[Gameplay] Reduce loom cost
[0ad.git] / source / graphics / LOSTexture.cpp
blob2bb957f822d70fe9507232789dc2869fd9accb2d
1 /* Copyright (C) 2023 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 "LOSTexture.h"
22 #include "graphics/ShaderManager.h"
23 #include "lib/bits.h"
24 #include "lib/config2.h"
25 #include "lib/timer.h"
26 #include "maths/MathUtil.h"
27 #include "ps/CLogger.h"
28 #include "ps/CStrInternStatic.h"
29 #include "ps/Game.h"
30 #include "ps/Profile.h"
31 #include "renderer/backend/IDevice.h"
32 #include "renderer/Renderer.h"
33 #include "renderer/RenderingOptions.h"
34 #include "renderer/TimeManager.h"
35 #include "simulation2/Simulation2.h"
36 #include "simulation2/components/ICmpRangeManager.h"
37 #include "simulation2/helpers/Los.h"
41 The LOS bitmap is computed with one value per LOS vertex, based on
42 CCmpRangeManager's visibility information.
44 The bitmap is then blurred using an NxN filter (in particular a
45 7-tap Binomial filter as an efficient integral approximation of a Gaussian).
46 To implement the blur efficiently without using extra memory for a second copy
47 of the bitmap, we generate the bitmap with (N-1)/2 pixels of padding on each side,
48 then the blur shifts the image back into the corner.
50 The blurred bitmap is then uploaded into a GL texture for use by the renderer.
55 // Blur with a NxN filter, where N = g_BlurSize must be an odd number.
56 // Keep it in relation to the number of impassable tiles in MAP_EDGE_TILES.
57 static const size_t g_BlurSize = 7;
59 // Alignment (in bytes) of the pixel data passed into texture uploading.
60 // This must be a multiple of GL_UNPACK_ALIGNMENT, which ought to be 1 (since
61 // that's what we set it to) but in some weird cases appears to have a different
62 // value. (See Trac #2594). Multiples of 4 are possibly good for performance anyway.
63 static const size_t g_SubTextureAlignment = 4;
65 CLOSTexture::CLOSTexture(CSimulation2& simulation)
66 : m_Simulation(simulation)
68 if (CRenderer::IsInitialised() && g_RenderingOptions.GetSmoothLOS())
69 CreateShader();
72 CLOSTexture::~CLOSTexture()
74 m_SmoothFramebuffers[0].reset();
75 m_SmoothFramebuffers[1].reset();
77 if (m_Texture)
78 DeleteTexture();
81 // Create the LOS texture engine. Should be ran only once.
82 bool CLOSTexture::CreateShader()
84 m_SmoothTech = g_Renderer.GetShaderManager().LoadEffect(str_los_interp);
85 m_ShaderInitialized = m_SmoothTech && m_SmoothTech->GetShader();
87 if (!m_ShaderInitialized)
89 LOGERROR("Failed to load SmoothLOS shader, disabling.");
90 g_RenderingOptions.SetSmoothLOS(false);
91 return false;
94 const std::array<Renderer::Backend::SVertexAttributeFormat, 2> attributes{{
95 {Renderer::Backend::VertexAttributeStream::POSITION,
96 Renderer::Backend::Format::R32G32_SFLOAT, 0, sizeof(float) * 2,
97 Renderer::Backend::VertexAttributeRate::PER_VERTEX, 0},
98 {Renderer::Backend::VertexAttributeStream::UV0,
99 Renderer::Backend::Format::R32G32_SFLOAT, 0, sizeof(float) * 2,
100 Renderer::Backend::VertexAttributeRate::PER_VERTEX, 1}
102 m_VertexInputLayout = g_Renderer.GetVertexInputLayout(attributes);
104 return true;
107 void CLOSTexture::DeleteTexture()
109 m_Texture.reset();
110 m_SmoothTextures[0].reset();
111 m_SmoothTextures[1].reset();
114 void CLOSTexture::MakeDirty()
116 m_Dirty = true;
119 Renderer::Backend::ITexture* CLOSTexture::GetTextureSmooth()
121 if (CRenderer::IsInitialised() && !g_RenderingOptions.GetSmoothLOS())
122 return GetTexture();
123 else
124 return m_SmoothTextures[m_WhichTexture].get();
127 void CLOSTexture::InterpolateLOS(Renderer::Backend::IDeviceCommandContext* deviceCommandContext)
129 const bool skipSmoothLOS = CRenderer::IsInitialised() && !g_RenderingOptions.GetSmoothLOS();
130 if (!skipSmoothLOS && !m_ShaderInitialized)
132 if (!CreateShader())
133 return;
135 // RecomputeTexture will not cause the ConstructTexture to run.
136 // Force the textures to be created.
137 DeleteTexture();
138 ConstructTexture(deviceCommandContext);
139 m_Dirty = true;
142 if (m_Dirty)
144 RecomputeTexture(deviceCommandContext);
145 // We need to subtract the frame time because without it we have the
146 // same output images for the current and previous frames.
147 m_LastTextureRecomputeTime = timer_Time() - g_Renderer.GetTimeManager().GetFrameDelta();
148 m_WhichTexture = 1u - m_WhichTexture;
149 m_Dirty = false;
152 if (skipSmoothLOS)
153 return;
155 GPU_SCOPED_LABEL(deviceCommandContext, "Render LOS texture");
156 deviceCommandContext->BeginFramebufferPass(m_SmoothFramebuffers[m_WhichTexture].get());
158 deviceCommandContext->SetGraphicsPipelineState(
159 m_SmoothTech->GetGraphicsPipelineState());
160 deviceCommandContext->BeginPass();
162 Renderer::Backend::IShaderProgram* shader = m_SmoothTech->GetShader();
164 deviceCommandContext->SetTexture(
165 shader->GetBindingSlot(str_losTex1), m_Texture.get());
166 deviceCommandContext->SetTexture(
167 shader->GetBindingSlot(str_losTex2), m_SmoothTextures[1u - m_WhichTexture].get());
169 const float delta = Clamp<float>(
170 (timer_Time() - m_LastTextureRecomputeTime) * 2.0f, 0.0f, 1.0f);
171 deviceCommandContext->SetUniform(shader->GetBindingSlot(str_delta), delta);
173 Renderer::Backend::IDeviceCommandContext::Rect viewportRect{};
174 viewportRect.width = m_Texture->GetWidth();
175 viewportRect.height = m_Texture->GetHeight();
176 deviceCommandContext->SetViewports(1, &viewportRect);
178 const bool flip =
179 deviceCommandContext->GetDevice()->GetBackend() == Renderer::Backend::Backend::VULKAN;
180 const float bottomV = flip ? 1.0 : 0.0f;
181 const float topV = flip ? 0.0f : 1.0f;
183 float quadVerts[] =
185 1.0f, 1.0f,
186 -1.0f, 1.0f,
187 -1.0f, -1.0f,
189 -1.0f, -1.0f,
190 1.0f, -1.0f,
191 1.0f, 1.0f
193 float quadTex[] =
195 1.0f, topV,
196 0.0f, topV,
197 0.0f, bottomV,
199 0.0f, bottomV,
200 1.0f, bottomV,
201 1.0f, topV
204 deviceCommandContext->SetVertexInputLayout(m_VertexInputLayout);
206 deviceCommandContext->SetVertexBufferData(
207 0, quadVerts, std::size(quadVerts) * sizeof(quadVerts[0]));
208 deviceCommandContext->SetVertexBufferData(
209 1, quadTex, std::size(quadTex) * sizeof(quadTex[0]));
211 deviceCommandContext->Draw(0, 6);
213 deviceCommandContext->EndPass();
214 deviceCommandContext->EndFramebufferPass();
218 Renderer::Backend::ITexture* CLOSTexture::GetTexture()
220 ENSURE(!m_Dirty);
221 return m_Texture.get();
224 const CMatrix3D& CLOSTexture::GetTextureMatrix()
226 ENSURE(!m_Dirty);
227 return m_TextureMatrix;
230 const CMatrix3D& CLOSTexture::GetMinimapTextureMatrix()
232 ENSURE(!m_Dirty);
233 return m_MinimapTextureMatrix;
236 void CLOSTexture::ConstructTexture(Renderer::Backend::IDeviceCommandContext* deviceCommandContext)
238 CmpPtr<ICmpRangeManager> cmpRangeManager(m_Simulation, SYSTEM_ENTITY);
239 if (!cmpRangeManager)
240 return;
242 m_MapSize = cmpRangeManager->GetVerticesPerSide();
244 const size_t textureSize = round_up_to_pow2(round_up((size_t)m_MapSize + g_BlurSize - 1, g_SubTextureAlignment));
246 Renderer::Backend::IDevice* backendDevice = deviceCommandContext->GetDevice();
248 const Renderer::Backend::Sampler::Desc defaultSamplerDesc =
249 Renderer::Backend::Sampler::MakeDefaultSampler(
250 Renderer::Backend::Sampler::Filter::LINEAR,
251 Renderer::Backend::Sampler::AddressMode::CLAMP_TO_EDGE);
253 if (backendDevice->IsFramebufferFormatSupported(Renderer::Backend::Format::R8_UNORM))
255 m_TextureFormat = Renderer::Backend::Format::R8_UNORM;
256 m_TextureFormatStride = 1;
258 else
260 m_TextureFormat = Renderer::Backend::Format::R8G8B8A8_UNORM;
261 m_TextureFormatStride = 4;
264 m_Texture = backendDevice->CreateTexture2D("LOSTexture",
265 Renderer::Backend::ITexture::Usage::TRANSFER_DST |
266 Renderer::Backend::ITexture::Usage::SAMPLED,
267 m_TextureFormat, textureSize, textureSize, defaultSamplerDesc);
269 // Initialise texture with SoD color, for the areas we don't
270 // overwrite with uploading later.
271 const size_t textureDataSize = textureSize * textureSize * m_TextureFormatStride;
272 std::unique_ptr<u8[]> texData = std::make_unique<u8[]>(textureDataSize);
273 memset(texData.get(), 0x00, textureDataSize);
275 if (CRenderer::IsInitialised() && g_RenderingOptions.GetSmoothLOS())
277 const uint32_t usage =
278 Renderer::Backend::ITexture::Usage::TRANSFER_DST |
279 Renderer::Backend::ITexture::Usage::SAMPLED |
280 Renderer::Backend::ITexture::Usage::COLOR_ATTACHMENT;
281 m_SmoothTextures[0] = backendDevice->CreateTexture2D("LOSSmoothTexture0",
282 usage, m_TextureFormat, textureSize, textureSize, defaultSamplerDesc);
283 m_SmoothTextures[1] = backendDevice->CreateTexture2D("LOSSmoothTexture1",
284 usage, m_TextureFormat, textureSize, textureSize, defaultSamplerDesc);
286 Renderer::Backend::SColorAttachment colorAttachment{};
287 colorAttachment.texture = m_SmoothTextures[0].get();
288 colorAttachment.loadOp = Renderer::Backend::AttachmentLoadOp::DONT_CARE;
289 colorAttachment.storeOp = Renderer::Backend::AttachmentStoreOp::STORE;
290 colorAttachment.clearColor = CColor{0.0f, 0.0f, 0.0f, 0.0f};
291 m_SmoothFramebuffers[0] = backendDevice->CreateFramebuffer(
292 "LOSSmoothFramebuffer0", &colorAttachment, nullptr);
293 colorAttachment.texture = m_SmoothTextures[1].get();
294 m_SmoothFramebuffers[1] = backendDevice->CreateFramebuffer(
295 "LOSSmoothFramebuffer1", &colorAttachment, nullptr);
296 if (!m_SmoothFramebuffers[0] || !m_SmoothFramebuffers[1])
298 LOGERROR("Failed to create LOS framebuffers");
299 g_RenderingOptions.SetSmoothLOS(false);
302 deviceCommandContext->UploadTexture(
303 m_SmoothTextures[0].get(), m_TextureFormat, texData.get(), textureDataSize);
304 deviceCommandContext->UploadTexture(
305 m_SmoothTextures[1].get(), m_TextureFormat, texData.get(), textureDataSize);
308 deviceCommandContext->UploadTexture(
309 m_Texture.get(), m_TextureFormat, texData.get(), textureDataSize);
311 texData.reset();
314 // Texture matrix: We want to map
315 // world pos (0, y, 0) (i.e. first vertex)
316 // onto texcoord (0.5/texsize, 0.5/texsize) (i.e. middle of first texel);
317 // world pos ((mapsize-1)*cellsize, y, (mapsize-1)*cellsize) (i.e. last vertex)
318 // onto texcoord ((mapsize-0.5) / texsize, (mapsize-0.5) / texsize) (i.e. middle of last texel)
320 float s = (m_MapSize-1) / static_cast<float>(textureSize * (m_MapSize-1) * LOS_TILE_SIZE);
321 float t = 0.5f / textureSize;
322 m_TextureMatrix.SetZero();
323 m_TextureMatrix._11 = s;
324 m_TextureMatrix._23 = s;
325 m_TextureMatrix._14 = t;
326 m_TextureMatrix._24 = t;
327 m_TextureMatrix._44 = 1;
331 // Minimap matrix: We want to map UV (0,0)-(1,1) onto (0,0)-(mapsize/texsize, mapsize/texsize)
333 float s = m_MapSize / (float)textureSize;
334 m_MinimapTextureMatrix.SetZero();
335 m_MinimapTextureMatrix._11 = s;
336 m_MinimapTextureMatrix._22 = s;
337 m_MinimapTextureMatrix._44 = 1;
341 void CLOSTexture::RecomputeTexture(Renderer::Backend::IDeviceCommandContext* deviceCommandContext)
343 // If the map was resized, delete and regenerate the texture
344 if (m_Texture)
346 CmpPtr<ICmpRangeManager> cmpRangeManager(m_Simulation, SYSTEM_ENTITY);
347 if (!cmpRangeManager || m_MapSize != cmpRangeManager->GetVerticesPerSide())
348 DeleteTexture();
351 bool recreated = false;
352 if (!m_Texture)
354 ConstructTexture(deviceCommandContext);
355 recreated = true;
358 PROFILE("recompute LOS texture");
360 CmpPtr<ICmpRangeManager> cmpRangeManager(m_Simulation, SYSTEM_ENTITY);
361 if (!cmpRangeManager)
362 return;
364 size_t pitch;
365 const size_t dataSize = GetBitmapSize(m_MapSize, m_MapSize, &pitch);
366 ENSURE(pitch * m_MapSize <= dataSize);
367 std::unique_ptr<u8[]> losData = std::make_unique<u8[]>(
368 dataSize * m_TextureFormatStride);
370 CLosQuerier los(cmpRangeManager->GetLosQuerier(m_Simulation.GetSimContext().GetCurrentDisplayedPlayer()));
372 GenerateBitmap(los, &losData[0], m_MapSize, m_MapSize, pitch);
374 // GenerateBitmap writes data tightly packed and we need to offset it to fit
375 // into the texture format properly.
376 const size_t textureDataPitch = pitch * m_TextureFormatStride;
377 if (m_TextureFormatStride > 1)
379 // We skip the last byte because it will be first in our order and we
380 // don't need to move it.
381 for (size_t index = 0; index + 1 < dataSize; ++index)
383 const size_t oldAddress = dataSize - 1 - index;
384 const size_t newAddress = oldAddress * m_TextureFormatStride;
385 losData[newAddress] = losData[oldAddress];
386 losData[oldAddress] = 0;
390 if (CRenderer::IsInitialised() && g_RenderingOptions.GetSmoothLOS() && recreated)
392 deviceCommandContext->UploadTextureRegion(
393 m_SmoothTextures[0].get(), m_TextureFormat, losData.get(),
394 textureDataPitch * m_MapSize, 0, 0, pitch, m_MapSize);
395 deviceCommandContext->UploadTextureRegion(
396 m_SmoothTextures[1].get(), m_TextureFormat, losData.get(),
397 textureDataPitch * m_MapSize, 0, 0, pitch, m_MapSize);
400 deviceCommandContext->UploadTextureRegion(
401 m_Texture.get(), m_TextureFormat, losData.get(),
402 textureDataPitch * m_MapSize, 0, 0, pitch, m_MapSize);
405 size_t CLOSTexture::GetBitmapSize(size_t w, size_t h, size_t* pitch)
407 *pitch = round_up(w + g_BlurSize - 1, g_SubTextureAlignment);
408 return *pitch * (h + g_BlurSize - 1);
411 void CLOSTexture::GenerateBitmap(const CLosQuerier& los, u8* losData, size_t w, size_t h, size_t pitch)
413 u8 *dataPtr = losData;
415 // Initialise the top padding
416 for (size_t j = 0; j < g_BlurSize/2; ++j)
417 for (size_t i = 0; i < pitch; ++i)
418 *dataPtr++ = 0;
420 for (size_t j = 0; j < h; ++j)
422 // Initialise the left padding
423 for (size_t i = 0; i < g_BlurSize/2; ++i)
424 *dataPtr++ = 0;
426 // Fill in the visibility data
427 for (size_t i = 0; i < w; ++i)
429 if (los.IsVisible_UncheckedRange(i, j))
430 *dataPtr++ = 255;
431 else if (los.IsExplored_UncheckedRange(i, j))
432 *dataPtr++ = 127;
433 else
434 *dataPtr++ = 0;
437 // Initialise the right padding
438 for (size_t i = 0; i < pitch - w - g_BlurSize/2; ++i)
439 *dataPtr++ = 0;
442 // Initialise the bottom padding
443 for (size_t j = 0; j < g_BlurSize/2; ++j)
444 for (size_t i = 0; i < pitch; ++i)
445 *dataPtr++ = 0;
447 // Horizontal blur:
449 for (size_t j = g_BlurSize/2; j < h + g_BlurSize/2; ++j)
451 for (size_t i = 0; i < w; ++i)
453 u8* d = &losData[i+j*pitch];
454 *d = (
455 1*d[0] +
456 6*d[1] +
457 15*d[2] +
458 20*d[3] +
459 15*d[4] +
460 6*d[5] +
461 1*d[6]
462 ) / 64;
466 // Vertical blur:
468 for (size_t j = 0; j < h; ++j)
470 for (size_t i = 0; i < w; ++i)
472 u8* d = &losData[i+j*pitch];
473 *d = (
474 1*d[0*pitch] +
475 6*d[1*pitch] +
476 15*d[2*pitch] +
477 20*d[3*pitch] +
478 15*d[4*pitch] +
479 6*d[5*pitch] +
480 1*d[6*pitch]
481 ) / 64;