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https://github.com/MaSzyna-EU07/maszyna.git
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Shade the sky and the sun by the scenery around the camera instead of the track environment flags
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97
rendering/opengl46/opengl46skyocclusion.cpp
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97
rendering/opengl46/opengl46skyocclusion.cpp
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/*
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This Source Code Form is subject to the
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terms of the Mozilla Public License, v.
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2.0. If a copy of the MPL was not
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distributed with this file, You can
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obtain one at
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http://mozilla.org/MPL/2.0/.
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*/
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#include "stdafx.h"
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#include "rendering/opengl46/opengl46skyocclusion.h"
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#include "gl/ubo.h"
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namespace
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{
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// a toroidal map read texel by texel (textureGather): nearest, repeated
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GLuint make_map(GLenum const Format, int const Side)
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{
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GLuint texture{0};
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glCreateTextures(GL_TEXTURE_2D, 1, &texture);
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glTextureStorage2D(texture, 1, Format, Side, Side);
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glTextureParameteri(texture, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTextureParameteri(texture, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTextureParameteri(texture, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTextureParameteri(texture, GL_TEXTURE_WRAP_T, GL_REPEAT);
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return texture;
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}
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} // namespace
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opengl46_sky_occlusion::~opengl46_sky_occlusion()
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{
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gpu_release();
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if (m_emptyheights != 0)
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glDeleteTextures(1, &m_emptyheights);
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if (m_emptyocclusion != 0)
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glDeleteTextures(1, &m_emptyocclusion);
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}
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void opengl46_sky_occlusion::init()
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{
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// a sampler with no texture to read from is undefined, also where the shading doesn't read it
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m_emptyheights = make_map(GL_R32F, 1);
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float const none{-1.0e4f};
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glClearTexImage(m_emptyheights, 0, GL_RED, GL_FLOAT, &none);
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m_emptyocclusion = make_map(GL_RGBA16F, 1);
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float const open[4]{1.f, 1.f, -1000.f, 1000.f};
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glClearTexImage(m_emptyocclusion, 0, GL_RGBA, GL_FLOAT, open);
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bind();
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}
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void opengl46_sky_occlusion::bind() const
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{
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glBindTextureUnit(gl::SKY_OCCLUSION_HEIGHT_TEX, (m_heights != 0) ? m_heights : m_emptyheights);
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glBindTextureUnit(gl::SKY_OCCLUSION_TEX, (m_occlusion != 0) ? m_occlusion : m_emptyocclusion);
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}
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bool opengl46_sky_occlusion::gpu_allocate(int const Side)
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{
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gpu_release();
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m_heights = make_map(GL_R32F, Side);
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m_occlusion = make_map(GL_RGBA16F, Side);
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if ((m_heights == 0) || (m_occlusion == 0))
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return false;
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bind();
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return true;
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}
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void opengl46_sky_occlusion::gpu_release()
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{
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if (m_heights != 0)
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glDeleteTextures(1, &m_heights);
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if (m_occlusion != 0)
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glDeleteTextures(1, &m_occlusion);
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m_heights = 0;
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m_occlusion = 0;
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if (m_emptyheights != 0)
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bind();
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}
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void opengl46_sky_occlusion::gpu_upload(int const X, int const Y, int const Size, float const *Heights, std::uint16_t const *Occlusion)
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{
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if ((m_heights == 0) || (m_occlusion == 0))
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return;
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// from the memory of the process: the buffer the texture streaming may have bound and the alignment are put back after
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GLint unpack{0}, alignment{4};
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glGetIntegerv(GL_PIXEL_UNPACK_BUFFER_BINDING, &unpack);
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glGetIntegerv(GL_UNPACK_ALIGNMENT, &alignment);
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glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
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glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
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glTextureSubImage2D(m_heights, 0, X, Y, Size, Size, GL_RED, GL_FLOAT, Heights);
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glTextureSubImage2D(m_occlusion, 0, X, Y, Size, Size, GL_RGBA, GL_HALF_FLOAT, Occlusion);
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glBindBuffer(GL_PIXEL_UNPACK_BUFFER, static_cast<GLuint>(unpack));
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glPixelStorei(GL_UNPACK_ALIGNMENT, alignment);
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}
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