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forked from 0ad/0ad
0ad/source/renderer/SkyManager.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

351 lines
12 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 "renderer/SkyManager.h"
#include "graphics/LightEnv.h"
#include "graphics/ShaderManager.h"
#include "graphics/Terrain.h"
#include "graphics/TextureManager.h"
#include "lib/bits.h"
#include "lib/tex/tex.h"
#include "maths/MathUtil.h"
#include "ps/CLogger.h"
#include "ps/ConfigDB.h"
#include "ps/CStr.h"
#include "ps/CStrInternStatic.h"
#include "ps/Filesystem.h"
#include "ps/Game.h"
#include "renderer/backend/IDevice.h"
#include "renderer/Renderer.h"
#include "renderer/SceneRenderer.h"
#include "renderer/RenderingOptions.h"
#include <algorithm>
SkyManager::SkyManager()
: m_VertexArray(Renderer::Backend::IBuffer::Type::VERTEX,
Renderer::Backend::IBuffer::Usage::TRANSFER_DST)
{
CFG_GET_VAL("showsky", m_SkyVisible);
}
void SkyManager::LoadAndUploadSkyTexturesIfNeeded(
Renderer::Backend::IDeviceCommandContext* deviceCommandContext)
{
if (m_VertexArray.GetNumberOfVertices() == 0)
CreateSkyCube();
if (m_SkyTextureCube)
return;
m_SkyTextureCube = g_Renderer.GetTextureManager().GetBlackTextureCube();
GPU_SCOPED_LABEL(deviceCommandContext, "Load Sky Textures");
static const CStrW images[NUMBER_OF_TEXTURES + 1] = {
L"front",
L"back",
L"top",
L"top",
L"right",
L"left"
};
/*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.
Tex textures[NUMBER_OF_TEXTURES + 1];
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");
std::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)
{
LOGERROR("Error creating sky cubemap '%s', can't load file: '%s'.", m_SkySet.ToUTF8().c_str(), path.string8().c_str());
return;
}
}
if (textures[i].decode(file, fileSize) != INFO::OK ||
textures[i].transform_to((textures[i].m_Flags | TEX_BOTTOM_UP | TEX_ALPHA) & ~(TEX_DXT | TEX_MIPMAPS)) != INFO::OK)
{
LOGERROR("Error creating sky cubemap '%s', can't decode file: '%s'.", m_SkySet.ToUTF8().c_str(), path.string8().c_str());
return;
}
if (!is_pow2(textures[i].m_Width) || !is_pow2(textures[i].m_Height))
{
LOGERROR("Error creating sky cubemap '%s', cube textures should have power of 2 sizes.", m_SkySet.ToUTF8().c_str());
return;
}
if (textures[i].m_Width != textures[0].m_Width || textures[i].m_Height != textures[0].m_Height)
{
LOGERROR("Error creating sky cubemap '%s', cube textures have different sizes.", m_SkySet.ToUTF8().c_str());
return;
}
}
std::unique_ptr<Renderer::Backend::ITexture> skyCubeMap =
deviceCommandContext->GetDevice()->CreateTexture("SkyCubeMap",
Renderer::Backend::ITexture::Type::TEXTURE_CUBE,
Renderer::Backend::ITexture::Usage::TRANSFER_DST |
Renderer::Backend::ITexture::Usage::SAMPLED,
Renderer::Backend::Format::R8G8B8A8_UNORM, textures[0].m_Width, textures[0].m_Height,
Renderer::Backend::Sampler::MakeDefaultSampler(
Renderer::Backend::Sampler::Filter::LINEAR,
Renderer::Backend::Sampler::AddressMode::CLAMP_TO_EDGE), 1, 1);
std::vector<u8> rotated;
for (size_t i = 0; i < NUMBER_OF_TEXTURES + 1; ++i)
{
u8* data = textures[i].get_data();
// We need to rotate the side if it's looking up or down.
// TODO: maybe it should be done during texture conversion.
if (i == 2 || i == 3)
{
rotated.resize(textures[i].m_DataSize);
for (size_t y = 0; y < textures[i].m_Height; ++y)
{
for (size_t x = 0; x < textures[i].m_Width; ++x)
{
const size_t invX = y;
const size_t invY = textures[i].m_Width - x - 1;
rotated[(y * textures[i].m_Width + x) * 4 + 0] = data[(invY * textures[i].m_Width + invX) * 4 + 0];
rotated[(y * textures[i].m_Width + x) * 4 + 1] = data[(invY * textures[i].m_Width + invX) * 4 + 1];
rotated[(y * textures[i].m_Width + x) * 4 + 2] = data[(invY * textures[i].m_Width + invX) * 4 + 2];
rotated[(y * textures[i].m_Width + x) * 4 + 3] = data[(invY * textures[i].m_Width + invX) * 4 + 3];
}
}
deviceCommandContext->UploadTexture(
skyCubeMap.get(), Renderer::Backend::Format::R8G8B8A8_UNORM,
&rotated[0], textures[i].m_DataSize, 0, i);
}
else
{
deviceCommandContext->UploadTexture(
skyCubeMap.get(), Renderer::Backend::Format::R8G8B8A8_UNORM,
data, textures[i].m_DataSize, 0, i);
}
}
m_SkyTextureCube = g_Renderer.GetTextureManager().WrapBackendTexture(std::move(skyCubeMap));
///////////////////////////////////////////////////////////////////////////
}
Renderer::Backend::ITexture* SkyManager::GetSkyCube()
{
return m_SkyTextureCube->GetBackendTexture();
}
void SkyManager::SetSkySet(const CStrW& newSet)
{
if (newSet == m_SkySet)
return;
m_SkyTextureCube.reset();
m_SkySet = newSet;
}
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;
}
void SkyManager::RenderSky(
Renderer::Backend::IDeviceCommandContext* deviceCommandContext)
{
GPU_SCOPED_LABEL(deviceCommandContext, "Render sky");
const CTexturePtr& skyTextureCube =
!m_SkyVisible || m_SkySet.empty() || !m_SkyTextureCube
? g_Renderer.GetTextureManager().GetBlackTextureCube()
: m_SkyTextureCube;
const CCamera& camera = g_Renderer.GetSceneRenderer().GetViewCamera();
CShaderTechniquePtr skytech =
g_Renderer.GetShaderManager().LoadEffect(str_sky_simple);
deviceCommandContext->SetGraphicsPipelineState(
skytech->GetGraphicsPipelineState());
deviceCommandContext->BeginPass();
Renderer::Backend::IShaderProgram* shader = skytech->GetShader();
deviceCommandContext->SetTexture(
shader->GetBindingSlot(str_baseTex), skyTextureCube->GetBackendTexture());
// 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.GetSceneRenderer().GetLightEnv().GetRotation());
const CMatrix3D transform = camera.GetViewProjection() * translate * rotate * scale;
deviceCommandContext->SetUniform(
shader->GetBindingSlot(str_transform), transform.AsFloatArray());
const uint32_t stride = m_VertexArray.GetStride();
const uint32_t firstVertexOffset = m_VertexArray.GetOffset() * stride;
deviceCommandContext->SetVertexInputLayout(m_VertexInputLayout);
deviceCommandContext->SetVertexBuffer(
0, m_VertexArray.GetBuffer(), firstVertexOffset);
deviceCommandContext->Draw(0, m_VertexArray.GetNumberOfVertices());
deviceCommandContext->EndPass();
}
void SkyManager::CreateSkyCube()
{
m_AttributePosition.format = Renderer::Backend::Format::R32G32B32_SFLOAT;
m_VertexArray.AddAttribute(&m_AttributePosition);
m_AttributeUV.format = Renderer::Backend::Format::R32G32B32_SFLOAT;
m_VertexArray.AddAttribute(&m_AttributeUV);
// 6 sides of cube with 6 vertices.
m_VertexArray.SetNumberOfVertices(6 * 6);
m_VertexArray.Layout();
VertexArrayIterator<CVector3D> attrPosition = m_AttributePosition.GetIterator<CVector3D>();
VertexArrayIterator<CVector3D> attrUV = m_AttributeUV.GetIterator<CVector3D>();
#define ADD_VERTEX(U, V, W, VX, VY, VZ) \
STMT( \
attrPosition->X = VX; \
attrPosition->Y = VY; \
attrPosition->Z = VZ; \
++attrPosition; \
attrUV->X = U; \
attrUV->Y = V; \
attrUV->Z = W; \
++attrUV;)
// Axis -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);
ADD_VERTEX(+1, -1, -1, -1.0f, +1.0f, +1.0f);
ADD_VERTEX(+1, -1, +1, -1.0f, +1.0f, -1.0f);
// Axis +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);
ADD_VERTEX(-1, -1, +1, +1.0f, +1.0f, -1.0f);
ADD_VERTEX(-1, -1, -1, +1.0f, +1.0f, +1.0f);
// Axis -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);
ADD_VERTEX(+1, +1, -1, -1.0f, -1.0f, +1.0f);
ADD_VERTEX(+1, +1, +1, -1.0f, -1.0f, -1.0f);
// Axis +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);
ADD_VERTEX(-1, -1, -1, +1.0f, +1.0f, +1.0f);
ADD_VERTEX(-1, -1, +1, +1.0f, +1.0f, -1.0f);
// Axis -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);
ADD_VERTEX(+1, -1, +1, -1.0f, +1.0f, -1.0f);
ADD_VERTEX(-1, -1, +1, +1.0f, +1.0f, -1.0f);
// Axis +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);
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
m_VertexArray.Upload();
m_VertexArray.FreeBackingStore();
const uint32_t stride = m_VertexArray.GetStride();
const std::array<Renderer::Backend::SVertexAttributeFormat, 2> attributes{{
{Renderer::Backend::VertexAttributeStream::POSITION,
m_AttributePosition.format, m_AttributePosition.offset, stride,
Renderer::Backend::VertexAttributeRate::PER_VERTEX, 0},
{Renderer::Backend::VertexAttributeStream::UV0,
m_AttributeUV.format, m_AttributeUV.offset, stride,
Renderer::Backend::VertexAttributeRate::PER_VERTEX, 0}
}};
m_VertexInputLayout = g_Renderer.GetVertexInputLayout(attributes);
}