LCOV - code coverage report
Current view: top level - source/renderer - TerrainOverlay.cpp (source / functions) Hit Total Coverage
Test: 0 A.D. test coverage report Lines: 2 174 1.1 %
Date: 2023-01-19 00:18:29 Functions: 2 26 7.7 %

          Line data    Source code
       1             : /* Copyright (C) 2023 Wildfire Games.
       2             :  * This file is part of 0 A.D.
       3             :  *
       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.
       8             :  *
       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.
      13             :  *
      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/>.
      16             :  */
      17             : 
      18             : #include "precompiled.h"
      19             : 
      20             : #include "TerrainOverlay.h"
      21             : 
      22             : #include "graphics/Color.h"
      23             : #include "graphics/ShaderManager.h"
      24             : #include "graphics/ShaderProgram.h"
      25             : #include "graphics/Terrain.h"
      26             : #include "lib/bits.h"
      27             : #include "maths/MathUtil.h"
      28             : #include "maths/Vector2D.h"
      29             : #include "ps/CStrInternStatic.h"
      30             : #include "ps/Game.h"
      31             : #include "ps/Profile.h"
      32             : #include "ps/World.h"
      33             : #include "renderer/backend/IDevice.h"
      34             : #include "renderer/backend/IDeviceCommandContext.h"
      35             : #include "renderer/Renderer.h"
      36             : #include "renderer/SceneRenderer.h"
      37             : #include "renderer/TerrainRenderer.h"
      38             : #include "simulation2/system/SimContext.h"
      39             : 
      40             : #include <algorithm>
      41             : 
      42             : namespace
      43             : {
      44             : 
      45             : // Global overlay list management:
      46           1 : std::vector<std::pair<ITerrainOverlay*, int>> g_TerrainOverlayList;
      47             : 
      48           0 : void AdjustOverlayGraphicsPipelineState(
      49             :     Renderer::Backend::SGraphicsPipelineStateDesc& pipelineStateDesc, const bool drawHidden)
      50             : {
      51           0 :     pipelineStateDesc.depthStencilState.depthTestEnabled = !drawHidden;
      52           0 :     pipelineStateDesc.blendState.enabled = true;
      53           0 :     pipelineStateDesc.blendState.srcColorBlendFactor = pipelineStateDesc.blendState.srcAlphaBlendFactor =
      54             :         Renderer::Backend::BlendFactor::SRC_ALPHA;
      55           0 :     pipelineStateDesc.blendState.dstColorBlendFactor = pipelineStateDesc.blendState.dstAlphaBlendFactor =
      56             :         Renderer::Backend::BlendFactor::ONE_MINUS_SRC_ALPHA;
      57           0 :     pipelineStateDesc.blendState.colorBlendOp = pipelineStateDesc.blendState.alphaBlendOp =
      58             :         Renderer::Backend::BlendOp::ADD;
      59           0 :     pipelineStateDesc.rasterizationState.cullMode =
      60           0 :         drawHidden ? Renderer::Backend::CullMode::NONE : Renderer::Backend::CullMode::BACK;
      61           0 : }
      62             : 
      63           0 :  CShaderTechniquePtr CreateOverlayTileShaderTechnique(const bool drawHidden)
      64             : {
      65           0 :     return g_Renderer.GetShaderManager().LoadEffect(
      66             :         str_debug_line, {},
      67           0 :         [drawHidden](Renderer::Backend::SGraphicsPipelineStateDesc& pipelineStateDesc)
      68           0 :         {
      69           0 :             AdjustOverlayGraphicsPipelineState(pipelineStateDesc, drawHidden);
      70             :             // To ensure that outlines are drawn on top of the terrain correctly (and
      71             :             // don't Z-fight and flicker nastily), use detph bias to pull them towards
      72             :             // the camera.
      73           0 :             pipelineStateDesc.rasterizationState.depthBiasEnabled = true;
      74           0 :             pipelineStateDesc.rasterizationState.depthBiasConstantFactor = -1.0f;
      75           0 :             pipelineStateDesc.rasterizationState.depthBiasSlopeFactor = -1.0f;
      76           0 :         });
      77             : }
      78             : 
      79           0 : CShaderTechniquePtr CreateOverlayOutlineShaderTechnique(const bool drawHidden)
      80             : {
      81           0 :     return g_Renderer.GetShaderManager().LoadEffect(
      82             :         str_debug_line, {},
      83           0 :         [drawHidden](Renderer::Backend::SGraphicsPipelineStateDesc& pipelineStateDesc)
      84           0 :         {
      85           0 :             AdjustOverlayGraphicsPipelineState(pipelineStateDesc, drawHidden);
      86           0 :             pipelineStateDesc.rasterizationState.polygonMode = Renderer::Backend::PolygonMode::LINE;
      87           0 :         });
      88             : }
      89             : 
      90             : } // anonymous namespace
      91             : 
      92           0 : ITerrainOverlay::ITerrainOverlay(int priority)
      93             : {
      94             :     // Add to global list of overlays
      95           0 :     g_TerrainOverlayList.emplace_back(this, priority);
      96             :     // Sort by overlays by priority. Do stable sort so that adding/removing
      97             :     // overlays doesn't randomly disturb all the existing ones (which would
      98             :     // be noticeable if they have the same priority and overlap).
      99           0 :     std::stable_sort(g_TerrainOverlayList.begin(), g_TerrainOverlayList.end(),
     100           0 :         [](const std::pair<ITerrainOverlay*, int>& a, const std::pair<ITerrainOverlay*, int>& b) {
     101           0 :             return a.second < b.second;
     102           0 :         });
     103           0 : }
     104             : 
     105           0 : ITerrainOverlay::~ITerrainOverlay()
     106             : {
     107             :     std::vector<std::pair<ITerrainOverlay*, int> >::iterator newEnd =
     108             :         std::remove_if(g_TerrainOverlayList.begin(), g_TerrainOverlayList.end(),
     109           0 :             [this](const std::pair<ITerrainOverlay*, int>& a) { return a.first == this; });
     110           0 :     g_TerrainOverlayList.erase(newEnd, g_TerrainOverlayList.end());
     111           0 : }
     112             : 
     113             : 
     114           0 : void ITerrainOverlay::RenderOverlaysBeforeWater(
     115             :     Renderer::Backend::IDeviceCommandContext* deviceCommandContext)
     116             : {
     117           0 :     if (g_TerrainOverlayList.empty())
     118           0 :         return;
     119             : 
     120           0 :     PROFILE3_GPU("terrain overlays (before)");
     121           0 :     GPU_SCOPED_LABEL(deviceCommandContext, "Render terrain overlays before water");
     122             : 
     123           0 :     for (size_t i = 0; i < g_TerrainOverlayList.size(); ++i)
     124           0 :         g_TerrainOverlayList[i].first->RenderBeforeWater(deviceCommandContext);
     125             : }
     126             : 
     127           0 : void ITerrainOverlay::RenderOverlaysAfterWater(
     128             :     Renderer::Backend::IDeviceCommandContext* deviceCommandContext, int cullGroup)
     129             : {
     130           0 :     if (g_TerrainOverlayList.empty())
     131           0 :         return;
     132             : 
     133           0 :     PROFILE3_GPU("terrain overlays (after)");
     134           0 :     GPU_SCOPED_LABEL(deviceCommandContext, "Render terrain overlays after water");
     135             : 
     136           0 :     for (size_t i = 0; i < g_TerrainOverlayList.size(); ++i)
     137           0 :         g_TerrainOverlayList[i].first->RenderAfterWater(deviceCommandContext, cullGroup);
     138             : }
     139             : 
     140             : //////////////////////////////////////////////////////////////////////////
     141             : 
     142           0 : TerrainOverlay::TerrainOverlay(
     143           0 :     const CSimContext& simContext, int priority /* = 100 */)
     144           0 :     : ITerrainOverlay(priority), m_Terrain(&simContext.GetTerrain())
     145             : {
     146           0 :     m_OverlayTechTile = CreateOverlayTileShaderTechnique(false);
     147           0 :     m_OverlayTechTileHidden = CreateOverlayTileShaderTechnique(true);
     148             : 
     149           0 :     m_OverlayTechOutline = CreateOverlayOutlineShaderTechnique(false);
     150           0 :     m_OverlayTechOutlineHidden = CreateOverlayOutlineShaderTechnique(true);
     151             : 
     152           0 :     const std::array<Renderer::Backend::SVertexAttributeFormat, 1> attributes{{
     153             :         {Renderer::Backend::VertexAttributeStream::POSITION,
     154             :             Renderer::Backend::Format::R32G32B32_SFLOAT, 0, sizeof(float) * 3,
     155             :             Renderer::Backend::VertexAttributeRate::PER_VERTEX, 0}
     156             :     }};
     157             : 
     158           0 :     m_VertexInputLayout = g_Renderer.GetVertexInputLayout(attributes);
     159           0 : }
     160             : 
     161           0 : void TerrainOverlay::StartRender()
     162             : {
     163           0 : }
     164             : 
     165           0 : void TerrainOverlay::EndRender()
     166             : {
     167           0 : }
     168             : 
     169           0 : void TerrainOverlay::GetTileExtents(
     170             :     ssize_t& min_i_inclusive, ssize_t& min_j_inclusive,
     171             :     ssize_t& max_i_inclusive, ssize_t& max_j_inclusive)
     172             : {
     173             :     // Default to whole map
     174           0 :     min_i_inclusive = min_j_inclusive = 0;
     175           0 :     max_i_inclusive = max_j_inclusive = m_Terrain->GetTilesPerSide()-1;
     176           0 : }
     177             : 
     178           0 : void TerrainOverlay::RenderBeforeWater(
     179             :     Renderer::Backend::IDeviceCommandContext* deviceCommandContext)
     180             : {
     181           0 :     if (!m_Terrain)
     182           0 :         return; // should never happen, but let's play it safe
     183             : 
     184           0 :     StartRender();
     185             : 
     186             :     ssize_t min_i, min_j, max_i, max_j;
     187           0 :     GetTileExtents(min_i, min_j, max_i, max_j);
     188             :     // Clamp the min to 0, but the max to -1 - so tile -1 can never be rendered,
     189             :     // but if unclamped_max<0 then no tiles at all will be rendered. And the same
     190             :     // for the upper limit.
     191           0 :     min_i = Clamp<ssize_t>(min_i, 0, m_Terrain->GetTilesPerSide());
     192           0 :     min_j = Clamp<ssize_t>(min_j, 0, m_Terrain->GetTilesPerSide());
     193           0 :     max_i = Clamp<ssize_t>(max_i, -1, m_Terrain->GetTilesPerSide()-1);
     194           0 :     max_j = Clamp<ssize_t>(max_j, -1, m_Terrain->GetTilesPerSide()-1);
     195             : 
     196           0 :     for (m_j = min_j; m_j <= max_j; ++m_j)
     197           0 :         for (m_i = min_i; m_i <= max_i; ++m_i)
     198           0 :             ProcessTile(deviceCommandContext, m_i, m_j);
     199             : 
     200           0 :     EndRender();
     201             : }
     202             : 
     203           0 : void TerrainOverlay::RenderTile(
     204             :     Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
     205             :     const CColor& color, bool drawHidden)
     206             : {
     207           0 :     RenderTile(deviceCommandContext, color, drawHidden, m_i, m_j);
     208           0 : }
     209             : 
     210           0 : void TerrainOverlay::RenderTile(
     211             :     Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
     212             :     const CColor& color, bool drawHidden, ssize_t i, ssize_t j)
     213             : {
     214             :     // TODO: unnecessary computation calls has been removed but we should use
     215             :     // a vertex buffer or a vertex shader with a texture.
     216             :     // Not sure if it's possible on old OpenGL.
     217             : 
     218           0 :     CVector3D pos[2][2];
     219           0 :     for (int di = 0; di < 2; ++di)
     220           0 :         for (int dj = 0; dj < 2; ++dj)
     221           0 :             m_Terrain->CalcPosition(i + di, j + dj, pos[di][dj]);
     222             : 
     223           0 :     std::vector<float> vertices;
     224             : #define ADD(position) \
     225             :     vertices.emplace_back((position).X); \
     226             :     vertices.emplace_back((position).Y); \
     227             :     vertices.emplace_back((position).Z);
     228             : 
     229           0 :     if (m_Terrain->GetTriangulationDir(i, j))
     230             :     {
     231           0 :         ADD(pos[0][0]);
     232           0 :         ADD(pos[1][0]);
     233           0 :         ADD(pos[0][1]);
     234             : 
     235           0 :         ADD(pos[1][0]);
     236           0 :         ADD(pos[1][1]);
     237           0 :         ADD(pos[0][1]);
     238             :     }
     239             :     else
     240             :     {
     241           0 :         ADD(pos[0][0]);
     242           0 :         ADD(pos[1][0]);
     243           0 :         ADD(pos[1][1]);
     244             : 
     245           0 :         ADD(pos[1][1]);
     246           0 :         ADD(pos[0][1]);
     247           0 :         ADD(pos[0][0]);
     248             :     }
     249             : #undef ADD
     250             : 
     251           0 :     const CShaderTechniquePtr& shaderTechnique = drawHidden ? m_OverlayTechTileHidden : m_OverlayTechTile;
     252           0 :     deviceCommandContext->SetGraphicsPipelineState(
     253           0 :         shaderTechnique->GetGraphicsPipelineState());
     254           0 :     deviceCommandContext->BeginPass();
     255             : 
     256           0 :     Renderer::Backend::IShaderProgram* overlayShader = shaderTechnique->GetShader();
     257             : 
     258             :     const CMatrix3D transform =
     259           0 :         g_Renderer.GetSceneRenderer().GetViewCamera().GetViewProjection();
     260           0 :     deviceCommandContext->SetUniform(
     261           0 :         overlayShader->GetBindingSlot(str_transform), transform.AsFloatArray());
     262           0 :     deviceCommandContext->SetUniform(
     263           0 :         overlayShader->GetBindingSlot(str_color), color.AsFloatArray());
     264             : 
     265           0 :     deviceCommandContext->SetVertexInputLayout(m_VertexInputLayout);
     266             : 
     267           0 :     deviceCommandContext->SetVertexBufferData(
     268           0 :         0, vertices.data(), vertices.size() * sizeof(vertices[0]));
     269             : 
     270           0 :     deviceCommandContext->Draw(0, vertices.size() / 3);
     271             : 
     272           0 :     deviceCommandContext->EndPass();
     273           0 : }
     274             : 
     275           0 : void TerrainOverlay::RenderTileOutline(
     276             :     Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
     277             :     const CColor& color, bool drawHidden)
     278             : {
     279           0 :     RenderTileOutline(deviceCommandContext, color, drawHidden, m_i, m_j);
     280           0 : }
     281             : 
     282           0 : void TerrainOverlay::RenderTileOutline(
     283             :     Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
     284             :     const CColor& color, bool drawHidden, ssize_t i, ssize_t j)
     285             : {
     286           0 :     std::vector<float> vertices;
     287             : #define ADD(i, j) \
     288             :     m_Terrain->CalcPosition(i, j, position); \
     289             :     vertices.emplace_back(position.X); \
     290             :     vertices.emplace_back(position.Y); \
     291             :     vertices.emplace_back(position.Z);
     292             : 
     293           0 :     CVector3D position;
     294           0 :     ADD(i, j);
     295           0 :     ADD(i + 1, j);
     296           0 :     ADD(i + 1, j + 1);
     297           0 :     ADD(i, j);
     298           0 :     ADD(i + 1, j + 1);
     299           0 :     ADD(i, j + 1);
     300             : #undef ADD
     301             : 
     302           0 :     const CShaderTechniquePtr& shaderTechnique = drawHidden ? m_OverlayTechOutlineHidden : m_OverlayTechOutline;
     303           0 :     deviceCommandContext->SetGraphicsPipelineState(
     304           0 :         shaderTechnique->GetGraphicsPipelineState());
     305           0 :     deviceCommandContext->BeginPass();
     306             : 
     307           0 :     Renderer::Backend::IShaderProgram* overlayShader = shaderTechnique->GetShader();
     308             : 
     309             :     const CMatrix3D transform =
     310           0 :         g_Renderer.GetSceneRenderer().GetViewCamera().GetViewProjection();
     311           0 :     deviceCommandContext->SetUniform(
     312           0 :         overlayShader->GetBindingSlot(str_transform), transform.AsFloatArray());
     313           0 :     deviceCommandContext->SetUniform(
     314           0 :         overlayShader->GetBindingSlot(str_color), color.AsFloatArray());
     315             : 
     316           0 :     deviceCommandContext->SetVertexInputLayout(m_VertexInputLayout);
     317             : 
     318           0 :     deviceCommandContext->SetVertexBufferData(
     319           0 :         0, vertices.data(), vertices.size() * sizeof(vertices[0]));
     320             : 
     321           0 :     deviceCommandContext->Draw(0, vertices.size() / 3);
     322             : 
     323           0 :     deviceCommandContext->EndPass();
     324           0 : }
     325             : 
     326             : //////////////////////////////////////////////////////////////////////////
     327             : 
     328           0 : TerrainTextureOverlay::TerrainTextureOverlay(float texelsPerTile, int priority) :
     329           0 :     ITerrainOverlay(priority), m_TexelsPerTile(texelsPerTile)
     330             : {
     331           0 : }
     332             : 
     333             : TerrainTextureOverlay::~TerrainTextureOverlay() = default;
     334             : 
     335           0 : void TerrainTextureOverlay::RenderAfterWater(
     336             :     Renderer::Backend::IDeviceCommandContext* deviceCommandContext, int cullGroup)
     337             : {
     338           0 :     CTerrain* terrain = g_Game->GetWorld()->GetTerrain();
     339             : 
     340           0 :     ssize_t w = (ssize_t)(terrain->GetTilesPerSide() * m_TexelsPerTile);
     341           0 :     ssize_t h = (ssize_t)(terrain->GetTilesPerSide() * m_TexelsPerTile);
     342             : 
     343           0 :     const uint32_t requiredWidth = round_up_to_pow2(w);
     344           0 :     const uint32_t requiredHeight = round_up_to_pow2(h);
     345             : 
     346             :     // Recreate the texture with new size if necessary
     347           0 :     if (!m_Texture || m_Texture->GetWidth() != requiredWidth || m_Texture->GetHeight() != requiredHeight)
     348             :     {
     349           0 :         m_Texture = deviceCommandContext->GetDevice()->CreateTexture2D("TerrainOverlayTexture",
     350             :             Renderer::Backend::ITexture::Usage::TRANSFER_DST |
     351             :                 Renderer::Backend::ITexture::Usage::SAMPLED,
     352             :             Renderer::Backend::Format::R8G8B8A8_UNORM, requiredWidth, requiredHeight,
     353           0 :             Renderer::Backend::Sampler::MakeDefaultSampler(
     354             :                 Renderer::Backend::Sampler::Filter::NEAREST,
     355           0 :                 Renderer::Backend::Sampler::AddressMode::CLAMP_TO_EDGE));
     356             :     }
     357             : 
     358           0 :     u8* data = (u8*)calloc(w * h, 4);
     359           0 :     BuildTextureRGBA(data, w, h);
     360             : 
     361           0 :     deviceCommandContext->UploadTextureRegion(
     362           0 :         m_Texture.get(), Renderer::Backend::Format::R8G8B8A8_UNORM, data, w * h * 4, 0, 0, w, h);
     363             : 
     364           0 :     free(data);
     365             : 
     366             :     const CVector2D textureTransform{
     367           0 :         m_TexelsPerTile / (m_Texture->GetWidth() * TERRAIN_TILE_SIZE),
     368           0 :         m_TexelsPerTile / (m_Texture->GetHeight() * TERRAIN_TILE_SIZE)};
     369           0 :     g_Renderer.GetSceneRenderer().GetTerrainRenderer().RenderTerrainOverlayTexture(
     370             :         deviceCommandContext, cullGroup, textureTransform, m_Texture.get());
     371           0 : }
     372             : 
     373           0 : SColor4ub TerrainTextureOverlay::GetColor(size_t idx, u8 alpha) const
     374             : {
     375             :     static u8 colors[][3] =
     376             :     {
     377             :         { 255, 0, 0 },
     378             :         { 0, 255, 0 },
     379             :         { 0, 0, 255 },
     380             :         { 255, 255, 0 },
     381             :         { 255, 0, 255 },
     382             :         { 0, 255, 255 },
     383             :         { 255, 255, 255 },
     384             : 
     385             :         { 127, 0, 0 },
     386             :         { 0, 127, 0 },
     387             :         { 0, 0, 127 },
     388             :         { 127, 127, 0 },
     389             :         { 127, 0, 127 },
     390             :         { 0, 127, 127 },
     391             :         { 127, 127, 127},
     392             : 
     393             :         { 255, 127, 0 },
     394             :         { 127, 255, 0 },
     395             :         { 255, 0, 127 },
     396             :         { 127, 0, 255},
     397             :         { 0, 255, 127 },
     398             :         { 0, 127, 255},
     399             :         { 255, 127, 127},
     400             :         { 127, 255, 127},
     401             :         { 127, 127, 255},
     402             : 
     403             :         { 127, 255, 255 },
     404             :         { 255, 127, 255 },
     405             :         { 255, 255, 127 },
     406             :     };
     407             : 
     408           0 :     size_t c = idx % ARRAY_SIZE(colors);
     409           0 :     return SColor4ub(colors[c][0], colors[c][1], colors[c][2], alpha);
     410           3 : }

Generated by: LCOV version 1.13