0ad/source/graphics/LOSTexture.cpp
Ykkrosh dc2035efc9 Move Atlas map settings from JS to C++.
Replace New dialog box with separate tools for resizing maps and
replacing terrain textures, to provide more power and to simplify the
problem of initialising map settings.
Fix engine to cope with dynamic map resizing.
Add JSON support to AtObj, to let C++ interact with JSON more easily.

This was SVN commit r9566.
2011-05-29 15:02:02 +00:00

264 lines
6.6 KiB
C++

/* Copyright (C) 2011 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/Terrain.h"
#include "lib/bits.h"
#include "ps/Game.h"
#include "ps/Profile.h"
#include "ps/World.h"
#include "renderer/Renderer.h"
#include "simulation2/Simulation2.h"
#include "simulation2/components/ICmpRangeManager.h"
#include "simulation2/components/ICmpTerrain.h"
/*
The LOS bitmap is computed with one value per map 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.
static const size_t g_BlurSize = 7;
CLOSTexture::CLOSTexture(CSimulation2& simulation) :
m_Simulation(simulation), m_Dirty(true), m_Texture(0), m_MapSize(0), m_TextureSize(0)
{
}
CLOSTexture::~CLOSTexture()
{
if (m_Texture)
DeleteTexture();
}
void CLOSTexture::DeleteTexture()
{
glDeleteTextures(1, &m_Texture);
m_Texture = 0;
}
void CLOSTexture::MakeDirty()
{
m_Dirty = true;
}
void CLOSTexture::BindTexture(int unit)
{
if (m_Dirty)
{
RecomputeTexture(unit);
m_Dirty = false;
}
g_Renderer.BindTexture(unit, m_Texture);
}
GLuint CLOSTexture::GetTexture()
{
if (m_Dirty)
{
RecomputeTexture(0);
m_Dirty = false;
}
return m_Texture;
}
const float* CLOSTexture::GetTextureMatrix()
{
ENSURE(!m_Dirty);
return &m_TextureMatrix._11;
}
const float* CLOSTexture::GetMinimapTextureMatrix()
{
ENSURE(!m_Dirty);
return &m_MinimapTextureMatrix._11;
}
void CLOSTexture::ConstructTexture(int unit)
{
CmpPtr<ICmpTerrain> cmpTerrain(m_Simulation, SYSTEM_ENTITY);
if (cmpTerrain.null())
return;
m_MapSize = cmpTerrain->GetVerticesPerSide();
m_TextureSize = (GLsizei)round_up_to_pow2((size_t)m_MapSize + g_BlurSize - 1);
glGenTextures(1, &m_Texture);
g_Renderer.BindTexture(unit, m_Texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA8, m_TextureSize, m_TextureSize, 0, GL_ALPHA, GL_UNSIGNED_BYTE, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
{
// 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) / (float)(m_TextureSize * (m_MapSize-1) * CELL_SIZE);
float t = 0.5f / m_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)m_TextureSize;
m_MinimapTextureMatrix.SetZero();
m_MinimapTextureMatrix._11 = s;
m_MinimapTextureMatrix._22 = s;
m_MinimapTextureMatrix._44 = 1;
}
}
void CLOSTexture::RecomputeTexture(int unit)
{
// If the map was resized, delete and regenerate the texture
if (m_Texture)
{
CmpPtr<ICmpTerrain> cmpTerrain(m_Simulation, SYSTEM_ENTITY);
if (!cmpTerrain.null() && m_MapSize != cmpTerrain->GetVerticesPerSide())
DeleteTexture();
}
if (!m_Texture)
ConstructTexture(unit);
PROFILE("recompute LOS texture");
std::vector<u8> losData;
losData.resize(GetBitmapSize(m_MapSize, m_MapSize));
CmpPtr<ICmpRangeManager> cmpRangeManager(m_Simulation, SYSTEM_ENTITY);
if (cmpRangeManager.null())
return;
ICmpRangeManager::CLosQuerier los (cmpRangeManager->GetLosQuerier(g_Game->GetPlayerID()));
GenerateBitmap(los, &losData[0], m_MapSize, m_MapSize);
g_Renderer.BindTexture(unit, m_Texture);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, m_MapSize + g_BlurSize - 1, m_MapSize + g_BlurSize - 1, GL_ALPHA, GL_UNSIGNED_BYTE, &losData[0]);
}
size_t CLOSTexture::GetBitmapSize(size_t w, size_t h)
{
return (w + g_BlurSize - 1) * (h + g_BlurSize - 1);
}
void CLOSTexture::GenerateBitmap(ICmpRangeManager::CLosQuerier los, u8* losData, size_t w, size_t h)
{
const size_t rowSize = w + g_BlurSize-1; // size of losData rows
u8 *dataPtr = losData;
// Initialise the top padding
for (size_t j = 0; j < g_BlurSize/2; ++j)
for (size_t i = 0; i < rowSize; ++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 < 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 < rowSize; ++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*rowSize];
*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*rowSize];
*d = (
1*d[0*rowSize] +
6*d[1*rowSize] +
15*d[2*rowSize] +
20*d[3*rowSize] +
15*d[4*rowSize] +
6*d[5*rowSize] +
1*d[6*rowSize]
) / 64;
}
}
}