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SMFReadMap.cpp
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SMFReadMap.cpp
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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#include <cstring> // mem{set,cpy}
#include "SMFReadMap.h"
#include "SMFGroundTextures.h"
#include "SMFGroundDrawer.h"
#include "SMFFormat.h"
#include "Map/MapInfo.h"
#include "Game/Camera.h"
#include "Game/CameraHandler.h"
#include "Game/LoadScreen.h"
#include "Rendering/GlobalRendering.h"
#include "Rendering/Env/ISky.h"
#include "Rendering/Env/SunLighting.h"
#include "Rendering/Env/WaterRendering.h"
#include "Rendering/GL/myGL.h"
#include "Rendering/Map/InfoTexture/IInfoTextureHandler.h"
#include "Rendering/Textures/Bitmap.h"
#include "System/bitops.h"
#include "System/Config/ConfigHandler.h"
#include "System/EventHandler.h"
#include "System/Exceptions.h"
#include "System/FileSystem/FileHandler.h"
#include "System/Threading/ThreadPool.h"
#include "System/myMath.h"
#include "System/SafeUtil.h"
#define SSMF_UNCOMPRESSED_NORMALS 0
using std::max;
CONFIG(bool, GroundNormalTextureHighPrecision).defaultValue(false);
CONFIG(float, SMFTexAniso).defaultValue(4.0f).minimumValue(0.0f);
CONFIG(float, SSMFTexAniso).defaultValue(4.0f).minimumValue(0.0f);
CSMFMapFile CSMFReadMap::mapFile;
std::vector<float> CSMFReadMap::cornerHeightMapSynced;
std::vector<float> CSMFReadMap::cornerHeightMapUnsynced;
std::vector<unsigned char> CSMFReadMap::shadingTexBuffer;
std::vector<unsigned char> CSMFReadMap::waterHeightColors;
static std::vector<float> normalPixels;
static std::vector<unsigned char> shadingPixels;
CSMFReadMap::CSMFReadMap(const std::string& mapName): CEventClient("[CSMFReadMap]", 271950, false)
{
loadscreen->SetLoadMessage("Loading SMF");
eventHandler.AddClient(this);
mapFile.Close();
mapFile.Open(mapName);
haveSpecularTexture = !(mapInfo->smf.specularTexName.empty());
haveSplatDetailDistribTexture = (!mapInfo->smf.splatDetailTexName.empty() && !mapInfo->smf.splatDistrTexName.empty());
haveSplatNormalDistribTexture = false;
memset(&splatNormalTextures[0], 0, NUM_SPLAT_DETAIL_NORMALS * sizeof(splatNormalTextures[0]));
for (const std::string& texName: mapInfo->smf.splatDetailNormalTexNames) {
haveSplatNormalDistribTexture |= !texName.empty();
}
// Detail Normal Splatting requires at least one splatDetailNormalTexture and a distribution texture
haveSplatNormalDistribTexture &= !mapInfo->smf.splatDistrTexName.empty();
ParseHeader();
LoadHeightMap();
CReadMap::Initialize();
LoadMinimap();
ConfigureTexAnisotropyLevels();
InitializeWaterHeightColors();
CreateSpecularTex();
CreateSplatDetailTextures();
CreateGrassTex();
CreateDetailTex();
CreateShadingTex();
CreateNormalTex();
mapFile.ReadFeatureInfo();
}
void CSMFReadMap::ParseHeader()
{
const SMFHeader& header = mapFile.GetHeader();
mapDims.mapx = header.mapx;
mapDims.mapy = header.mapy;
numBigTexX = (header.mapx / bigSquareSize);
numBigTexY = (header.mapy / bigSquareSize);
bigTexSize = (SQUARE_SIZE * bigSquareSize);
tileMapSizeX = (header.mapx / tileScale);
tileMapSizeY = (header.mapy / tileScale);
tileCount = (header.mapx * header.mapy) / (tileScale * tileScale);
mapSizeX = (header.mapx * SQUARE_SIZE);
mapSizeZ = (header.mapy * SQUARE_SIZE);
maxHeightMapIdx = ((header.mapx + 1) * (header.mapy + 1)) - 1;
heightMapSizeX = (header.mapx + 1);
}
void CSMFReadMap::LoadHeightMap()
{
const SMFHeader& header = mapFile.GetHeader();
cornerHeightMapSynced.clear();
cornerHeightMapSynced.resize((mapDims.mapx + 1) * (mapDims.mapy + 1));
#ifdef USE_UNSYNCED_HEIGHTMAP
cornerHeightMapUnsynced.clear();
cornerHeightMapUnsynced.resize((mapDims.mapx + 1) * (mapDims.mapy + 1));
#endif
heightMapSyncedPtr = &cornerHeightMapSynced;
heightMapUnsyncedPtr = &cornerHeightMapUnsynced;
const float minHgt = mapInfo->smf.minHeightOverride ? mapInfo->smf.minHeight : header.minHeight;
const float maxHgt = mapInfo->smf.maxHeightOverride ? mapInfo->smf.maxHeight : header.maxHeight;
float* cornerHeightMapSyncedData = (cornerHeightMapSynced.empty())? nullptr: &cornerHeightMapSynced[0];
float* cornerHeightMapUnsyncedData = (cornerHeightMapUnsynced.empty())? nullptr: &cornerHeightMapUnsynced[0];
// FIXME:
// callchain CReadMap::Initialize --> CReadMap::UpdateHeightMapSynced(0, 0, mapDims.mapx, mapDims.mapy) -->
// PushVisibleHeightMapUpdate --> (next UpdateDraw) UpdateHeightMapUnsynced(0, 0, mapDims.mapx, mapDims.mapy)
// initializes the UHM a second time
// merge them some way so UHM & shadingtex is available from the time readMap got created
mapFile.ReadHeightmap(cornerHeightMapSyncedData, cornerHeightMapUnsyncedData, minHgt, (maxHgt - minHgt) / 65536.0f);
}
void CSMFReadMap::LoadMinimap()
{
CBitmap minimapTexBM;
if (minimapTexBM.Load(mapInfo->smf.minimapTexName)) {
minimapTex.SetRawTexID(minimapTexBM.CreateTexture());
minimapTex.SetRawSize(int2(minimapTexBM.xsize, minimapTexBM.ysize));
return;
}
// the minimap is a static texture
std::vector<unsigned char> minimapTexBuf(MINIMAP_SIZE, 0);
mapFile.ReadMinimap(&minimapTexBuf[0]);
// default; only valid for mip 0
minimapTex.SetRawSize(int2(1024, 1024));
glGenTextures(1, minimapTex.GetIDPtr());
glBindTexture(GL_TEXTURE_2D, minimapTex.GetID());
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, MINIMAP_NUM_MIPMAP - 1);
int offset = 0;
for (unsigned int i = 0; i < MINIMAP_NUM_MIPMAP; i++) {
const int mipsize = 1024 >> i;
const int size = ((mipsize + 3) / 4) * ((mipsize + 3) / 4) * 8;
glCompressedTexImage2DARB(GL_TEXTURE_2D, i, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, mipsize, mipsize, 0, size, &minimapTexBuf[0] + offset);
offset += size;
}
}
void CSMFReadMap::InitializeWaterHeightColors()
{
waterHeightColors.clear();
waterHeightColors.resize(1024 * 4, 0);
for (int a = 0; a < 1024; ++a) {
for (int b = 0; b < 3; ++b) {
const float absorbColor = waterRendering->baseColor[b] - waterRendering->absorb[b] * a;
const float clampedColor = std::max(waterRendering->minColor[b], absorbColor);
waterHeightColors[a * 4 + b] = std::min(255.0f, clampedColor * 255.0f);
}
waterHeightColors[a * 4 + 3] = 1;
}
}
void CSMFReadMap::CreateSpecularTex()
{
if (!haveSpecularTexture)
return;
{
CBitmap specularTexBM;
// maps wants specular lighting, but no moderation
if (!specularTexBM.Load(mapInfo->smf.specularTexName))
specularTexBM.AllocDummy(SColor(255, 255, 255, 255));
specularTex.SetRawTexID(specularTexBM.CreateTexture());
specularTex.SetRawSize(int2(specularTexBM.xsize, specularTexBM.ysize));
}
{
CBitmap skyReflectModTexBM;
// no default 1x1 textures for these
if (skyReflectModTexBM.Load(mapInfo->smf.skyReflectModTexName)) {
skyReflectModTex.SetRawTexID(skyReflectModTexBM.CreateTexture());
skyReflectModTex.SetRawSize(int2(skyReflectModTexBM.xsize, skyReflectModTexBM.ysize));
}
}
{
CBitmap blendNormalsTexBM;
if (blendNormalsTexBM.Load(mapInfo->smf.blendNormalsTexName)) {
blendNormalsTex.SetRawTexID(blendNormalsTexBM.CreateTexture());
blendNormalsTex.SetRawSize(int2(blendNormalsTexBM.xsize, blendNormalsTexBM.ysize));
}
}
{
CBitmap lightEmissionTexBM;
if (lightEmissionTexBM.Load(mapInfo->smf.lightEmissionTexName)) {
lightEmissionTex.SetRawTexID(lightEmissionTexBM.CreateTexture());
lightEmissionTex.SetRawSize(int2(lightEmissionTexBM.xsize, lightEmissionTexBM.ysize));
}
}
{
CBitmap parallaxHeightTexBM;
if (parallaxHeightTexBM.Load(mapInfo->smf.parallaxHeightTexName)) {
parallaxHeightTex.SetRawTexID(parallaxHeightTexBM.CreateTexture());
parallaxHeightTex.SetRawSize(int2(parallaxHeightTexBM.xsize, parallaxHeightTexBM.ysize));
}
}
}
void CSMFReadMap::CreateSplatDetailTextures()
{
if (!haveSplatDetailDistribTexture)
return;
{
CBitmap splatDetailTexBM;
// if a map supplies an intensity- AND a distribution-texture for
// detail-splat blending, the regular detail-texture is not used
// default detail-texture should be all-grey
if (!splatDetailTexBM.Load(mapInfo->smf.splatDetailTexName))
splatDetailTexBM.AllocDummy(SColor(127, 127, 127, 127));
splatDetailTex.SetRawTexID(splatDetailTexBM.CreateTexture(texAnisotropyLevels[true], 0.0f, true));
splatDetailTex.SetRawSize(int2(splatDetailTexBM.xsize, splatDetailTexBM.ysize));
}
{
CBitmap splatDistrTexBM;
if (!splatDistrTexBM.Load(mapInfo->smf.splatDistrTexName))
splatDistrTexBM.AllocDummy(SColor(255, 0, 0, 0));
splatDistrTex.SetRawTexID(splatDistrTexBM.CreateTexture(texAnisotropyLevels[true], 0.0f, true));
splatDistrTex.SetRawSize(int2(splatDistrTexBM.xsize, splatDistrTexBM.ysize));
}
// only load the splat detail normals if any of them are defined and present
if (!haveSplatNormalDistribTexture)
return;
for (size_t i = 0; i < mapInfo->smf.splatDetailNormalTexNames.size(); i++) {
if (i == NUM_SPLAT_DETAIL_NORMALS)
break;
CBitmap splatDetailNormalTextureBM;
if (!splatDetailNormalTextureBM.Load(mapInfo->smf.splatDetailNormalTexNames[i])) {
splatDetailNormalTextureBM.Alloc(1, 1, 4);
splatDetailNormalTextureBM.GetRawMem()[0] = 127; // RGB is packed standard normal map
splatDetailNormalTextureBM.GetRawMem()[1] = 127;
splatDetailNormalTextureBM.GetRawMem()[2] = 255; // With a single upward (+Z) pointing vector
splatDetailNormalTextureBM.GetRawMem()[3] = 127; // Alpha is diffuse as in old-style detail textures
}
splatNormalTextures[i].SetRawTexID(splatDetailNormalTextureBM.CreateTexture(texAnisotropyLevels[true], 0.0f, true));
splatNormalTextures[i].SetRawSize(int2(splatDetailNormalTextureBM.xsize, splatDetailNormalTextureBM.ysize));
}
}
void CSMFReadMap::CreateGrassTex()
{
grassShadingTex.SetRawTexID(minimapTex.GetID());
grassShadingTex.SetRawSize(int2(1024, 1024));
CBitmap grassShadingTexBM;
if (grassShadingTexBM.Load(mapInfo->smf.grassShadingTexName)) {
grassShadingTex.SetRawTexID(grassShadingTexBM.CreateMipMapTexture());
grassShadingTex.SetRawSize(int2(grassShadingTexBM.xsize, grassShadingTexBM.ysize));
}
}
void CSMFReadMap::CreateDetailTex()
{
CBitmap detailTexBM;
if (!detailTexBM.Load(mapInfo->smf.detailTexName))
throw content_error("Could not load detail texture from file " + mapInfo->smf.detailTexName);
detailTex.SetRawTexID(detailTexBM.CreateTexture(texAnisotropyLevels[false], 0.0f, true));
detailTex.SetRawSize(int2(detailTexBM.xsize, detailTexBM.ysize));
}
void CSMFReadMap::CreateShadingTex()
{
shadingTex.SetRawSize(int2(mapDims.pwr2mapx, mapDims.pwr2mapy));
// the shading/normal texture buffers must have PO2 dimensions
// (excess elements that no vertices map into are left unused)
glGenTextures(1, shadingTex.GetIDPtr());
glBindTexture(GL_TEXTURE_2D, shadingTex.GetID());
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
if (texAnisotropyLevels[false] != 0.0f)
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, texAnisotropyLevels[false]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, mapDims.pwr2mapx, mapDims.pwr2mapy, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
shadingTexBuffer.clear();
shadingTexBuffer.resize(mapDims.mapx * mapDims.mapy * 4, 0);
}
void CSMFReadMap::CreateNormalTex()
{
#if (SSMF_UNCOMPRESSED_NORMALS == 0)
GLenum texFormat = GL_LUMINANCE_ALPHA16F_ARB;
if (configHandler->GetBool("GroundNormalTextureHighPrecision"))
texFormat = GL_LUMINANCE_ALPHA32F_ARB;
#endif
normalsTex.SetRawSize(int2(mapDims.mapxp1, mapDims.mapyp1));
if (!globalRendering->supportNonPowerOfTwoTex)
normalsTex.SetRawSize(int2(next_power_of_2(mapDims.mapxp1), next_power_of_2(mapDims.mapyp1)));
glGenTextures(1, normalsTex.GetIDPtr());
glBindTexture(GL_TEXTURE_2D, normalsTex.GetID());
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
#if (SSMF_UNCOMPRESSED_NORMALS == 1)
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F_ARB, (normalsTex.GetSize()).x, (normalsTex.GetSize()).y, 0, GL_RGBA, GL_FLOAT, NULL);
#else
glTexImage2D(GL_TEXTURE_2D, 0, texFormat, (normalsTex.GetSize()).x, (normalsTex.GetSize()).y, 0, GL_LUMINANCE_ALPHA, GL_FLOAT, NULL);
#endif
}
void CSMFReadMap::UpdateHeightMapUnsynced(const SRectangle& update)
{
UpdateVertexNormalsUnsynced(update);
UpdateFaceNormalsUnsynced(update);
UpdateNormalTexture(update);
UpdateShadingTexture(update);
}
void CSMFReadMap::UpdateVertexNormalsUnsynced(const SRectangle& update)
{
#ifdef USE_UNSYNCED_HEIGHTMAP
const float* shm = &cornerHeightMapSynced[0];
float* uhm = &cornerHeightMapUnsynced[0];
float3* vvn = &visVertexNormals[0];
const int W = mapDims.mapxp1;
const int H = mapDims.mapyp1;
static const int SS = SQUARE_SIZE;
// a heightmap update over (x1, y1) - (x2, y2) implies the
// normals change over (x1 - 1, y1 - 1) - (x2 + 1, y2 + 1)
const int minx = std::max(update.x1 - 1, 0);
const int minz = std::max(update.y1 - 1, 0);
const int maxx = std::min(update.x2 + 1, W - 1);
const int maxz = std::min(update.y2 + 1, H - 1);
for_mt(minz, maxz+1, [&](const int z) {
for (int x = minx; x <= maxx; x++) {
const int vIdxTL = (z ) * W + x;
const int xOffL = (x > 0)? 1: 0;
const int xOffR = (x < W - 1)? 1: 0;
const int zOffT = (z > 0)? 1: 0;
const int zOffB = (z < H - 1)? 1: 0;
const float sxm1 = (x - 1) * SS;
const float sx = x * SS;
const float sxp1 = (x + 1) * SS;
const float szm1 = (z - 1) * SS;
const float sz = z * SS;
const float szp1 = (z + 1) * SS;
const int shxm1 = x - xOffL;
const int shx = x;
const int shxp1 = x + xOffR;
const int shzm1 = (z - zOffT) * W;
const int shz = z * W;
const int shzp1 = (z + zOffB) * W;
// pretend there are 8 incident triangle faces per vertex
// for each these triangles, calculate the surface normal,
// then average the 8 normals (this stays closest to the
// heightmap data)
// if edge vertex, don't add virtual neighbor normals to vn
const float3 vmm = float3(sx , shm[shz + shx ], sz );
const float3 vtl = float3(sxm1, shm[shzm1 + shxm1], szm1) - vmm;
const float3 vtm = float3(sx , shm[shzm1 + shx ], szm1) - vmm;
const float3 vtr = float3(sxp1, shm[shzm1 + shxp1], szm1) - vmm;
const float3 vml = float3(sxm1, shm[shz + shxm1], sz ) - vmm;
const float3 vmr = float3(sxp1, shm[shz + shxp1], sz ) - vmm;
const float3 vbl = float3(sxm1, shm[shzp1 + shxm1], szp1) - vmm;
const float3 vbm = float3(sx , shm[shzp1 + shx ], szp1) - vmm;
const float3 vbr = float3(sxp1, shm[shzp1 + shxp1], szp1) - vmm;
float3 vn(0.0f, 0.0f, 0.0f);
vn += vtm.cross(vtl) * (zOffT & xOffL); assert(vtm.cross(vtl).y >= 0.0f);
vn += vtr.cross(vtm) * (zOffT ); assert(vtr.cross(vtm).y >= 0.0f);
vn += vmr.cross(vtr) * (zOffT & xOffR); assert(vmr.cross(vtr).y >= 0.0f);
vn += vbr.cross(vmr) * ( xOffR); assert(vbr.cross(vmr).y >= 0.0f);
vn += vtl.cross(vml) * ( xOffL); assert(vtl.cross(vml).y >= 0.0f);
vn += vbm.cross(vbr) * (zOffB & xOffR); assert(vbm.cross(vbr).y >= 0.0f);
vn += vbl.cross(vbm) * (zOffB ); assert(vbl.cross(vbm).y >= 0.0f);
vn += vml.cross(vbl) * (zOffB & xOffL); assert(vml.cross(vbl).y >= 0.0f);
// update the visible vertex/face height/normal
uhm[vIdxTL] = shm[vIdxTL];
vvn[vIdxTL] = vn.ANormalize();
}
});
#endif
}
void CSMFReadMap::UpdateFaceNormalsUnsynced(const SRectangle& update)
{
#ifdef USE_UNSYNCED_HEIGHTMAP
const float3* sfn = &faceNormalsSynced[0];
float3* ufn = &faceNormalsUnsynced[0];
const float3* scn = ¢erNormalsSynced[0];
float3* ucn = ¢erNormalsUnsynced[0];
// a heightmap update over (x1, y1) - (x2, y2) implies the
// normals change over (x1 - 1, y1 - 1) - (x2 + 1, y2 + 1)
const int minx = std::max(update.x1 - 1, 0);
const int minz = std::max(update.y1 - 1, 0);
const int maxx = std::min(update.x2 + 1, mapDims.mapxm1);
const int maxz = std::min(update.y2 + 1, mapDims.mapym1);
int idx0, idx1;
for (int z = minz; z <= maxz; z++) {
idx0 = (z * mapDims.mapx + minx) * 2 ;
idx1 = (z * mapDims.mapx + maxx) * 2 + 1;
memcpy(&ufn[idx0], &sfn[idx0], (idx1 - idx0 + 1) * sizeof(float3));
idx0 = (z * mapDims.mapx + minx);
idx1 = (z * mapDims.mapx + maxx);
memcpy(&ucn[idx0], &scn[idx0], (idx1 - idx0 + 1) * sizeof(float3));
}
#endif
}
void CSMFReadMap::UpdateNormalTexture(const SRectangle& update)
{
// Update VertexNormalsTexture (not used by ARB shaders)
if (!globalRendering->haveGLSL)
return;
// texture space is [0 .. mapDims.mapx] x [0 .. mapDims.mapy] (NPOT; vertex-aligned)
float3* vvn = &visVertexNormals[0];
// a heightmap update over (x1, y1) - (x2, y2) implies the
// normals change over (x1 - 1, y1 - 1) - (x2 + 1, y2 + 1)
const int minx = std::max(update.x1 - 1, 0);
const int minz = std::max(update.y1 - 1, 0);
const int maxx = std::min(update.x2 + 1, mapDims.mapx);
const int maxz = std::min(update.y2 + 1, mapDims.mapy);
const int xsize = (maxx - minx) + 1;
const int zsize = (maxz - minz) + 1;
// Note, it doesn't make sense to use a PBO here.
// Cause the upstreamed float32s need to be transformed to float16s, which seems to happen on the CPU!
#if (SSMF_UNCOMPRESSED_NORMALS == 1)
normalPixels.clear();
normalPixels.resize(xsize * zsize * 4, 0.0f);
#else
normalPixels.clear();
normalPixels.resize(xsize * zsize * 2, 0.0f);
#endif
for (int z = minz; z <= maxz; z++) {
for (int x = minx; x <= maxx; x++) {
const float3& vertNormal = vvn[z * mapDims.mapxp1 + x];
#if (SSMF_UNCOMPRESSED_NORMALS == 1)
normalPixels[((z - minz) * xsize + (x - minx)) * 4 + 0] = vertNormal.x;
normalPixels[((z - minz) * xsize + (x - minx)) * 4 + 1] = vertNormal.y;
normalPixels[((z - minz) * xsize + (x - minx)) * 4 + 2] = vertNormal.z;
normalPixels[((z - minz) * xsize + (x - minx)) * 4 + 3] = 1.0f;
#else
// note: y-coord is regenerated in the shader via "sqrt(1 - x*x - z*z)",
// this gives us 2 solutions but we know that the y-coord always points
// upwards, so we can reconstruct it in the shader.
normalPixels[((z - minz) * xsize + (x - minx)) * 2 + 0] = vertNormal.x;
normalPixels[((z - minz) * xsize + (x - minx)) * 2 + 1] = vertNormal.z;
#endif
}
}
glBindTexture(GL_TEXTURE_2D, normalsTex.GetID());
#if (SSMF_UNCOMPRESSED_NORMALS == 1)
glTexSubImage2D(GL_TEXTURE_2D, 0, minx, minz, xsize, zsize, GL_RGBA, GL_FLOAT, &normalPixels[0]);
#else
glTexSubImage2D(GL_TEXTURE_2D, 0, minx, minz, xsize, zsize, GL_LUMINANCE_ALPHA, GL_FLOAT, &normalPixels[0]);
#endif
}
void CSMFReadMap::UpdateShadingTexture(const SRectangle& update)
{
// update the shading texture (even if the map has specular
// lighting, we still need it to modulate the minimap image)
// this can be done for diffuse lighting only
{
// texture space is [0 .. mapDims.mapxm1] x [0 .. mapDims.mapym1]
// enlarge rect by 1pixel in all directions (cause we use center normals and not corner ones)
const int x1 = std::max(update.x1 - 1, 0);
const int y1 = std::max(update.y1 - 1, 0);
const int x2 = std::min(update.x2 + 1, mapDims.mapxm1);
const int y2 = std::min(update.y2 + 1, mapDims.mapym1);
const int xsize = (x2 - x1) + 1; // +1 cause we iterate:
const int ysize = (y2 - y1) + 1; // x1 <= xi <= x2 (not! x1 <= xi < x2)
//TODO switch to PBO?
shadingPixels.clear();
shadingPixels.resize(xsize * ysize * 4, 0.0f);
for_mt(0, ysize, [&](const int y) {
const int idx1 = (y + y1) * mapDims.mapx + x1;
const int idx2 = (y + y1) * mapDims.mapx + x2;
UpdateShadingTexPart(idx1, idx2, &shadingPixels[y * xsize * 4]);
});
// check if we were in a dynamic sun issued shadingTex update
// and our updaterect was already updated (buffered, not send to the GPU yet!)
// if so update it in that buffer, too
if (shadingTexUpdateProgress > (y1 * mapDims.mapx + x1)) {
for (int y = 0; y < ysize; ++y) {
const int idx = (y + y1) * mapDims.mapx + x1;
memcpy(&shadingTexBuffer[idx * 4] , &shadingPixels[y * xsize * 4], xsize);
}
}
// redefine the texture subregion
glBindTexture(GL_TEXTURE_2D, shadingTex.GetID());
glTexSubImage2D(GL_TEXTURE_2D, 0, x1, y1, xsize, ysize, GL_RGBA, GL_UNSIGNED_BYTE, &shadingPixels[0]);
}
}
const float CSMFReadMap::GetCenterHeightUnsynced(const int x, const int y) const
{
const float* hm = GetCornerHeightMapUnsynced();
const float h =
hm[(y ) * mapDims.mapxp1 + (x )] +
hm[(y ) * mapDims.mapxp1 + (x + 1)] +
hm[(y + 1) * mapDims.mapxp1 + (x )] +
hm[(y + 1) * mapDims.mapxp1 + (x + 1)];
return h * 0.25f;
}
void CSMFReadMap::UpdateShadingTexPart(int idx1, int idx2, unsigned char* dst) const
{
for (int idx = idx1; idx <= idx2; ++idx) {
const int i = idx - idx1;
const int xi = idx % mapDims.mapx;
const int yi = idx / mapDims.mapx;
const float height = GetCenterHeightUnsynced(xi, yi);
if (height < 0.0f) {
// Underwater
const int clampedHeight = std::min((int)(-height), int(waterHeightColors.size() / 4) - 1);
float lightIntensity = std::min((DiffuseSunCoeff(xi, yi) + 0.2f) * 2.0f, 1.0f);
if (height > -10.0f) {
const float wc = -height * 0.1f;
const float3 lightColor = GetLightValue(xi, yi) * (1.0f - wc) * 255.0f;
lightIntensity *= wc;
dst[i * 4 + 0] = (unsigned char) (waterHeightColors[clampedHeight * 4 + 0] * lightIntensity + lightColor.x);
dst[i * 4 + 1] = (unsigned char) (waterHeightColors[clampedHeight * 4 + 1] * lightIntensity + lightColor.y);
dst[i * 4 + 2] = (unsigned char) (waterHeightColors[clampedHeight * 4 + 2] * lightIntensity + lightColor.z);
} else {
dst[i * 4 + 0] = (unsigned char) (waterHeightColors[clampedHeight * 4 + 0] * lightIntensity);
dst[i * 4 + 1] = (unsigned char) (waterHeightColors[clampedHeight * 4 + 1] * lightIntensity);
dst[i * 4 + 2] = (unsigned char) (waterHeightColors[clampedHeight * 4 + 2] * lightIntensity);
}
dst[i * 4 + 3] = EncodeHeight(height);
} else {
// Above water
const float3& light = GetLightValue(xi, yi) * 255.0f;
dst[i * 4 + 0] = (unsigned char) light.x;
dst[i * 4 + 1] = (unsigned char) light.y;
dst[i * 4 + 2] = (unsigned char) light.z;
dst[i * 4 + 3] = 255;
}
}
}
float CSMFReadMap::DiffuseSunCoeff(const int x, const int y) const
{
const float3& N = centerNormalsUnsynced[y * mapDims.mapx + x];
const float3& L = sky->GetLight()->GetLightDir();
return Clamp(L.dot(N), 0.0f, 1.0f);
}
float3 CSMFReadMap::GetLightValue(const int x, const int y) const
{
float3 light =
sunLighting->groundAmbientColor +
sunLighting->groundDiffuseColor * DiffuseSunCoeff(x, y);
for (int a = 0; a < 3; ++a) {
light[a] = std::min(light[a] * CGlobalRendering::SMF_INTENSITY_MULT, 1.0f);
}
return light;
}
void CSMFReadMap::SunChanged()
{
if (shadingTexUpdateProgress < 0) {
shadingTexUpdateProgress = 0;
} else {
shadingTexUpdateNeeded = true;
}
groundDrawer->SunChanged();
}
void CSMFReadMap::UpdateShadingTexture()
{
const int xsize = mapDims.mapx;
const int ysize = mapDims.mapy;
const int pixels = xsize * ysize;
// shading texture no longer has much use (minimap etc), limit its updaterate
//FIXME make configurable or FPS-dependent?
const int update_rate = (globalRendering->haveGLSL ? 64*64 : 64*128);
if (shadingTexUpdateProgress < 0) {
return;
}
if (shadingTexUpdateProgress >= pixels) {
if (shadingTexUpdateNeeded) {
shadingTexUpdateProgress = 0;
shadingTexUpdateNeeded = false;
} else {
shadingTexUpdateProgress = -1;
}
//FIXME use FBO and blend slowly new and old? (this way update rate could reduced even more -> saves CPU time)
glBindTexture(GL_TEXTURE_2D, shadingTex.GetID());
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, xsize, ysize, GL_RGBA, GL_UNSIGNED_BYTE, &shadingTexBuffer[0]);
return;
}
const int idx1 = shadingTexUpdateProgress;
const int idx2 = std::min(idx1 + update_rate, pixels - 1);
for_mt(idx1, idx2+1, 1025, [&](const int idx){
const int idx3 = std::min(idx2, idx + 1024);
UpdateShadingTexPart(idx, idx3, &shadingTexBuffer[idx * 4]);
});
shadingTexUpdateProgress += update_rate;
}
void CSMFReadMap::DrawMinimap() const
{
glDisable(GL_ALPHA_TEST);
glActiveTextureARB(GL_TEXTURE0_ARB);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, shadingTex.GetID());
// glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_PREVIOUS_ARB);
// glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_TEXTURE);
// glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);
// glTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 2);
// glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);
glActiveTextureARB(GL_TEXTURE1_ARB);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, minimapTex.GetID());
// glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
if (infoTextureHandler->IsEnabled()) {
glActiveTextureARB(GL_TEXTURE2_ARB);
glEnable(GL_TEXTURE_2D);
glTexEnvi(GL_TEXTURE_ENV,GL_COMBINE_RGB_ARB,GL_ADD_SIGNED_ARB);
glTexEnvi(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,GL_COMBINE_ARB);
glBindTexture(GL_TEXTURE_2D, infoTextureHandler->GetCurrentInfoTexture());
}
glActiveTextureARB(GL_TEXTURE0_ARB);
const float isx = mapDims.mapx / float(mapDims.pwr2mapx);
const float isy = mapDims.mapy / float(mapDims.pwr2mapy);
glColor4f(1, 1, 1, 1);
glBegin(GL_QUADS);
glTexCoord2f(0, isy);
glMultiTexCoord2fARB(GL_TEXTURE1_ARB, 0, 1);
glMultiTexCoord2fARB(GL_TEXTURE2_ARB, 0, isy);
glVertex2f(0, 0);
glTexCoord2f(0, 0);
glMultiTexCoord2fARB(GL_TEXTURE1_ARB, 0, 0);
glMultiTexCoord2fARB(GL_TEXTURE2_ARB, 0, 0);
glVertex2f(0, 1);
glTexCoord2f(isx, 0);
glMultiTexCoord2fARB(GL_TEXTURE1_ARB, 1, 0);
glMultiTexCoord2fARB(GL_TEXTURE2_ARB, isx, 0);
glVertex2f(1, 1);
glTexCoord2f(isx, isy);
glMultiTexCoord2fARB(GL_TEXTURE1_ARB, 1, 1);
glMultiTexCoord2fARB(GL_TEXTURE2_ARB, isx, isy);
glVertex2f(1, 0);
glEnd();
glActiveTextureARB(GL_TEXTURE1_ARB);
glDisable(GL_TEXTURE_2D);
glActiveTextureARB(GL_TEXTURE2_ARB);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glDisable(GL_TEXTURE_2D);
glActiveTextureARB(GL_TEXTURE0_ARB);
//glTexEnvi(GL_TEXTURE_ENV,GL_RGB_SCALE_ARB,1);
//glTexEnvi(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,GL_MODULATE);
glDisable(GL_TEXTURE_2D);
}
void CSMFReadMap::GridVisibility(CCamera* cam, IQuadDrawer* qd, float maxDist, int quadSize, int extraSize)
{
if (cam == nullptr) {
// allow passing in a custom camera for grid-visibility testing
// otherwise this culls using the state of whichever camera most
// recently had Update() called on it
cam = CCameraHandler::GetCamera(CCamera::CAMTYPE_VISCUL);
// for other cameras, KISS and just assume caller has done this
cam->GetFrustumSides(GetCurrMinHeight() - 100.0f, GetCurrMaxHeight() + 100.0f, SQUARE_SIZE);
}
// figure out the camera's own quad
const int cx = cam->GetPos().x / (SQUARE_SIZE * quadSize);
const int cy = cam->GetPos().z / (SQUARE_SIZE * quadSize);
// and how many quads fit into the given maxDist
const int drawSquare = int(maxDist / (SQUARE_SIZE * quadSize)) + 1;
const int drawQuadsX = mapDims.mapx / quadSize;
const int drawQuadsY = mapDims.mapy / quadSize;
// clamp the area of quads around the camera to valid range
const int sy = Clamp(cy - drawSquare, 0, drawQuadsY - 1);
const int ey = Clamp(cy + drawSquare, 0, drawQuadsY - 1);
const int sxi = Clamp(cx - drawSquare, 0, drawQuadsX - 1);
const int exi = Clamp(cx + drawSquare, 0, drawQuadsX - 1);
const std::vector<CCamera::FrustumLine>& negSides = cam->GetNegFrustumSides();
const std::vector<CCamera::FrustumLine>& posSides = cam->GetPosFrustumSides();
std::vector<CCamera::FrustumLine>::const_iterator fli;
// iterate over quads row-wise between the left and right frustum lines
for (int y = sy; y <= ey; y++) {
int sx = sxi;
int ex = exi;
float xtest, xtest2;
// find the starting x-coordinate
for (fli = negSides.cbegin(); fli != negSides.cend(); ++fli) {
xtest = ((fli->base + fli->dir * ( y * quadSize) ));
xtest2 = ((fli->base + fli->dir * ((y * quadSize) + quadSize)));
xtest = std::min(xtest, xtest2);
xtest /= quadSize;
if ((xtest - extraSize) > sx)
sx = ((int) xtest) - extraSize;
}
// find the ending x-coordinate
for (fli = posSides.cbegin(); fli != posSides.cend(); ++fli) {
xtest = ((fli->base + fli->dir * (y * quadSize) ));
xtest2 = ((fli->base + fli->dir * ((y * quadSize) + quadSize)));
xtest = std::max(xtest, xtest2);
xtest /= quadSize;
if ((xtest + extraSize) < ex)
ex = ((int) xtest) + extraSize;
}
for (int x = sx; x <= ex; x++) {
qd->DrawQuad(x, y);
}
}
}
int CSMFReadMap::GetNumFeatures() { return mapFile.GetNumFeatures(); }
int CSMFReadMap::GetNumFeatureTypes() { return mapFile.GetNumFeatureTypes(); }
void CSMFReadMap::GetFeatureInfo(MapFeatureInfo* f) { mapFile.ReadFeatureInfo(f); }
const char* CSMFReadMap::GetFeatureTypeName(int typeID) { return mapFile.GetFeatureTypeName(typeID); }
unsigned char* CSMFReadMap::GetInfoMap(const std::string& name, MapBitmapInfo* bmInfo)
{
char failMsg[512];
// get size
mapFile.GetInfoMapSize(name, bmInfo);
if (bmInfo->width <= 0)
return nullptr;
unsigned char* data = new unsigned char[bmInfo->width * bmInfo->height];
CBitmap infomapBM;
std::string texName;
if (name == "metal" && !mapInfo->smf.metalmapTexName.empty()) {
texName = mapInfo->smf.metalmapTexName;
} else if (name == "type" && !mapInfo->smf.typemapTexName.empty()) {
texName = mapInfo->smf.typemapTexName;
} else if (name == "grass" && !mapInfo->smf.grassmapTexName.empty()) {
texName = mapInfo->smf.grassmapTexName;
}
if (!texName.empty() && !infomapBM.LoadGrayscale(texName))
throw content_error("[CSMFReadMap::GetInfoMap] cannot load: " + texName);
if (!infomapBM.Empty()) {
if (infomapBM.xsize == bmInfo->width && infomapBM.ysize == bmInfo->height) {
memcpy(data, infomapBM.GetRawMem(), bmInfo->width * bmInfo->height);
return data;
}
sprintf(failMsg, "[CSMFReadMap::GetInfoMap] Invalid image dimensions: %s %ix%i != %ix%i",
texName.c_str(), infomapBM.xsize, infomapBM.ysize,
bmInfo->width, bmInfo->height);
throw content_error(failMsg);
}
// get data
if (!mapFile.ReadInfoMap(name, data)) {
delete[] data;
data = nullptr;
}
return data;
}
void CSMFReadMap::FreeInfoMap(const std::string& name, unsigned char *data)
{
delete[] data;
}
void CSMFReadMap::ConfigureTexAnisotropyLevels()
{
if (!GLEW_EXT_texture_filter_anisotropic) {
texAnisotropyLevels[false] = 0.0f;
texAnisotropyLevels[ true] = 0.0f;
return;
}
const std::string cfgKeys[2] = {"SMFTexAniso", "SSMFTexAniso"};
for (unsigned int i = 0; i < 2; i++) {
texAnisotropyLevels[i] = std::min(configHandler->GetFloat(cfgKeys[i]), globalRendering->maxTexAnisoLvl);
texAnisotropyLevels[i] *= (texAnisotropyLevels[i] >= 1.0f); // disable AF if less than 1
}
}
bool CSMFReadMap::SetLuaTexture(const MapTextureData& td) {
const unsigned int num = Clamp(int(td.num), 0, NUM_SPLAT_DETAIL_NORMALS - 1);
switch (td.type) {
case MAP_BASE_GRASS_TEX: { grassShadingTex.SetLuaTexture(td); } break;
case MAP_BASE_DETAIL_TEX: { detailTex.SetLuaTexture(td); } break;
case MAP_BASE_MINIMAP_TEX: { minimapTex.SetLuaTexture(td); } break;
case MAP_BASE_SHADING_TEX: { shadingTex.SetLuaTexture(td); } break;
case MAP_BASE_NORMALS_TEX: { normalsTex.SetLuaTexture(td); } break;
case MAP_SSMF_SPECULAR_TEX: { specularTex.SetLuaTexture(td); } break;
case MAP_SSMF_NORMALS_TEX: { blendNormalsTex.SetLuaTexture(td); } break;
case MAP_SSMF_SPLAT_DISTRIB_TEX: { splatDistrTex.SetLuaTexture(td); } break;
case MAP_SSMF_SPLAT_DETAIL_TEX: { splatDetailTex.SetLuaTexture(td); } break;
case MAP_SSMF_SPLAT_NORMAL_TEX: { splatNormalTextures[num].SetLuaTexture(td); } break;
case MAP_SSMF_SKY_REFLECTION_TEX: { skyReflectModTex.SetLuaTexture(td); } break;
case MAP_SSMF_LIGHT_EMISSION_TEX: { lightEmissionTex.SetLuaTexture(td); } break;
case MAP_SSMF_PARALLAX_HEIGHT_TEX: { parallaxHeightTex.SetLuaTexture(td); } break;
default: {
return false;
} break;
}
groundDrawer->UpdateRenderState();
return true;
}
void CSMFReadMap::InitGroundDrawer() { groundDrawer = new CSMFGroundDrawer(this); }
void CSMFReadMap::KillGroundDrawer() { spring::SafeDelete(groundDrawer); }
// not placed in header since type CSMFGroundDrawer is only forward-declared there
inline CBaseGroundDrawer* CSMFReadMap::GetGroundDrawer() { return groundDrawer; }