0ad/source/renderer/SkyManager.cpp
Ykkrosh 994ebd9836 Add a list of statically-constructed CStrIntern strings
Switch all the constant strings in graphics code to use the new
variables.
This avoids the cost of instantiating CStrInterns at runtime every
frame.

This was SVN commit r13906.
2013-09-29 13:19:52 +00:00

340 lines
9.7 KiB
C++

/* Copyright (C) 2012 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 <http://www.gnu.org/licenses/>.
*/
/*
* Sky settings, texture management and rendering.
*/
#include "precompiled.h"
#include <algorithm>
#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/Loader.h"
#include "ps/Filesystem.h"
#include "renderer/SkyManager.h"
#include "renderer/Renderer.h"
#include "graphics/Camera.h"
#include "graphics/LightEnv.h"
#include "graphics/ShaderManager.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<u8> 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(L"Error creating sky cubemap.");
return;
}
}
Tex tex;
tex_decode(file, fileSize, &tex);
tex_transform_to(&tex, (tex.flags | TEX_BOTTOM_UP | TEX_ALPHA) & ~(TEX_DXT | TEX_MIPMAPS));
u8* data = tex_get_data(&tex);
if (types[i] == GL_TEXTURE_CUBE_MAP_NEGATIVE_Y || types[i] == GL_TEXTURE_CUBE_MAP_POSITIVE_Y)
{
std::vector<u8> rotated(tex.dataSize);
for (size_t y = 0; y < tex.h; ++y)
{
for (size_t x = 0; x < tex.w; ++x)
{
size_t invx = y, invy = tex.w-x-1;
rotated[(y*tex.w + x) * 4 + 0] = data[(invy*tex.w + invx) * 4 + 0];
rotated[(y*tex.w + x) * 4 + 1] = data[(invy*tex.w + invx) * 4 + 1];
rotated[(y*tex.w + x) * 4 + 2] = data[(invy*tex.w + invx) * 4 + 2];
rotated[(y*tex.w + x) * 4 + 3] = data[(invy*tex.w + invx) * 4 + 3];
}
}
glTexImage2D(types[i], 0, GL_RGB, tex.w, tex.h, 0, GL_RGBA, GL_UNSIGNED_BYTE, &rotated[0]);
}
else
{
glTexImage2D(types[i], 0, GL_RGB, tex.w, tex.h, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
}
tex_free(&tex);
}
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);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
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<CStrW> SkyManager::GetSkySets() const
{
std::vector<CStrW> 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(L"Error opening directory '%ls'", path.string().c_str());
return std::vector<CStrW>(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 camera position, with depth write enabled.
// This will be done before anything else is drawn so we'll be overlapped by everything else.
// Note: The coordinates for this were set up through a rather cumbersome trial-and-error
// process - there might be a smarter way to do it, but this seems to work.
// 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 camera in the X and Z directions, but
// put the horizon at a fixed height regardless of camera Y
const CCamera& camera = g_Renderer.GetViewCamera();
CVector3D pos = camera.m_Orientation.GetTranslation();
glTranslatef( pos.X, m_HorizonHeight, pos.Z );
// 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 = 2000.0;
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);
}
// GL_TEXTURE_CUBE_MAP_NEGATIVE_X
glBegin(GL_QUADS);
glTexCoord3f( +1, +1, +1 ); glVertex3f( -D, -D, -D );
glTexCoord3f( +1, +1, -1 ); glVertex3f( -D, -D, +D );
glTexCoord3f( +1, -1, -1 ); glVertex3f( -D, +D, +D );
glTexCoord3f( +1, -1, +1 ); glVertex3f( -D, +D, -D );
glEnd();
// GL_TEXTURE_CUBE_MAP_POSITIVE_X
glBegin(GL_QUADS);
glTexCoord3f( -1, +1, -1 ); glVertex3f( +D, -D, +D );
glTexCoord3f( -1, +1, +1 ); glVertex3f( +D, -D, -D );
glTexCoord3f( -1, -1, +1 ); glVertex3f( +D, +D, -D );
glTexCoord3f( -1, -1, -1 ); glVertex3f( +D, +D, +D );
glEnd();
// GL_TEXTURE_CUBE_MAP_NEGATIVE_Y
glBegin(GL_QUADS);
glTexCoord3f( -1, +1, +1 ); glVertex3f( +D, -D, -D );
glTexCoord3f( -1, +1, -1 ); glVertex3f( +D, -D, +D );
glTexCoord3f( +1, +1, -1 ); glVertex3f( -D, -D, +D );
glTexCoord3f( +1, +1, +1 ); glVertex3f( -D, -D, -D );
glEnd();
// GL_TEXTURE_CUBE_MAP_POSITIVE_Y
glBegin(GL_QUADS);
glTexCoord3f( +1, -1, +1 ); glVertex3f( -D, +D, -D );
glTexCoord3f( +1, -1, -1 ); glVertex3f( -D, +D, +D );
glTexCoord3f( -1, -1, -1 ); glVertex3f( +D, +D, +D );
glTexCoord3f( -1, -1, +1 ); glVertex3f( +D, +D, -D );
glEnd();
// GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
glBegin(GL_QUADS);
glTexCoord3f( -1, +1, +1 ); glVertex3f( +D, -D, -D );
glTexCoord3f( +1, +1, +1 ); glVertex3f( -D, -D, -D );
glTexCoord3f( +1, -1, +1 ); glVertex3f( -D, +D, -D );
glTexCoord3f( -1, -1, +1 ); glVertex3f( +D, +D, -D );
glEnd();
// GL_TEXTURE_CUBE_MAP_POSITIVE_Z
glBegin(GL_QUADS);
glTexCoord3f( +1, +1, -1 ); glVertex3f( -D, -D, +D );
glTexCoord3f( -1, +1, -1 ); glVertex3f( +D, -D, +D );
glTexCoord3f( -1, -1, -1 ); glVertex3f( +D, +D, +D );
glTexCoord3f( +1, -1, -1 ); glVertex3f( -D, +D, +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
}