forked from 0ad/0ad
Ykkrosh
67a94572ec
Replace almost all texture uses with calls to the new system. Add some anistropic filtering to terrain textures. Let Atlas load terrain texture previews partly-asynchronously by polling. Fix inefficient texture colour determination for minimap. Remove unused global g_TerrainModified. Change GUI texcoord computation to be less efficient but to cope with dynamic texture changes. Fix GUI renderer effects leaving bogus colour state. This was SVN commit r8099.
229 lines
6.0 KiB
C++
229 lines
6.0 KiB
C++
/* Copyright (C) 2009 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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/*
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* Sky settings, texture management and rendering.
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*/
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#include "precompiled.h"
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#include <algorithm>
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#include "lib/timer.h"
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#include "lib/tex/tex.h"
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#include "lib/res/graphics/ogl_tex.h"
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#include "maths/MathUtil.h"
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#include "ps/CStr.h"
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#include "ps/CLogger.h"
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#include "ps/Loader.h"
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#include "ps/Filesystem.h"
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#include "renderer/SkyManager.h"
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#include "renderer/Renderer.h"
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#include "graphics/Camera.h"
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#include "graphics/LightEnv.h"
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#include "graphics/TextureManager.h"
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#define LOG_CATEGORY L"graphics"
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///////////////////////////////////////////////////////////////////////////////////////////////
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// SkyManager implementation
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///////////////////////////////////////////////////////////////////
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// String names for each image, in order of the IMG_ constants
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const wchar_t* SkyManager::s_imageNames[numTextures] = {
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L"front",
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L"back",
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L"right",
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L"left",
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L"top"
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};
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///////////////////////////////////////////////////////////////////
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// Construction/Destruction
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SkyManager::SkyManager()
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{
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m_RenderSky = true;
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m_SkySet = L"";
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m_HorizonHeight = -150.0f;
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}
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///////////////////////////////////////////////////////////////////
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// Load all sky textures
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void SkyManager::LoadSkyTextures()
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{
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for (size_t i = 0; i < ARRAY_SIZE(m_SkyTexture); ++i)
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{
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VfsPath path = VfsPath(L"art/textures/skies") / std::wstring(m_SkySet) / (std::wstring(s_imageNames[i])+L".dds");
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CTextureProperties textureProps(path);
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textureProps.SetWrap(GL_CLAMP_TO_EDGE);
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CTexturePtr texture = g_Renderer.GetTextureManager().CreateTexture(textureProps);
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texture->Prefetch();
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m_SkyTexture[i] = texture;
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}
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}
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///////////////////////////////////////////////////////////////////
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// Switch to a different sky set (while the game is running)
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void SkyManager::SetSkySet( const CStrW& newSet )
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{
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if(newSet == m_SkySet)
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return;
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m_SkySet = newSet;
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LoadSkyTextures();
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}
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///////////////////////////////////////////////////////////////////
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// Generate list of available skies
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std::vector<CStrW> SkyManager::GetSkySets() const
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{
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std::vector<CStrW> skies;
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// Find all subdirectories in art/textures/skies
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const VfsPath path(L"art/textures/skies/");
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DirectoryNames subdirectories;
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if(g_VFS->GetDirectoryEntries(path, 0, &subdirectories) < 0)
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{
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LOG(CLogger::Error, LOG_CATEGORY, L"Error opening directory '%ls'", path.string().c_str());
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return std::vector<CStrW>(1, GetSkySet()); // just return what we currently have
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}
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for(size_t i = 0; i < subdirectories.size(); i++)
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skies.push_back(subdirectories[i]);
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sort(skies.begin(), skies.end());
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return skies;
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}
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///////////////////////////////////////////////////////////////////
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// Render sky
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void SkyManager::RenderSky()
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{
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// Draw the sky as a small box around the camera position, with depth write enabled.
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// This will be done before anything else is drawn so we'll be overlapped by everything else.
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// Note: The coordinates for this were set up through a rather cumbersome trial-and-error
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// process - there might be a smarter way to do it, but this seems to work.
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// Do nothing unless SetSkySet was called
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if (m_SkySet.empty())
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return;
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glDepthMask( GL_FALSE );
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pglActiveTextureARB(GL_TEXTURE0_ARB);
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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// Translate so we are at the camera in the X and Z directions, but
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// put the horizon at a fixed height regardless of camera Y
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const CCamera& camera = g_Renderer.GetViewCamera();
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CVector3D pos = camera.m_Orientation.GetTranslation();
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glTranslatef( pos.X, m_HorizonHeight, pos.Z );
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// Rotate so that the "left" face, which contains the brightest part of each
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// skymap, is in the direction of the sun from our light environment
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glRotatef( 90.0f + RADTODEG(g_Renderer.GetLightEnv().GetRotation()), 0.0f, 1.0f, 0.0f );
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// Distance to draw the faces at
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const float D = 2000.0;
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// Front face (positive Z)
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m_SkyTexture[FRONT]->Bind();
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glBegin( GL_QUADS );
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glTexCoord2f( 0, 1 );
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glVertex3f( -D, -D, +D );
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glTexCoord2f( 1, 1 );
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glVertex3f( +D, -D, +D );
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glTexCoord2f( 1, 0 );
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glVertex3f( +D, +D, +D );
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glTexCoord2f( 0, 0 );
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glVertex3f( -D, +D, +D );
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glEnd();
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// Back face (negative Z)
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m_SkyTexture[BACK]->Bind();
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glBegin( GL_QUADS );
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glTexCoord2f( 1, 1 );
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glVertex3f( -D, -D, -D );
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glTexCoord2f( 1, 0 );
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glVertex3f( -D, +D, -D );
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glTexCoord2f( 0, 0 );
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glVertex3f( +D, +D, -D );
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glTexCoord2f( 0, 1 );
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glVertex3f( +D, -D, -D );
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glEnd();
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// Right face (negative X)
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m_SkyTexture[RIGHT]->Bind();
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glBegin( GL_QUADS );
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glTexCoord2f( 0, 1 );
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glVertex3f( -D, -D, -D );
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glTexCoord2f( 1, 1 );
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glVertex3f( -D, -D, +D );
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glTexCoord2f( 1, 0 );
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glVertex3f( -D, +D, +D );
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glTexCoord2f( 0, 0 );
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glVertex3f( -D, +D, -D );
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glEnd();
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// Left face (positive X)
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m_SkyTexture[LEFT]->Bind();
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glBegin( GL_QUADS );
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glTexCoord2f( 1, 1 );
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glVertex3f( +D, -D, -D );
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glTexCoord2f( 1, 0 );
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glVertex3f( +D, +D, -D );
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glTexCoord2f( 0, 0 );
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glVertex3f( +D, +D, +D );
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glTexCoord2f( 0, 1 );
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glVertex3f( +D, -D, +D );
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glEnd();
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// Top face (positive Y)
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m_SkyTexture[TOP]->Bind();
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glBegin( GL_QUADS );
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glTexCoord2f( 1, 0 );
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glVertex3f( +D, +D, -D );
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glTexCoord2f( 0, 0 );
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glVertex3f( -D, +D, -D );
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glTexCoord2f( 0, 1 );
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glVertex3f( -D, +D, +D );
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glTexCoord2f( 1, 1 );
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glVertex3f( +D, +D, +D );
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glEnd();
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glPopMatrix();
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glDepthMask( GL_TRUE );
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}
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