/* 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 "GLAmbientShadowRenderer.h" #include "GLRenderer.h" #include "../Client/GameMap.h" #include #include "GLProfiler.h" #include "../Core/ConcurrentDispatch.h" namespace spades { namespace draw { class GLAmbientShadowRenderer::UpdateDispatch: public ConcurrentDispatch{ GLAmbientShadowRenderer *renderer; public: volatile bool done; UpdateDispatch(GLAmbientShadowRenderer *r): renderer(r){ done = false; } virtual void Run() { SPADES_MARK_FUNCTION(); renderer->UpdateDirtyChunks(); done = true; } }; GLAmbientShadowRenderer::GLAmbientShadowRenderer(GLRenderer *r, client::GameMap *m): renderer(r), device(r->GetGLDevice()), map(m){ SPADES_MARK_FUNCTION(); for(int i = 0; i < NumRays; i++){ Vector3 dir = MakeVector3(GetRandom(), GetRandom(), GetRandom()); dir = dir.Normalize(); dir += 0.01f; rays[i] = dir; } w = map->Width(); h = map->Height(); d = map->Depth(); chunkW = w / ChunkSize; chunkH = h / ChunkSize; chunkD = d / ChunkSize; chunks.resize(chunkW * chunkH * chunkD); for(size_t i = 0; i < chunks.size(); i++){ Chunk& c = chunks[i]; c.dirty = true; c.dirtyMinX = 0; c.dirtyMinY = 0; c.dirtyMinZ = 0; c.dirtyMaxX = ChunkSize - 1; c.dirtyMaxY = ChunkSize - 1; c.dirtyMaxZ = ChunkSize - 1; c.transfered = true; float *data = (float *)c.data; std::fill(data, data + ChunkSize*ChunkSize*ChunkSize, 1.f); } for(int x = 0; x < chunkW; x++) for(int y = 0; y < chunkH; y++) for(int z = 0; z < chunkD; z++){ Chunk& c = GetChunk(x, y, z); c.cx = x; c.cy = y; c.cz = z; } SPLog("Chunk buffer allocated (%d bytes)", sizeof(Chunk) * chunkW * chunkH * chunkD); // make texture texture = device->GenTexture(); device->BindTexture(IGLDevice::Texture3D, texture); device->TexParamater(IGLDevice::Texture3D, IGLDevice::TextureMagFilter, IGLDevice::Linear); device->TexParamater(IGLDevice::Texture3D, IGLDevice::TextureMinFilter, IGLDevice::Linear); device->TexParamater(IGLDevice::Texture3D, IGLDevice::TextureWrapS, IGLDevice::Repeat); device->TexParamater(IGLDevice::Texture3D, IGLDevice::TextureWrapT, IGLDevice::Repeat); device->TexParamater(IGLDevice::Texture3D, IGLDevice::TextureWrapR, IGLDevice::ClampToEdge); device->TexImage3D(IGLDevice::Texture3D, 0, IGLDevice::Red, w, h, d+1, 0, IGLDevice::Red, IGLDevice::FloatType, NULL); SPLog("Chunk texture allocated"); std::vector v; v.resize(w * h); std::fill(v.begin(), v.end(), 1.f); for(int i = 0; i < d + 1; i++){ device->TexSubImage3D(IGLDevice::Texture3D, 0, 0, 0, i, w, h, 1, IGLDevice::Red, IGLDevice::FloatType, v.data()); } SPLog("Chunk texture initialized"); dispatch = NULL; } GLAmbientShadowRenderer::~GLAmbientShadowRenderer() { SPADES_MARK_FUNCTION(); if(dispatch){ dispatch->Join(); delete dispatch; } device->DeleteTexture(texture); } float GLAmbientShadowRenderer::Evaluate(IntVector3 ipos) { SPADES_MARK_FUNCTION_DEBUG(); float sum = 0; Vector3 pos = MakeVector3((float)ipos.x, (float)ipos.y, (float)ipos.z); float muzzleDiff = 0.02f; // check allowed ray direction uint8_t directions[8] = { 0, 1, 2, 3, 4, 5, 6, 7 }; int numDirections = 0; for(int x = -1; x <= 0; x++) for(int y = -1; y <= 0; y++) for(int z = -1; z <= 0; z++){ if(!map->IsSolidWrapped(ipos.x+x, ipos.y+y, ipos.z+z)){ unsigned int bits = 0; if(x) bits |= 1; if(y) bits |= 2; if(z) bits |= 4; directions[numDirections++] = bits; } } if(numDirections == 0) numDirections = 8; int dirId = 0; for(int i = 0; i < NumRays; i++){ Vector3 dir = rays[i]; unsigned int bits = directions[dirId]; if(bits & 1) dir.x = -dir.x; if(bits & 2) dir.y = -dir.y; if(bits & 4) dir.z = -dir.z; dirId++; if(dirId >= numDirections) dirId = 0; Vector3 muzzle = pos + dir * muzzleDiff; IntVector3 hitBlock; float brightness = 1.f; if(map->IsSolidWrapped((int)floorf(muzzle.x), (int)floorf(muzzle.y), (int)floorf(muzzle.z))){ if(numDirections < 8) SPAssert(false); continue; } if(map->CastRay(muzzle, dir, 18.f, hitBlock)){ Vector3 centerPos = MakeVector3(hitBlock.x + .5f, hitBlock.y + .5f, hitBlock.z + .5f); float dist = (centerPos - muzzle).GetPoweredLength(); brightness = dist * 0.02f; // 1/7/7 if(brightness > 1.f) brightness = 1.f; } sum += brightness; } sum *= 1.f / (float)NumRays; sum *= (float)numDirections / 4.f; return sum; } void GLAmbientShadowRenderer::GameMapChanged(int x, int y, int z, client::GameMap * map){ SPADES_MARK_FUNCTION_DEBUG(); if(map != this->map) return; Invalidate(x - 8, y - 8, z - 8, x + 8, y + 8, z + 8); } void GLAmbientShadowRenderer::Invalidate(int minX, int minY, int minZ, int maxX, int maxY, int maxZ) { SPADES_MARK_FUNCTION_DEBUG(); if(minZ < 0) minZ = 0; if(maxZ > d-1) maxZ = d-1; if(minX > maxX || minY > maxY || minZ > maxZ) return; // these should be floor div int cx1 = minX >> ChunkSizeBits; int cy1 = minY >> ChunkSizeBits; int cz1 = minZ >> ChunkSizeBits; int cx2 = maxX >> ChunkSizeBits; int cy2 = maxY >> ChunkSizeBits; int cz2 = maxZ >> ChunkSizeBits; for(int cx = cx1; cx <= cx2; cx++) for(int cy = cy1; cy <= cy2; cy++) for(int cz = cz1; cz <= cz2; cz++) { Chunk& c = GetChunkWrapped(cx, cy, cz); int originX = cx * ChunkSize; int originY = cy * ChunkSize; int originZ = cz * ChunkSize; int inMinX = std::max(minX - originX, 0); int inMinY = std::max(minY - originY, 0); int inMinZ = std::max(minZ - originZ, 0); int inMaxX = std::min(maxX - originX, ChunkSize-1); int inMaxY = std::min(maxY - originY, ChunkSize-1); int inMaxZ = std::min(maxZ - originZ, ChunkSize-1); if(!c.dirty){ c.dirtyMinX = inMinX; c.dirtyMinY = inMinY; c.dirtyMinZ = inMinZ; c.dirtyMaxX = inMaxX; c.dirtyMaxY = inMaxY; c.dirtyMaxZ = inMaxZ; c.dirty = true; }else{ c.dirtyMinX = std::min(inMinX, c.dirtyMinX); c.dirtyMinY = std::min(inMinY, c.dirtyMinY); c.dirtyMinZ = std::min(inMinZ, c.dirtyMinZ); c.dirtyMaxX = std::max(inMaxX, c.dirtyMaxX); c.dirtyMaxY = std::max(inMaxY, c.dirtyMaxY); c.dirtyMaxZ = std::max(inMaxZ, c.dirtyMaxZ); } } } int GLAmbientShadowRenderer::GetNumDirtyChunks() { int cnt = 0; for(size_t i = 0; i < chunks.size(); i++){ Chunk& c = chunks[i]; if(c.dirty) cnt++; } return cnt; } void GLAmbientShadowRenderer::Update() { if(GetNumDirtyChunks() > 0 && (dispatch == NULL || dispatch->done)){ if(dispatch){ dispatch->Join(); delete dispatch; } dispatch = new UpdateDispatch(this); dispatch->Start(); } int cnt = 0; for(size_t i = 0; i < chunks.size(); i++) { if(!chunks[i].transfered) cnt++; } GLProfiler profiler(device, "Large Ambient Occlusion [>= %d chunk(s)]", cnt); device->BindTexture(IGLDevice::Texture3D, texture); for(size_t i = 0; i < chunks.size(); i++){ Chunk& c = chunks[i]; if(!c.transfered){ c.transfered = true; device->TexSubImage3D(IGLDevice::Texture3D, 0, c.cx * ChunkSize, c.cy * ChunkSize, c.cz * ChunkSize + 1, ChunkSize, ChunkSize, ChunkSize, IGLDevice::Red, IGLDevice::FloatType, c.data); } } } void GLAmbientShadowRenderer::UpdateDirtyChunks() { int dirtyChunkIds[256]; int numDirtyChunks = 0; int nearDirtyChunks = 0; // first, check only chunks in near range Vector3 eyePos = renderer->GetSceneDef().viewOrigin; int eyeX = (int)(eyePos.x) >> ChunkSizeBits; int eyeY = (int)(eyePos.y) >> ChunkSizeBits; int eyeZ = (int)(eyePos.z) >> ChunkSizeBits; for(size_t i = 0; i < chunks.size(); i++){ Chunk& c = chunks[i]; int dx = (c.cx - eyeX) & (chunkW - 1); int dy = (c.cy - eyeY) & (chunkH - 1); int dz = (c.cz - eyeZ); if(dx >= 6 && dx <= chunkW - 6) continue; if(dy >= 6 && dy <= chunkW - 6) continue; if(dz >= 6 || dz <= -6) continue; if(c.dirty){ dirtyChunkIds[numDirtyChunks++] = i; nearDirtyChunks++; if(numDirtyChunks >= 256) break; } } // far chunks if(numDirtyChunks == 0){ for(size_t i = 0; i < chunks.size(); i++){ Chunk& c = chunks[i]; if(c.dirty){ dirtyChunkIds[numDirtyChunks++] = i; if(numDirtyChunks >= 256) break; } } } // limit update count per frame for(int i = 0; i < 8; i++){ if(numDirtyChunks <= 0) break; int idx = rand() % numDirtyChunks; Chunk& c = chunks[dirtyChunkIds[idx]]; // remove from list (fast) if(idx < numDirtyChunks - 1){ std::swap(dirtyChunkIds[idx], dirtyChunkIds[numDirtyChunks - 1]); } numDirtyChunks--; UpdateChunk(c.cx, c.cy, c.cz); } /* printf("%d (%d near) chunk update left\n", GetNumDirtyChunks(), nearDirtyChunks);*/ } void GLAmbientShadowRenderer::UpdateChunk(int cx, int cy, int cz) { Chunk& c = GetChunk(cx, cy, cz); if(!c.dirty) return; int originX = cx * ChunkSize; int originY = cy * ChunkSize; int originZ = cz * ChunkSize; for(int z = c.dirtyMinZ; z <= c.dirtyMaxZ; z++) for(int y = c.dirtyMinY; y <= c.dirtyMaxY; y++) for(int x = c.dirtyMinX; x <= c.dirtyMaxX; x++) { IntVector3 pos; pos.x = (x + originX); pos.y = (y + originY); pos.z = (z + originZ); c.data[z][y][x] = Evaluate(pos); } c.dirty = false; c.transfered = false; } } }