0ad/source/tools/atlas/GameInterface/Handlers/EnvironmentHandlers.cpp
janwas 4663ac0fe7 split debug_assert into ENSURE and ASSERT as discussed in a previous meeting.
the old debug_assert always ran and tested the expression, which slows
down release builds. wrapping them in #ifndef NDEBUG is clumsy. the new
ASSERT behaves like assert and ENSURE like the old debug_assert. Let's
change any time-critical but not-super-important ENSURE to ASSERT to
speed up release builds. (already done in bits.h and unique_range.h)

This was SVN commit r9362.
2011-04-30 13:01:45 +00:00

162 lines
4.7 KiB
C++

/* Copyright (C) 2009 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 "../CommandProc.h"
#include "graphics/LightEnv.h"
#include "graphics/Terrain.h"
#include "maths/MathUtil.h"
#include "ps/Game.h"
#include "ps/World.h"
#include "renderer/Renderer.h"
#include "renderer/SkyManager.h"
#include "renderer/WaterManager.h"
#include "simulation2/Simulation2.h"
#include "simulation2/components/ICmpWaterManager.h"
namespace AtlasMessage {
sEnvironmentSettings GetSettings()
{
sEnvironmentSettings s;
CmpPtr<ICmpWaterManager> cmpWaterMan(*g_Game->GetSimulation2(), SYSTEM_ENTITY);
ENSURE(!cmpWaterMan.null());
s.waterheight = cmpWaterMan->GetExactWaterLevel(0, 0) / (65536.f * HEIGHT_SCALE);
WaterManager* wm = g_Renderer.GetWaterManager();
s.watershininess = wm->m_Shininess;
s.waterwaviness = wm->m_Waviness;
s.watermurkiness = wm->m_Murkiness;
s.waterreflectiontintstrength = wm->m_ReflectionTintStrength;
// CColor colours
#define COLOUR(A, B) A = Colour((int)(B.r*255), (int)(B.g*255), (int)(B.b*255))
COLOUR(s.watercolour, wm->m_WaterColor);
COLOUR(s.watertint, wm->m_WaterTint);
COLOUR(s.waterreflectiontint, wm->m_ReflectionTint);
#undef COLOUR
float sunrotation = g_LightEnv.GetRotation();
if (sunrotation > (float)M_PI)
sunrotation -= (float)M_PI*2;
s.sunrotation = sunrotation;
s.sunelevation = g_LightEnv.GetElevation();
s.lightingmodel = CStr(g_LightEnv.GetLightingModel()).FromUTF8();
s.skyset = g_Renderer.GetSkyManager()->GetSkySet();
// RGBColor (CVector3D) colours
#define COLOUR(A, B) A = Colour((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;
COLOUR(s.suncolour, g_LightEnv.m_SunColor);
COLOUR(s.terraincolour, g_LightEnv.m_TerrainAmbientColor);
COLOUR(s.unitcolour, g_LightEnv.m_UnitsAmbientColor);
#undef COLOUR
return s;
}
void SetSettings(const sEnvironmentSettings& s)
{
CmpPtr<ICmpWaterManager> cmpWaterMan(*g_Game->GetSimulation2(), SYSTEM_ENTITY);
ENSURE(!cmpWaterMan.null());
cmpWaterMan->SetWaterLevel(entity_pos_t::FromFloat(s.waterheight * (65536.f * HEIGHT_SCALE)));
WaterManager* wm = g_Renderer.GetWaterManager();
wm->m_Shininess = s.watershininess;
wm->m_Waviness = s.waterwaviness;
wm->m_Murkiness = s.watermurkiness;
wm->m_ReflectionTintStrength = s.waterreflectiontintstrength;
#define COLOUR(A, B) B = CColor(A->r/255.f, A->g/255.f, A->b/255.f, 1.f)
COLOUR(s.watercolour, wm->m_WaterColor);
COLOUR(s.watertint, wm->m_WaterTint);
COLOUR(s.waterreflectiontint, wm->m_ReflectionTint);
#undef COLOUR
g_LightEnv.SetRotation(s.sunrotation);
g_LightEnv.SetElevation(s.sunelevation);
g_LightEnv.SetLightingModel(CStrW(*s.lightingmodel).ToUTF8());
CStrW skySet = *s.skyset;
if (skySet.length() == 0)
skySet = L"default";
g_Renderer.GetSkyManager()->SetSkySet(skySet);
#define COLOUR(A, B) B = RGBColor(A->r/255.f, A->g/255.f, A->b/255.f)
COLOUR(s.suncolour, g_LightEnv.m_SunColor);
g_LightEnv.m_SunColor *= s.sunoverbrightness;
COLOUR(s.terraincolour, g_LightEnv.m_TerrainAmbientColor);
COLOUR(s.unitcolour, g_LightEnv.m_UnitsAmbientColor);
#undef COLOUR
}
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)
QUERYHANDLER(GetEnvironmentSettings)
{
msg->settings = GetSettings();
}
QUERYHANDLER(GetSkySets)
{
std::vector<CStrW> skies = g_Renderer.GetSkyManager()->GetSkySets();
msg->skysets = std::vector<std::wstring>(skies.begin(), skies.end());
}
}