Moves dynamic geometry for rendering sky to static vertex buffer.
[0ad.git] / source / renderer / SkyManager.cpp
blob4be89b1b5ba84761efc9da7ee1d15665ae1d3817
1 /* Copyright (C) 2022 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/>.
18 #include "precompiled.h"
20 #include "renderer/SkyManager.h"
22 #include "graphics/LightEnv.h"
23 #include "graphics/ShaderManager.h"
24 #include "graphics/Terrain.h"
25 #include "graphics/TextureManager.h"
26 #include "lib/bits.h"
27 #include "lib/tex/tex.h"
28 #include "lib/timer.h"
29 #include "maths/MathUtil.h"
30 #include "ps/CLogger.h"
31 #include "ps/ConfigDB.h"
32 #include "ps/CStr.h"
33 #include "ps/CStrInternStatic.h"
34 #include "ps/Filesystem.h"
35 #include "ps/Game.h"
36 #include "ps/Loader.h"
37 #include "ps/VideoMode.h"
38 #include "ps/World.h"
39 #include "renderer/backend/gl/Device.h"
40 #include "renderer/Renderer.h"
41 #include "renderer/SceneRenderer.h"
42 #include "renderer/RenderingOptions.h"
44 #include <algorithm>
46 SkyManager::SkyManager()
47 : m_VertexArray(Renderer::Backend::GL::CBuffer::Type::VERTEX, false)
49 CFG_GET_VAL("showsky", m_RenderSky);
52 void SkyManager::LoadAndUploadSkyTexturesIfNeeded(
53 Renderer::Backend::GL::CDeviceCommandContext* deviceCommandContext)
55 if (m_SkyCubeMap)
56 return;
58 GPU_SCOPED_LABEL(deviceCommandContext, "Load Sky Textures");
59 static const CStrW images[NUMBER_OF_TEXTURES + 1] = {
60 L"front",
61 L"back",
62 L"top",
63 L"top",
64 L"right",
65 L"left"
68 /*for (size_t i = 0; i < ARRAY_SIZE(m_SkyTexture); ++i)
70 VfsPath path = VfsPath("art/textures/skies") / m_SkySet / (Path::String(s_imageNames[i])+L".dds");
72 CTextureProperties textureProps(path);
73 textureProps.SetWrap(GL_CLAMP_TO_EDGE);
74 CTexturePtr texture = g_Renderer.GetTextureManager().CreateTexture(textureProps);
75 texture->Prefetch();
76 m_SkyTexture[i] = texture;
77 }*/
79 ///////////////////////////////////////////////////////////////////////////
80 // HACK: THE HORRIBLENESS HERE IS OVER 9000. The following code is a HUGE hack and will be removed completely
81 // as soon as all the hardcoded GL_TEXTURE_2D references are corrected in the TextureManager/OGL/tex libs.
83 Tex textures[NUMBER_OF_TEXTURES + 1];
85 for (size_t i = 0; i < NUMBER_OF_TEXTURES + 1; ++i)
87 VfsPath path = VfsPath("art/textures/skies") / m_SkySet / (Path::String(images[i]) + L".dds");
89 std::shared_ptr<u8> file;
90 size_t fileSize;
91 if (g_VFS->LoadFile(path, file, fileSize) != INFO::OK)
93 path = VfsPath("art/textures/skies") / m_SkySet / (Path::String(images[i]) + L".dds.cached.dds");
94 if (g_VFS->LoadFile(path, file, fileSize) != INFO::OK)
96 LOGERROR("Error creating sky cubemap '%s', can't load file: '%s'.", m_SkySet.ToUTF8().c_str(), path.string8().c_str());
97 return;
101 textures[i].decode(file, fileSize);
102 textures[i].transform_to((textures[i].m_Flags | TEX_BOTTOM_UP | TEX_ALPHA) & ~(TEX_DXT | TEX_MIPMAPS));
104 if (!is_pow2(textures[i].m_Width) || !is_pow2(textures[i].m_Height))
106 LOGERROR("Error creating sky cubemap '%s', cube textures should have power of 2 sizes.", m_SkySet.ToUTF8().c_str());
107 return;
110 if (textures[i].m_Width != textures[0].m_Width || textures[i].m_Height != textures[0].m_Height)
112 LOGERROR("Error creating sky cubemap '%s', cube textures have different sizes.", m_SkySet.ToUTF8().c_str());
113 return;
117 m_SkyCubeMap = g_VideoMode.GetBackendDevice()->CreateTexture("SkyCubeMap",
118 Renderer::Backend::GL::CTexture::Type::TEXTURE_CUBE,
119 Renderer::Backend::Format::R8G8B8A8, textures[0].m_Width, textures[0].m_Height,
120 Renderer::Backend::Sampler::MakeDefaultSampler(
121 Renderer::Backend::Sampler::Filter::LINEAR,
122 Renderer::Backend::Sampler::AddressMode::CLAMP_TO_EDGE), 1, 1);
124 std::vector<u8> rotated;
125 for (size_t i = 0; i < NUMBER_OF_TEXTURES + 1; ++i)
127 u8* data = textures[i].get_data();
129 // We need to rotate the side if it's looking up or down.
130 // TODO: maybe it should be done during texture conversion.
131 if (i == 2 || i == 3)
133 rotated.resize(textures[i].m_DataSize);
135 for (size_t y = 0; y < textures[i].m_Height; ++y)
137 for (size_t x = 0; x < textures[i].m_Width; ++x)
139 const size_t invX = y;
140 const size_t invY = textures[i].m_Width - x - 1;
142 rotated[(y * textures[i].m_Width + x) * 4 + 0] = data[(invY * textures[i].m_Width + invX) * 4 + 0];
143 rotated[(y * textures[i].m_Width + x) * 4 + 1] = data[(invY * textures[i].m_Width + invX) * 4 + 1];
144 rotated[(y * textures[i].m_Width + x) * 4 + 2] = data[(invY * textures[i].m_Width + invX) * 4 + 2];
145 rotated[(y * textures[i].m_Width + x) * 4 + 3] = data[(invY * textures[i].m_Width + invX) * 4 + 3];
149 deviceCommandContext->UploadTexture(
150 m_SkyCubeMap.get(), Renderer::Backend::Format::R8G8B8A8,
151 &rotated[0], textures[i].m_DataSize, 0, i);
153 else
155 deviceCommandContext->UploadTexture(
156 m_SkyCubeMap.get(), Renderer::Backend::Format::R8G8B8A8,
157 data, textures[i].m_DataSize, 0, i);
160 ///////////////////////////////////////////////////////////////////////////
163 void SkyManager::SetSkySet(const CStrW& newSet)
165 if (newSet == m_SkySet)
166 return;
168 m_SkyCubeMap.reset();
170 m_SkySet = newSet;
173 std::vector<CStrW> SkyManager::GetSkySets() const
175 std::vector<CStrW> skies;
177 // Find all subdirectories in art/textures/skies
179 const VfsPath path(L"art/textures/skies/");
180 DirectoryNames subdirectories;
181 if (g_VFS->GetDirectoryEntries(path, 0, &subdirectories) != INFO::OK)
183 LOGERROR("Error opening directory '%s'", path.string8());
184 return std::vector<CStrW>(1, GetSkySet()); // just return what we currently have
187 for(size_t i = 0; i < subdirectories.size(); i++)
188 skies.push_back(subdirectories[i].string());
189 sort(skies.begin(), skies.end());
191 return skies;
194 void SkyManager::RenderSky(
195 Renderer::Backend::GL::CDeviceCommandContext* deviceCommandContext)
197 GPU_SCOPED_LABEL(deviceCommandContext, "Render sky");
198 #if CONFIG2_GLES
199 UNUSED2(deviceCommandContext);
200 #warning TODO: implement SkyManager::RenderSky for GLES
201 #else
202 if (!m_RenderSky)
203 return;
205 // Do nothing unless SetSkySet was called
206 if (m_SkySet.empty() || !m_SkyCubeMap)
207 return;
209 if (m_VertexArray.GetNumberOfVertices() == 0)
210 CreateSkyCube();
212 const CCamera& camera = g_Renderer.GetSceneRenderer().GetViewCamera();
214 CShaderTechniquePtr skytech =
215 g_Renderer.GetShaderManager().LoadEffect(str_sky_simple);
216 skytech->BeginPass();
217 deviceCommandContext->SetGraphicsPipelineState(
218 skytech->GetGraphicsPipelineStateDesc());
219 const CShaderProgramPtr& shader = skytech->GetShader();
220 shader->BindTexture(str_baseTex, m_SkyCubeMap.get());
222 // Translate so the sky center is at the camera space origin.
223 CMatrix3D translate;
224 translate.SetTranslation(camera.GetOrientation().GetTranslation());
226 // Currently we have a hardcoded near plane in the projection matrix.
227 CMatrix3D scale;
228 scale.SetScaling(10.0f, 10.0f, 10.0f);
230 // Rotate so that the "left" face, which contains the brightest part of
231 // each skymap, is in the direction of the sun from our light
232 // environment.
233 CMatrix3D rotate;
234 rotate.SetYRotation(M_PI + g_Renderer.GetSceneRenderer().GetLightEnv().GetRotation());
236 shader->Uniform(
237 str_transform,
238 camera.GetViewProjection() * translate * rotate * scale);
240 m_VertexArray.PrepareForRendering();
242 u8* base = m_VertexArray.Bind(deviceCommandContext);
243 const GLsizei stride = static_cast<GLsizei>(m_VertexArray.GetStride());
245 shader->VertexPointer(
246 3, GL_FLOAT, stride, base + m_AttributePosition.offset);
247 shader->TexCoordPointer(
248 GL_TEXTURE0, 3, GL_FLOAT, stride, base + m_AttributeUV.offset);
249 shader->AssertPointersBound();
251 glDrawArrays(GL_TRIANGLES, 0, m_VertexArray.GetNumberOfVertices());
253 skytech->EndPass();
254 #endif
257 void SkyManager::CreateSkyCube()
259 m_AttributePosition.type = GL_FLOAT;
260 m_AttributePosition.elems = 3;
261 m_VertexArray.AddAttribute(&m_AttributePosition);
263 m_AttributeUV.type = GL_FLOAT;
264 m_AttributeUV.elems = 3;
265 m_VertexArray.AddAttribute(&m_AttributeUV);
267 // 6 sides of cube with 6 vertices.
268 m_VertexArray.SetNumberOfVertices(6 * 6);
269 m_VertexArray.Layout();
271 VertexArrayIterator<CVector3D> attrPosition = m_AttributePosition.GetIterator<CVector3D>();
272 VertexArrayIterator<CVector3D> attrUV = m_AttributeUV.GetIterator<CVector3D>();
274 #define ADD_VERTEX(U, V, W, VX, VY, VZ) \
275 STMT( \
276 attrPosition->X = VX; \
277 attrPosition->Y = VY; \
278 attrPosition->Z = VZ; \
279 ++attrPosition; \
280 attrUV->X = U; \
281 attrUV->Y = V; \
282 attrUV->Z = W; \
283 ++attrUV;)
285 // Axis -X
286 ADD_VERTEX(+1, +1, +1, -1.0f, -1.0f, -1.0f);
287 ADD_VERTEX(+1, +1, -1, -1.0f, -1.0f, +1.0f);
288 ADD_VERTEX(+1, -1, -1, -1.0f, +1.0f, +1.0f);
289 ADD_VERTEX(+1, +1, +1, -1.0f, -1.0f, -1.0f);
290 ADD_VERTEX(+1, -1, -1, -1.0f, +1.0f, +1.0f);
291 ADD_VERTEX(+1, -1, +1, -1.0f, +1.0f, -1.0f);
293 // Axis +X
294 ADD_VERTEX(-1, +1, -1, +1.0f, -1.0f, +1.0f);
295 ADD_VERTEX(-1, +1, +1, +1.0f, -1.0f, -1.0f);
296 ADD_VERTEX(-1, -1, +1, +1.0f, +1.0f, -1.0f);
297 ADD_VERTEX(-1, +1, -1, +1.0f, -1.0f, +1.0f);
298 ADD_VERTEX(-1, -1, +1, +1.0f, +1.0f, -1.0f);
299 ADD_VERTEX(-1, -1, -1, +1.0f, +1.0f, +1.0f);
301 // Axis -Y
302 ADD_VERTEX(-1, +1, +1, +1.0f, -1.0f, -1.0f);
303 ADD_VERTEX(-1, +1, -1, +1.0f, -1.0f, +1.0f);
304 ADD_VERTEX(+1, +1, -1, -1.0f, -1.0f, +1.0f);
305 ADD_VERTEX(-1, +1, +1, +1.0f, -1.0f, -1.0f);
306 ADD_VERTEX(+1, +1, -1, -1.0f, -1.0f, +1.0f);
307 ADD_VERTEX(+1, +1, +1, -1.0f, -1.0f, -1.0f);
309 // Axis +Y
310 ADD_VERTEX(+1, -1, +1, -1.0f, +1.0f, -1.0f);
311 ADD_VERTEX(+1, -1, -1, -1.0f, +1.0f, +1.0f);
312 ADD_VERTEX(-1, -1, -1, +1.0f, +1.0f, +1.0f);
313 ADD_VERTEX(+1, -1, +1, -1.0f, +1.0f, -1.0f);
314 ADD_VERTEX(-1, -1, -1, +1.0f, +1.0f, +1.0f);
315 ADD_VERTEX(-1, -1, +1, +1.0f, +1.0f, -1.0f);
317 // Axis -Z
318 ADD_VERTEX(-1, +1, +1, +1.0f, -1.0f, -1.0f);
319 ADD_VERTEX(+1, +1, +1, -1.0f, -1.0f, -1.0f);
320 ADD_VERTEX(+1, -1, +1, -1.0f, +1.0f, -1.0f);
321 ADD_VERTEX(-1, +1, +1, +1.0f, -1.0f, -1.0f);
322 ADD_VERTEX(+1, -1, +1, -1.0f, +1.0f, -1.0f);
323 ADD_VERTEX(-1, -1, +1, +1.0f, +1.0f, -1.0f);
325 // Axis +Z
326 ADD_VERTEX(+1, +1, -1, -1.0f, -1.0f, +1.0f);
327 ADD_VERTEX(-1, +1, -1, +1.0f, -1.0f, +1.0f);
328 ADD_VERTEX(-1, -1, -1, +1.0f, +1.0f, +1.0f);
329 ADD_VERTEX(+1, +1, -1, -1.0f, -1.0f, +1.0f);
330 ADD_VERTEX(-1, -1, -1, +1.0f, +1.0f, +1.0f);
331 ADD_VERTEX(+1, -1, -1, -1.0f, +1.0f, +1.0f);
332 #undef ADD_VERTEX
334 m_VertexArray.Upload();
335 m_VertexArray.FreeBackingStore();