virtual void AddSprite(VfsPath textureName, CFixedVector2D corner0, CFixedVector2D corner1, CFixedVector3D position) { CTextureProperties textureProps(textureName); SOverlaySprite sprite; sprite.m_Texture = g_Renderer.GetTextureManager().CreateTexture(textureProps); sprite.m_X0 = corner0.X.ToFloat(); sprite.m_Y0 = corner0.Y.ToFloat(); sprite.m_X1 = corner1.X.ToFloat(); sprite.m_Y1 = corner1.Y.ToFloat(); m_Sprites.push_back(sprite); m_SpriteOffsets.push_back(CVector3D(position)); }
// This is for Atlas. TODO: this copies code from init, should reuse it. void WaterManager::ReloadWaterNormalTextures() { wchar_t pathname[PATH_MAX]; // Load normalmaps (for fancy water) for (size_t i = 0; i < ARRAY_SIZE(m_NormalMap); ++i) { swprintf_s(pathname, ARRAY_SIZE(pathname), L"art/textures/animated/water/%ls/normal00%02d.png", m_WaterType.c_str(), (int)i+1); CTextureProperties textureProps(pathname); textureProps.SetWrap(GL_REPEAT); textureProps.SetMaxAnisotropy(4); CTexturePtr texture = g_Renderer.GetTextureManager().CreateTexture(textureProps); texture->Prefetch(); m_NormalMap[i] = texture; } }
virtual void AddSprite(const VfsPath& textureName, const CFixedVector2D& corner0, const CFixedVector2D& corner1, const CFixedVector3D& position, const std::string& color) { CColor colorObj(1.0f, 1.0f, 1.0f, 1.0f); if (!colorObj.ParseString(color, 1)) LOGERROR("OverlayRenderer: Error parsing '%s'", color); CTextureProperties textureProps(textureName); SOverlaySprite sprite; sprite.m_Texture = g_Renderer.GetTextureManager().CreateTexture(textureProps); sprite.m_X0 = corner0.X.ToFloat(); sprite.m_Y0 = corner0.Y.ToFloat(); sprite.m_X1 = corner1.X.ToFloat(); sprite.m_Y1 = corner1.Y.ToFloat(); sprite.m_Color = colorObj; m_Sprites.push_back(sprite); m_SpriteOffsets.push_back(CVector3D(position)); UpdateMessageSubscriptions(); }
/////////////////////////////////////////////////////////////////// // Progressive load of water textures int WaterManager::LoadWaterTextures() { // TODO: this doesn't need to be progressive-loading any more // (since texture loading is async now) wchar_t pathname[PATH_MAX]; // Load diffuse grayscale images (for non-fancy water) for (size_t i = 0; i < ARRAY_SIZE(m_WaterTexture); ++i) { swprintf_s(pathname, ARRAY_SIZE(pathname), L"art/textures/animated/water/default/diffuse%02d.dds", (int)i+1); CTextureProperties textureProps(pathname); textureProps.SetWrap(GL_REPEAT); CTexturePtr texture = g_Renderer.GetTextureManager().CreateTexture(textureProps); texture->Prefetch(); m_WaterTexture[i] = texture; } if (!g_Renderer.GetCapabilities().m_PrettyWater) { // Enable rendering, now that we've succeeded this far m_RenderWater = true; return 0; } #if CONFIG2_GLES #warning Fix WaterManager::LoadWaterTextures on GLES #else // Load normalmaps (for fancy water) for (size_t i = 0; i < ARRAY_SIZE(m_NormalMap); ++i) { swprintf_s(pathname, ARRAY_SIZE(pathname), L"art/textures/animated/water/%ls/normal00%02d.png", m_WaterType.c_str(), (int)i+1); CTextureProperties textureProps(pathname); textureProps.SetWrap(GL_REPEAT); textureProps.SetMaxAnisotropy(4); CTexturePtr texture = g_Renderer.GetTextureManager().CreateTexture(textureProps); texture->Prefetch(); m_NormalMap[i] = texture; } // Load CoastalWaves { CTextureProperties textureProps(L"art/textures/terrain/types/water/coastalWave.png"); textureProps.SetWrap(GL_REPEAT); CTexturePtr texture = g_Renderer.GetTextureManager().CreateTexture(textureProps); texture->Prefetch(); m_WaveTex = texture; } // Load Foam { CTextureProperties textureProps(L"art/textures/terrain/types/water/foam.png"); textureProps.SetWrap(GL_REPEAT); CTexturePtr texture = g_Renderer.GetTextureManager().CreateTexture(textureProps); texture->Prefetch(); m_FoamTex = texture; } // Use screen-sized textures for minimum artifacts. m_RefTextureSize = g_Renderer.GetHeight(); m_RefTextureSize = round_up_to_pow2(m_RefTextureSize); // Create reflection texture glGenTextures(1, &m_ReflectionTexture); glBindTexture(GL_TEXTURE_2D, m_ReflectionTexture); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_MIRRORED_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_MIRRORED_REPEAT); glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA8, (GLsizei)m_RefTextureSize, (GLsizei)m_RefTextureSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0); // Create refraction texture glGenTextures(1, &m_RefractionTexture); glBindTexture(GL_TEXTURE_2D, m_RefractionTexture); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_MIRRORED_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_MIRRORED_REPEAT); glTexImage2D( GL_TEXTURE_2D, 0, GL_RGB8, (GLsizei)m_RefTextureSize, (GLsizei)m_RefTextureSize, 0, GL_RGB, GL_UNSIGNED_BYTE, 0); // Create depth textures glGenTextures(1, &m_ReflFboDepthTexture); glBindTexture(GL_TEXTURE_2D, m_ReflFboDepthTexture); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glTexImage2D( GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT32, (GLsizei)m_RefTextureSize, (GLsizei)m_RefTextureSize, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, NULL); glGenTextures(1, &m_RefrFboDepthTexture); glBindTexture(GL_TEXTURE_2D, m_RefrFboDepthTexture); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glTexImage2D( GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT32, (GLsizei)m_RefTextureSize, (GLsizei)m_RefTextureSize, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, NULL); // Create the Fancy Effects texture glGenTextures(1, &m_FancyTextureNormal); glBindTexture(GL_TEXTURE_2D, m_FancyTextureNormal); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glGenTextures(1, &m_FancyTextureOther); glBindTexture(GL_TEXTURE_2D, m_FancyTextureOther); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glGenTextures(1, &m_FancyTextureDepth); glBindTexture(GL_TEXTURE_2D, m_FancyTextureDepth); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glBindTexture(GL_TEXTURE_2D, 0); Resize(); // Create the water framebuffers GLint currentFbo; glGetIntegerv(GL_FRAMEBUFFER_BINDING_EXT, ¤tFbo); m_ReflectionFbo = 0; pglGenFramebuffersEXT(1, &m_ReflectionFbo); pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_ReflectionFbo); pglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, m_ReflectionTexture, 0); pglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, m_ReflFboDepthTexture, 0); ogl_WarnIfError(); GLenum status = pglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT); if (status != GL_FRAMEBUFFER_COMPLETE_EXT) { LOGWARNING("Reflection framebuffer object incomplete: 0x%04X", status); g_Renderer.m_Options.m_WaterReflection = false; } m_RefractionFbo = 0; pglGenFramebuffersEXT(1, &m_RefractionFbo); pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_RefractionFbo); pglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, m_RefractionTexture, 0); pglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, m_RefrFboDepthTexture, 0); ogl_WarnIfError(); status = pglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT); if (status != GL_FRAMEBUFFER_COMPLETE_EXT) { LOGWARNING("Refraction framebuffer object incomplete: 0x%04X", status); g_Renderer.m_Options.m_WaterRefraction = false; } pglGenFramebuffersEXT(1, &m_FancyEffectsFBO); pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_FancyEffectsFBO); pglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, m_FancyTextureNormal, 0); pglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1_EXT, GL_TEXTURE_2D, m_FancyTextureOther, 0); pglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, m_FancyTextureDepth, 0); ogl_WarnIfError(); status = pglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT); if (status != GL_FRAMEBUFFER_COMPLETE_EXT) { LOGWARNING("Fancy Effects framebuffer object incomplete: 0x%04X", status); g_Renderer.m_Options.m_WaterRefraction = false; } pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, currentFbo); // Enable rendering, now that we've succeeded this far m_RenderWater = true; #endif return 0; }
/////////////////////////////////////////////////////////////////// // Load all sky textures void SkyManager::LoadSkyTextures() { for (size_t i = 0; i < ARRAY_SIZE(m_SkyTexture); ++i) { VfsPath path = VfsPath("art/textures/skies") / m_SkySet / (Path::String(s_imageNames[i])+L".dds"); CTextureProperties textureProps(path); textureProps.SetWrap(GL_CLAMP_TO_EDGE); CTexturePtr texture = g_Renderer.GetTextureManager().CreateTexture(textureProps); texture->Prefetch(); m_SkyTexture[i] = texture; } glGenTextures(1, &m_SkyCubeMap); glBindTexture(GL_TEXTURE_CUBE_MAP, m_SkyCubeMap); int types[] = { GL_TEXTURE_CUBE_MAP_POSITIVE_X, GL_TEXTURE_CUBE_MAP_NEGATIVE_X, GL_TEXTURE_CUBE_MAP_POSITIVE_Z, GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, GL_TEXTURE_CUBE_MAP_POSITIVE_Y, GL_TEXTURE_CUBE_MAP_NEGATIVE_Y }; const wchar_t* images[numTextures+1] = { L"front", L"back", L"right", L"left", L"top", L"top" }; for (size_t i = 0; i < numTextures+1; ++i) { VfsPath path = VfsPath("art/textures/skies") / m_SkySet / (Path::String(images[i])+L".dds"); shared_ptr<u8> file; size_t fileSize; g_VFS->LoadFile(path, file, fileSize); Tex tex; tex_decode(file, fileSize, &tex); tex_transform_to(&tex, (tex.flags | TEX_BOTTOM_UP | TEX_ALPHA) & ~(TEX_DXT | TEX_MIPMAPS)); u8* data = tex_get_data(&tex); if (types[i] == GL_TEXTURE_CUBE_MAP_NEGATIVE_Y || types[i] == GL_TEXTURE_CUBE_MAP_POSITIVE_Y) { std::vector<u8> rotated(tex.dataSize); for (size_t y = 0; y < tex.h; ++y) { for (size_t x = 0; x < tex.w; ++x) { size_t invx = y, invy = tex.w-x-1; rotated[(y*tex.w + x) * 4 + 0] = data[(invy*tex.w + invx) * 4 + 0]; rotated[(y*tex.w + x) * 4 + 1] = data[(invy*tex.w + invx) * 4 + 1]; rotated[(y*tex.w + x) * 4 + 2] = data[(invy*tex.w + invx) * 4 + 2]; rotated[(y*tex.w + x) * 4 + 3] = data[(invy*tex.w + invx) * 4 + 3]; } } glTexImage2D(types[i], 0, GL_RGB, tex.w, tex.h, 0, GL_RGBA, GL_UNSIGNED_BYTE, &rotated[0]); } else { glTexImage2D(types[i], 0, GL_RGB, tex.w, tex.h, 0, GL_RGBA, GL_UNSIGNED_BYTE, data); } tex_free(&tex); } glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); glBindTexture(GL_TEXTURE_2D, 0); }
/////////////////////////////////////////////////////////////////// // Progressive load of water textures int WaterManager::LoadWaterTextures() { // TODO: this doesn't need to be progressive-loading any more // (since texture loading is async now) // TODO: add a member variable and setter for this. (can't make this // a parameter because this function is called via delay-load code) static const wchar_t* const water_type = L"default"; wchar_t pathname[PATH_MAX]; // Load diffuse grayscale images (for non-fancy water) for (size_t i = 0; i < ARRAY_SIZE(m_WaterTexture); ++i) { swprintf_s(pathname, ARRAY_SIZE(pathname), L"art/textures/animated/water/%ls/diffuse%02d.dds", water_type, (int)i+1); CTextureProperties textureProps(pathname); textureProps.SetWrap(GL_REPEAT); CTexturePtr texture = g_Renderer.GetTextureManager().CreateTexture(textureProps); texture->Prefetch(); m_WaterTexture[i] = texture; } // Load normalmaps (for fancy water) for (size_t i = 0; i < ARRAY_SIZE(m_NormalMap); ++i) { swprintf_s(pathname, ARRAY_SIZE(pathname), L"art/textures/animated/water/%ls/normal%02d.dds", water_type, (int)i+1); CTextureProperties textureProps(pathname); textureProps.SetWrap(GL_REPEAT); CTexturePtr texture = g_Renderer.GetTextureManager().CreateTexture(textureProps); texture->Prefetch(); m_NormalMap[i] = texture; } // Load foam (for fancy water) { CTextureProperties textureProps("art/textures/terrain/types/water/foam.png"); textureProps.SetWrap(GL_REPEAT); CTexturePtr texture = g_Renderer.GetTextureManager().CreateTexture(textureProps); texture->Prefetch(); m_Foam = texture; } // Load waves (for fancy water) { CTextureProperties textureProps("art/textures/terrain/types/water/shore_wave.png"); textureProps.SetWrap(GL_REPEAT); CTexturePtr texture = g_Renderer.GetTextureManager().CreateTexture(textureProps); texture->Prefetch(); m_Wave = texture; } // Set the size to the largest power of 2 that is <= to the window height, so // the reflection/refraction images will fit within the window // (alternative: use FBO's, which can have arbitrary size - but do we need // the reflection/refraction textures to be that large?) int size = (int)round_up_to_pow2((unsigned)g_Renderer.GetHeight()); if(size > g_Renderer.GetHeight()) size /= 2; m_ReflectionTextureSize = size; m_RefractionTextureSize = size; // Create reflection texture glGenTextures(1, &m_ReflectionTexture); glBindTexture(GL_TEXTURE_2D, m_ReflectionTexture); glTexImage2D( GL_TEXTURE_2D, 0, GL_RGB, (GLsizei)m_ReflectionTextureSize, (GLsizei)m_ReflectionTextureSize, 0, GL_RGB, GL_UNSIGNED_BYTE, 0); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); // Create refraction texture glGenTextures(1, &m_RefractionTexture); glBindTexture(GL_TEXTURE_2D, m_RefractionTexture); glTexImage2D( GL_TEXTURE_2D, 0, GL_RGB, (GLsizei)m_RefractionTextureSize, (GLsizei)m_RefractionTextureSize, 0, GL_RGB, GL_UNSIGNED_BYTE, 0); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_MIRRORED_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_MIRRORED_REPEAT); // Enable rendering, now that we've succeeded this far m_RenderWater = true; return 0; }