mirror of
https://github.com/MaSzyna-EU07/maszyna.git
synced 2026-10-26 15:54:53 +01:00
143 lines
5.8 KiB
C++
143 lines
5.8 KiB
C++
/*
|
|
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/.
|
|
*/
|
|
|
|
#pragma once
|
|
|
|
#include <array>
|
|
#include <memory>
|
|
#include <unordered_map>
|
|
#include <vector>
|
|
|
|
#include "rendering/renderer.h"
|
|
#include "model/material.h"
|
|
#include "model/Texture.h"
|
|
|
|
namespace gfx
|
|
{
|
|
|
|
// materials of the heightmap terrain (shader mat_terrain, mat_terrain_holes for chunks with holes), whichever api draws them.
|
|
// the textures of the layer materials are copied into texture arrays shared by all chunks; each chunk gets a material
|
|
// of its own, with textures holding the weights of its layers and a table of what its layers are.
|
|
// what the layers and the chunks are is kept here; the textures are made and filled by the renderer (the gpu_ functions)
|
|
class terrain_materials
|
|
{
|
|
public:
|
|
terrain_materials(material_manager &Materials, texture_bank &Textures) : m_materials(Materials), m_textures(Textures) {}
|
|
virtual ~terrain_materials() = default;
|
|
|
|
// see gfx_renderer::Terrain_Material. returns null_handle if the terrain shader can't be used
|
|
material_handle make(material_handle const Reuse, std::vector<gfx::terrain_layer> const &Layers, int const Samples, std::uint8_t const *Weights, glm::vec3 const &Placement,
|
|
int const HoleSamples = 0, std::uint8_t const *Holes = nullptr);
|
|
void release(material_handle const Material);
|
|
// copies the textures of new layers into the arrays; to be called before the frame is drawn
|
|
void update();
|
|
// the layer materials which change with the season or the weather were reloaded, their textures are copied again
|
|
void on_environment_change();
|
|
|
|
protected:
|
|
static constexpr std::size_t max_layers{8};
|
|
|
|
struct layer
|
|
{
|
|
material_handle material{null_handle};
|
|
float size{0.f}; // as given by the chunk
|
|
float repeat{8.f}; // metres the textures are repeated at
|
|
int index{0}; // in the arrays
|
|
bool normalmap{false};
|
|
bool specgloss{false};
|
|
float reflection{0.f};
|
|
bool copied{false};
|
|
int attempts{0};
|
|
};
|
|
struct texture_array
|
|
{
|
|
texture_handle handle{null_handle};
|
|
int size{0};
|
|
bool srgb{false};
|
|
};
|
|
struct slot
|
|
{
|
|
material_handle material{null_handle};
|
|
std::array<texture_handle, 2> weights{null_handle, null_handle};
|
|
texture_handle table{null_handle};
|
|
texture_handle holes{null_handle}; // where the ground is cut, R8; a single texel of 0 without holes
|
|
bool used{false};
|
|
// what the table was made of, kept to make it again when a layer changes
|
|
std::size_t count{0};
|
|
std::array<int, max_layers> layers{};
|
|
std::array<float, max_layers> rotations{};
|
|
};
|
|
// what a texture made here holds
|
|
enum class texture_kind
|
|
{
|
|
white, // a single white texel, rgba8
|
|
layers, // an array of the layer maps, rgba8 (srgb for the diffuse)
|
|
weights, // weights of four layers, rgba8 with mipmaps, clamped
|
|
table, // the table of the layers of a chunk, max_layers x 2 rgba32f, nearest
|
|
holes // the mask of the holes, r8, led between the samples, clamped
|
|
};
|
|
|
|
// the textures of the arrays: diffuse, normal maps, specular/gloss
|
|
std::array<texture_array, 3> const &arrays() const
|
|
{
|
|
return m_arrays;
|
|
}
|
|
|
|
// the objects the textures are drawn with (the copy of the layer maps); false: the terrain can't be drawn
|
|
virtual bool gpu_init() = 0;
|
|
// the object of a texture made by the bank, of the kind
|
|
virtual void gpu_texture(texture_source &Texture, texture_kind const Kind) = 0;
|
|
// the white texel
|
|
virtual void gpu_white(texture_source &Texture) = 0;
|
|
// room for Layers layers in the array; Fresh: the array had layers before, they go
|
|
virtual void gpu_storage(texture_array const &Array, int const Layers, bool const Fresh) = 0;
|
|
// the content of the textures of a new slot, before its material is made of them: no weights, a table of zeros, no holes
|
|
virtual void gpu_blank(slot const &Slot) = 0;
|
|
// Side x Side texels of rgba8, the mipmaps made of them
|
|
virtual void gpu_weights(texture_handle const Texture, int const Side, std::uint8_t const *Texels) = 0;
|
|
// max_layers x 2 texels of rgba32f
|
|
virtual void gpu_table(texture_handle const Texture, float const *Table) = 0;
|
|
// Side x Side samples of r8
|
|
virtual void gpu_holes(texture_handle const Texture, int const Side, std::uint8_t const *Samples) = 0;
|
|
// the copies of the layer maps into the arrays: begun, then a copy per array of each layer copied, ended; Copied: whether any
|
|
// was made (the mipmaps of the arrays are made then)
|
|
virtual void gpu_begin_copies() = 0;
|
|
// Source: the map of the layer, or null when it has none, the array is filled with Default then
|
|
virtual void gpu_copy(texture_array const &Array, int const Layer, texture_source *Source, std::array<float, 4> const &Default) = 0;
|
|
virtual void gpu_end_copies(bool const Copied) = 0;
|
|
// textures were made or given new content (the opengl renderer forgets the textures bound)
|
|
virtual void gpu_changed() {}
|
|
|
|
material_manager &m_materials;
|
|
texture_bank &m_textures;
|
|
|
|
private:
|
|
bool init();
|
|
texture_handle make_texture(std::string const &Name, texture_kind const Kind);
|
|
void read_material(layer &Layer);
|
|
int layer_index(gfx::terrain_layer const &Layer);
|
|
void write_table(slot const &Slot);
|
|
bool copy_layer(layer &Layer);
|
|
std::size_t acquire_slot(material_handle const Reuse);
|
|
|
|
int m_state{0}; // 0: not set up yet, 1: ready, -1: can't be used
|
|
texture_handle m_white{null_handle};
|
|
std::array<texture_array, 3> m_arrays; // diffuse, normal maps, specular/gloss
|
|
int m_capacity{0}; // layers the arrays have room for
|
|
std::vector<layer> m_layers;
|
|
bool m_pending{false};
|
|
std::vector<slot> m_slots;
|
|
std::vector<std::size_t> m_free;
|
|
std::unordered_map<material_handle, std::size_t> m_slotof;
|
|
std::shared_ptr<gfx::shader_program> m_program; // of the chunks, mat_terrain
|
|
std::shared_ptr<gfx::shader_program> m_holesprogram; // of the chunks with holes, mat_terrain_holes
|
|
};
|
|
|
|
} // namespace gfx
|