mirror of
https://gitea.wildfiregames.com/0ad/0ad
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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.
340 lines
9.7 KiB
C++
340 lines
9.7 KiB
C++
/* Copyright (C) 2012 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/ShaderManager.h"
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#include "graphics/TextureManager.h"
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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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m_SkyCubeMap = 0;
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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("art/textures/skies") / m_SkySet / (Path::String(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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// HACK: THE HORRIBLENESS HERE IS OVER 9000. The following code is a HUGE hack and will be removed completely
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// as soon as all the hardcoded GL_TEXTURE_2D references are corrected in the TextureManager/OGL/tex libs.
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glGenTextures(1, &m_SkyCubeMap);
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glBindTexture(GL_TEXTURE_CUBE_MAP, m_SkyCubeMap);
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int types[] = {
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GL_TEXTURE_CUBE_MAP_POSITIVE_X,
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GL_TEXTURE_CUBE_MAP_NEGATIVE_X,
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GL_TEXTURE_CUBE_MAP_POSITIVE_Z,
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GL_TEXTURE_CUBE_MAP_NEGATIVE_Z,
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GL_TEXTURE_CUBE_MAP_POSITIVE_Y,
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GL_TEXTURE_CUBE_MAP_NEGATIVE_Y
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};
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const wchar_t* images[numTextures+1] = {
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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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L"top"
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};
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for (size_t i = 0; i < numTextures+1; ++i)
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{
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VfsPath path = VfsPath("art/textures/skies") / m_SkySet / (Path::String(images[i])+L".dds");
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shared_ptr<u8> file;
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size_t fileSize;
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if (g_VFS->LoadFile(path, file, fileSize) < 0)
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{
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VfsPath path2 = VfsPath("art/textures/skies") / m_SkySet / (Path::String(images[i])+L".dds.cached.dds");
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if (g_VFS->LoadFile(path2, file, fileSize) < 0)
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{
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glDeleteTextures(1, &m_SkyCubeMap);
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LOGERROR(L"Error creating sky cubemap.");
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return;
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}
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}
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Tex tex;
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tex_decode(file, fileSize, &tex);
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tex_transform_to(&tex, (tex.flags | TEX_BOTTOM_UP | TEX_ALPHA) & ~(TEX_DXT | TEX_MIPMAPS));
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u8* data = tex_get_data(&tex);
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if (types[i] == GL_TEXTURE_CUBE_MAP_NEGATIVE_Y || types[i] == GL_TEXTURE_CUBE_MAP_POSITIVE_Y)
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{
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std::vector<u8> rotated(tex.dataSize);
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for (size_t y = 0; y < tex.h; ++y)
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{
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for (size_t x = 0; x < tex.w; ++x)
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{
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size_t invx = y, invy = tex.w-x-1;
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rotated[(y*tex.w + x) * 4 + 0] = data[(invy*tex.w + invx) * 4 + 0];
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rotated[(y*tex.w + x) * 4 + 1] = data[(invy*tex.w + invx) * 4 + 1];
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rotated[(y*tex.w + x) * 4 + 2] = data[(invy*tex.w + invx) * 4 + 2];
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rotated[(y*tex.w + x) * 4 + 3] = data[(invy*tex.w + invx) * 4 + 3];
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}
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}
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glTexImage2D(types[i], 0, GL_RGB, tex.w, tex.h, 0, GL_RGBA, GL_UNSIGNED_BYTE, &rotated[0]);
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}
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else
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{
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glTexImage2D(types[i], 0, GL_RGB, tex.w, tex.h, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
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}
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tex_free(&tex);
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}
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
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glBindTexture(GL_TEXTURE_2D, 0);
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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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if (m_SkyCubeMap)
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{
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glDeleteTextures(1, &m_SkyCubeMap);
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m_SkyCubeMap = 0;
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}
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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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LOGERROR(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].string());
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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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#if CONFIG2_GLES
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#warning TODO: implement SkyManager::RenderSky for GLES
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#else
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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( 180.0f /*+ 45.0f*/ + 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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CShaderProgramPtr shader;
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CShaderTechniquePtr skytech;
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if (g_Renderer.GetRenderPath() == CRenderer::RP_SHADER)
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{
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skytech = g_Renderer.GetShaderManager().LoadEffect(str_sky_simple);
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skytech->BeginPass();
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shader = skytech->GetShader();
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shader->BindTexture(str_baseTex, m_SkyCubeMap);
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}
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else
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{
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glDisable(GL_TEXTURE_2D);
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glEnable(GL_TEXTURE_CUBE_MAP);
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glBindTexture(GL_TEXTURE_CUBE_MAP, m_SkyCubeMap);
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}
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// GL_TEXTURE_CUBE_MAP_NEGATIVE_X
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glBegin(GL_QUADS);
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glTexCoord3f( +1, +1, +1 ); glVertex3f( -D, -D, -D );
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glTexCoord3f( +1, +1, -1 ); glVertex3f( -D, -D, +D );
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glTexCoord3f( +1, -1, -1 ); glVertex3f( -D, +D, +D );
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glTexCoord3f( +1, -1, +1 ); glVertex3f( -D, +D, -D );
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glEnd();
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// GL_TEXTURE_CUBE_MAP_POSITIVE_X
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glBegin(GL_QUADS);
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glTexCoord3f( -1, +1, -1 ); glVertex3f( +D, -D, +D );
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glTexCoord3f( -1, +1, +1 ); glVertex3f( +D, -D, -D );
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glTexCoord3f( -1, -1, +1 ); glVertex3f( +D, +D, -D );
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glTexCoord3f( -1, -1, -1 ); glVertex3f( +D, +D, +D );
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glEnd();
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// GL_TEXTURE_CUBE_MAP_NEGATIVE_Y
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glBegin(GL_QUADS);
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glTexCoord3f( -1, +1, +1 ); glVertex3f( +D, -D, -D );
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glTexCoord3f( -1, +1, -1 ); glVertex3f( +D, -D, +D );
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glTexCoord3f( +1, +1, -1 ); glVertex3f( -D, -D, +D );
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glTexCoord3f( +1, +1, +1 ); glVertex3f( -D, -D, -D );
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glEnd();
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// GL_TEXTURE_CUBE_MAP_POSITIVE_Y
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glBegin(GL_QUADS);
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glTexCoord3f( +1, -1, +1 ); glVertex3f( -D, +D, -D );
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glTexCoord3f( +1, -1, -1 ); glVertex3f( -D, +D, +D );
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glTexCoord3f( -1, -1, -1 ); glVertex3f( +D, +D, +D );
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glTexCoord3f( -1, -1, +1 ); glVertex3f( +D, +D, -D );
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glEnd();
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// GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
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glBegin(GL_QUADS);
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glTexCoord3f( -1, +1, +1 ); glVertex3f( +D, -D, -D );
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glTexCoord3f( +1, +1, +1 ); glVertex3f( -D, -D, -D );
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glTexCoord3f( +1, -1, +1 ); glVertex3f( -D, +D, -D );
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glTexCoord3f( -1, -1, +1 ); glVertex3f( +D, +D, -D );
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glEnd();
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// GL_TEXTURE_CUBE_MAP_POSITIVE_Z
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glBegin(GL_QUADS);
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glTexCoord3f( +1, +1, -1 ); glVertex3f( -D, -D, +D );
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glTexCoord3f( -1, +1, -1 ); glVertex3f( +D, -D, +D );
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glTexCoord3f( -1, -1, -1 ); glVertex3f( +D, +D, +D );
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glTexCoord3f( +1, -1, -1 ); glVertex3f( -D, +D, +D );
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glEnd();
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if (g_Renderer.GetRenderPath() == CRenderer::RP_SHADER)
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{
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skytech->EndPass();
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}
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else
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{
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glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
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glDisable(GL_TEXTURE_CUBE_MAP);
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glEnable(GL_TEXTURE_2D);
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}
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glPopMatrix();
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glDepthMask( GL_TRUE );
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#endif
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}
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