0ad/source/tools/atlas/GameInterface/ActorViewer.cpp
Ykkrosh 7dca91f26b # Various changes to the text rendering system.
Rewrite font builder tool to be much simpler and to support more text
effects.
Change GUI to use new set of fonts.
Switch font textures from TGA to PNG so they're easier for the font
builder to create.
Support RGBA font textures (for e.g. stroked text).
Greatly improve text rendering performance by using vertex arrays.
Fix rendering code leaving vertex buffers bound.
Add 'clip' property to GUI text objects, to disable clipping when
rendering.
Delete part of unused console function registration system.

This was SVN commit r7595.
2010-05-30 13:42:56 +00:00

322 lines
8.1 KiB
C++

/* Copyright (C) 2010 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/Model.h"
#include "graphics/ObjectManager.h"
#include "graphics/Patch.h"
#include "graphics/SkeletonAnimManager.h"
#include "graphics/Terrain.h"
#include "graphics/TextureEntry.h"
#include "graphics/TextureManager.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 "simulation2/Simulation2.h"
#include "simulation2/components/ICmpPosition.h"
#include "simulation2/components/ICmpVisual.h"
struct ActorViewerImpl : public Scene
{
NONCOPYABLE(ActorViewerImpl);
public:
ActorViewerImpl()
: Entity(INVALID_ENTITY), Terrain(), ColladaManager(), MeshManager(ColladaManager), SkeletonAnimManager(ColladaManager),
ObjectManager(MeshManager, SkeletonAnimManager), UnitManager(), Simulation2(&UnitManager, &Terrain)
{
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;
// Simplistic implementation of the Scene interface
void EnumerateObjects(const CFrustum& frustum, SceneCollector* c)
{
if (GroundEnabled)
c->Submit(Terrain.GetPatch(0, 0));
Simulation2.RenderSubmit(*c, frustum, false);
}
};
ActorViewer::ActorViewer()
: m(*new ActorViewerImpl())
{
m.WalkEnabled = false;
m.GroundEnabled = true;
m.ShadowsEnabled = g_Renderer.GetOptionBool(CRenderer::OPT_SHADOWS);
m.Background = SColor4ub(255, 255, 255, 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(1, NULL);
CTextureEntry* tex = g_TexMan.FindTexture("whiteness");
if (tex)
{
CPatch* patch = m.Terrain.GetPatch(0, 0);
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();
}
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())
{
cmpPosition->JumpTo(entity_pos_t::FromInt(CELL_SIZE*PATCH_SIZE/2), entity_pos_t::FromInt(CELL_SIZE*PATCH_SIZE/2));
cmpPosition->SetYRotation(entity_angle_t::FromFloat((float)M_PI));
}
needsAnimReload = true;
}
if (animation != m.CurrentUnitAnim)
needsAnimReload = true;
if (needsAnimReload)
{
CStr anim = CStr(animation).LowerCase();
float speed;
// TODO: this is just copied from template_unit.xml and isn't the
// same for all units. We ought to get it from the entity definition
// (if there is one)
if (anim == "walk")
{
speed = 7.f;
m.CurrentSpeed = speed;
}
else if (anim == "run")
{
speed = 12.f;
m.CurrentSpeed = speed;
}
else
{
// Play the animation at normal speed, but movement speed is zero
speed = 1.f;
m.CurrentSpeed = 0.f;
}
CmpPtr<ICmpVisual> cmpVisual(m.Simulation2, m.Entity);
if (!cmpVisual.null())
{
// TODO: SetEntitySelection(anim)
// TODO: maybe we could play soundgroups from entities in here, to help test timings?
cmpVisual->SelectAnimation(anim, false, speed, L"");
}
}
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 * 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);
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
if (z < CELL_SIZE*PATCH_SIZE * 0.4f)
z = CELL_SIZE*PATCH_SIZE * 0.6f;
cmpPosition->JumpTo(cmpPosition->GetPosition().X, entity_pos_t::FromFloat(z));
}
}
}