/* Copyright (C) 2021 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 "renderer/SkyManager.h" #include "graphics/LightEnv.h" #include "graphics/ShaderManager.h" #include "graphics/Terrain.h" #include "graphics/TextureManager.h" #include "lib/tex/tex.h" #include "lib/timer.h" #include "lib/res/graphics/ogl_tex.h" #include "maths/MathUtil.h" #include "ps/CLogger.h" #include "ps/ConfigDB.h" #include "ps/CStr.h" #include "ps/Filesystem.h" #include "ps/Game.h" #include "ps/Loader.h" #include "ps/World.h" #include "renderer/Renderer.h" #include "renderer/RenderingOptions.h" #include SkyManager::SkyManager() : m_RenderSky(true), m_SkyCubeMap(0) { CFG_GET_VAL("showsky", m_RenderSky); } /////////////////////////////////////////////////////////////////// // Load all sky textures void SkyManager::LoadSkyTextures() { static const CStrW images[NUMBER_OF_TEXTURES + 1] = { L"front", L"back", L"right", L"left", L"top", L"top" }; /*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); static const 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 }; for (size_t i = 0; i < NUMBER_OF_TEXTURES + 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) != INFO::OK) { path = VfsPath("art/textures/skies") / m_SkySet / (Path::String(images[i])+L".dds.cached.dds"); if (g_VFS->LoadFile(path, file, fileSize) != INFO::OK) { 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_RGBA, tex.m_Width, tex.m_Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, &rotated[0]); } else { glTexImage2D(types[i], 0, GL_RGBA, 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_CUBE_MAP, 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) != INFO::OK) { 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 if (!m_RenderSky) return; // 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); const CCamera& camera = g_Renderer.GetViewCamera(); CShaderTechniquePtr skytech = g_Renderer.GetShaderManager().LoadEffect(str_sky_simple); skytech->BeginPass(); CShaderProgramPtr shader = skytech->GetShader(); shader->BindTexture(str_baseTex, m_SkyCubeMap); // Translate so the sky center is at the camera space origin. CMatrix3D translate; translate.SetTranslation(camera.GetOrientation().GetTranslation()); // Currently we have a hardcoded near plane in the projection matrix. CMatrix3D scale; scale.SetScaling(10.0f, 10.0f, 10.0f); // 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. CMatrix3D rotate; rotate.SetYRotation(M_PI + g_Renderer.GetLightEnv().GetRotation()); shader->Uniform( str_transform, camera.GetViewProjection() * translate * rotate * scale); std::vector vertexData; // 6 sides of cube with 4 vertices with 6 floats (3 uv and 3 position). vertexData.reserve(6 * 4 * 6); #define ADD_VERTEX(U, V, W, X, Y, Z) \ STMT( \ vertexData.push_back(X); \ vertexData.push_back(Y); \ vertexData.push_back(Z); \ vertexData.push_back(U); \ vertexData.push_back(V); \ vertexData.push_back(W);) // GL_TEXTURE_CUBE_MAP_NEGATIVE_X ADD_VERTEX(+1, +1, +1, -1.0f, -1.0f, -1.0f); ADD_VERTEX(+1, +1, -1, -1.0f, -1.0f, +1.0f); ADD_VERTEX(+1, -1, -1, -1.0f, +1.0f, +1.0f); ADD_VERTEX(+1, -1, +1, -1.0f, +1.0f, -1.0f); // GL_TEXTURE_CUBE_MAP_POSITIVE_X ADD_VERTEX(-1, +1, -1, +1.0f, -1.0f, +1.0f); ADD_VERTEX(-1, +1, +1, +1.0f, -1.0f, -1.0f); ADD_VERTEX(-1, -1, +1, +1.0f, +1.0f, -1.0f); ADD_VERTEX(-1, -1, -1, +1.0f, +1.0f, +1.0f); // GL_TEXTURE_CUBE_MAP_NEGATIVE_Y ADD_VERTEX(-1, +1, +1, +1.0f, -1.0f, -1.0f); ADD_VERTEX(-1, +1, -1, +1.0f, -1.0f, +1.0f); ADD_VERTEX(+1, +1, -1, -1.0f, -1.0f, +1.0f); ADD_VERTEX(+1, +1, +1, -1.0f, -1.0f, -1.0f); // GL_TEXTURE_CUBE_MAP_POSITIVE_Y ADD_VERTEX(+1, -1, +1, -1.0f, +1.0f, -1.0f); ADD_VERTEX(+1, -1, -1, -1.0f, +1.0f, +1.0f); ADD_VERTEX(-1, -1, -1, +1.0f, +1.0f, +1.0f); ADD_VERTEX(-1, -1, +1, +1.0f, +1.0f, -1.0f); // GL_TEXTURE_CUBE_MAP_NEGATIVE_Z ADD_VERTEX(-1, +1, +1, +1.0f, -1.0f, -1.0f); ADD_VERTEX(+1, +1, +1, -1.0f, -1.0f, -1.0f); ADD_VERTEX(+1, -1, +1, -1.0f, +1.0f, -1.0f); ADD_VERTEX(-1, -1, +1, +1.0f, +1.0f, -1.0f); // GL_TEXTURE_CUBE_MAP_POSITIVE_Z ADD_VERTEX(+1, +1, -1, -1.0f, -1.0f, +1.0f); ADD_VERTEX(-1, +1, -1, +1.0f, -1.0f, +1.0f); ADD_VERTEX(-1, -1, -1, +1.0f, +1.0f, +1.0f); ADD_VERTEX(+1, -1, -1, -1.0f, +1.0f, +1.0f); #undef ADD_VERTEX shader->VertexPointer(3, GL_FLOAT, sizeof(GLfloat) * 6, &vertexData[0]); shader->TexCoordPointer( GL_TEXTURE0, 3, GL_FLOAT, sizeof(GLfloat) * 6, &vertexData[3]); shader->AssertPointersBound(); glDrawArrays(GL_QUADS, 0, 6 * 4); skytech->EndPass(); glDepthMask(GL_TRUE); #endif }