Index: ps/trunk/binaries/data/mods/public/shaders/effects/debug_overlay.xml
===================================================================
--- ps/trunk/binaries/data/mods/public/shaders/effects/debug_overlay.xml (revision 26217)
+++ ps/trunk/binaries/data/mods/public/shaders/effects/debug_overlay.xml (revision 26218)
@@ -1,16 +1,20 @@
-
-
-
-
-
+
+
+
+
+
+
+
-
-
-
-
-
+
+
+
+
+
+
+
Index: ps/trunk/binaries/data/mods/public/shaders/effects/water_high.xml
===================================================================
--- ps/trunk/binaries/data/mods/public/shaders/effects/water_high.xml (revision 26217)
+++ ps/trunk/binaries/data/mods/public/shaders/effects/water_high.xml (revision 26218)
@@ -1,7 +1,9 @@
-
-
-
-
+
+
+
+
+
+
Index: ps/trunk/binaries/data/mods/public/shaders/effects/water_waves.xml
===================================================================
--- ps/trunk/binaries/data/mods/public/shaders/effects/water_waves.xml (revision 26217)
+++ ps/trunk/binaries/data/mods/public/shaders/effects/water_waves.xml (revision 26218)
@@ -1,7 +1,9 @@
-
-
-
-
+
+
+
+
+
+
Index: ps/trunk/source/renderer/TerrainRenderer.cpp
===================================================================
--- ps/trunk/source/renderer/TerrainRenderer.cpp (revision 26217)
+++ ps/trunk/source/renderer/TerrainRenderer.cpp (revision 26218)
@@ -1,619 +1,611 @@
/* Copyright (C) 2022 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 "renderer/TerrainRenderer.h"
#include "graphics/Camera.h"
#include "graphics/Canvas2D.h"
#include "graphics/Decal.h"
#include "graphics/GameView.h"
#include "graphics/LightEnv.h"
#include "graphics/LOSTexture.h"
#include "graphics/Patch.h"
#include "graphics/Model.h"
#include "graphics/ShaderManager.h"
#include "graphics/TerritoryTexture.h"
#include "graphics/TextRenderer.h"
#include "maths/MathUtil.h"
#include "ps/CLogger.h"
#include "ps/CStrInternStatic.h"
#include "ps/Filesystem.h"
#include "ps/Game.h"
#include "ps/Profile.h"
#include "ps/World.h"
#include "renderer/DecalRData.h"
#include "renderer/PatchRData.h"
#include "renderer/Renderer.h"
#include "renderer/RenderingOptions.h"
#include "renderer/SceneRenderer.h"
#include "renderer/ShadowMap.h"
#include "renderer/SkyManager.h"
#include "renderer/VertexArray.h"
#include "renderer/WaterManager.h"
/**
* TerrainRenderer keeps track of which phase it is in, to detect
* when Submit, PrepareForRendering etc. are called in the wrong order.
*/
enum Phase
{
Phase_Submit,
Phase_Render
};
/**
* Struct TerrainRendererInternals: Internal variables used by the TerrainRenderer class.
*/
struct TerrainRendererInternals
{
/// Which phase (submitting or rendering patches) are we in right now?
Phase phase;
/// Patches that were submitted for this frame
std::vector visiblePatches[CSceneRenderer::CULL_MAX];
/// Decals that were submitted for this frame
std::vector visibleDecals[CSceneRenderer::CULL_MAX];
/// Fancy water shader
CShaderTechniquePtr fancyWaterTech;
CSimulation2* simulation;
};
///////////////////////////////////////////////////////////////////
// Construction/Destruction
TerrainRenderer::TerrainRenderer()
{
m = new TerrainRendererInternals();
m->phase = Phase_Submit;
}
TerrainRenderer::~TerrainRenderer()
{
delete m;
}
void TerrainRenderer::SetSimulation(CSimulation2* simulation)
{
m->simulation = simulation;
}
///////////////////////////////////////////////////////////////////
// Submit a patch for rendering
void TerrainRenderer::Submit(int cullGroup, CPatch* patch)
{
ENSURE(m->phase == Phase_Submit);
CPatchRData* data = (CPatchRData*)patch->GetRenderData();
if (data == 0)
{
// no renderdata for patch, create it now
data = new CPatchRData(patch, m->simulation);
patch->SetRenderData(data);
}
data->Update(m->simulation);
m->visiblePatches[cullGroup].push_back(data);
}
///////////////////////////////////////////////////////////////////
// Submit a decal for rendering
void TerrainRenderer::Submit(int cullGroup, CModelDecal* decal)
{
ENSURE(m->phase == Phase_Submit);
CDecalRData* data = (CDecalRData*)decal->GetRenderData();
if (data == 0)
{
// no renderdata for decal, create it now
data = new CDecalRData(decal, m->simulation);
decal->SetRenderData(data);
}
data->Update(m->simulation);
m->visibleDecals[cullGroup].push_back(data);
}
///////////////////////////////////////////////////////////////////
// Prepare for rendering
void TerrainRenderer::PrepareForRendering()
{
ENSURE(m->phase == Phase_Submit);
m->phase = Phase_Render;
}
///////////////////////////////////////////////////////////////////
// Clear submissions lists
void TerrainRenderer::EndFrame()
{
ENSURE(m->phase == Phase_Render || m->phase == Phase_Submit);
for (int i = 0; i < CSceneRenderer::CULL_MAX; ++i)
{
m->visiblePatches[i].clear();
m->visibleDecals[i].clear();
}
m->phase = Phase_Submit;
}
void TerrainRenderer::RenderTerrainOverlayTexture(int cullGroup, CMatrix3D& textureMatrix,
Renderer::Backend::GL::CTexture* texture)
{
#if CONFIG2_GLES
#warning TODO: implement TerrainRenderer::RenderTerrainOverlayTexture for GLES
UNUSED2(cullGroup);
UNUSED2(textureMatrix);
UNUSED2(texture);
#else
ENSURE(m->phase == Phase_Render);
std::vector& visiblePatches = m->visiblePatches[cullGroup];
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDepthMask(0);
glDisable(GL_DEPTH_TEST);
CShaderTechniquePtr debugOverlayTech =
g_Renderer.GetShaderManager().LoadEffect(str_debug_overlay);
debugOverlayTech->BeginPass();
CShaderProgramPtr debugOverlayShader = debugOverlayTech->GetShader();
debugOverlayShader->BindTexture(str_baseTex, texture);
debugOverlayShader->Uniform(str_transform, g_Renderer.GetSceneRenderer().GetViewCamera().GetViewProjection());
debugOverlayShader->Uniform(str_textureTransform, textureMatrix);
CPatchRData::RenderStreams(visiblePatches, debugOverlayShader, STREAM_POS | STREAM_POSTOUV0);
glEnable(GL_DEPTH_TEST);
// To make the overlay visible over water, render an additional map-sized
// water-height patch.
CBoundingBoxAligned waterBounds;
for (CPatchRData* data : visiblePatches)
waterBounds += data->GetWaterBounds();
if (!waterBounds.IsEmpty())
{
// Add a delta to avoid z-fighting.
const float height = g_Renderer.GetSceneRenderer().GetWaterManager().m_WaterHeight + 0.05f;
const float waterPos[] = {
waterBounds[0].X, height, waterBounds[0].Z,
waterBounds[1].X, height, waterBounds[0].Z,
waterBounds[0].X, height, waterBounds[1].Z,
waterBounds[1].X, height, waterBounds[1].Z
};
const GLsizei stride = sizeof(float) * 3;
debugOverlayShader->VertexPointer(3, GL_FLOAT, stride, waterPos);
debugOverlayShader->TexCoordPointer(GL_TEXTURE0, 3, GL_FLOAT, stride, waterPos);
debugOverlayShader->AssertPointersBound();
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
debugOverlayTech->EndPass();
glDepthMask(1);
- glDisable(GL_BLEND);
#endif
}
///////////////////////////////////////////////////////////////////
/**
* Set up all the uniforms for a shader pass.
*/
void TerrainRenderer::PrepareShader(const CShaderProgramPtr& shader, ShadowMap* shadow)
{
CSceneRenderer& sceneRenderer = g_Renderer.GetSceneRenderer();
shader->Uniform(str_transform, sceneRenderer.GetViewCamera().GetViewProjection());
shader->Uniform(str_cameraPos, sceneRenderer.GetViewCamera().GetOrientation().GetTranslation());
const CLightEnv& lightEnv = sceneRenderer.GetLightEnv();
if (shadow)
shadow->BindTo(shader);
CLOSTexture& los = sceneRenderer.GetScene().GetLOSTexture();
shader->BindTexture(str_losTex, los.GetTextureSmooth());
shader->Uniform(str_losTransform, los.GetTextureMatrix()[0], los.GetTextureMatrix()[12], 0.f, 0.f);
shader->Uniform(str_ambient, lightEnv.m_AmbientColor);
shader->Uniform(str_sunColor, lightEnv.m_SunColor);
shader->Uniform(str_sunDir, lightEnv.GetSunDir());
shader->Uniform(str_fogColor, lightEnv.m_FogColor);
shader->Uniform(str_fogParams, lightEnv.m_FogFactor, lightEnv.m_FogMax, 0.f, 0.f);
}
void TerrainRenderer::RenderTerrainShader(const CShaderDefines& context, int cullGroup, ShadowMap* shadow)
{
ENSURE(m->phase == Phase_Render);
std::vector& visiblePatches = m->visiblePatches[cullGroup];
std::vector& visibleDecals = m->visibleDecals[cullGroup];
if (visiblePatches.empty() && visibleDecals.empty())
return;
// render the solid black sides of the map first
CShaderTechniquePtr techSolid = g_Renderer.GetShaderManager().LoadEffect(str_solid);
techSolid->BeginPass();
CShaderProgramPtr shaderSolid = techSolid->GetShader();
shaderSolid->Uniform(str_transform, g_Renderer.GetSceneRenderer().GetViewCamera().GetViewProjection());
shaderSolid->Uniform(str_color, 0.0f, 0.0f, 0.0f, 1.0f);
CPatchRData::RenderSides(visiblePatches, shaderSolid);
techSolid->EndPass();
CPatchRData::RenderBases(visiblePatches, context, shadow);
// no need to write to the depth buffer a second time
glDepthMask(0);
// render blend passes for each patch
CPatchRData::RenderBlends(visiblePatches, context, shadow);
CDecalRData::RenderDecals(visibleDecals, context, shadow);
// restore OpenGL state
g_Renderer.BindTexture(1, 0);
g_Renderer.BindTexture(2, 0);
g_Renderer.BindTexture(3, 0);
glDepthMask(1);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glDisable(GL_BLEND);
}
///////////////////////////////////////////////////////////////////
// Render un-textured patches as polygons
void TerrainRenderer::RenderPatches(int cullGroup, const CColor& color)
{
ENSURE(m->phase == Phase_Render);
std::vector& visiblePatches = m->visiblePatches[cullGroup];
if (visiblePatches.empty())
return;
#if CONFIG2_GLES
UNUSED2(color);
#warning TODO: implement TerrainRenderer::RenderPatches for GLES
#else
CShaderTechniquePtr dummyTech = g_Renderer.GetShaderManager().LoadEffect(str_dummy);
dummyTech->BeginPass();
CShaderProgramPtr dummyShader = dummyTech->GetShader();
dummyShader->Uniform(str_transform, g_Renderer.GetSceneRenderer().GetViewCamera().GetViewProjection());
dummyShader->Uniform(str_color, color);
CPatchRData::RenderStreams(visiblePatches, dummyShader, STREAM_POS);
dummyTech->EndPass();
#endif
}
///////////////////////////////////////////////////////////////////
// Render outlines of submitted patches as lines
void TerrainRenderer::RenderOutlines(int cullGroup)
{
ENSURE(m->phase == Phase_Render);
std::vector& visiblePatches = m->visiblePatches[cullGroup];
if (visiblePatches.empty())
return;
for (size_t i = 0; i < visiblePatches.size(); ++i)
visiblePatches[i]->RenderOutline();
}
///////////////////////////////////////////////////////////////////
// Scissor rectangle of water patches
CBoundingBoxAligned TerrainRenderer::ScissorWater(int cullGroup, const CCamera& camera)
{
CBoundingBoxAligned scissor;
for (const CPatchRData* data : m->visiblePatches[cullGroup])
{
const CBoundingBoxAligned& waterBounds = data->GetWaterBounds();
if (waterBounds.IsEmpty())
continue;
const CBoundingBoxAligned waterBoundsInViewPort =
camera.GetBoundsInViewPort(waterBounds);
if (!waterBoundsInViewPort.IsEmpty())
scissor += waterBoundsInViewPort;
}
return CBoundingBoxAligned(
CVector3D(Clamp(scissor[0].X, -1.0f, 1.0f), Clamp(scissor[0].Y, -1.0f, 1.0f), -1.0f),
CVector3D(Clamp(scissor[1].X, -1.0f, 1.0f), Clamp(scissor[1].Y, -1.0f, 1.0f), 1.0f));
}
// Render fancy water
bool TerrainRenderer::RenderFancyWater(const CShaderDefines& context, int cullGroup, ShadowMap* shadow)
{
PROFILE3_GPU("fancy water");
OGL_SCOPED_DEBUG_GROUP("Render Fancy Water");
CSceneRenderer& sceneRenderer = g_Renderer.GetSceneRenderer();
WaterManager& waterManager = sceneRenderer.GetWaterManager();
CShaderDefines defines = context;
// If we're using fancy water, make sure its shader is loaded
if (!m->fancyWaterTech || waterManager.m_NeedsReloading)
{
if (waterManager.m_WaterRealDepth)
defines.Add(str_USE_REAL_DEPTH, str_1);
if (waterManager.m_WaterFancyEffects)
defines.Add(str_USE_FANCY_EFFECTS, str_1);
if (waterManager.m_WaterRefraction)
defines.Add(str_USE_REFRACTION, str_1);
if (waterManager.m_WaterReflection)
defines.Add(str_USE_REFLECTION, str_1);
m->fancyWaterTech = g_Renderer.GetShaderManager().LoadEffect(str_water_high, defines);
if (!m->fancyWaterTech)
{
LOGERROR("Failed to load water shader. Falling back to a simple water.\n");
waterManager.m_RenderWater = false;
return false;
}
waterManager.m_NeedsReloading = false;
}
CLOSTexture& losTexture = sceneRenderer.GetScene().GetLOSTexture();
// Calculating the advanced informations about Foam and all if the quality calls for it.
/*if (WaterMgr->m_NeedInfoUpdate && (WaterMgr->m_WaterFoam || WaterMgr->m_WaterCoastalWaves))
{
WaterMgr->m_NeedInfoUpdate = false;
WaterMgr->CreateSuperfancyInfo();
}*/
const double time = waterManager.m_WaterTexTimer;
const float repeatPeriod = waterManager.m_RepeatPeriod;
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
#if !CONFIG2_GLES
if (g_Renderer.GetSceneRenderer().GetWaterRenderMode() == WIREFRAME)
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
#endif
m->fancyWaterTech->BeginPass();
CShaderProgramPtr fancyWaterShader = m->fancyWaterTech->GetShader();
const CCamera& camera = g_Renderer.GetSceneRenderer().GetViewCamera();
const double period = 8.0;
fancyWaterShader->BindTexture(str_normalMap, waterManager.m_NormalMap[waterManager.GetCurrentTextureIndex(period)]);
fancyWaterShader->BindTexture(str_normalMap2, waterManager.m_NormalMap[waterManager.GetNextTextureIndex(period)]);
if (waterManager.m_WaterFancyEffects)
{
fancyWaterShader->BindTexture(str_waterEffectsTex, waterManager.m_FancyTexture.get());
}
if (waterManager.m_WaterRefraction && waterManager.m_WaterRealDepth)
{
fancyWaterShader->BindTexture(str_depthTex, waterManager.m_RefrFboDepthTexture.get());
fancyWaterShader->Uniform(str_projInvTransform, waterManager.m_RefractionProjInvMatrix);
fancyWaterShader->Uniform(str_viewInvTransform, waterManager.m_RefractionViewInvMatrix);
}
if (waterManager.m_WaterRefraction)
fancyWaterShader->BindTexture(str_refractionMap, waterManager.m_RefractionTexture.get());
if (waterManager.m_WaterReflection)
fancyWaterShader->BindTexture(str_reflectionMap, waterManager.m_ReflectionTexture.get());
fancyWaterShader->BindTexture(str_losTex, losTexture.GetTextureSmooth());
const CLightEnv& lightEnv = sceneRenderer.GetLightEnv();
fancyWaterShader->Uniform(str_transform, sceneRenderer.GetViewCamera().GetViewProjection());
fancyWaterShader->BindTexture(str_skyCube, sceneRenderer.GetSkyManager().GetSkyCube());
// TODO: check that this rotates in the right direction.
CMatrix3D skyBoxRotation;
skyBoxRotation.SetIdentity();
skyBoxRotation.RotateY(M_PI + lightEnv.GetRotation());
fancyWaterShader->Uniform(str_skyBoxRot, skyBoxRotation);
if (waterManager.m_WaterRefraction)
fancyWaterShader->Uniform(str_refractionMatrix, waterManager.m_RefractionMatrix);
if (waterManager.m_WaterReflection)
fancyWaterShader->Uniform(str_reflectionMatrix, waterManager.m_ReflectionMatrix);
fancyWaterShader->Uniform(str_ambient, lightEnv.m_AmbientColor);
fancyWaterShader->Uniform(str_sunDir, lightEnv.GetSunDir());
fancyWaterShader->Uniform(str_sunColor, lightEnv.m_SunColor);
fancyWaterShader->Uniform(str_color, waterManager.m_WaterColor);
fancyWaterShader->Uniform(str_tint, waterManager.m_WaterTint);
fancyWaterShader->Uniform(str_waviness, waterManager.m_Waviness);
fancyWaterShader->Uniform(str_murkiness, waterManager.m_Murkiness);
fancyWaterShader->Uniform(str_windAngle, waterManager.m_WindAngle);
fancyWaterShader->Uniform(str_repeatScale, 1.0f / repeatPeriod);
fancyWaterShader->Uniform(str_losTransform, losTexture.GetTextureMatrix()[0], losTexture.GetTextureMatrix()[12], 0.f, 0.f);
fancyWaterShader->Uniform(str_cameraPos, camera.GetOrientation().GetTranslation());
fancyWaterShader->Uniform(str_fogColor, lightEnv.m_FogColor);
fancyWaterShader->Uniform(str_fogParams, lightEnv.m_FogFactor, lightEnv.m_FogMax, 0.f, 0.f);
fancyWaterShader->Uniform(str_time, (float)time);
fancyWaterShader->Uniform(str_screenSize, (float)g_Renderer.GetWidth(), (float)g_Renderer.GetHeight(), 0.0f, 0.0f);
if (waterManager.m_WaterType == L"clap")
{
fancyWaterShader->Uniform(str_waveParams1, 30.0f,1.5f,20.0f,0.03f);
fancyWaterShader->Uniform(str_waveParams2, 0.5f,0.0f,0.0f,0.0f);
}
else if (waterManager.m_WaterType == L"lake")
{
fancyWaterShader->Uniform(str_waveParams1, 8.5f,1.5f,15.0f,0.03f);
fancyWaterShader->Uniform(str_waveParams2, 0.2f,0.0f,0.0f,0.07f);
}
else
{
fancyWaterShader->Uniform(str_waveParams1, 15.0f,0.8f,10.0f,0.1f);
fancyWaterShader->Uniform(str_waveParams2, 0.3f,0.0f,0.1f,0.3f);
}
if (shadow)
shadow->BindTo(fancyWaterShader);
std::vector& visiblePatches = m->visiblePatches[cullGroup];
for (size_t i = 0; i < visiblePatches.size(); ++i)
{
CPatchRData* data = visiblePatches[i];
data->RenderWaterSurface(fancyWaterShader);
data->RenderWaterShore(fancyWaterShader);
}
m->fancyWaterTech->EndPass();
#if !CONFIG2_GLES
if (g_Renderer.GetSceneRenderer().GetWaterRenderMode() == WIREFRAME)
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
#endif
glDepthFunc(GL_LEQUAL);
- glDisable(GL_BLEND);
return true;
}
void TerrainRenderer::RenderSimpleWater(int cullGroup)
{
#if CONFIG2_GLES
UNUSED2(cullGroup);
#else
PROFILE3_GPU("simple water");
OGL_SCOPED_DEBUG_GROUP("Render Simple Water");
const WaterManager& waterManager = g_Renderer.GetSceneRenderer().GetWaterManager();
CLOSTexture& losTexture = g_Game->GetView()->GetLOSTexture();
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
if (g_Renderer.GetSceneRenderer().GetWaterRenderMode() == WIREFRAME)
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
const double time = waterManager.m_WaterTexTimer;
CShaderTechniquePtr waterSimpleTech =
g_Renderer.GetShaderManager().LoadEffect(str_water_simple);
waterSimpleTech->BeginPass();
CShaderProgramPtr waterSimpleShader = waterSimpleTech->GetShader();
waterSimpleShader->BindTexture(str_baseTex, waterManager.m_WaterTexture[waterManager.GetCurrentTextureIndex(1.6)]);
waterSimpleShader->BindTexture(str_losTex, losTexture.GetTextureSmooth());
waterSimpleShader->Uniform(str_transform, g_Renderer.GetSceneRenderer().GetViewCamera().GetViewProjection());
waterSimpleShader->Uniform(str_losTransform, losTexture.GetTextureMatrix()[0], losTexture.GetTextureMatrix()[12], 0.f, 0.f);
waterSimpleShader->Uniform(str_time, static_cast(time));
waterSimpleShader->Uniform(str_color, waterManager.m_WaterColor);
std::vector& visiblePatches = m->visiblePatches[cullGroup];
for (size_t i = 0; i < visiblePatches.size(); ++i)
{
CPatchRData* data = visiblePatches[i];
data->RenderWaterSurface(waterSimpleShader);
}
g_Renderer.BindTexture(1, 0);
glActiveTextureARB(GL_TEXTURE0_ARB);
waterSimpleTech->EndPass();
if (g_Renderer.GetSceneRenderer().GetWaterRenderMode() == WIREFRAME)
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
#endif
}
///////////////////////////////////////////////////////////////////
// Render water that is part of the terrain
void TerrainRenderer::RenderWater(const CShaderDefines& context, int cullGroup, ShadowMap* shadow)
{
const WaterManager& waterManager = g_Renderer.GetSceneRenderer().GetWaterManager();
if (!waterManager.WillRenderFancyWater())
RenderSimpleWater(cullGroup);
else
RenderFancyWater(context, cullGroup, shadow);
}
void TerrainRenderer::RenderWaterFoamOccluders(int cullGroup)
{
CSceneRenderer& sceneRenderer = g_Renderer.GetSceneRenderer();
const WaterManager& waterManager = sceneRenderer.GetWaterManager();
if (!waterManager.WillRenderFancyWater())
return;
// Render normals and foam to a framebuffer if we're using fancy effects.
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, waterManager.m_FancyEffectsFBO);
glDisable(GL_BLEND);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
glDisable(GL_CULL_FACE);
// Overwrite waves that would be behind the ground.
CShaderTechniquePtr dummyTech = g_Renderer.GetShaderManager().LoadEffect(str_solid);
dummyTech->BeginPass();
CShaderProgramPtr dummyShader = dummyTech->GetShader();
dummyShader->Uniform(str_transform, sceneRenderer.GetViewCamera().GetViewProjection());
dummyShader->Uniform(str_color, 0.0f, 0.0f, 0.0f, 0.0f);
for (CPatchRData* data : m->visiblePatches[cullGroup])
data->RenderWaterShore(dummyShader);
dummyTech->EndPass();
glEnable(GL_CULL_FACE);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
}
void TerrainRenderer::RenderPriorities(int cullGroup)
{
PROFILE("priorities");
ENSURE(m->phase == Phase_Render);
CCanvas2D canvas;
CTextRenderer textRenderer;
textRenderer.SetCurrentFont(CStrIntern("mono-stroke-10"));
textRenderer.SetCurrentColor(CColor(1.0f, 1.0f, 0.0f, 1.0f));
std::vector& visiblePatches = m->visiblePatches[cullGroup];
for (size_t i = 0; i < visiblePatches.size(); ++i)
visiblePatches[i]->RenderPriorities(textRenderer);
canvas.DrawText(textRenderer);
}
Index: ps/trunk/source/renderer/WaterManager.cpp
===================================================================
--- ps/trunk/source/renderer/WaterManager.cpp (revision 26217)
+++ ps/trunk/source/renderer/WaterManager.cpp (revision 26218)
@@ -1,1065 +1,1062 @@
/* Copyright (C) 2022 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 "graphics/Terrain.h"
#include "graphics/TextureManager.h"
#include "graphics/ShaderManager.h"
#include "graphics/ShaderProgram.h"
#include "lib/bits.h"
#include "lib/timer.h"
#include "lib/ogl.h"
#include "lib/tex/tex.h"
#include "maths/MathUtil.h"
#include "maths/Vector2D.h"
#include "ps/CLogger.h"
#include "ps/CStrInternStatic.h"
#include "ps/Game.h"
#include "ps/VideoMode.h"
#include "ps/World.h"
#include "renderer/WaterManager.h"
#include "renderer/Renderer.h"
#include "renderer/RenderingOptions.h"
#include "renderer/SceneRenderer.h"
#include "simulation2/Simulation2.h"
#include "simulation2/components/ICmpWaterManager.h"
#include "simulation2/components/ICmpRangeManager.h"
#include
struct CoastalPoint
{
CoastalPoint(int idx, CVector2D pos) : index(idx), position(pos) {};
int index;
CVector2D position;
};
struct SWavesVertex
{
// vertex position
CVector3D m_BasePosition;
CVector3D m_ApexPosition;
CVector3D m_SplashPosition;
CVector3D m_RetreatPosition;
CVector2D m_PerpVect;
u8 m_UV[3];
// pad to a power of two
u8 m_Padding[5];
};
cassert(sizeof(SWavesVertex) == 64);
struct WaveObject
{
CVertexBufferManager::Handle m_VBVertices;
CBoundingBoxAligned m_AABB;
size_t m_Width;
float m_TimeDiff;
};
WaterManager::WaterManager()
{
// water
m_RenderWater = false; // disabled until textures are successfully loaded
m_WaterHeight = 5.0f;
m_RefTextureSize = 0;
m_ReflectionFbo = 0;
m_RefractionFbo = 0;
m_FancyEffectsFBO = 0;
m_WaterTexTimer = 0.0;
m_WindAngle = 0.0f;
m_Waviness = 8.0f;
m_WaterColor = CColor(0.3f, 0.35f, 0.7f, 1.0f);
m_WaterTint = CColor(0.28f, 0.3f, 0.59f, 1.0f);
m_Murkiness = 0.45f;
m_RepeatPeriod = 16.0f;
m_WaterEffects = true;
m_WaterFancyEffects = false;
m_WaterRealDepth = false;
m_WaterRefraction = false;
m_WaterReflection = false;
m_WaterType = L"ocean";
m_NeedsReloading = false;
m_NeedInfoUpdate = true;
m_MapSize = 0;
m_updatei0 = 0;
m_updatej0 = 0;
m_updatei1 = 0;
m_updatej1 = 0;
}
WaterManager::~WaterManager()
{
// Cleanup if the caller messed up
UnloadWaterTextures();
m_ShoreWaves.clear();
m_ShoreWavesVBIndices.Reset();
m_DistanceHeightmap.reset();
m_WindStrength.reset();
if (!g_Renderer.GetCapabilities().m_PrettyWater)
return;
m_FancyTexture.reset();
m_FancyTextureDepth.reset();
m_ReflFboDepthTexture.reset();
m_RefrFboDepthTexture.reset();
glDeleteFramebuffersEXT(1, &m_FancyEffectsFBO);
glDeleteFramebuffersEXT(1, &m_RefractionFbo);
glDeleteFramebuffersEXT(1, &m_ReflectionFbo);
}
///////////////////////////////////////////////////////////////////
// Progressive load of water textures
int WaterManager::LoadWaterTextures()
{
// TODO: this doesn't need to be progressive-loading any more
// (since texture loading is async now)
wchar_t pathname[PATH_MAX];
// Load diffuse grayscale images (for non-fancy water)
for (size_t i = 0; i < ARRAY_SIZE(m_WaterTexture); ++i)
{
swprintf_s(pathname, ARRAY_SIZE(pathname), L"art/textures/animated/water/default/diffuse%02d.dds", (int)i+1);
CTextureProperties textureProps(pathname);
textureProps.SetWrap(GL_REPEAT);
CTexturePtr texture = g_Renderer.GetTextureManager().CreateTexture(textureProps);
texture->Prefetch();
m_WaterTexture[i] = texture;
}
if (!g_Renderer.GetCapabilities().m_PrettyWater)
{
// Enable rendering, now that we've succeeded this far
m_RenderWater = true;
return 0;
}
#if CONFIG2_GLES
#warning Fix WaterManager::LoadWaterTextures on GLES
#else
// Load normalmaps (for fancy water)
ReloadWaterNormalTextures();
// Load CoastalWaves
{
CTextureProperties textureProps(L"art/textures/terrain/types/water/coastalWave.png");
textureProps.SetWrap(GL_REPEAT);
CTexturePtr texture = g_Renderer.GetTextureManager().CreateTexture(textureProps);
texture->Prefetch();
m_WaveTex = texture;
}
// Load Foam
{
CTextureProperties textureProps(L"art/textures/terrain/types/water/foam.png");
textureProps.SetWrap(GL_REPEAT);
CTexturePtr texture = g_Renderer.GetTextureManager().CreateTexture(textureProps);
texture->Prefetch();
m_FoamTex = texture;
}
// Use screen-sized textures for minimum artifacts.
m_RefTextureSize = g_Renderer.GetHeight();
m_RefTextureSize = round_up_to_pow2(m_RefTextureSize);
// Create reflection texture
m_ReflectionTexture = Renderer::Backend::GL::CTexture::Create2D(
Renderer::Backend::Format::R8G8B8A8, m_RefTextureSize, m_RefTextureSize,
Renderer::Backend::Sampler::MakeDefaultSampler(
Renderer::Backend::Sampler::Filter::LINEAR,
Renderer::Backend::Sampler::AddressMode::MIRRORED_REPEAT));
// Create refraction texture
m_RefractionTexture = Renderer::Backend::GL::CTexture::Create2D(
Renderer::Backend::Format::R8G8B8A8, m_RefTextureSize, m_RefTextureSize,
Renderer::Backend::Sampler::MakeDefaultSampler(
Renderer::Backend::Sampler::Filter::LINEAR,
Renderer::Backend::Sampler::AddressMode::MIRRORED_REPEAT));
// Create depth textures
m_ReflFboDepthTexture = Renderer::Backend::GL::CTexture::Create2D(
Renderer::Backend::Format::D32, m_RefTextureSize, m_RefTextureSize,
Renderer::Backend::Sampler::MakeDefaultSampler(
Renderer::Backend::Sampler::Filter::NEAREST,
Renderer::Backend::Sampler::AddressMode::REPEAT));
m_RefrFboDepthTexture = Renderer::Backend::GL::CTexture::Create2D(
Renderer::Backend::Format::D32, m_RefTextureSize, m_RefTextureSize,
Renderer::Backend::Sampler::MakeDefaultSampler(
Renderer::Backend::Sampler::Filter::NEAREST,
Renderer::Backend::Sampler::AddressMode::REPEAT));
Resize();
// Create the water framebuffers
m_ReflectionFbo = 0;
glGenFramebuffersEXT(1, &m_ReflectionFbo);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_ReflectionFbo);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, m_ReflectionTexture->GetHandle(), 0);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, m_ReflFboDepthTexture->GetHandle(), 0);
ogl_WarnIfError();
GLenum status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
{
LOGWARNING("Reflection framebuffer object incomplete: 0x%04X", status);
g_RenderingOptions.SetWaterReflection(false);
UpdateQuality();
}
m_RefractionFbo = 0;
glGenFramebuffersEXT(1, &m_RefractionFbo);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_RefractionFbo);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, m_RefractionTexture->GetHandle(), 0);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, m_RefrFboDepthTexture->GetHandle(), 0);
ogl_WarnIfError();
status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
{
LOGWARNING("Refraction framebuffer object incomplete: 0x%04X", status);
g_RenderingOptions.SetWaterRefraction(false);
UpdateQuality();
}
glGenFramebuffersEXT(1, &m_FancyEffectsFBO);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_FancyEffectsFBO);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, m_FancyTexture->GetHandle(), 0);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, m_FancyTextureDepth->GetHandle(), 0);
ogl_WarnIfError();
status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
{
LOGWARNING("Fancy Effects framebuffer object incomplete: 0x%04X", status);
g_RenderingOptions.SetWaterRefraction(false);
UpdateQuality();
}
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
// Enable rendering, now that we've succeeded this far
m_RenderWater = true;
#endif
return 0;
}
///////////////////////////////////////////////////////////////////
// Resize: Updates the fancy water textures.
void WaterManager::Resize()
{
// Create the Fancy Effects texture
m_FancyTexture = Renderer::Backend::GL::CTexture::Create2D(
Renderer::Backend::Format::R8G8B8A8, g_Renderer.GetWidth(), g_Renderer.GetHeight(),
Renderer::Backend::Sampler::MakeDefaultSampler(
Renderer::Backend::Sampler::Filter::LINEAR,
Renderer::Backend::Sampler::AddressMode::REPEAT));
m_FancyTextureDepth = Renderer::Backend::GL::CTexture::Create2D(
Renderer::Backend::Format::D32, g_Renderer.GetWidth(), g_Renderer.GetHeight(),
Renderer::Backend::Sampler::MakeDefaultSampler(
Renderer::Backend::Sampler::Filter::LINEAR,
Renderer::Backend::Sampler::AddressMode::REPEAT));
}
void WaterManager::ReloadWaterNormalTextures()
{
wchar_t pathname[PATH_MAX];
for (size_t i = 0; i < ARRAY_SIZE(m_NormalMap); ++i)
{
swprintf_s(pathname, ARRAY_SIZE(pathname), L"art/textures/animated/water/%ls/normal00%02d.png", m_WaterType.c_str(), static_cast(i) + 1);
CTextureProperties textureProps(pathname);
textureProps.SetWrap(GL_REPEAT);
textureProps.SetMaxAnisotropy(4);
CTexturePtr texture = g_Renderer.GetTextureManager().CreateTexture(textureProps);
texture->Prefetch();
m_NormalMap[i] = texture;
}
}
///////////////////////////////////////////////////////////////////
// Unload water textures
void WaterManager::UnloadWaterTextures()
{
for (size_t i = 0; i < ARRAY_SIZE(m_WaterTexture); i++)
m_WaterTexture[i].reset();
if (!g_Renderer.GetCapabilities().m_PrettyWater)
return;
for (size_t i = 0; i < ARRAY_SIZE(m_NormalMap); i++)
m_NormalMap[i].reset();
m_ReflectionTexture.reset();
m_RefractionTexture.reset();
glDeleteFramebuffersEXT(1, &m_RefractionFbo);
glDeleteFramebuffersEXT(1, &m_ReflectionFbo);
}
template
static inline void ComputeDirection(float* distanceMap, const u16* heightmap, float waterHeight, size_t SideSize, size_t maxLevel)
{
#define ABOVEWATER(x, z) (HEIGHT_SCALE * heightmap[z*SideSize + x] >= waterHeight)
#define UPDATELOOKAHEAD \
for (; lookahead <= id2+maxLevel && lookahead < SideSize && \
((!Transpose && !ABOVEWATER(lookahead, id1)) || (Transpose && !ABOVEWATER(id1, lookahead))); ++lookahead)
// Algorithm:
// We want to know the distance to the closest shore point. Go through each line/column,
// keep track of when we encountered the last shore point and how far ahead the next one is.
for (size_t id1 = 0; id1 < SideSize; ++id1)
{
size_t id2 = 0;
const size_t& x = Transpose ? id1 : id2;
const size_t& z = Transpose ? id2 : id1;
size_t level = ABOVEWATER(x, z) ? 0 : maxLevel;
size_t lookahead = (size_t)(level > 0);
UPDATELOOKAHEAD;
// start moving
for (; id2 < SideSize; ++id2)
{
// update current level
if (ABOVEWATER(x, z))
level = 0;
else
level = std::min(level+1, maxLevel);
// move lookahead
if (lookahead == id2)
++lookahead;
UPDATELOOKAHEAD;
// This is the important bit: set the distance to either:
// - the distance to the previous shore point (level)
// - the distance to the next shore point (lookahead-id2)
distanceMap[z*SideSize + x] = std::min(distanceMap[z*SideSize + x], (float)std::min(lookahead-id2, level));
}
}
#undef ABOVEWATER
#undef UPDATELOOKAHEAD
}
///////////////////////////////////////////////////////////////////
// Calculate our binary heightmap from the terrain heightmap.
void WaterManager::RecomputeDistanceHeightmap()
{
CTerrain* terrain = g_Game->GetWorld()->GetTerrain();
if (!terrain || !terrain->GetHeightMap())
return;
size_t SideSize = m_MapSize;
// we want to look ahead some distance, but not too much (less efficient and not interesting). This is our lookahead.
const size_t maxLevel = 5;
if (!m_DistanceHeightmap)
{
m_DistanceHeightmap = std::make_unique(SideSize * SideSize);
std::fill(m_DistanceHeightmap.get(), m_DistanceHeightmap.get() + SideSize * SideSize, static_cast(maxLevel));
}
// Create a manhattan-distance heightmap.
// This could be refined to only be done near the coast itself, but it's probably not necessary.
u16* heightmap = terrain->GetHeightMap();
ComputeDirection(m_DistanceHeightmap.get(), heightmap, m_WaterHeight, SideSize, maxLevel);
ComputeDirection(m_DistanceHeightmap.get(), heightmap, m_WaterHeight, SideSize, maxLevel);
}
// This requires m_DistanceHeightmap to be defined properly.
void WaterManager::CreateWaveMeshes()
{
OGL_SCOPED_DEBUG_GROUP("Create Wave Meshes");
if (m_MapSize == 0)
return;
CTerrain* terrain = g_Game->GetWorld()->GetTerrain();
if (!terrain || !terrain->GetHeightMap())
return;
m_ShoreWaves.clear();
m_ShoreWavesVBIndices.Reset();
if (m_Waviness < 5.0f && m_WaterType != L"ocean")
return;
size_t SideSize = m_MapSize;
// First step: get the points near the coast.
std::set CoastalPointsSet;
for (size_t z = 1; z < SideSize-1; ++z)
for (size_t x = 1; x < SideSize-1; ++x)
// get the points not on the shore but near it, ocean-side
if (m_DistanceHeightmap[z*m_MapSize + x] > 0.5f && m_DistanceHeightmap[z*m_MapSize + x] < 1.5f)
CoastalPointsSet.insert((z)*SideSize + x);
// Second step: create chains out of those coastal points.
static const int around[8][2] = { { -1,-1 }, { -1,0 }, { -1,1 }, { 0,1 }, { 1,1 }, { 1,0 }, { 1,-1 }, { 0,-1 } };
std::vector > CoastalPointsChains;
while (!CoastalPointsSet.empty())
{
int index = *(CoastalPointsSet.begin());
int x = index % SideSize;
int y = (index - x ) / SideSize;
std::deque Chain;
Chain.push_front(CoastalPoint(index,CVector2D(x*4,y*4)));
// Erase us.
CoastalPointsSet.erase(CoastalPointsSet.begin());
// We're our starter points. At most we can have 2 points close to us.
// We'll pick the first one and look for its neighbors (he can only have one new)
// Up until we either reach the end of the chain, or ourselves.
// Then go down the other direction if there is any.
int neighbours[2] = { -1, -1 };
int nbNeighb = 0;
for (int i = 0; i < 8; ++i)
{
if (CoastalPointsSet.count(x + around[i][0] + (y + around[i][1])*SideSize))
{
if (nbNeighb < 2)
neighbours[nbNeighb] = x + around[i][0] + (y + around[i][1])*SideSize;
++nbNeighb;
}
}
if (nbNeighb > 2)
continue;
for (int i = 0; i < 2; ++i)
{
if (neighbours[i] == -1)
continue;
// Move to our neighboring point
int xx = neighbours[i] % SideSize;
int yy = (neighbours[i] - xx ) / SideSize;
int indexx = xx + yy*SideSize;
int endedChain = false;
if (i == 0)
Chain.push_back(CoastalPoint(indexx,CVector2D(xx*4,yy*4)));
else
Chain.push_front(CoastalPoint(indexx,CVector2D(xx*4,yy*4)));
// If there's a loop we'll be the "other" neighboring point already so check for that.
// We'll readd at the end/front the other one to have full squares.
if (CoastalPointsSet.count(indexx) == 0)
break;
CoastalPointsSet.erase(indexx);
// Start checking from there.
while(!endedChain)
{
bool found = false;
nbNeighb = 0;
for (int p = 0; p < 8; ++p)
{
if (CoastalPointsSet.count(xx+around[p][0] + (yy + around[p][1])*SideSize))
{
if (nbNeighb >= 2)
{
CoastalPointsSet.erase(xx + yy*SideSize);
continue;
}
++nbNeighb;
// We've found a new point around us.
// Move there
xx = xx + around[p][0];
yy = yy + around[p][1];
indexx = xx + yy*SideSize;
if (i == 0)
Chain.push_back(CoastalPoint(indexx,CVector2D(xx*4,yy*4)));
else
Chain.push_front(CoastalPoint(indexx,CVector2D(xx*4,yy*4)));
CoastalPointsSet.erase(xx + yy*SideSize);
found = true;
break;
}
}
if (!found)
endedChain = true;
}
}
if (Chain.size() > 10)
CoastalPointsChains.push_back(Chain);
}
// (optional) third step: Smooth chains out.
// This is also really dumb.
for (size_t i = 0; i < CoastalPointsChains.size(); ++i)
{
// Bump 1 for smoother.
for (int p = 0; p < 3; ++p)
{
for (size_t j = 1; j < CoastalPointsChains[i].size()-1; ++j)
{
CVector2D realPos = CoastalPointsChains[i][j-1].position + CoastalPointsChains[i][j+1].position;
CoastalPointsChains[i][j].position = (CoastalPointsChains[i][j].position + realPos/2.0f)/2.0f;
}
}
}
// Fourth step: create waves themselves, using those chains. We basically create subchains.
GLushort waveSizes = 14; // maximal size in width.
// Construct indices buffer (we can afford one for all of them)
std::vector water_indices;
for (GLushort a = 0; a < waveSizes - 1; ++a)
{
for (GLushort rect = 0; rect < 7; ++rect)
{
water_indices.push_back(a * 9 + rect);
water_indices.push_back(a * 9 + 9 + rect);
water_indices.push_back(a * 9 + 1 + rect);
water_indices.push_back(a * 9 + 9 + rect);
water_indices.push_back(a * 9 + 10 + rect);
water_indices.push_back(a * 9 + 1 + rect);
}
}
// Generic indexes, max-length
m_ShoreWavesVBIndices = g_VBMan.AllocateChunk(
sizeof(GLushort), water_indices.size(),
GL_STATIC_DRAW, GL_ELEMENT_ARRAY_BUFFER,
nullptr, CVertexBufferManager::Group::WATER);
m_ShoreWavesVBIndices->m_Owner->UpdateChunkVertices(m_ShoreWavesVBIndices.Get(), &water_indices[0]);
float diff = (rand() % 50) / 5.0f;
std::vector vertices, reversed;
for (size_t i = 0; i < CoastalPointsChains.size(); ++i)
{
for (size_t j = 0; j < CoastalPointsChains[i].size()-waveSizes; ++j)
{
if (CoastalPointsChains[i].size()- 1 - j < waveSizes)
break;
GLushort width = waveSizes;
// First pass to get some parameters out.
float outmost = 0.0f; // how far to move on the shore.
float avgDepth = 0.0f;
int sign = 1;
CVector2D firstPerp(0,0), perp(0,0), lastPerp(0,0);
for (GLushort a = 0; a < waveSizes;++a)
{
lastPerp = perp;
perp = CVector2D(0,0);
int nb = 0;
CVector2D pos = CoastalPointsChains[i][j+a].position;
CVector2D posPlus;
CVector2D posMinus;
if (a > 0)
{
++nb;
posMinus = CoastalPointsChains[i][j+a-1].position;
perp += pos-posMinus;
}
if (a < waveSizes-1)
{
++nb;
posPlus = CoastalPointsChains[i][j+a+1].position;
perp += posPlus-pos;
}
perp /= nb;
perp = CVector2D(-perp.Y,perp.X).Normalized();
if (a == 0)
firstPerp = perp;
if ( a > 1 && perp.Dot(lastPerp) < 0.90f && perp.Dot(firstPerp) < 0.70f)
{
width = a+1;
break;
}
if (terrain->GetExactGroundLevel(pos.X+perp.X*1.5f, pos.Y+perp.Y*1.5f) > m_WaterHeight)
sign = -1;
avgDepth += terrain->GetExactGroundLevel(pos.X+sign*perp.X*20.0f, pos.Y+sign*perp.Y*20.0f) - m_WaterHeight;
float localOutmost = -2.0f;
while (localOutmost < 0.0f)
{
float depth = terrain->GetExactGroundLevel(pos.X+sign*perp.X*localOutmost, pos.Y+sign*perp.Y*localOutmost) - m_WaterHeight;
if (depth < 0.0f || depth > 0.6f)
localOutmost += 0.2f;
else
break;
}
outmost += localOutmost;
}
if (width < 5)
{
j += 6;
continue;
}
outmost /= width;
if (outmost > -0.5f)
{
j += 3;
continue;
}
outmost = -2.5f + outmost * m_Waviness/10.0f;
avgDepth /= width;
if (avgDepth > -1.3f)
{
j += 3;
continue;
}
// we passed the checks, we can create a wave of size "width".
std::unique_ptr shoreWave = std::make_unique();
vertices.clear();
vertices.reserve(9 * width);
shoreWave->m_Width = width;
shoreWave->m_TimeDiff = diff;
diff += (rand() % 100) / 25.0f + 4.0f;
for (GLushort a = 0; a < width;++a)
{
perp = CVector2D(0,0);
int nb = 0;
CVector2D pos = CoastalPointsChains[i][j+a].position;
CVector2D posPlus;
CVector2D posMinus;
if (a > 0)
{
++nb;
posMinus = CoastalPointsChains[i][j+a-1].position;
perp += pos-posMinus;
}
if (a < waveSizes-1)
{
++nb;
posPlus = CoastalPointsChains[i][j+a+1].position;
perp += posPlus-pos;
}
perp /= nb;
perp = CVector2D(-perp.Y,perp.X).Normalized();
SWavesVertex point[9];
float baseHeight = 0.04f;
float halfWidth = (width-1.0f)/2.0f;
float sideNess = sqrtf(Clamp( (halfWidth - fabsf(a - halfWidth)) / 3.0f, 0.0f, 1.0f));
point[0].m_UV[0] = a; point[0].m_UV[1] = 8;
point[1].m_UV[0] = a; point[1].m_UV[1] = 7;
point[2].m_UV[0] = a; point[2].m_UV[1] = 6;
point[3].m_UV[0] = a; point[3].m_UV[1] = 5;
point[4].m_UV[0] = a; point[4].m_UV[1] = 4;
point[5].m_UV[0] = a; point[5].m_UV[1] = 3;
point[6].m_UV[0] = a; point[6].m_UV[1] = 2;
point[7].m_UV[0] = a; point[7].m_UV[1] = 1;
point[8].m_UV[0] = a; point[8].m_UV[1] = 0;
point[0].m_PerpVect = perp;
point[1].m_PerpVect = perp;
point[2].m_PerpVect = perp;
point[3].m_PerpVect = perp;
point[4].m_PerpVect = perp;
point[5].m_PerpVect = perp;
point[6].m_PerpVect = perp;
point[7].m_PerpVect = perp;
point[8].m_PerpVect = perp;
static const float perpT1[9] = { 6.0f, 6.05f, 6.1f, 6.2f, 6.3f, 6.4f, 6.5f, 6.6f, 9.7f };
static const float perpT2[9] = { 2.0f, 2.1f, 2.2f, 2.3f, 2.4f, 3.0f, 3.3f, 3.6f, 9.5f };
static const float perpT3[9] = { 1.1f, 0.7f, -0.2f, 0.0f, 0.6f, 1.3f, 2.2f, 3.6f, 9.0f };
static const float perpT4[9] = { 2.0f, 2.1f, 1.2f, 1.5f, 1.7f, 1.9f, 2.7f, 3.8f, 9.0f };
static const float heightT1[9] = { 0.0f, 0.2f, 0.5f, 0.8f, 0.9f, 0.85f, 0.6f, 0.2f, 0.0 };
static const float heightT2[9] = { -0.8f, -0.4f, 0.0f, 0.1f, 0.1f, 0.03f, 0.0f, 0.0f, 0.0 };
static const float heightT3[9] = { 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0 };
for (size_t t = 0; t < 9; ++t)
{
float terrHeight = 0.05f + terrain->GetExactGroundLevel(pos.X+sign*perp.X*(perpT1[t]+outmost),
pos.Y+sign*perp.Y*(perpT1[t]+outmost));
point[t].m_BasePosition = CVector3D(pos.X+sign*perp.X*(perpT1[t]+outmost), baseHeight + heightT1[t]*sideNess + std::max(m_WaterHeight,terrHeight),
pos.Y+sign*perp.Y*(perpT1[t]+outmost));
}
for (size_t t = 0; t < 9; ++t)
{
float terrHeight = 0.05f + terrain->GetExactGroundLevel(pos.X+sign*perp.X*(perpT2[t]+outmost),
pos.Y+sign*perp.Y*(perpT2[t]+outmost));
point[t].m_ApexPosition = CVector3D(pos.X+sign*perp.X*(perpT2[t]+outmost), baseHeight + heightT1[t]*sideNess + std::max(m_WaterHeight,terrHeight),
pos.Y+sign*perp.Y*(perpT2[t]+outmost));
}
for (size_t t = 0; t < 9; ++t)
{
float terrHeight = 0.05f + terrain->GetExactGroundLevel(pos.X+sign*perp.X*(perpT3[t]+outmost*sideNess),
pos.Y+sign*perp.Y*(perpT3[t]+outmost*sideNess));
point[t].m_SplashPosition = CVector3D(pos.X+sign*perp.X*(perpT3[t]+outmost*sideNess), baseHeight + heightT2[t]*sideNess + std::max(m_WaterHeight,terrHeight), pos.Y+sign*perp.Y*(perpT3[t]+outmost*sideNess));
}
for (size_t t = 0; t < 9; ++t)
{
float terrHeight = 0.05f + terrain->GetExactGroundLevel(pos.X+sign*perp.X*(perpT4[t]+outmost),
pos.Y+sign*perp.Y*(perpT4[t]+outmost));
point[t].m_RetreatPosition = CVector3D(pos.X+sign*perp.X*(perpT4[t]+outmost), baseHeight + heightT3[t]*sideNess + std::max(m_WaterHeight,terrHeight),
pos.Y+sign*perp.Y*(perpT4[t]+outmost));
}
vertices.push_back(point[8]);
vertices.push_back(point[7]);
vertices.push_back(point[6]);
vertices.push_back(point[5]);
vertices.push_back(point[4]);
vertices.push_back(point[3]);
vertices.push_back(point[2]);
vertices.push_back(point[1]);
vertices.push_back(point[0]);
shoreWave->m_AABB += point[8].m_SplashPosition;
shoreWave->m_AABB += point[8].m_BasePosition;
shoreWave->m_AABB += point[0].m_SplashPosition;
shoreWave->m_AABB += point[0].m_BasePosition;
shoreWave->m_AABB += point[4].m_ApexPosition;
}
if (sign == 1)
{
// Let's do some fancy reversing.
reversed.clear();
reversed.reserve(vertices.size());
for (int a = width - 1; a >= 0; --a)
{
for (size_t t = 0; t < 9; ++t)
reversed.push_back(vertices[a * 9 + t]);
}
std::swap(vertices, reversed);
}
j += width/2-1;
shoreWave->m_VBVertices = g_VBMan.AllocateChunk(
sizeof(SWavesVertex), vertices.size(),
GL_STATIC_DRAW, GL_ARRAY_BUFFER,
nullptr, CVertexBufferManager::Group::WATER);
shoreWave->m_VBVertices->m_Owner->UpdateChunkVertices(shoreWave->m_VBVertices.Get(), &vertices[0]);
m_ShoreWaves.emplace_back(std::move(shoreWave));
}
}
}
void WaterManager::RenderWaves(const CFrustum& frustrum)
{
OGL_SCOPED_DEBUG_GROUP("Render Waves");
#if CONFIG2_GLES
UNUSED2(frustrum);
#warning Fix WaterManager::RenderWaves on GLES
#else
if (!m_WaterFancyEffects)
return;
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_FancyEffectsFBO);
GLuint attachments[1] = { GL_COLOR_ATTACHMENT0_EXT };
glDrawBuffers(1, attachments);
glClearColor(0.0f,0.0f, 0.0f,0.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_ALWAYS);
CShaderTechniquePtr tech = g_Renderer.GetShaderManager().LoadEffect(str_water_waves);
tech->BeginPass();
CShaderProgramPtr shader = tech->GetShader();
shader->BindTexture(str_waveTex, m_WaveTex);
shader->BindTexture(str_foamTex, m_FoamTex);
shader->Uniform(str_time, (float)m_WaterTexTimer);
shader->Uniform(str_transform, g_Renderer.GetSceneRenderer().GetViewCamera().GetViewProjection());
for (size_t a = 0; a < m_ShoreWaves.size(); ++a)
{
if (!frustrum.IsBoxVisible(m_ShoreWaves[a]->m_AABB))
continue;
CVertexBuffer::VBChunk* VBchunk = m_ShoreWaves[a]->m_VBVertices.Get();
SWavesVertex* base = (SWavesVertex*)VBchunk->m_Owner->Bind();
// setup data pointers
GLsizei stride = sizeof(SWavesVertex);
shader->VertexPointer(3, GL_FLOAT, stride, &base[VBchunk->m_Index].m_BasePosition);
shader->TexCoordPointer(GL_TEXTURE0, 2, GL_UNSIGNED_BYTE, stride, &base[VBchunk->m_Index].m_UV);
// NormalPointer(gl_FLOAT, stride, &base[m_VBWater->m_Index].m_UV)
glVertexAttribPointerARB(2, 2, GL_FLOAT, GL_FALSE, stride, &base[VBchunk->m_Index].m_PerpVect); // replaces commented above because my normal is vec2
shader->VertexAttribPointer(str_a_apexPosition, 3, GL_FLOAT, false, stride, &base[VBchunk->m_Index].m_ApexPosition);
shader->VertexAttribPointer(str_a_splashPosition, 3, GL_FLOAT, false, stride, &base[VBchunk->m_Index].m_SplashPosition);
shader->VertexAttribPointer(str_a_retreatPosition, 3, GL_FLOAT, false, stride, &base[VBchunk->m_Index].m_RetreatPosition);
shader->AssertPointersBound();
shader->Uniform(str_translation, m_ShoreWaves[a]->m_TimeDiff);
shader->Uniform(str_width, (int)m_ShoreWaves[a]->m_Width);
u8* indexBase = m_ShoreWavesVBIndices->m_Owner->Bind();
glDrawElements(GL_TRIANGLES, (GLsizei) (m_ShoreWaves[a]->m_Width-1)*(7*6),
GL_UNSIGNED_SHORT, indexBase + sizeof(u16)*(m_ShoreWavesVBIndices->m_Index));
shader->Uniform(str_translation, m_ShoreWaves[a]->m_TimeDiff + 6.0f);
// TODO: figure out why this doesn't work.
//g_Renderer.m_Stats.m_DrawCalls++;
//g_Renderer.m_Stats.m_WaterTris += m_ShoreWaves_VBIndices->m_Count / 3;
CVertexBuffer::Unbind();
}
tech->EndPass();
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
- glDisable(GL_BLEND);
glDepthFunc(GL_LEQUAL);
#endif
}
void WaterManager::RecomputeWaterData()
{
if (!m_MapSize)
return;
RecomputeDistanceHeightmap();
RecomputeWindStrength();
CreateWaveMeshes();
}
///////////////////////////////////////////////////////////////////
// Calculate the strength of the wind at a given point on the map.
void WaterManager::RecomputeWindStrength()
{
if (m_MapSize <= 0)
return;
if (!m_WindStrength)
m_WindStrength = std::make_unique(m_MapSize * m_MapSize);
CTerrain* terrain = g_Game->GetWorld()->GetTerrain();
if (!terrain || !terrain->GetHeightMap())
return;
CVector2D windDir = CVector2D(cos(m_WindAngle), sin(m_WindAngle));
int stepSize = 10;
ssize_t windX = -round(stepSize * windDir.X);
ssize_t windY = -round(stepSize * windDir.Y);
struct SWindPoint {
SWindPoint(size_t x, size_t y, float strength) : X(x), Y(y), windStrength(strength) {}
ssize_t X;
ssize_t Y;
float windStrength;
};
std::vector startingPoints;
std::vector> movement; // Every increment, move each starting point by all of these.
// Compute starting points (one or two edges of the map) and how much to move each computation increment.
if (fabs(windDir.X) < 0.01f)
{
movement.emplace_back(0, windY > 0.f ? 1 : -1);
startingPoints.reserve(m_MapSize);
size_t start = windY > 0 ? 0 : m_MapSize - 1;
for (size_t x = 0; x < m_MapSize; ++x)
startingPoints.emplace_back(x, start, 0.f);
}
else if (fabs(windDir.Y) < 0.01f)
{
movement.emplace_back(windX > 0.f ? 1 : - 1, 0);
startingPoints.reserve(m_MapSize);
size_t start = windX > 0 ? 0 : m_MapSize - 1;
for (size_t z = 0; z < m_MapSize; ++z)
startingPoints.emplace_back(start, z, 0.f);
}
else
{
startingPoints.reserve(m_MapSize * 2);
// Points along X.
size_t start = windY > 0 ? 0 : m_MapSize - 1;
for (size_t x = 0; x < m_MapSize; ++x)
startingPoints.emplace_back(x, start, 0.f);
// Points along Z, avoid repeating the corner point.
start = windX > 0 ? 0 : m_MapSize - 1;
if (windY > 0)
for (size_t z = 1; z < m_MapSize; ++z)
startingPoints.emplace_back(start, z, 0.f);
else
for (size_t z = 0; z < m_MapSize-1; ++z)
startingPoints.emplace_back(start, z, 0.f);
// Compute movement array.
movement.reserve(std::max(std::abs(windX),std::abs(windY)));
while (windX != 0 || windY != 0)
{
std::pair move = {
windX == 0 ? 0 : windX > 0 ? +1 : -1,
windY == 0 ? 0 : windY > 0 ? +1 : -1
};
windX -= move.first;
windY -= move.second;
movement.push_back(move);
}
}
// We have all starting points ready, move them all until the map is covered.
for (SWindPoint& point : startingPoints)
{
// Starting velocity is 1.0 unless in shallow water.
m_WindStrength[point.Y * m_MapSize + point.X] = 1.f;
float depth = m_WaterHeight - terrain->GetVertexGroundLevel(point.X, point.Y);
if (depth > 0.f && depth < 2.f)
m_WindStrength[point.Y * m_MapSize + point.X] = depth / 2.f;
point.windStrength = m_WindStrength[point.Y * m_MapSize + point.X];
bool onMap = true;
while (onMap)
for (size_t step = 0; step < movement.size(); ++step)
{
// Move wind speed towards the mean.
point.windStrength = 0.15f + point.windStrength * 0.85f;
// Adjust speed based on height difference, a positive height difference slowly increases speed (simulate venturi effect)
// and a lower height reduces speed (wind protection from hills/...)
float heightDiff = std::max(m_WaterHeight, terrain->GetVertexGroundLevel(point.X + movement[step].first, point.Y + movement[step].second)) -
std::max(m_WaterHeight, terrain->GetVertexGroundLevel(point.X, point.Y));
if (heightDiff > 0.f)
point.windStrength = std::min(2.f, point.windStrength + std::min(4.f, heightDiff) / 40.f);
else
point.windStrength = std::max(0.f, point.windStrength + std::max(-4.f, heightDiff) / 5.f);
point.X += movement[step].first;
point.Y += movement[step].second;
if (point.X < 0 || point.X >= static_cast(m_MapSize) || point.Y < 0 || point.Y >= static_cast(m_MapSize))
{
onMap = false;
break;
}
m_WindStrength[point.Y * m_MapSize + point.X] = point.windStrength;
}
}
// TODO: should perhaps blur a little, or change the above code to incorporate neighboring tiles a bit.
}
////////////////////////////////////////////////////////////////////////
// TODO: This will always recalculate for now
void WaterManager::SetMapSize(size_t size)
{
// TODO: Im' blindly trusting the user here.
m_MapSize = size;
m_NeedInfoUpdate = true;
m_updatei0 = 0;
m_updatei1 = size;
m_updatej0 = 0;
m_updatej1 = size;
m_DistanceHeightmap.reset();
m_WindStrength.reset();
}
////////////////////////////////////////////////////////////////////////
// This will set the bools properly
void WaterManager::UpdateQuality()
{
if (g_RenderingOptions.GetWaterEffects() != m_WaterEffects)
{
m_WaterEffects = g_RenderingOptions.GetWaterEffects();
m_NeedsReloading = true;
}
if (g_RenderingOptions.GetWaterFancyEffects() != m_WaterFancyEffects)
{
m_WaterFancyEffects = g_RenderingOptions.GetWaterFancyEffects();
m_NeedsReloading = true;
}
if (g_RenderingOptions.GetWaterRealDepth() != m_WaterRealDepth)
{
m_WaterRealDepth = g_RenderingOptions.GetWaterRealDepth();
m_NeedsReloading = true;
}
if (g_RenderingOptions.GetWaterRefraction() != m_WaterRefraction)
{
m_WaterRefraction = g_RenderingOptions.GetWaterRefraction();
m_NeedsReloading = true;
}
if (g_RenderingOptions.GetWaterReflection() != m_WaterReflection)
{
m_WaterReflection = g_RenderingOptions.GetWaterReflection();
m_NeedsReloading = true;
}
}
bool WaterManager::WillRenderFancyWater() const
{
return
m_RenderWater && g_VideoMode.GetBackend() != CVideoMode::Backend::GL_ARB &&
g_RenderingOptions.GetWaterEffects() && g_Renderer.GetCapabilities().m_PrettyWater;
}
size_t WaterManager::GetCurrentTextureIndex(const double& period) const
{
ENSURE(period > 0.0);
return static_cast(m_WaterTexTimer * ARRAY_SIZE(m_WaterTexture) / period) % ARRAY_SIZE(m_WaterTexture);
}
size_t WaterManager::GetNextTextureIndex(const double& period) const
{
ENSURE(period > 0.0);
return (GetCurrentTextureIndex(period) + 1) % ARRAY_SIZE(m_WaterTexture);
}