/* Copyright (C) 2014 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 .
*/
#include "precompiled.h"
#include "LOSTexture.h"
#include "graphics/ShaderManager.h"
#include "graphics/Terrain.h"
#include "lib/bits.h"
#include "lib/config2.h"
#include "ps/CLogger.h"
#include "ps/Game.h"
#include "ps/Profile.h"
#include "renderer/Renderer.h"
#include "renderer/TimeManager.h"
#include "simulation2/Simulation2.h"
#include "simulation2/components/ICmpRangeManager.h"
#include "simulation2/components/ICmpTerrain.h"
/*
The LOS bitmap is computed with one value per map vertex, based on
CCmpRangeManager's visibility information.
The bitmap is then blurred using an NxN filter (in particular a
7-tap Binomial filter as an efficient integral approximation of a Gaussian).
To implement the blur efficiently without using extra memory for a second copy
of the bitmap, we generate the bitmap with (N-1)/2 pixels of padding on each side,
then the blur shifts the image back into the corner.
The blurred bitmap is then uploaded into a GL texture for use by the renderer.
*/
// Blur with a NxN filter, where N = g_BlurSize must be an odd number.
static const size_t g_BlurSize = 7;
// Alignment (in bytes) of the pixel data passed into glTexSubImage2D.
// This must be a multiple of GL_UNPACK_ALIGNMENT, which ought to be 1 (since
// that's what we set it to) but in some weird cases appears to have a different
// value. (See Trac #2594). Multiples of 4 are possibly good for performance anyway.
static const size_t g_SubTextureAlignment = 4;
CLOSTexture::CLOSTexture(CSimulation2& simulation)
: m_Simulation(simulation), m_Dirty(true), m_ShaderInitialized(false),
m_Texture(0), m_TextureSmooth1(0), m_TextureSmooth2(0), m_smoothFbo(0),
m_MapSize(0), m_TextureSize(0), whichTex(true)
{
if (CRenderer::IsInitialised() && g_Renderer.m_Options.m_SmoothLOS)
CreateShader();
}
CLOSTexture::~CLOSTexture()
{
if (m_Texture)
DeleteTexture();
}
// Create the LOS texture engine. Should be ran only once.
bool CLOSTexture::CreateShader()
{
m_smoothShader = g_Renderer.GetShaderManager().LoadEffect(str_los_interp);
CShaderProgramPtr shader = m_smoothShader->GetShader();
m_ShaderInitialized = m_smoothShader && shader;
if (!m_ShaderInitialized)
{
LOGERROR("Failed to load SmoothLOS shader, disabling.");
g_Renderer.m_Options.m_SmoothLOS = false;
return false;
}
pglGenFramebuffersEXT(1, &m_smoothFbo);
return true;
}
void CLOSTexture::DeleteTexture()
{
glDeleteTextures(1, &m_Texture);
if (m_TextureSmooth1)
glDeleteTextures(1, &m_TextureSmooth1);
if (m_TextureSmooth2)
glDeleteTextures(1, &m_TextureSmooth2);
m_Texture = 0;
m_TextureSmooth1 = 0;
m_TextureSmooth2 = 0;
}
void CLOSTexture::MakeDirty()
{
m_Dirty = true;
}
void CLOSTexture::BindTexture(int unit)
{
if (m_Dirty)
{
RecomputeTexture(unit);
m_Dirty = false;
}
g_Renderer.BindTexture(unit, m_Texture);
}
GLuint CLOSTexture::GetTextureSmooth()
{
if (CRenderer::IsInitialised() && !g_Renderer.m_Options.m_SmoothLOS)
return GetTexture();
else
return whichTex ? m_TextureSmooth1 : m_TextureSmooth2;
}
void CLOSTexture::InterpolateLOS()
{
if (CRenderer::IsInitialised() && !g_Renderer.m_Options.m_SmoothLOS)
return;
if (!m_ShaderInitialized)
{
if (!CreateShader())
return;
// RecomputeTexture(0) will not cause the ConstructTexture to run.
// Force the textures to be created.
DeleteTexture();
ConstructTexture(0);
m_Dirty = true;
}
if (m_Dirty)
{
RecomputeTexture(0);
m_Dirty = false;
}
GLint originalFBO;
glGetIntegerv(GL_FRAMEBUFFER_BINDING_EXT, &originalFBO);
pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_smoothFbo);
pglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D,
whichTex ? m_TextureSmooth2 : m_TextureSmooth1, 0);
GLenum status = pglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
{
LOGWARNING("LOS framebuffer object incomplete: 0x%04X", status);
}
m_smoothShader->BeginPass();
CShaderProgramPtr shader = m_smoothShader->GetShader();
glDisable(GL_BLEND);
shader->Bind();
shader->BindTexture(str_losTex1, m_Texture);
shader->BindTexture(str_losTex2, whichTex ? m_TextureSmooth1 : m_TextureSmooth2);
shader->Uniform(str_delta, (float)g_Renderer.GetTimeManager().GetFrameDelta() * 4.0f, 0.0f, 0.0f, 0.0f);
const SViewPort oldVp = g_Renderer.GetViewport();
const SViewPort vp = { 0, 0, m_TextureSize, m_TextureSize };
g_Renderer.SetViewport(vp);
float quadVerts[] = {
1.0f, 1.0f,
-1.0f, 1.0f,
-1.0f, -1.0f,
-1.0f, -1.0f,
1.0f, -1.0f,
1.0f, 1.0f
};
float quadTex[] = {
1.0f, 1.0f,
0.0f, 1.0f,
0.0f, 0.0f,
0.0f, 0.0f,
1.0f, 0.0f,
1.0f, 1.0f
};
shader->TexCoordPointer(GL_TEXTURE0, 2, GL_FLOAT, 0, quadTex);
shader->VertexPointer(2, GL_FLOAT, 0, quadVerts);
shader->AssertPointersBound();
glDrawArrays(GL_TRIANGLES, 0, 6);
g_Renderer.SetViewport(oldVp);
shader->Unbind();
m_smoothShader->EndPass();
pglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, 0, 0);
pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, originalFBO);
whichTex = !whichTex;
}
GLuint CLOSTexture::GetTexture()
{
if (m_Dirty)
{
RecomputeTexture(0);
m_Dirty = false;
}
return m_Texture;
}
const CMatrix3D& CLOSTexture::GetTextureMatrix()
{
ENSURE(!m_Dirty);
return m_TextureMatrix;
}
const CMatrix3D* CLOSTexture::GetMinimapTextureMatrix()
{
ENSURE(!m_Dirty);
return &m_MinimapTextureMatrix;
}
void CLOSTexture::ConstructTexture(int unit)
{
CmpPtr cmpTerrain(m_Simulation, SYSTEM_ENTITY);
if (!cmpTerrain)
return;
m_MapSize = cmpTerrain->GetVerticesPerSide();
m_TextureSize = (GLsizei)round_up_to_pow2(round_up((size_t)m_MapSize + g_BlurSize - 1, g_SubTextureAlignment));
glGenTextures(1, &m_Texture);
// Initialise texture with SoD color, for the areas we don't
// overwrite with glTexSubImage2D later
u8* texData = new u8[m_TextureSize * m_TextureSize * 4];
memset(texData, 0x00, m_TextureSize * m_TextureSize * 4);
if (CRenderer::IsInitialised() && g_Renderer.m_Options.m_SmoothLOS)
{
glGenTextures(1, &m_TextureSmooth1);
glGenTextures(1, &m_TextureSmooth2);
g_Renderer.BindTexture(unit, m_TextureSmooth1);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, m_TextureSize, m_TextureSize, 0, GL_ALPHA, GL_UNSIGNED_BYTE, texData);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
g_Renderer.BindTexture(unit, m_TextureSmooth2);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, m_TextureSize, m_TextureSize, 0, GL_ALPHA, GL_UNSIGNED_BYTE, texData);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
}
g_Renderer.BindTexture(unit, m_Texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, m_TextureSize, m_TextureSize, 0, GL_ALPHA, GL_UNSIGNED_BYTE, texData);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
delete[] texData;
{
// Texture matrix: We want to map
// world pos (0, y, 0) (i.e. first vertex)
// onto texcoord (0.5/texsize, 0.5/texsize) (i.e. middle of first texel);
// world pos ((mapsize-1)*cellsize, y, (mapsize-1)*cellsize) (i.e. last vertex)
// onto texcoord ((mapsize-0.5) / texsize, (mapsize-0.5) / texsize) (i.e. middle of last texel)
float s = (m_MapSize-1) / (float)(m_TextureSize * (m_MapSize-1) * TERRAIN_TILE_SIZE);
float t = 0.5f / m_TextureSize;
m_TextureMatrix.SetZero();
m_TextureMatrix._11 = s;
m_TextureMatrix._23 = s;
m_TextureMatrix._14 = t;
m_TextureMatrix._24 = t;
m_TextureMatrix._44 = 1;
}
{
// Minimap matrix: We want to map UV (0,0)-(1,1) onto (0,0)-(mapsize/texsize, mapsize/texsize)
float s = m_MapSize / (float)m_TextureSize;
m_MinimapTextureMatrix.SetZero();
m_MinimapTextureMatrix._11 = s;
m_MinimapTextureMatrix._22 = s;
m_MinimapTextureMatrix._44 = 1;
}
}
void CLOSTexture::RecomputeTexture(int unit)
{
// If the map was resized, delete and regenerate the texture
if (m_Texture)
{
CmpPtr cmpTerrain(m_Simulation, SYSTEM_ENTITY);
if (cmpTerrain && m_MapSize != (ssize_t)cmpTerrain->GetVerticesPerSide())
DeleteTexture();
}
bool recreated = false;
if (!m_Texture)
{
ConstructTexture(unit);
recreated = true;
}
PROFILE("recompute LOS texture");
std::vector losData;
size_t pitch;
losData.resize(GetBitmapSize(m_MapSize, m_MapSize, &pitch));
CmpPtr cmpRangeManager(m_Simulation, SYSTEM_ENTITY);
if (!cmpRangeManager)
return;
ICmpRangeManager::CLosQuerier los(cmpRangeManager->GetLosQuerier(g_Game->GetPlayerID()));
GenerateBitmap(los, &losData[0], m_MapSize, m_MapSize, pitch);
if (CRenderer::IsInitialised() && g_Renderer.m_Options.m_SmoothLOS && recreated)
{
g_Renderer.BindTexture(unit, m_TextureSmooth1);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, pitch, m_MapSize, GL_ALPHA, GL_UNSIGNED_BYTE, &losData[0]);
g_Renderer.BindTexture(unit, m_TextureSmooth2);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, pitch, m_MapSize, GL_ALPHA, GL_UNSIGNED_BYTE, &losData[0]);
}
g_Renderer.BindTexture(unit, m_Texture);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, pitch, m_MapSize, GL_ALPHA, GL_UNSIGNED_BYTE, &losData[0]);
}
size_t CLOSTexture::GetBitmapSize(size_t w, size_t h, size_t* pitch)
{
*pitch = round_up(w + g_BlurSize - 1, g_SubTextureAlignment);
return *pitch * (h + g_BlurSize - 1);
}
void CLOSTexture::GenerateBitmap(ICmpRangeManager::CLosQuerier los, u8* losData, size_t w, size_t h, size_t pitch)
{
u8 *dataPtr = losData;
// Initialise the top padding
for (size_t j = 0; j < g_BlurSize/2; ++j)
for (size_t i = 0; i < pitch; ++i)
*dataPtr++ = 0;
for (size_t j = 0; j < h; ++j)
{
// Initialise the left padding
for (size_t i = 0; i < g_BlurSize/2; ++i)
*dataPtr++ = 0;
// Fill in the visibility data
for (size_t i = 0; i < w; ++i)
{
if (los.IsVisible_UncheckedRange(i, j))
*dataPtr++ = 255;
else if (los.IsExplored_UncheckedRange(i, j))
*dataPtr++ = 127;
else
*dataPtr++ = 0;
}
// Initialise the right padding
for (size_t i = 0; i < pitch - w - g_BlurSize/2; ++i)
*dataPtr++ = 0;
}
// Initialise the bottom padding
for (size_t j = 0; j < g_BlurSize/2; ++j)
for (size_t i = 0; i < pitch; ++i)
*dataPtr++ = 0;
// Horizontal blur:
for (size_t j = g_BlurSize/2; j < h + g_BlurSize/2; ++j)
{
for (size_t i = 0; i < w; ++i)
{
u8* d = &losData[i+j*pitch];
*d = (
1*d[0] +
6*d[1] +
15*d[2] +
20*d[3] +
15*d[4] +
6*d[5] +
1*d[6]
) / 64;
}
}
// Vertical blur:
for (size_t j = 0; j < h; ++j)
{
for (size_t i = 0; i < w; ++i)
{
u8* d = &losData[i+j*pitch];
*d = (
1*d[0*pitch] +
6*d[1*pitch] +
15*d[2*pitch] +
20*d[3*pitch] +
15*d[4*pitch] +
6*d[5*pitch] +
1*d[6*pitch]
) / 64;
}
}
}