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397 lines
14 KiB
C++
397 lines
14 KiB
C++
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// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program 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 Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#include "std3d.h"
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#include "nel/3d/water_env_map.h"
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#include "nel/3d/vertex_buffer.h"
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#include "nel/3d/index_buffer.h"
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#include "nel/3d/material.h"
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#include "nel/3d/driver.h"
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#include "nel/3d/u_water_env_map.h"
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#include "nel/misc/common.h"
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#include "nel/3d/viewport.h"
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namespace NL3D
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{
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CVertexBuffer CWaterEnvMap::_FlattenVB; // vb to map cube map top hemisphere to a 2D map
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CIndexBuffer CWaterEnvMap::_FlattenIB("CWaterEnvMap::_FlattenIB");
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bool CWaterEnvMap::_FlattenVBInitialized;
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CMaterial CWaterEnvMap::_MaterialPassThru;
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CMaterial CWaterEnvMap::_MaterialPassThruZTest;
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CVertexBuffer CWaterEnvMap::_TestVB;
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CIndexBuffer CWaterEnvMap::_TestIB("CWaterEnvMap::_TestIB");
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// flatten vb params
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static const uint FVB_NUM_SIDES = 32;
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static const uint FVB_NUM_SECTIONS = 10;
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static const uint FVB_NUM_VERTS = FVB_NUM_SIDES * (FVB_NUM_SECTIONS + 1);
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static const uint FVB_NUM_TRIS = 2 * FVB_NUM_SIDES * FVB_NUM_SECTIONS;
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// tmp : test vertex buffer
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static const uint TEST_VB_NUM_SEGMENT = 16;
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static const uint TEST_VB_NUM_SLICE = 16;
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static const uint TEST_VB_NUM_TRIS = 2 * TEST_VB_NUM_SEGMENT * TEST_VB_NUM_SLICE;
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// Get index of a vertex in the flatten vb from its side an section
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static uint32 inline getFVBVertex(uint section, uint side)
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{
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nlassert(section <= FVB_NUM_SECTIONS);
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return (uint32) (section + (side % FVB_NUM_SIDES) * (FVB_NUM_SECTIONS + 1));
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}
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const uint NUM_FACES_TO_RENDER = 5;
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//*******************************************************************************
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CWaterEnvMap::CWaterEnvMap()
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{
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_UpdateTime = 0;
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_LastRenderTick = 0;
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invalidate();
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_NumRenderedFaces = 0;
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_EnvCubicSize = 0;
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_Env2DSize = 0;
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_LastRenderTime = -1;
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_StartRenderTime = -1;
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_Alpha = 255;
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}
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//*******************************************************************************
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void CWaterEnvMap::init(uint cubeMapSize, uint projection2DSize, TGlobalAnimationTime updateTime, IDriver &driver)
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{
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// Allocate cube map
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// a cubic texture with no sharing allowed
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class CTextureCubeUnshared : public CTextureCube
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{
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public:
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virtual bool supportSharing() const {return false;}
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virtual uint32 getWidth(uint32 numMipMap = 0) const
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{
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nlassert(numMipMap == 0);
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return Size;
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}
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virtual uint32 getHeight(uint32 numMipMap = 0) const
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{
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nlassert(numMipMap == 0);
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return Size;
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}
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uint32 Size;
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};
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// a 2D testure
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class CTexture2DUnshared : public CTextureBlank
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{
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public:
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virtual bool supportSharing() const {return false;}
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virtual uint32 getWidth(uint32 numMipMap = 0) const
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{
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nlassert(numMipMap == 0);
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return Size;
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}
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virtual uint32 getHeight(uint32 numMipMap = 0) const
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{
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nlassert(numMipMap == 0);
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return Size;
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}
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uint32 Size;
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};
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nlassert(cubeMapSize > 0);
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nlassert(NLMISC::isPowerOf2(cubeMapSize));
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nlassert(projection2DSize > 0);
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nlassert(NLMISC::isPowerOf2(projection2DSize));
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CTextureCubeUnshared *envCubic = new CTextureCubeUnshared;
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_EnvCubic = envCubic;
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_EnvCubic->setRenderTarget(true); // we will render to the texture
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_EnvCubic->setWrapS(ITexture::Clamp);
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_EnvCubic->setWrapT(ITexture::Clamp);
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_EnvCubic->setFilterMode(ITexture::Linear, ITexture::LinearMipMapOff);
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CTexture2DUnshared *tb = new CTexture2DUnshared;
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tb->resize(cubeMapSize, cubeMapSize); // Unfortunately, must allocate memory in order for the driver to figure out the size
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// that it needs to allocate for the texture, though its datas are never used (it is a render target)
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tb->Size = cubeMapSize;
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tb->setFilterMode(ITexture::Linear, ITexture::LinearMipMapOff);
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for(uint k = 0; k < 6; ++k)
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{
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_EnvCubic->setTexture((CTextureCube::TFace) k, tb);
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_EnvCubic->getTexture((CTextureCube::TFace) k)->setRenderTarget(true);
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}
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envCubic->Size = cubeMapSize;
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// setup the texture to force the driver to allocate vram for it
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driver.setupTexture(*_EnvCubic);
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tb->reset();
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// Allocate projection 2D map
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CTexture2DUnshared *env2D = new CTexture2DUnshared;
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_Env2D = env2D;
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_Env2D->resize(projection2DSize, projection2DSize);
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env2D->Size = projection2DSize;
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_Env2D->setWrapS(ITexture::Clamp);
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_Env2D->setWrapT(ITexture::Clamp);
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_Env2D->setRenderTarget(true); // we will render to the texture
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_Env2D->setFilterMode(ITexture::Linear, ITexture::LinearMipMapOff);
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driver.setupTexture(*_Env2D); // allocate vram
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_Env2D->reset();
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_UpdateTime = updateTime;
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_LastRenderTime = -1;
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invalidate();
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_NumRenderedFaces = 0;
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_EnvCubicSize = cubeMapSize;
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_Env2DSize = projection2DSize;
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}
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//*******************************************************************************
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void CWaterEnvMap::update(TGlobalAnimationTime time, IDriver &driver)
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{
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if (_LastRenderTime == time) return;
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_LastRenderTime = time;
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// First five updates are used to render the cubemap faces (bottom face is not rendered)
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// Sixth update project the cubemap into a 2D texture
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uint numTexToRender;
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if (_UpdateTime > 0)
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{
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uint64 currRenderTick = (uint64) (time / (_UpdateTime / (NUM_FACES_TO_RENDER + 1)));
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numTexToRender = (uint) (currRenderTick - _LastRenderTick);
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_LastRenderTick = currRenderTick;
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}
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else
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{
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numTexToRender = NUM_FACES_TO_RENDER + 1;
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}
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if (!numTexToRender) return;
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if (_NumRenderedFaces == 0)
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{
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_StartRenderTime = time;
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}
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uint lastCubeFacesToRender = std::min((uint) NUM_FACES_TO_RENDER, _NumRenderedFaces + numTexToRender); // we don't render negative Z (only top hemisphere is used)
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for(uint k = _NumRenderedFaces; k < lastCubeFacesToRender; ++k)
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{
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driver.setRenderTarget(_EnvCubic, 0, 0, _EnvCubicSize, _EnvCubicSize, 0, (uint32) k);
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render((CTextureCube::TFace) k, _StartRenderTime);
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}
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_NumRenderedFaces = lastCubeFacesToRender;
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if (_NumRenderedFaces == NUM_FACES_TO_RENDER && (_NumRenderedFaces + numTexToRender) > NUM_FACES_TO_RENDER)
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{
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// render to 2D map
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driver.setRenderTarget(_Env2D, 0, 0, _Env2DSize, _Env2DSize);
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doInit();
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//
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driver.activeVertexProgram(NULL);
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driver.activeVertexBuffer(_FlattenVB);
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driver.activeIndexBuffer(_FlattenIB);
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driver.setFrustum(-1.f, 1.f, -1.f, 1.f, 0.f, 1.f, false);
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driver.setupViewMatrix(CMatrix::Identity);
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CMatrix mat;
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//mat.scale(0.8f);
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driver.setupModelMatrix(mat);
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_MaterialPassThru.setTexture(0, _EnvCubic);
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_MaterialPassThru.texConstantColor(0, CRGBA(255, 255, 255, _Alpha));
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driver.renderTriangles(_MaterialPassThru, 0, FVB_NUM_TRIS);
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_NumRenderedFaces = 0; // start to render again
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}
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driver.setRenderTarget(NULL);
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}
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//*******************************************************************************
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void CWaterEnvMap::doInit()
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{
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if (!_FlattenVBInitialized)
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{
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initFlattenVB();
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initTestVB();
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_FlattenVBInitialized = true;
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_MaterialPassThru.setLighting(false);
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_MaterialPassThru.texEnvOpRGB(0, CMaterial::Replace);
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_MaterialPassThru.texEnvArg0RGB(0, CMaterial::Texture, CMaterial::SrcColor);
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_MaterialPassThru.texEnvOpAlpha(0, CMaterial::Replace);
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_MaterialPassThru.texEnvArg0Alpha(0, CMaterial::Constant, CMaterial::SrcAlpha);
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_MaterialPassThru.texConstantColor(0, CRGBA(255, 255, 255, 255));
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_MaterialPassThru.setDoubleSided(true);
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_MaterialPassThruZTest = _MaterialPassThru;
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_MaterialPassThru.setZWrite(false);
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_MaterialPassThru.setZFunc(CMaterial::always);
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}
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}
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static CVertexProgram testMeshVP(
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"!!VP1.0\n\
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DP4 o[HPOS].x, c[0], v[0]; \n\
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DP4 o[HPOS].y, c[1], v[0]; \n\
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DP4 o[HPOS].z, c[2], v[0]; \n\
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DP4 o[HPOS].w, c[3], v[0]; \n\
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MAD o[COL0], v[8], c[4].xxxx, c[4].yyyy; \n\
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MOV o[TEX0], v[8]; \n\
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END"
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);
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//*******************************************************************************
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void CWaterEnvMap::renderTestMesh(IDriver &driver)
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{
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doInit();
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CMaterial testMat;
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testMat.setLighting(false);
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testMat.texEnvOpRGB(0, CMaterial::Modulate);
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testMat.texEnvArg0RGB(0, CMaterial::Texture, CMaterial::SrcColor);
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testMat.texEnvArg0RGB(1, CMaterial::Diffuse, CMaterial::SrcColor);
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testMat.texEnvOpAlpha(0, CMaterial::Replace);
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testMat.texEnvArg0Alpha(0, CMaterial::Constant, CMaterial::SrcAlpha);
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testMat.texConstantColor(0, CRGBA(255, 255, 255, 255));
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testMat.setDoubleSided(true);
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testMat.setZWrite(false);
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testMat.setZFunc(CMaterial::always);
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// tmp : test cubemap
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driver.activeVertexProgram(&testMeshVP);
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driver.activeVertexBuffer(_TestVB);
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driver.activeIndexBuffer(_TestIB);
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driver.setConstantMatrix(0, IDriver::ModelViewProjection, IDriver::Identity); // tmp
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_MaterialPassThruZTest.setTexture(0, _EnvCubic);
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driver.setConstantMatrix(0, IDriver::ModelViewProjection, IDriver::Identity);
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driver.setConstant(4, 2.f, 1.f, 0.f, 0.f);
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//driver.renderTriangles(testMat, 0, TEST_VB_NUM_TRIS);
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driver.renderTriangles(_MaterialPassThruZTest, 0, TEST_VB_NUM_TRIS);
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driver.activeVertexProgram(NULL);
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}
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//*******************************************************************************
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void CWaterEnvMap::initFlattenVB()
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{
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_FlattenVB.setPreferredMemory(CVertexBuffer::AGPPreferred, true);
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_FlattenVB.setName("Flatten VB");
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_FlattenVB.clearValueEx();
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_FlattenVB.addValueEx (CVertexBuffer::Position, CVertexBuffer::Float3);
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_FlattenVB.addValueEx (CVertexBuffer::TexCoord0, CVertexBuffer::Float3);
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_FlattenVB.initEx();
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nlctassert(FVB_NUM_SIDES % 4 == 0); // number of sides must be a multiple of 4 so that sections sides will align with corners
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_FlattenVB.setNumVertices(FVB_NUM_VERTS);
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_FlattenIB.setFormat(NL_DEFAULT_INDEX_BUFFER_FORMAT);
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_FlattenIB.setNumIndexes(3 * FVB_NUM_TRIS);
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{
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CVertexBufferReadWrite vbrw;
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CIndexBufferReadWrite ibrw;
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_FlattenVB.lock(vbrw);
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_FlattenIB.lock(ibrw);
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for(uint l = 0; l < FVB_NUM_SIDES; ++l)
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{
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double angle = NLMISC::Pi * 0.25 + 2 * NLMISC::Pi * (double) l / (double) FVB_NUM_SIDES;
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for(uint k = 0; k < FVB_NUM_SECTIONS + 1; ++k)
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{
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double radius = (double) k / (double) (FVB_NUM_SECTIONS - 1);
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float x = (float) (radius * cos(angle));
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float y = (float) (radius * sin(angle));
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if (k < FVB_NUM_SECTIONS)
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{
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ibrw.setTri(3 * 2 * (k + (l * FVB_NUM_SECTIONS)), getFVBVertex(k, l), getFVBVertex(k + 1, l + 1), getFVBVertex(k + 1, l));
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ibrw.setTri(3 * (2 * (k + (l * FVB_NUM_SECTIONS)) + 1), getFVBVertex(k, l), getFVBVertex(k, l + 1), getFVBVertex(k + 1, l + 1));
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}
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else
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{
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uint side = l / (FVB_NUM_SIDES / 4);
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switch(side)
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{
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case 0: // top
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x /= y;
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y = 1.f;
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break;
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case 1: // left
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y /= -x;
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x = -1.f;
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break;
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case 2: // bottom
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x /= -y;
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y = -1.f;
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break;
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case 3: // right
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y /= x;
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x = 1.f;
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break;
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default:
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nlassert(0);
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break;
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}
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}
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CVector dir;
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//dir.sphericToCartesian(1.f, (float) angle, (float) (NLMISC::Pi * 0.5 * acos(std::max(0.f, (1.f - (float) k / (FVB_NUM_SECTIONS - 1))))));
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dir.sphericToCartesian(1.f, (float) angle, (float) acos(std::min(1.f, (float) k / (FVB_NUM_SECTIONS - 1))));
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vbrw.setValueFloat3Ex(CVertexBuffer::Position, getFVBVertex(k, l), x, 0.5f, y);
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vbrw.setValueFloat3Ex(CVertexBuffer::TexCoord0, getFVBVertex(k, l), -dir.x, dir.z, -dir.y);
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}
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}
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}
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}
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//*******************************************************************************
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void CWaterEnvMap::invalidate()
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{
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_LastRenderTime = -1;
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_StartRenderTime = -1;
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if (_UpdateTime == 0)
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{
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_LastRenderTick = UINT64_CONSTANT(~0);
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}
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else
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{
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_LastRenderTick -= (NUM_FACES_TO_RENDER + 1);
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}
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_NumRenderedFaces = 0;
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}
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//*******************************************************************************
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void CWaterEnvMap::initTestVB()
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{
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_TestVB.setPreferredMemory(CVertexBuffer::AGPPreferred, true);
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_TestVB.setName("TestVB");
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_TestVB.clearValueEx();
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_TestVB.addValueEx (CVertexBuffer::Position, CVertexBuffer::Float3);
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_TestVB.addValueEx (CVertexBuffer::TexCoord0, CVertexBuffer::Float3);
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_TestVB.initEx();
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_TestVB.setNumVertices(TEST_VB_NUM_SEGMENT * 2 * (TEST_VB_NUM_SLICE + 1));
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_TestIB.setFormat(NL_DEFAULT_INDEX_BUFFER_FORMAT);
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_TestIB.setNumIndexes(3 * TEST_VB_NUM_TRIS);
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{
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CVertexBufferReadWrite vbrw;
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CIndexBufferReadWrite ibrw;
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_TestVB.lock(vbrw);
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_TestIB.lock(ibrw);
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uint triIndex = 0;
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for(uint k = 0; k < TEST_VB_NUM_SEGMENT; ++k)
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|
{
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||
|
float theta = 2 * (float) (NLMISC::Pi * (double) k / (double) TEST_VB_NUM_SEGMENT);
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for(uint l = 0; l <= TEST_VB_NUM_SLICE; ++l)
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{
|
||
|
float phi = (float) (NLMISC::Pi / 2 * (1 - 2 * (double) l / (double) TEST_VB_NUM_SLICE));
|
||
|
CVector pos;
|
||
|
pos.sphericToCartesian(1.f, theta, phi);
|
||
|
#define VERT_INDEX(k, l) ((l) + ((k) % TEST_VB_NUM_SEGMENT) * (TEST_VB_NUM_SLICE + 1))
|
||
|
vbrw.setVertexCoord(VERT_INDEX(k, l), pos);
|
||
|
vbrw.setValueFloat3Ex(CVertexBuffer::TexCoord0, VERT_INDEX(k, l), pos);
|
||
|
if (l != TEST_VB_NUM_SLICE)
|
||
|
{
|
||
|
ibrw.setTri(3 * triIndex++, VERT_INDEX(k, l), VERT_INDEX(k + 1, l), VERT_INDEX(k + 1, l + 1));
|
||
|
ibrw.setTri(3 * triIndex++, VERT_INDEX(k, l), VERT_INDEX(k + 1, l + 1), VERT_INDEX(k, l + 1));
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
nlassert(triIndex == TEST_VB_NUM_TRIS);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
} // NL3D
|