there's a loop we'll be the "other" neighboring point already so check for that.
// We'll readd at the end/front the other one to have full squares.
if (CoastalPointsSet.count(indexx) == 0)
break;
CoastalPointsSet.erase(indexx);
// Start checking from there.
while(!endedChain)
{
bool found = false;
nbNeighb = 0;
for (int p = 0; p < 8; ++p)
{
if (CoastalPointsSet.count(xx+around[p][0] + (yy + around[p][1])*SideSize))
{
if (nbNeighb >= 2)
{
CoastalPointsSet.erase(xx + yy*SideSize);
continue;
}
++nbNeighb;
// We've found a new point around us.
// Move there
xx = xx + around[p][0];
yy = yy + around[p][1];
indexx = xx + yy*SideSize;
if (i == 0)
Chain.push_back(CoastalPoint(indexx,CVector2D(xx*4,yy*4)));
else
Chain.push_front(CoastalPoint(indexx,CVector2D(xx*4,yy*4)));
CoastalPointsSet.erase(xx + yy*SideSize);
found = true;
break;
}
}
if (!found)
endedChain = true;
}
}
if (Chain.size() > 10)
CoastalPointsChains.push_back(Chain);
}
// (optional) third step: Smooth chains out.
// This is also really dumb.
for (size_t i = 0; i < CoastalPointsChains.size(); ++i)
{
// Bump 1 for smoother.
for (int p = 0; p < 3; ++p)
{
for (size_t j = 1; j < CoastalPointsChains[i].size()-1; ++j)
{
CVector2D realPos = CoastalPointsChains[i][j-1].position + CoastalPointsChains[i][j+1].position;
CoastalPointsChains[i][j].position = (CoastalPointsChains[i][j].position + realPos/2.0f)/2.0f;
}
}
}
// Fourth step: create waves themselves, using those chains. We basically create subchains.
u16 waveSizes = 14; // maximal size in width.
// Construct indices buffer (we can afford one for all of them)
std::vector<u16> water_indices;
for (u16 a = 0; a < waveSizes - 1; ++a)
{
for (u16 rect = 0; rect < 7; ++rect)
{
water_indices.push_back(a * 9 + rect);
water_indices.push_back(a * 9 + 9 + rect);
water_indices.push_back(a * 9 + 1 + rect);
water_indices.push_back(a * 9 + 9 + rect);
water_indices.push_back(a * 9 + 10 + rect);
water_indices.push_back(a * 9 + 1 + rect);
}
}
// Generic indexes, max-length
m_ShoreWavesVBIndices = g_Renderer.GetVertexBufferManager().AllocateChunk(
sizeof(u16), water_indices.size(),
Renderer::Backend::IBuffer::Type::INDEX,
Renderer::Backend::IBuffer::Usage::TRANSFER_DST,
nullptr, CVertexBufferManager::Group::WATER);
m_ShoreWavesVBIndices->m_Owner->UpdateChunkVertices(m_ShoreWavesVBIndices.Get(), &water_indices[0]);
float diff = (rand() % 50) / 5.0f;
std::vector<SWavesVertex> vertices, reversed;
for (size_t i = 0; i < CoastalPointsChains.size(); ++i)
{
for (size_t j = 0; j < CoastalPointsChains[i].size()-waveSizes; ++j)
{
if (CoastalPointsChains[i].size()- 1 - j < waveSizes)
break;
u16 width = waveSizes;
// First pass to get some parameters out.
float outmost = 0.0f; // how far to move on the shore.
float avgDepth = 0.0f;
int sign = 1;
CVector2D firstPerp(0,0), perp(0,0), lastPerp(0,0);
for (u16 a = 0; a < waveSizes;++a)
{
lastPerp = perp;
perp = CVector2D(0,0);
int nb = 0;
CVector2D pos = CoastalPointsChains[i][j+a].position;
CVector2D posPlus;
CVector2D posMinus;
if (a > 0)
{
++nb;
posMinus = CoastalPointsChains[i][j+a-1].position;
perp += pos-posMinus;
}
if (a < waveSizes-1)
{
++nb;
posPlus = CoastalPointsChains[i][j+a+1].position;
perp += posPlus-pos;
}
perp /= nb;
perp = CVector2D(-perp.Y,perp.X).Normalized();
if (a == 0)
firstPerp = perp;
if ( a > 1 && perp.Dot(lastPerp) < 0.90f && perp.Dot(firstPerp) < 0.70f)
{
width = a+1;
break;
}
if (terrain.GetExactGroundLevel(pos.X+perp.X*1.5f, pos.Y+perp.Y*1.5f)
> m_WaterHeight)
sign = -1;
avgDepth += terrain.GetExactGroundLevel(pos.X+sign*perp.X*20.0f,
pos.Y+sign*perp.Y*20.0f) - m_WaterHeight;
float localOutmost = -2.0f;
while (localOutmost < 0.0f)
{
const float depth = terrain.GetExactGroundLevel(
pos.X+sign*perp.X*localOutmost,
pos.Y+sign*perp.Y*localOutmost) - m_WaterHeight;
if (depth < 0.0f || depth > 0.6f)
localOutmost += 0.2f;
else
break;
}
outmost += localOutmost;
}
if (width < 5)
{
j += 6;
continue;
}
outmost /= width;
if (outmost > -0.5f)
{
j += 3;
continue;
}
outmost = -2.5f + outmost * m_Waviness/10.0f;
avgDepth /= width;
if (avgDepth > -1.3f)
{
j += 3;
continue;
}
// we passed the checks, we can create a wave of size "width".
std::unique_ptr<WaveObject> shoreWave = std::make_unique<WaveObject>();
vertices.clear();
vertices.reserve(9 * width);
shoreWave->m_Width = width;
shoreWave->m_TimeDiff = diff;
diff += (rand() % 100) / 25.0f + 4.0f;
for (u16 a = 0; a < width;++a)
{
perp = CVector2D(0,0);
int nb = 0;
CVector2D pos = CoastalPointsChains[i][j+a].position;
CVector2D posPlus;
CVector2D posMinus;
if (a > 0)
{
++nb;
posMinus = CoastalPointsChains[i][j+a-1].position;
perp += pos-posMinus;
}
if (a < waveSizes-1)
{
++nb;
posPlus = CoastalPointsChains[i][j+a+1].position;
perp += posPlus-pos;
}
perp /= nb;
perp = CVector2D(-perp.Y,perp.X).Normalized();
SWavesVertex point[9];
float baseHeight = 0.04f;
float halfWidth = (width-1.0f)/2.0f;
float sideNess = sqrtf(Clamp( (halfWidth - fabsf(a - halfWidth)) / 3.0f, 0.0f, 1.0f));
point[0].m_UV[0] = a; point[0].m_UV[1] = 8;
point[1].m_UV[0] = a; point[1].m_UV[1] = 7;
point[2].m_UV[0] = a; point[2].m_UV[1] = 6;
point[3].m_UV[0] = a; point[3].m_UV[1] = 5;
point[4].m_UV[0] = a; point[4].m_UV[1] = 4;
point[5].m_UV[0] = a; point[5].m_UV[1] = 3;
point[6].m_UV[0] = a; point[6].m_UV[1] = 2;
point[7].m_UV[0] = a; point[7].m_UV[1] = 1;
point[8].m_UV[0] = a; point[8].m_UV[1] = 0;
point[0].m_PerpVect = perp;
point[1].m_PerpVect = perp;
point[2].m_PerpVect = perp;
point[3].m_PerpVect = perp;
point[4].m_PerpVect = perp;
point[5].m_PerpVect = perp;
point[6].m_PerpVect = perp;
point[7].m_PerpVect = perp;
point[8].m_PerpVect = perp;
static const float perpT1[9] = { 6.0f, 6.05f, 6.1f, 6.2f, 6.3f, 6.4f, 6.5f, 6.6f, 9.7f };
static const float perpT2[9] = { 2.0f, 2.1f, 2.2f, 2.3f, 2.4f, 3.0f, 3.3f, 3.6f, 9.5f };
static const float perpT3[9] = { 1.1f, 0.7f, -0.2f, 0.0f, 0.6f, 1.3f, 2.2f, 3.6f, 9.0f };
static const float perpT4[9] = { 2.0f, 2.1f, 1.2f, 1.5f, 1.7f, 1.9f, 2.7f, 3.8f, 9.0f };
static const float heightT1[9] = { 0.0f, 0.2f, 0.5f, 0.8f, 0.9f, 0.85f, 0.6f, 0.2f, 0.0 };
static const float heightT2[9] = { -0.8f, -0.4f, 0.0f, 0.1f, 0.1f, 0.03f, 0.0f, 0.0f, 0.0 };
static const float heightT3[9] = { 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0 };
for (size_t t = 0; t < 9; ++t)
{
const float terrHeight = 0.05f + terrain.GetExactGroundLevel(
pos.X+sign*perp.X*(perpT1[t]+outmost),
pos.Y+sign*perp.Y*(perpT1[t]+outmost));
point[t].m_BasePosition = CVector3D(pos.X+sign*perp.X*(perpT1[t]+outmost), baseHeight + heightT1[t]*sideNess + std::max(m_WaterHeight,terrHeight),
pos.Y+sign*perp.Y*(perpT1[t]+outmost));
}
for (size_t t = 0; t < 9; ++t)
{
const float terrHeight = 0.05f + terrain.GetExactGroundLevel(
pos.X+sign*perp.X*(perpT2[t]+outmost),
pos.Y+sign*perp.Y*(perpT2[t]+outmost));
point[t].m_ApexPosition = CVector3D(pos.X+sign*perp.X*(perpT2[t]+outmost), baseHeight + heightT1[t]*sideNess + std::max(m_WaterHeight,terrHeight),
pos.Y+sign*perp.Y*(perpT2[t]+outmost));
}
for (size_t t = 0; t < 9; ++t)
{
const float terrHeight = 0.05f + terrain.GetExactGroundLevel(
pos.X+sign*perp.X*(perpT3[t]+outmost*sideNess),
pos.Y+sign*perp.Y*(perpT3[t]+outmost*sideNess));
point[t].m_SplashPosition = CVector3D(pos.X+sign*perp.X*(perpT3[t]+outmost*sideNess), baseHeight + heightT2[t]*sideNess + std::max(m_WaterHeight,terrHeight), pos.Y+sign*perp.Y*(perpT3[t]+outmost*sideNess));
}
for (size_t t = 0; t < 9; ++t)
{
const float terrHeight = 0.05f + terrain.GetExactGroundLevel(
pos.X+sign*perp.X*(perpT4[t]+outmost),
pos.Y+sign*perp.Y*(perpT4[t]+outmost));
point[t].m_RetreatPosition = CVector3D(pos.X+sign*perp.X*(perpT4[t]+outmost), baseHeight + heightT3[t]*sideNess + std::max(m_WaterHeight,terrHeight),
pos.Y+sign*perp.Y*(perpT4[t]+outmost));
}
vertices.push_back(point[8]);
vertices.push_back(point[7]);
vertices.push_back(point[6]);
vertices.push_back(point[5]);
vertices.push_back(point[4]);
vertices.push_back(point[3]);
vertices.push_back(point[2]);
vertices.push_back(point[1]);
vertices.push_back(point[0]);
shoreWave->m_AABB += point[8].m_SplashPosition;
shoreWave->m_AABB += point[8].m_BasePosition;
shoreWave->m_AABB += point[0].m_SplashPosition;
shoreWave->m_AABB += point[0].m_BasePosition;
shoreWave->m_AABB += point[4].m_ApexPosition;
}
if (sign == 1)
{
// Let's do some fancy reversing.
reversed.clear();
reversed.reserve(vertices.size());
for (int a = width - 1; a >= 0; --a)
{
for (size_t t = 0; t < 9; ++t)
reversed.push_back(vertices[a * 9 + t]);
}
std::swap(vertices, reversed);
}
j += width/2-1;
shoreWave->m_VBVertices = g_Renderer.GetVertexBufferManager().AllocateChunk(
sizeof(SWavesVertex), vertices.size(),
Renderer::Backend::IBuffer::Type::VERTEX,
Renderer::Backend::IBuffer::Usage::TRANSFER_DST,
nullptr, CVertexBufferManager::Group::WATER);
shoreWave->m_VBVertices->m_Owner->UpdateChunkVertices(shoreWave->m_VBVertices.Get(), &vertices[0]);
m_ShoreWaves.emplace_back(std::move(shoreWave));
}
}
}
void WaterManager::RenderWaves(
Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
const CFrustum& frustrum)
{
if (!m_WaterFancyEffects)
return;
m_WaveTex->UploadBackendTextureIfNeeded(deviceCommandContext);
m_FoamTex->UploadBackendTextureIfNeeded(deviceCommandContext);
GPU_SCOPED_LABEL(deviceCommandContext, "Render Waves");
Renderer::Backend::IFramebuffer* framebuffer =
m_FancyEffectsFramebuffer.get();
deviceCommandContext->BeginFramebufferPass(framebuffer);
Renderer::Backend::IDeviceCommandContext::Rect viewportRect{};
viewportRect.width = framebuffer->GetWidth();
viewportRect.height = framebuffer->GetHeight();
deviceCommandContext->SetViewports(1, &viewportRect);
CShaderTechniquePtr tech = g_Renderer.GetShaderManager().LoadEffect(str_water_waves);
deviceCommandContext->SetGraphicsPipelineState(
tech->GetGraphicsPipelineState());
deviceCommandContext->BeginPass();
Renderer::Backend::IShaderProgram* shader = tech->GetShader();
deviceCommandContext->SetTexture(
shader->GetBindingSlot(str_waveTex), m_WaveTex->GetBackendTexture());
deviceCommandContext->SetTexture(
shader->GetBindingSlot(str_foamTex), m_FoamTex->GetBackendTexture());
deviceCommandContext->SetUniform(
shader->GetBindingSlot(str_time), static_cast<float>(m_WaterTexTimer));
const CMatrix3D transform =
g_Renderer.GetSceneRenderer().GetViewCamera().GetViewProjection();
deviceCommandContext->SetUniform(
shader->GetBindingSlot(str_transform), transform.AsFloatArray());
for (size_t a = 0; a < m_ShoreWaves.size(); ++a)
{
if (!frustrum.IsBoxVisible(m_ShoreWaves[a]->m_AABB))
continue;
CVertexBuffer::VBChunk* VBchunk = m_ShoreWaves[a]->m_VBVertices.Get();
ENSURE(!VBchunk->m_Owner->GetBuffer()->IsDynamic());
ENSURE(!m_ShoreWavesVBIndices->m_Owner->GetBuffer()->IsDynamic());
const uint32_t stride = sizeof(SWavesVertex);
const uint32_t firstVertexOffset = VBchunk->m_Index * stride;
deviceCommandContext->SetVertexInputLayout(m_ShoreVertexInputLayout);
deviceCommandContext->SetUniform(
shader->GetBindingSlot(str_translation), m_ShoreWaves[a]->m_TimeDiff);
deviceCommandContext->SetUniform(
shader->GetBindingSlot(str_width), static_cast<float>(m_ShoreWaves[a]->m_Width));
deviceCommandContext->SetVertexBuffer(
0, VBchunk->m_Owner->GetBuffer(), firstVertexOffset);
deviceCommandContext->SetIndexBuffer(m_ShoreWavesVBIndices->m_Owner->GetBuffer());
const uint32_t indexCount = (m_ShoreWaves[a]->m_Width - 1) * (7 * 6);
deviceCommandContext->DrawIndexed(m_ShoreWavesVBIndices->m_Index, indexCount, 0);
g_Renderer.GetStats().m_DrawCalls++;
g_Renderer.GetStats().m_WaterTris += indexCount / 3;
}
deviceCommandContext->EndPass();
deviceCommandContext->EndFramebufferPass();
}
void WaterManager::RecomputeWaterData()
{
if (!m_MapSize)
return;
RecomputeDistanceHeightmap();
RecomputeWindStrength();
CreateWaveMeshes();
}
///////////////////////////////////////////////////////////////////
// Calculate the strength of the wind at a given point on the map.
void WaterManager::RecomputeWindStrength()
{
if (m_MapSize <= 0)
return;
if (!m_WindStrength)
m_WindStrength = std::make_unique<float[]>(m_MapSize * m_MapSize);
const CTerrain& terrain = g_Game->GetWorld()->GetTerrain();
if (!terrain.GetHeightMap())
return;
CVector2D windDir = CVector2D(cos(m_WindAngle), sin(m_WindAngle));
int stepSize = 10;
ssize_t windX = -round(stepSize * windDir.X);
ssize_t windY = -round(stepSize * windDir.Y);
struct SWindPoint {
SWindPoint(size_t x, size_t y, float strength) : X(x), Y(y), windStrength(strength) {}
ssize_t X;
ssize_t Y;
float windStrength;
};
std::vector<SWindPoint> startingPoints;
std::vector<std::pair<int, int>> movement; // Every increment, move each starting point by all of these.
// Compute starting points (one or two edges of the map) and how much to move each computation increment.
if (fabs(windDir.X) < 0.01f)
{
movement.emplace_back(0, windY > 0.f ? 1 : -1);
startingPoints.reserve(m_MapSize);
size_t start = windY > 0 ? 0 : m_MapSize - 1;
for (size_t x = 0; x < m_MapSize; ++x)
startingPoints.emplace_back(x, start, 0.f);
}
else if (fabs(windDir.Y) < 0.01f)
{
movement.emplace_back(windX > 0.f ? 1 : - 1, 0);
startingPoints.reserve(m_MapSize);
size_t start = windX > 0 ? 0 : m_MapSize - 1;
for (size_t z = 0; z < m_MapSize; ++z)
startingPoints.emplace_back(start, z, 0.f);
}
else
{
startingPoints.reserve(m_MapSize * 2);
// Points along X.
size_t start = windY > 0 ? 0 : m_MapSize - 1;
for (size_t x = 0; x < m_MapSize; ++x)
startingPoints.emplace_back(x, start, 0.f);
// Points along Z, avoid repeating the corner point.
start = windX > 0 ? 0 : m_MapSize - 1;
if (windY > 0)
for (size_t z = 1; z < m_MapSize; ++z)
startingPoints.emplace_back(start, z, 0.f);
else
for (size_t z = 0; z < m_MapSize-1; ++z)
startingPoints.emplace_back(start, z, 0.f);
// Compute movement array.
movement.reserve(std::max(std::abs(windX),std::abs(windY)));
while (windX != 0 || windY != 0)
{
std::pair<ssize_t, ssize_t> move = {
windX == 0 ? 0 : windX > 0 ? +1 : -1,
windY == 0 ? 0 : windY > 0 ? +1 : -1
};
windX -= move.first;
windY -= move.second;
movement.push_back(move);
}
}
// We have all starting points ready, move them all until the map is covered.
for (SWindPoint& point : startingPoints)
{
// Starting velocity is 1.0 unless in shallow water.
m_WindStrength[point.Y * m_MapSize + point.X] = 1.f;
const float depth = m_WaterHeight - terrain.GetVertexGroundLevel(point.X, point.Y);
if (depth > 0.f && depth < 2.f)
m_WindStrength[point.Y * m_MapSize + point.X] = depth / 2.f;
point.windStrength = m_WindStrength[point.Y * m_MapSize + point.X];
bool onMap = true;
while (onMap)
for (size_t step = 0; step < movement.size(); ++step)
{
// Move wind speed towards the mean.
point.windStrength = 0.15f + point.windStrength * 0.85f;
// Adjust speed based on height difference, a positive height difference slowly increases speed (simulate venturi effect)
// and a lower height reduces speed (wind protection from hills/...)
const float heightDiff = std::max(m_WaterHeight, terrain.GetVertexGroundLevel(
point.X + movement[step].first, point.Y + movement[step].second)) -
std::max(m_WaterHeight, terrain.GetVertexGroundLevel(point.X, point.Y));
if (heightDiff > 0.f)
point.windStrength = std::min(2.f, point.windStrength + std::min(4.f, heightDiff) / 40.f);
else
point.windStrength = std::max(0.f, point.windStrength + std::max(-4.f, heightDiff) / 5.f);
point.X += movement[step].first;
point.Y += movement[step].second;
if (point.X < 0 || point.X >= static_cast<ssize_t>(m_MapSize) || point.Y < 0 || point.Y >= static_cast<ssize_t>(m_MapSize))
{
onMap = false;
break;
}
m_WindStrength[point.Y * m_MapSize + point.X] = point.windStrength;
}
}
// TODO: should perhaps blur a little, or change the above code to incorporate neighboring tiles a bit.
}
////////////////////////////////////////////////////////////////////////
// TODO: This will always recalculate for now
void WaterManager::SetMapSize(size_t size)
{
// TODO: Im' blindly trusting the user here.
m_MapSize = size;
m_NeedInfoUpdate = true;
m_updatei0 = 0;
m_updatei1 = size;
m_updatej0 = 0;
m_updatej1 = size;
m_DistanceHeightmap.reset();
m_WindStrength.reset();
}
////////////////////////////////////////////////////////////////////////
// This will set the bools properly
void WaterManager::UpdateQuality()
{
if (g_RenderingOptions.GetWaterEffects() != m_WaterEffects)
{
m_WaterEffects = g_RenderingOptions.GetWaterEffects();
m_NeedsReloading = true;
}
if (g_RenderingOptions.GetWaterFancyEffects() != m_WaterFancyEffects)
{
m_WaterFancyEffects = g_RenderingOptions.GetWaterFancyEffects();
m_NeedsReloading = true;
}
if (g_RenderingOptions.GetWaterRealDepth() != m_WaterRealDepth)
{
m_WaterRealDepth = g_RenderingOptions.GetWaterRealDepth();
m_NeedsReloading = true;
}
if (g_RenderingOptions.GetWaterRefraction() != m_WaterRefraction)
{
m_WaterRefraction = g_RenderingOptions.GetWaterRefraction();
m_NeedsReloading = true;
}
if (g_RenderingOptions.GetWaterReflection() != m_WaterReflection)
{
m_WaterReflection = g_RenderingOptions.GetWaterReflection();
m_NeedsReloading = true;
}
}
bool WaterManager::WillRenderFancyWater() const
{
return
m_RenderWater && m_Device->GetBackend() != Renderer::Backend::Backend::GL_ARB &&
g_RenderingOptions.GetWaterEffects();
}
size_t WaterManager::GetCurrentTextureIndex(const double& period) const
{
ENSURE(period > 0.0);
return static_cast<size_t>(m_WaterTexTimer * ARRAY_SIZE(m_WaterTexture) / period) % ARRAY_SIZE(m_WaterTexture);
}
size_t WaterManager::GetNextTextureIndex(const double& period) const
{
ENSURE(period > 0.0);
return (GetCurrentTextureIndex(period) + 1) % ARRAY_SIZE(m_WaterTexture);
}