forked from 0ad/0ad
vladislavbelov
2d0cde4e64
Differential Revision: https://code.wildfiregames.com/D4815 This was SVN commit r27182.
1088 lines
35 KiB
C++
1088 lines
35 KiB
C++
/* Copyright (C) 2022 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "precompiled.h"
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#include "graphics/Terrain.h"
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#include "graphics/TextureManager.h"
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#include "graphics/ShaderManager.h"
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#include "graphics/ShaderProgram.h"
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#include "lib/bits.h"
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#include "lib/timer.h"
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#include "maths/MathUtil.h"
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#include "maths/Vector2D.h"
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#include "ps/CLogger.h"
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#include "ps/CStrInternStatic.h"
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#include "ps/Game.h"
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#include "ps/VideoMode.h"
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#include "ps/World.h"
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#include "renderer/backend/IDevice.h"
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#include "renderer/Renderer.h"
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#include "renderer/RenderingOptions.h"
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#include "renderer/SceneRenderer.h"
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#include "renderer/WaterManager.h"
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#include "simulation2/Simulation2.h"
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#include "simulation2/components/ICmpWaterManager.h"
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#include "simulation2/components/ICmpRangeManager.h"
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#include <algorithm>
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struct CoastalPoint
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{
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CoastalPoint(int idx, CVector2D pos) : index(idx), position(pos) {};
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int index;
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CVector2D position;
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};
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struct SWavesVertex
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{
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// vertex position
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CVector3D m_BasePosition;
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CVector3D m_ApexPosition;
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CVector3D m_SplashPosition;
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CVector3D m_RetreatPosition;
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CVector2D m_PerpVect;
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u8 m_UV[3];
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// pad to a power of two
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u8 m_Padding[5];
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};
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cassert(sizeof(SWavesVertex) == 64);
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struct WaveObject
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{
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CVertexBufferManager::Handle m_VBVertices;
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CBoundingBoxAligned m_AABB;
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size_t m_Width;
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float m_TimeDiff;
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};
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WaterManager::WaterManager()
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{
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// water
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m_RenderWater = false; // disabled until textures are successfully loaded
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m_WaterHeight = 5.0f;
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m_RefTextureSize = 0;
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m_WaterTexTimer = 0.0;
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m_WindAngle = 0.0f;
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m_Waviness = 8.0f;
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m_WaterColor = CColor(0.3f, 0.35f, 0.7f, 1.0f);
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m_WaterTint = CColor(0.28f, 0.3f, 0.59f, 1.0f);
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m_Murkiness = 0.45f;
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m_RepeatPeriod = 16.0f;
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m_WaterEffects = true;
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m_WaterFancyEffects = false;
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m_WaterRealDepth = false;
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m_WaterRefraction = false;
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m_WaterReflection = false;
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m_WaterType = L"ocean";
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m_NeedsReloading = false;
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m_NeedInfoUpdate = true;
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m_MapSize = 0;
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m_updatei0 = 0;
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m_updatej0 = 0;
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m_updatei1 = 0;
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m_updatej1 = 0;
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}
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WaterManager::~WaterManager()
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{
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// Cleanup if the caller messed up
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UnloadWaterTextures();
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m_ShoreWaves.clear();
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m_ShoreWavesVBIndices.Reset();
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m_DistanceHeightmap.reset();
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m_WindStrength.reset();
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m_FancyEffectsFramebuffer.reset();
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m_RefractionFramebuffer.reset();
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m_ReflectionFramebuffer.reset();
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m_FancyTexture.reset();
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m_FancyTextureDepth.reset();
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m_ReflFboDepthTexture.reset();
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m_RefrFboDepthTexture.reset();
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}
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///////////////////////////////////////////////////////////////////
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// Progressive load of water textures
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int WaterManager::LoadWaterTextures()
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{
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// TODO: this doesn't need to be progressive-loading any more
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// (since texture loading is async now)
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wchar_t pathname[PATH_MAX];
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// Load diffuse grayscale images (for non-fancy water)
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for (size_t i = 0; i < ARRAY_SIZE(m_WaterTexture); ++i)
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{
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swprintf_s(pathname, ARRAY_SIZE(pathname), L"art/textures/animated/water/default/diffuse%02d.dds", (int)i+1);
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CTextureProperties textureProps(pathname);
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textureProps.SetAddressMode(
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Renderer::Backend::Sampler::AddressMode::REPEAT);
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CTexturePtr texture = g_Renderer.GetTextureManager().CreateTexture(textureProps);
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texture->Prefetch();
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m_WaterTexture[i] = texture;
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}
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m_RenderWater = true;
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// Load normalmaps (for fancy water)
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ReloadWaterNormalTextures();
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// Load CoastalWaves
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{
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CTextureProperties textureProps(L"art/textures/terrain/types/water/coastalWave.png");
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textureProps.SetAddressMode(
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Renderer::Backend::Sampler::AddressMode::REPEAT);
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CTexturePtr texture = g_Renderer.GetTextureManager().CreateTexture(textureProps);
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texture->Prefetch();
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m_WaveTex = texture;
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}
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// Load Foam
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{
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CTextureProperties textureProps(L"art/textures/terrain/types/water/foam.png");
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textureProps.SetAddressMode(
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Renderer::Backend::Sampler::AddressMode::REPEAT);
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CTexturePtr texture = g_Renderer.GetTextureManager().CreateTexture(textureProps);
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texture->Prefetch();
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m_FoamTex = texture;
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}
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RecreateOrLoadTexturesIfNeeded();
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return 0;
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}
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void WaterManager::RecreateOrLoadTexturesIfNeeded()
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{
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Renderer::Backend::IDevice* backendDevice = g_VideoMode.GetBackendDevice();
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// Use screen-sized textures for minimum artifacts.
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const size_t newRefTextureSize = round_up_to_pow2(g_Renderer.GetHeight());
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if (m_RefTextureSize != newRefTextureSize)
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{
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m_ReflectionFramebuffer.reset();
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m_ReflectionTexture.reset();
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m_ReflFboDepthTexture.reset();
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m_RefractionFramebuffer.reset();
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m_RefractionTexture.reset();
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m_RefrFboDepthTexture.reset();
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m_RefTextureSize = newRefTextureSize;
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}
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// Create reflection textures.
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const bool needsReflectionTextures =
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g_RenderingOptions.GetWaterEffects() &&
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g_RenderingOptions.GetWaterReflection();
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if (needsReflectionTextures && !m_ReflectionTexture)
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{
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m_ReflectionTexture = backendDevice->CreateTexture2D("WaterReflectionTexture",
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Renderer::Backend::ITexture::Usage::SAMPLED |
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Renderer::Backend::ITexture::Usage::COLOR_ATTACHMENT,
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Renderer::Backend::Format::R8G8B8A8_UNORM, m_RefTextureSize, m_RefTextureSize,
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Renderer::Backend::Sampler::MakeDefaultSampler(
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Renderer::Backend::Sampler::Filter::LINEAR,
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Renderer::Backend::Sampler::AddressMode::MIRRORED_REPEAT));
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m_ReflFboDepthTexture = backendDevice->CreateTexture2D("WaterReflectionDepthTexture",
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Renderer::Backend::ITexture::Usage::SAMPLED |
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Renderer::Backend::ITexture::Usage::DEPTH_STENCIL_ATTACHMENT,
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Renderer::Backend::Format::D32, m_RefTextureSize, m_RefTextureSize,
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Renderer::Backend::Sampler::MakeDefaultSampler(
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Renderer::Backend::Sampler::Filter::NEAREST,
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Renderer::Backend::Sampler::AddressMode::REPEAT));
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m_ReflectionFramebuffer = backendDevice->CreateFramebuffer("ReflectionFramebuffer",
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m_ReflectionTexture.get(), m_ReflFboDepthTexture.get(), CColor(0.5f, 0.5f, 1.0f, 0.0f));
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if (!m_ReflectionFramebuffer)
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{
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g_RenderingOptions.SetWaterReflection(false);
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UpdateQuality();
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}
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}
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// Create refraction textures.
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const bool needsRefractionTextures =
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g_RenderingOptions.GetWaterEffects() &&
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g_RenderingOptions.GetWaterRefraction();
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if (needsRefractionTextures && !m_RefractionTexture)
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{
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m_RefractionTexture = backendDevice->CreateTexture2D("WaterRefractionTexture",
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Renderer::Backend::ITexture::Usage::SAMPLED |
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Renderer::Backend::ITexture::Usage::COLOR_ATTACHMENT,
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Renderer::Backend::Format::R8G8B8A8_UNORM, m_RefTextureSize, m_RefTextureSize,
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Renderer::Backend::Sampler::MakeDefaultSampler(
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Renderer::Backend::Sampler::Filter::LINEAR,
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Renderer::Backend::Sampler::AddressMode::MIRRORED_REPEAT));
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m_RefrFboDepthTexture = backendDevice->CreateTexture2D("WaterRefractionDepthTexture",
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Renderer::Backend::ITexture::Usage::SAMPLED |
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Renderer::Backend::ITexture::Usage::DEPTH_STENCIL_ATTACHMENT,
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Renderer::Backend::Format::D32, m_RefTextureSize, m_RefTextureSize,
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Renderer::Backend::Sampler::MakeDefaultSampler(
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Renderer::Backend::Sampler::Filter::NEAREST,
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Renderer::Backend::Sampler::AddressMode::REPEAT));
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m_RefractionFramebuffer = backendDevice->CreateFramebuffer("RefractionFramebuffer",
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m_RefractionTexture.get(), m_RefrFboDepthTexture.get(), CColor(1.0f, 0.0f, 0.0f, 0.0f));
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if (!m_RefractionFramebuffer)
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{
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g_RenderingOptions.SetWaterRefraction(false);
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UpdateQuality();
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}
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}
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const uint32_t newWidth = static_cast<uint32_t>(g_Renderer.GetWidth());
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const uint32_t newHeight = static_cast<uint32_t>(g_Renderer.GetHeight());
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if (m_FancyTexture && (m_FancyTexture->GetWidth() != newWidth || m_FancyTexture->GetHeight() != newHeight))
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{
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m_FancyEffectsFramebuffer.reset();
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m_FancyTexture.reset();
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m_FancyTextureDepth.reset();
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}
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// Create the Fancy Effects textures.
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const bool needsFancyTextures =
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g_RenderingOptions.GetWaterEffects() &&
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g_RenderingOptions.GetWaterFancyEffects();
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if (needsFancyTextures && !m_FancyTexture)
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{
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m_FancyTexture = backendDevice->CreateTexture2D("WaterFancyTexture",
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Renderer::Backend::ITexture::Usage::SAMPLED |
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Renderer::Backend::ITexture::Usage::COLOR_ATTACHMENT,
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Renderer::Backend::Format::R8G8B8A8_UNORM, g_Renderer.GetWidth(), g_Renderer.GetHeight(),
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Renderer::Backend::Sampler::MakeDefaultSampler(
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Renderer::Backend::Sampler::Filter::LINEAR,
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Renderer::Backend::Sampler::AddressMode::REPEAT));
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m_FancyTextureDepth = backendDevice->CreateTexture2D("WaterFancyDepthTexture",
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Renderer::Backend::ITexture::Usage::DEPTH_STENCIL_ATTACHMENT,
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Renderer::Backend::Format::D32, g_Renderer.GetWidth(), g_Renderer.GetHeight(),
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Renderer::Backend::Sampler::MakeDefaultSampler(
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Renderer::Backend::Sampler::Filter::LINEAR,
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Renderer::Backend::Sampler::AddressMode::REPEAT));
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m_FancyEffectsFramebuffer = backendDevice->CreateFramebuffer("FancyEffectsFramebuffer",
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m_FancyTexture.get(), m_FancyTextureDepth.get());
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if (!m_FancyEffectsFramebuffer)
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{
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g_RenderingOptions.SetWaterRefraction(false);
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UpdateQuality();
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}
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}
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}
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void WaterManager::ReloadWaterNormalTextures()
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{
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wchar_t pathname[PATH_MAX];
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for (size_t i = 0; i < ARRAY_SIZE(m_NormalMap); ++i)
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{
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swprintf_s(pathname, ARRAY_SIZE(pathname), L"art/textures/animated/water/%ls/normal00%02d.png", m_WaterType.c_str(), static_cast<int>(i) + 1);
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CTextureProperties textureProps(pathname);
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textureProps.SetAddressMode(
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Renderer::Backend::Sampler::AddressMode::REPEAT);
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textureProps.SetAnisotropicFilter(true);
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CTexturePtr texture = g_Renderer.GetTextureManager().CreateTexture(textureProps);
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texture->Prefetch();
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m_NormalMap[i] = texture;
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}
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}
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///////////////////////////////////////////////////////////////////
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// Unload water textures
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void WaterManager::UnloadWaterTextures()
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{
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for (size_t i = 0; i < ARRAY_SIZE(m_WaterTexture); i++)
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m_WaterTexture[i].reset();
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for (size_t i = 0; i < ARRAY_SIZE(m_NormalMap); i++)
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m_NormalMap[i].reset();
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m_RefractionFramebuffer.reset();
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m_ReflectionFramebuffer.reset();
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m_ReflectionTexture.reset();
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m_RefractionTexture.reset();
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}
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template<bool Transpose>
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static inline void ComputeDirection(float* distanceMap, const u16* heightmap, float waterHeight, size_t SideSize, size_t maxLevel)
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{
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#define ABOVEWATER(x, z) (HEIGHT_SCALE * heightmap[z*SideSize + x] >= waterHeight)
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#define UPDATELOOKAHEAD \
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for (; lookahead <= id2+maxLevel && lookahead < SideSize && \
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((!Transpose && !ABOVEWATER(lookahead, id1)) || (Transpose && !ABOVEWATER(id1, lookahead))); ++lookahead)
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// Algorithm:
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// We want to know the distance to the closest shore point. Go through each line/column,
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// keep track of when we encountered the last shore point and how far ahead the next one is.
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for (size_t id1 = 0; id1 < SideSize; ++id1)
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{
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size_t id2 = 0;
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const size_t& x = Transpose ? id1 : id2;
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const size_t& z = Transpose ? id2 : id1;
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size_t level = ABOVEWATER(x, z) ? 0 : maxLevel;
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size_t lookahead = (size_t)(level > 0);
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UPDATELOOKAHEAD;
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// start moving
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for (; id2 < SideSize; ++id2)
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{
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// update current level
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if (ABOVEWATER(x, z))
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level = 0;
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else
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level = std::min(level+1, maxLevel);
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// move lookahead
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if (lookahead == id2)
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++lookahead;
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UPDATELOOKAHEAD;
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// This is the important bit: set the distance to either:
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// - the distance to the previous shore point (level)
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// - the distance to the next shore point (lookahead-id2)
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distanceMap[z*SideSize + x] = std::min(distanceMap[z*SideSize + x], (float)std::min(lookahead-id2, level));
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}
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}
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#undef ABOVEWATER
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#undef UPDATELOOKAHEAD
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}
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///////////////////////////////////////////////////////////////////
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// Calculate our binary heightmap from the terrain heightmap.
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void WaterManager::RecomputeDistanceHeightmap()
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{
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CTerrain* terrain = g_Game->GetWorld()->GetTerrain();
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if (!terrain || !terrain->GetHeightMap())
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return;
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size_t SideSize = m_MapSize;
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// we want to look ahead some distance, but not too much (less efficient and not interesting). This is our lookahead.
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const size_t maxLevel = 5;
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if (!m_DistanceHeightmap)
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{
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m_DistanceHeightmap = std::make_unique<float[]>(SideSize * SideSize);
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std::fill(m_DistanceHeightmap.get(), m_DistanceHeightmap.get() + SideSize * SideSize, static_cast<float>(maxLevel));
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}
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// Create a manhattan-distance heightmap.
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// This could be refined to only be done near the coast itself, but it's probably not necessary.
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u16* heightmap = terrain->GetHeightMap();
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ComputeDirection<false>(m_DistanceHeightmap.get(), heightmap, m_WaterHeight, SideSize, maxLevel);
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ComputeDirection<true>(m_DistanceHeightmap.get(), heightmap, m_WaterHeight, SideSize, maxLevel);
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}
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// This requires m_DistanceHeightmap to be defined properly.
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void WaterManager::CreateWaveMeshes()
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{
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if (m_MapSize == 0)
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return;
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CTerrain* terrain = g_Game->GetWorld()->GetTerrain();
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if (!terrain || !terrain->GetHeightMap())
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return;
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m_ShoreWaves.clear();
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m_ShoreWavesVBIndices.Reset();
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if (m_Waviness < 5.0f && m_WaterType != L"ocean")
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return;
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size_t SideSize = m_MapSize;
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// First step: get the points near the coast.
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std::set<int> CoastalPointsSet;
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for (size_t z = 1; z < SideSize-1; ++z)
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for (size_t x = 1; x < SideSize-1; ++x)
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// get the points not on the shore but near it, ocean-side
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if (m_DistanceHeightmap[z*m_MapSize + x] > 0.5f && m_DistanceHeightmap[z*m_MapSize + x] < 1.5f)
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CoastalPointsSet.insert((z)*SideSize + x);
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// Second step: create chains out of those coastal points.
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static const int around[8][2] = { { -1,-1 }, { -1,0 }, { -1,1 }, { 0,1 }, { 1,1 }, { 1,0 }, { 1,-1 }, { 0,-1 } };
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std::vector<std::deque<CoastalPoint> > CoastalPointsChains;
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while (!CoastalPointsSet.empty())
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{
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int index = *(CoastalPointsSet.begin());
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int x = index % SideSize;
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int y = (index - x ) / SideSize;
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std::deque<CoastalPoint> Chain;
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Chain.push_front(CoastalPoint(index,CVector2D(x*4,y*4)));
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// Erase us.
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CoastalPointsSet.erase(CoastalPointsSet.begin());
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// We're our starter points. At most we can have 2 points close to us.
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// We'll pick the first one and look for its neighbors (he can only have one new)
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// Up until we either reach the end of the chain, or ourselves.
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// Then go down the other direction if there is any.
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int neighbours[2] = { -1, -1 };
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int nbNeighb = 0;
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for (int i = 0; i < 8; ++i)
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{
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if (CoastalPointsSet.count(x + around[i][0] + (y + around[i][1])*SideSize))
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{
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if (nbNeighb < 2)
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neighbours[nbNeighb] = x + around[i][0] + (y + around[i][1])*SideSize;
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++nbNeighb;
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}
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}
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if (nbNeighb > 2)
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continue;
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for (int i = 0; i < 2; ++i)
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{
|
|
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_VBMan.AllocateChunk(
|
|
sizeof(u16), water_indices.size(),
|
|
Renderer::Backend::IBuffer::Type::INDEX, false,
|
|
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)
|
|
{
|
|
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)
|
|
{
|
|
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)
|
|
{
|
|
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)
|
|
{
|
|
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)
|
|
{
|
|
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_VBMan.AllocateChunk(
|
|
sizeof(SWavesVertex), vertices.size(),
|
|
Renderer::Backend::IBuffer::Type::VERTEX, false,
|
|
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");
|
|
|
|
deviceCommandContext->SetGraphicsPipelineState(
|
|
Renderer::Backend::MakeDefaultGraphicsPipelineStateDesc());
|
|
deviceCommandContext->BeginFramebufferPass(m_FancyEffectsFramebuffer.get());
|
|
deviceCommandContext->ClearFramebuffer();
|
|
|
|
CShaderTechniquePtr tech = g_Renderer.GetShaderManager().LoadEffect(str_water_waves);
|
|
deviceCommandContext->SetGraphicsPipelineState(
|
|
tech->GetGraphicsPipelineStateDesc());
|
|
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->SetVertexAttributeFormat(
|
|
Renderer::Backend::VertexAttributeStream::POSITION,
|
|
Renderer::Backend::Format::R32G32B32_SFLOAT,
|
|
offsetof(SWavesVertex, m_BasePosition), stride,
|
|
Renderer::Backend::VertexAttributeRate::PER_VERTEX, 0);
|
|
deviceCommandContext->SetVertexAttributeFormat(
|
|
Renderer::Backend::VertexAttributeStream::NORMAL,
|
|
Renderer::Backend::Format::R32G32_SFLOAT,
|
|
offsetof(SWavesVertex, m_PerpVect), stride,
|
|
Renderer::Backend::VertexAttributeRate::PER_VERTEX, 0);
|
|
deviceCommandContext->SetVertexAttributeFormat(
|
|
Renderer::Backend::VertexAttributeStream::UV0,
|
|
Renderer::Backend::Format::R8G8_UINT,
|
|
offsetof(SWavesVertex, m_UV), stride,
|
|
Renderer::Backend::VertexAttributeRate::PER_VERTEX, 0);
|
|
|
|
deviceCommandContext->SetVertexAttributeFormat(
|
|
Renderer::Backend::VertexAttributeStream::UV1,
|
|
Renderer::Backend::Format::R32G32B32_SFLOAT,
|
|
offsetof(SWavesVertex, m_ApexPosition), stride,
|
|
Renderer::Backend::VertexAttributeRate::PER_VERTEX, 0);
|
|
deviceCommandContext->SetVertexAttributeFormat(
|
|
Renderer::Backend::VertexAttributeStream::UV2,
|
|
Renderer::Backend::Format::R32G32B32_SFLOAT,
|
|
offsetof(SWavesVertex, m_SplashPosition), stride,
|
|
Renderer::Backend::VertexAttributeRate::PER_VERTEX, 0);
|
|
deviceCommandContext->SetVertexAttributeFormat(
|
|
Renderer::Backend::VertexAttributeStream::UV3,
|
|
Renderer::Backend::Format::R32G32B32_SFLOAT,
|
|
offsetof(SWavesVertex, m_RetreatPosition), stride,
|
|
Renderer::Backend::VertexAttributeRate::PER_VERTEX, 0);
|
|
|
|
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);
|
|
|
|
CTerrain* terrain = g_Game->GetWorld()->GetTerrain();
|
|
if (!terrain || !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;
|
|
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/...)
|
|
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 && g_VideoMode.GetBackendDevice()->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);
|
|
}
|