Index: ps/trunk/source/graphics/ShaderManager.cpp =================================================================== --- ps/trunk/source/graphics/ShaderManager.cpp (revision 27172) +++ ps/trunk/source/graphics/ShaderManager.cpp (revision 27173) @@ -1,468 +1,470 @@ /* 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 "ShaderManager.h" #include "graphics/PreprocessorWrapper.h" #include "graphics/ShaderTechnique.h" #include "lib/config2.h" #include "lib/hash.h" #include "lib/timer.h" #include "lib/utf8.h" #include "ps/CLogger.h" #include "ps/CStrIntern.h" #include "ps/Filesystem.h" #include "ps/Profile.h" #include "ps/XML/Xeromyces.h" #include "ps/VideoMode.h" #include "renderer/backend/IDevice.h" #include "renderer/Renderer.h" #include "renderer/RenderingOptions.h" #define USE_SHADER_XML_VALIDATION 1 #if USE_SHADER_XML_VALIDATION #include "ps/XML/RelaxNG.h" #include "ps/XML/XMLWriter.h" #endif #include TIMER_ADD_CLIENT(tc_ShaderValidation); CShaderManager::CShaderManager() { #if USE_SHADER_XML_VALIDATION { TIMER_ACCRUE(tc_ShaderValidation); if (!CXeromyces::AddValidator(g_VFS, "shader", "shaders/program.rng")) LOGERROR("CShaderManager: failed to load grammar shaders/program.rng"); } #endif // Allow hotloading of textures RegisterFileReloadFunc(ReloadChangedFileCB, this); } CShaderManager::~CShaderManager() { UnregisterFileReloadFunc(ReloadChangedFileCB, this); } CShaderProgramPtr CShaderManager::LoadProgram(const CStr& name, const CShaderDefines& defines) { CacheKey key = { name, defines }; std::map::iterator it = m_ProgramCache.find(key); if (it != m_ProgramCache.end()) return it->second; CShaderProgramPtr program = CShaderProgram::Create(name, defines); if (program) { for (const VfsPath& path : program->GetFileDependencies()) AddProgramFileDependency(program, path); } else { LOGERROR("Failed to load shader '%s'", name); } m_ProgramCache[key] = program; return program; } size_t CShaderManager::EffectCacheKeyHash::operator()(const EffectCacheKey& key) const { size_t hash = 0; hash_combine(hash, key.name.GetHash()); hash_combine(hash, key.defines.GetHash()); return hash; } bool CShaderManager::EffectCacheKey::operator==(const EffectCacheKey& b) const { return name == b.name && defines == b.defines; } CShaderTechniquePtr CShaderManager::LoadEffect(CStrIntern name) { return LoadEffect(name, CShaderDefines()); } CShaderTechniquePtr CShaderManager::LoadEffect(CStrIntern name, const CShaderDefines& defines) { // Return the cached effect, if there is one EffectCacheKey key = { name, defines }; EffectCacheMap::iterator it = m_EffectCache.find(key); if (it != m_EffectCache.end()) return it->second; // First time we've seen this key, so construct a new effect: const VfsPath xmlFilename = L"shaders/effects/" + wstring_from_utf8(name.string()) + L".xml"; CShaderTechniquePtr tech(new CShaderTechnique(xmlFilename, defines)); if (!LoadTechnique(tech)) { LOGERROR("Failed to load effect '%s'", name.c_str()); tech = CShaderTechniquePtr(); } m_EffectCache[key] = tech; return tech; } bool CShaderManager::LoadTechnique(CShaderTechniquePtr& tech) { PROFILE2("loading technique"); PROFILE2_ATTR("name: %s", tech->GetPath().string8().c_str()); AddTechniqueFileDependency(tech, tech->GetPath()); CXeromyces XeroFile; PSRETURN ret = XeroFile.Load(g_VFS, tech->GetPath()); if (ret != PSRETURN_OK) return false; + Renderer::Backend::IDevice* device = g_VideoMode.GetBackendDevice(); + // By default we assume that we have techinques for every dummy shader. - if (g_VideoMode.GetBackend() == CVideoMode::Backend::DUMMY) + if (device->GetBackend() == Renderer::Backend::Backend::DUMMY) { const Renderer::Backend::GraphicsPipelineStateDesc passPipelineStateDesc = Renderer::Backend::MakeDefaultGraphicsPipelineStateDesc(); tech->SetPasses({{passPipelineStateDesc, LoadProgram("dummy", tech->GetShaderDefines())}}); return true; } // Define all the elements and attributes used in the XML file #define EL(x) int el_##x = XeroFile.GetElementID(#x) #define AT(x) int at_##x = XeroFile.GetAttributeID(#x) EL(blend); EL(color); EL(cull); EL(define); EL(depth); EL(pass); EL(polygon); EL(require); EL(sort_by_distance); EL(stencil); AT(compare); AT(constant); AT(context); AT(depth_fail); AT(dst); AT(fail); AT(front_face); AT(func); AT(mask); AT(mask_read); AT(mask_red); AT(mask_green); AT(mask_blue); AT(mask_alpha); AT(mode); AT(name); AT(op); AT(pass); AT(reference); AT(shader); AT(shaders); AT(src); AT(test); AT(value); #undef AT #undef EL // Prepare the preprocessor for conditional tests CPreprocessorWrapper preprocessor; preprocessor.AddDefines(tech->GetShaderDefines()); XMBElement Root = XeroFile.GetRoot(); // Find all the techniques that we can use, and their preference std::vector usableTechs; XERO_ITER_EL(Root, Technique) { bool isUsable = true; XERO_ITER_EL(Technique, Child) { XMBAttributeList Attrs = Child.GetAttributes(); // TODO: require should be an attribute of the tech and not its child. if (Child.GetNodeName() == el_require) { if (Attrs.GetNamedItem(at_shaders) == "arb") { - if (g_VideoMode.GetBackend() != CVideoMode::Backend::GL_ARB || - !g_VideoMode.GetBackendDevice()->GetCapabilities().ARBShaders) + if (device->GetBackend() != Renderer::Backend::Backend::GL_ARB || + !device->GetCapabilities().ARBShaders) { isUsable = false; } } else if (Attrs.GetNamedItem(at_shaders) == "glsl") { - if (g_VideoMode.GetBackend() != CVideoMode::Backend::GL) + if (device->GetBackend() != Renderer::Backend::Backend::GL) isUsable = false; } else if (!Attrs.GetNamedItem(at_context).empty()) { CStr cond = Attrs.GetNamedItem(at_context); if (!preprocessor.TestConditional(cond)) isUsable = false; } } } if (isUsable) usableTechs.emplace_back(Technique); } if (usableTechs.empty()) { debug_warn(L"Can't find a usable technique"); return false; } tech->SetSortByDistance(false); CShaderDefines techDefines = tech->GetShaderDefines(); XERO_ITER_EL(usableTechs[0], Child) { if (Child.GetNodeName() == el_define) { techDefines.Add(CStrIntern(Child.GetAttributes().GetNamedItem(at_name)), CStrIntern(Child.GetAttributes().GetNamedItem(at_value))); } else if (Child.GetNodeName() == el_sort_by_distance) { tech->SetSortByDistance(true); } } // We don't want to have a shader context depending on the order of define and // pass tags. // TODO: we might want to implement that in a proper way via splitting passes // and tags in different groups in XML. std::vector techPasses; XERO_ITER_EL(usableTechs[0], Child) { if (Child.GetNodeName() == el_pass) { CShaderDefines passDefines = techDefines; Renderer::Backend::GraphicsPipelineStateDesc passPipelineStateDesc = Renderer::Backend::MakeDefaultGraphicsPipelineStateDesc(); XERO_ITER_EL(Child, Element) { if (Element.GetNodeName() == el_define) { passDefines.Add(CStrIntern(Element.GetAttributes().GetNamedItem(at_name)), CStrIntern(Element.GetAttributes().GetNamedItem(at_value))); } else if (Element.GetNodeName() == el_blend) { passPipelineStateDesc.blendState.enabled = true; passPipelineStateDesc.blendState.srcColorBlendFactor = passPipelineStateDesc.blendState.srcAlphaBlendFactor = Renderer::Backend::ParseBlendFactor(Element.GetAttributes().GetNamedItem(at_src)); passPipelineStateDesc.blendState.dstColorBlendFactor = passPipelineStateDesc.blendState.dstAlphaBlendFactor = Renderer::Backend::ParseBlendFactor(Element.GetAttributes().GetNamedItem(at_dst)); if (!Element.GetAttributes().GetNamedItem(at_op).empty()) { passPipelineStateDesc.blendState.colorBlendOp = passPipelineStateDesc.blendState.alphaBlendOp = Renderer::Backend::ParseBlendOp(Element.GetAttributes().GetNamedItem(at_op)); } if (!Element.GetAttributes().GetNamedItem(at_constant).empty()) { if (!passPipelineStateDesc.blendState.constant.ParseString( Element.GetAttributes().GetNamedItem(at_constant))) { LOGERROR("Failed to parse blend constant: %s", Element.GetAttributes().GetNamedItem(at_constant).c_str()); } } } else if (Element.GetNodeName() == el_color) { passPipelineStateDesc.blendState.colorWriteMask = 0; #define MASK_CHANNEL(ATTRIBUTE, VALUE) \ if (Element.GetAttributes().GetNamedItem(ATTRIBUTE) == "TRUE") \ passPipelineStateDesc.blendState.colorWriteMask |= Renderer::Backend::ColorWriteMask::VALUE MASK_CHANNEL(at_mask_red, RED); MASK_CHANNEL(at_mask_green, GREEN); MASK_CHANNEL(at_mask_blue, BLUE); MASK_CHANNEL(at_mask_alpha, ALPHA); #undef MASK_CHANNEL } else if (Element.GetNodeName() == el_cull) { if (!Element.GetAttributes().GetNamedItem(at_mode).empty()) { passPipelineStateDesc.rasterizationState.cullMode = Renderer::Backend::ParseCullMode(Element.GetAttributes().GetNamedItem(at_mode)); } if (!Element.GetAttributes().GetNamedItem(at_front_face).empty()) { passPipelineStateDesc.rasterizationState.frontFace = Renderer::Backend::ParseFrontFace(Element.GetAttributes().GetNamedItem(at_front_face)); } } else if (Element.GetNodeName() == el_depth) { if (!Element.GetAttributes().GetNamedItem(at_test).empty()) { passPipelineStateDesc.depthStencilState.depthTestEnabled = Element.GetAttributes().GetNamedItem(at_test) == "TRUE"; } if (!Element.GetAttributes().GetNamedItem(at_func).empty()) { passPipelineStateDesc.depthStencilState.depthCompareOp = Renderer::Backend::ParseCompareOp(Element.GetAttributes().GetNamedItem(at_func)); } if (!Element.GetAttributes().GetNamedItem(at_mask).empty()) { passPipelineStateDesc.depthStencilState.depthWriteEnabled = Element.GetAttributes().GetNamedItem(at_mask) == "true"; } } else if (Element.GetNodeName() == el_polygon) { if (!Element.GetAttributes().GetNamedItem(at_mode).empty()) { passPipelineStateDesc.rasterizationState.polygonMode = Renderer::Backend::ParsePolygonMode(Element.GetAttributes().GetNamedItem(at_mode)); } } else if (Element.GetNodeName() == el_stencil) { if (!Element.GetAttributes().GetNamedItem(at_test).empty()) { passPipelineStateDesc.depthStencilState.stencilTestEnabled = Element.GetAttributes().GetNamedItem(at_test) == "TRUE"; } if (!Element.GetAttributes().GetNamedItem(at_reference).empty()) { passPipelineStateDesc.depthStencilState.stencilReference = Element.GetAttributes().GetNamedItem(at_reference).ToULong(); } if (!Element.GetAttributes().GetNamedItem(at_mask_read).empty()) { passPipelineStateDesc.depthStencilState.stencilReadMask = Element.GetAttributes().GetNamedItem(at_mask_read).ToULong(); } if (!Element.GetAttributes().GetNamedItem(at_mask).empty()) { passPipelineStateDesc.depthStencilState.stencilWriteMask = Element.GetAttributes().GetNamedItem(at_mask).ToULong(); } if (!Element.GetAttributes().GetNamedItem(at_compare).empty()) { passPipelineStateDesc.depthStencilState.stencilFrontFace.compareOp = passPipelineStateDesc.depthStencilState.stencilBackFace.compareOp = Renderer::Backend::ParseCompareOp(Element.GetAttributes().GetNamedItem(at_compare)); } if (!Element.GetAttributes().GetNamedItem(at_fail).empty()) { passPipelineStateDesc.depthStencilState.stencilFrontFace.failOp = passPipelineStateDesc.depthStencilState.stencilBackFace.failOp = Renderer::Backend::ParseStencilOp(Element.GetAttributes().GetNamedItem(at_fail)); } if (!Element.GetAttributes().GetNamedItem(at_pass).empty()) { passPipelineStateDesc.depthStencilState.stencilFrontFace.passOp = passPipelineStateDesc.depthStencilState.stencilBackFace.passOp = Renderer::Backend::ParseStencilOp(Element.GetAttributes().GetNamedItem(at_pass)); } if (!Element.GetAttributes().GetNamedItem(at_depth_fail).empty()) { passPipelineStateDesc.depthStencilState.stencilFrontFace.depthFailOp = passPipelineStateDesc.depthStencilState.stencilBackFace.depthFailOp = Renderer::Backend::ParseStencilOp(Element.GetAttributes().GetNamedItem(at_depth_fail)); } } } // Load the shader program after we've read all the possibly-relevant s. CShaderProgramPtr shaderProgram = LoadProgram(Child.GetAttributes().GetNamedItem(at_shader).c_str(), passDefines); if (shaderProgram) { for (const VfsPath& shaderProgramPath : shaderProgram->GetFileDependencies()) AddTechniqueFileDependency(tech, shaderProgramPath); techPasses.emplace_back(passPipelineStateDesc, shaderProgram); } } } tech->SetPasses(std::move(techPasses)); return true; } size_t CShaderManager::GetNumEffectsLoaded() const { return m_EffectCache.size(); } /*static*/ Status CShaderManager::ReloadChangedFileCB(void* param, const VfsPath& path) { return static_cast(param)->ReloadChangedFile(path); } Status CShaderManager::ReloadChangedFile(const VfsPath& path) { // Find all shader programs using this file. const auto programs = m_HotloadPrograms.find(path); if (programs != m_HotloadPrograms.end()) { // Reload all shader programs using this file. for (const std::weak_ptr& ptr : programs->second) if (std::shared_ptr program = ptr.lock()) program->Reload(); } // Find all shader techinques using this file. We need to reload them after // shader programs. const auto techniques = m_HotloadTechniques.find(path); if (techniques != m_HotloadTechniques.end()) { // Reload all shader techinques using this file. for (const std::weak_ptr& ptr : techniques->second) if (std::shared_ptr technique = ptr.lock()) { if (!LoadTechnique(technique)) LOGERROR("Failed to reload technique '%s'", technique->GetPath().string8().c_str()); } } return INFO::OK; } void CShaderManager::AddTechniqueFileDependency(const CShaderTechniquePtr& technique, const VfsPath& path) { m_HotloadTechniques[path].insert(technique); } void CShaderManager::AddProgramFileDependency(const CShaderProgramPtr& program, const VfsPath& path) { m_HotloadPrograms[path].insert(program); } Index: ps/trunk/source/ps/Profiler2GPU.cpp =================================================================== --- ps/trunk/source/ps/Profiler2GPU.cpp (revision 27172) +++ ps/trunk/source/ps/Profiler2GPU.cpp (revision 27173) @@ -1,308 +1,309 @@ /* Copyright (C) 2022 Wildfire Games. * * Permission is hereby granted, free of charge, to any person obtaining * a copy of this software and associated documentation files (the * "Software"), to deal in the Software without restriction, including * without limitation the rights to use, copy, modify, merge, publish, * distribute, sublicense, and/or sell copies of the Software, and to * permit persons to whom the Software is furnished to do so, subject to * the following conditions: * * The above copyright notice and this permission notice shall be included * in all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. * IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY * CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ #include "precompiled.h" #include "Profiler2GPU.h" #include "lib/ogl.h" #include "ps/ConfigDB.h" #include "ps/Profiler2.h" #include "ps/VideoMode.h" +#include "renderer/backend/IDevice.h" #include #include #include #if !CONFIG2_GLES /* * GL_ARB_timer_query supports sync and async queries for absolute GPU * timestamps, which lets us time regions of code relative to the CPU. * At the start of a frame, we record the CPU time and sync GPU timestamp, * giving the time-vs-timestamp offset. * At each enter/leave-region event, we do an async GPU timestamp query. * When all the queries for a frame have their results available, * we convert their GPU timestamps into CPU times and record the data. */ class CProfiler2GPUARB { NONCOPYABLE(CProfiler2GPUARB); struct SEvent { const char* id; GLuint query; bool isEnter; // true if entering region; false if leaving }; struct SFrame { u32 num; double syncTimeStart; // CPU time at start of maybe this frame or a recent one GLint64 syncTimestampStart; // GL timestamp corresponding to timeStart std::vector events; }; std::deque m_Frames; public: static bool IsSupported() { - if (g_VideoMode.GetBackend() != CVideoMode::Backend::GL) + if (g_VideoMode.GetBackendDevice()->GetBackend() != Renderer::Backend::Backend::GL) return false; return ogl_HaveExtension("GL_ARB_timer_query"); } CProfiler2GPUARB(CProfiler2& profiler) : m_Profiler(profiler), m_Storage(*new CProfiler2::ThreadStorage(profiler, "gpu_arb")) { // TODO: maybe we should check QUERY_COUNTER_BITS to ensure it's // high enough (but apparently it might trigger GL errors on ATI) m_Storage.RecordSyncMarker(m_Profiler.GetTime()); m_Storage.Record(CProfiler2::ITEM_EVENT, m_Profiler.GetTime(), "thread start"); m_Profiler.AddThreadStorage(&m_Storage); } ~CProfiler2GPUARB() { // Pop frames to return queries to the free list while (!m_Frames.empty()) PopFrontFrame(); if (!m_FreeQueries.empty()) glDeleteQueriesARB(m_FreeQueries.size(), &m_FreeQueries[0]); ogl_WarnIfError(); m_Profiler.RemoveThreadStorage(&m_Storage); } void FrameStart() { ProcessFrames(); SFrame frame; frame.num = m_Profiler.GetFrameNumber(); // On (at least) some NVIDIA Windows drivers, when GPU-bound, or when // vsync enabled and not CPU-bound, the first glGet* call at the start // of a frame appears to trigger a wait (to stop the GPU getting too // far behind, or to wait for the vsync period). // That will be this GL_TIMESTAMP get, which potentially distorts the // reported results. So we'll only do it fairly rarely, and for most // frames we'll just assume the clocks don't drift much const double RESYNC_PERIOD = 1.0; // seconds double now = m_Profiler.GetTime(); if (m_Frames.empty() || now > m_Frames.back().syncTimeStart + RESYNC_PERIOD) { PROFILE2("profile timestamp resync"); glGetInteger64v(GL_TIMESTAMP, &frame.syncTimestampStart); ogl_WarnIfError(); frame.syncTimeStart = m_Profiler.GetTime(); // (Have to do GetTime again after GL_TIMESTAMP, because GL_TIMESTAMP // might wait a while before returning its now-current timestamp) } else { // Reuse the previous frame's sync data frame.syncTimeStart = m_Frames[m_Frames.size()-1].syncTimeStart; frame.syncTimestampStart = m_Frames[m_Frames.size()-1].syncTimestampStart; } m_Frames.push_back(frame); RegionEnter("frame"); } void FrameEnd() { RegionLeave("frame"); } void RecordRegion(const char* id, bool isEnter) { ENSURE(!m_Frames.empty()); SFrame& frame = m_Frames.back(); SEvent event; event.id = id; event.query = NewQuery(); event.isEnter = isEnter; glQueryCounter(event.query, GL_TIMESTAMP); ogl_WarnIfError(); frame.events.push_back(event); } void RegionEnter(const char* id) { RecordRegion(id, true); } void RegionLeave(const char* id) { RecordRegion(id, false); } private: void ProcessFrames() { while (!m_Frames.empty()) { SFrame& frame = m_Frames.front(); // Queries become available in order so we only need to check the last one GLint available = 0; glGetQueryObjectivARB(frame.events.back().query, GL_QUERY_RESULT_AVAILABLE, &available); ogl_WarnIfError(); if (!available) break; // The frame's queries are now available, so retrieve and record all their results: for (size_t i = 0; i < frame.events.size(); ++i) { GLuint64 queryTimestamp = 0; glGetQueryObjectui64v(frame.events[i].query, GL_QUERY_RESULT, &queryTimestamp); // (use the non-suffixed function here, as defined by GL_ARB_timer_query) ogl_WarnIfError(); // Convert to absolute CPU-clock time double t = frame.syncTimeStart + (double)(queryTimestamp - frame.syncTimestampStart) / 1e9; // Record a frame-start for syncing if (i == 0) m_Storage.RecordFrameStart(t); if (frame.events[i].isEnter) m_Storage.Record(CProfiler2::ITEM_ENTER, t, frame.events[i].id); else m_Storage.RecordLeave(t); // Associate the frame number with the "frame" region if (i == 0) m_Storage.RecordAttributePrintf("%u", frame.num); } PopFrontFrame(); } } void PopFrontFrame() { ENSURE(!m_Frames.empty()); SFrame& frame = m_Frames.front(); for (size_t i = 0; i < frame.events.size(); ++i) m_FreeQueries.push_back(frame.events[i].query); m_Frames.pop_front(); } // Returns a new GL query object (or a recycled old one) GLuint NewQuery() { if (m_FreeQueries.empty()) { // Generate a batch of new queries m_FreeQueries.resize(8); glGenQueriesARB(m_FreeQueries.size(), &m_FreeQueries[0]); ogl_WarnIfError(); } GLuint query = m_FreeQueries.back(); m_FreeQueries.pop_back(); return query; } CProfiler2& m_Profiler; CProfiler2::ThreadStorage& m_Storage; std::vector m_FreeQueries; // query objects that are allocated but not currently in used }; CProfiler2GPU::CProfiler2GPU(CProfiler2& profiler) : m_Profiler(profiler) { bool enabledARB = false; CFG_GET_VAL("profiler2.gpu.arb.enable", enabledARB); if (enabledARB && CProfiler2GPUARB::IsSupported()) { m_ProfilerARB = std::make_unique(m_Profiler); } } CProfiler2GPU::~CProfiler2GPU() = default; void CProfiler2GPU::FrameStart() { if (m_ProfilerARB) m_ProfilerARB->FrameStart(); } void CProfiler2GPU::FrameEnd() { if (m_ProfilerARB) m_ProfilerARB->FrameEnd(); } void CProfiler2GPU::RegionEnter(const char* id) { if (m_ProfilerARB) m_ProfilerARB->RegionEnter(id); } void CProfiler2GPU::RegionLeave(const char* id) { if (m_ProfilerARB) m_ProfilerARB->RegionLeave(id); } #else // CONFIG2_GLES class CProfiler2GPUARB { public: }; CProfiler2GPU::CProfiler2GPU(CProfiler2& UNUSED(profiler)) { } CProfiler2GPU::~CProfiler2GPU() = default; void CProfiler2GPU::FrameStart() { } void CProfiler2GPU::FrameEnd() { } void CProfiler2GPU::RegionEnter(const char* UNUSED(id)) { } void CProfiler2GPU::RegionLeave(const char* UNUSED(id)) { } #endif Index: ps/trunk/source/ps/VideoMode.cpp =================================================================== --- ps/trunk/source/ps/VideoMode.cpp (revision 27172) +++ ps/trunk/source/ps/VideoMode.cpp (revision 27173) @@ -1,799 +1,801 @@ /* 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 "VideoMode.h" #include "graphics/GameView.h" #include "gui/GUIManager.h" #include "lib/config2.h" #include "lib/external_libraries/libsdl.h" #include "lib/tex/tex.h" #include "ps/CConsole.h" #include "ps/CLogger.h" #include "ps/ConfigDB.h" #include "ps/CStr.h" #include "ps/Filesystem.h" #include "ps/Game.h" #include "ps/GameSetup/Config.h" #include "ps/Pyrogenesis.h" -#include "renderer/backend/dummy/Device.h" -#include "renderer/backend/gl/Device.h" +#include "renderer/backend/dummy/DeviceForward.h" +#include "renderer/backend/gl/DeviceForward.h" +#include "renderer/backend/IDevice.h" #include "renderer/Renderer.h" namespace { int DEFAULT_WINDOW_W = 1024; int DEFAULT_WINDOW_H = 768; int DEFAULT_FULLSCREEN_W = 1024; int DEFAULT_FULLSCREEN_H = 768; const wchar_t DEFAULT_CURSOR_NAME[] = L"default-arrow"; } // anonymous namespace #if OS_WIN // We can't include wutil directly because GL headers conflict with Windows // until we use a proper GL loader. extern void wutil_SetAppWindow(SDL_Window* window); // After a proper HiDPI integration we should switch to manifest until // SDL has an implemented HiDPI on Windows. extern void wutil_EnableHiDPIOnWindows(); #endif CVideoMode g_VideoMode; class CVideoMode::CCursor { public: enum class CursorBackend { SDL, SYSTEM }; CCursor(); ~CCursor(); void SetCursor(const CStrW& name); void ResetCursor(); private: CursorBackend m_CursorBackend = CursorBackend::SYSTEM; SDL_Surface* m_CursorSurface = nullptr; SDL_Cursor* m_Cursor = nullptr; CStrW m_CursorName; }; CVideoMode::CCursor::CCursor() { std::string cursorBackend; CFG_GET_VAL("cursorbackend", cursorBackend); if (cursorBackend == "sdl") m_CursorBackend = CursorBackend::SDL; else m_CursorBackend = CursorBackend::SYSTEM; ResetCursor(); } CVideoMode::CCursor::~CCursor() { if (m_Cursor) SDL_FreeCursor(m_Cursor); if (m_CursorSurface) SDL_FreeSurface(m_CursorSurface); } void CVideoMode::CCursor::SetCursor(const CStrW& name) { if (m_CursorBackend == CursorBackend::SYSTEM || m_CursorName == name) return; m_CursorName = name; if (m_Cursor) SDL_FreeCursor(m_Cursor); if (m_CursorSurface) SDL_FreeSurface(m_CursorSurface); if (name.empty()) { SDL_ShowCursor(SDL_DISABLE); return; } const VfsPath pathBaseName(VfsPath(L"art/textures/cursors") / name); // Read pixel offset of the cursor's hotspot [the bit of it that's // drawn at (g_mouse_x,g_mouse_y)] from file. int hotspotX = 0, hotspotY = 0; { const VfsPath pathHotspotName = pathBaseName.ChangeExtension(L".txt"); std::shared_ptr buffer; size_t size; if (g_VFS->LoadFile(pathHotspotName, buffer, size) != INFO::OK) { LOGERROR("Can't load hotspot for cursor: %s", pathHotspotName.string8().c_str()); return; } std::wstringstream s(std::wstring(reinterpret_cast(buffer.get()), size)); s >> hotspotX >> hotspotY; } const VfsPath pathImageName = pathBaseName.ChangeExtension(L".png"); std::shared_ptr file; size_t fileSize; if (g_VFS->LoadFile(pathImageName, file, fileSize) != INFO::OK) { LOGERROR("Can't load image for cursor: %s", pathImageName.string8().c_str()); return; } Tex t; if (t.decode(file, fileSize) != INFO::OK) { LOGERROR("Can't decode image for cursor"); return; } // Convert to required BGRA format. const size_t flags = (t.m_Flags | TEX_BGR) & ~TEX_DXT; if (t.transform_to(flags) != INFO::OK) { LOGERROR("Can't transform image for cursor"); return; } void* imageBGRA = t.get_data(); if (!imageBGRA) { LOGERROR("Transformed image is empty for cursor"); return; } m_CursorSurface = SDL_CreateRGBSurfaceFrom(imageBGRA, static_cast(t.m_Width), static_cast(t.m_Height), 32, static_cast(t.m_Width * 4), 0x00FF0000, 0x0000FF00, 0x000000FF, 0xFF000000); if (!m_CursorSurface) { LOGERROR("Can't create surface for cursor: %s", SDL_GetError()); return; } const float scale = g_VideoMode.GetScale(); if (scale != 1.0) { SDL_Surface* scaledSurface = SDL_CreateRGBSurface(0, m_CursorSurface->w * scale, m_CursorSurface->h * scale, 32, 0x00FF0000, 0x0000FF00, 0x000000FF, 0xFF000000); if (!scaledSurface) { LOGERROR("Can't create scaled surface forcursor: %s", SDL_GetError()); return; } if (SDL_BlitScaled(m_CursorSurface, nullptr, scaledSurface, nullptr)) return; SDL_FreeSurface(m_CursorSurface); m_CursorSurface = scaledSurface; } m_Cursor = SDL_CreateColorCursor(m_CursorSurface, hotspotX, hotspotY); if (!m_Cursor) { LOGERROR("Can't create cursor: %s", SDL_GetError()); return; } SDL_SetCursor(m_Cursor); } void CVideoMode::CCursor::ResetCursor() { SetCursor(DEFAULT_CURSOR_NAME); } CVideoMode::CVideoMode() : m_WindowedW(DEFAULT_WINDOW_W), m_WindowedH(DEFAULT_WINDOW_H), m_WindowedX(0), m_WindowedY(0) { } CVideoMode::~CVideoMode() = default; void CVideoMode::ReadConfig() { bool windowed = !m_ConfigFullscreen; CFG_GET_VAL("windowed", windowed); m_ConfigFullscreen = !windowed; CFG_GET_VAL("gui.scale", m_Scale); CFG_GET_VAL("xres", m_ConfigW); CFG_GET_VAL("yres", m_ConfigH); CFG_GET_VAL("bpp", m_ConfigBPP); CFG_GET_VAL("display", m_ConfigDisplay); CFG_GET_VAL("hidpi", m_ConfigEnableHiDPI); CFG_GET_VAL("vsync", m_ConfigVSync); CStr rendererBackend; CFG_GET_VAL("rendererbackend", rendererBackend); if (rendererBackend == "glarb") - m_Backend = Backend::GL_ARB; + m_Backend = Renderer::Backend::Backend::GL_ARB; else if (rendererBackend == "dummy") - m_Backend = Backend::DUMMY; + m_Backend = Renderer::Backend::Backend::DUMMY; else - m_Backend = Backend::GL; + m_Backend = Renderer::Backend::Backend::GL; } bool CVideoMode::SetVideoMode(int w, int h, int bpp, bool fullscreen) { Uint32 flags = 0; if (fullscreen) { bool borderlessFullscreen = true; CFG_GET_VAL("borderless.fullscreen", borderlessFullscreen); flags |= borderlessFullscreen ? SDL_WINDOW_FULLSCREEN_DESKTOP : SDL_WINDOW_FULLSCREEN; } else { bool borderlessWindow = false; CFG_GET_VAL("borderless.window", borderlessWindow); if (borderlessWindow) flags |= SDL_WINDOW_BORDERLESS; } if (!m_Window) { #if OS_WIN if (m_ConfigEnableHiDPI) wutil_EnableHiDPIOnWindows(); #endif // Note: these flags only take affect in SDL_CreateWindow flags |= SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN | SDL_WINDOW_RESIZABLE; if (m_ConfigEnableHiDPI) flags |= SDL_WINDOW_ALLOW_HIGHDPI; m_WindowedX = m_WindowedY = SDL_WINDOWPOS_CENTERED_DISPLAY(m_ConfigDisplay); m_Window = SDL_CreateWindow(main_window_name, m_WindowedX, m_WindowedY, w, h, flags); if (!m_Window) { // If fullscreen fails, try windowed mode if (fullscreen) { LOGWARNING("Failed to set the video mode to fullscreen for the chosen resolution " "%dx%d:%d (\"%hs\"), falling back to windowed mode", w, h, bpp, SDL_GetError()); // Using default size for the window for now, as the attempted setting // could be as large, or larger than the screen size. return SetVideoMode(DEFAULT_WINDOW_W, DEFAULT_WINDOW_H, bpp, false); } else { LOGERROR("SetVideoMode failed in SDL_CreateWindow: %dx%d:%d %d (\"%s\")", w, h, bpp, fullscreen ? 1 : 0, SDL_GetError()); return false; } } if (SDL_SetWindowDisplayMode(m_Window, NULL) < 0) { LOGERROR("SetVideoMode failed in SDL_SetWindowDisplayMode: %dx%d:%d %d (\"%s\")", w, h, bpp, fullscreen ? 1 : 0, SDL_GetError()); return false; } #if OS_WIN // We need to set the window for an error dialog. wutil_SetAppWindow(m_Window); #endif if (!CreateBackendDevice(true)) { LOGERROR("SetVideoMode failed in backend device creation: %dx%d:%d %d", w, h, bpp, fullscreen ? 1 : 0); return false; } } else { if (m_IsFullscreen != fullscreen) { if (!fullscreen) { // For some reason, when switching from fullscreen to windowed mode, // we have to set the window size and position before and after switching SDL_SetWindowSize(m_Window, w, h); SDL_SetWindowPosition(m_Window, m_WindowedX, m_WindowedY); } if (SDL_SetWindowFullscreen(m_Window, flags) < 0) { LOGERROR("SetVideoMode failed in SDL_SetWindowFullscreen: %dx%d:%d %d (\"%s\")", w, h, bpp, fullscreen ? 1 : 0, SDL_GetError()); return false; } } if (!fullscreen) { SDL_SetWindowSize(m_Window, w, h); SDL_SetWindowPosition(m_Window, m_WindowedX, m_WindowedY); } } // Grab the current video settings SDL_GetWindowSize(m_Window, &m_CurrentW, &m_CurrentH); m_CurrentBPP = bpp; if (fullscreen) SDL_SetWindowGrab(m_Window, SDL_TRUE); else SDL_SetWindowGrab(m_Window, SDL_FALSE); m_IsFullscreen = fullscreen; g_xres = m_CurrentW; g_yres = m_CurrentH; return true; } bool CVideoMode::InitSDL() { ENSURE(!m_IsInitialised); ReadConfig(); // preferred video mode = current desktop settings // (command line params may override these) // TODO: handle multi-screen and HiDPI properly. SDL_DisplayMode mode; if (SDL_GetDesktopDisplayMode(0, &mode) == 0) { m_PreferredW = mode.w; m_PreferredH = mode.h; m_PreferredBPP = SDL_BITSPERPIXEL(mode.format); m_PreferredFreq = mode.refresh_rate; } int w = m_ConfigW; int h = m_ConfigH; if (m_ConfigFullscreen) { // If fullscreen and no explicit size set, default to the desktop resolution if (w == 0 || h == 0) { w = m_PreferredW; h = m_PreferredH; } } // If no size determined, default to something sensible if (w == 0 || h == 0) { w = DEFAULT_WINDOW_W; h = DEFAULT_WINDOW_H; } if (!m_ConfigFullscreen) { // Limit the window to the screen size (if known) if (m_PreferredW) w = std::min(w, m_PreferredW); if (m_PreferredH) h = std::min(h, m_PreferredH); } int bpp = GetBestBPP(); SDL_GL_SetAttribute(SDL_GL_ACCELERATED_VISUAL, 1); SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24); SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8); SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); bool debugContext = false; CFG_GET_VAL("renderer.backend.debugcontext", debugContext); if (debugContext) SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_DEBUG_FLAG); bool forceGLVersion = false; CFG_GET_VAL("forceglversion", forceGLVersion); if (forceGLVersion) { CStr forceGLProfile = "compatibility"; int forceGLMajorVersion = 3; int forceGLMinorVersion = 0; CFG_GET_VAL("forceglprofile", forceGLProfile); CFG_GET_VAL("forceglmajorversion", forceGLMajorVersion); CFG_GET_VAL("forceglminorversion", forceGLMinorVersion); int profile = SDL_GL_CONTEXT_PROFILE_COMPATIBILITY; if (forceGLProfile == "es") profile = SDL_GL_CONTEXT_PROFILE_ES; else if (forceGLProfile == "core") profile = SDL_GL_CONTEXT_PROFILE_CORE; else if (forceGLProfile != "compatibility") LOGWARNING("Unknown force GL profile '%s', compatibility profile is used", forceGLProfile.c_str()); if (forceGLMajorVersion < 1 || forceGLMinorVersion < 0) { LOGERROR("Unsupported force GL version: %d.%d", forceGLMajorVersion, forceGLMinorVersion); } else { SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, profile); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, forceGLMajorVersion); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, forceGLMinorVersion); } } else { #if CONFIG2_GLES // Require GLES 2.0 SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0); #else // Some macOS and MESA drivers might not create a context even if they can // with the core profile. So disable it for a while until we can guarantee // its creation. #if OS_WIN SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE); #endif SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 1); #endif } if (!SetVideoMode(w, h, bpp, m_ConfigFullscreen)) { // Fall back to a smaller depth buffer // (The rendering may be ugly but this helps when running in VMware) SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 16); if (!SetVideoMode(w, h, bpp, m_ConfigFullscreen)) return false; } SDL_GL_SetSwapInterval(m_ConfigVSync ? 1 : 0); // Work around a bug in the proprietary Linux ATI driver (at least versions 8.16.20 and 8.14.13). // The driver appears to register its own atexit hook on context creation. // If this atexit hook is called before SDL_Quit destroys the OpenGL context, // some kind of double-free problem causes a crash and lockup in the driver. // Calling SDL_Quit twice appears to be harmless, though, and avoids the problem // by destroying the context *before* the driver's atexit hook is called. // (Note that atexit hooks are guaranteed to be called in reverse order of their registration.) atexit(SDL_Quit); // End work around. m_IsInitialised = true; if (!m_ConfigFullscreen) { m_WindowedW = w; m_WindowedH = h; } SetWindowIcon(); m_Cursor = std::make_unique(); return true; } bool CVideoMode::InitNonSDL() { ENSURE(!m_IsInitialised); ReadConfig(); m_IsInitialised = true; return true; } void CVideoMode::Shutdown() { ENSURE(m_IsInitialised); m_Cursor.reset(); m_IsFullscreen = false; m_IsInitialised = false; m_BackendDevice.reset(); if (m_Window) { SDL_DestroyWindow(m_Window); m_Window = nullptr; } } bool CVideoMode::CreateBackendDevice(const bool createSDLContext) { - if (m_Backend == Backend::DUMMY) + if (m_Backend == Renderer::Backend::Backend::DUMMY) { - m_BackendDevice = std::make_unique(); + m_BackendDevice = Renderer::Backend::Dummy::CreateDevice(m_Window); + ENSURE(m_BackendDevice); return true; } - m_BackendDevice = Renderer::Backend::GL::CDevice::Create(createSDLContext ? m_Window : nullptr, m_Backend == Backend::GL_ARB); - if (!m_BackendDevice && m_Backend == Backend::GL) + m_BackendDevice = Renderer::Backend::GL::CreateDevice(createSDLContext ? m_Window : nullptr, m_Backend == Renderer::Backend::Backend::GL_ARB); + if (!m_BackendDevice && m_Backend == Renderer::Backend::Backend::GL) { LOGERROR("Unable to create device for GL backend, switching to ARB.", static_cast(m_Backend)); - m_Backend = Backend::GL_ARB; + m_Backend = Renderer::Backend::Backend::GL_ARB; return CreateBackendDevice(createSDLContext); } return !!m_BackendDevice; } bool CVideoMode::ResizeWindow(int w, int h) { ENSURE(m_IsInitialised); // Ignore if not windowed if (m_IsFullscreen) return true; // Ignore if the size hasn't changed if (w == m_WindowedW && h == m_WindowedH) return true; int bpp = GetBestBPP(); if (!SetVideoMode(w, h, bpp, false)) return false; m_WindowedW = w; m_WindowedH = h; UpdateRenderer(w, h); return true; } void CVideoMode::Rescale(float scale) { ENSURE(m_IsInitialised); m_Scale = scale; UpdateRenderer(m_CurrentW, m_CurrentH); } float CVideoMode::GetScale() const { return m_Scale; } bool CVideoMode::SetFullscreen(bool fullscreen) { // This might get called before initialisation by psDisplayError; // if so then silently fail if (!m_IsInitialised) return false; // Check whether this is actually a change if (fullscreen == m_IsFullscreen) return true; if (!m_IsFullscreen) { // Windowed -> fullscreen: int w = 0, h = 0; // If a fullscreen size was configured, use that; else use the desktop size; else use a default if (m_ConfigFullscreen) { w = m_ConfigW; h = m_ConfigH; } if (w == 0 || h == 0) { w = m_PreferredW; h = m_PreferredH; } if (w == 0 || h == 0) { w = DEFAULT_FULLSCREEN_W; h = DEFAULT_FULLSCREEN_H; } int bpp = GetBestBPP(); if (!SetVideoMode(w, h, bpp, fullscreen)) return false; UpdateRenderer(m_CurrentW, m_CurrentH); return true; } else { // Fullscreen -> windowed: // Go back to whatever the previous window size was int w = m_WindowedW, h = m_WindowedH; int bpp = GetBestBPP(); if (!SetVideoMode(w, h, bpp, fullscreen)) return false; UpdateRenderer(w, h); return true; } } bool CVideoMode::ToggleFullscreen() { return SetFullscreen(!m_IsFullscreen); } bool CVideoMode::IsInFullscreen() const { return m_IsFullscreen; } void CVideoMode::UpdatePosition(int x, int y) { if (!m_IsFullscreen) { m_WindowedX = x; m_WindowedY = y; } } void CVideoMode::UpdateRenderer(int w, int h) { if (w < 2) w = 2; // avoid GL errors caused by invalid sizes if (h < 2) h = 2; g_xres = w; g_yres = h; SViewPort vp = { 0, 0, w, h }; if (CRenderer::IsInitialised()) { g_Renderer.SetViewport(vp); g_Renderer.Resize(w, h); } if (g_GUI) g_GUI->UpdateResolution(); if (g_Console) g_Console->UpdateScreenSize(w, h); if (g_Game) g_Game->GetView()->SetViewport(vp); } int CVideoMode::GetBestBPP() { if (m_ConfigBPP) return m_ConfigBPP; if (m_PreferredBPP) return m_PreferredBPP; return 32; } int CVideoMode::GetXRes() const { ENSURE(m_IsInitialised); return m_CurrentW; } int CVideoMode::GetYRes() const { ENSURE(m_IsInitialised); return m_CurrentH; } int CVideoMode::GetBPP() const { ENSURE(m_IsInitialised); return m_CurrentBPP; } bool CVideoMode::IsVSyncEnabled() const { ENSURE(m_IsInitialised); return m_ConfigVSync; } int CVideoMode::GetDesktopXRes() const { ENSURE(m_IsInitialised); return m_PreferredW; } int CVideoMode::GetDesktopYRes() const { ENSURE(m_IsInitialised); return m_PreferredH; } int CVideoMode::GetDesktopBPP() const { ENSURE(m_IsInitialised); return m_PreferredBPP; } int CVideoMode::GetDesktopFreq() const { ENSURE(m_IsInitialised); return m_PreferredFreq; } SDL_Window* CVideoMode::GetWindow() { ENSURE(m_IsInitialised); return m_Window; } void CVideoMode::SetWindowIcon() { // The window icon should be kept outside of art/textures/, or else it will be converted // to DDS by the archive builder and will become unusable here. Using DDS makes BGRA // conversion needlessly complicated. std::shared_ptr iconFile; size_t iconFileSize; if (g_VFS->LoadFile("art/icons/window.png", iconFile, iconFileSize) != INFO::OK) { LOGWARNING("Window icon not found."); return; } Tex iconTexture; if (iconTexture.decode(iconFile, iconFileSize) != INFO::OK) return; // Convert to required BGRA format. const size_t iconFlags = (iconTexture.m_Flags | TEX_BGR) & ~TEX_DXT; if (iconTexture.transform_to(iconFlags) != INFO::OK) return; void* bgra_img = iconTexture.get_data(); if (!bgra_img) return; SDL_Surface *iconSurface = SDL_CreateRGBSurfaceFrom(bgra_img, iconTexture.m_Width, iconTexture.m_Height, 32, iconTexture.m_Width * 4, 0x00FF0000, 0x0000FF00, 0x000000FF, 0xFF000000); if (!iconSurface) return; SDL_SetWindowIcon(m_Window, iconSurface); SDL_FreeSurface(iconSurface); } void CVideoMode::SetCursor(const CStrW& name) { if (m_Cursor) m_Cursor->SetCursor(name); } void CVideoMode::ResetCursor() { if (m_Cursor) m_Cursor->ResetCursor(); } Index: ps/trunk/source/ps/VideoMode.h =================================================================== --- ps/trunk/source/ps/VideoMode.h (revision 27172) +++ ps/trunk/source/ps/VideoMode.h (revision 27173) @@ -1,190 +1,182 @@ /* 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 . */ #ifndef INCLUDED_VIDEOMODE #define INCLUDED_VIDEOMODE #include "ps/CStrForward.h" +#include "renderer/backend/Backend.h" #include typedef struct SDL_Window SDL_Window; namespace Renderer { namespace Backend { class IDevice; } } class CVideoMode { public: - enum class Backend - { - GL, - GL_ARB, - DUMMY - }; - CVideoMode(); ~CVideoMode(); /** * Initialise the video mode, for use in an SDL-using application. */ bool InitSDL(); /** * Initialise parts of the video mode, for use in Atlas (which uses * wxWidgets instead of SDL for GL). */ bool InitNonSDL(); /** * Shut down after InitSDL/InitNonSDL, so that they can be used again. */ void Shutdown(); /** * Creates a backend device. Also we use wxWidgets in Atlas so we don't need * to create one for that case. */ bool CreateBackendDevice(const bool createSDLContext); /** * Resize the SDL window and associated graphics stuff to the new size. */ bool ResizeWindow(int w, int h); /** * Set scale and tell dependent compoenent to recompute sizes. */ void Rescale(float scale); /** * Switch to fullscreen or windowed mode. */ bool SetFullscreen(bool fullscreen); /** * Returns true if window runs in fullscreen mode. */ bool IsInFullscreen() const; /** * Switch between fullscreen and windowed mode. */ bool ToggleFullscreen(); /** * Update window position, to restore later if necessary (SDL2 only). */ void UpdatePosition(int x, int y); /** * Update the graphics code to start drawing to the new size. * This should be called after the GL context has been resized. * This can also be used when the GL context is managed externally, not via SDL. */ static void UpdateRenderer(int w, int h); int GetXRes() const; int GetYRes() const; int GetBPP() const; bool IsVSyncEnabled() const; int GetDesktopXRes() const; int GetDesktopYRes() const; int GetDesktopBPP() const; int GetDesktopFreq() const; float GetScale() const; SDL_Window* GetWindow(); void SetWindowIcon(); void SetCursor(const CStrW& name); void ResetCursor(); - Backend GetBackend() const { return m_Backend; } - Renderer::Backend::IDevice* GetBackendDevice() { return m_BackendDevice.get(); } private: void ReadConfig(); int GetBestBPP(); bool SetVideoMode(int w, int h, int bpp, bool fullscreen); /** * Remember whether Init has been called. (This isn't used for anything * important, just for verifying that the callers call our methods in * the right order.) */ bool m_IsInitialised = false; SDL_Window* m_Window = nullptr; // Initial desktop settings. // Frequency is in Hz, and BPP means bits per pixels (not bytes per pixels). int m_PreferredW = 0; int m_PreferredH = 0; int m_PreferredBPP = 0; int m_PreferredFreq = 0; float m_Scale = 1.0f; // Config file settings (0 if unspecified) int m_ConfigW = 0; int m_ConfigH = 0; int m_ConfigBPP = 0; int m_ConfigDisplay = 0; bool m_ConfigEnableHiDPI = false; bool m_ConfigVSync = false; // (m_ConfigFullscreen defaults to false, so users don't get stuck if // e.g. half the filesystem is missing and the config files aren't loaded). bool m_ConfigFullscreen = false; // If we're fullscreen, size/position of window when we were last windowed (or the default window // size/position if we started fullscreen), to support switching back to the old window size/position int m_WindowedW; int m_WindowedH; int m_WindowedX; int m_WindowedY; // Whether we're currently being displayed fullscreen bool m_IsFullscreen = false; // The last mode selected int m_CurrentW; int m_CurrentH; int m_CurrentBPP; class CCursor; std::unique_ptr m_Cursor; - Backend m_Backend = Backend::GL; + Renderer::Backend::Backend m_Backend = Renderer::Backend::Backend::GL; std::unique_ptr m_BackendDevice; }; extern CVideoMode g_VideoMode; #endif // INCLUDED_VIDEOMODE Index: ps/trunk/source/renderer/PostprocManager.cpp =================================================================== --- ps/trunk/source/renderer/PostprocManager.cpp (revision 27172) +++ ps/trunk/source/renderer/PostprocManager.cpp (revision 27173) @@ -1,713 +1,714 @@ /* 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/PostprocManager.h" #include "graphics/GameView.h" #include "graphics/LightEnv.h" #include "graphics/ShaderManager.h" #include "lib/bits.h" #include "maths/MathUtil.h" #include "ps/ConfigDB.h" #include "ps/CLogger.h" #include "ps/CStrInternStatic.h" #include "ps/Filesystem.h" #include "ps/Game.h" #include "ps/VideoMode.h" #include "ps/World.h" #include "renderer/backend/IDevice.h" #include "renderer/Renderer.h" #include "renderer/RenderingOptions.h" #include "tools/atlas/GameInterface/GameLoop.h" CPostprocManager::CPostprocManager() : m_IsInitialized(false), m_PostProcEffect(L"default"), m_WhichBuffer(true), m_Sharpness(0.3f), m_UsingMultisampleBuffer(false), m_MultisampleCount(0) { } CPostprocManager::~CPostprocManager() { Cleanup(); } bool CPostprocManager::IsEnabled() const { + Renderer::Backend::IDevice* device = g_VideoMode.GetBackendDevice(); return g_RenderingOptions.GetPostProc() && - g_VideoMode.GetBackend() != CVideoMode::Backend::GL_ARB && - g_VideoMode.GetBackendDevice()->IsTextureFormatSupported( - Renderer::Backend::Format::D24_S8); + device->GetBackend() != Renderer::Backend::Backend::GL_ARB && + device->IsTextureFormatSupported(Renderer::Backend::Format::D24_S8); } void CPostprocManager::Cleanup() { if (!m_IsInitialized) // Only cleanup if previously used return; m_CaptureFramebuffer.reset(); m_PingFramebuffer.reset(); m_PongFramebuffer.reset(); m_ColorTex1.reset(); m_ColorTex2.reset(); m_DepthTex.reset(); for (BlurScale& scale : m_BlurScales) { for (BlurScale::Step& step : scale.steps) { step.framebuffer.reset(); step.texture.reset(); } } } void CPostprocManager::Initialize() { if (m_IsInitialized) return; const uint32_t maxSamples = g_VideoMode.GetBackendDevice()->GetCapabilities().maxSampleCount; const uint32_t possibleSampleCounts[] = {2, 4, 8, 16}; std::copy_if( std::begin(possibleSampleCounts), std::end(possibleSampleCounts), std::back_inserter(m_AllowedSampleCounts), [maxSamples](const uint32_t sampleCount) { return sampleCount <= maxSamples; } ); // The screen size starts out correct and then must be updated with Resize() m_Width = g_Renderer.GetWidth(); m_Height = g_Renderer.GetHeight(); RecreateBuffers(); m_IsInitialized = true; // Once we have initialised the buffers, we can update the techniques. UpdateAntiAliasingTechnique(); UpdateSharpeningTechnique(); UpdateSharpnessFactor(); // This might happen after the map is loaded and the effect chosen SetPostEffect(m_PostProcEffect); } void CPostprocManager::Resize() { m_Width = g_Renderer.GetWidth(); m_Height = g_Renderer.GetHeight(); // If the buffers were intialized, recreate them to the new size. if (m_IsInitialized) RecreateBuffers(); } void CPostprocManager::RecreateBuffers() { Cleanup(); Renderer::Backend::IDevice* backendDevice = g_VideoMode.GetBackendDevice(); #define GEN_BUFFER_RGBA(name, w, h) \ name = backendDevice->CreateTexture2D( \ "PostProc" #name, \ Renderer::Backend::ITexture::Usage::SAMPLED | \ Renderer::Backend::ITexture::Usage::COLOR_ATTACHMENT, \ Renderer::Backend::Format::R8G8B8A8_UNORM, w, h, \ Renderer::Backend::Sampler::MakeDefaultSampler( \ Renderer::Backend::Sampler::Filter::LINEAR, \ Renderer::Backend::Sampler::AddressMode::CLAMP_TO_EDGE)); // Two fullscreen ping-pong textures. GEN_BUFFER_RGBA(m_ColorTex1, m_Width, m_Height); GEN_BUFFER_RGBA(m_ColorTex2, m_Width, m_Height); // Textures for several blur sizes. It would be possible to reuse // m_BlurTex2b, thus avoiding the need for m_BlurTex4b and m_BlurTex8b, though given // that these are fairly small it's probably not worth complicating the coordinates passed // to the blur helper functions. uint32_t width = m_Width / 2, height = m_Height / 2; for (BlurScale& scale : m_BlurScales) { for (BlurScale::Step& step : scale.steps) { GEN_BUFFER_RGBA(step.texture, width, height); step.framebuffer = backendDevice->CreateFramebuffer("BlurScaleSteoFramebuffer", step.texture.get(), nullptr); } width /= 2; height /= 2; } #undef GEN_BUFFER_RGBA // Allocate the Depth/Stencil texture. m_DepthTex = backendDevice->CreateTexture2D("PostProcDepthTexture", Renderer::Backend::ITexture::Usage::SAMPLED | Renderer::Backend::ITexture::Usage::DEPTH_STENCIL_ATTACHMENT, Renderer::Backend::Format::D24_S8, m_Width, m_Height, Renderer::Backend::Sampler::MakeDefaultSampler( Renderer::Backend::Sampler::Filter::LINEAR, Renderer::Backend::Sampler::AddressMode::CLAMP_TO_EDGE)); // Set up the framebuffers with some initial textures. m_CaptureFramebuffer = backendDevice->CreateFramebuffer("PostprocCaptureFramebuffer", m_ColorTex1.get(), m_DepthTex.get(), g_VideoMode.GetBackendDevice()->GetCurrentBackbuffer()->GetClearColor()); m_PingFramebuffer = backendDevice->CreateFramebuffer("PostprocPingFramebuffer", m_ColorTex1.get(), nullptr); m_PongFramebuffer = backendDevice->CreateFramebuffer("PostprocPongFramebuffer", m_ColorTex2.get(), nullptr); if (!m_CaptureFramebuffer || !m_PingFramebuffer || !m_PongFramebuffer) { LOGWARNING("Failed to create postproc framebuffers"); g_RenderingOptions.SetPostProc(false); } if (m_UsingMultisampleBuffer) { DestroyMultisampleBuffer(); CreateMultisampleBuffer(); } } void CPostprocManager::ApplyBlurDownscale2x( Renderer::Backend::IDeviceCommandContext* deviceCommandContext, Renderer::Backend::IFramebuffer* framebuffer, Renderer::Backend::ITexture* inTex, int inWidth, int inHeight) { deviceCommandContext->BeginFramebufferPass(framebuffer); // Get bloom shader with instructions to simply copy texels. CShaderDefines defines; defines.Add(str_BLOOM_NOP, str_1); CShaderTechniquePtr tech = g_Renderer.GetShaderManager().LoadEffect(str_bloom, defines); deviceCommandContext->SetGraphicsPipelineState( tech->GetGraphicsPipelineStateDesc()); deviceCommandContext->BeginPass(); Renderer::Backend::IShaderProgram* shader = tech->GetShader(); deviceCommandContext->SetTexture( shader->GetBindingSlot(str_renderedTex), inTex); const SViewPort oldVp = g_Renderer.GetViewport(); const SViewPort vp = { 0, 0, inWidth / 2, inHeight / 2 }; g_Renderer.SetViewport(vp); // TODO: remove the fullscreen quad drawing duplication. 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 }; deviceCommandContext->SetVertexAttributeFormat( Renderer::Backend::VertexAttributeStream::POSITION, Renderer::Backend::Format::R32G32_SFLOAT, 0, sizeof(float) * 2, Renderer::Backend::VertexAttributeRate::PER_VERTEX, 0); deviceCommandContext->SetVertexAttributeFormat( Renderer::Backend::VertexAttributeStream::UV0, Renderer::Backend::Format::R32G32_SFLOAT, 0, sizeof(float) * 2, Renderer::Backend::VertexAttributeRate::PER_VERTEX, 1); deviceCommandContext->SetVertexBufferData( 0, quadVerts, std::size(quadVerts) * sizeof(quadVerts[0])); deviceCommandContext->SetVertexBufferData( 1, quadTex, std::size(quadTex) * sizeof(quadTex[0])); deviceCommandContext->Draw(0, 6); g_Renderer.SetViewport(oldVp); deviceCommandContext->EndPass(); deviceCommandContext->EndFramebufferPass(); } void CPostprocManager::ApplyBlurGauss( Renderer::Backend::IDeviceCommandContext* deviceCommandContext, Renderer::Backend::ITexture* inTex, Renderer::Backend::ITexture* tempTex, Renderer::Backend::IFramebuffer* tempFramebuffer, Renderer::Backend::IFramebuffer* outFramebuffer, int inWidth, int inHeight) { deviceCommandContext->BeginFramebufferPass(tempFramebuffer); // Get bloom shader, for a horizontal Gaussian blur pass. CShaderDefines defines2; defines2.Add(str_BLOOM_PASS_H, str_1); CShaderTechniquePtr tech = g_Renderer.GetShaderManager().LoadEffect(str_bloom, defines2); deviceCommandContext->SetGraphicsPipelineState( tech->GetGraphicsPipelineStateDesc()); deviceCommandContext->BeginPass(); Renderer::Backend::IShaderProgram* shader = tech->GetShader(); deviceCommandContext->SetTexture( shader->GetBindingSlot(str_renderedTex), inTex); deviceCommandContext->SetUniform( shader->GetBindingSlot(str_texSize), inWidth, inHeight); const SViewPort oldVp = g_Renderer.GetViewport(); const SViewPort vp = { 0, 0, inWidth, inHeight }; 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 }; deviceCommandContext->SetVertexAttributeFormat( Renderer::Backend::VertexAttributeStream::POSITION, Renderer::Backend::Format::R32G32_SFLOAT, 0, sizeof(float) * 2, Renderer::Backend::VertexAttributeRate::PER_VERTEX, 0); deviceCommandContext->SetVertexAttributeFormat( Renderer::Backend::VertexAttributeStream::UV0, Renderer::Backend::Format::R32G32_SFLOAT, 0, sizeof(float) * 2, Renderer::Backend::VertexAttributeRate::PER_VERTEX, 1); deviceCommandContext->SetVertexBufferData( 0, quadVerts, std::size(quadVerts) * sizeof(quadVerts[0])); deviceCommandContext->SetVertexBufferData( 1, quadTex, std::size(quadTex) * sizeof(quadTex[0])); deviceCommandContext->Draw(0, 6); g_Renderer.SetViewport(oldVp); deviceCommandContext->EndPass(); deviceCommandContext->EndFramebufferPass(); deviceCommandContext->BeginFramebufferPass(outFramebuffer); // Get bloom shader, for a vertical Gaussian blur pass. CShaderDefines defines3; defines3.Add(str_BLOOM_PASS_V, str_1); tech = g_Renderer.GetShaderManager().LoadEffect(str_bloom, defines3); deviceCommandContext->SetGraphicsPipelineState( tech->GetGraphicsPipelineStateDesc()); deviceCommandContext->BeginPass(); shader = tech->GetShader(); // Our input texture to the shader is the output of the horizontal pass. deviceCommandContext->SetTexture( shader->GetBindingSlot(str_renderedTex), tempTex); deviceCommandContext->SetUniform( shader->GetBindingSlot(str_texSize), inWidth, inHeight); g_Renderer.SetViewport(vp); deviceCommandContext->SetVertexAttributeFormat( Renderer::Backend::VertexAttributeStream::POSITION, Renderer::Backend::Format::R32G32_SFLOAT, 0, sizeof(float) * 2, Renderer::Backend::VertexAttributeRate::PER_VERTEX, 0); deviceCommandContext->SetVertexAttributeFormat( Renderer::Backend::VertexAttributeStream::UV0, Renderer::Backend::Format::R32G32_SFLOAT, 0, sizeof(float) * 2, Renderer::Backend::VertexAttributeRate::PER_VERTEX, 1); deviceCommandContext->SetVertexBufferData( 0, quadVerts, std::size(quadVerts) * sizeof(quadVerts[0])); deviceCommandContext->SetVertexBufferData( 1, quadTex, std::size(quadTex) * sizeof(quadTex[0])); deviceCommandContext->Draw(0, 6); g_Renderer.SetViewport(oldVp); deviceCommandContext->EndPass(); deviceCommandContext->EndFramebufferPass(); } void CPostprocManager::ApplyBlur( Renderer::Backend::IDeviceCommandContext* deviceCommandContext) { uint32_t width = m_Width, height = m_Height; Renderer::Backend::ITexture* previousTexture = (m_WhichBuffer ? m_ColorTex1 : m_ColorTex2).get(); for (BlurScale& scale : m_BlurScales) { ApplyBlurDownscale2x(deviceCommandContext, scale.steps[0].framebuffer.get(), previousTexture, width, height); width /= 2; height /= 2; ApplyBlurGauss(deviceCommandContext, scale.steps[0].texture.get(), scale.steps[1].texture.get(), scale.steps[1].framebuffer.get(), scale.steps[0].framebuffer.get(), width, height); } } void CPostprocManager::CaptureRenderOutput( Renderer::Backend::IDeviceCommandContext* deviceCommandContext) { ENSURE(m_IsInitialized); // Leaves m_PingFbo selected for rendering; m_WhichBuffer stays true at this point. deviceCommandContext->BeginFramebufferPass( m_UsingMultisampleBuffer ? m_MultisampleFramebuffer.get() : m_CaptureFramebuffer.get()); m_WhichBuffer = true; } void CPostprocManager::ReleaseRenderOutput( Renderer::Backend::IDeviceCommandContext* deviceCommandContext) { ENSURE(m_IsInitialized); GPU_SCOPED_LABEL(deviceCommandContext, "Copy postproc to backbuffer"); // We blit to the backbuffer from the previous active buffer. deviceCommandContext->BlitFramebuffer( deviceCommandContext->GetDevice()->GetCurrentBackbuffer(), (m_WhichBuffer ? m_PingFramebuffer : m_PongFramebuffer).get()); } void CPostprocManager::ApplyEffect( Renderer::Backend::IDeviceCommandContext* deviceCommandContext, const CShaderTechniquePtr& shaderTech, int pass) { // select the other FBO for rendering deviceCommandContext->BeginFramebufferPass( (m_WhichBuffer ? m_PongFramebuffer : m_PingFramebuffer).get()); deviceCommandContext->SetGraphicsPipelineState( shaderTech->GetGraphicsPipelineStateDesc(pass)); deviceCommandContext->BeginPass(); Renderer::Backend::IShaderProgram* shader = shaderTech->GetShader(pass); // Use the textures from the current FBO as input to the shader. // We also bind a bunch of other textures and parameters, but since // this only happens once per frame the overhead is negligible. deviceCommandContext->SetTexture( shader->GetBindingSlot(str_renderedTex), m_WhichBuffer ? m_ColorTex1.get() : m_ColorTex2.get()); deviceCommandContext->SetTexture( shader->GetBindingSlot(str_depthTex), m_DepthTex.get()); deviceCommandContext->SetTexture( shader->GetBindingSlot(str_blurTex2), m_BlurScales[0].steps[0].texture.get()); deviceCommandContext->SetTexture( shader->GetBindingSlot(str_blurTex4), m_BlurScales[1].steps[0].texture.get()); deviceCommandContext->SetTexture( shader->GetBindingSlot(str_blurTex8), m_BlurScales[2].steps[0].texture.get()); deviceCommandContext->SetUniform(shader->GetBindingSlot(str_width), m_Width); deviceCommandContext->SetUniform(shader->GetBindingSlot(str_height), m_Height); deviceCommandContext->SetUniform(shader->GetBindingSlot(str_zNear), m_NearPlane); deviceCommandContext->SetUniform(shader->GetBindingSlot(str_zFar), m_FarPlane); deviceCommandContext->SetUniform(shader->GetBindingSlot(str_sharpness), m_Sharpness); deviceCommandContext->SetUniform(shader->GetBindingSlot(str_brightness), g_LightEnv.m_Brightness); deviceCommandContext->SetUniform(shader->GetBindingSlot(str_hdr), g_LightEnv.m_Contrast); deviceCommandContext->SetUniform(shader->GetBindingSlot(str_saturation), g_LightEnv.m_Saturation); deviceCommandContext->SetUniform(shader->GetBindingSlot(str_bloom), g_LightEnv.m_Bloom); 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 }; deviceCommandContext->SetVertexAttributeFormat( Renderer::Backend::VertexAttributeStream::POSITION, Renderer::Backend::Format::R32G32_SFLOAT, 0, sizeof(float) * 2, Renderer::Backend::VertexAttributeRate::PER_VERTEX, 0); deviceCommandContext->SetVertexAttributeFormat( Renderer::Backend::VertexAttributeStream::UV0, Renderer::Backend::Format::R32G32_SFLOAT, 0, sizeof(float) * 2, Renderer::Backend::VertexAttributeRate::PER_VERTEX, 1); deviceCommandContext->SetVertexBufferData( 0, quadVerts, std::size(quadVerts) * sizeof(quadVerts[0])); deviceCommandContext->SetVertexBufferData( 1, quadTex, std::size(quadTex) * sizeof(quadTex[0])); deviceCommandContext->Draw(0, 6); deviceCommandContext->EndPass(); deviceCommandContext->EndFramebufferPass(); m_WhichBuffer = !m_WhichBuffer; } void CPostprocManager::ApplyPostproc( Renderer::Backend::IDeviceCommandContext* deviceCommandContext) { ENSURE(m_IsInitialized); // Don't do anything if we are using the default effect and no AA. const bool hasEffects = m_PostProcEffect != L"default"; - const bool hasARB = g_VideoMode.GetBackend() == CVideoMode::Backend::GL_ARB; + const bool hasARB = g_VideoMode.GetBackendDevice()->GetBackend() == Renderer::Backend::Backend::GL_ARB; const bool hasAA = m_AATech && !hasARB; const bool hasSharp = m_SharpTech && !hasARB; if (!hasEffects && !hasAA && !hasSharp) return; GPU_SCOPED_LABEL(deviceCommandContext, "Render postproc"); if (hasEffects) { // First render blur textures. Note that this only happens ONLY ONCE, before any effects are applied! // (This may need to change depending on future usage, however that will have a fps hit) ApplyBlur(deviceCommandContext); for (int pass = 0; pass < m_PostProcTech->GetNumPasses(); ++pass) ApplyEffect(deviceCommandContext, m_PostProcTech, pass); } if (hasAA) { for (int pass = 0; pass < m_AATech->GetNumPasses(); ++pass) ApplyEffect(deviceCommandContext, m_AATech, pass); } if (hasSharp) { for (int pass = 0; pass < m_SharpTech->GetNumPasses(); ++pass) ApplyEffect(deviceCommandContext, m_SharpTech, pass); } } // Generate list of available effect-sets std::vector CPostprocManager::GetPostEffects() { std::vector effects; const VfsPath folder(L"shaders/effects/postproc/"); VfsPaths pathnames; if (vfs::GetPathnames(g_VFS, folder, 0, pathnames) < 0) LOGERROR("Error finding Post effects in '%s'", folder.string8()); for (const VfsPath& path : pathnames) if (path.Extension() == L".xml") effects.push_back(path.Basename().string()); // Add the default "null" effect to the list. effects.push_back(L"default"); sort(effects.begin(), effects.end()); return effects; } void CPostprocManager::SetPostEffect(const CStrW& name) { if (m_IsInitialized) { if (name != L"default") { CStrW n = L"postproc/" + name; m_PostProcTech = g_Renderer.GetShaderManager().LoadEffect(CStrIntern(n.ToUTF8())); } } m_PostProcEffect = name; } void CPostprocManager::UpdateAntiAliasingTechnique() { - if (g_VideoMode.GetBackend() == CVideoMode::Backend::GL_ARB || !m_IsInitialized) + Renderer::Backend::IDevice* device = g_VideoMode.GetBackendDevice(); + if (device->GetBackend() == Renderer::Backend::Backend::GL_ARB || !m_IsInitialized) return; CStr newAAName; CFG_GET_VAL("antialiasing", newAAName); if (m_AAName == newAAName) return; m_AAName = newAAName; m_AATech.reset(); if (m_UsingMultisampleBuffer) { m_UsingMultisampleBuffer = false; DestroyMultisampleBuffer(); } // We have to hardcode names in the engine, because anti-aliasing // techinques strongly depend on the graphics pipeline. // We might use enums in future though. const CStr msaaPrefix = "msaa"; if (m_AAName == "fxaa") { m_AATech = g_Renderer.GetShaderManager().LoadEffect(CStrIntern("fxaa")); } else if (m_AAName.size() > msaaPrefix.size() && m_AAName.substr(0, msaaPrefix.size()) == msaaPrefix) { // We don't want to enable MSAA in Atlas, because it uses wxWidgets and its canvas. if (g_AtlasGameLoop && g_AtlasGameLoop->running) return; - if (!g_VideoMode.GetBackendDevice()->GetCapabilities().multisampling || m_AllowedSampleCounts.empty()) + if (!device->GetCapabilities().multisampling || m_AllowedSampleCounts.empty()) { LOGWARNING("MSAA is unsupported."); return; } std::stringstream ss(m_AAName.substr(msaaPrefix.size())); ss >> m_MultisampleCount; if (std::find(std::begin(m_AllowedSampleCounts), std::end(m_AllowedSampleCounts), m_MultisampleCount) == std::end(m_AllowedSampleCounts)) { - m_MultisampleCount = std::min(4u, g_VideoMode.GetBackendDevice()->GetCapabilities().maxSampleCount); + m_MultisampleCount = std::min(4u, device->GetCapabilities().maxSampleCount); LOGWARNING("Wrong MSAA sample count: %s.", m_AAName.EscapeToPrintableASCII().c_str()); } m_UsingMultisampleBuffer = true; CreateMultisampleBuffer(); } } void CPostprocManager::UpdateSharpeningTechnique() { - if (g_VideoMode.GetBackend() == CVideoMode::Backend::GL_ARB || !m_IsInitialized) + if (g_VideoMode.GetBackendDevice()->GetBackend() == Renderer::Backend::Backend::GL_ARB || !m_IsInitialized) return; CStr newSharpName; CFG_GET_VAL("sharpening", newSharpName); if (m_SharpName == newSharpName) return; m_SharpName = newSharpName; m_SharpTech.reset(); if (m_SharpName == "cas") { m_SharpTech = g_Renderer.GetShaderManager().LoadEffect(CStrIntern(m_SharpName)); } } void CPostprocManager::UpdateSharpnessFactor() { CFG_GET_VAL("sharpness", m_Sharpness); } void CPostprocManager::SetDepthBufferClipPlanes(float nearPlane, float farPlane) { m_NearPlane = nearPlane; m_FarPlane = farPlane; } void CPostprocManager::CreateMultisampleBuffer() { Renderer::Backend::IDevice* backendDevice = g_VideoMode.GetBackendDevice(); m_MultisampleColorTex = backendDevice->CreateTexture("PostProcColorMS", Renderer::Backend::ITexture::Type::TEXTURE_2D_MULTISAMPLE, Renderer::Backend::ITexture::Usage::COLOR_ATTACHMENT, Renderer::Backend::Format::R8G8B8A8_UNORM, m_Width, m_Height, Renderer::Backend::Sampler::MakeDefaultSampler( Renderer::Backend::Sampler::Filter::LINEAR, Renderer::Backend::Sampler::AddressMode::CLAMP_TO_EDGE), 1, m_MultisampleCount); // Allocate the Depth/Stencil texture. m_MultisampleDepthTex = backendDevice->CreateTexture("PostProcDepthMS", Renderer::Backend::ITexture::Type::TEXTURE_2D_MULTISAMPLE, Renderer::Backend::ITexture::Usage::DEPTH_STENCIL_ATTACHMENT, Renderer::Backend::Format::D24_S8, m_Width, m_Height, Renderer::Backend::Sampler::MakeDefaultSampler( Renderer::Backend::Sampler::Filter::LINEAR, Renderer::Backend::Sampler::AddressMode::CLAMP_TO_EDGE), 1, m_MultisampleCount); // Set up the framebuffers with some initial textures. m_MultisampleFramebuffer = backendDevice->CreateFramebuffer("PostprocMultisampleFramebuffer", m_MultisampleColorTex.get(), m_MultisampleDepthTex.get(), g_VideoMode.GetBackendDevice()->GetCurrentBackbuffer()->GetClearColor()); if (!m_MultisampleFramebuffer) { LOGERROR("Failed to create postproc multisample framebuffer"); m_UsingMultisampleBuffer = false; DestroyMultisampleBuffer(); } } void CPostprocManager::DestroyMultisampleBuffer() { if (m_UsingMultisampleBuffer) return; m_MultisampleFramebuffer.reset(); m_MultisampleColorTex.reset(); m_MultisampleDepthTex.reset(); } bool CPostprocManager::IsMultisampleEnabled() const { return m_UsingMultisampleBuffer; } void CPostprocManager::ResolveMultisampleFramebuffer( Renderer::Backend::IDeviceCommandContext* deviceCommandContext) { if (!m_UsingMultisampleBuffer) return; GPU_SCOPED_LABEL(deviceCommandContext, "Resolve postproc multisample"); deviceCommandContext->BlitFramebuffer( m_PingFramebuffer.get(), m_MultisampleFramebuffer.get()); } Index: ps/trunk/source/renderer/Renderer.cpp =================================================================== --- ps/trunk/source/renderer/Renderer.cpp (revision 27172) +++ ps/trunk/source/renderer/Renderer.cpp (revision 27173) @@ -1,793 +1,793 @@ /* 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.h" #include "graphics/Canvas2D.h" #include "graphics/CinemaManager.h" #include "graphics/GameView.h" #include "graphics/LightEnv.h" #include "graphics/ModelDef.h" #include "graphics/TerrainTextureManager.h" #include "i18n/L10n.h" #include "lib/allocators/shared_ptr.h" #include "lib/tex/tex.h" #include "gui/GUIManager.h" #include "ps/CConsole.h" #include "ps/CLogger.h" #include "ps/ConfigDB.h" #include "ps/CStrInternStatic.h" #include "ps/Game.h" #include "ps/GameSetup/Config.h" #include "ps/GameSetup/GameSetup.h" #include "ps/Globals.h" #include "ps/Loader.h" #include "ps/Profile.h" #include "ps/Filesystem.h" #include "ps/World.h" #include "ps/ProfileViewer.h" #include "graphics/Camera.h" #include "graphics/FontManager.h" #include "graphics/ShaderManager.h" #include "graphics/Terrain.h" #include "graphics/Texture.h" #include "graphics/TextureManager.h" #include "ps/Util.h" #include "ps/VideoMode.h" #include "renderer/backend/IDevice.h" #include "renderer/DebugRenderer.h" #include "renderer/PostprocManager.h" #include "renderer/RenderingOptions.h" #include "renderer/RenderModifiers.h" #include "renderer/SceneRenderer.h" #include "renderer/TimeManager.h" #include "renderer/VertexBufferManager.h" #include "tools/atlas/GameInterface/GameLoop.h" #include "tools/atlas/GameInterface/View.h" #include namespace { size_t g_NextScreenShotNumber = 0; /////////////////////////////////////////////////////////////////////////////////// // CRendererStatsTable - Profile display of rendering stats /** * Class CRendererStatsTable: Implementation of AbstractProfileTable to * display the renderer stats in-game. * * Accesses CRenderer::m_Stats by keeping the reference passed to the * constructor. */ class CRendererStatsTable : public AbstractProfileTable { NONCOPYABLE(CRendererStatsTable); public: CRendererStatsTable(const CRenderer::Stats& st); // Implementation of AbstractProfileTable interface CStr GetName(); CStr GetTitle(); size_t GetNumberRows(); const std::vector& GetColumns(); CStr GetCellText(size_t row, size_t col); AbstractProfileTable* GetChild(size_t row); private: /// Reference to the renderer singleton's stats const CRenderer::Stats& Stats; /// Column descriptions std::vector columnDescriptions; enum { Row_DrawCalls = 0, Row_TerrainTris, Row_WaterTris, Row_ModelTris, Row_OverlayTris, Row_BlendSplats, Row_Particles, Row_VBReserved, Row_VBAllocated, Row_TextureMemory, Row_ShadersLoaded, // Must be last to count number of rows NumberRows }; }; // Construction CRendererStatsTable::CRendererStatsTable(const CRenderer::Stats& st) : Stats(st) { columnDescriptions.push_back(ProfileColumn("Name", 230)); columnDescriptions.push_back(ProfileColumn("Value", 100)); } // Implementation of AbstractProfileTable interface CStr CRendererStatsTable::GetName() { return "renderer"; } CStr CRendererStatsTable::GetTitle() { return "Renderer statistics"; } size_t CRendererStatsTable::GetNumberRows() { return NumberRows; } const std::vector& CRendererStatsTable::GetColumns() { return columnDescriptions; } CStr CRendererStatsTable::GetCellText(size_t row, size_t col) { char buf[256]; switch(row) { case Row_DrawCalls: if (col == 0) return "# draw calls"; sprintf_s(buf, sizeof(buf), "%lu", (unsigned long)Stats.m_DrawCalls); return buf; case Row_TerrainTris: if (col == 0) return "# terrain tris"; sprintf_s(buf, sizeof(buf), "%lu", (unsigned long)Stats.m_TerrainTris); return buf; case Row_WaterTris: if (col == 0) return "# water tris"; sprintf_s(buf, sizeof(buf), "%lu", (unsigned long)Stats.m_WaterTris); return buf; case Row_ModelTris: if (col == 0) return "# model tris"; sprintf_s(buf, sizeof(buf), "%lu", (unsigned long)Stats.m_ModelTris); return buf; case Row_OverlayTris: if (col == 0) return "# overlay tris"; sprintf_s(buf, sizeof(buf), "%lu", (unsigned long)Stats.m_OverlayTris); return buf; case Row_BlendSplats: if (col == 0) return "# blend splats"; sprintf_s(buf, sizeof(buf), "%lu", (unsigned long)Stats.m_BlendSplats); return buf; case Row_Particles: if (col == 0) return "# particles"; sprintf_s(buf, sizeof(buf), "%lu", (unsigned long)Stats.m_Particles); return buf; case Row_VBReserved: if (col == 0) return "VB reserved"; sprintf_s(buf, sizeof(buf), "%lu kB", (unsigned long)g_VBMan.GetBytesReserved() / 1024); return buf; case Row_VBAllocated: if (col == 0) return "VB allocated"; sprintf_s(buf, sizeof(buf), "%lu kB", (unsigned long)g_VBMan.GetBytesAllocated() / 1024); return buf; case Row_TextureMemory: if (col == 0) return "textures uploaded"; sprintf_s(buf, sizeof(buf), "%lu kB", (unsigned long)g_Renderer.GetTextureManager().GetBytesUploaded() / 1024); return buf; case Row_ShadersLoaded: if (col == 0) return "shader effects loaded"; sprintf_s(buf, sizeof(buf), "%lu", (unsigned long)g_Renderer.GetShaderManager().GetNumEffectsLoaded()); return buf; default: return "???"; } } AbstractProfileTable* CRendererStatsTable::GetChild(size_t UNUSED(row)) { return 0; } } // anonymous namespace /////////////////////////////////////////////////////////////////////////////////// // CRenderer implementation /** * Struct CRendererInternals: Truly hide data that is supposed to be hidden * in this structure so it won't even appear in header files. */ class CRenderer::Internals { NONCOPYABLE(Internals); public: std::unique_ptr deviceCommandContext; /// true if CRenderer::Open has been called bool IsOpen; /// true if shaders need to be reloaded bool ShadersDirty; /// Table to display renderer stats in-game via profile system CRendererStatsTable profileTable; /// Shader manager CShaderManager shaderManager; /// Texture manager CTextureManager textureManager; /// Time manager CTimeManager timeManager; /// Postprocessing effect manager CPostprocManager postprocManager; CSceneRenderer sceneRenderer; CDebugRenderer debugRenderer; CFontManager fontManager; Internals() : IsOpen(false), ShadersDirty(true), profileTable(g_Renderer.m_Stats), deviceCommandContext(g_VideoMode.GetBackendDevice()->CreateCommandContext()), textureManager(g_VFS, false, g_VideoMode.GetBackendDevice()) { } }; CRenderer::CRenderer() { TIMER(L"InitRenderer"); m = std::make_unique(); g_ProfileViewer.AddRootTable(&m->profileTable); m_Width = 0; m_Height = 0; m_Stats.Reset(); // Create terrain related stuff. new CTerrainTextureManager; Open(g_xres, g_yres); // Setup lighting environment. Since the Renderer accesses the // lighting environment through a pointer, this has to be done before // the first Frame. GetSceneRenderer().SetLightEnv(&g_LightEnv); // I haven't seen the camera affecting GUI rendering and such, but the // viewport has to be updated according to the video mode SViewPort vp; vp.m_X = 0; vp.m_Y = 0; vp.m_Width = g_xres; vp.m_Height = g_yres; SetViewport(vp); ModelDefActivateFastImpl(); ColorActivateFastImpl(); ModelRenderer::Init(); } CRenderer::~CRenderer() { delete &g_TexMan; // We no longer UnloadWaterTextures here - // that is the responsibility of the module that asked for // them to be loaded (i.e. CGameView). m.reset(); } void CRenderer::ReloadShaders() { ENSURE(m->IsOpen); m->sceneRenderer.ReloadShaders(); m->ShadersDirty = false; } bool CRenderer::Open(int width, int height) { m->IsOpen = true; // Dimensions m_Width = width; m_Height = height; // Validate the currently selected render path SetRenderPath(g_RenderingOptions.GetRenderPath()); if (m->postprocManager.IsEnabled()) m->postprocManager.Initialize(); m->sceneRenderer.Initialize(); return true; } void CRenderer::Resize(int width, int height) { m_Width = width; m_Height = height; m->postprocManager.Resize(); m->sceneRenderer.Resize(width, height); } void CRenderer::SetRenderPath(RenderPath rp) { if (!m->IsOpen) { // Delay until Open() is called. return; } // Renderer has been opened, so validate the selected renderpath const bool hasShadersSupport = g_VideoMode.GetBackendDevice()->GetCapabilities().ARBShaders || - g_VideoMode.GetBackend() != CVideoMode::Backend::GL_ARB; + g_VideoMode.GetBackendDevice()->GetBackend() != Renderer::Backend::Backend::GL_ARB; if (rp == RenderPath::DEFAULT) { if (hasShadersSupport) rp = RenderPath::SHADER; else rp = RenderPath::FIXED; } if (rp == RenderPath::SHADER) { if (!hasShadersSupport) { LOGWARNING("Falling back to fixed function\n"); rp = RenderPath::FIXED; } } // TODO: remove this once capabilities have been properly extracted and the above checks have been moved elsewhere. g_RenderingOptions.m_RenderPath = rp; MakeShadersDirty(); } bool CRenderer::ShouldRender() const { return !g_app_minimized && (g_app_has_focus || !g_VideoMode.IsInFullscreen()); } void CRenderer::RenderFrame(const bool needsPresent) { // Do not render if not focused while in fullscreen or minimised, // as that triggers a difficult-to-reproduce crash on some graphic cards. if (!ShouldRender()) return; if (m_ScreenShotType == ScreenShotType::BIG) { RenderBigScreenShot(needsPresent); } else if (m_ScreenShotType == ScreenShotType::DEFAULT) { RenderScreenShot(needsPresent); } else { if (needsPresent) g_VideoMode.GetBackendDevice()->AcquireNextBackbuffer(); if (m_ShouldPreloadResourcesBeforeNextFrame) { m_ShouldPreloadResourcesBeforeNextFrame = false; // We don't need to render logger for the preload. RenderFrameImpl(true, false); } RenderFrameImpl(true, true); m->deviceCommandContext->Flush(); if (needsPresent) g_VideoMode.GetBackendDevice()->Present(); } } void CRenderer::RenderFrameImpl(const bool renderGUI, const bool renderLogger) { PROFILE3("render"); g_Profiler2.RecordGPUFrameStart(); g_TexMan.UploadResourcesIfNeeded(m->deviceCommandContext.get()); m->textureManager.MakeUploadProgress(m->deviceCommandContext.get()); // prepare before starting the renderer frame if (g_Game && g_Game->IsGameStarted()) g_Game->GetView()->BeginFrame(); if (g_Game) m->sceneRenderer.SetSimulation(g_Game->GetSimulation2()); // start new frame BeginFrame(); if (g_Game && g_Game->IsGameStarted()) { g_Game->GetView()->Render(); } m->deviceCommandContext->BeginFramebufferPass( m->deviceCommandContext->GetDevice()->GetCurrentBackbuffer()); // If we're in Atlas game view, render special tools if (g_AtlasGameLoop && g_AtlasGameLoop->view) { g_AtlasGameLoop->view->DrawCinemaPathTool(); } if (g_Game && g_Game->IsGameStarted()) { g_Game->GetView()->GetCinema()->Render(); } RenderFrame2D(renderGUI, renderLogger); m->deviceCommandContext->EndFramebufferPass(); EndFrame(); const Stats& stats = GetStats(); PROFILE2_ATTR("draw calls: %zu", stats.m_DrawCalls); PROFILE2_ATTR("terrain tris: %zu", stats.m_TerrainTris); PROFILE2_ATTR("water tris: %zu", stats.m_WaterTris); PROFILE2_ATTR("model tris: %zu", stats.m_ModelTris); PROFILE2_ATTR("overlay tris: %zu", stats.m_OverlayTris); PROFILE2_ATTR("blend splats: %zu", stats.m_BlendSplats); PROFILE2_ATTR("particles: %zu", stats.m_Particles); g_Profiler2.RecordGPUFrameEnd(); } void CRenderer::RenderFrame2D(const bool renderGUI, const bool renderLogger) { CCanvas2D canvas(g_xres, g_yres, g_VideoMode.GetScale(), m->deviceCommandContext.get()); m->sceneRenderer.RenderTextOverlays(canvas); if (renderGUI) { GPU_SCOPED_LABEL(m->deviceCommandContext.get(), "Render GUI"); // All GUI elements are drawn in Z order to render semi-transparent // objects correctly. g_GUI->Draw(canvas); } // If we're in Atlas game view, render special overlays (e.g. editor bandbox). if (g_AtlasGameLoop && g_AtlasGameLoop->view) { g_AtlasGameLoop->view->DrawOverlays(canvas); } { GPU_SCOPED_LABEL(m->deviceCommandContext.get(), "Render console"); g_Console->Render(canvas); } if (renderLogger) { GPU_SCOPED_LABEL(m->deviceCommandContext.get(), "Render logger"); g_Logger->Render(canvas); } { GPU_SCOPED_LABEL(m->deviceCommandContext.get(), "Render profiler"); // Profile information g_ProfileViewer.RenderProfile(canvas); } } void CRenderer::RenderScreenShot(const bool needsPresent) { m_ScreenShotType = ScreenShotType::NONE; // get next available numbered filename // note: %04d -> always 4 digits, so sorting by filename works correctly. const VfsPath filenameFormat(L"screenshots/screenshot%04d.png"); VfsPath filename; vfs::NextNumberedFilename(g_VFS, filenameFormat, g_NextScreenShotNumber, filename); const size_t width = static_cast(g_xres), height = static_cast(g_yres); const size_t bpp = 24; if (needsPresent) g_VideoMode.GetBackendDevice()->AcquireNextBackbuffer(); // Hide log messages and re-render RenderFrameImpl(true, false); const size_t img_size = width * height * bpp / 8; const size_t hdr_size = tex_hdr_size(filename); std::shared_ptr buf; AllocateAligned(buf, hdr_size + img_size, maxSectorSize); void* img = buf.get() + hdr_size; Tex t; if (t.wrap(width, height, bpp, TEX_BOTTOM_UP, buf, hdr_size) < 0) return; m->deviceCommandContext->ReadbackFramebufferSync(0, 0, width, height, img); m->deviceCommandContext->Flush(); if (needsPresent) g_VideoMode.GetBackendDevice()->Present(); if (tex_write(&t, filename) == INFO::OK) { OsPath realPath; g_VFS->GetRealPath(filename, realPath); LOGMESSAGERENDER(g_L10n.Translate("Screenshot written to '%s'"), realPath.string8()); debug_printf( CStr(g_L10n.Translate("Screenshot written to '%s'") + "\n").c_str(), realPath.string8().c_str()); } else LOGERROR("Error writing screenshot to '%s'", filename.string8()); } void CRenderer::RenderBigScreenShot(const bool needsPresent) { m_ScreenShotType = ScreenShotType::NONE; // If the game hasn't started yet then use WriteScreenshot to generate the image. if (!g_Game) return RenderScreenShot(needsPresent); int tiles = 4, tileWidth = 256, tileHeight = 256; CFG_GET_VAL("screenshot.tiles", tiles); CFG_GET_VAL("screenshot.tilewidth", tileWidth); CFG_GET_VAL("screenshot.tileheight", tileHeight); if (tiles <= 0 || tileWidth <= 0 || tileHeight <= 0 || tileWidth * tiles % 4 != 0 || tileHeight * tiles % 4 != 0) { LOGWARNING("Invalid big screenshot size: tiles=%d tileWidth=%d tileHeight=%d", tiles, tileWidth, tileHeight); return; } // get next available numbered filename // note: %04d -> always 4 digits, so sorting by filename works correctly. const VfsPath filenameFormat(L"screenshots/screenshot%04d.bmp"); VfsPath filename; vfs::NextNumberedFilename(g_VFS, filenameFormat, g_NextScreenShotNumber, filename); // Slightly ugly and inflexible: Always draw 640*480 tiles onto the screen, and // hope the screen is actually large enough for that. ENSURE(g_xres >= tileWidth && g_yres >= tileHeight); const int imageWidth = tileWidth * tiles, imageHeight = tileHeight * tiles; const int bpp = 24; const size_t imageSize = imageWidth * imageHeight * bpp / 8; const size_t tileSize = tileWidth * tileHeight * bpp / 8; const size_t headerSize = tex_hdr_size(filename); void* tileData = malloc(tileSize); if (!tileData) { WARN_IF_ERR(ERR::NO_MEM); return; } std::shared_ptr imageBuffer; AllocateAligned(imageBuffer, headerSize + imageSize, maxSectorSize); Tex t; void* img = imageBuffer.get() + headerSize; if (t.wrap(imageWidth, imageHeight, bpp, TEX_BOTTOM_UP, imageBuffer, headerSize) < 0) { free(tileData); return; } CCamera oldCamera = *g_Game->GetView()->GetCamera(); // Resize various things so that the sizes and aspect ratios are correct { g_Renderer.Resize(tileWidth, tileHeight); SViewPort vp = { 0, 0, tileWidth, tileHeight }; g_Game->GetView()->SetViewport(vp); } // Render each tile CMatrix3D projection; projection.SetIdentity(); const float aspectRatio = 1.0f * tileWidth / tileHeight; for (int tileY = 0; tileY < tiles; ++tileY) { for (int tileX = 0; tileX < tiles; ++tileX) { // Adjust the camera to render the appropriate region if (oldCamera.GetProjectionType() == CCamera::ProjectionType::PERSPECTIVE) { projection.SetPerspectiveTile(oldCamera.GetFOV(), aspectRatio, oldCamera.GetNearPlane(), oldCamera.GetFarPlane(), tiles, tileX, tileY); } g_Game->GetView()->GetCamera()->SetProjection(projection); if (needsPresent) g_VideoMode.GetBackendDevice()->AcquireNextBackbuffer(); RenderFrameImpl(false, false); m->deviceCommandContext->ReadbackFramebufferSync(0, 0, tileWidth, tileHeight, tileData); m->deviceCommandContext->Flush(); if (needsPresent) g_VideoMode.GetBackendDevice()->Present(); // Copy the tile pixels into the main image for (int y = 0; y < tileHeight; ++y) { void* dest = static_cast(img) + ((tileY * tileHeight + y) * imageWidth + (tileX * tileWidth)) * bpp / 8; void* src = static_cast(tileData) + y * tileWidth * bpp / 8; memcpy(dest, src, tileWidth * bpp / 8); } } } // Restore the viewport settings { g_Renderer.Resize(g_xres, g_yres); SViewPort vp = { 0, 0, g_xres, g_yres }; g_Game->GetView()->SetViewport(vp); g_Game->GetView()->GetCamera()->SetProjectionFromCamera(oldCamera); } if (tex_write(&t, filename) == INFO::OK) { OsPath realPath; g_VFS->GetRealPath(filename, realPath); LOGMESSAGERENDER(g_L10n.Translate("Screenshot written to '%s'"), realPath.string8()); debug_printf( CStr(g_L10n.Translate("Screenshot written to '%s'") + "\n").c_str(), realPath.string8().c_str()); } else LOGERROR("Error writing screenshot to '%s'", filename.string8()); free(tileData); } void CRenderer::BeginFrame() { PROFILE("begin frame"); // Zero out all the per-frame stats. m_Stats.Reset(); if (m->ShadersDirty) ReloadShaders(); m->sceneRenderer.BeginFrame(); } void CRenderer::EndFrame() { PROFILE3("end frame"); m->sceneRenderer.EndFrame(); } void CRenderer::SetViewport(const SViewPort &vp) { m_Viewport = vp; Renderer::Backend::IDeviceCommandContext::Rect viewportRect; viewportRect.x = vp.m_X; viewportRect.y = vp.m_Y; viewportRect.width = vp.m_Width; viewportRect.height = vp.m_Height; m->deviceCommandContext->SetViewports(1, &viewportRect); } SViewPort CRenderer::GetViewport() { return m_Viewport; } void CRenderer::MakeShadersDirty() { m->ShadersDirty = true; m->sceneRenderer.MakeShadersDirty(); } CTextureManager& CRenderer::GetTextureManager() { return m->textureManager; } CShaderManager& CRenderer::GetShaderManager() { return m->shaderManager; } CTimeManager& CRenderer::GetTimeManager() { return m->timeManager; } CPostprocManager& CRenderer::GetPostprocManager() { return m->postprocManager; } CSceneRenderer& CRenderer::GetSceneRenderer() { return m->sceneRenderer; } CDebugRenderer& CRenderer::GetDebugRenderer() { return m->debugRenderer; } CFontManager& CRenderer::GetFontManager() { return m->fontManager; } void CRenderer::PreloadResourcesBeforeNextFrame() { m_ShouldPreloadResourcesBeforeNextFrame = true; } void CRenderer::MakeScreenShotOnNextFrame(ScreenShotType screenShotType) { m_ScreenShotType = screenShotType; } Renderer::Backend::IDeviceCommandContext* CRenderer::GetDeviceCommandContext() { return m->deviceCommandContext.get(); } Index: ps/trunk/source/renderer/RenderingOptions.cpp =================================================================== --- ps/trunk/source/renderer/RenderingOptions.cpp (revision 27172) +++ ps/trunk/source/renderer/RenderingOptions.cpp (revision 27173) @@ -1,298 +1,299 @@ /* 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 "RenderingOptions.h" #include "graphics/TextureManager.h" #include "ps/CLogger.h" #include "ps/ConfigDB.h" #include "ps/CStr.h" #include "ps/CStrInternStatic.h" #include "ps/VideoMode.h" +#include "renderer/backend/IDevice.h" #include "renderer/Renderer.h" #include "renderer/PostprocManager.h" #include "renderer/SceneRenderer.h" #include "renderer/ShadowMap.h" #include "renderer/WaterManager.h" CRenderingOptions g_RenderingOptions; class CRenderingOptions::ConfigHooks { public: std::vector::iterator begin() { return hooks.begin(); } std::vector::iterator end() { return hooks.end(); } template void Setup(CStr8 name, T& variable) { hooks.emplace_back(g_ConfigDB.RegisterHookAndCall(name, [name, &variable]() { CFG_GET_VAL(name, variable); })); } void Setup(CStr8 name, std::function hook) { hooks.emplace_back(g_ConfigDB.RegisterHookAndCall(name, hook)); } void clear() { hooks.clear(); } private: std::vector hooks; }; RenderPath RenderPathEnum::FromString(const CStr8& name) { if (name == "default") return DEFAULT; if (name == "fixed") return FIXED; if (name == "shader") return SHADER; LOGWARNING("Unknown render path %s", name.c_str()); return DEFAULT; } CStr8 RenderPathEnum::ToString(RenderPath path) { switch (path) { case RenderPath::DEFAULT: return "default"; case RenderPath::FIXED: return "fixed"; case RenderPath::SHADER: return "shader"; } return "default"; // Silence warning about reaching end of non-void function. } RenderDebugMode RenderDebugModeEnum::FromString(const CStr8& name) { if (name == str_RENDER_DEBUG_MODE_NONE.c_str()) return RenderDebugMode::NONE; if (name == str_RENDER_DEBUG_MODE_AO.c_str()) return RenderDebugMode::AO; if (name == str_RENDER_DEBUG_MODE_ALPHA.c_str()) return RenderDebugMode::ALPHA; if (name == str_RENDER_DEBUG_MODE_CUSTOM.c_str()) return RenderDebugMode::CUSTOM; LOGWARNING("Unknown render debug mode %s", name.c_str()); return RenderDebugMode::NONE; } CStrIntern RenderDebugModeEnum::ToString(RenderDebugMode mode) { switch (mode) { case RenderDebugMode::AO: return str_RENDER_DEBUG_MODE_AO; case RenderDebugMode::ALPHA: return str_RENDER_DEBUG_MODE_ALPHA; case RenderDebugMode::CUSTOM: return str_RENDER_DEBUG_MODE_CUSTOM; default: break; } return str_RENDER_DEBUG_MODE_NONE; } CRenderingOptions::CRenderingOptions() : m_ConfigHooks(new ConfigHooks()) { m_RenderPath = RenderPath::DEFAULT; m_Shadows = false; m_WaterEffects = false; m_WaterFancyEffects = false; m_WaterRealDepth = false; m_WaterRefraction = false; m_WaterReflection = false; m_ShadowAlphaFix = false; m_ShadowPCF = false; m_Particles = false; m_Silhouettes = false; m_Fog = false; m_GPUSkinning = false; m_SmoothLOS = false; m_PostProc = false; m_DisplayFrustum = false; m_DisplayShadowsFrustum = false; m_RenderActors = true; } CRenderingOptions::~CRenderingOptions() { ClearHooks(); } void CRenderingOptions::ReadConfigAndSetupHooks() { m_ConfigHooks->Setup("renderpath", [this]() { CStr renderPath; CFG_GET_VAL("renderpath", renderPath); SetRenderPath(RenderPathEnum::FromString(renderPath)); }); m_ConfigHooks->Setup("shadowquality", []() { if (CRenderer::IsInitialised()) g_Renderer.GetSceneRenderer().GetShadowMap().RecreateTexture(); }); m_ConfigHooks->Setup("shadowscascadecount", []() { if (CRenderer::IsInitialised()) { g_Renderer.GetSceneRenderer().GetShadowMap().RecreateTexture(); g_Renderer.MakeShadersDirty(); } }); m_ConfigHooks->Setup("shadowscovermap", []() { if (CRenderer::IsInitialised()) { g_Renderer.GetSceneRenderer().GetShadowMap().RecreateTexture(); g_Renderer.MakeShadersDirty(); } }); m_ConfigHooks->Setup("shadowscutoffdistance", []() { if (CRenderer::IsInitialised()) g_Renderer.GetSceneRenderer().GetShadowMap().RecreateTexture(); }); m_ConfigHooks->Setup("shadows", [this]() { bool enabled; CFG_GET_VAL("shadows", enabled); SetShadows(enabled); }); m_ConfigHooks->Setup("shadowpcf", [this]() { bool enabled; CFG_GET_VAL("shadowpcf", enabled); SetShadowPCF(enabled); }); m_ConfigHooks->Setup("postproc", m_PostProc); m_ConfigHooks->Setup("antialiasing", []() { if (CRenderer::IsInitialised()) g_Renderer.GetPostprocManager().UpdateAntiAliasingTechnique(); }); m_ConfigHooks->Setup("sharpness", []() { if (CRenderer::IsInitialised()) g_Renderer.GetPostprocManager().UpdateSharpnessFactor(); }); m_ConfigHooks->Setup("sharpening", []() { if (CRenderer::IsInitialised()) g_Renderer.GetPostprocManager().UpdateSharpeningTechnique(); }); m_ConfigHooks->Setup("smoothlos", m_SmoothLOS); m_ConfigHooks->Setup("watereffects", [this]() { bool enabled; CFG_GET_VAL("watereffects", enabled); SetWaterEffects(enabled); if (CRenderer::IsInitialised()) g_Renderer.GetSceneRenderer().GetWaterManager().RecreateOrLoadTexturesIfNeeded(); }); m_ConfigHooks->Setup("waterfancyeffects", [this]() { bool enabled; CFG_GET_VAL("waterfancyeffects", enabled); SetWaterFancyEffects(enabled); if (CRenderer::IsInitialised()) g_Renderer.GetSceneRenderer().GetWaterManager().RecreateOrLoadTexturesIfNeeded(); }); m_ConfigHooks->Setup("waterrealdepth", m_WaterRealDepth); m_ConfigHooks->Setup("waterrefraction", [this]() { bool enabled; CFG_GET_VAL("waterrefraction", enabled); SetWaterRefraction(enabled); if (CRenderer::IsInitialised()) g_Renderer.GetSceneRenderer().GetWaterManager().RecreateOrLoadTexturesIfNeeded(); }); m_ConfigHooks->Setup("waterreflection", [this]() { bool enabled; CFG_GET_VAL("waterreflection", enabled); SetWaterReflection(enabled); if (CRenderer::IsInitialised()) g_Renderer.GetSceneRenderer().GetWaterManager().RecreateOrLoadTexturesIfNeeded(); }); m_ConfigHooks->Setup("particles", m_Particles); m_ConfigHooks->Setup("fog", [this]() { bool enabled; CFG_GET_VAL("fog", enabled); SetFog(enabled); }); m_ConfigHooks->Setup("silhouettes", m_Silhouettes); m_ConfigHooks->Setup("gpuskinning", [this]() { bool enabled; CFG_GET_VAL("gpuskinning", enabled); - if (enabled && g_VideoMode.GetBackend() == CVideoMode::Backend::GL_ARB) + if (enabled && g_VideoMode.GetBackendDevice()->GetBackend() == Renderer::Backend::Backend::GL_ARB) LOGWARNING("GPUSkinning has been disabled, because it is not supported with ARB shaders."); else if (enabled) m_GPUSkinning = true; }); m_ConfigHooks->Setup("renderactors", m_RenderActors); m_ConfigHooks->Setup("textures.quality", []() { if (CRenderer::IsInitialised()) g_Renderer.GetTextureManager().OnQualityChanged(); }); m_ConfigHooks->Setup("textures.maxanisotropy", []() { if (CRenderer::IsInitialised()) g_Renderer.GetTextureManager().OnQualityChanged(); }); } void CRenderingOptions::ClearHooks() { m_ConfigHooks->clear(); } void CRenderingOptions::SetShadows(bool value) { m_Shadows = value; if (CRenderer::IsInitialised()) g_Renderer.MakeShadersDirty(); } void CRenderingOptions::SetShadowPCF(bool value) { m_ShadowPCF = value; if (CRenderer::IsInitialised()) g_Renderer.MakeShadersDirty(); } void CRenderingOptions::SetFog(bool value) { m_Fog = value; if (CRenderer::IsInitialised()) g_Renderer.MakeShadersDirty(); } void CRenderingOptions::SetRenderPath(RenderPath value) { m_RenderPath = value; if (CRenderer::IsInitialised()) g_Renderer.SetRenderPath(m_RenderPath); } void CRenderingOptions::SetRenderDebugMode(RenderDebugMode value) { m_RenderDebugMode = value; if (CRenderer::IsInitialised()) g_Renderer.MakeShadersDirty(); } Index: ps/trunk/source/renderer/SceneRenderer.cpp =================================================================== --- ps/trunk/source/renderer/SceneRenderer.cpp (revision 27172) +++ ps/trunk/source/renderer/SceneRenderer.cpp (revision 27173) @@ -1,1202 +1,1204 @@ /* 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 "SceneRenderer.h" #include "graphics/Camera.h" #include "graphics/Decal.h" #include "graphics/GameView.h" #include "graphics/LightEnv.h" #include "graphics/LOSTexture.h" #include "graphics/MaterialManager.h" #include "graphics/MiniMapTexture.h" #include "graphics/Model.h" #include "graphics/ModelDef.h" #include "graphics/ParticleManager.h" #include "graphics/Patch.h" #include "graphics/ShaderManager.h" #include "graphics/TerritoryTexture.h" #include "graphics/Terrain.h" #include "graphics/Texture.h" #include "graphics/TextureManager.h" #include "maths/Matrix3D.h" #include "maths/MathUtil.h" #include "ps/CLogger.h" #include "ps/ConfigDB.h" #include "ps/CStrInternStatic.h" #include "ps/Game.h" #include "ps/Profile.h" #include "ps/VideoMode.h" #include "ps/World.h" #include "renderer/backend/IDevice.h" #include "renderer/DebugRenderer.h" #include "renderer/HWLightingModelRenderer.h" #include "renderer/InstancingModelRenderer.h" #include "renderer/ModelRenderer.h" #include "renderer/OverlayRenderer.h" #include "renderer/ParticleRenderer.h" #include "renderer/PostprocManager.h" #include "renderer/Renderer.h" #include "renderer/RenderingOptions.h" #include "renderer/RenderModifiers.h" #include "renderer/ShadowMap.h" #include "renderer/SilhouetteRenderer.h" #include "renderer/SkyManager.h" #include "renderer/TerrainOverlay.h" #include "renderer/TerrainRenderer.h" #include "renderer/WaterManager.h" #include struct SScreenRect { int x1, y1, x2, y2; }; /** * Struct CSceneRendererInternals: Truly hide data that is supposed to be hidden * in this structure so it won't even appear in header files. */ class CSceneRenderer::Internals { NONCOPYABLE(Internals); public: Internals() = default; ~Internals() = default; /// Water manager WaterManager waterManager; /// Sky manager SkyManager skyManager; /// Terrain renderer TerrainRenderer terrainRenderer; /// Overlay renderer OverlayRenderer overlayRenderer; /// Particle manager CParticleManager particleManager; /// Particle renderer ParticleRenderer particleRenderer; /// Material manager CMaterialManager materialManager; /// Shadow map ShadowMap shadow; SilhouetteRenderer silhouetteRenderer; /// Various model renderers struct Models { // NOTE: The current renderer design (with ModelRenderer, ModelVertexRenderer, // RenderModifier, etc) is mostly a relic of an older design that implemented // the different materials and rendering modes through extensive subclassing // and hooking objects together in various combinations. // The new design uses the CShaderManager API to abstract away the details // of rendering, and uses a data-driven approach to materials, so there are // now a small number of generic subclasses instead of many specialised subclasses, // but most of the old infrastructure hasn't been refactored out yet and leads to // some unwanted complexity. // Submitted models are split on two axes: // - Normal vs Transp[arent] - alpha-blended models are stored in a separate // list so we can draw them above/below the alpha-blended water plane correctly // - Skinned vs Unskinned - with hardware lighting we don't need to // duplicate mesh data per model instance (except for skinned models), // so non-skinned models get different ModelVertexRenderers ModelRendererPtr NormalSkinned; ModelRendererPtr NormalUnskinned; // == NormalSkinned if unskinned shader instancing not supported ModelRendererPtr TranspSkinned; ModelRendererPtr TranspUnskinned; // == TranspSkinned if unskinned shader instancing not supported ModelVertexRendererPtr VertexRendererShader; ModelVertexRendererPtr VertexInstancingShader; ModelVertexRendererPtr VertexGPUSkinningShader; LitRenderModifierPtr ModShader; } Model; CShaderDefines globalContext; /** * Renders all non-alpha-blended models with the given context. */ void CallModelRenderers( Renderer::Backend::IDeviceCommandContext* deviceCommandContext, const CShaderDefines& context, int cullGroup, int flags) { CShaderDefines contextSkinned = context; if (g_RenderingOptions.GetGPUSkinning()) { contextSkinned.Add(str_USE_INSTANCING, str_1); contextSkinned.Add(str_USE_GPU_SKINNING, str_1); } Model.NormalSkinned->Render(deviceCommandContext, Model.ModShader, contextSkinned, cullGroup, flags); if (Model.NormalUnskinned != Model.NormalSkinned) { CShaderDefines contextUnskinned = context; contextUnskinned.Add(str_USE_INSTANCING, str_1); Model.NormalUnskinned->Render(deviceCommandContext, Model.ModShader, contextUnskinned, cullGroup, flags); } } /** * Renders all alpha-blended models with the given context. */ void CallTranspModelRenderers( Renderer::Backend::IDeviceCommandContext* deviceCommandContext, const CShaderDefines& context, int cullGroup, int flags) { CShaderDefines contextSkinned = context; if (g_RenderingOptions.GetGPUSkinning()) { contextSkinned.Add(str_USE_INSTANCING, str_1); contextSkinned.Add(str_USE_GPU_SKINNING, str_1); } Model.TranspSkinned->Render(deviceCommandContext, Model.ModShader, contextSkinned, cullGroup, flags); if (Model.TranspUnskinned != Model.TranspSkinned) { CShaderDefines contextUnskinned = context; contextUnskinned.Add(str_USE_INSTANCING, str_1); Model.TranspUnskinned->Render(deviceCommandContext, Model.ModShader, contextUnskinned, cullGroup, flags); } } }; CSceneRenderer::CSceneRenderer() { m = std::make_unique(); m_TerrainRenderMode = SOLID; m_WaterRenderMode = SOLID; m_ModelRenderMode = SOLID; m_OverlayRenderMode = SOLID; m_DisplayTerrainPriorities = false; m_LightEnv = nullptr; m_CurrentScene = nullptr; } CSceneRenderer::~CSceneRenderer() { // We no longer UnloadWaterTextures here - // that is the responsibility of the module that asked for // them to be loaded (i.e. CGameView). m.reset(); } void CSceneRenderer::ReloadShaders() { m->globalContext = CShaderDefines(); + Renderer::Backend::IDevice* device = g_VideoMode.GetBackendDevice(); + if (g_RenderingOptions.GetShadows()) { m->globalContext.Add(str_USE_SHADOW, str_1); - if (g_VideoMode.GetBackend() == CVideoMode::Backend::GL_ARB && - g_VideoMode.GetBackendDevice()->GetCapabilities().ARBShadersShadow) + if (device->GetBackend() == Renderer::Backend::Backend::GL_ARB && + device->GetCapabilities().ARBShadersShadow) { m->globalContext.Add(str_USE_FP_SHADOW, str_1); } if (g_RenderingOptions.GetShadowPCF()) m->globalContext.Add(str_USE_SHADOW_PCF, str_1); const int cascadeCount = m->shadow.GetCascadeCount(); ENSURE(1 <= cascadeCount && cascadeCount <= 4); const CStrIntern cascadeCountStr[5] = {str_0, str_1, str_2, str_3, str_4}; m->globalContext.Add(str_SHADOWS_CASCADE_COUNT, cascadeCountStr[cascadeCount]); #if !CONFIG2_GLES m->globalContext.Add(str_USE_SHADOW_SAMPLER, str_1); #endif } m->globalContext.Add(str_RENDER_DEBUG_MODE, RenderDebugModeEnum::ToString(g_RenderingOptions.GetRenderDebugMode())); - if (g_VideoMode.GetBackend() != CVideoMode::Backend::GL_ARB && g_RenderingOptions.GetFog()) + if (device->GetBackend() != Renderer::Backend::Backend::GL_ARB && g_RenderingOptions.GetFog()) m->globalContext.Add(str_USE_FOG, str_1); m->Model.ModShader = LitRenderModifierPtr(new ShaderRenderModifier()); ENSURE(g_RenderingOptions.GetRenderPath() != RenderPath::FIXED); m->Model.VertexRendererShader = ModelVertexRendererPtr(new ShaderModelVertexRenderer()); - m->Model.VertexInstancingShader = ModelVertexRendererPtr(new InstancingModelRenderer(false, g_VideoMode.GetBackend() != CVideoMode::Backend::GL_ARB)); + m->Model.VertexInstancingShader = ModelVertexRendererPtr(new InstancingModelRenderer(false, device->GetBackend() != Renderer::Backend::Backend::GL_ARB)); if (g_RenderingOptions.GetGPUSkinning()) // TODO: should check caps and GLSL etc too { - m->Model.VertexGPUSkinningShader = ModelVertexRendererPtr(new InstancingModelRenderer(true, g_VideoMode.GetBackend() != CVideoMode::Backend::GL_ARB)); + m->Model.VertexGPUSkinningShader = ModelVertexRendererPtr(new InstancingModelRenderer(true, device->GetBackend() != Renderer::Backend::Backend::GL_ARB)); m->Model.NormalSkinned = ModelRendererPtr(new ShaderModelRenderer(m->Model.VertexGPUSkinningShader)); m->Model.TranspSkinned = ModelRendererPtr(new ShaderModelRenderer(m->Model.VertexGPUSkinningShader)); } else { m->Model.VertexGPUSkinningShader.reset(); m->Model.NormalSkinned = ModelRendererPtr(new ShaderModelRenderer(m->Model.VertexRendererShader)); m->Model.TranspSkinned = ModelRendererPtr(new ShaderModelRenderer(m->Model.VertexRendererShader)); } m->Model.NormalUnskinned = ModelRendererPtr(new ShaderModelRenderer(m->Model.VertexInstancingShader)); m->Model.TranspUnskinned = ModelRendererPtr(new ShaderModelRenderer(m->Model.VertexInstancingShader)); } void CSceneRenderer::Initialize() { // Let component renderers perform one-time initialization after graphics capabilities and // the shader path have been determined. m->overlayRenderer.Initialize(); } // resize renderer view void CSceneRenderer::Resize(int UNUSED(width), int UNUSED(height)) { // need to recreate the shadow map object to resize the shadow texture m->shadow.RecreateTexture(); m->waterManager.RecreateOrLoadTexturesIfNeeded(); } void CSceneRenderer::BeginFrame() { // choose model renderers for this frame m->Model.ModShader->SetShadowMap(&m->shadow); m->Model.ModShader->SetLightEnv(m_LightEnv); } void CSceneRenderer::SetSimulation(CSimulation2* simulation) { // set current simulation context for terrain renderer m->terrainRenderer.SetSimulation(simulation); } void CSceneRenderer::RenderShadowMap( Renderer::Backend::IDeviceCommandContext* deviceCommandContext, const CShaderDefines& context) { PROFILE3_GPU("shadow map"); GPU_SCOPED_LABEL(deviceCommandContext, "Render shadow map"); CShaderDefines shadowsContext = context; shadowsContext.Add(str_PASS_SHADOWS, str_1); CShaderDefines contextCast = shadowsContext; contextCast.Add(str_MODE_SHADOWCAST, str_1); m->shadow.BeginRender(deviceCommandContext); const int cascadeCount = m->shadow.GetCascadeCount(); ENSURE(0 <= cascadeCount && cascadeCount <= 4); for (int cascade = 0; cascade < cascadeCount; ++cascade) { m->shadow.PrepareCamera(deviceCommandContext, cascade); const int cullGroup = CULL_SHADOWS_CASCADE_0 + cascade; { PROFILE("render patches"); m->terrainRenderer.RenderPatches(deviceCommandContext, cullGroup, shadowsContext); } { PROFILE("render models"); m->CallModelRenderers(deviceCommandContext, contextCast, cullGroup, MODELFLAG_CASTSHADOWS); } { PROFILE("render transparent models"); m->CallTranspModelRenderers(deviceCommandContext, contextCast, cullGroup, MODELFLAG_CASTSHADOWS); } } m->shadow.EndRender(deviceCommandContext); g_Renderer.SetViewport(m_ViewCamera.GetViewPort()); } void CSceneRenderer::RenderPatches( Renderer::Backend::IDeviceCommandContext* deviceCommandContext, const CShaderDefines& context, int cullGroup) { PROFILE3_GPU("patches"); GPU_SCOPED_LABEL(deviceCommandContext, "Render patches"); // Switch on wireframe if we need it. CShaderDefines localContext = context; if (m_TerrainRenderMode == WIREFRAME) localContext.Add(str_MODE_WIREFRAME, str_1); // Render all the patches, including blend pass. m->terrainRenderer.RenderTerrainShader(deviceCommandContext, localContext, cullGroup, g_RenderingOptions.GetShadows() ? &m->shadow : nullptr); if (m_TerrainRenderMode == EDGED_FACES) { localContext.Add(str_MODE_WIREFRAME, str_1); // Edged faces: need to make a second pass over the data. // Render tiles edges. m->terrainRenderer.RenderPatches( deviceCommandContext, cullGroup, localContext, CColor(0.5f, 0.5f, 1.0f, 1.0f)); // Render outline of each patch. m->terrainRenderer.RenderOutlines(deviceCommandContext, cullGroup); } } void CSceneRenderer::RenderModels( Renderer::Backend::IDeviceCommandContext* deviceCommandContext, const CShaderDefines& context, int cullGroup) { PROFILE3_GPU("models"); GPU_SCOPED_LABEL(deviceCommandContext, "Render models"); int flags = 0; CShaderDefines localContext = context; if (m_ModelRenderMode == WIREFRAME) localContext.Add(str_MODE_WIREFRAME, str_1); m->CallModelRenderers(deviceCommandContext, localContext, cullGroup, flags); if (m_ModelRenderMode == EDGED_FACES) { localContext.Add(str_MODE_WIREFRAME_SOLID, str_1); m->CallModelRenderers(deviceCommandContext, localContext, cullGroup, flags); } } void CSceneRenderer::RenderTransparentModels( Renderer::Backend::IDeviceCommandContext* deviceCommandContext, const CShaderDefines& context, int cullGroup, ETransparentMode transparentMode) { PROFILE3_GPU("transparent models"); GPU_SCOPED_LABEL(deviceCommandContext, "Render transparent models"); int flags = 0; CShaderDefines contextOpaque = context; contextOpaque.Add(str_ALPHABLEND_PASS_OPAQUE, str_1); CShaderDefines contextBlend = context; contextBlend.Add(str_ALPHABLEND_PASS_BLEND, str_1); if (m_ModelRenderMode == WIREFRAME) { contextOpaque.Add(str_MODE_WIREFRAME, str_1); contextBlend.Add(str_MODE_WIREFRAME, str_1); } if (transparentMode == TRANSPARENT || transparentMode == TRANSPARENT_OPAQUE) m->CallTranspModelRenderers(deviceCommandContext, contextOpaque, cullGroup, flags); if (transparentMode == TRANSPARENT || transparentMode == TRANSPARENT_BLEND) m->CallTranspModelRenderers(deviceCommandContext, contextBlend, cullGroup, flags); if (m_ModelRenderMode == EDGED_FACES) { CShaderDefines contextWireframe = contextOpaque; contextWireframe.Add(str_MODE_WIREFRAME, str_1); m->CallTranspModelRenderers(deviceCommandContext, contextWireframe, cullGroup, flags); } } // SetObliqueFrustumClipping: change the near plane to the given clip plane (in world space) // Based on code from Game Programming Gems 5, from http://www.terathon.com/code/oblique.html // - worldPlane is a clip plane in world space (worldPlane.Dot(v) >= 0 for any vector v passing the clipping test) void CSceneRenderer::SetObliqueFrustumClipping(CCamera& camera, const CVector4D& worldPlane) const { // First, we'll convert the given clip plane to camera space, then we'll // Get the view matrix and normal matrix (top 3x3 part of view matrix) CMatrix3D normalMatrix = camera.GetOrientation().GetTranspose(); CVector4D camPlane = normalMatrix.Transform(worldPlane); CMatrix3D matrix = camera.GetProjection(); // Calculate the clip-space corner point opposite the clipping plane // as (sgn(camPlane.x), sgn(camPlane.y), 1, 1) and // transform it into camera space by multiplying it // by the inverse of the projection matrix CVector4D q; q.X = (Sign(camPlane.X) - matrix[8] / matrix[11]) / matrix[0]; q.Y = (Sign(camPlane.Y) - matrix[9] / matrix[11]) / matrix[5]; q.Z = 1.0f / matrix[11]; q.W = (1.0f - matrix[10] / matrix[11]) / matrix[14]; // Calculate the scaled plane vector CVector4D c = camPlane * (2.0f * matrix[11] / camPlane.Dot(q)); // Replace the third row of the projection matrix matrix[2] = c.X; matrix[6] = c.Y; matrix[10] = c.Z - matrix[11]; matrix[14] = c.W; // Load it back into the camera camera.SetProjection(matrix); } void CSceneRenderer::ComputeReflectionCamera(CCamera& camera, const CBoundingBoxAligned& scissor) const { WaterManager& wm = m->waterManager; CMatrix3D projection; if (m_ViewCamera.GetProjectionType() == CCamera::ProjectionType::PERSPECTIVE) { const float aspectRatio = 1.0f; // Expand fov slightly since ripples can reflect parts of the scene that // are slightly outside the normal camera view, and we want to avoid any // noticeable edge-filtering artifacts projection.SetPerspective(m_ViewCamera.GetFOV() * 1.05f, aspectRatio, m_ViewCamera.GetNearPlane(), m_ViewCamera.GetFarPlane()); } else projection = m_ViewCamera.GetProjection(); camera = m_ViewCamera; // Temporarily change the camera to one that is reflected. // Also, for texturing purposes, make it render to a view port the size of the // water texture, stretch the image according to our aspect ratio so it covers // the whole screen despite being rendered into a square, and cover slightly more // of the view so we can see wavy reflections of slightly off-screen objects. camera.m_Orientation.Scale(1, -1, 1); camera.m_Orientation.Translate(0, 2 * wm.m_WaterHeight, 0); camera.UpdateFrustum(scissor); // Clip slightly above the water to improve reflections of objects on the water // when the reflections are distorted. camera.ClipFrustum(CVector4D(0, 1, 0, -wm.m_WaterHeight + 2.0f)); SViewPort vp; vp.m_Height = wm.m_RefTextureSize; vp.m_Width = wm.m_RefTextureSize; vp.m_X = 0; vp.m_Y = 0; camera.SetViewPort(vp); camera.SetProjection(projection); CMatrix3D scaleMat; scaleMat.SetScaling(g_Renderer.GetHeight() / static_cast(std::max(1, g_Renderer.GetWidth())), 1.0f, 1.0f); camera.SetProjection(scaleMat * camera.GetProjection()); CVector4D camPlane(0, 1, 0, -wm.m_WaterHeight + 0.5f); SetObliqueFrustumClipping(camera, camPlane); } void CSceneRenderer::ComputeRefractionCamera(CCamera& camera, const CBoundingBoxAligned& scissor) const { WaterManager& wm = m->waterManager; CMatrix3D projection; if (m_ViewCamera.GetProjectionType() == CCamera::ProjectionType::PERSPECTIVE) { const float aspectRatio = 1.0f; // Expand fov slightly since ripples can reflect parts of the scene that // are slightly outside the normal camera view, and we want to avoid any // noticeable edge-filtering artifacts projection.SetPerspective(m_ViewCamera.GetFOV() * 1.05f, aspectRatio, m_ViewCamera.GetNearPlane(), m_ViewCamera.GetFarPlane()); } else projection = m_ViewCamera.GetProjection(); camera = m_ViewCamera; // Temporarily change the camera to make it render to a view port the size of the // water texture, stretch the image according to our aspect ratio so it covers // the whole screen despite being rendered into a square, and cover slightly more // of the view so we can see wavy refractions of slightly off-screen objects. camera.UpdateFrustum(scissor); camera.ClipFrustum(CVector4D(0, -1, 0, wm.m_WaterHeight + 0.5f)); // add some to avoid artifacts near steep shores. SViewPort vp; vp.m_Height = wm.m_RefTextureSize; vp.m_Width = wm.m_RefTextureSize; vp.m_X = 0; vp.m_Y = 0; camera.SetViewPort(vp); camera.SetProjection(projection); CMatrix3D scaleMat; scaleMat.SetScaling(g_Renderer.GetHeight() / static_cast(std::max(1, g_Renderer.GetWidth())), 1.0f, 1.0f); camera.SetProjection(scaleMat * camera.GetProjection()); } // RenderReflections: render the water reflections to the reflection texture void CSceneRenderer::RenderReflections( Renderer::Backend::IDeviceCommandContext* deviceCommandContext, const CShaderDefines& context, const CBoundingBoxAligned& scissor) { PROFILE3_GPU("water reflections"); GPU_SCOPED_LABEL(deviceCommandContext, "Render water reflections"); WaterManager& wm = m->waterManager; // Remember old camera CCamera normalCamera = m_ViewCamera; ComputeReflectionCamera(m_ViewCamera, scissor); const CBoundingBoxAligned reflectionScissor = m->terrainRenderer.ScissorWater(CULL_DEFAULT, m_ViewCamera); if (reflectionScissor.IsEmpty()) { m_ViewCamera = normalCamera; return; } g_Renderer.SetViewport(m_ViewCamera.GetViewPort()); // Save the model-view-projection matrix so the shaders can use it for projective texturing wm.m_ReflectionMatrix = m_ViewCamera.GetViewProjection(); float vpHeight = wm.m_RefTextureSize; float vpWidth = wm.m_RefTextureSize; SScreenRect screenScissor; screenScissor.x1 = static_cast(floor((reflectionScissor[0].X * 0.5f + 0.5f) * vpWidth)); screenScissor.y1 = static_cast(floor((reflectionScissor[0].Y * 0.5f + 0.5f) * vpHeight)); screenScissor.x2 = static_cast(ceil((reflectionScissor[1].X * 0.5f + 0.5f) * vpWidth)); screenScissor.y2 = static_cast(ceil((reflectionScissor[1].Y * 0.5f + 0.5f) * vpHeight)); Renderer::Backend::IDeviceCommandContext::Rect scissorRect; scissorRect.x = screenScissor.x1; scissorRect.y = screenScissor.y1; scissorRect.width = screenScissor.x2 - screenScissor.x1; scissorRect.height = screenScissor.y2 - screenScissor.y1; deviceCommandContext->SetScissors(1, &scissorRect); deviceCommandContext->SetGraphicsPipelineState( Renderer::Backend::MakeDefaultGraphicsPipelineStateDesc()); deviceCommandContext->BeginFramebufferPass(wm.m_ReflectionFramebuffer.get()); deviceCommandContext->ClearFramebuffer(); CShaderDefines reflectionsContext = context; reflectionsContext.Add(str_PASS_REFLECTIONS, str_1); // Render terrain and models RenderPatches(deviceCommandContext, reflectionsContext, CULL_REFLECTIONS); RenderModels(deviceCommandContext, reflectionsContext, CULL_REFLECTIONS); RenderTransparentModels(deviceCommandContext, reflectionsContext, CULL_REFLECTIONS, TRANSPARENT); // Particles are always oriented to face the camera in the vertex shader, // so they don't need the inverted cull face. if (g_RenderingOptions.GetParticles()) { RenderParticles(deviceCommandContext, CULL_REFLECTIONS); } deviceCommandContext->SetScissors(0, nullptr); deviceCommandContext->EndFramebufferPass(); // Reset old camera m_ViewCamera = normalCamera; g_Renderer.SetViewport(m_ViewCamera.GetViewPort()); } // RenderRefractions: render the water refractions to the refraction texture void CSceneRenderer::RenderRefractions( Renderer::Backend::IDeviceCommandContext* deviceCommandContext, const CShaderDefines& context, const CBoundingBoxAligned &scissor) { PROFILE3_GPU("water refractions"); GPU_SCOPED_LABEL(deviceCommandContext, "Render water refractions"); WaterManager& wm = m->waterManager; // Remember old camera CCamera normalCamera = m_ViewCamera; ComputeRefractionCamera(m_ViewCamera, scissor); const CBoundingBoxAligned refractionScissor = m->terrainRenderer.ScissorWater(CULL_DEFAULT, m_ViewCamera); if (refractionScissor.IsEmpty()) { m_ViewCamera = normalCamera; return; } CVector4D camPlane(0, -1, 0, wm.m_WaterHeight + 2.0f); SetObliqueFrustumClipping(m_ViewCamera, camPlane); g_Renderer.SetViewport(m_ViewCamera.GetViewPort()); // Save the model-view-projection matrix so the shaders can use it for projective texturing wm.m_RefractionMatrix = m_ViewCamera.GetViewProjection(); wm.m_RefractionProjInvMatrix = m_ViewCamera.GetProjection().GetInverse(); wm.m_RefractionViewInvMatrix = m_ViewCamera.GetOrientation(); float vpHeight = wm.m_RefTextureSize; float vpWidth = wm.m_RefTextureSize; SScreenRect screenScissor; screenScissor.x1 = static_cast(floor((refractionScissor[0].X * 0.5f + 0.5f) * vpWidth)); screenScissor.y1 = static_cast(floor((refractionScissor[0].Y * 0.5f + 0.5f) * vpHeight)); screenScissor.x2 = static_cast(ceil((refractionScissor[1].X * 0.5f + 0.5f) * vpWidth)); screenScissor.y2 = static_cast(ceil((refractionScissor[1].Y * 0.5f + 0.5f) * vpHeight)); Renderer::Backend::IDeviceCommandContext::Rect scissorRect; scissorRect.x = screenScissor.x1; scissorRect.y = screenScissor.y1; scissorRect.width = screenScissor.x2 - screenScissor.x1; scissorRect.height = screenScissor.y2 - screenScissor.y1; deviceCommandContext->SetScissors(1, &scissorRect); deviceCommandContext->SetGraphicsPipelineState( Renderer::Backend::MakeDefaultGraphicsPipelineStateDesc()); deviceCommandContext->BeginFramebufferPass(wm.m_RefractionFramebuffer.get()); deviceCommandContext->ClearFramebuffer(); // Render terrain and models RenderPatches(deviceCommandContext, context, CULL_REFRACTIONS); // Render debug-related terrain overlays to make it visible under water. ITerrainOverlay::RenderOverlaysBeforeWater(deviceCommandContext); RenderModels(deviceCommandContext, context, CULL_REFRACTIONS); RenderTransparentModels(deviceCommandContext, context, CULL_REFRACTIONS, TRANSPARENT_OPAQUE); deviceCommandContext->SetScissors(0, nullptr); deviceCommandContext->EndFramebufferPass(); // Reset old camera m_ViewCamera = normalCamera; g_Renderer.SetViewport(m_ViewCamera.GetViewPort()); } void CSceneRenderer::RenderSilhouettes( Renderer::Backend::IDeviceCommandContext* deviceCommandContext, const CShaderDefines& context) { PROFILE3_GPU("silhouettes"); GPU_SCOPED_LABEL(deviceCommandContext, "Render silhouettes"); CShaderDefines contextOccluder = context; contextOccluder.Add(str_MODE_SILHOUETTEOCCLUDER, str_1); CShaderDefines contextDisplay = context; contextDisplay.Add(str_MODE_SILHOUETTEDISPLAY, str_1); // Render silhouettes of units hidden behind terrain or occluders. // To avoid breaking the standard rendering of alpha-blended objects, this // has to be done in a separate pass. // First we render all occluders into depth, then render all units with // inverted depth test so any behind an occluder will get drawn in a constant // color. deviceCommandContext->SetGraphicsPipelineState( Renderer::Backend::MakeDefaultGraphicsPipelineStateDesc()); deviceCommandContext->ClearFramebuffer(false, true, true); // Render occluders: { PROFILE("render patches"); m->terrainRenderer.RenderPatches(deviceCommandContext, CULL_SILHOUETTE_OCCLUDER, contextOccluder); } { PROFILE("render model occluders"); m->CallModelRenderers(deviceCommandContext, contextOccluder, CULL_SILHOUETTE_OCCLUDER, 0); } { PROFILE("render transparent occluders"); m->CallTranspModelRenderers(deviceCommandContext, contextOccluder, CULL_SILHOUETTE_OCCLUDER, 0); } // Since we can't sort, we'll use the stencil buffer to ensure we only draw // a pixel once (using the color of whatever model happens to be drawn first). { PROFILE("render model casters"); m->CallModelRenderers(deviceCommandContext, contextDisplay, CULL_SILHOUETTE_CASTER, 0); } { PROFILE("render transparent casters"); m->CallTranspModelRenderers(deviceCommandContext, contextDisplay, CULL_SILHOUETTE_CASTER, 0); } } void CSceneRenderer::RenderParticles( Renderer::Backend::IDeviceCommandContext* deviceCommandContext, int cullGroup) { PROFILE3_GPU("particles"); GPU_SCOPED_LABEL(deviceCommandContext, "Render particles"); m->particleRenderer.RenderParticles( deviceCommandContext, cullGroup, m_ModelRenderMode == WIREFRAME); if (m_ModelRenderMode == EDGED_FACES) { m->particleRenderer.RenderParticles( deviceCommandContext, cullGroup, true); m->particleRenderer.RenderBounds(cullGroup); } } // RenderSubmissions: force rendering of any batched objects void CSceneRenderer::RenderSubmissions( Renderer::Backend::IDeviceCommandContext* deviceCommandContext, const CBoundingBoxAligned& waterScissor) { PROFILE3("render submissions"); GPU_SCOPED_LABEL(deviceCommandContext, "Render submissions"); m->skyManager.LoadAndUploadSkyTexturesIfNeeded(deviceCommandContext); GetScene().GetLOSTexture().InterpolateLOS(deviceCommandContext); GetScene().GetTerritoryTexture().UpdateIfNeeded(deviceCommandContext); GetScene().GetMiniMapTexture().Render( deviceCommandContext, GetScene().GetLOSTexture(), GetScene().GetTerritoryTexture()); CShaderDefines context = m->globalContext; int cullGroup = CULL_DEFAULT; // Set the camera g_Renderer.SetViewport(m_ViewCamera.GetViewPort()); // Prepare model renderers { PROFILE3("prepare models"); m->Model.NormalSkinned->PrepareModels(); m->Model.TranspSkinned->PrepareModels(); if (m->Model.NormalUnskinned != m->Model.NormalSkinned) m->Model.NormalUnskinned->PrepareModels(); if (m->Model.TranspUnskinned != m->Model.TranspSkinned) m->Model.TranspUnskinned->PrepareModels(); } m->terrainRenderer.PrepareForRendering(); m->overlayRenderer.PrepareForRendering(); m->particleRenderer.PrepareForRendering(context); if (g_RenderingOptions.GetShadows()) { RenderShadowMap(deviceCommandContext, context); } if (m->waterManager.m_RenderWater) { if (waterScissor.GetVolume() > 0 && m->waterManager.WillRenderFancyWater()) { m->waterManager.UpdateQuality(); PROFILE3_GPU("water scissor"); if (g_RenderingOptions.GetWaterReflection()) RenderReflections(deviceCommandContext, context, waterScissor); if (g_RenderingOptions.GetWaterRefraction()) RenderRefractions(deviceCommandContext, context, waterScissor); if (g_RenderingOptions.GetWaterFancyEffects()) m->terrainRenderer.RenderWaterFoamOccluders(deviceCommandContext, cullGroup); } } deviceCommandContext->SetGraphicsPipelineState( Renderer::Backend::MakeDefaultGraphicsPipelineStateDesc()); CPostprocManager& postprocManager = g_Renderer.GetPostprocManager(); if (postprocManager.IsEnabled()) { // We have to update the post process manager with real near/far planes // that we use for the scene rendering. postprocManager.SetDepthBufferClipPlanes( m_ViewCamera.GetNearPlane(), m_ViewCamera.GetFarPlane() ); postprocManager.Initialize(); postprocManager.CaptureRenderOutput(deviceCommandContext); } else { deviceCommandContext->BeginFramebufferPass( deviceCommandContext->GetDevice()->GetCurrentBackbuffer()); } { PROFILE3_GPU("clear buffers"); // We don't need to clear the color attachment of the framebuffer if the sky // is going to be rendered. Because it covers the whole view. deviceCommandContext->ClearFramebuffer(!m->skyManager.IsSkyVisible(), true, true); } m->skyManager.RenderSky(deviceCommandContext); // render submitted patches and models RenderPatches(deviceCommandContext, context, cullGroup); // render debug-related terrain overlays ITerrainOverlay::RenderOverlaysBeforeWater(deviceCommandContext); // render other debug-related overlays before water (so they can be seen when underwater) m->overlayRenderer.RenderOverlaysBeforeWater(deviceCommandContext); RenderModels(deviceCommandContext, context, cullGroup); // render water if (m->waterManager.m_RenderWater && g_Game && waterScissor.GetVolume() > 0) { if (m->waterManager.WillRenderFancyWater()) { // Render transparent stuff, but only the solid parts that can occlude block water. RenderTransparentModels(deviceCommandContext, context, cullGroup, TRANSPARENT_OPAQUE); m->terrainRenderer.RenderWater(deviceCommandContext, context, cullGroup, &m->shadow); // Render transparent stuff again, but only the blended parts that overlap water. RenderTransparentModels(deviceCommandContext, context, cullGroup, TRANSPARENT_BLEND); } else { m->terrainRenderer.RenderWater(deviceCommandContext, context, cullGroup, &m->shadow); // Render transparent stuff, so it can overlap models/terrain. RenderTransparentModels(deviceCommandContext, context, cullGroup, TRANSPARENT); } } else { // render transparent stuff, so it can overlap models/terrain RenderTransparentModels(deviceCommandContext, context, cullGroup, TRANSPARENT); } // render debug-related terrain overlays ITerrainOverlay::RenderOverlaysAfterWater(deviceCommandContext, cullGroup); // render some other overlays after water (so they can be displayed on top of water) m->overlayRenderer.RenderOverlaysAfterWater(deviceCommandContext); // particles are transparent so render after water if (g_RenderingOptions.GetParticles()) { RenderParticles(deviceCommandContext, cullGroup); } if (postprocManager.IsEnabled()) { deviceCommandContext->EndFramebufferPass(); if (g_Renderer.GetPostprocManager().IsMultisampleEnabled()) g_Renderer.GetPostprocManager().ResolveMultisampleFramebuffer(deviceCommandContext); postprocManager.ApplyPostproc(deviceCommandContext); postprocManager.ReleaseRenderOutput(deviceCommandContext); deviceCommandContext->BeginFramebufferPass( deviceCommandContext->GetDevice()->GetCurrentBackbuffer()); } if (g_RenderingOptions.GetSilhouettes()) { RenderSilhouettes(deviceCommandContext, context); } // render debug lines if (g_RenderingOptions.GetDisplayFrustum()) DisplayFrustum(); if (g_RenderingOptions.GetDisplayShadowsFrustum()) m->shadow.RenderDebugBounds(); m->silhouetteRenderer.RenderDebugBounds(deviceCommandContext); m->silhouetteRenderer.RenderDebugOverlays(deviceCommandContext); // render overlays that should appear on top of all other objects m->overlayRenderer.RenderForegroundOverlays(deviceCommandContext, m_ViewCamera); deviceCommandContext->EndFramebufferPass(); } void CSceneRenderer::EndFrame() { // empty lists m->terrainRenderer.EndFrame(); m->overlayRenderer.EndFrame(); m->particleRenderer.EndFrame(); m->silhouetteRenderer.EndFrame(); // Finish model renderers m->Model.NormalSkinned->EndFrame(); m->Model.TranspSkinned->EndFrame(); if (m->Model.NormalUnskinned != m->Model.NormalSkinned) m->Model.NormalUnskinned->EndFrame(); if (m->Model.TranspUnskinned != m->Model.TranspSkinned) m->Model.TranspUnskinned->EndFrame(); } void CSceneRenderer::DisplayFrustum() { g_Renderer.GetDebugRenderer().DrawCameraFrustum(m_CullCamera, CColor(1.0f, 1.0f, 1.0f, 0.25f), 2); g_Renderer.GetDebugRenderer().DrawCameraFrustum(m_CullCamera, CColor(1.0f, 1.0f, 1.0f, 1.0f), 2, true); } // Text overlay rendering void CSceneRenderer::RenderTextOverlays(CCanvas2D& canvas) { PROFILE3_GPU("text overlays"); if (m_DisplayTerrainPriorities) m->terrainRenderer.RenderPriorities(canvas, CULL_DEFAULT); } // SetSceneCamera: setup projection and transform of camera and adjust viewport to current view // The camera always represents the actual camera used to render a scene, not any virtual camera // used for shadow rendering or reflections. void CSceneRenderer::SetSceneCamera(const CCamera& viewCamera, const CCamera& cullCamera) { m_ViewCamera = viewCamera; m_CullCamera = cullCamera; if (g_RenderingOptions.GetShadows()) m->shadow.SetupFrame(m_CullCamera, m_LightEnv->GetSunDir()); } void CSceneRenderer::Submit(CPatch* patch) { if (m_CurrentCullGroup == CULL_DEFAULT) { m->shadow.AddShadowReceiverBound(patch->GetWorldBounds()); m->silhouetteRenderer.AddOccluder(patch); } if (CULL_SHADOWS_CASCADE_0 <= m_CurrentCullGroup && m_CurrentCullGroup <= CULL_SHADOWS_CASCADE_3) { const int cascade = m_CurrentCullGroup - CULL_SHADOWS_CASCADE_0; m->shadow.AddShadowCasterBound(cascade, patch->GetWorldBounds()); } m->terrainRenderer.Submit(m_CurrentCullGroup, patch); } void CSceneRenderer::Submit(SOverlayLine* overlay) { // Overlays are only needed in the default cull group for now, // so just ignore submissions to any other group if (m_CurrentCullGroup == CULL_DEFAULT) m->overlayRenderer.Submit(overlay); } void CSceneRenderer::Submit(SOverlayTexturedLine* overlay) { if (m_CurrentCullGroup == CULL_DEFAULT) m->overlayRenderer.Submit(overlay); } void CSceneRenderer::Submit(SOverlaySprite* overlay) { if (m_CurrentCullGroup == CULL_DEFAULT) m->overlayRenderer.Submit(overlay); } void CSceneRenderer::Submit(SOverlayQuad* overlay) { if (m_CurrentCullGroup == CULL_DEFAULT) m->overlayRenderer.Submit(overlay); } void CSceneRenderer::Submit(SOverlaySphere* overlay) { if (m_CurrentCullGroup == CULL_DEFAULT) m->overlayRenderer.Submit(overlay); } void CSceneRenderer::Submit(CModelDecal* decal) { // Decals can't cast shadows since they're flat on the terrain. // They can receive shadows, but the terrain under them will have // already been passed to AddShadowCasterBound, so don't bother // doing it again here. m->terrainRenderer.Submit(m_CurrentCullGroup, decal); } void CSceneRenderer::Submit(CParticleEmitter* emitter) { m->particleRenderer.Submit(m_CurrentCullGroup, emitter); } void CSceneRenderer::SubmitNonRecursive(CModel* model) { if (m_CurrentCullGroup == CULL_DEFAULT) { m->shadow.AddShadowReceiverBound(model->GetWorldBounds()); if (model->GetFlags() & MODELFLAG_SILHOUETTE_OCCLUDER) m->silhouetteRenderer.AddOccluder(model); if (model->GetFlags() & MODELFLAG_SILHOUETTE_DISPLAY) m->silhouetteRenderer.AddCaster(model); } if (CULL_SHADOWS_CASCADE_0 <= m_CurrentCullGroup && m_CurrentCullGroup <= CULL_SHADOWS_CASCADE_3) { if (!(model->GetFlags() & MODELFLAG_CASTSHADOWS)) return; const int cascade = m_CurrentCullGroup - CULL_SHADOWS_CASCADE_0; m->shadow.AddShadowCasterBound(cascade, model->GetWorldBounds()); } bool requiresSkinning = (model->GetModelDef()->GetNumBones() != 0); if (model->GetMaterial().UsesAlphaBlending()) { if (requiresSkinning) m->Model.TranspSkinned->Submit(m_CurrentCullGroup, model); else m->Model.TranspUnskinned->Submit(m_CurrentCullGroup, model); } else { if (requiresSkinning) m->Model.NormalSkinned->Submit(m_CurrentCullGroup, model); else m->Model.NormalUnskinned->Submit(m_CurrentCullGroup, model); } } // Render the given scene void CSceneRenderer::RenderScene( Renderer::Backend::IDeviceCommandContext* deviceCommandContext, Scene& scene) { m_CurrentScene = &scene; CFrustum frustum = m_CullCamera.GetFrustum(); m_CurrentCullGroup = CULL_DEFAULT; scene.EnumerateObjects(frustum, this); m->particleManager.RenderSubmit(*this, frustum); if (g_RenderingOptions.GetSilhouettes()) { m->silhouetteRenderer.ComputeSubmissions(m_ViewCamera); m_CurrentCullGroup = CULL_DEFAULT; m->silhouetteRenderer.RenderSubmitOverlays(*this); m_CurrentCullGroup = CULL_SILHOUETTE_OCCLUDER; m->silhouetteRenderer.RenderSubmitOccluders(*this); m_CurrentCullGroup = CULL_SILHOUETTE_CASTER; m->silhouetteRenderer.RenderSubmitCasters(*this); } if (g_RenderingOptions.GetShadows()) { for (int cascade = 0; cascade <= m->shadow.GetCascadeCount(); ++cascade) { m_CurrentCullGroup = CULL_SHADOWS_CASCADE_0 + cascade; const CFrustum shadowFrustum = m->shadow.GetShadowCasterCullFrustum(cascade); scene.EnumerateObjects(shadowFrustum, this); } } CBoundingBoxAligned waterScissor; if (m->waterManager.m_RenderWater) { waterScissor = m->terrainRenderer.ScissorWater(CULL_DEFAULT, m_ViewCamera); if (waterScissor.GetVolume() > 0 && m->waterManager.WillRenderFancyWater()) { if (g_RenderingOptions.GetWaterReflection()) { m_CurrentCullGroup = CULL_REFLECTIONS; CCamera reflectionCamera; ComputeReflectionCamera(reflectionCamera, waterScissor); scene.EnumerateObjects(reflectionCamera.GetFrustum(), this); } if (g_RenderingOptions.GetWaterRefraction()) { m_CurrentCullGroup = CULL_REFRACTIONS; CCamera refractionCamera; ComputeRefractionCamera(refractionCamera, waterScissor); scene.EnumerateObjects(refractionCamera.GetFrustum(), this); } // Render the waves to the Fancy effects texture m->waterManager.RenderWaves(deviceCommandContext, frustum); } } m_CurrentCullGroup = -1; RenderSubmissions(deviceCommandContext, waterScissor); m_CurrentScene = NULL; } Scene& CSceneRenderer::GetScene() { ENSURE(m_CurrentScene); return *m_CurrentScene; } void CSceneRenderer::MakeShadersDirty() { m->waterManager.m_NeedsReloading = true; } WaterManager& CSceneRenderer::GetWaterManager() { return m->waterManager; } SkyManager& CSceneRenderer::GetSkyManager() { return m->skyManager; } CParticleManager& CSceneRenderer::GetParticleManager() { return m->particleManager; } TerrainRenderer& CSceneRenderer::GetTerrainRenderer() { return m->terrainRenderer; } CMaterialManager& CSceneRenderer::GetMaterialManager() { return m->materialManager; } ShadowMap& CSceneRenderer::GetShadowMap() { return m->shadow; } void CSceneRenderer::ResetState() { // Clear all emitters, that were created in previous games GetParticleManager().ClearUnattachedEmitters(); } Index: ps/trunk/source/renderer/ShadowMap.cpp =================================================================== --- ps/trunk/source/renderer/ShadowMap.cpp (revision 27172) +++ ps/trunk/source/renderer/ShadowMap.cpp (revision 27173) @@ -1,730 +1,730 @@ /* 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 "ShadowMap.h" #include "graphics/Camera.h" #include "graphics/LightEnv.h" #include "graphics/ShaderManager.h" #include "lib/bits.h" #include "maths/BoundingBoxAligned.h" #include "maths/Brush.h" #include "maths/Frustum.h" #include "maths/MathUtil.h" #include "maths/Matrix3D.h" #include "ps/CLogger.h" #include "ps/ConfigDB.h" #include "ps/CStrInternStatic.h" #include "ps/Profile.h" #include "ps/VideoMode.h" #include "renderer/backend/IDevice.h" #include "renderer/backend/ITexture.h" #include "renderer/DebugRenderer.h" #include "renderer/Renderer.h" #include "renderer/RenderingOptions.h" #include "renderer/SceneRenderer.h" #include namespace { constexpr int MAX_CASCADE_COUNT = 4; constexpr float DEFAULT_SHADOWS_CUTOFF_DISTANCE = 300.0f; constexpr float DEFAULT_CASCADE_DISTANCE_RATIO = 1.7f; } // anonymous namespace /** * Struct ShadowMapInternals: Internal data for the ShadowMap implementation */ struct ShadowMapInternals { std::unique_ptr Framebuffer; std::unique_ptr Texture; // bit depth for the depth texture int DepthTextureBits; // width, height of shadow map int Width, Height; // Shadow map quality (-1 - Low, 0 - Medium, 1 - High, 2 - Very High) int QualityLevel; // used width, height of shadow map int EffectiveWidth, EffectiveHeight; // Transform world space into light space; calculated on SetupFrame CMatrix3D LightTransform; // transform light space into world space CMatrix3D InvLightTransform; CBoundingBoxAligned ShadowReceiverBound; int CascadeCount; float CascadeDistanceRatio; float ShadowsCutoffDistance; bool ShadowsCoverMap; struct Cascade { // transform light space into projected light space // in projected light space, the shadowbound box occupies the [-1..1] cube // calculated on BeginRender, after the final shadow bounds are known CMatrix3D LightProjection; float Distance; CBoundingBoxAligned FrustumBBAA; CBoundingBoxAligned ConvexBounds; CBoundingBoxAligned ShadowRenderBound; // Bounding box of shadowed objects in the light space. CBoundingBoxAligned ShadowCasterBound; // Transform world space into texture space of the shadow map; // calculated on BeginRender, after the final shadow bounds are known CMatrix3D TextureMatrix; // View port of the shadow texture where the cascade should be rendered. SViewPort ViewPort; }; std::array Cascades; // Camera transformed into light space CCamera LightspaceCamera; // Some drivers (at least some Intel Mesa ones) appear to handle alpha testing // incorrectly when the FBO has only a depth attachment. // When m_ShadowAlphaFix is true, we use DummyTexture to store a useless // alpha texture which is attached to the FBO as a workaround. std::unique_ptr DummyTexture; // Copy of renderer's standard view camera, saved between // BeginRender and EndRender while we replace it with the shadow camera CCamera SavedViewCamera; void CalculateShadowMatrices(const int cascade); void CreateTexture(); void UpdateCascadesParameters(); }; void ShadowMapInternals::UpdateCascadesParameters() { CascadeCount = 1; CFG_GET_VAL("shadowscascadecount", CascadeCount); - if (CascadeCount < 1 || CascadeCount > MAX_CASCADE_COUNT || g_VideoMode.GetBackend() == CVideoMode::Backend::GL_ARB) + if (CascadeCount < 1 || CascadeCount > MAX_CASCADE_COUNT || g_VideoMode.GetBackendDevice()->GetBackend() == Renderer::Backend::Backend::GL_ARB) CascadeCount = 1; ShadowsCoverMap = false; CFG_GET_VAL("shadowscovermap", ShadowsCoverMap); } void CalculateBoundsForCascade( const CCamera& camera, const CMatrix3D& lightTransform, const float nearPlane, const float farPlane, CBoundingBoxAligned* bbaa, CBoundingBoxAligned* frustumBBAA) { frustumBBAA->SetEmpty(); // We need to calculate a circumscribed sphere for the camera to // create a rotation stable bounding box. const CVector3D cameraIn = camera.m_Orientation.GetIn(); const CVector3D cameraTranslation = camera.m_Orientation.GetTranslation(); const CVector3D centerNear = cameraTranslation + cameraIn * nearPlane; const CVector3D centerDist = cameraTranslation + cameraIn * farPlane; // We can solve 3D problem in 2D space, because the frustum is // symmetric by 2 planes. Than means we can use only one corner // to find a circumscribed sphere. CCamera::Quad corners; camera.GetViewQuad(nearPlane, corners); for (CVector3D& corner : corners) corner = camera.GetOrientation().Transform(corner); const CVector3D cornerNear = corners[0]; for (const CVector3D& corner : corners) *frustumBBAA += lightTransform.Transform(corner); camera.GetViewQuad(farPlane, corners); for (CVector3D& corner : corners) corner = camera.GetOrientation().Transform(corner); const CVector3D cornerDist = corners[0]; for (const CVector3D& corner : corners) *frustumBBAA += lightTransform.Transform(corner); // We solve 2D case for the right trapezoid. const float firstBase = (cornerNear - centerNear).Length(); const float secondBase = (cornerDist - centerDist).Length(); const float height = (centerDist - centerNear).Length(); const float distanceToCenter = (height * height + secondBase * secondBase - firstBase * firstBase) * 0.5f / height; CVector3D position = cameraTranslation + cameraIn * (nearPlane + distanceToCenter); const float radius = (cornerNear - position).Length(); // We need to convert the bounding box to the light space. position = lightTransform.Rotate(position); const float insets = 0.2f; *bbaa = CBoundingBoxAligned(position, position); bbaa->Expand(radius); bbaa->Expand(insets); } ShadowMap::ShadowMap() { m = new ShadowMapInternals; m->Framebuffer = 0; m->Width = 0; m->Height = 0; m->QualityLevel = 0; m->EffectiveWidth = 0; m->EffectiveHeight = 0; m->DepthTextureBits = 0; // DepthTextureBits: 24/32 are very much faster than 16, on GeForce 4 and FX; // but they're very much slower on Radeon 9800. // In both cases, the default (no specified depth) is fast, so we just use // that by default and hope it's alright. (Otherwise, we'd probably need to // do some kind of hardware detection to work out what to use.) // Avoid using uninitialised values in AddShadowedBound if SetupFrame wasn't called first m->LightTransform.SetIdentity(); m->UpdateCascadesParameters(); } ShadowMap::~ShadowMap() { m->Framebuffer.reset(); m->Texture.reset(); m->DummyTexture.reset(); delete m; } // Force the texture/buffer/etc to be recreated, particularly when the renderer's // size has changed void ShadowMap::RecreateTexture() { m->Framebuffer.reset(); m->Texture.reset(); m->DummyTexture.reset(); m->UpdateCascadesParameters(); // (Texture will be constructed in next SetupFrame) } // SetupFrame: camera and light direction for this frame void ShadowMap::SetupFrame(const CCamera& camera, const CVector3D& lightdir) { if (!m->Texture) m->CreateTexture(); CVector3D x(0, 1, 0), eyepos; CVector3D z = lightdir; z.Normalize(); x -= z * z.Dot(x); if (x.Length() < 0.001) { // this is invoked if the camera and light directions almost coincide // assumption: light direction has a significant Z component x = CVector3D(1.0, 0.0, 0.0); x -= z * z.Dot(x); } x.Normalize(); CVector3D y = z.Cross(x); // X axis perpendicular to light direction, flowing along with view direction m->LightTransform._11 = x.X; m->LightTransform._12 = x.Y; m->LightTransform._13 = x.Z; // Y axis perpendicular to light and view direction m->LightTransform._21 = y.X; m->LightTransform._22 = y.Y; m->LightTransform._23 = y.Z; // Z axis is in direction of light m->LightTransform._31 = z.X; m->LightTransform._32 = z.Y; m->LightTransform._33 = z.Z; // eye is at the origin of the coordinate system m->LightTransform._14 = -x.Dot(eyepos); m->LightTransform._24 = -y.Dot(eyepos); m->LightTransform._34 = -z.Dot(eyepos); m->LightTransform._41 = 0.0; m->LightTransform._42 = 0.0; m->LightTransform._43 = 0.0; m->LightTransform._44 = 1.0; m->LightTransform.GetInverse(m->InvLightTransform); m->ShadowReceiverBound.SetEmpty(); m->LightspaceCamera = camera; m->LightspaceCamera.m_Orientation = m->LightTransform * camera.m_Orientation; m->LightspaceCamera.UpdateFrustum(); m->ShadowsCutoffDistance = DEFAULT_SHADOWS_CUTOFF_DISTANCE; m->CascadeDistanceRatio = DEFAULT_CASCADE_DISTANCE_RATIO; CFG_GET_VAL("shadowscutoffdistance", m->ShadowsCutoffDistance); CFG_GET_VAL("shadowscascadedistanceratio", m->CascadeDistanceRatio); m->CascadeDistanceRatio = Clamp(m->CascadeDistanceRatio, 1.1f, 16.0f); m->Cascades[GetCascadeCount() - 1].Distance = m->ShadowsCutoffDistance; for (int cascade = GetCascadeCount() - 2; cascade >= 0; --cascade) m->Cascades[cascade].Distance = m->Cascades[cascade + 1].Distance / m->CascadeDistanceRatio; if (GetCascadeCount() == 1 || m->ShadowsCoverMap) { m->Cascades[0].ViewPort = SViewPort{1, 1, m->EffectiveWidth - 2, m->EffectiveHeight - 2}; if (m->ShadowsCoverMap) m->Cascades[0].Distance = camera.GetFarPlane(); } else { for (int cascade = 0; cascade < GetCascadeCount(); ++cascade) { const int offsetX = (cascade & 0x1) ? m->EffectiveWidth / 2 : 0; const int offsetY = (cascade & 0x2) ? m->EffectiveHeight / 2 : 0; m->Cascades[cascade].ViewPort = SViewPort{offsetX + 1, offsetY + 1, m->EffectiveWidth / 2 - 2, m->EffectiveHeight / 2 - 2}; } } for (int cascadeIdx = 0; cascadeIdx < GetCascadeCount(); ++cascadeIdx) { ShadowMapInternals::Cascade& cascade = m->Cascades[cascadeIdx]; const float nearPlane = cascadeIdx > 0 ? m->Cascades[cascadeIdx - 1].Distance : camera.GetNearPlane(); const float farPlane = cascade.Distance; CalculateBoundsForCascade(camera, m->LightTransform, nearPlane, farPlane, &cascade.ConvexBounds, &cascade.FrustumBBAA); cascade.ShadowCasterBound.SetEmpty(); } } // AddShadowedBound: add a world-space bounding box to the bounds of shadowed // objects void ShadowMap::AddShadowCasterBound(const int cascade, const CBoundingBoxAligned& bounds) { CBoundingBoxAligned lightspacebounds; bounds.Transform(m->LightTransform, lightspacebounds); m->Cascades[cascade].ShadowCasterBound += lightspacebounds; } void ShadowMap::AddShadowReceiverBound(const CBoundingBoxAligned& bounds) { CBoundingBoxAligned lightspacebounds; bounds.Transform(m->LightTransform, lightspacebounds); m->ShadowReceiverBound += lightspacebounds; } CFrustum ShadowMap::GetShadowCasterCullFrustum(const int cascade) { // Get the bounds of all objects that can receive shadows CBoundingBoxAligned bound = m->ShadowReceiverBound; // Intersect with the camera frustum, so the shadow map doesn't have to get // stretched to cover the off-screen parts of large models bound.IntersectFrustumConservative(m->Cascades[cascade].FrustumBBAA.ToFrustum()); // ShadowBound might have been empty to begin with, producing an empty result if (bound.IsEmpty()) { // CFrustum can't easily represent nothingness, so approximate it with // a single point which won't match many objects bound += CVector3D(0.0f, 0.0f, 0.0f); return bound.ToFrustum(); } // Extend the bounds a long way towards the light source, to encompass // all objects that might cast visible shadows. // (The exact constant was picked entirely arbitrarily.) bound[0].Z -= 1000.f; CFrustum frustum = bound.ToFrustum(); frustum.Transform(m->InvLightTransform); return frustum; } // CalculateShadowMatrices: calculate required matrices for shadow map generation - the light's // projection and transformation matrices void ShadowMapInternals::CalculateShadowMatrices(const int cascade) { CBoundingBoxAligned& shadowRenderBound = Cascades[cascade].ShadowRenderBound; shadowRenderBound = Cascades[cascade].ConvexBounds; if (ShadowsCoverMap) { // Start building the shadow map to cover all objects that will receive shadows CBoundingBoxAligned receiverBound = ShadowReceiverBound; // Intersect with the camera frustum, so the shadow map doesn't have to get // stretched to cover the off-screen parts of large models receiverBound.IntersectFrustumConservative(LightspaceCamera.GetFrustum()); // Intersect with the shadow caster bounds, because there's no point // wasting space around the edges of the shadow map that we're not going // to draw into shadowRenderBound[0].X = std::max(receiverBound[0].X, Cascades[cascade].ShadowCasterBound[0].X); shadowRenderBound[0].Y = std::max(receiverBound[0].Y, Cascades[cascade].ShadowCasterBound[0].Y); shadowRenderBound[1].X = std::min(receiverBound[1].X, Cascades[cascade].ShadowCasterBound[1].X); shadowRenderBound[1].Y = std::min(receiverBound[1].Y, Cascades[cascade].ShadowCasterBound[1].Y); } else if (CascadeCount > 1) { // We need to offset the cascade to its place on the texture. const CVector3D size = (shadowRenderBound[1] - shadowRenderBound[0]) * 0.5f; if (!(cascade & 0x1)) shadowRenderBound[1].X += size.X * 2.0f; else shadowRenderBound[0].X -= size.X * 2.0f; if (!(cascade & 0x2)) shadowRenderBound[1].Y += size.Y * 2.0f; else shadowRenderBound[0].Y -= size.Y * 2.0f; } // Set the near and far planes to include just the shadow casters, // so we make full use of the depth texture's range. Add a bit of a // delta so we don't accidentally clip objects that are directly on // the planes. shadowRenderBound[0].Z = Cascades[cascade].ShadowCasterBound[0].Z - 2.f; shadowRenderBound[1].Z = Cascades[cascade].ShadowCasterBound[1].Z + 2.f; // Setup orthogonal projection (lightspace -> clip space) for shadowmap rendering CVector3D scale = shadowRenderBound[1] - shadowRenderBound[0]; CVector3D shift = (shadowRenderBound[1] + shadowRenderBound[0]) * -0.5; if (scale.X < 1.0) scale.X = 1.0; if (scale.Y < 1.0) scale.Y = 1.0; if (scale.Z < 1.0) scale.Z = 1.0; scale.X = 2.0 / scale.X; scale.Y = 2.0 / scale.Y; scale.Z = 2.0 / scale.Z; // make sure a given world position falls on a consistent shadowmap texel fractional offset float offsetX = fmod(shadowRenderBound[0].X - LightTransform._14, 2.0f/(scale.X*EffectiveWidth)); float offsetY = fmod(shadowRenderBound[0].Y - LightTransform._24, 2.0f/(scale.Y*EffectiveHeight)); CMatrix3D& lightProjection = Cascades[cascade].LightProjection; lightProjection.SetZero(); lightProjection._11 = scale.X; lightProjection._14 = (shift.X + offsetX) * scale.X; lightProjection._22 = scale.Y; lightProjection._24 = (shift.Y + offsetY) * scale.Y; lightProjection._33 = scale.Z; lightProjection._34 = shift.Z * scale.Z; lightProjection._44 = 1.0; // Calculate texture matrix by creating the clip space to texture coordinate matrix // and then concatenating all matrices that have been calculated so far float texscalex = scale.X * 0.5f * (float)EffectiveWidth / (float)Width; float texscaley = scale.Y * 0.5f * (float)EffectiveHeight / (float)Height; float texscalez = scale.Z * 0.5f; CMatrix3D lightToTex; lightToTex.SetZero(); lightToTex._11 = texscalex; lightToTex._14 = (offsetX - shadowRenderBound[0].X) * texscalex; lightToTex._22 = texscaley; lightToTex._24 = (offsetY - shadowRenderBound[0].Y) * texscaley; lightToTex._33 = texscalez; lightToTex._34 = -shadowRenderBound[0].Z * texscalez; lightToTex._44 = 1.0; Cascades[cascade].TextureMatrix = lightToTex * LightTransform; } // Create the shadow map void ShadowMapInternals::CreateTexture() { // Cleanup Framebuffer.reset(); Texture.reset(); DummyTexture.reset(); Renderer::Backend::IDevice* backendDevice = g_VideoMode.GetBackendDevice(); CFG_GET_VAL("shadowquality", QualityLevel); // Get shadow map size as next power of two up from view width/height. int shadowMapSize; switch (QualityLevel) { // Low case -1: shadowMapSize = 512; break; // High case 1: shadowMapSize = 2048; break; // Ultra case 2: shadowMapSize = std::max(round_up_to_pow2(std::max(g_Renderer.GetWidth(), g_Renderer.GetHeight())), 4096); break; // Medium as is default: shadowMapSize = 1024; break; } // Clamp to the maximum texture size. shadowMapSize = std::min( shadowMapSize, static_cast(backendDevice->GetCapabilities().maxTextureSize)); Width = Height = shadowMapSize; // Since we're using a framebuffer object, the whole texture is available EffectiveWidth = Width; EffectiveHeight = Height; const char* formatName; Renderer::Backend::Format backendFormat = Renderer::Backend::Format::UNDEFINED; #if CONFIG2_GLES formatName = "DEPTH_COMPONENT"; backendFormat = Renderer::Backend::Format::D24; #else switch (DepthTextureBits) { case 16: formatName = "Format::D16"; backendFormat = Renderer::Backend::Format::D16; break; case 24: formatName = "Format::D24"; backendFormat = Renderer::Backend::Format::D24; break; case 32: formatName = "Format::D32"; backendFormat = Renderer::Backend::Format::D32; break; default: formatName = "Format::D24"; backendFormat = Renderer::Backend::Format::D24; break; } #endif ENSURE(formatName); LOGMESSAGE("Creating shadow texture (size %dx%d) (format = %s)", Width, Height, formatName); if (g_RenderingOptions.GetShadowAlphaFix()) { DummyTexture = backendDevice->CreateTexture2D("ShadowMapDummy", Renderer::Backend::ITexture::Usage::COLOR_ATTACHMENT, Renderer::Backend::Format::R8G8B8A8_UNORM, Width, Height, Renderer::Backend::Sampler::MakeDefaultSampler( Renderer::Backend::Sampler::Filter::NEAREST, Renderer::Backend::Sampler::AddressMode::CLAMP_TO_EDGE)); } Renderer::Backend::Sampler::Desc samplerDesc = Renderer::Backend::Sampler::MakeDefaultSampler( #if CONFIG2_GLES // GLES doesn't do depth comparisons, so treat it as a // basic unfiltered depth texture Renderer::Backend::Sampler::Filter::NEAREST, #else // Use LINEAR to trigger automatic PCF on some devices. Renderer::Backend::Sampler::Filter::LINEAR, #endif Renderer::Backend::Sampler::AddressMode::CLAMP_TO_EDGE); // Enable automatic depth comparisons samplerDesc.compareEnabled = true; samplerDesc.compareOp = Renderer::Backend::CompareOp::LESS_OR_EQUAL; Texture = backendDevice->CreateTexture2D("ShadowMapDepth", Renderer::Backend::ITexture::Usage::SAMPLED | Renderer::Backend::ITexture::Usage::DEPTH_STENCIL_ATTACHMENT, backendFormat, Width, Height, samplerDesc); Framebuffer = backendDevice->CreateFramebuffer("ShadowMapFramebuffer", g_RenderingOptions.GetShadowAlphaFix() ? DummyTexture.get() : nullptr, Texture.get()); if (!Framebuffer) { LOGERROR("Failed to create shadows framebuffer"); // Disable shadow rendering (but let the user try again if they want). g_RenderingOptions.SetShadows(false); } } void ShadowMap::BeginRender( Renderer::Backend::IDeviceCommandContext* deviceCommandContext) { deviceCommandContext->SetGraphicsPipelineState( Renderer::Backend::MakeDefaultGraphicsPipelineStateDesc()); { PROFILE("bind framebuffer"); ENSURE(m->Framebuffer); deviceCommandContext->BeginFramebufferPass(m->Framebuffer.get()); } // clear buffers { PROFILE("clear depth texture"); // In case we used m_ShadowAlphaFix, we ought to clear the unused // color buffer too, else Mali 400 drivers get confused. // Might as well clear stencil too for completeness. deviceCommandContext->ClearFramebuffer(); } m->SavedViewCamera = g_Renderer.GetSceneRenderer().GetViewCamera(); } void ShadowMap::PrepareCamera( Renderer::Backend::IDeviceCommandContext* deviceCommandContext, const int cascade) { m->CalculateShadowMatrices(cascade); const SViewPort vp = { 0, 0, m->EffectiveWidth, m->EffectiveHeight }; g_Renderer.SetViewport(vp); CCamera camera = m->SavedViewCamera; camera.SetProjection(m->Cascades[cascade].LightProjection); camera.GetOrientation() = m->InvLightTransform; g_Renderer.GetSceneRenderer().SetViewCamera(camera); const SViewPort& cascadeViewPort = m->Cascades[cascade].ViewPort; Renderer::Backend::IDeviceCommandContext::Rect scissorRect; scissorRect.x = cascadeViewPort.m_X; scissorRect.y = cascadeViewPort.m_Y; scissorRect.width = cascadeViewPort.m_Width; scissorRect.height = cascadeViewPort.m_Height; deviceCommandContext->SetScissors(1, &scissorRect); } void ShadowMap::EndRender( Renderer::Backend::IDeviceCommandContext* deviceCommandContext) { deviceCommandContext->SetScissors(0, nullptr); deviceCommandContext->EndFramebufferPass(); g_Renderer.GetSceneRenderer().SetViewCamera(m->SavedViewCamera); const SViewPort vp = { 0, 0, g_Renderer.GetWidth(), g_Renderer.GetHeight() }; g_Renderer.SetViewport(vp); } void ShadowMap::BindTo( Renderer::Backend::IDeviceCommandContext* deviceCommandContext, Renderer::Backend::IShaderProgram* shader) const { const int32_t shadowTexBindingSlot = shader->GetBindingSlot(str_shadowTex); if (shadowTexBindingSlot < 0 || !m->Texture) return; deviceCommandContext->SetTexture(shadowTexBindingSlot, m->Texture.get()); deviceCommandContext->SetUniform( shader->GetBindingSlot(str_shadowScale), m->Width, m->Height, 1.0f / m->Width, 1.0f / m->Height); const CVector3D cameraForward = g_Renderer.GetSceneRenderer().GetCullCamera().GetOrientation().GetIn(); deviceCommandContext->SetUniform( shader->GetBindingSlot(str_cameraForward), cameraForward.X, cameraForward.Y, cameraForward.Z, cameraForward.Dot(g_Renderer.GetSceneRenderer().GetCullCamera().GetOrientation().GetTranslation())); if (GetCascadeCount() == 1) { deviceCommandContext->SetUniform( shader->GetBindingSlot(str_shadowTransform), m->Cascades[0].TextureMatrix.AsFloatArray()); deviceCommandContext->SetUniform( shader->GetBindingSlot(str_shadowDistance), m->Cascades[0].Distance); } else { std::vector shadowDistances; std::vector shadowTransforms; for (const ShadowMapInternals::Cascade& cascade : m->Cascades) { shadowDistances.emplace_back(cascade.Distance); shadowTransforms.emplace_back(cascade.TextureMatrix); } deviceCommandContext->SetUniform( shader->GetBindingSlot(str_shadowTransform), PS::span( shadowTransforms[0]._data, shadowTransforms[0].AsFloatArray().size() * GetCascadeCount())); deviceCommandContext->SetUniform( shader->GetBindingSlot(str_shadowDistance), PS::span(shadowDistances.data(), shadowDistances.size())); } } // Depth texture bits int ShadowMap::GetDepthTextureBits() const { return m->DepthTextureBits; } void ShadowMap::SetDepthTextureBits(int bits) { if (bits != m->DepthTextureBits) { m->Texture.reset(); m->Width = m->Height = 0; m->DepthTextureBits = bits; } } void ShadowMap::RenderDebugBounds() { // Render various shadow bounds: // Yellow = bounds of objects in view frustum that receive shadows // Red = culling frustum used to find potential shadow casters // Blue = frustum used for rendering the shadow map const CMatrix3D transform = g_Renderer.GetSceneRenderer().GetViewCamera().GetViewProjection() * m->InvLightTransform; g_Renderer.GetDebugRenderer().DrawBoundingBox( m->ShadowReceiverBound, CColor(1.0f, 1.0f, 0.0f, 1.0f), transform, true); for (int cascade = 0; cascade < GetCascadeCount(); ++cascade) { g_Renderer.GetDebugRenderer().DrawBoundingBox( m->Cascades[cascade].ShadowRenderBound, CColor(0.0f, 0.0f, 1.0f, 0.10f), transform); g_Renderer.GetDebugRenderer().DrawBoundingBox( m->Cascades[cascade].ShadowRenderBound, CColor(0.0f, 0.0f, 1.0f, 0.5f), transform, true); const CFrustum frustum = GetShadowCasterCullFrustum(cascade); // We don't have a function to create a brush directly from a frustum, so use // the ugly approach of creating a large cube and then intersecting with the frustum const CBoundingBoxAligned dummy(CVector3D(-1e4, -1e4, -1e4), CVector3D(1e4, 1e4, 1e4)); CBrush brush(dummy); CBrush frustumBrush; brush.Intersect(frustum, frustumBrush); g_Renderer.GetDebugRenderer().DrawBrush(frustumBrush, CColor(1.0f, 0.0f, 0.0f, 0.1f)); g_Renderer.GetDebugRenderer().DrawBrush(frustumBrush, CColor(1.0f, 0.0f, 0.0f, 0.1f), true); } } int ShadowMap::GetCascadeCount() const { #if CONFIG2_GLES return 1; #else return m->ShadowsCoverMap ? 1 : m->CascadeCount; #endif } Index: ps/trunk/source/renderer/WaterManager.cpp =================================================================== --- ps/trunk/source/renderer/WaterManager.cpp (revision 27172) +++ ps/trunk/source/renderer/WaterManager.cpp (revision 27173) @@ -1,1087 +1,1087 @@ /* 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 "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/backend/IDevice.h" #include "renderer/Renderer.h" #include "renderer/RenderingOptions.h" #include "renderer/SceneRenderer.h" #include "renderer/WaterManager.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_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(); m_FancyEffectsFramebuffer.reset(); m_RefractionFramebuffer.reset(); m_ReflectionFramebuffer.reset(); m_FancyTexture.reset(); m_FancyTextureDepth.reset(); m_ReflFboDepthTexture.reset(); m_RefrFboDepthTexture.reset(); } /////////////////////////////////////////////////////////////////// // 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.SetAddressMode( Renderer::Backend::Sampler::AddressMode::REPEAT); CTexturePtr texture = g_Renderer.GetTextureManager().CreateTexture(textureProps); texture->Prefetch(); m_WaterTexture[i] = texture; } m_RenderWater = true; // Load normalmaps (for fancy water) ReloadWaterNormalTextures(); // Load CoastalWaves { CTextureProperties textureProps(L"art/textures/terrain/types/water/coastalWave.png"); textureProps.SetAddressMode( Renderer::Backend::Sampler::AddressMode::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.SetAddressMode( Renderer::Backend::Sampler::AddressMode::REPEAT); CTexturePtr texture = g_Renderer.GetTextureManager().CreateTexture(textureProps); texture->Prefetch(); m_FoamTex = texture; } RecreateOrLoadTexturesIfNeeded(); return 0; } void WaterManager::RecreateOrLoadTexturesIfNeeded() { Renderer::Backend::IDevice* backendDevice = g_VideoMode.GetBackendDevice(); // Use screen-sized textures for minimum artifacts. const size_t newRefTextureSize = round_up_to_pow2(g_Renderer.GetHeight()); if (m_RefTextureSize != newRefTextureSize) { m_ReflectionFramebuffer.reset(); m_ReflectionTexture.reset(); m_ReflFboDepthTexture.reset(); m_RefractionFramebuffer.reset(); m_RefractionTexture.reset(); m_RefrFboDepthTexture.reset(); m_RefTextureSize = newRefTextureSize; } // Create reflection textures. const bool needsReflectionTextures = g_RenderingOptions.GetWaterEffects() && g_RenderingOptions.GetWaterReflection(); if (needsReflectionTextures && !m_ReflectionTexture) { m_ReflectionTexture = backendDevice->CreateTexture2D("WaterReflectionTexture", Renderer::Backend::ITexture::Usage::SAMPLED | Renderer::Backend::ITexture::Usage::COLOR_ATTACHMENT, Renderer::Backend::Format::R8G8B8A8_UNORM, m_RefTextureSize, m_RefTextureSize, Renderer::Backend::Sampler::MakeDefaultSampler( Renderer::Backend::Sampler::Filter::LINEAR, Renderer::Backend::Sampler::AddressMode::MIRRORED_REPEAT)); m_ReflFboDepthTexture = backendDevice->CreateTexture2D("WaterReflectionDepthTexture", Renderer::Backend::ITexture::Usage::SAMPLED | Renderer::Backend::ITexture::Usage::DEPTH_STENCIL_ATTACHMENT, Renderer::Backend::Format::D32, m_RefTextureSize, m_RefTextureSize, Renderer::Backend::Sampler::MakeDefaultSampler( Renderer::Backend::Sampler::Filter::NEAREST, Renderer::Backend::Sampler::AddressMode::REPEAT)); m_ReflectionFramebuffer = backendDevice->CreateFramebuffer("ReflectionFramebuffer", m_ReflectionTexture.get(), m_ReflFboDepthTexture.get(), CColor(0.5f, 0.5f, 1.0f, 0.0f)); if (!m_ReflectionFramebuffer) { g_RenderingOptions.SetWaterReflection(false); UpdateQuality(); } } // Create refraction textures. const bool needsRefractionTextures = g_RenderingOptions.GetWaterEffects() && g_RenderingOptions.GetWaterRefraction(); if (needsRefractionTextures && !m_RefractionTexture) { m_RefractionTexture = backendDevice->CreateTexture2D("WaterRefractionTexture", Renderer::Backend::ITexture::Usage::SAMPLED | Renderer::Backend::ITexture::Usage::COLOR_ATTACHMENT, Renderer::Backend::Format::R8G8B8A8_UNORM, m_RefTextureSize, m_RefTextureSize, Renderer::Backend::Sampler::MakeDefaultSampler( Renderer::Backend::Sampler::Filter::LINEAR, Renderer::Backend::Sampler::AddressMode::MIRRORED_REPEAT)); m_RefrFboDepthTexture = backendDevice->CreateTexture2D("WaterRefractionDepthTexture", Renderer::Backend::ITexture::Usage::SAMPLED | Renderer::Backend::ITexture::Usage::DEPTH_STENCIL_ATTACHMENT, Renderer::Backend::Format::D32, m_RefTextureSize, m_RefTextureSize, Renderer::Backend::Sampler::MakeDefaultSampler( Renderer::Backend::Sampler::Filter::NEAREST, Renderer::Backend::Sampler::AddressMode::REPEAT)); m_RefractionFramebuffer = backendDevice->CreateFramebuffer("RefractionFramebuffer", m_RefractionTexture.get(), m_RefrFboDepthTexture.get(), CColor(1.0f, 0.0f, 0.0f, 0.0f)); if (!m_RefractionFramebuffer) { g_RenderingOptions.SetWaterRefraction(false); UpdateQuality(); } } const uint32_t newWidth = static_cast(g_Renderer.GetWidth()); const uint32_t newHeight = static_cast(g_Renderer.GetHeight()); if (m_FancyTexture && (m_FancyTexture->GetWidth() != newWidth || m_FancyTexture->GetHeight() != newHeight)) { m_FancyEffectsFramebuffer.reset(); m_FancyTexture.reset(); m_FancyTextureDepth.reset(); } // Create the Fancy Effects textures. const bool needsFancyTextures = g_RenderingOptions.GetWaterEffects() && g_RenderingOptions.GetWaterFancyEffects(); if (needsFancyTextures && !m_FancyTexture) { m_FancyTexture = backendDevice->CreateTexture2D("WaterFancyTexture", Renderer::Backend::ITexture::Usage::SAMPLED | Renderer::Backend::ITexture::Usage::COLOR_ATTACHMENT, Renderer::Backend::Format::R8G8B8A8_UNORM, g_Renderer.GetWidth(), g_Renderer.GetHeight(), Renderer::Backend::Sampler::MakeDefaultSampler( Renderer::Backend::Sampler::Filter::LINEAR, Renderer::Backend::Sampler::AddressMode::REPEAT)); m_FancyTextureDepth = backendDevice->CreateTexture2D("WaterFancyDepthTexture", Renderer::Backend::ITexture::Usage::DEPTH_STENCIL_ATTACHMENT, Renderer::Backend::Format::D32, g_Renderer.GetWidth(), g_Renderer.GetHeight(), Renderer::Backend::Sampler::MakeDefaultSampler( Renderer::Backend::Sampler::Filter::LINEAR, Renderer::Backend::Sampler::AddressMode::REPEAT)); m_FancyEffectsFramebuffer = backendDevice->CreateFramebuffer("FancyEffectsFramebuffer", m_FancyTexture.get(), m_FancyTextureDepth.get()); if (!m_FancyEffectsFramebuffer) { g_RenderingOptions.SetWaterRefraction(false); UpdateQuality(); } } } 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.SetAddressMode( Renderer::Backend::Sampler::AddressMode::REPEAT); textureProps.SetAnisotropicFilter(true); 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(); for (size_t i = 0; i < ARRAY_SIZE(m_NormalMap); i++) m_NormalMap[i].reset(); m_RefractionFramebuffer.reset(); m_ReflectionFramebuffer.reset(); m_ReflectionTexture.reset(); m_RefractionTexture.reset(); } 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() { 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. u16 waveSizes = 14; // maximal size in width. // Construct indices buffer (we can afford one for all of them) std::vector water_indices; for (u16 a = 0; a < waveSizes - 1; ++a) { for (u16 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(u16), water_indices.size(), Renderer::Backend::IBuffer::Type::INDEX, false, 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; u16 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 (u16 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 (u16 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(), Renderer::Backend::IBuffer::Type::VERTEX, false, 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( Renderer::Backend::IDeviceCommandContext* deviceCommandContext, const CFrustum& frustrum) { if (!m_WaterFancyEffects) return; GPU_SCOPED_LABEL(deviceCommandContext, "Render Waves"); deviceCommandContext->SetGraphicsPipelineState( Renderer::Backend::MakeDefaultGraphicsPipelineStateDesc()); deviceCommandContext->BeginFramebufferPass(m_FancyEffectsFramebuffer.get()); deviceCommandContext->ClearFramebuffer(); CShaderTechniquePtr tech = g_Renderer.GetShaderManager().LoadEffect(str_water_waves); deviceCommandContext->SetGraphicsPipelineState( tech->GetGraphicsPipelineStateDesc()); deviceCommandContext->BeginPass(); Renderer::Backend::IShaderProgram* shader = tech->GetShader(); m_WaveTex->UploadBackendTextureIfNeeded(deviceCommandContext); m_FoamTex->UploadBackendTextureIfNeeded(deviceCommandContext); deviceCommandContext->SetTexture( shader->GetBindingSlot(str_waveTex), m_WaveTex->GetBackendTexture()); deviceCommandContext->SetTexture( shader->GetBindingSlot(str_foamTex), m_FoamTex->GetBackendTexture()); deviceCommandContext->SetUniform( shader->GetBindingSlot(str_time), static_cast(m_WaterTexTimer)); const CMatrix3D transform = g_Renderer.GetSceneRenderer().GetViewCamera().GetViewProjection(); deviceCommandContext->SetUniform( shader->GetBindingSlot(str_transform), transform.AsFloatArray()); 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(); VBchunk->m_Owner->UploadIfNeeded(deviceCommandContext); m_ShoreWavesVBIndices->m_Owner->UploadIfNeeded(deviceCommandContext); const uint32_t stride = sizeof(SWavesVertex); const uint32_t firstVertexOffset = VBchunk->m_Index * stride; deviceCommandContext->SetVertexAttributeFormat( Renderer::Backend::VertexAttributeStream::POSITION, Renderer::Backend::Format::R32G32B32_SFLOAT, offsetof(SWavesVertex, m_BasePosition), stride, Renderer::Backend::VertexAttributeRate::PER_VERTEX, 0); deviceCommandContext->SetVertexAttributeFormat( Renderer::Backend::VertexAttributeStream::NORMAL, Renderer::Backend::Format::R32G32_SFLOAT, offsetof(SWavesVertex, m_PerpVect), stride, Renderer::Backend::VertexAttributeRate::PER_VERTEX, 0); deviceCommandContext->SetVertexAttributeFormat( Renderer::Backend::VertexAttributeStream::UV0, Renderer::Backend::Format::R8G8_UINT, offsetof(SWavesVertex, m_UV), stride, Renderer::Backend::VertexAttributeRate::PER_VERTEX, 0); deviceCommandContext->SetVertexAttributeFormat( Renderer::Backend::VertexAttributeStream::UV1, Renderer::Backend::Format::R32G32B32_SFLOAT, offsetof(SWavesVertex, m_ApexPosition), stride, Renderer::Backend::VertexAttributeRate::PER_VERTEX, 0); deviceCommandContext->SetVertexAttributeFormat( Renderer::Backend::VertexAttributeStream::UV2, Renderer::Backend::Format::R32G32B32_SFLOAT, offsetof(SWavesVertex, m_SplashPosition), stride, Renderer::Backend::VertexAttributeRate::PER_VERTEX, 0); deviceCommandContext->SetVertexAttributeFormat( Renderer::Backend::VertexAttributeStream::UV3, Renderer::Backend::Format::R32G32B32_SFLOAT, offsetof(SWavesVertex, m_RetreatPosition), stride, Renderer::Backend::VertexAttributeRate::PER_VERTEX, 0); deviceCommandContext->SetUniform( shader->GetBindingSlot(str_translation), m_ShoreWaves[a]->m_TimeDiff); deviceCommandContext->SetUniform( shader->GetBindingSlot(str_width), static_cast(m_ShoreWaves[a]->m_Width)); deviceCommandContext->SetVertexBuffer( 0, VBchunk->m_Owner->GetBuffer(), firstVertexOffset); deviceCommandContext->SetIndexBuffer(m_ShoreWavesVBIndices->m_Owner->GetBuffer()); const uint32_t indexCount = (m_ShoreWaves[a]->m_Width - 1) * (7 * 6); deviceCommandContext->DrawIndexed(m_ShoreWavesVBIndices->m_Index, indexCount, 0); g_Renderer.GetStats().m_DrawCalls++; g_Renderer.GetStats().m_WaterTris += indexCount / 3; } deviceCommandContext->EndPass(); deviceCommandContext->EndFramebufferPass(); } 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 && + m_RenderWater && g_VideoMode.GetBackendDevice()->GetBackend() != Renderer::Backend::Backend::GL_ARB && g_RenderingOptions.GetWaterEffects(); } 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); } Index: ps/trunk/source/renderer/backend/Backend.h =================================================================== --- ps/trunk/source/renderer/backend/Backend.h (nonexistent) +++ ps/trunk/source/renderer/backend/Backend.h (revision 27173) @@ -0,0 +1,39 @@ +/* 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 . + */ + +#ifndef INCLUDED_RENDERER_BACKEND_BACKEND +#define INCLUDED_RENDERER_BACKEND_BACKEND + +namespace Renderer +{ + +namespace Backend +{ + +enum class Backend +{ + GL, + GL_ARB, + VULKAN, + DUMMY +}; + +} // namespace Backend + +} // namespace Renderer + +#endif // INCLUDED_RENDERER_BACKEND_BACKEND Property changes on: ps/trunk/source/renderer/backend/Backend.h ___________________________________________________________________ Added: svn:eol-style ## -0,0 +1 ## +native \ No newline at end of property Index: ps/trunk/source/renderer/backend/IDevice.h =================================================================== --- ps/trunk/source/renderer/backend/IDevice.h (revision 27172) +++ ps/trunk/source/renderer/backend/IDevice.h (revision 27173) @@ -1,114 +1,117 @@ /* 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 . */ #ifndef INCLUDED_RENDERER_BACKEND_IDEVICE #define INCLUDED_RENDERER_BACKEND_IDEVICE #include "graphics/Color.h" +#include "renderer/backend/Backend.h" #include "renderer/backend/Format.h" #include "renderer/backend/IBuffer.h" #include "renderer/backend/IDevice.h" #include "renderer/backend/IDeviceCommandContext.h" #include "renderer/backend/IFramebuffer.h" #include "renderer/backend/IShaderProgram.h" #include "renderer/backend/ITexture.h" #include "scriptinterface/ScriptForward.h" #include #include #include class CShaderDefines; class CStr; namespace Renderer { namespace Backend { class IDevice { public: struct Capabilities { bool S3TC; bool ARBShaders; bool ARBShadersShadow; bool computeShaders; bool debugLabels; bool debugScopedLabels; bool multisampling; bool anisotropicFiltering; uint32_t maxSampleCount; float maxAnisotropy; uint32_t maxTextureSize; bool instancing; }; virtual ~IDevice() {} + virtual Backend GetBackend() const = 0; + virtual const std::string& GetName() const = 0; virtual const std::string& GetVersion() const = 0; virtual const std::string& GetDriverInformation() const = 0; virtual const std::vector& GetExtensions() const = 0; virtual void Report(const ScriptRequest& rq, JS::HandleValue settings) = 0; virtual IFramebuffer* GetCurrentBackbuffer() = 0; virtual std::unique_ptr CreateCommandContext() = 0; virtual std::unique_ptr CreateTexture( const char* name, const ITexture::Type type, const uint32_t usage, const Format format, const uint32_t width, const uint32_t height, const Sampler::Desc& defaultSamplerDesc, const uint32_t MIPLevelCount, const uint32_t sampleCount) = 0; virtual std::unique_ptr CreateTexture2D( const char* name, const uint32_t usage, const Format format, const uint32_t width, const uint32_t height, const Sampler::Desc& defaultSamplerDesc, const uint32_t MIPLevelCount = 1, const uint32_t sampleCount = 1) = 0; virtual std::unique_ptr CreateFramebuffer( const char* name, ITexture* colorAttachment, ITexture* depthStencilAttachment) = 0; virtual std::unique_ptr CreateFramebuffer( const char* name, ITexture* colorAttachment, ITexture* depthStencilAttachment, const CColor& clearColor) = 0; virtual std::unique_ptr CreateBuffer( const char* name, const IBuffer::Type type, const uint32_t size, const bool dynamic) = 0; virtual std::unique_ptr CreateShaderProgram( const CStr& name, const CShaderDefines& defines) = 0; virtual void AcquireNextBackbuffer() = 0; virtual void Present() = 0; virtual bool IsTextureFormatSupported(const Format format) const = 0; virtual bool IsFramebufferFormatSupported(const Format format) const = 0; virtual const Capabilities& GetCapabilities() const = 0; }; } // namespace Backend } // namespace Renderer #endif // INCLUDED_RENDERER_BACKEND_IDEVICE Index: ps/trunk/source/renderer/backend/dummy/Device.cpp =================================================================== --- ps/trunk/source/renderer/backend/dummy/Device.cpp (revision 27172) +++ ps/trunk/source/renderer/backend/dummy/Device.cpp (revision 27173) @@ -1,141 +1,146 @@ /* 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 "Device.h" #include "renderer/backend/dummy/Buffer.h" #include "renderer/backend/dummy/DeviceCommandContext.h" #include "renderer/backend/dummy/Framebuffer.h" #include "renderer/backend/dummy/ShaderProgram.h" #include "renderer/backend/dummy/Texture.h" #include "scriptinterface/JSON.h" #include "scriptinterface/Object.h" #include "scriptinterface/ScriptInterface.h" #include "scriptinterface/ScriptRequest.h" namespace Renderer { namespace Backend { namespace Dummy { CDevice::CDevice() { m_Name = "Dummy"; m_Version = "Unknown"; m_DriverInformation = "Unknown"; m_Extensions = {}; m_Backbuffer = CFramebuffer::Create(this); m_Capabilities.S3TC = true; m_Capabilities.ARBShaders = false; m_Capabilities.ARBShadersShadow = false; m_Capabilities.computeShaders = true; m_Capabilities.debugLabels = true; m_Capabilities.debugScopedLabels = true; m_Capabilities.multisampling = true; m_Capabilities.anisotropicFiltering = true; m_Capabilities.maxSampleCount = 4u; m_Capabilities.maxAnisotropy = 16.0f; m_Capabilities.maxTextureSize = 8192u; m_Capabilities.instancing = true; } CDevice::~CDevice() = default; void CDevice::Report(const ScriptRequest& rq, JS::HandleValue settings) { Script::SetProperty(rq, settings, "name", "dummy"); } std::unique_ptr CDevice::CreateCommandContext() { return CDeviceCommandContext::Create(this); } std::unique_ptr CDevice::CreateTexture( const char* UNUSED(name), const CTexture::Type type, const uint32_t usage, const Format format, const uint32_t width, const uint32_t height, const Sampler::Desc& UNUSED(defaultSamplerDesc), const uint32_t MIPLevelCount, const uint32_t UNUSED(sampleCount)) { return CTexture::Create(this, type, usage, format, width, height, MIPLevelCount); } std::unique_ptr CDevice::CreateTexture2D( const char* name, const uint32_t usage, const Format format, const uint32_t width, const uint32_t height, const Sampler::Desc& defaultSamplerDesc, const uint32_t MIPLevelCount, const uint32_t sampleCount) { return CreateTexture(name, ITexture::Type::TEXTURE_2D, usage, format, width, height, defaultSamplerDesc, MIPLevelCount, sampleCount); } std::unique_ptr CDevice::CreateFramebuffer( const char*, ITexture*, ITexture*) { return CFramebuffer::Create(this); } std::unique_ptr CDevice::CreateFramebuffer( const char*, ITexture*, ITexture*, const CColor&) { return CFramebuffer::Create(this); } std::unique_ptr CDevice::CreateBuffer( const char*, const CBuffer::Type type, const uint32_t size, const bool dynamic) { return CBuffer::Create(this, type, size, dynamic); } std::unique_ptr CDevice::CreateShaderProgram( const CStr&, const CShaderDefines&) { return CShaderProgram::Create(this); } void CDevice::AcquireNextBackbuffer() { // We have nothing to acquire. } void CDevice::Present() { // We have nothing to present. } bool CDevice::IsTextureFormatSupported(const Format UNUSED(format)) const { return true; } bool CDevice::IsFramebufferFormatSupported(const Format UNUSED(format)) const { return true; } +std::unique_ptr CreateDevice(SDL_Window* UNUSED(window)) +{ + return std::make_unique(); +} + } // namespace Dummy } // namespace Backend } // namespace Renderer Index: ps/trunk/source/renderer/backend/dummy/Device.h =================================================================== --- ps/trunk/source/renderer/backend/dummy/Device.h (revision 27172) +++ ps/trunk/source/renderer/backend/dummy/Device.h (revision 27173) @@ -1,104 +1,107 @@ /* 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 . */ #ifndef INCLUDED_RENDERER_BACKEND_DUMMY_DEVICE #define INCLUDED_RENDERER_BACKEND_DUMMY_DEVICE +#include "renderer/backend/dummy/DeviceForward.h" #include "renderer/backend/IDevice.h" class CShaderDefines; namespace Renderer { namespace Backend { namespace Dummy { class CDeviceCommandContext; class CDevice : public IDevice { public: CDevice(); ~CDevice() override; + Backend GetBackend() const override { return Backend::DUMMY; } + const std::string& GetName() const override { return m_Name; } const std::string& GetVersion() const override { return m_Version; } const std::string& GetDriverInformation() const override { return m_DriverInformation; } const std::vector& GetExtensions() const override { return m_Extensions; } void Report(const ScriptRequest& rq, JS::HandleValue settings) override; IFramebuffer* GetCurrentBackbuffer() override { return m_Backbuffer.get(); } std::unique_ptr CreateCommandContext() override; std::unique_ptr CreateTexture( const char* name, const ITexture::Type type, const uint32_t usage, const Format format, const uint32_t width, const uint32_t height, const Sampler::Desc& defaultSamplerDesc, const uint32_t MIPLevelCount, const uint32_t sampleCount) override; std::unique_ptr CreateTexture2D( const char* name, const uint32_t usage, const Format format, const uint32_t width, const uint32_t height, const Sampler::Desc& defaultSamplerDesc, const uint32_t MIPLevelCount = 1, const uint32_t sampleCount = 1) override; std::unique_ptr CreateFramebuffer( const char* name, ITexture* colorAttachment, ITexture* depthStencilAttachment) override; std::unique_ptr CreateFramebuffer( const char* name, ITexture* colorAttachment, ITexture* depthStencilAttachment, const CColor& clearColor) override; std::unique_ptr CreateBuffer( const char* name, const IBuffer::Type type, const uint32_t size, const bool dynamic) override; std::unique_ptr CreateShaderProgram( const CStr& name, const CShaderDefines& defines) override; void AcquireNextBackbuffer() override; void Present() override; bool IsTextureFormatSupported(const Format format) const override; bool IsFramebufferFormatSupported(const Format format) const override; const Capabilities& GetCapabilities() const override { return m_Capabilities; } protected: std::string m_Name; std::string m_Version; std::string m_DriverInformation; std::vector m_Extensions; std::unique_ptr m_Backbuffer; Capabilities m_Capabilities{}; }; } // namespace Dummy } // namespace Backend } // namespace Renderer #endif // INCLUDED_RENDERER_BACKEND_DUMMY_DEVICE Index: ps/trunk/source/renderer/backend/dummy/DeviceForward.h =================================================================== --- ps/trunk/source/renderer/backend/dummy/DeviceForward.h (nonexistent) +++ ps/trunk/source/renderer/backend/dummy/DeviceForward.h (revision 27173) @@ -0,0 +1,46 @@ +/* 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 . + */ + +#ifndef INCLUDED_RENDERER_BACKEND_DUMMY_DEVICEFORWARD +#define INCLUDED_RENDERER_BACKEND_DUMMY_DEVICEFORWARD + +#include + +typedef struct SDL_Window SDL_Window; + +namespace Renderer +{ + +namespace Backend +{ + +class IDevice; + +namespace Dummy +{ + +class CDevice; + +std::unique_ptr CreateDevice(SDL_Window* window); + +} // namespace Dummy + +} // namespace Backend + +} // namespace Renderer + +#endif // INCLUDED_RENDERER_BACKEND_DUMMY_DEVICEFORWARD Property changes on: ps/trunk/source/renderer/backend/dummy/DeviceForward.h ___________________________________________________________________ Added: svn:eol-style ## -0,0 +1 ## +native \ No newline at end of property Index: ps/trunk/source/renderer/backend/gl/Device.cpp =================================================================== --- ps/trunk/source/renderer/backend/gl/Device.cpp (revision 27172) +++ ps/trunk/source/renderer/backend/gl/Device.cpp (revision 27173) @@ -1,1010 +1,1015 @@ /* 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 "Device.h" #include "lib/external_libraries/libsdl.h" #include "lib/ogl.h" #include "ps/CLogger.h" #include "ps/ConfigDB.h" #include "ps/Profile.h" #include "renderer/backend/gl/DeviceCommandContext.h" #include "renderer/backend/gl/Texture.h" #include "scriptinterface/JSON.h" #include "scriptinterface/Object.h" #include "scriptinterface/ScriptInterface.h" #include "scriptinterface/ScriptRequest.h" #if OS_WIN #include "lib/sysdep/os/win/wgfx.h" // We can't include wutil directly because GL headers conflict with Windows // until we use a proper GL loader. extern void* wutil_GetAppHDC(); #endif #include #include #include #if !CONFIG2_GLES && (defined(SDL_VIDEO_DRIVER_X11) || defined(SDL_VIDEO_DRIVER_WAYLAND)) #if defined(SDL_VIDEO_DRIVER_X11) #include #endif #if defined(SDL_VIDEO_DRIVER_WAYLAND) #include #endif #include #endif // !CONFIG2_GLES && (defined(SDL_VIDEO_DRIVER_X11) || defined(SDL_VIDEO_DRIVER_WAYLAND)) namespace Renderer { namespace Backend { namespace GL { namespace { std::string GetNameImpl() { // GL_VENDOR+GL_RENDERER are good enough here, so we don't use WMI to detect the cards. // On top of that WMI can cause crashes with Nvidia Optimus and some netbooks // see http://trac.wildfiregames.com/ticket/1952 // http://trac.wildfiregames.com/ticket/1575 char cardName[128]; const char* vendor = reinterpret_cast(glGetString(GL_VENDOR)); const char* renderer = reinterpret_cast(glGetString(GL_RENDERER)); // Happens if called before GL initialization. if (!vendor || !renderer) return {}; sprintf_s(cardName, std::size(cardName), "%s %s", vendor, renderer); // Remove crap from vendor names. (don't dare touch the model name - // it's too risky, there are too many different strings). #define SHORTEN(what, charsToKeep) \ if (!strncmp(cardName, what, std::size(what) - 1)) \ memmove(cardName + charsToKeep, cardName + std::size(what) - 1, (strlen(cardName) - (std::size(what) - 1) + 1) * sizeof(char)); SHORTEN("ATI Technologies Inc.", 3); SHORTEN("NVIDIA Corporation", 6); SHORTEN("S3 Graphics", 2); // returned by EnumDisplayDevices SHORTEN("S3 Graphics, Incorporated", 2); // returned by GL_VENDOR #undef SHORTEN return cardName; } std::string GetVersionImpl() { return reinterpret_cast(glGetString(GL_VERSION)); } std::string GetDriverInformationImpl() { const std::string version = GetVersionImpl(); std::string driverInfo; #if OS_WIN driverInfo = CStrW(wgfx_DriverInfo()).ToUTF8(); if (driverInfo.empty()) #endif { if (!version.empty()) { // Add "OpenGL" to differentiate this from the real driver version // (returned by platform-specific detect routines). driverInfo = std::string("OpenGL ") + version; } } if (driverInfo.empty()) return version; return version + " " + driverInfo; } std::vector GetExtensionsImpl() { std::vector extensions; const std::string exts = ogl_ExtensionString(); boost::split(extensions, exts, boost::algorithm::is_space(), boost::token_compress_on); std::sort(extensions.begin(), extensions.end()); return extensions; } void GLAD_API_PTR OnDebugMessage( GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei UNUSED(length), const GLchar* message, const void* UNUSED(user_param)) { std::string debugSource = "unknown"; std::string debugType = "unknown"; std::string debugSeverity = "unknown"; switch (source) { case GL_DEBUG_SOURCE_API: debugSource = "the API"; break; case GL_DEBUG_SOURCE_WINDOW_SYSTEM: debugSource = "the window system"; break; case GL_DEBUG_SOURCE_SHADER_COMPILER: debugSource = "the shader compiler"; break; case GL_DEBUG_SOURCE_THIRD_PARTY: debugSource = "a third party"; break; case GL_DEBUG_SOURCE_APPLICATION: debugSource = "the application"; break; case GL_DEBUG_SOURCE_OTHER: debugSource = "somewhere"; break; } switch (type) { case GL_DEBUG_TYPE_ERROR: debugType = "error"; break; case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR: debugType = "deprecated behaviour"; break; case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR: debugType = "undefined behaviour"; break; case GL_DEBUG_TYPE_PORTABILITY: debugType = "portability"; break; case GL_DEBUG_TYPE_PERFORMANCE: debugType = "performance"; break; case GL_DEBUG_TYPE_OTHER: debugType = "other"; break; case GL_DEBUG_TYPE_MARKER: debugType = "marker"; break; case GL_DEBUG_TYPE_PUSH_GROUP: debugType = "push group"; break; case GL_DEBUG_TYPE_POP_GROUP: debugType = "pop group"; break; } switch (severity) { case GL_DEBUG_SEVERITY_HIGH: debugSeverity = "high"; break; case GL_DEBUG_SEVERITY_MEDIUM: debugSeverity = "medium"; break; case GL_DEBUG_SEVERITY_LOW: debugSeverity = "low"; break; case GL_DEBUG_SEVERITY_NOTIFICATION: debugSeverity = "notification"; break; } if (severity == GL_DEBUG_SEVERITY_NOTIFICATION) { debug_printf( "OpenGL | %s: %s source: %s id %u: %s\n", debugSeverity.c_str(), debugType.c_str(), debugSource.c_str(), id, message); } else { LOGWARNING( "OpenGL | %s: %s source: %s id %u: %s\n", debugSeverity.c_str(), debugType.c_str(), debugSource.c_str(), id, message); } } } // anonymous namespace // static std::unique_ptr CDevice::Create(SDL_Window* window, const bool arb) { std::unique_ptr device(new CDevice()); if (window) { // According to https://wiki.libsdl.org/SDL_CreateWindow we don't need to // call SDL_GL_LoadLibrary if we have a window with SDL_WINDOW_OPENGL, // because it'll be called internally for the first created window. device->m_Window = window; device->m_Context = SDL_GL_CreateContext(device->m_Window); if (!device->m_Context) { LOGERROR("SDL_GL_CreateContext failed: '%s'", SDL_GetError()); return nullptr; } #if OS_WIN ogl_Init(SDL_GL_GetProcAddress, wutil_GetAppHDC()); #elif (defined(SDL_VIDEO_DRIVER_X11) || defined(SDL_VIDEO_DRIVER_WAYLAND)) && !CONFIG2_GLES SDL_SysWMinfo wminfo; // The info structure must be initialized with the SDL version. SDL_VERSION(&wminfo.version); if (!SDL_GetWindowWMInfo(window, &wminfo)) { LOGERROR("Failed to query SDL WM info: %s", SDL_GetError()); return nullptr; } switch (wminfo.subsystem) { #if defined(SDL_VIDEO_DRIVER_WAYLAND) case SDL_SYSWM_WAYLAND: // TODO: maybe we need to load X11 functions // dynamically as well. ogl_Init(SDL_GL_GetProcAddress, GetWaylandDisplay(device->m_Window), static_cast(wminfo.subsystem)); break; #endif #if defined(SDL_VIDEO_DRIVER_X11) case SDL_SYSWM_X11: ogl_Init(SDL_GL_GetProcAddress, GetX11Display(device->m_Window), static_cast(wminfo.subsystem)); break; #endif default: ogl_Init(SDL_GL_GetProcAddress, nullptr, static_cast(wminfo.subsystem)); break; } #else ogl_Init(SDL_GL_GetProcAddress); #endif } else { #if OS_WIN ogl_Init(SDL_GL_GetProcAddress, wutil_GetAppHDC()); #elif (defined(SDL_VIDEO_DRIVER_X11) || defined(SDL_VIDEO_DRIVER_WAYLAND)) && !CONFIG2_GLES bool initialized = false; // Currently we don't have access to the backend type without // the window. So we use hack to detect X11. #if defined(SDL_VIDEO_DRIVER_X11) Display* display = XOpenDisplay(NULL); if (display) { ogl_Init(SDL_GL_GetProcAddress, display, static_cast(SDL_SYSWM_X11)); initialized = true; } #endif #if defined(SDL_VIDEO_DRIVER_WAYLAND) if (!initialized) { // glad will find default EGLDisplay internally. ogl_Init(SDL_GL_GetProcAddress, nullptr, static_cast(SDL_SYSWM_WAYLAND)); initialized = true; } #endif if (!initialized) { LOGERROR("Can't initialize GL"); return nullptr; } #else ogl_Init(SDL_GL_GetProcAddress); #endif #if OS_WIN || defined(SDL_VIDEO_DRIVER_X11) && !CONFIG2_GLES // Hack to stop things looking very ugly when scrolling in Atlas. ogl_SetVsyncEnabled(true); #endif } // If we don't have GL2.0 then we don't have GLSL in core. if (!arb && !ogl_HaveVersion(2, 0)) return nullptr; if ((ogl_HaveExtensions(0, "GL_ARB_vertex_program", "GL_ARB_fragment_program", nullptr) // ARB && !ogl_HaveVersion(2, 0)) // GLSL || !ogl_HaveExtension("GL_ARB_vertex_buffer_object") // VBO || ogl_HaveExtensions(0, "GL_ARB_multitexture", "GL_EXT_draw_range_elements", nullptr) || (!ogl_HaveExtension("GL_EXT_framebuffer_object") && !ogl_HaveExtension("GL_ARB_framebuffer_object"))) { // It doesn't make sense to continue working here, because we're not // able to display anything. DEBUG_DISPLAY_FATAL_ERROR( L"Your graphics card doesn't appear to be fully compatible with OpenGL shaders." L" The game does not support pre-shader graphics cards." L" You are advised to try installing newer drivers and/or upgrade your graphics card." L" For more information, please see http://www.wildfiregames.com/forum/index.php?showtopic=16734" ); } device->m_ARB = arb; device->m_Name = GetNameImpl(); device->m_Version = GetVersionImpl(); device->m_DriverInformation = GetDriverInformationImpl(); device->m_Extensions = GetExtensionsImpl(); // Set packing parameters for uploading and downloading data. glPixelStorei(GL_PACK_ALIGNMENT, 1); glPixelStorei(GL_UNPACK_ALIGNMENT, 1); glEnable(GL_TEXTURE_2D); if (arb) { #if !CONFIG2_GLES glEnable(GL_VERTEX_PROGRAM_ARB); glEnable(GL_FRAGMENT_PROGRAM_ARB); #endif } device->m_Backbuffer = CFramebuffer::CreateBackbuffer(device.get()); Capabilities& capabilities = device->m_Capabilities; capabilities.ARBShaders = !ogl_HaveExtensions(0, "GL_ARB_vertex_program", "GL_ARB_fragment_program", nullptr); if (capabilities.ARBShaders) capabilities.ARBShadersShadow = ogl_HaveExtension("GL_ARB_fragment_program_shadow"); capabilities.computeShaders = ogl_HaveVersion(4, 3) || ogl_HaveExtension("GL_ARB_compute_shader"); #if CONFIG2_GLES // Some GLES implementations have GL_EXT_texture_compression_dxt1 // but that only supports DXT1 so we can't use it. capabilities.S3TC = ogl_HaveExtensions(0, "GL_EXT_texture_compression_s3tc", nullptr) == 0; #else // Note: we don't bother checking for GL_S3_s3tc - it is incompatible // and irrelevant (was never widespread). capabilities.S3TC = ogl_HaveExtensions(0, "GL_ARB_texture_compression", "GL_EXT_texture_compression_s3tc", nullptr) == 0; #endif #if CONFIG2_GLES capabilities.multisampling = false; capabilities.maxSampleCount = 1; #else capabilities.multisampling = ogl_HaveVersion(3, 3) && ogl_HaveExtension("GL_ARB_multisample") && ogl_HaveExtension("GL_ARB_texture_multisample"); if (capabilities.multisampling) { // By default GL_MULTISAMPLE should be enabled, but enable it for buggy drivers. glEnable(GL_MULTISAMPLE); GLint maxSamples = 1; glGetIntegerv(GL_MAX_SAMPLES, &maxSamples); capabilities.maxSampleCount = maxSamples; } #endif capabilities.anisotropicFiltering = ogl_HaveExtension("GL_EXT_texture_filter_anisotropic"); if (capabilities.anisotropicFiltering) { GLfloat maxAnisotropy = 1.0f; glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &maxAnisotropy); capabilities.maxAnisotropy = maxAnisotropy; } GLint maxTextureSize = 1024; glGetIntegerv(GL_MAX_TEXTURE_SIZE, &maxTextureSize); capabilities.maxTextureSize = maxTextureSize; #if CONFIG2_GLES const bool isDebugInCore = ogl_HaveVersion(3, 2); #else const bool isDebugInCore = ogl_HaveVersion(4, 3); #endif const bool hasDebug = isDebugInCore || ogl_HaveExtension("GL_KHR_debug"); if (hasDebug) { #ifdef NDEBUG bool enableDebugMessages = false; CFG_GET_VAL("renderer.backend.debugmessages", enableDebugMessages); capabilities.debugLabels = false; CFG_GET_VAL("renderer.backend.debuglabels", capabilities.debugLabels); capabilities.debugScopedLabels = false; CFG_GET_VAL("renderer.backend.debugscopedlabels", capabilities.debugScopedLabels); #else const bool enableDebugMessages = true; capabilities.debugLabels = true; capabilities.debugScopedLabels = true; #endif if (enableDebugMessages) { glEnable(GL_DEBUG_OUTPUT); #if !CONFIG2_GLES glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS); #else #warning GLES without GL_DEBUG_OUTPUT_SYNCHRONOUS might call the callback from different threads which might be unsafe. #endif glDebugMessageCallback(OnDebugMessage, nullptr); // Filter out our own debug group messages const GLuint id = 0x0AD; glDebugMessageControl( GL_DEBUG_SOURCE_APPLICATION, GL_DEBUG_TYPE_PUSH_GROUP, GL_DONT_CARE, 1, &id, GL_FALSE); glDebugMessageControl( GL_DEBUG_SOURCE_APPLICATION, GL_DEBUG_TYPE_POP_GROUP, GL_DONT_CARE, 1, &id, GL_FALSE); } } #if CONFIG2_GLES capabilities.instancing = false; #else capabilities.instancing = !device->m_ARB && (ogl_HaveVersion(3, 3) || (ogl_HaveExtension("GL_ARB_draw_instanced") && ogl_HaveExtension("GL_ARB_instanced_arrays"))); #endif return device; } CDevice::CDevice() = default; CDevice::~CDevice() { if (m_Context) SDL_GL_DeleteContext(m_Context); } void CDevice::Report(const ScriptRequest& rq, JS::HandleValue settings) { const char* errstr = "(error)"; Script::SetProperty(rq, settings, "name", m_ARB ? "glarb" : "gl"); #define INTEGER(id) do { \ GLint i = -1; \ glGetIntegerv(GL_##id, &i); \ if (ogl_SquelchError(GL_INVALID_ENUM)) \ Script::SetProperty(rq, settings, "GL_" #id, errstr); \ else \ Script::SetProperty(rq, settings, "GL_" #id, i); \ } while (false) #define INTEGER2(id) do { \ GLint i[2] = { -1, -1 }; \ glGetIntegerv(GL_##id, i); \ if (ogl_SquelchError(GL_INVALID_ENUM)) { \ Script::SetProperty(rq, settings, "GL_" #id "[0]", errstr); \ Script::SetProperty(rq, settings, "GL_" #id "[1]", errstr); \ } else { \ Script::SetProperty(rq, settings, "GL_" #id "[0]", i[0]); \ Script::SetProperty(rq, settings, "GL_" #id "[1]", i[1]); \ } \ } while (false) #define FLOAT(id) do { \ GLfloat f = std::numeric_limits::quiet_NaN(); \ glGetFloatv(GL_##id, &f); \ if (ogl_SquelchError(GL_INVALID_ENUM)) \ Script::SetProperty(rq, settings, "GL_" #id, errstr); \ else \ Script::SetProperty(rq, settings, "GL_" #id, f); \ } while (false) #define FLOAT2(id) do { \ GLfloat f[2] = { std::numeric_limits::quiet_NaN(), std::numeric_limits::quiet_NaN() }; \ glGetFloatv(GL_##id, f); \ if (ogl_SquelchError(GL_INVALID_ENUM)) { \ Script::SetProperty(rq, settings, "GL_" #id "[0]", errstr); \ Script::SetProperty(rq, settings, "GL_" #id "[1]", errstr); \ } else { \ Script::SetProperty(rq, settings, "GL_" #id "[0]", f[0]); \ Script::SetProperty(rq, settings, "GL_" #id "[1]", f[1]); \ } \ } while (false) #define STRING(id) do { \ const char* c = (const char*)glGetString(GL_##id); \ if (!c) c = ""; \ if (ogl_SquelchError(GL_INVALID_ENUM)) c = errstr; \ Script::SetProperty(rq, settings, "GL_" #id, std::string(c)); \ } while (false) #define QUERY(target, pname) do { \ GLint i = -1; \ glGetQueryivARB(GL_##target, GL_##pname, &i); \ if (ogl_SquelchError(GL_INVALID_ENUM)) \ Script::SetProperty(rq, settings, "GL_" #target ".GL_" #pname, errstr); \ else \ Script::SetProperty(rq, settings, "GL_" #target ".GL_" #pname, i); \ } while (false) #define VERTEXPROGRAM(id) do { \ GLint i = -1; \ glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_##id, &i); \ if (ogl_SquelchError(GL_INVALID_ENUM)) \ Script::SetProperty(rq, settings, "GL_VERTEX_PROGRAM_ARB.GL_" #id, errstr); \ else \ Script::SetProperty(rq, settings, "GL_VERTEX_PROGRAM_ARB.GL_" #id, i); \ } while (false) #define FRAGMENTPROGRAM(id) do { \ GLint i = -1; \ glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_##id, &i); \ if (ogl_SquelchError(GL_INVALID_ENUM)) \ Script::SetProperty(rq, settings, "GL_FRAGMENT_PROGRAM_ARB.GL_" #id, errstr); \ else \ Script::SetProperty(rq, settings, "GL_FRAGMENT_PROGRAM_ARB.GL_" #id, i); \ } while (false) #define BOOL(id) INTEGER(id) ogl_WarnIfError(); // Core OpenGL 1.3: // (We don't bother checking extension strings for anything older than 1.3; // it'll just produce harmless warnings) STRING(VERSION); STRING(VENDOR); STRING(RENDERER); STRING(EXTENSIONS); #if !CONFIG2_GLES INTEGER(MAX_CLIP_PLANES); #endif INTEGER(SUBPIXEL_BITS); #if !CONFIG2_GLES INTEGER(MAX_3D_TEXTURE_SIZE); #endif INTEGER(MAX_TEXTURE_SIZE); INTEGER(MAX_CUBE_MAP_TEXTURE_SIZE); INTEGER2(MAX_VIEWPORT_DIMS); #if !CONFIG2_GLES BOOL(RGBA_MODE); BOOL(INDEX_MODE); BOOL(DOUBLEBUFFER); BOOL(STEREO); #endif FLOAT2(ALIASED_POINT_SIZE_RANGE); FLOAT2(ALIASED_LINE_WIDTH_RANGE); #if !CONFIG2_GLES INTEGER(MAX_ELEMENTS_INDICES); INTEGER(MAX_ELEMENTS_VERTICES); INTEGER(MAX_TEXTURE_UNITS); #endif INTEGER(SAMPLE_BUFFERS); INTEGER(SAMPLES); // TODO: compressed texture formats INTEGER(RED_BITS); INTEGER(GREEN_BITS); INTEGER(BLUE_BITS); INTEGER(ALPHA_BITS); #if !CONFIG2_GLES INTEGER(INDEX_BITS); #endif INTEGER(DEPTH_BITS); INTEGER(STENCIL_BITS); #if !CONFIG2_GLES // Core OpenGL 2.0 (treated as extensions): if (ogl_HaveExtension("GL_EXT_texture_lod_bias")) { FLOAT(MAX_TEXTURE_LOD_BIAS_EXT); } if (ogl_HaveExtension("GL_ARB_occlusion_query")) { QUERY(SAMPLES_PASSED, QUERY_COUNTER_BITS); } if (ogl_HaveExtension("GL_ARB_shading_language_100")) { STRING(SHADING_LANGUAGE_VERSION_ARB); } if (ogl_HaveExtension("GL_ARB_vertex_shader")) { INTEGER(MAX_VERTEX_ATTRIBS_ARB); INTEGER(MAX_VERTEX_UNIFORM_COMPONENTS_ARB); INTEGER(MAX_VARYING_FLOATS_ARB); INTEGER(MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB); INTEGER(MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB); } if (ogl_HaveExtension("GL_ARB_fragment_shader")) { INTEGER(MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB); } if (ogl_HaveExtension("GL_ARB_vertex_shader") || ogl_HaveExtension("GL_ARB_fragment_shader") || ogl_HaveExtension("GL_ARB_vertex_program") || ogl_HaveExtension("GL_ARB_fragment_program")) { INTEGER(MAX_TEXTURE_IMAGE_UNITS_ARB); INTEGER(MAX_TEXTURE_COORDS_ARB); } if (ogl_HaveExtension("GL_ARB_draw_buffers")) { INTEGER(MAX_DRAW_BUFFERS_ARB); } // Core OpenGL 3.0: if (ogl_HaveExtension("GL_EXT_gpu_shader4")) { INTEGER(MIN_PROGRAM_TEXEL_OFFSET_EXT); // no _EXT version of these in glext.h INTEGER(MAX_PROGRAM_TEXEL_OFFSET_EXT); } if (ogl_HaveExtension("GL_EXT_framebuffer_object")) { INTEGER(MAX_COLOR_ATTACHMENTS_EXT); INTEGER(MAX_RENDERBUFFER_SIZE_EXT); } if (ogl_HaveExtension("GL_EXT_framebuffer_multisample")) { INTEGER(MAX_SAMPLES_EXT); } if (ogl_HaveExtension("GL_EXT_texture_array")) { INTEGER(MAX_ARRAY_TEXTURE_LAYERS_EXT); } if (ogl_HaveExtension("GL_EXT_transform_feedback")) { INTEGER(MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS_EXT); INTEGER(MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS_EXT); INTEGER(MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS_EXT); } // Other interesting extensions: if (ogl_HaveExtension("GL_EXT_timer_query") || ogl_HaveExtension("GL_ARB_timer_query")) { QUERY(TIME_ELAPSED, QUERY_COUNTER_BITS); } if (ogl_HaveExtension("GL_ARB_timer_query")) { QUERY(TIMESTAMP, QUERY_COUNTER_BITS); } if (ogl_HaveExtension("GL_EXT_texture_filter_anisotropic")) { FLOAT(MAX_TEXTURE_MAX_ANISOTROPY_EXT); } if (ogl_HaveExtension("GL_ARB_texture_rectangle")) { INTEGER(MAX_RECTANGLE_TEXTURE_SIZE_ARB); } if (m_ARB) { if (ogl_HaveExtension("GL_ARB_vertex_program") || ogl_HaveExtension("GL_ARB_fragment_program")) { INTEGER(MAX_PROGRAM_MATRICES_ARB); INTEGER(MAX_PROGRAM_MATRIX_STACK_DEPTH_ARB); } if (ogl_HaveExtension("GL_ARB_vertex_program")) { VERTEXPROGRAM(MAX_PROGRAM_ENV_PARAMETERS_ARB); VERTEXPROGRAM(MAX_PROGRAM_LOCAL_PARAMETERS_ARB); VERTEXPROGRAM(MAX_PROGRAM_INSTRUCTIONS_ARB); VERTEXPROGRAM(MAX_PROGRAM_TEMPORARIES_ARB); VERTEXPROGRAM(MAX_PROGRAM_PARAMETERS_ARB); VERTEXPROGRAM(MAX_PROGRAM_ATTRIBS_ARB); VERTEXPROGRAM(MAX_PROGRAM_ADDRESS_REGISTERS_ARB); VERTEXPROGRAM(MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB); VERTEXPROGRAM(MAX_PROGRAM_NATIVE_TEMPORARIES_ARB); VERTEXPROGRAM(MAX_PROGRAM_NATIVE_PARAMETERS_ARB); VERTEXPROGRAM(MAX_PROGRAM_NATIVE_ATTRIBS_ARB); VERTEXPROGRAM(MAX_PROGRAM_NATIVE_ADDRESS_REGISTERS_ARB); if (ogl_HaveExtension("GL_ARB_fragment_program")) { // The spec seems to say these should be supported, but // Mesa complains about them so let's not bother /* VERTEXPROGRAM(MAX_PROGRAM_ALU_INSTRUCTIONS_ARB); VERTEXPROGRAM(MAX_PROGRAM_TEX_INSTRUCTIONS_ARB); VERTEXPROGRAM(MAX_PROGRAM_TEX_INDIRECTIONS_ARB); VERTEXPROGRAM(MAX_PROGRAM_NATIVE_ALU_INSTRUCTIONS_ARB); VERTEXPROGRAM(MAX_PROGRAM_NATIVE_TEX_INSTRUCTIONS_ARB); VERTEXPROGRAM(MAX_PROGRAM_NATIVE_TEX_INDIRECTIONS_ARB); */ } } if (ogl_HaveExtension("GL_ARB_fragment_program")) { FRAGMENTPROGRAM(MAX_PROGRAM_ENV_PARAMETERS_ARB); FRAGMENTPROGRAM(MAX_PROGRAM_LOCAL_PARAMETERS_ARB); FRAGMENTPROGRAM(MAX_PROGRAM_INSTRUCTIONS_ARB); FRAGMENTPROGRAM(MAX_PROGRAM_ALU_INSTRUCTIONS_ARB); FRAGMENTPROGRAM(MAX_PROGRAM_TEX_INSTRUCTIONS_ARB); FRAGMENTPROGRAM(MAX_PROGRAM_TEX_INDIRECTIONS_ARB); FRAGMENTPROGRAM(MAX_PROGRAM_TEMPORARIES_ARB); FRAGMENTPROGRAM(MAX_PROGRAM_PARAMETERS_ARB); FRAGMENTPROGRAM(MAX_PROGRAM_ATTRIBS_ARB); FRAGMENTPROGRAM(MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB); FRAGMENTPROGRAM(MAX_PROGRAM_NATIVE_ALU_INSTRUCTIONS_ARB); FRAGMENTPROGRAM(MAX_PROGRAM_NATIVE_TEX_INSTRUCTIONS_ARB); FRAGMENTPROGRAM(MAX_PROGRAM_NATIVE_TEX_INDIRECTIONS_ARB); FRAGMENTPROGRAM(MAX_PROGRAM_NATIVE_TEMPORARIES_ARB); FRAGMENTPROGRAM(MAX_PROGRAM_NATIVE_PARAMETERS_ARB); FRAGMENTPROGRAM(MAX_PROGRAM_NATIVE_ATTRIBS_ARB); if (ogl_HaveExtension("GL_ARB_vertex_program")) { // The spec seems to say these should be supported, but // Intel drivers on Windows complain about them so let's not bother /* FRAGMENTPROGRAM(MAX_PROGRAM_ADDRESS_REGISTERS_ARB); FRAGMENTPROGRAM(MAX_PROGRAM_NATIVE_ADDRESS_REGISTERS_ARB); */ } } } if (ogl_HaveExtension("GL_ARB_geometry_shader4")) { INTEGER(MAX_GEOMETRY_TEXTURE_IMAGE_UNITS_ARB); INTEGER(MAX_GEOMETRY_OUTPUT_VERTICES_ARB); INTEGER(MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS_ARB); INTEGER(MAX_GEOMETRY_UNIFORM_COMPONENTS_ARB); INTEGER(MAX_GEOMETRY_VARYING_COMPONENTS_ARB); INTEGER(MAX_VERTEX_VARYING_COMPONENTS_ARB); } #else // CONFIG2_GLES // Core OpenGL ES 2.0: STRING(SHADING_LANGUAGE_VERSION); INTEGER(MAX_VERTEX_ATTRIBS); INTEGER(MAX_VERTEX_UNIFORM_VECTORS); INTEGER(MAX_VARYING_VECTORS); INTEGER(MAX_COMBINED_TEXTURE_IMAGE_UNITS); INTEGER(MAX_VERTEX_TEXTURE_IMAGE_UNITS); INTEGER(MAX_FRAGMENT_UNIFORM_VECTORS); INTEGER(MAX_TEXTURE_IMAGE_UNITS); INTEGER(MAX_RENDERBUFFER_SIZE); #endif // CONFIG2_GLES // TODO: Support OpenGL platforms which don't use GLX as well. #if defined(SDL_VIDEO_DRIVER_X11) && !CONFIG2_GLES #define GLXQCR_INTEGER(id) do { \ unsigned int i = UINT_MAX; \ if (glXQueryCurrentRendererIntegerMESA(id, &i)) \ Script::SetProperty(rq, settings, #id, i); \ } while (false) #define GLXQCR_INTEGER2(id) do { \ unsigned int i[2] = { UINT_MAX, UINT_MAX }; \ if (glXQueryCurrentRendererIntegerMESA(id, i)) { \ Script::SetProperty(rq, settings, #id "[0]", i[0]); \ Script::SetProperty(rq, settings, #id "[1]", i[1]); \ } \ } while (false) #define GLXQCR_INTEGER3(id) do { \ unsigned int i[3] = { UINT_MAX, UINT_MAX, UINT_MAX }; \ if (glXQueryCurrentRendererIntegerMESA(id, i)) { \ Script::SetProperty(rq, settings, #id "[0]", i[0]); \ Script::SetProperty(rq, settings, #id "[1]", i[1]); \ Script::SetProperty(rq, settings, #id "[2]", i[2]); \ } \ } while (false) #define GLXQCR_STRING(id) do { \ const char* str = glXQueryCurrentRendererStringMESA(id); \ if (str) \ Script::SetProperty(rq, settings, #id ".string", str); \ } while (false) SDL_SysWMinfo wminfo; SDL_VERSION(&wminfo.version); const int ret = SDL_GetWindowWMInfo(m_Window, &wminfo); if (ret && wminfo.subsystem == SDL_SYSWM_X11) { Display* dpy = wminfo.info.x11.display; int scrnum = DefaultScreen(dpy); const char* glxexts = glXQueryExtensionsString(dpy, scrnum); Script::SetProperty(rq, settings, "glx_extensions", glxexts); if (strstr(glxexts, "GLX_MESA_query_renderer") && glXQueryCurrentRendererIntegerMESA && glXQueryCurrentRendererStringMESA) { GLXQCR_INTEGER(GLX_RENDERER_VENDOR_ID_MESA); GLXQCR_INTEGER(GLX_RENDERER_DEVICE_ID_MESA); GLXQCR_INTEGER3(GLX_RENDERER_VERSION_MESA); GLXQCR_INTEGER(GLX_RENDERER_ACCELERATED_MESA); GLXQCR_INTEGER(GLX_RENDERER_VIDEO_MEMORY_MESA); GLXQCR_INTEGER(GLX_RENDERER_UNIFIED_MEMORY_ARCHITECTURE_MESA); GLXQCR_INTEGER(GLX_RENDERER_PREFERRED_PROFILE_MESA); GLXQCR_INTEGER2(GLX_RENDERER_OPENGL_CORE_PROFILE_VERSION_MESA); GLXQCR_INTEGER2(GLX_RENDERER_OPENGL_COMPATIBILITY_PROFILE_VERSION_MESA); GLXQCR_INTEGER2(GLX_RENDERER_OPENGL_ES_PROFILE_VERSION_MESA); GLXQCR_INTEGER2(GLX_RENDERER_OPENGL_ES2_PROFILE_VERSION_MESA); GLXQCR_STRING(GLX_RENDERER_VENDOR_ID_MESA); GLXQCR_STRING(GLX_RENDERER_DEVICE_ID_MESA); } } #endif // SDL_VIDEO_DRIVER_X11 } std::unique_ptr CDevice::CreateCommandContext() { std::unique_ptr commandContet = CDeviceCommandContext::Create(this); m_ActiveCommandContext = commandContet.get(); return commandContet; } std::unique_ptr CDevice::CreateTexture( const char* name, const ITexture::Type type, const uint32_t usage, const Format format, const uint32_t width, const uint32_t height, const Sampler::Desc& defaultSamplerDesc, const uint32_t MIPLevelCount, const uint32_t sampleCount) { return CTexture::Create(this, name, type, usage, format, width, height, defaultSamplerDesc, MIPLevelCount, sampleCount); } std::unique_ptr CDevice::CreateTexture2D( const char* name, const uint32_t usage, const Format format, const uint32_t width, const uint32_t height, const Sampler::Desc& defaultSamplerDesc, const uint32_t MIPLevelCount, const uint32_t sampleCount) { return CreateTexture(name, CTexture::Type::TEXTURE_2D, usage, format, width, height, defaultSamplerDesc, MIPLevelCount, sampleCount); } std::unique_ptr CDevice::CreateFramebuffer( const char* name, ITexture* colorAttachment, ITexture* depthStencilAttachment) { return CreateFramebuffer(name, colorAttachment, depthStencilAttachment, CColor(0.0f, 0.0f, 0.0f, 0.0f)); } std::unique_ptr CDevice::CreateFramebuffer( const char* name, ITexture* colorAttachment, ITexture* depthStencilAttachment, const CColor& clearColor) { return CFramebuffer::Create( this, name, colorAttachment->As(), depthStencilAttachment->As(), clearColor); } std::unique_ptr CDevice::CreateBuffer( const char* name, const IBuffer::Type type, const uint32_t size, const bool dynamic) { return CBuffer::Create(this, name, type, size, dynamic); } std::unique_ptr CDevice::CreateShaderProgram( const CStr& name, const CShaderDefines& defines) { return CShaderProgram::Create(this, name, defines); } void CDevice::AcquireNextBackbuffer() { ENSURE(!m_BackbufferAcquired); m_BackbufferAcquired = true; } void CDevice::Present() { ENSURE(m_BackbufferAcquired); m_BackbufferAcquired = false; if (m_Window) { PROFILE3("swap buffers"); SDL_GL_SwapWindow(m_Window); ogl_WarnIfError(); } bool checkGLErrorAfterSwap = false; CFG_GET_VAL("gl.checkerrorafterswap", checkGLErrorAfterSwap); #if defined(NDEBUG) if (!checkGLErrorAfterSwap) return; #endif PROFILE3("error check"); // We have to check GL errors after SwapBuffer to avoid possible // synchronizations during rendering. if (GLenum err = glGetError()) ONCE(LOGERROR("GL error %s (0x%04x) occurred", ogl_GetErrorName(err), err)); } bool CDevice::IsTextureFormatSupported(const Format format) const { bool supported = false; switch (format) { case Format::UNDEFINED: break; case Format::R8G8B8_UNORM: FALLTHROUGH; case Format::R8G8B8A8_UNORM: FALLTHROUGH; case Format::A8_UNORM: FALLTHROUGH; case Format::L8_UNORM: supported = true; break; case Format::R32_SFLOAT: FALLTHROUGH; case Format::R32G32_SFLOAT: FALLTHROUGH; case Format::R32G32B32_SFLOAT: FALLTHROUGH; case Format::R32G32B32A32_SFLOAT: break; case Format::D16: FALLTHROUGH; case Format::D24: FALLTHROUGH; case Format::D32: supported = true; break; case Format::D24_S8: #if !CONFIG2_GLES supported = true; #endif break; case Format::BC1_RGB_UNORM: FALLTHROUGH; case Format::BC1_RGBA_UNORM: FALLTHROUGH; case Format::BC2_UNORM: FALLTHROUGH; case Format::BC3_UNORM: supported = m_Capabilities.S3TC; break; default: break; } return supported; } bool CDevice::IsFramebufferFormatSupported(const Format format) const { bool supported = false; switch (format) { case Format::UNDEFINED: break; #if !CONFIG2_GLES case Format::R8_UNORM: supported = ogl_HaveVersion(3, 0); break; #endif case Format::R8G8B8A8_UNORM: supported = true; break; default: break; } return supported; } +std::unique_ptr CreateDevice(SDL_Window* window, const bool arb) +{ + return GL::CDevice::Create(window, arb); +} + } // namespace GL } // namespace Backend } // namespace Renderer Index: ps/trunk/source/renderer/backend/gl/Device.h =================================================================== --- ps/trunk/source/renderer/backend/gl/Device.h (revision 27172) +++ ps/trunk/source/renderer/backend/gl/Device.h (revision 27173) @@ -1,133 +1,136 @@ /* 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 . */ #ifndef INCLUDED_RENDERER_BACKEND_GL_DEVICE #define INCLUDED_RENDERER_BACKEND_GL_DEVICE #include "renderer/backend/Format.h" #include "renderer/backend/gl/Buffer.h" +#include "renderer/backend/gl/DeviceForward.h" #include "renderer/backend/gl/Framebuffer.h" #include "renderer/backend/gl/ShaderProgram.h" #include "renderer/backend/gl/Texture.h" #include "renderer/backend/IDevice.h" #include "scriptinterface/ScriptForward.h" #include #include #include typedef struct SDL_Window SDL_Window; typedef void* SDL_GLContext; namespace Renderer { namespace Backend { namespace GL { class CDeviceCommandContext; class CDevice final : public IDevice { public: ~CDevice() override; /** * Creates the GL device and the GL context for the window if it presents. */ static std::unique_ptr Create(SDL_Window* window, const bool arb); + Backend GetBackend() const override { return m_ARB ? Backend::GL_ARB : Backend::GL; } + const std::string& GetName() const override { return m_Name; } const std::string& GetVersion() const override { return m_Version; } const std::string& GetDriverInformation() const override { return m_DriverInformation; } const std::vector& GetExtensions() const override { return m_Extensions; } void Report(const ScriptRequest& rq, JS::HandleValue settings) override; IFramebuffer* GetCurrentBackbuffer() override { return m_Backbuffer.get(); } std::unique_ptr CreateCommandContext() override; CDeviceCommandContext* GetActiveCommandContext() { return m_ActiveCommandContext; } std::unique_ptr CreateTexture( const char* name, const ITexture::Type type, const uint32_t usage, const Format format, const uint32_t width, const uint32_t height, const Sampler::Desc& defaultSamplerDesc, const uint32_t MIPLevelCount, const uint32_t sampleCount) override; std::unique_ptr CreateTexture2D( const char* name, const uint32_t usage, const Format format, const uint32_t width, const uint32_t height, const Sampler::Desc& defaultSamplerDesc, const uint32_t MIPLevelCount = 1, const uint32_t sampleCount = 1) override; std::unique_ptr CreateFramebuffer( const char* name, ITexture* colorAttachment, ITexture* depthStencilAttachment) override; std::unique_ptr CreateFramebuffer( const char* name, ITexture* colorAttachment, ITexture* depthStencilAttachment, const CColor& clearColor) override; std::unique_ptr CreateBuffer( const char* name, const IBuffer::Type type, const uint32_t size, const bool dynamic) override; std::unique_ptr CreateShaderProgram( const CStr& name, const CShaderDefines& defines) override; void AcquireNextBackbuffer() override; void Present() override; bool IsTextureFormatSupported(const Format format) const override; bool IsFramebufferFormatSupported(const Format format) const override; const Capabilities& GetCapabilities() const override { return m_Capabilities; } private: CDevice(); SDL_Window* m_Window = nullptr; SDL_GLContext m_Context = nullptr; bool m_ARB = false; std::string m_Name; std::string m_Version; std::string m_DriverInformation; std::vector m_Extensions; // GL can have the only one command context at once. // TODO: remove as soon as we have no GL code outside backend, currently // it's used only as a helper for transition. CDeviceCommandContext* m_ActiveCommandContext = nullptr; std::unique_ptr m_Backbuffer; bool m_BackbufferAcquired = false; Capabilities m_Capabilities{}; }; } // namespace GL } // namespace Backend } // namespace Renderer #endif // INCLUDED_RENDERER_BACKEND_GL_DEVICE Index: ps/trunk/source/renderer/backend/gl/DeviceForward.h =================================================================== --- ps/trunk/source/renderer/backend/gl/DeviceForward.h (nonexistent) +++ ps/trunk/source/renderer/backend/gl/DeviceForward.h (revision 27173) @@ -0,0 +1,46 @@ +/* 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 . + */ + +#ifndef INCLUDED_RENDERER_BACKEND_GL_DEVICEFORWARD +#define INCLUDED_RENDERER_BACKEND_GL_DEVICEFORWARD + +#include + +typedef struct SDL_Window SDL_Window; + +namespace Renderer +{ + +namespace Backend +{ + +class IDevice; + +namespace GL +{ + +class CDevice; + +std::unique_ptr CreateDevice(SDL_Window* window, const bool arb); + +} // namespace GL + +} // namespace Backend + +} // namespace Renderer + +#endif // INCLUDED_RENDERER_BACKEND_GL_DEVICEFORWARD Property changes on: ps/trunk/source/renderer/backend/gl/DeviceForward.h ___________________________________________________________________ Added: svn:eol-style ## -0,0 +1 ## +native \ No newline at end of property Index: ps/trunk/source/renderer/backend/vulkan/Device.cpp =================================================================== --- ps/trunk/source/renderer/backend/vulkan/Device.cpp (revision 27172) +++ ps/trunk/source/renderer/backend/vulkan/Device.cpp (revision 27173) @@ -1,177 +1,182 @@ /* 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 "Device.h" #include "lib/external_libraries/libsdl.h" #include "scriptinterface/JSON.h" #include "scriptinterface/Object.h" #include "scriptinterface/ScriptInterface.h" #include "scriptinterface/ScriptRequest.h" #if SDL_VERSION_ATLEAST(2, 0, 8) #include #endif namespace Renderer { namespace Backend { namespace Vulkan { // static std::unique_ptr CDevice::Create(SDL_Window* UNUSED(window)) { std::unique_ptr device(new CDevice()); return device; } CDevice::CDevice() = default; CDevice::~CDevice() = default; void CDevice::Report(const ScriptRequest& rq, JS::HandleValue settings) { Script::SetProperty(rq, settings, "name", "vulkan"); std::string vulkanSupport = "unsupported"; // According to http://wiki.libsdl.org/SDL_Vulkan_LoadLibrary the following // functionality is supported since SDL 2.0.8. #if SDL_VERSION_ATLEAST(2, 0, 8) if (!SDL_Vulkan_LoadLibrary(nullptr)) { void* vkGetInstanceProcAddr = SDL_Vulkan_GetVkGetInstanceProcAddr(); if (vkGetInstanceProcAddr) vulkanSupport = "supported"; else vulkanSupport = "noprocaddr"; SDL_Vulkan_UnloadLibrary(); } else { vulkanSupport = "cantload"; } #endif Script::SetProperty(rq, settings, "status", vulkanSupport); } IFramebuffer* CDevice::GetCurrentBackbuffer() { return nullptr; } std::unique_ptr CDevice::CreateCommandContext() { return nullptr; } std::unique_ptr CDevice::CreateTexture( const char* name, const ITexture::Type type, const uint32_t usage, const Format format, const uint32_t width, const uint32_t height, const Sampler::Desc& defaultSamplerDesc, const uint32_t MIPLevelCount, const uint32_t sampleCount) { UNUSED2(name); UNUSED2(type); UNUSED2(usage); UNUSED2(format); UNUSED2(width); UNUSED2(height); UNUSED2(defaultSamplerDesc); UNUSED2(MIPLevelCount); UNUSED2(sampleCount); return nullptr; } std::unique_ptr CDevice::CreateTexture2D( const char* name, const uint32_t usage, const Format format, const uint32_t width, const uint32_t height, const Sampler::Desc& defaultSamplerDesc, const uint32_t MIPLevelCount, const uint32_t sampleCount) { return CreateTexture( name, ITexture::Type::TEXTURE_2D, usage, format, width, height, defaultSamplerDesc, MIPLevelCount, sampleCount); } std::unique_ptr CDevice::CreateFramebuffer( const char* name, ITexture* colorAttachment, ITexture* depthStencilAttachment) { UNUSED2(name); UNUSED2(colorAttachment); UNUSED2(depthStencilAttachment); return nullptr; } std::unique_ptr CDevice::CreateFramebuffer( const char* name, ITexture* colorAttachment, ITexture* depthStencilAttachment, const CColor& clearColor) { UNUSED2(name); UNUSED2(colorAttachment); UNUSED2(depthStencilAttachment); UNUSED2(clearColor); return nullptr; } std::unique_ptr CDevice::CreateBuffer( const char* name, const IBuffer::Type type, const uint32_t size, const bool dynamic) { UNUSED2(name); UNUSED2(type); UNUSED2(size); UNUSED2(dynamic); return nullptr; } std::unique_ptr CDevice::CreateShaderProgram( const CStr& name, const CShaderDefines& defines) { UNUSED2(name); UNUSED2(defines); return nullptr; } void CDevice::AcquireNextBackbuffer() { } void CDevice::Present() { } bool CDevice::IsTextureFormatSupported(const Format format) const { UNUSED2(format); return false; } bool CDevice::IsFramebufferFormatSupported(const Format format) const { UNUSED2(format); return false; } +std::unique_ptr CreateDevice(SDL_Window* window) +{ + return Vulkan::CDevice::Create(window); +} + } // namespace Vulkan } // namespace Backend } // namespace Renderer Index: ps/trunk/source/renderer/backend/vulkan/Device.h =================================================================== --- ps/trunk/source/renderer/backend/vulkan/Device.h (revision 27172) +++ ps/trunk/source/renderer/backend/vulkan/Device.h (revision 27173) @@ -1,108 +1,111 @@ /* 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 . */ #ifndef INCLUDED_RENDERER_BACKEND_VULKAN_DEVICE #define INCLUDED_RENDERER_BACKEND_VULKAN_DEVICE #include "renderer/backend/IDevice.h" +#include "renderer/backend/vulkan/DeviceForward.h" #include "scriptinterface/ScriptForward.h" #include typedef struct SDL_Window SDL_Window; namespace Renderer { namespace Backend { namespace Vulkan { class CDevice : public IDevice { public: /** * Creates the Vulkan device. */ static std::unique_ptr Create(SDL_Window* window); ~CDevice() override; + Backend GetBackend() const override { return Backend::VULKAN; } + const std::string& GetName() const override { return m_Name; } const std::string& GetVersion() const override { return m_Version; } const std::string& GetDriverInformation() const override { return m_DriverInformation; } const std::vector& GetExtensions() const override { return m_Extensions; } void Report(const ScriptRequest& rq, JS::HandleValue settings) override; IFramebuffer* GetCurrentBackbuffer() override; std::unique_ptr CreateCommandContext() override; std::unique_ptr CreateTexture( const char* name, const ITexture::Type type, const uint32_t usage, const Format format, const uint32_t width, const uint32_t height, const Sampler::Desc& defaultSamplerDesc, const uint32_t MIPLevelCount, const uint32_t sampleCount) override; std::unique_ptr CreateTexture2D( const char* name, const uint32_t usage, const Format format, const uint32_t width, const uint32_t height, const Sampler::Desc& defaultSamplerDesc, const uint32_t MIPLevelCount = 1, const uint32_t sampleCount = 1) override; std::unique_ptr CreateFramebuffer( const char* name, ITexture* colorAttachment, ITexture* depthStencilAttachment) override; std::unique_ptr CreateFramebuffer( const char* name, ITexture* colorAttachment, ITexture* depthStencilAttachment, const CColor& clearColor) override; std::unique_ptr CreateBuffer( const char* name, const IBuffer::Type type, const uint32_t size, const bool dynamic) override; std::unique_ptr CreateShaderProgram( const CStr& name, const CShaderDefines& defines) override; void AcquireNextBackbuffer() override; void Present() override; bool IsTextureFormatSupported(const Format format) const override; bool IsFramebufferFormatSupported(const Format format) const override; const Capabilities& GetCapabilities() const override { return m_Capabilities; } private: CDevice(); std::string m_Name; std::string m_Version; std::string m_DriverInformation; std::vector m_Extensions; Capabilities m_Capabilities{}; }; } // namespace Vulkan } // namespace Backend } // namespace Renderer #endif // INCLUDED_RENDERER_BACKEND_VULKAN_DEVICE Index: ps/trunk/source/renderer/backend/vulkan/DeviceForward.h =================================================================== --- ps/trunk/source/renderer/backend/vulkan/DeviceForward.h (nonexistent) +++ ps/trunk/source/renderer/backend/vulkan/DeviceForward.h (revision 27173) @@ -0,0 +1,46 @@ +/* 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 . + */ + +#ifndef INCLUDED_RENDERER_BACKEND_VULKAN_DEVICEFORWARD +#define INCLUDED_RENDERER_BACKEND_VULKAN_DEVICEFORWARD + +#include + +typedef struct SDL_Window SDL_Window; + +namespace Renderer +{ + +namespace Backend +{ + +class IDevice; + +namespace Vulkan +{ + +class CDevice; + +std::unique_ptr CreateDevice(SDL_Window* window); + +} // namespace Vulkan + +} // namespace Backend + +} // namespace Renderer + +#endif // INCLUDED_RENDERER_BACKEND_VULKAN_DEVICEFORWARD Property changes on: ps/trunk/source/renderer/backend/vulkan/DeviceForward.h ___________________________________________________________________ Added: svn:eol-style ## -0,0 +1 ## +native \ No newline at end of property