Creates water backend textures and framebuffers only if needed.

Tested By: Stan
Differential Revision: https://code.wildfiregames.com/D4536
This was SVN commit r26613.
This commit is contained in:
Vladislav Belov 2022-03-09 21:40:24 +00:00
parent ca3c3714a7
commit 1ce999a52d
4 changed files with 138 additions and 88 deletions

View File

@ -29,6 +29,7 @@
#include "renderer/PostprocManager.h"
#include "renderer/SceneRenderer.h"
#include "renderer/ShadowMap.h"
#include "renderer/WaterManager.h"
CRenderingOptions g_RenderingOptions;
@ -197,11 +198,35 @@ void CRenderingOptions::ReadConfigAndSetupHooks()
m_ConfigHooks->Setup("smoothlos", m_SmoothLOS);
m_ConfigHooks->Setup("watereffects", m_WaterEffects);
m_ConfigHooks->Setup("waterfancyeffects", m_WaterFancyEffects);
m_ConfigHooks->Setup("watereffects", [this]() {
bool enabled;
CFG_GET_VAL("watereffects", enabled);
SetWaterEffects(enabled);
if (CRenderer::IsInitialised())
g_Renderer.GetSceneRenderer().GetWaterManager().RecreateOrLoadTexturesIfNeeded();
});
m_ConfigHooks->Setup("waterfancyeffects", [this]() {
bool enabled;
CFG_GET_VAL("waterfancyeffects", enabled);
SetWaterFancyEffects(enabled);
if (CRenderer::IsInitialised())
g_Renderer.GetSceneRenderer().GetWaterManager().RecreateOrLoadTexturesIfNeeded();
});
m_ConfigHooks->Setup("waterrealdepth", m_WaterRealDepth);
m_ConfigHooks->Setup("waterrefraction", m_WaterRefraction);
m_ConfigHooks->Setup("waterreflection", m_WaterReflection);
m_ConfigHooks->Setup("waterrefraction", [this]() {
bool enabled;
CFG_GET_VAL("waterrefraction", enabled);
SetWaterRefraction(enabled);
if (CRenderer::IsInitialised())
g_Renderer.GetSceneRenderer().GetWaterManager().RecreateOrLoadTexturesIfNeeded();
});
m_ConfigHooks->Setup("waterreflection", [this]() {
bool enabled;
CFG_GET_VAL("waterreflection", enabled);
SetWaterReflection(enabled);
if (CRenderer::IsInitialised())
g_Renderer.GetSceneRenderer().GetWaterManager().RecreateOrLoadTexturesIfNeeded();
});
m_ConfigHooks->Setup("particles", m_Particles);
m_ConfigHooks->Setup("fog", [this]() {

View File

@ -273,7 +273,7 @@ void CSceneRenderer::Resize(int UNUSED(width), int UNUSED(height))
// need to recreate the shadow map object to resize the shadow texture
m->shadow.RecreateTexture();
m->waterManager.Resize();
m->waterManager.RecreateOrLoadTexturesIfNeeded();
}
void CSceneRenderer::BeginFrame()

View File

@ -155,12 +155,6 @@ int WaterManager::LoadWaterTextures()
m_RenderWater = true;
if (!WillRenderFancyWater())
return 0;
#if CONFIG2_GLES
#warning Fix WaterManager::LoadWaterTextures on GLES
#else
// Load normalmaps (for fancy water)
ReloadWaterNormalTextures();
@ -184,88 +178,120 @@ int WaterManager::LoadWaterTextures()
m_FoamTex = texture;
}
// Use screen-sized textures for minimum artifacts.
m_RefTextureSize = round_up_to_pow2(g_Renderer.GetHeight());
RecreateOrLoadTexturesIfNeeded();
Renderer::Backend::GL::CDevice* backendDevice = g_VideoMode.GetBackendDevice();
// Create reflection texture
m_ReflectionTexture = backendDevice->CreateTexture2D("WaterReflectionTexture",
Renderer::Backend::Format::R8G8B8A8_UNORM, m_RefTextureSize, m_RefTextureSize,
Renderer::Backend::Sampler::MakeDefaultSampler(
Renderer::Backend::Sampler::Filter::LINEAR,
Renderer::Backend::Sampler::AddressMode::MIRRORED_REPEAT));
// Create refraction texture
m_RefractionTexture = backendDevice->CreateTexture2D("WaterRefractionTexture",
Renderer::Backend::Format::R8G8B8A8_UNORM, m_RefTextureSize, m_RefTextureSize,
Renderer::Backend::Sampler::MakeDefaultSampler(
Renderer::Backend::Sampler::Filter::LINEAR,
Renderer::Backend::Sampler::AddressMode::MIRRORED_REPEAT));
// Create depth textures
m_ReflFboDepthTexture = backendDevice->CreateTexture2D("WaterReflectionDepthTexture",
Renderer::Backend::Format::D32, m_RefTextureSize, m_RefTextureSize,
Renderer::Backend::Sampler::MakeDefaultSampler(
Renderer::Backend::Sampler::Filter::NEAREST,
Renderer::Backend::Sampler::AddressMode::REPEAT));
m_RefrFboDepthTexture = backendDevice->CreateTexture2D("WaterRefractionDepthTexture",
Renderer::Backend::Format::D32, m_RefTextureSize, m_RefTextureSize,
Renderer::Backend::Sampler::MakeDefaultSampler(
Renderer::Backend::Sampler::Filter::NEAREST,
Renderer::Backend::Sampler::AddressMode::REPEAT));
Resize();
// Create the water framebuffers
m_ReflectionFramebuffer = backendDevice->CreateFramebuffer("ReflectionFramebuffer",
m_ReflectionTexture.get(), m_ReflFboDepthTexture.get(), CColor(0.5f, 0.5f, 1.0f, 0.0f));
if (!m_ReflectionFramebuffer)
{
g_RenderingOptions.SetWaterReflection(false);
UpdateQuality();
}
m_RefractionFramebuffer = backendDevice->CreateFramebuffer("RefractionFramebuffer",
m_RefractionTexture.get(), m_RefrFboDepthTexture.get(), CColor(1.0f, 0.0f, 0.0f, 0.0f));
if (!m_RefractionFramebuffer)
{
g_RenderingOptions.SetWaterRefraction(false);
UpdateQuality();
}
m_FancyEffectsFramebuffer = backendDevice->CreateFramebuffer("FancyEffectsFramebuffer",
m_FancyTexture.get(), m_FancyTextureDepth.get());
if (!m_FancyEffectsFramebuffer)
{
g_RenderingOptions.SetWaterRefraction(false);
UpdateQuality();
}
#endif
return 0;
}
///////////////////////////////////////////////////////////////////
// Resize: Updates the fancy water textures.
void WaterManager::Resize()
void WaterManager::RecreateOrLoadTexturesIfNeeded()
{
Renderer::Backend::GL::CDevice* backendDevice = g_VideoMode.GetBackendDevice();
// Create the Fancy Effects texture
m_FancyTexture = backendDevice->CreateTexture2D("WaterFancyTexture",
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));
// Use screen-sized textures for minimum artifacts.
const size_t newRefTextureSize = round_up_to_pow2(g_Renderer.GetHeight());
m_FancyTextureDepth = backendDevice->CreateTexture2D("WaterFancyDepthTexture",
Renderer::Backend::Format::D32, g_Renderer.GetWidth(), g_Renderer.GetHeight(),
Renderer::Backend::Sampler::MakeDefaultSampler(
Renderer::Backend::Sampler::Filter::LINEAR,
Renderer::Backend::Sampler::AddressMode::REPEAT));
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;
}
// Create reflection textures.
const bool needsReflectionTextures =
g_RenderingOptions.GetWaterEffects() &&
g_RenderingOptions.GetWaterReflection();
if (needsReflectionTextures && !m_ReflectionTexture)
{
m_ReflectionTexture = backendDevice->CreateTexture2D("WaterReflectionTexture",
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 = backendDevice->CreateTexture2D("WaterReflectionDepthTexture",
Renderer::Backend::Format::D32, m_RefTextureSize, m_RefTextureSize,
Renderer::Backend::Sampler::MakeDefaultSampler(
Renderer::Backend::Sampler::Filter::NEAREST,
Renderer::Backend::Sampler::AddressMode::REPEAT));
m_ReflectionFramebuffer = backendDevice->CreateFramebuffer("ReflectionFramebuffer",
m_ReflectionTexture.get(), m_ReflFboDepthTexture.get(), CColor(0.5f, 0.5f, 1.0f, 0.0f));
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 = backendDevice->CreateTexture2D("WaterRefractionTexture",
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 = backendDevice->CreateTexture2D("WaterRefractionDepthTexture",
Renderer::Backend::Format::D32, m_RefTextureSize, m_RefTextureSize,
Renderer::Backend::Sampler::MakeDefaultSampler(
Renderer::Backend::Sampler::Filter::NEAREST,
Renderer::Backend::Sampler::AddressMode::REPEAT));
m_RefractionFramebuffer = backendDevice->CreateFramebuffer("RefractionFramebuffer",
m_RefractionTexture.get(), m_RefrFboDepthTexture.get(), CColor(1.0f, 0.0f, 0.0f, 0.0f));
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_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 = backendDevice->CreateTexture2D("WaterFancyTexture",
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 = backendDevice->CreateTexture2D("WaterFancyDepthTexture",
Renderer::Backend::Format::D32, g_Renderer.GetWidth(), g_Renderer.GetHeight(),
Renderer::Backend::Sampler::MakeDefaultSampler(
Renderer::Backend::Sampler::Filter::LINEAR,
Renderer::Backend::Sampler::AddressMode::REPEAT));
m_FancyEffectsFramebuffer = backendDevice->CreateFramebuffer("FancyEffectsFramebuffer",
m_FancyTexture.get(), m_FancyTextureDepth.get());
if (!m_FancyEffectsFramebuffer)
{
g_RenderingOptions.SetWaterRefraction(false);
UpdateQuality();
}
}
}
void WaterManager::ReloadWaterNormalTextures()

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@ -139,10 +139,9 @@ public:
int LoadWaterTextures();
/**
* Resize: Updates the fancy water textures so that water will render correctly
* with fancy water.
* Recreates/loads needed water textures.
*/
void Resize();
void RecreateOrLoadTexturesIfNeeded();
/**
* ReloadWaterNormalTextures: Reload the normal textures so that changing