0ad/source/tools/atlas/GameInterface/Handlers/EnvironmentHandlers.cpp
Ralph Sennhauser 73ca3d303b
Fix some includes in atlas
Make include-what-you-use happy with some files in source/tools/atlas
and fix what needs to be fixed.

Add "source" to include path for AtlasUI target to allow for absolute
includes. In the future all but one should be removed.

Drop check for at least boost 1.40.

Ref: #8086
Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
2025-08-09 06:52:41 +02:00

266 lines
7.1 KiB
C++

/* Copyright (C) 2025 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 "MessageHandler.h"
#include "graphics/Color.h"
#include "graphics/LightEnv.h"
#include "graphics/Terrain.h"
#include "lib/debug.h"
#include "maths/Vector3D.h"
#include "ps/CStr.h"
#include "ps/Game.h"
#include "ps/World.h"
#include "renderer/PostprocManager.h"
#include "renderer/Renderer.h"
#include "renderer/SceneRenderer.h"
#include "renderer/SkyManager.h"
#include "renderer/WaterManager.h"
#include "simulation2/components/ICmpWaterManager.h"
#include "simulation2/helpers/Position.h"
#include "simulation2/system/Component.h"
#include "simulation2/system/Entity.h"
#include "tools/atlas/GameInterface/CommandProc.h"
#include "tools/atlas/GameInterface/Messages.h"
#include "tools/atlas/GameInterface/Shareable.h"
#include "tools/atlas/GameInterface/SharedTypes.h"
#include <cmath>
#include <string>
#include <vector>
namespace AtlasMessage {
sEnvironmentSettings GetSettings()
{
sEnvironmentSettings s;
CmpPtr<ICmpWaterManager> cmpWaterManager(*g_Game->GetSimulation2(), SYSTEM_ENTITY);
ENSURE(cmpWaterManager);
s.waterheight = cmpWaterManager->GetExactWaterLevel(0, 0) / (65536.f * HEIGHT_SCALE);
const WaterManager& waterManager = g_Renderer.GetSceneRenderer().GetWaterManager();
s.watertype = waterManager.m_WaterType;
s.waterwaviness = waterManager.m_Waviness;
s.watermurkiness = waterManager.m_Murkiness;
s.windangle = waterManager.m_WindAngle;
// CColor colors
#define COLOR(A, B) A = Color((int)(B.r*255), (int)(B.g*255), (int)(B.b*255))
COLOR(s.watercolor, waterManager.m_WaterColor);
COLOR(s.watertint, waterManager.m_WaterTint);
#undef COLOR
float sunrotation = g_LightEnv.GetRotation();
if (sunrotation > (float)M_PI)
sunrotation -= (float)M_PI*2;
s.sunrotation = sunrotation;
s.sunelevation = g_LightEnv.GetElevation();
s.posteffect = g_Renderer.GetPostprocManager().GetPostEffect();
s.skyset = g_Renderer.GetSceneRenderer().GetSkyManager().GetSkySet();
s.fogfactor = g_LightEnv.m_FogFactor;
s.fogmax = g_LightEnv.m_FogMax;
s.brightness = g_LightEnv.m_Brightness;
s.contrast = g_LightEnv.m_Contrast;
s.saturation = g_LightEnv.m_Saturation;
s.bloom = g_LightEnv.m_Bloom;
// RGBColor (CVector3D) colors
#define COLOR(A, B) A = Color((int)(B.X*255), (int)(B.Y*255), (int)(B.Z*255))
s.sunoverbrightness = MaxComponent(g_LightEnv.m_SunColor);
// clamp color to [0..1] before packing into u8 triplet
if(s.sunoverbrightness > 1.0f)
g_LightEnv.m_SunColor *= 1.0/s.sunoverbrightness; // (there's no operator/=)
// no component was above 1.0, so reset scale factor (don't want to darken)
else
s.sunoverbrightness = 1.0f;
COLOR(s.suncolor, g_LightEnv.m_SunColor);
COLOR(s.ambientcolor, g_LightEnv.m_AmbientColor);
COLOR(s.fogcolor, g_LightEnv.m_FogColor);
#undef COLOR
return s;
}
void SetSettings(const sEnvironmentSettings& s)
{
CmpPtr<ICmpWaterManager> cmpWaterManager(*g_Game->GetSimulation2(), SYSTEM_ENTITY);
ENSURE(cmpWaterManager);
cmpWaterManager->SetWaterLevel(entity_pos_t::FromFloat(s.waterheight * (65536.f * HEIGHT_SCALE)));
WaterManager& waterManager = g_Renderer.GetSceneRenderer().GetWaterManager();
waterManager.m_Waviness = s.waterwaviness;
waterManager.m_Murkiness = s.watermurkiness;
waterManager.m_WindAngle = s.windangle;
if (waterManager.m_WaterType != *s.watertype)
{
waterManager.m_WaterType = *s.watertype;
waterManager.ReloadWaterNormalTextures();
}
#define COLOR(A, B) B = CColor(A->r/255.f, A->g/255.f, A->b/255.f, 1.f)
COLOR(s.watercolor, waterManager.m_WaterColor);
COLOR(s.watertint, waterManager.m_WaterTint);
#undef COLOR
g_LightEnv.SetRotation(s.sunrotation);
g_LightEnv.SetElevation(s.sunelevation);
CStrW posteffect = *s.posteffect;
if (posteffect.length() == 0)
posteffect = L"default";
g_Renderer.GetPostprocManager().SetPostEffect(posteffect);
CStrW skySet = *s.skyset;
if (skySet.length() == 0)
skySet = L"default";
g_Renderer.GetSceneRenderer().GetSkyManager().SetSkySet(skySet);
g_LightEnv.m_FogFactor = s.fogfactor;
g_LightEnv.m_FogMax = s.fogmax;
g_LightEnv.m_Brightness = s.brightness;
g_LightEnv.m_Contrast = s.contrast;
g_LightEnv.m_Saturation = s.saturation;
g_LightEnv.m_Bloom = s.bloom;
#define COLOR(A, B) B = RGBColor(A->r/255.f, A->g/255.f, A->b/255.f)
COLOR(s.suncolor, g_LightEnv.m_SunColor);
g_LightEnv.m_SunColor *= s.sunoverbrightness;
COLOR(s.ambientcolor, g_LightEnv.m_AmbientColor);
COLOR(s.fogcolor, g_LightEnv.m_FogColor);
#undef COLOR
cmpWaterManager->RecomputeWaterData();
}
BEGIN_COMMAND(SetEnvironmentSettings)
{
sEnvironmentSettings m_OldSettings, m_NewSettings;
void Do()
{
m_OldSettings = GetSettings();
m_NewSettings = msg->settings;
Redo();
}
void Redo()
{
SetSettings(m_NewSettings);
}
void Undo()
{
SetSettings(m_OldSettings);
}
void MergeIntoPrevious(cSetEnvironmentSettings* prev)
{
prev->m_NewSettings = m_NewSettings;
}
};
END_COMMAND(SetEnvironmentSettings)
BEGIN_COMMAND(RecalculateWaterData)
{
void Do()
{
Redo();
}
void Redo()
{
CmpPtr<ICmpWaterManager> cmpWaterManager(*g_Game->GetSimulation2(), SYSTEM_ENTITY);
ENSURE(cmpWaterManager);
cmpWaterManager->RecomputeWaterData();
}
void Undo()
{
Redo();
}
};
END_COMMAND(RecalculateWaterData)
BEGIN_COMMAND(PickWaterHeight)
{
entity_pos_t m_OldWaterHeight, m_NewWaterHeight;
void Do()
{
CmpPtr<ICmpWaterManager> cmpWaterManager(*g_Game->GetSimulation2(), SYSTEM_ENTITY);
ENSURE(cmpWaterManager);
CVector3D worldPos = msg->screenPos->GetWorldSpace();
m_OldWaterHeight = cmpWaterManager->GetWaterLevel(
entity_pos_t::FromFloat(worldPos.X), entity_pos_t::FromFloat(worldPos.Z));
m_NewWaterHeight = entity_pos_t::FromFloat(worldPos.Y);
SetWaterHeight(m_NewWaterHeight);
}
void Redo()
{
SetWaterHeight(m_NewWaterHeight);
}
void Undo()
{
SetWaterHeight(m_OldWaterHeight);
}
void SetWaterHeight(entity_pos_t height)
{
CmpPtr<ICmpWaterManager> cmpWaterManager(*g_Game->GetSimulation2(), SYSTEM_ENTITY);
ENSURE(cmpWaterManager);
cmpWaterManager->SetWaterLevel(height);
cmpWaterManager->RecomputeWaterData();
}
};
END_COMMAND(PickWaterHeight)
QUERYHANDLER(GetEnvironmentSettings)
{
msg->settings = GetSettings();
}
QUERYHANDLER(GetSkySets)
{
std::vector<CStrW> skies = g_Renderer.GetSceneRenderer().GetSkyManager().GetSkySets();
msg->skysets = std::vector<std::wstring>(skies.begin(), skies.end());
}
QUERYHANDLER(GetPostEffects)
{
std::vector<CStrW> effects = g_Renderer.GetPostprocManager().GetPostEffects();
msg->posteffects = std::vector<std::wstring>(effects.begin(), effects.end());
}
}