/* This Source Code Form is subject to the terms of the Mozilla Public License, v. 2.0. If a copy of the MPL was not distributed with this file, You can obtain one at http://mozilla.org/MPL/2.0/. */ #include "stdafx.h" #include "rendering/opengl46/opengl46grass.h" #include "rendering/openglcamera.h" #include "model/Texture.h" #include "simulation/simulationenvironment.h" #include "simulation/simulationtime.h" #include "utilities/Globals.h" #include "utilities/Logs.h" #include "utilities/Timer.h" namespace { int constexpr max_blades{65536}; // drawn in a tile at most float constexpr blade_reach{1.5f}; // metres the bounds of a tile reach above its ground, for the blades // the share of the blades drawn at specified distance: fewer further away, for speed (from Thinning), and fewer and fewer from // Fade to Reach, where the grass ends; the same as lod_share() of grass.vert float lod_share(float const Distance, float const Thinning, float const Fade, float const Reach) { auto const share{Distance <= Thinning ? 1.f : std::pow(Thinning / Distance, 1.5f)}; auto const t{std::clamp((Distance - Fade) / std::max(Reach - Fade, 1e-3f), 0.f, 1.f)}; return share * (1.f - t * t * (3.f - 2.f * t)); } // the grass through the year, by the day of the year: x how dry it is, y how fresh (the green of spring), z how grown (share // of the height). the turns follow the seasons of the textures (world_environment::compute_season(): winter till day 65, // spring till 158, summer till 252, autumn till 341): dormant and dry in winter, greening up and growing through spring, // fresh in May, drying out from August, the dry grass lying lower towards winter glm::vec3 grass_season(int const Yearday) { struct point { float day; glm::vec3 value; }; static point const year[]{{1.f, {0.80f, 0.f, 0.55f}}, {65.f, {0.80f, 0.f, 0.55f}}, {100.f, {0.45f, 0.3f, 0.70f}}, {135.f, {0.05f, 1.f, 0.90f}}, {170.f, {0.f, 0.4f, 1.f}}, {200.f, {0.10f, 0.f, 1.f}}, {240.f, {0.35f, 0.f, 1.f}}, {280.f, {0.50f, 0.f, 0.95f}}, {320.f, {0.65f, 0.f, 0.80f}}, {341.f, {0.80f, 0.f, 0.60f}}, {367.f, {0.80f, 0.f, 0.55f}}}; auto const day{std::clamp(static_cast(Yearday), 1.f, 366.f)}; for (std::size_t i = 1; i < std::size(year); ++i) if (day <= year[i].day) { auto const t{(day - year[i - 1].day) / (year[i].day - year[i - 1].day)}; return glm::mix(year[i - 1].value, year[i].value, t * t * (3.f - 2.f * t)); } return year[std::size(year) - 1].value; } GLuint make_texture(GLenum const Format, int const Width, int const Height, GLenum const Filter) { GLuint texture{0}; ::glCreateTextures(GL_TEXTURE_2D, 1, &texture); ::glTextureStorage2D(texture, 1, Format, Width, Height); ::glTextureParameteri(texture, GL_TEXTURE_MIN_FILTER, Filter); ::glTextureParameteri(texture, GL_TEXTURE_MAG_FILTER, Filter); ::glTextureParameteri(texture, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); ::glTextureParameteri(texture, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); return texture; } } // namespace opengl46_grass::~opengl46_grass() { // the textures go with the context; deleted here only if it's still there if (::glfwGetCurrentContext() != nullptr) clear(); } bool opengl46_grass::init() { if (m_state != 0) return m_state > 0; m_state = -1; try { gl::shader const vertex("grass.vert"); gl::shader const fragment("grass.frag"); m_program = std::make_unique(std::vector>{vertex, fragment}); } catch (gl::shader_exception const &e) { ErrorLog("heightmap terrain: can't use the grass shader: " + std::string(e.what())); return false; } m_vao = std::make_unique(); auto const location = [&](char const *Name) { return ::glGetUniformLocation(*m_program, Name); }; m_uniforms.tile = location("grass_tile"); m_uniforms.part = location("grass_part"); m_uniforms.chunk = location("grass_chunk"); m_uniforms.camera = location("grass_camera"); m_uniforms.lod = location("grass_lod"); m_uniforms.wind = location("grass_wind"); m_uniforms.base = location("grass_base"); m_uniforms.tip = location("grass_tip"); m_uniforms.shape = location("grass_shape"); m_uniforms.share = location("grass_share"); m_uniforms.dry = location("grass_dry"); m_uniforms.season = location("grass_season"); m_state = 1; return true; } void opengl46_grass::release(chunk &Chunk) { for (auto *texture : {&Chunk.heights, &Chunk.density, &Chunk.holes}) if (*texture != 0) { ::glDeleteTextures(1, texture); *texture = 0; } } void opengl46_grass::clear() { for (auto &entry : m_chunks) release(entry.second); m_chunks.clear(); } void opengl46_grass::upload(chunk &Chunk, gfx::grass_chunk const &Source) { release(Chunk); Chunk.version = Source.version; Chunk.corner = Source.corner; Chunk.size = Source.size; Chunk.cells = Source.cells; Chunk.samples = Source.samples; Chunk.kinds = Source.kinds; auto const side{Source.cells + 1}; Chunk.heights = make_texture(GL_R32F, side, side, GL_NEAREST); ::glPixelStorei(GL_UNPACK_ALIGNMENT, 4); ::glTextureSubImage2D(Chunk.heights, 0, 0, 0, side, side, GL_RED, GL_FLOAT, Source.heights); // the densities of the kinds side by side, as the channels of a texel auto const samples{Source.samples + 1}; auto const plane{static_cast(samples) * samples}; std::size_t kinds{0}; while (kinds < Source.kinds.size() && Source.kinds[kinds] >= 0) ++kinds; std::vector texels(plane * 4, 0); for (std::size_t kind = 0; kind < kinds; ++kind) for (std::size_t i = 0; i < plane; ++i) texels[i * 4 + kind] = Source.density[kind * plane + i]; Chunk.density = make_texture(GL_RGBA8, samples, samples, GL_LINEAR); ::glTextureSubImage2D(Chunk.density, 0, 0, 0, samples, samples, GL_RGBA, GL_UNSIGNED_BYTE, texels.data()); std::uint8_t const none{0}; auto const holeside{(Source.holes > 0 && Source.hole_mask != nullptr) ? Source.holes + 1 : 1}; Chunk.holes = make_texture(GL_R8, holeside, holeside, GL_LINEAR); ::glPixelStorei(GL_UNPACK_ALIGNMENT, 1); ::glTextureSubImage2D(Chunk.holes, 0, 0, 0, holeside, holeside, GL_RED, GL_UNSIGNED_BYTE, holeside > 1 ? Source.hole_mask : &none); ::glPixelStorei(GL_UNPACK_ALIGNMENT, 4); // the ground and the densest place of every kind of each tile, to skip the empty tiles and to draw as many blades as needed auto const spacing{static_cast(Source.size) / Source.cells}; auto const step{static_cast(Source.size) / Source.samples}; auto const tilesize{static_cast(Source.size) / tiles}; for (int tz = 0; tz < tiles; ++tz) for (int tx = 0; tx < tiles; ++tx) { auto &part{Chunk.parts[static_cast(tz) * tiles + tx]}; auto const range = [](double const From, double const To, double const Step, int const Last) { return std::make_pair(std::clamp(static_cast(std::floor(From / Step)), 0, Last), std::clamp(static_cast(std::ceil(To / Step)), 0, Last)); }; auto const [gx0, gx1]{range(tx * tilesize, (tx + 1) * tilesize, spacing, Source.cells)}; auto const [gz0, gz1]{range(tz * tilesize, (tz + 1) * tilesize, spacing, Source.cells)}; part.low = std::numeric_limits::max(); part.high = -std::numeric_limits::max(); for (int z = gz0; z <= gz1; ++z) for (int x = gx0; x <= gx1; ++x) { auto const height{Source.heights[static_cast(z) * side + x]}; part.low = std::min(part.low, height); part.high = std::max(part.high, height); } part.most.fill(0.f); auto const [sx0, sx1]{range(tx * tilesize, (tx + 1) * tilesize, step, Source.samples)}; auto const [sz0, sz1]{range(tz * tilesize, (tz + 1) * tilesize, step, Source.samples)}; for (std::size_t kind = 0; kind < kinds; ++kind) { std::uint8_t most{0}; for (int z = sz0; z <= sz1; ++z) for (int x = sx0; x <= sx1; ++x) most = std::max(most, Source.density[kind * plane + static_cast(z) * samples + x]); part.most[kind] = most / 255.f; } } } void opengl46_grass::update(std::vector const &Kinds, std::vector const &Chunks) { m_kinds = Kinds; for (auto &entry : m_chunks) entry.second.listed = false; if (false == Global.gfx_grass) { clear(); return; } for (auto const &source : Chunks) { if (source.heights == nullptr || source.density == nullptr || source.cells <= 0 || source.samples <= 0) continue; auto &entry{m_chunks[source.id]}; entry.listed = true; if (entry.heights == 0 || entry.version != source.version) upload(entry, source); } // what's no longer near goes for (auto it = m_chunks.begin(); it != m_chunks.end();) { if (it->second.listed) { ++it; continue; } release(it->second); it = m_chunks.erase(it); } } std::size_t opengl46_grass::render(opengl_camera const &Camera, glm::mat4 const &View, std::function const &Modelview) { if (false == Global.gfx_grass || m_chunks.empty() || m_kinds.empty() || false == init()) return 0; // whole up to the distance, thinning out to the fading distance auto const fade{std::max(5.f, Global.gfx_grass_distance)}; auto const reach{std::max(fade + 1.f, Global.gfx_grass_fadedistance)}; auto const thinning{std::max(3.f, fade * 0.2f)}; auto const multiplier{std::max(0.f, Global.gfx_grass_density)}; auto const camera{Camera.position()}; m_program->bind(); m_vao->bind(); ::glDisable(GL_CULL_FACE); ::glUniform4f(m_uniforms.lod, thinning, fade, reach, 0.f); auto const season{grass_season(simulation::Time.year_day())}; ::glUniform4f(m_uniforms.season, season.x, season.y, season.z, 0.f); // the wind sways the blades along it, harder in the gusts auto const wind{glm::vec3{simulation::Environment.wind()}}; auto const windspeed{glm::length(glm::vec2{wind.x, wind.z})}; auto const winddirection{windspeed > 0.01f ? glm::vec2{wind.x, wind.z} / windspeed : glm::vec2{1.f, 0.f}}; ::glUniform4f(m_uniforms.wind, winddirection.x, winddirection.y, std::clamp(windspeed / 15.f, 0.f, 1.f), static_cast(std::fmod(Timer::GetTime(), 3600.0))); std::size_t triangles{0}; for (auto &entry : m_chunks) { auto &chunk{entry.second}; // the kinds of the chunk, and the share of the blades of each against its densest std::array base{}, tip{}, shape{}, dry{}; glm::vec4 share{0.f}; float densest{0.f}; for (std::size_t i = 0; i < chunk.kinds.size(); ++i) if (chunk.kinds[i] >= 0 && chunk.kinds[i] < static_cast(m_kinds.size())) densest = std::max(densest, m_kinds[chunk.kinds[i]].density); if (densest <= 0.f) continue; for (std::size_t i = 0; i < chunk.kinds.size(); ++i) { if (chunk.kinds[i] < 0 || chunk.kinds[i] >= static_cast(m_kinds.size())) continue; auto const &kind{m_kinds[chunk.kinds[i]]}; base[i] = glm::vec4{kind.base, 0.f}; tip[i] = glm::vec4{kind.tip, 0.f}; shape[i] = glm::vec4{kind.height, kind.variation, kind.width, kind.bend}; dry[i] = glm::vec4{kind.dry, kind.seasonal}; share[i] = kind.density / densest; } auto const tallest{std::max({shape[0].x, shape[1].x, shape[2].x, shape[3].x}) * 1.5f + blade_reach}; auto const tilesize{chunk.size / tiles}; bool set{false}; for (int tz = 0; tz < tiles; ++tz) for (int tx = 0; tx < tiles; ++tx) { auto const &part{chunk.parts[static_cast(tz) * tiles + tx]}; auto const fill{std::min(1.f, glm::dot(glm::vec4{part.most[0], part.most[1], part.most[2], part.most[3]}, share))}; if (fill <= 0.f) continue; // distance to the box of the tile glm::dvec3 const low{chunk.corner.x + tx * tilesize, part.low, chunk.corner.y + tz * tilesize}; glm::dvec3 const high{low.x + tilesize, part.high + tallest, low.z + tilesize}; auto const nearest{glm::clamp(camera, low, high)}; auto const distance{static_cast(glm::length(nearest - camera))}; if (distance > reach) continue; if (false == Camera.visible(scene::bounding_area{(low + high) * 0.5, static_cast(glm::length(high - low) * 0.5)})) continue; auto const full{tilesize * tilesize * densest * multiplier * fill}; auto const count{std::min(max_blades, static_cast(std::ceil(full * lod_share(distance, thinning, fade, reach))))}; if (count <= 0) continue; if (false == set) { // the chunk is drawn relative to its corner, the heights as they are set = true; Modelview(glm::translate(View, glm::vec3{glm::dvec3{chunk.corner.x - camera.x, -camera.y, chunk.corner.y - camera.z}})); ::glUniform4f(m_uniforms.chunk, chunk.size, static_cast(chunk.cells), static_cast(chunk.samples), 0.f); ::glUniform4f(m_uniforms.camera, static_cast(camera.x - chunk.corner.x), static_cast(camera.y), static_cast(camera.z - chunk.corner.y), 0.f); ::glUniform4fv(m_uniforms.base, 4, glm::value_ptr(base[0])); ::glUniform4fv(m_uniforms.tip, 4, glm::value_ptr(tip[0])); ::glUniform4fv(m_uniforms.shape, 4, glm::value_ptr(shape[0])); ::glUniform4fv(m_uniforms.share, 1, glm::value_ptr(share)); ::glUniform4fv(m_uniforms.dry, 4, glm::value_ptr(dry[0])); GLuint const textures[]{chunk.heights, chunk.density, chunk.holes}; ::glBindTextures(0, 3, textures); } // fewer segments further away auto const segments{distance < thinning * 1.5f ? 3 : distance < fade * 0.5f ? 2 : 1}; // the number of the tile in the world, the seed of its blades auto const seedx{static_cast(std::floor(chunk.corner.x / tilesize + 0.5) + tx)}; auto const seedz{static_cast(std::floor(chunk.corner.y / tilesize + 0.5) + tz)}; ::glUniform4f(m_uniforms.tile, tx * tilesize, tz * tilesize, tilesize, std::max(1.f, full)); ::glUniform4f(m_uniforms.part, fill, static_cast(segments), seedx, seedz); ::glDrawArraysInstanced(GL_TRIANGLE_STRIP, 0, segments * 2 + 1, count); triangles += static_cast(count) * (segments * 2 - 1); } } ::glEnable(GL_CULL_FACE); gl::vao::unbind(); // the units of the textures were taken behind the back of the texture cache opengl_texture::reset_unit_cache(); return triangles; }