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