0ad/source/tools/atlas/GameInterface/ActorViewer.cpp
Ykkrosh 29dd635d3b Fix decals and LOS texture in Actor Viewer, by slightly reducing use of globals.
Fix particles in Actor Viewer.
Expand terrain in Actor Viewer.
Change background to black so it blends with the LOS texture more
nicely.

This was SVN commit r9172.
2011-04-05 20:32:03 +00:00

399 lines
10 KiB
C++

/* 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 <http://www.gnu.org/licenses/>.
*/
#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/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 "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)
{
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;
// 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;
}
};
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<ICmpTerrain> cmpTerrain(m.Simulation2, SYSTEM_ENTITY);
if (!cmpTerrain.null())
cmpTerrain->ReloadTerrain();
CmpPtr<ICmpRangeManager> cmpRangeManager(m.Simulation2, SYSTEM_ENTITY);
if (!cmpRangeManager.null())
cmpRangeManager->SetLosRevealAll(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;
}
// 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<ICmpPosition> 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::FromFloat((float)M_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<ICmpUnitMotion> 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<ICmpUnitMotion> 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<ICmpVisual> cmpVisual(m.Simulation2, m.Entity);
if (!cmpVisual.null())
{
// TODO: SetEntitySelection(anim)
cmpVisual->SelectAnimation(anim, false, speed, soundgroup);
if (repeattime)
cmpVisual->SetAnimationSyncRepeat(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;
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<ICmpVisual> 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;
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<ICmpPosition> 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));
}
}
}