/* Copyright (C) 2013 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 . */ /* * Sky settings, texture management and rendering. */ #include "precompiled.h" #include #include "lib/timer.h" #include "lib/tex/tex.h" #include "lib/res/graphics/ogl_tex.h" #include "maths/MathUtil.h" #include "ps/CStr.h" #include "ps/CLogger.h" #include "ps/Game.h" #include "ps/Loader.h" #include "ps/Filesystem.h" #include "ps/World.h" #include "renderer/SkyManager.h" #include "renderer/Renderer.h" #include "graphics/LightEnv.h" #include "graphics/ShaderManager.h" #include "graphics/Terrain.h" #include "graphics/TextureManager.h" /////////////////////////////////////////////////////////////////////////////////////////////// // SkyManager implementation /////////////////////////////////////////////////////////////////// // String names for each image, in order of the IMG_ constants const wchar_t* SkyManager::s_imageNames[numTextures] = { L"front", L"back", L"right", L"left", L"top" }; /////////////////////////////////////////////////////////////////// // Construction/Destruction SkyManager::SkyManager() { m_RenderSky = true; m_SkySet = L""; m_HorizonHeight = -150.0f; m_SkyCubeMap = 0; } /////////////////////////////////////////////////////////////////// // Load all sky textures void SkyManager::LoadSkyTextures() { /*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. glGenTextures(1, &m_SkyCubeMap); glBindTexture(GL_TEXTURE_CUBE_MAP, m_SkyCubeMap); int types[] = { GL_TEXTURE_CUBE_MAP_POSITIVE_X, GL_TEXTURE_CUBE_MAP_NEGATIVE_X, GL_TEXTURE_CUBE_MAP_POSITIVE_Z, GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, GL_TEXTURE_CUBE_MAP_POSITIVE_Y, GL_TEXTURE_CUBE_MAP_NEGATIVE_Y }; const wchar_t* images[numTextures+1] = { L"front", L"back", L"right", L"left", L"top", L"top" }; for (size_t i = 0; i < numTextures+1; ++i) { VfsPath path = VfsPath("art/textures/skies") / m_SkySet / (Path::String(images[i])+L".dds"); shared_ptr file; size_t fileSize; if (g_VFS->LoadFile(path, file, fileSize) < 0) { VfsPath path2 = VfsPath("art/textures/skies") / m_SkySet / (Path::String(images[i])+L".dds.cached.dds"); if (g_VFS->LoadFile(path2, file, fileSize) < 0) { glDeleteTextures(1, &m_SkyCubeMap); LOGERROR("Error creating sky cubemap."); return; } } Tex tex; tex.decode(file, fileSize); tex.transform_to((tex.m_Flags | TEX_BOTTOM_UP | TEX_ALPHA) & ~(TEX_DXT | TEX_MIPMAPS)); u8* data = tex.get_data(); if (types[i] == GL_TEXTURE_CUBE_MAP_NEGATIVE_Y || types[i] == GL_TEXTURE_CUBE_MAP_POSITIVE_Y) { std::vector rotated(tex.m_DataSize); for (size_t y = 0; y < tex.m_Height; ++y) { for (size_t x = 0; x < tex.m_Width; ++x) { size_t invx = y, invy = tex.m_Width-x-1; rotated[(y*tex.m_Width + x) * 4 + 0] = data[(invy*tex.m_Width + invx) * 4 + 0]; rotated[(y*tex.m_Width + x) * 4 + 1] = data[(invy*tex.m_Width + invx) * 4 + 1]; rotated[(y*tex.m_Width + x) * 4 + 2] = data[(invy*tex.m_Width + invx) * 4 + 2]; rotated[(y*tex.m_Width + x) * 4 + 3] = data[(invy*tex.m_Width + invx) * 4 + 3]; } } glTexImage2D(types[i], 0, GL_RGB, tex.m_Width, tex.m_Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, &rotated[0]); } else { glTexImage2D(types[i], 0, GL_RGB, tex.m_Width, tex.m_Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data); } } glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); #if CONFIG2_GLES #warning TODO: fix SkyManager::LoadSkyTextures for GLES #else glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); #endif glBindTexture(GL_TEXTURE_2D, 0); /////////////////////////////////////////////////////////////////////////// } /////////////////////////////////////////////////////////////////// // Switch to a different sky set (while the game is running) void SkyManager::SetSkySet( const CStrW& newSet ) { if(newSet == m_SkySet) return; if (m_SkyCubeMap) { glDeleteTextures(1, &m_SkyCubeMap); m_SkyCubeMap = 0; } m_SkySet = newSet; LoadSkyTextures(); } /////////////////////////////////////////////////////////////////// // Generate list of available skies std::vector SkyManager::GetSkySets() const { std::vector skies; // Find all subdirectories in art/textures/skies const VfsPath path(L"art/textures/skies/"); DirectoryNames subdirectories; if(g_VFS->GetDirectoryEntries(path, 0, &subdirectories) < 0) { LOGERROR("Error opening directory '%s'", path.string8()); return std::vector(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; } /////////////////////////////////////////////////////////////////// // Render sky void SkyManager::RenderSky() { #if CONFIG2_GLES #warning TODO: implement SkyManager::RenderSky for GLES #else // Draw the sky as a small box around the map, with depth write enabled. // This will be done before anything else is drawn so we'll be overlapped by everything else. // Do nothing unless SetSkySet was called if (m_SkySet.empty()) return; glDepthMask( GL_FALSE ); pglActiveTextureARB(GL_TEXTURE0_ARB); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); glMatrixMode(GL_MODELVIEW); glPushMatrix(); // Translate so we are at the center of the map. ssize_t mapSize = g_Game->GetWorld()->GetTerrain()->GetVerticesPerSide(); glTranslatef(mapSize*(TERRAIN_TILE_SIZE/2.0f), m_HorizonHeight, mapSize*(TERRAIN_TILE_SIZE/2.0f) ); // 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 glRotatef( 180.0f /*+ 45.0f*/ + RADTODEG(g_Renderer.GetLightEnv().GetRotation()), 0.0f, 1.0f, 0.0f ); // Distance to draw the faces at const float D = 1500.0f; // distance from map center const float H = 500.0f; // height of the ceiling const float FH = -100.0f; // height of the "floor" CShaderProgramPtr shader; CShaderTechniquePtr skytech; if (g_Renderer.GetRenderPath() == CRenderer::RP_SHADER) { skytech = g_Renderer.GetShaderManager().LoadEffect(str_sky_simple); skytech->BeginPass(); shader = skytech->GetShader(); shader->BindTexture(str_baseTex, m_SkyCubeMap); } else { glDisable(GL_TEXTURE_2D); glEnable(GL_TEXTURE_CUBE_MAP); glBindTexture(GL_TEXTURE_CUBE_MAP, m_SkyCubeMap); } glBegin(GL_QUADS); // GL_TEXTURE_CUBE_MAP_NEGATIVE_X glTexCoord3f( +1, +1, +1 ); glVertex3f( -D, FH, -D ); glTexCoord3f( +1, +1, -1 ); glVertex3f( -D, FH, +D ); glTexCoord3f( +1, -1, -1 ); glVertex3f( -D, +H, +D ); glTexCoord3f( +1, -1, +1 ); glVertex3f( -D, +H, -D ); // GL_TEXTURE_CUBE_MAP_POSITIVE_X glTexCoord3f( -1, +1, -1 ); glVertex3f( +D, FH, +D ); glTexCoord3f( -1, +1, +1 ); glVertex3f( +D, FH, -D ); glTexCoord3f( -1, -1, +1 ); glVertex3f( +D, +H, -D ); glTexCoord3f( -1, -1, -1 ); glVertex3f( +D, +H, +D ); // GL_TEXTURE_CUBE_MAP_NEGATIVE_Y glTexCoord3f( -1, +1, +1 ); glVertex3f( +D, FH, -D ); glTexCoord3f( -1, +1, -1 ); glVertex3f( +D, FH, +D ); glTexCoord3f( +1, +1, -1 ); glVertex3f( -D, FH, +D ); glTexCoord3f( +1, +1, +1 ); glVertex3f( -D, FH, -D ); // GL_TEXTURE_CUBE_MAP_POSITIVE_Y glTexCoord3f( +1, -1, +1 ); glVertex3f( -D, +H, -D ); glTexCoord3f( +1, -1, -1 ); glVertex3f( -D, +H, +D ); glTexCoord3f( -1, -1, -1 ); glVertex3f( +D, +H, +D ); glTexCoord3f( -1, -1, +1 ); glVertex3f( +D, +H, -D ); // GL_TEXTURE_CUBE_MAP_NEGATIVE_Z glTexCoord3f( -1, +1, +1 ); glVertex3f( +D, FH, -D ); glTexCoord3f( +1, +1, +1 ); glVertex3f( -D, FH, -D ); glTexCoord3f( +1, -1, +1 ); glVertex3f( -D, +H, -D ); glTexCoord3f( -1, -1, +1 ); glVertex3f( +D, +H, -D ); // GL_TEXTURE_CUBE_MAP_POSITIVE_Z glTexCoord3f( +1, +1, -1 ); glVertex3f( -D, FH, +D ); glTexCoord3f( -1, +1, -1 ); glVertex3f( +D, FH, +D ); glTexCoord3f( -1, -1, -1 ); glVertex3f( +D, +H, +D ); glTexCoord3f( +1, -1, -1 ); glVertex3f( -D, +H, +D ); glEnd(); if (g_Renderer.GetRenderPath() == CRenderer::RP_SHADER) { skytech->EndPass(); } else { glBindTexture(GL_TEXTURE_CUBE_MAP, 0); glDisable(GL_TEXTURE_CUBE_MAP); glEnable(GL_TEXTURE_2D); } glPopMatrix(); glDepthMask( GL_TRUE ); #endif }