/* Copyright (C) 2011 Wildfire Games. * This file is part of 0 A.D. * * 0 A.D. is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 2 of the License, or * (at your option) any later version. * * 0 A.D. is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with 0 A.D. If not, see . */ #include "precompiled.h" #include "ActorViewer.h" #include "View.h" #include "graphics/ColladaManager.h" #include "graphics/LOSTexture.h" #include "graphics/Model.h" #include "graphics/ObjectManager.h" #include "graphics/ParticleManager.h" #include "graphics/Patch.h" #include "graphics/SkeletonAnimManager.h" #include "graphics/Terrain.h" #include "graphics/TerrainTextureEntry.h" #include "graphics/TerrainTextureManager.h" #include "graphics/TerritoryTexture.h" #include "graphics/UnitManager.h" #include "maths/MathUtil.h" #include "ps/Font.h" #include "ps/GameSetup/Config.h" #include "ps/ProfileViewer.h" #include "renderer/Renderer.h" #include "renderer/Scene.h" #include "renderer/SkyManager.h" #include "renderer/WaterManager.h" #include "scriptinterface/ScriptInterface.h" #include "simulation2/Simulation2.h" #include "simulation2/components/ICmpPosition.h" #include "simulation2/components/ICmpRangeManager.h" #include "simulation2/components/ICmpTerrain.h" #include "simulation2/components/ICmpUnitMotion.h" #include "simulation2/components/ICmpVisual.h" struct ActorViewerImpl : public Scene { NONCOPYABLE(ActorViewerImpl); public: ActorViewerImpl() : Entity(INVALID_ENTITY), Terrain(), ColladaManager(), MeshManager(ColladaManager), SkeletonAnimManager(ColladaManager), UnitManager(), Simulation2(&UnitManager, &Terrain), ObjectManager(MeshManager, SkeletonAnimManager, Simulation2), LOSTexture(Simulation2), TerritoryTexture(Simulation2) { UnitManager.SetObjectManager(ObjectManager); } entity_id_t Entity; CStrW CurrentUnitID; CStrW CurrentUnitAnim; float CurrentSpeed; bool WalkEnabled; bool GroundEnabled; bool ShadowsEnabled; SColor4ub Background; CTerrain Terrain; CColladaManager ColladaManager; CMeshManager MeshManager; CSkeletonAnimManager SkeletonAnimManager; CObjectManager ObjectManager; CUnitManager UnitManager; CSimulation2 Simulation2; CLOSTexture LOSTexture; CTerritoryTexture TerritoryTexture; // Simplistic implementation of the Scene interface virtual void EnumerateObjects(const CFrustum& frustum, SceneCollector* c) { if (GroundEnabled) { for (ssize_t pj = 0; pj < Terrain.GetPatchesPerSide(); ++pj) for (ssize_t pi = 0; pi < Terrain.GetPatchesPerSide(); ++pi) c->Submit(Terrain.GetPatch(pi, pj)); } Simulation2.RenderSubmit(*c, frustum, false); } virtual CLOSTexture& GetLOSTexture() { return LOSTexture; } virtual CTerritoryTexture& GetTerritoryTexture() { return TerritoryTexture; } }; ActorViewer::ActorViewer() : m(*new ActorViewerImpl()) { m.WalkEnabled = false; m.GroundEnabled = true; m.ShadowsEnabled = g_Renderer.GetOptionBool(CRenderer::OPT_SHADOWS); m.Background = SColor4ub(0, 0, 0, 255); // Create a tiny empty piece of terrain, just so we can put shadows // on it without having to think too hard m.Terrain.Initialize(2, NULL); CTerrainTextureEntry* tex = g_TexMan.FindTexture("whiteness"); if (tex) { for (ssize_t pi = 0; pi < m.Terrain.GetPatchesPerSide(); ++pi) { for (ssize_t pj = 0; pj < m.Terrain.GetPatchesPerSide(); ++pj) { CPatch* patch = m.Terrain.GetPatch(pi, pj); for (ssize_t i = 0; i < PATCH_SIZE; ++i) { for (ssize_t j = 0; j < PATCH_SIZE; ++j) { CMiniPatch& mp = patch->m_MiniPatches[i][j]; mp.Tex = tex; mp.Priority = 0; } } } } } else { debug_warn(L"Failed to load whiteness texture"); } // Start the simulation m.Simulation2.LoadDefaultScripts(); m.Simulation2.ResetState(); // Tell the simulation we've already loaded the terrain CmpPtr cmpTerrain(m.Simulation2, SYSTEM_ENTITY); if (!cmpTerrain.null()) cmpTerrain->ReloadTerrain(); CmpPtr cmpRangeManager(m.Simulation2, SYSTEM_ENTITY); if (!cmpRangeManager.null()) cmpRangeManager->SetLosRevealAll(-1, true); } ActorViewer::~ActorViewer() { delete &m; } CSimulation2* ActorViewer::GetSimulation2() { return &m.Simulation2; } entity_id_t ActorViewer::GetEntity() { return m.Entity; } void ActorViewer::UnloadObjects() { m.ObjectManager.UnloadObjects(); } void ActorViewer::SetActor(const CStrW& name, const CStrW& animation) { bool needsAnimReload = false; CStrW id = name; // Recreate the entity, if we don't have one or if the new one is different if (m.Entity == INVALID_ENTITY || id != m.CurrentUnitID) { // Delete the old entity (if any) if (m.Entity != INVALID_ENTITY) { m.Simulation2.DestroyEntity(m.Entity); m.Simulation2.FlushDestroyedEntities(); m.Entity = INVALID_ENTITY; } // Clear particles associated with deleted entity g_Renderer.GetParticleManager().ClearUnattachedEmitters(); // If there's no actor to display, return with nothing loaded if (id.empty()) return; m.Entity = m.Simulation2.AddEntity(L"preview|" + id); if (m.Entity == INVALID_ENTITY) return; CmpPtr cmpPosition(m.Simulation2, m.Entity); if (!cmpPosition.null()) { ssize_t c = CELL_SIZE * m.Terrain.GetPatchesPerSide()*PATCH_SIZE/2; cmpPosition->JumpTo(entity_pos_t::FromInt(c), entity_pos_t::FromInt(c)); cmpPosition->SetYRotation(entity_angle_t::Pi()); } needsAnimReload = true; } if (animation != m.CurrentUnitAnim) needsAnimReload = true; if (needsAnimReload) { CStr anim = animation.ToUTF8().LowerCase(); // Emulate the typical simulation animation behaviour float speed; float repeattime = 0.f; if (anim == "walk") { CmpPtr cmpUnitMotion(m.Simulation2, m.Entity); if (!cmpUnitMotion.null()) speed = cmpUnitMotion->GetWalkSpeed().ToFloat(); else speed = 7.f; // typical unit speed m.CurrentSpeed = speed; } else if (anim == "run") { CmpPtr cmpUnitMotion(m.Simulation2, m.Entity); if (!cmpUnitMotion.null()) speed = cmpUnitMotion->GetRunSpeed().ToFloat(); else speed = 12.f; // typical unit speed m.CurrentSpeed = speed; } else if (anim == "melee") { speed = 1.f; // speed will be ignored if we have a repeattime m.CurrentSpeed = 0.f; CStr code = "var cmp = Engine.QueryInterface("+CStr::FromUInt(m.Entity)+", IID_Attack); " + "if (cmp) cmp.GetTimers(cmp.GetBestAttack()).repeat; else 0;"; m.Simulation2.GetScriptInterface().Eval(code.c_str(), repeattime); } else { // Play the animation at normal speed, but movement speed is zero speed = 1.f; m.CurrentSpeed = 0.f; } CStr sound; if (anim == "melee") sound = "attack"; else if (anim == "build") sound = "build"; else if (anim.Find("gather_") == 0) sound = anim; std::wstring soundgroup; if (!sound.empty()) { CStr code = "var cmp = Engine.QueryInterface("+CStr::FromUInt(m.Entity)+", IID_Sound); " + "if (cmp) cmp.GetSoundGroup('"+sound+"'); else '';"; m.Simulation2.GetScriptInterface().Eval(code.c_str(), soundgroup); } CmpPtr cmpVisual(m.Simulation2, m.Entity); if (!cmpVisual.null()) { // TODO: SetEntitySelection(anim) cmpVisual->SelectAnimation(anim, false, fixed::FromFloat(speed), soundgroup); if (repeattime) cmpVisual->SetAnimationSyncRepeat(fixed::FromFloat(repeattime)); } } m.CurrentUnitID = id; m.CurrentUnitAnim = animation; } void ActorViewer::SetBackgroundColour(const SColor4ub& colour) { m.Background = colour; m.Terrain.SetBaseColour(colour); } void ActorViewer::SetWalkEnabled(bool enabled) { m.WalkEnabled = enabled; } void ActorViewer::SetGroundEnabled(bool enabled) { m.GroundEnabled = enabled; } void ActorViewer::SetShadowsEnabled(bool enabled) { m.ShadowsEnabled = enabled; } void ActorViewer::SetStatsEnabled(bool enabled) { if (enabled) g_ProfileViewer.ShowTable("renderer"); else g_ProfileViewer.ShowTable(""); } void ActorViewer::Render() { m.Terrain.MakeDirty(RENDERDATA_UPDATE_COLOR); g_Renderer.SetClearColor(m.Background); // Disable shadows locally (avoid clobbering global state) bool oldShadows = g_Renderer.GetOptionBool(CRenderer::OPT_SHADOWS); g_Renderer.SetOptionBool(CRenderer::OPT_SHADOWS, m.ShadowsEnabled); bool oldSky = g_Renderer.GetSkyManager()->m_RenderSky; g_Renderer.GetSkyManager()->m_RenderSky = false; bool oldWater = g_Renderer.GetWaterManager()->m_RenderWater; g_Renderer.GetWaterManager()->m_RenderWater = false; g_Renderer.BeginFrame(); // Find the centre of the interesting region, in the middle of the patch // and half way up the model (assuming there is one) CVector3D centre; CmpPtr cmpVisual(m.Simulation2, m.Entity); if (!cmpVisual.null()) cmpVisual->GetBounds().GetCentre(centre); else centre.Y = 0.f; centre.X = centre.Z = CELL_SIZE * m.Terrain.GetPatchesPerSide()*PATCH_SIZE/2; CCamera camera = View::GetView_Actor()->GetCamera(); camera.m_Orientation.Translate(centre.X, centre.Y, centre.Z); camera.UpdateFrustum(); g_Renderer.SetSceneCamera(camera, camera); g_Renderer.RenderScene(m); // .... glMatrixMode(GL_PROJECTION); glPushMatrix(); glLoadIdentity(); glOrtho(0.f, (float)g_xres, 0.f, (float)g_yres, -1.f, 1000.f); glMatrixMode(GL_MODELVIEW); glPushMatrix(); glLoadIdentity(); glPushAttrib(GL_ENABLE_BIT); glEnable(GL_TEXTURE_2D); glDisable(GL_CULL_FACE); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_BLEND); glDisable(GL_ALPHA_TEST); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); glEnable(GL_TEXTURE_2D); g_ProfileViewer.RenderProfile(); glPopAttrib(); glMatrixMode(GL_PROJECTION); glPopMatrix(); glMatrixMode(GL_MODELVIEW); glPopMatrix(); g_Renderer.EndFrame(); // Restore the old renderer state g_Renderer.SetOptionBool(CRenderer::OPT_SHADOWS, oldShadows); g_Renderer.GetSkyManager()->m_RenderSky = oldSky; g_Renderer.GetWaterManager()->m_RenderWater = oldWater; ogl_WarnIfError(); } void ActorViewer::Update(float dt) { m.Simulation2.Update((int)(dt*1000)); m.Simulation2.Interpolate(dt, 0); g_Renderer.GetParticleManager().Interpolate(dt); if (m.WalkEnabled && m.CurrentSpeed) { CmpPtr cmpPosition(m.Simulation2, m.Entity); if (!cmpPosition.null()) { // Move the model by speed*dt forwards float z = cmpPosition->GetPosition().Z.ToFloat(); z -= m.CurrentSpeed*dt; // Wrap at the edges, so it doesn't run off into the horizon ssize_t c = CELL_SIZE * m.Terrain.GetPatchesPerSide()*PATCH_SIZE/2; if (z < c - CELL_SIZE*PATCH_SIZE * 0.1f) z = c + CELL_SIZE*PATCH_SIZE * 0.1f; cmpPosition->JumpTo(cmpPosition->GetPosition().X, entity_pos_t::FromFloat(z)); } } }