231 lines
7.2 KiB
C++
231 lines
7.2 KiB
C++
/*
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Copyright (c) 2013 yvt
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This file is part of OpenSpades.
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OpenSpades is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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OpenSpades is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with OpenSpades. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "GLMapShadowRenderer.h"
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#include <Client/GameMap.h>
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#include <Core/Debug.h>
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#include "GLProfiler.h"
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#include "GLRadiosityRenderer.h"
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#include "GLRenderer.h"
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#include "IGLDevice.h"
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namespace spades {
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namespace draw {
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GLMapShadowRenderer::GLMapShadowRenderer(GLRenderer *renderer, client::GameMap *map)
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: renderer(renderer), device(renderer->GetGLDevice()), map(map) {
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SPADES_MARK_FUNCTION();
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texture = device->GenTexture();
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coarseTexture = device->GenTexture();
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device->BindTexture(IGLDevice::Texture2D, texture);
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device->TexImage2D(IGLDevice::Texture2D, 0, IGLDevice::RGBA, map->Width(),
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map->Height(), 0, IGLDevice::RGBA, IGLDevice::UnsignedByte, NULL);
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device->TexParamater(IGLDevice::Texture2D, IGLDevice::TextureMagFilter,
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IGLDevice::Nearest);
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device->TexParamater(IGLDevice::Texture2D, IGLDevice::TextureMinFilter,
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IGLDevice::Nearest);
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device->TexParamater(IGLDevice::Texture2D, IGLDevice::TextureWrapS, IGLDevice::Repeat);
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device->TexParamater(IGLDevice::Texture2D, IGLDevice::TextureWrapT, IGLDevice::Repeat);
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device->BindTexture(IGLDevice::Texture2D, coarseTexture);
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device->TexImage2D(IGLDevice::Texture2D, 0, IGLDevice::RGBA8, map->Width() / CoarseSize,
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map->Height() / CoarseSize, 0, IGLDevice::BGRA,
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IGLDevice::UnsignedByte, NULL);
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device->TexParamater(IGLDevice::Texture2D, IGLDevice::TextureMagFilter,
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IGLDevice::Nearest);
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device->TexParamater(IGLDevice::Texture2D, IGLDevice::TextureMinFilter,
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IGLDevice::Nearest);
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device->TexParamater(IGLDevice::Texture2D, IGLDevice::TextureWrapS, IGLDevice::Repeat);
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device->TexParamater(IGLDevice::Texture2D, IGLDevice::TextureWrapT, IGLDevice::Repeat);
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w = map->Width();
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h = map->Height();
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d = map->Depth();
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updateBitmapPitch = (w + 31) / 32;
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updateBitmap.resize(updateBitmapPitch * h);
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coarseBitmap.resize((w * h) >> (CoarseBits * 2));
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bitmap.resize(w * h);
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std::fill(updateBitmap.begin(), updateBitmap.end(), 0xffffffffUL);
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std::fill(bitmap.begin(), bitmap.end(), 0xffffffffUL);
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}
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GLMapShadowRenderer::~GLMapShadowRenderer() {
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SPADES_MARK_FUNCTION();
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device->DeleteTexture(texture);
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device->DeleteTexture(coarseTexture);
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}
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void GLMapShadowRenderer::Update() {
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SPADES_MARK_FUNCTION();
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GLProfiler::Context profiler(renderer->GetGLProfiler(), "Terrain Shadow Map");
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GLRadiosityRenderer *radiosity = renderer->GetRadiosityRenderer();
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std::vector<uint8_t> coarseUpdateBitmap;
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coarseUpdateBitmap.resize(coarseBitmap.size());
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std::fill(coarseUpdateBitmap.begin(), coarseUpdateBitmap.end(), 0);
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device->BindTexture(IGLDevice::Texture2D, texture);
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for (size_t i = 0; i < updateBitmap.size(); i++) {
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int y = static_cast<int>(i / updateBitmapPitch);
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int x = static_cast<int>((i - y * updateBitmapPitch) * 32);
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if (updateBitmap[i] == 0)
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continue;
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size_t bitmapPixelPosBase = i * 32;
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uint32_t pixels[32];
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bool modified = false;
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for (int j = 0; j < 32; j++) {
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pixels[j] = GeneratePixel(x + j, y);
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if (bitmap[bitmapPixelPosBase + j] != pixels[j]) {
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if (radiosity) {
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int dist = pixels[j] >> 24;
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radiosity->GameMapChanged(x + j, (y + dist) & (h - 1), dist, map);
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dist = bitmap[bitmapPixelPosBase + j] >> 24;
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radiosity->GameMapChanged(x + j, (y + dist) & (h - 1), dist, map);
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}
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bitmap[bitmapPixelPosBase + j] = pixels[j];
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modified = true;
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}
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}
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if (modified) {
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if (!coarseUpdateBitmap[(x >> CoarseBits) +
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(y >> CoarseBits) * (w >> CoarseBits)])
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for (int j = 0; j < 32; j += CoarseSize)
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coarseUpdateBitmap[((x + j) >> CoarseBits) +
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(y >> CoarseBits) * (w >> CoarseBits)] = 1;
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device->TexSubImage2D(IGLDevice::Texture2D, 0, x, y, 32, 1, IGLDevice::RGBA,
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IGLDevice::UnsignedByte, pixels);
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}
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updateBitmap[i] = 0;
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}
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{
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bool coarseUpdated = false;
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int bx = 0, by = 0;
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for (size_t i = 0; i < coarseUpdateBitmap.size(); i++) {
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if (coarseUpdateBitmap[i]) {
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int minValue = -1, maxValue = 0;
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uint32_t *bmp = bitmap.data();
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bmp += bx + by * w;
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for (int y = 0; y < CoarseSize; y++) {
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for (int x = 0; x < CoarseSize; x++) {
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uint32_t value = bmp[x];
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int depth = (int)(value >> 24);
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if (minValue == -1) {
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minValue = maxValue = depth;
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} else {
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if (depth < minValue)
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minValue = depth;
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if (depth > maxValue)
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maxValue = depth;
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}
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}
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bmp += w;
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}
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uint32_t out = minValue << 16;
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out |= maxValue << 8;
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coarseBitmap[i] = out;
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coarseUpdated = true;
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}
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bx += CoarseSize;
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if (bx >= w) {
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bx = 0;
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by += CoarseSize;
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}
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}
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if (coarseUpdated) {
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GLProfiler::Context profiler(renderer->GetGLProfiler(), "Coarse Shadow Map Upload");
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device->BindTexture(IGLDevice::Texture2D, coarseTexture);
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device->TexSubImage2D(IGLDevice::Texture2D, 0, 0, 0, w >> CoarseBits,
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h >> CoarseBits, IGLDevice::BGRA, IGLDevice::UnsignedByte,
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coarseBitmap.data());
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}
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}
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}
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static uint32_t BuildPixel(int distance, uint32_t color, bool side) {
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int r = (uint8_t)(color);
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int g = (uint8_t)(color >> 8);
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int b = (uint8_t)(color >> 16);
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r >>= 2;
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g >>= 2;
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b >>= 2;
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SPAssert(r < 64);
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SPAssert(g < 64);
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SPAssert(b < 64);
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SPAssert(r >= 0);
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SPAssert(g >= 0);
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SPAssert(b >= 0);
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int ex1 = side ? 1 : 0, ex2 = 0, ex3 = 0;
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return r + (g << 8) + (b << 16) + (distance << 24) + (ex1 << 7) + (ex2 << 15) +
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(ex3 << 23);
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}
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uint32_t GLMapShadowRenderer::GeneratePixel(int x, int y) {
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for (int z = 0; z < d; z++) {
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// z-plane hit
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if (map->IsSolid(x, y, z) && z < 63) {
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return BuildPixel(z, map->GetColor(x, y, z), false);
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// return (uint8_t)z;
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}
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y = y + 1;
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if (y == h)
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y = 0;
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// y-plane hit
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if (map->IsSolid(x, y, z) && z < 63) {
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return BuildPixel(z + 1, map->GetColor(x, y, z), true);
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// return (uint8_t)z + 1;
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}
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}
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return BuildPixel(64, map->GetColor(x, y == h ? 0 : y, 63), false);
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}
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void GLMapShadowRenderer::MarkUpdate(int x, int y) {
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x &= w - 1;
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y &= h - 1;
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updateBitmap[(x >> 5) + y * updateBitmapPitch] |= 1UL << (x & 31);
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}
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void GLMapShadowRenderer::GameMapChanged(int x, int y, int z, client::GameMap *m) {
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MarkUpdate(x, y - z);
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MarkUpdate(x, y - z - 1);
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}
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}
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}
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