openspades/Sources/Draw/GLMapShadowRenderer.cpp

231 lines
7.2 KiB
C++

/*
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 <http://www.gnu.org/licenses/>.
*/
#include "GLMapShadowRenderer.h"
#include <Client/GameMap.h>
#include <Core/Debug.h>
#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<uint8_t> 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<int>(i / updateBitmapPitch);
int x = static_cast<int>((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);
}
}
}