/* Copyright (c) 2013 yvt This file is part of OpenSpades. OpenSpades 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 3 of the License, or (at your option) any later version. OpenSpades 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 OpenSpades. If not, see . */ #include "GLMapShadowRenderer.h" #include #include #include "GLProfiler.h" #include "GLRadiosityRenderer.h" #include "GLRenderer.h" #include "IGLDevice.h" namespace spades { namespace draw { GLMapShadowRenderer::GLMapShadowRenderer(GLRenderer *renderer, client::GameMap *map) : renderer(renderer), device(renderer->GetGLDevice()), map(map) { SPADES_MARK_FUNCTION(); texture = device->GenTexture(); coarseTexture = device->GenTexture(); device->BindTexture(IGLDevice::Texture2D, texture); device->TexImage2D(IGLDevice::Texture2D, 0, IGLDevice::RGBA, map->Width(), map->Height(), 0, IGLDevice::RGBA, IGLDevice::UnsignedByte, NULL); device->TexParamater(IGLDevice::Texture2D, IGLDevice::TextureMagFilter, IGLDevice::Nearest); device->TexParamater(IGLDevice::Texture2D, IGLDevice::TextureMinFilter, IGLDevice::Nearest); device->TexParamater(IGLDevice::Texture2D, IGLDevice::TextureWrapS, IGLDevice::Repeat); device->TexParamater(IGLDevice::Texture2D, IGLDevice::TextureWrapT, IGLDevice::Repeat); device->BindTexture(IGLDevice::Texture2D, coarseTexture); device->TexImage2D(IGLDevice::Texture2D, 0, IGLDevice::RGBA8, map->Width() / CoarseSize, map->Height() / CoarseSize, 0, IGLDevice::BGRA, IGLDevice::UnsignedByte, NULL); device->TexParamater(IGLDevice::Texture2D, IGLDevice::TextureMagFilter, IGLDevice::Nearest); device->TexParamater(IGLDevice::Texture2D, IGLDevice::TextureMinFilter, IGLDevice::Nearest); device->TexParamater(IGLDevice::Texture2D, IGLDevice::TextureWrapS, IGLDevice::Repeat); device->TexParamater(IGLDevice::Texture2D, IGLDevice::TextureWrapT, IGLDevice::Repeat); w = map->Width(); h = map->Height(); d = map->Depth(); updateBitmapPitch = (w + 31) / 32; updateBitmap.resize(updateBitmapPitch * h); coarseBitmap.resize((w * h) >> (CoarseBits * 2)); bitmap.resize(w * h); std::fill(updateBitmap.begin(), updateBitmap.end(), 0xffffffffUL); std::fill(bitmap.begin(), bitmap.end(), 0xffffffffUL); } GLMapShadowRenderer::~GLMapShadowRenderer() { SPADES_MARK_FUNCTION(); device->DeleteTexture(texture); device->DeleteTexture(coarseTexture); } void GLMapShadowRenderer::Update() { SPADES_MARK_FUNCTION(); GLProfiler::Context profiler(renderer->GetGLProfiler(), "Terrain Shadow Map"); GLRadiosityRenderer *radiosity = renderer->GetRadiosityRenderer(); std::vector coarseUpdateBitmap; coarseUpdateBitmap.resize(coarseBitmap.size()); std::fill(coarseUpdateBitmap.begin(), coarseUpdateBitmap.end(), 0); device->BindTexture(IGLDevice::Texture2D, texture); for (size_t i = 0; i < updateBitmap.size(); i++) { int y = static_cast(i / updateBitmapPitch); int x = static_cast((i - y * updateBitmapPitch) * 32); if (updateBitmap[i] == 0) continue; size_t bitmapPixelPosBase = i * 32; uint32_t pixels[32]; bool modified = false; for (int j = 0; j < 32; j++) { pixels[j] = GeneratePixel(x + j, y); if (bitmap[bitmapPixelPosBase + j] != pixels[j]) { if (radiosity) { int dist = pixels[j] >> 24; radiosity->GameMapChanged(x + j, (y + dist) & (h - 1), dist, map); dist = bitmap[bitmapPixelPosBase + j] >> 24; radiosity->GameMapChanged(x + j, (y + dist) & (h - 1), dist, map); } bitmap[bitmapPixelPosBase + j] = pixels[j]; modified = true; } } if (modified) { if (!coarseUpdateBitmap[(x >> CoarseBits) + (y >> CoarseBits) * (w >> CoarseBits)]) for (int j = 0; j < 32; j += CoarseSize) coarseUpdateBitmap[((x + j) >> CoarseBits) + (y >> CoarseBits) * (w >> CoarseBits)] = 1; device->TexSubImage2D(IGLDevice::Texture2D, 0, x, y, 32, 1, IGLDevice::RGBA, IGLDevice::UnsignedByte, pixels); } updateBitmap[i] = 0; } { bool coarseUpdated = false; int bx = 0, by = 0; for (size_t i = 0; i < coarseUpdateBitmap.size(); i++) { if (coarseUpdateBitmap[i]) { int minValue = -1, maxValue = 0; uint32_t *bmp = bitmap.data(); bmp += bx + by * w; for (int y = 0; y < CoarseSize; y++) { for (int x = 0; x < CoarseSize; x++) { uint32_t value = bmp[x]; int depth = (int)(value >> 24); if (minValue == -1) { minValue = maxValue = depth; } else { if (depth < minValue) minValue = depth; if (depth > maxValue) maxValue = depth; } } bmp += w; } uint32_t out = minValue << 16; out |= maxValue << 8; coarseBitmap[i] = out; coarseUpdated = true; } bx += CoarseSize; if (bx >= w) { bx = 0; by += CoarseSize; } } if (coarseUpdated) { GLProfiler::Context profiler(renderer->GetGLProfiler(), "Coarse Shadow Map Upload"); device->BindTexture(IGLDevice::Texture2D, coarseTexture); device->TexSubImage2D(IGLDevice::Texture2D, 0, 0, 0, w >> CoarseBits, h >> CoarseBits, IGLDevice::BGRA, IGLDevice::UnsignedByte, coarseBitmap.data()); } } } static uint32_t BuildPixel(int distance, uint32_t color, bool side) { int r = (uint8_t)(color); int g = (uint8_t)(color >> 8); int b = (uint8_t)(color >> 16); r >>= 2; g >>= 2; b >>= 2; SPAssert(r < 64); SPAssert(g < 64); SPAssert(b < 64); SPAssert(r >= 0); SPAssert(g >= 0); SPAssert(b >= 0); int ex1 = side ? 1 : 0, ex2 = 0, ex3 = 0; return r + (g << 8) + (b << 16) + (distance << 24) + (ex1 << 7) + (ex2 << 15) + (ex3 << 23); } uint32_t GLMapShadowRenderer::GeneratePixel(int x, int y) { for (int z = 0; z < d; z++) { // z-plane hit if (map->IsSolid(x, y, z) && z < 63) { return BuildPixel(z, map->GetColor(x, y, z), false); // return (uint8_t)z; } y = y + 1; if (y == h) y = 0; // y-plane hit if (map->IsSolid(x, y, z) && z < 63) { return BuildPixel(z + 1, map->GetColor(x, y, z), true); // return (uint8_t)z + 1; } } return BuildPixel(64, map->GetColor(x, y == h ? 0 : y, 63), false); } void GLMapShadowRenderer::MarkUpdate(int x, int y) { x &= w - 1; y &= h - 1; updateBitmap[(x >> 5) + y * updateBitmapPitch] |= 1UL << (x & 31); } void GLMapShadowRenderer::GameMapChanged(int x, int y, int z, client::GameMap *m) { MarkUpdate(x, y - z); MarkUpdate(x, y - z - 1); } } }