0ad/source/graphics/CinemaManager.cpp
elexis 2f02fb4535 Move OpenGL CinemaPath rendering code to the CinemaManager, so that the remaining simulation data can be moved to the simulation directory.
Add height indicator so that we can actually estimate the location of
the paths in atlas.

Differential Revision: https://code.wildfiregames.com/D306
Patch By: Vladislav
This was SVN commit r19394.
2017-04-09 17:21:01 +00:00

312 lines
7.8 KiB
C++

/* Copyright (C) 2017 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 <sstream>
#include <string>
#include "graphics/CinemaManager.h"
#include "graphics/Camera.h"
#include "graphics/GameView.h"
#include "gui/CGUI.h"
#include "gui/GUIutil.h"
#include "gui/GUIManager.h"
#include "gui/IGUIObject.h"
#include "lib/ogl.h"
#include "maths/MathUtil.h"
#include "maths/Quaternion.h"
#include "maths/Vector3D.h"
#include "maths/Vector4D.h"
#include "ps/CLogger.h"
#include "ps/ConfigDB.h"
#include "ps/CStr.h"
#include "ps/Game.h"
#include "ps/GameSetup/Config.h"
#include "ps/Hotkey.h"
#include "ps/World.h"
#include "simulation2/components/ICmpCinemaManager.h"
#include "simulation2/components/ICmpOverlayRenderer.h"
#include "simulation2/components/ICmpRangeManager.h"
#include "simulation2/components/ICmpSelectable.h"
#include "simulation2/components/ICmpTerritoryManager.h"
#include "simulation2/MessageTypes.h"
#include "simulation2/system/ComponentManager.h"
#include "simulation2/Simulation2.h"
#include "renderer/Renderer.h"
CCinemaManager::CCinemaManager()
: m_DrawPaths(false)
{
}
void CCinemaManager::Update(const float deltaRealTime) const
{
CmpPtr<ICmpCinemaManager> cmpCinemaManager(g_Game->GetSimulation2()->GetSimContext().GetSystemEntity());
if (!cmpCinemaManager)
return;
UpdateSessionVisibility();
UpdateSilhouettesVisibility();
if (IsPlaying())
cmpCinemaManager->PlayQueue(deltaRealTime, g_Game->GetView()->GetCamera());
}
void CCinemaManager::Render() const
{
if (IsEnabled())
DrawBars();
if (m_DrawPaths)
DrawPaths();
}
void CCinemaManager::UpdateSessionVisibility() const
{
// TODO: Enabling/Disabling does not work if the session GUI page is not the top page.
// This can happen in various situations, for example when the player wins/loses the game
// while the cinematic is running (a message box is the top page in this case).
IGUIObject *sn = g_GUI->FindObjectByName("sn");
if (!sn)
return;
bool hidden = false;
GUI<bool>::GetSetting(sn, "hidden", hidden);
if (hidden != IsPlaying())
sn->SetSetting("hidden", IsPlaying() ? L"true" : L"false");
}
void CCinemaManager::UpdateSilhouettesVisibility() const
{
if (!CRenderer::IsInitialised())
return;
bool silhouettes = false;
CFG_GET_VAL("silhouettes", silhouettes);
g_Renderer.SetOptionBool(CRenderer::Option::OPT_SILHOUETTES, !IsEnabled() && silhouettes);
}
void CCinemaManager::DrawPaths() const
{
CmpPtr<ICmpCinemaManager> cmpCinemaManager(g_Game->GetSimulation2()->GetSimContext().GetSystemEntity());
if (!cmpCinemaManager)
return;
for (const std::pair<CStrW, CCinemaPath>& p : cmpCinemaManager->GetPaths())
{
DrawSpline(p.second, CColor(0.2f, 0.2f, 1.f, 0.9f), 100, true);
DrawNodes(p.second, CColor(0.5f, 1.0f, 0.f, 1.0f));
if (p.second.GetTargetSpline().GetAllNodes().empty())
continue;
DrawSpline(p.second.GetTargetSpline(), CColor(1.0f, 0.2f, 0.2f, 0.9f), 100, true);
DrawNodes(p.second.GetTargetSpline(), CColor(1.0f, 0.5f, 0.f, 1.0f));
}
}
void CCinemaManager::DrawSpline(const RNSpline& spline, const CColor& splineColor, int smoothness, bool lines) const
{
if (spline.GetAllNodes().size() < 2)
return;
if (spline.GetAllNodes().size() == 2 && lines)
smoothness = 2;
float start = spline.MaxDistance.ToFloat() / smoothness;
float time = 0;
#if CONFIG2_GLES
#warning TODO : implement CCinemaPath on GLES
#else
glEnable(GL_BLEND);
glColor4f(splineColor.r, splineColor.g, splineColor.b, splineColor.a);
if (lines)
{
glLineWidth(1.8f);
glEnable(GL_LINE_SMOOTH);
glBegin(GL_LINE_STRIP);
for (int i = 0; i <= smoothness; ++i)
{
time = start * i / spline.MaxDistance.ToFloat();
CVector3D tmp = spline.GetPosition(time);
glVertex3f(tmp.X, tmp.Y, tmp.Z);
}
glEnd();
// Height indicaor
if (g_Game && g_Game->GetWorld() && g_Game->GetWorld()->GetTerrain())
{
glLineWidth(1.1f);
glBegin(GL_LINES);
for (int i = 0; i <= smoothness; ++i)
{
time = start * i / spline.MaxDistance.ToFloat();
CVector3D tmp = spline.GetPosition(time);
float groundY = g_Game->GetWorld()->GetTerrain()->GetExactGroundLevel(tmp.X, tmp.Z);
glVertex3f(tmp.X, tmp.Y, tmp.Z);
glVertex3f(tmp.X, groundY, tmp.Z);
}
glEnd();
}
glDisable(GL_LINE_SMOOTH);
glLineWidth(1.0f);
}
else
{
smoothness /= 2;
start = spline.MaxDistance.ToFloat() / smoothness;
glEnable(GL_POINT_SMOOTH);
glPointSize(3.0f);
glBegin(GL_POINTS);
for (int i = 0; i <= smoothness; ++i)
{
time = start * i / spline.MaxDistance.ToFloat();
CVector3D tmp = spline.GetPosition(time);
glVertex3f(tmp.X, tmp.Y, tmp.Z);
}
glEnd();
glPointSize(1.0f);
glDisable(GL_POINT_SMOOTH);
}
glDisable(GL_BLEND);
#endif
}
void CCinemaManager::DrawNodes(const RNSpline& spline, const CColor& nodeColor) const
{
#if CONFIG2_GLES
#warning TODO : implement CCinemaPath on GLES
#else
glEnable(GL_POINT_SMOOTH);
glPointSize(5.0f);
glColor4f(nodeColor.r, nodeColor.g, nodeColor.b, nodeColor.a);
glBegin(GL_POINTS);
for (const SplineData& node : spline.GetAllNodes())
glVertex3f(node.Position.X.ToFloat(), node.Position.Y.ToFloat(), node.Position.Z.ToFloat());
glEnd();
glPointSize(1.0f);
glDisable(GL_POINT_SMOOTH);
#endif
}
void CCinemaManager::DrawBars() const
{
int height = (float)g_xres / 2.39f;
int shift = (g_yres - height) / 2;
if (shift <= 0)
return;
#if CONFIG2_GLES
#warning TODO : implement bars for GLES
#else
// Set up transform for GL bars
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
CMatrix3D transform;
transform.SetOrtho(0.f, (float)g_xres, 0.f, (float)g_yres, -1.f, 1000.f);
glLoadMatrixf(&transform._11);
glColor4f(0.0f, 0.0f, 0.0f, 1.0f);
glEnable(GL_BLEND);
glDisable(GL_DEPTH_TEST);
glBegin(GL_QUADS);
glVertex2i(0, 0);
glVertex2i(g_xres, 0);
glVertex2i(g_xres, shift);
glVertex2i(0, shift);
glEnd();
glBegin(GL_QUADS);
glVertex2i(0, g_yres - shift);
glVertex2i(g_xres, g_yres - shift);
glVertex2i(g_xres, g_yres);
glVertex2i(0, g_yres);
glEnd();
glDisable(GL_BLEND);
glEnable(GL_DEPTH_TEST);
// Restore transform
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
#endif
}
InReaction cinema_manager_handler(const SDL_Event_* ev)
{
// put any events that must be processed even if inactive here
if (!g_Game || !g_Game->IsGameStarted())
return IN_PASS;
CCinemaManager* pCinemaManager = g_Game->GetView()->GetCinema();
return pCinemaManager->HandleEvent(ev);
}
InReaction CCinemaManager::HandleEvent(const SDL_Event_* ev) const
{
switch (ev->ev.type)
{
case SDL_MOUSEBUTTONDOWN:
case SDL_MOUSEBUTTONUP:
// Prevent selection of units while the path is playing
if (IsPlaying())
return IN_HANDLED;
default:
return IN_PASS;
}
}
bool CCinemaManager::IsEnabled() const
{
CmpPtr<ICmpCinemaManager> cmpCinemaManager(g_Game->GetSimulation2()->GetSimContext().GetSystemEntity());
return cmpCinemaManager && cmpCinemaManager->IsEnabled();
}
bool CCinemaManager::IsPlaying() const
{
return IsEnabled() && g_Game && !g_Game->m_Paused;
}
bool CCinemaManager::GetPathsDrawing() const
{
return m_DrawPaths;
}
void CCinemaManager::SetPathsDrawing(const bool drawPath)
{
m_DrawPaths = drawPath;
}