Merge 'remotes/trunk'
[0ad.git] / source / renderer / SkyManager.cpp
blobed15d8015e649ceda42fa72ed867b7991c7cda90
1 /* Copyright (C) 2013 Wildfire Games.
2 * This file is part of 0 A.D.
4 * 0 A.D. is free software: you can redistribute it and/or modify
5 * it under the terms of the GNU General Public License as published by
6 * the Free Software Foundation, either version 2 of the License, or
7 * (at your option) any later version.
9 * 0 A.D. is distributed in the hope that it will be useful,
10 * but WITHOUT ANY WARRANTY; without even the implied warranty of
11 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12 * GNU General Public License for more details.
14 * You should have received a copy of the GNU General Public License
15 * along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
19 * Sky settings, texture management and rendering.
22 #include "precompiled.h"
24 #include <algorithm>
26 #include "lib/timer.h"
27 #include "lib/tex/tex.h"
28 #include "lib/res/graphics/ogl_tex.h"
30 #include "maths/MathUtil.h"
32 #include "ps/CStr.h"
33 #include "ps/CLogger.h"
34 #include "ps/Game.h"
35 #include "ps/Loader.h"
36 #include "ps/Filesystem.h"
37 #include "ps/World.h"
39 #include "renderer/SkyManager.h"
40 #include "renderer/Renderer.h"
42 #include "graphics/LightEnv.h"
43 #include "graphics/ShaderManager.h"
44 #include "graphics/Terrain.h"
45 #include "graphics/TextureManager.h"
48 ///////////////////////////////////////////////////////////////////////////////////////////////
49 // SkyManager implementation
52 ///////////////////////////////////////////////////////////////////
53 // String names for each image, in order of the IMG_ constants
54 const wchar_t* SkyManager::s_imageNames[numTextures] = {
55 L"front",
56 L"back",
57 L"right",
58 L"left",
59 L"top"
63 ///////////////////////////////////////////////////////////////////
64 // Construction/Destruction
65 SkyManager::SkyManager()
67 m_RenderSky = true;
69 m_SkySet = L"";
71 m_HorizonHeight = -150.0f;
73 m_SkyCubeMap = 0;
77 ///////////////////////////////////////////////////////////////////
78 // Load all sky textures
79 void SkyManager::LoadSkyTextures()
81 /*for (size_t i = 0; i < ARRAY_SIZE(m_SkyTexture); ++i)
83 VfsPath path = VfsPath("art/textures/skies") / m_SkySet / (Path::String(s_imageNames[i])+L".dds");
85 CTextureProperties textureProps(path);
86 textureProps.SetWrap(GL_CLAMP_TO_EDGE);
87 CTexturePtr texture = g_Renderer.GetTextureManager().CreateTexture(textureProps);
88 texture->Prefetch();
89 m_SkyTexture[i] = texture;
90 }*/
92 ///////////////////////////////////////////////////////////////////////////
93 // HACK: THE HORRIBLENESS HERE IS OVER 9000. The following code is a HUGE hack and will be removed completely
94 // as soon as all the hardcoded GL_TEXTURE_2D references are corrected in the TextureManager/OGL/tex libs.
96 glGenTextures(1, &m_SkyCubeMap);
97 glBindTexture(GL_TEXTURE_CUBE_MAP, m_SkyCubeMap);
99 int types[] = {
100 GL_TEXTURE_CUBE_MAP_POSITIVE_X,
101 GL_TEXTURE_CUBE_MAP_NEGATIVE_X,
102 GL_TEXTURE_CUBE_MAP_POSITIVE_Z,
103 GL_TEXTURE_CUBE_MAP_NEGATIVE_Z,
104 GL_TEXTURE_CUBE_MAP_POSITIVE_Y,
105 GL_TEXTURE_CUBE_MAP_NEGATIVE_Y
108 const wchar_t* images[numTextures+1] = {
109 L"front",
110 L"back",
111 L"right",
112 L"left",
113 L"top",
114 L"top"
117 for (size_t i = 0; i < numTextures+1; ++i)
119 VfsPath path = VfsPath("art/textures/skies") / m_SkySet / (Path::String(images[i])+L".dds");
121 shared_ptr<u8> file;
122 size_t fileSize;
123 if (g_VFS->LoadFile(path, file, fileSize) < 0)
125 VfsPath path2 = VfsPath("art/textures/skies") / m_SkySet / (Path::String(images[i])+L".dds.cached.dds");
126 if (g_VFS->LoadFile(path2, file, fileSize) < 0)
128 glDeleteTextures(1, &m_SkyCubeMap);
129 LOGERROR("Error creating sky cubemap.");
130 return;
134 Tex tex;
135 tex.decode(file, fileSize);
137 tex.transform_to((tex.m_Flags | TEX_BOTTOM_UP | TEX_ALPHA) & ~(TEX_DXT | TEX_MIPMAPS));
139 u8* data = tex.get_data();
141 if (types[i] == GL_TEXTURE_CUBE_MAP_NEGATIVE_Y || types[i] == GL_TEXTURE_CUBE_MAP_POSITIVE_Y)
143 std::vector<u8> rotated(tex.m_DataSize);
145 for (size_t y = 0; y < tex.m_Height; ++y)
147 for (size_t x = 0; x < tex.m_Width; ++x)
149 size_t invx = y, invy = tex.m_Width-x-1;
151 rotated[(y*tex.m_Width + x) * 4 + 0] = data[(invy*tex.m_Width + invx) * 4 + 0];
152 rotated[(y*tex.m_Width + x) * 4 + 1] = data[(invy*tex.m_Width + invx) * 4 + 1];
153 rotated[(y*tex.m_Width + x) * 4 + 2] = data[(invy*tex.m_Width + invx) * 4 + 2];
154 rotated[(y*tex.m_Width + x) * 4 + 3] = data[(invy*tex.m_Width + invx) * 4 + 3];
158 glTexImage2D(types[i], 0, GL_RGB, tex.m_Width, tex.m_Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, &rotated[0]);
160 else
162 glTexImage2D(types[i], 0, GL_RGB, tex.m_Width, tex.m_Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
166 glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
167 glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
168 glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
169 glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
170 #if CONFIG2_GLES
171 #warning TODO: fix SkyManager::LoadSkyTextures for GLES
172 #else
173 glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
174 #endif
175 glBindTexture(GL_TEXTURE_2D, 0);
176 ///////////////////////////////////////////////////////////////////////////
180 ///////////////////////////////////////////////////////////////////
181 // Switch to a different sky set (while the game is running)
182 void SkyManager::SetSkySet( const CStrW& newSet )
184 if(newSet == m_SkySet)
185 return;
187 if (m_SkyCubeMap)
189 glDeleteTextures(1, &m_SkyCubeMap);
190 m_SkyCubeMap = 0;
193 m_SkySet = newSet;
195 LoadSkyTextures();
198 ///////////////////////////////////////////////////////////////////
199 // Generate list of available skies
200 std::vector<CStrW> SkyManager::GetSkySets() const
202 std::vector<CStrW> skies;
204 // Find all subdirectories in art/textures/skies
206 const VfsPath path(L"art/textures/skies/");
207 DirectoryNames subdirectories;
208 if(g_VFS->GetDirectoryEntries(path, 0, &subdirectories) < 0)
210 LOGERROR("Error opening directory '%s'", path.string8());
211 return std::vector<CStrW>(1, GetSkySet()); // just return what we currently have
214 for(size_t i = 0; i < subdirectories.size(); i++)
215 skies.push_back(subdirectories[i].string());
216 sort(skies.begin(), skies.end());
218 return skies;
221 ///////////////////////////////////////////////////////////////////
222 // Render sky
223 void SkyManager::RenderSky()
225 #if CONFIG2_GLES
226 #warning TODO: implement SkyManager::RenderSky for GLES
227 #else
229 // Draw the sky as a small box around the map, with depth write enabled.
230 // This will be done before anything else is drawn so we'll be overlapped by everything else.
232 // Do nothing unless SetSkySet was called
233 if (m_SkySet.empty())
234 return;
236 glDepthMask( GL_FALSE );
238 pglActiveTextureARB(GL_TEXTURE0_ARB);
239 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
241 glMatrixMode(GL_MODELVIEW);
242 glPushMatrix();
244 // Translate so we are at the center of the map.
245 ssize_t mapSize = g_Game->GetWorld()->GetTerrain()->GetVerticesPerSide();
246 glTranslatef(mapSize*(TERRAIN_TILE_SIZE/2.0f), m_HorizonHeight, mapSize*(TERRAIN_TILE_SIZE/2.0f) );
248 // Rotate so that the "left" face, which contains the brightest part of each
249 // skymap, is in the direction of the sun from our light environment
250 glRotatef( 180.0f /*+ 45.0f*/ + RADTODEG(g_Renderer.GetLightEnv().GetRotation()), 0.0f, 1.0f, 0.0f );
252 // Distance to draw the faces at
253 const float D = 1500.0f; // distance from map center
254 const float H = 500.0f; // height of the ceiling
255 const float FH = -100.0f; // height of the "floor"
257 CShaderProgramPtr shader;
258 CShaderTechniquePtr skytech;
260 if (g_Renderer.GetRenderPath() == CRenderer::RP_SHADER)
262 skytech = g_Renderer.GetShaderManager().LoadEffect(str_sky_simple);
263 skytech->BeginPass();
264 shader = skytech->GetShader();
265 shader->BindTexture(str_baseTex, m_SkyCubeMap);
267 else
269 glDisable(GL_TEXTURE_2D);
270 glEnable(GL_TEXTURE_CUBE_MAP);
271 glBindTexture(GL_TEXTURE_CUBE_MAP, m_SkyCubeMap);
274 glBegin(GL_QUADS);
276 // GL_TEXTURE_CUBE_MAP_NEGATIVE_X
277 glTexCoord3f( +1, +1, +1 ); glVertex3f( -D, FH, -D );
278 glTexCoord3f( +1, +1, -1 ); glVertex3f( -D, FH, +D );
279 glTexCoord3f( +1, -1, -1 ); glVertex3f( -D, +H, +D );
280 glTexCoord3f( +1, -1, +1 ); glVertex3f( -D, +H, -D );
282 // GL_TEXTURE_CUBE_MAP_POSITIVE_X
283 glTexCoord3f( -1, +1, -1 ); glVertex3f( +D, FH, +D );
284 glTexCoord3f( -1, +1, +1 ); glVertex3f( +D, FH, -D );
285 glTexCoord3f( -1, -1, +1 ); glVertex3f( +D, +H, -D );
286 glTexCoord3f( -1, -1, -1 ); glVertex3f( +D, +H, +D );
288 // GL_TEXTURE_CUBE_MAP_NEGATIVE_Y
289 glTexCoord3f( -1, +1, +1 ); glVertex3f( +D, FH, -D );
290 glTexCoord3f( -1, +1, -1 ); glVertex3f( +D, FH, +D );
291 glTexCoord3f( +1, +1, -1 ); glVertex3f( -D, FH, +D );
292 glTexCoord3f( +1, +1, +1 ); glVertex3f( -D, FH, -D );
294 // GL_TEXTURE_CUBE_MAP_POSITIVE_Y
295 glTexCoord3f( +1, -1, +1 ); glVertex3f( -D, +H, -D );
296 glTexCoord3f( +1, -1, -1 ); glVertex3f( -D, +H, +D );
297 glTexCoord3f( -1, -1, -1 ); glVertex3f( +D, +H, +D );
298 glTexCoord3f( -1, -1, +1 ); glVertex3f( +D, +H, -D );
300 // GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
301 glTexCoord3f( -1, +1, +1 ); glVertex3f( +D, FH, -D );
302 glTexCoord3f( +1, +1, +1 ); glVertex3f( -D, FH, -D );
303 glTexCoord3f( +1, -1, +1 ); glVertex3f( -D, +H, -D );
304 glTexCoord3f( -1, -1, +1 ); glVertex3f( +D, +H, -D );
306 // GL_TEXTURE_CUBE_MAP_POSITIVE_Z
307 glTexCoord3f( +1, +1, -1 ); glVertex3f( -D, FH, +D );
308 glTexCoord3f( -1, +1, -1 ); glVertex3f( +D, FH, +D );
309 glTexCoord3f( -1, -1, -1 ); glVertex3f( +D, +H, +D );
310 glTexCoord3f( +1, -1, -1 ); glVertex3f( -D, +H, +D );
311 glEnd();
313 if (g_Renderer.GetRenderPath() == CRenderer::RP_SHADER)
315 skytech->EndPass();
317 else
319 glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
320 glDisable(GL_TEXTURE_CUBE_MAP);
321 glEnable(GL_TEXTURE_2D);
324 glPopMatrix();
326 glDepthMask( GL_TRUE );
328 #endif