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Moved COLLADA-loading code into separate class, since it now handles both PMD and PSA. Desingletonised CSkeletonAnimManager, moved into CGameView. Made Atlas load its icons with buffered IO, for possible efficiency. This was SVN commit r4934.
289 lines
6.7 KiB
C++
289 lines
6.7 KiB
C++
#include "precompiled.h"
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#include "ActorViewer.h"
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#include "View.h"
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#include "graphics/ColladaManager.h"
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#include "graphics/Model.h"
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#include "graphics/ObjectManager.h"
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#include "graphics/Patch.h"
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#include "graphics/SkeletonAnim.h"
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#include "graphics/SkeletonAnimDef.h"
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#include "graphics/SkeletonAnimManager.h"
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#include "graphics/Terrain.h"
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#include "graphics/TextureEntry.h"
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#include "graphics/TextureManager.h"
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#include "graphics/Unit.h"
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#include "graphics/UnitManager.h"
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#include "maths/MathUtil.h"
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#include "ps/Font.h"
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#include "ps/GameSetup/Config.h"
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#include "ps/ProfileViewer.h"
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#include "renderer/Renderer.h"
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#include "renderer/Scene.h"
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#include "renderer/SkyManager.h"
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struct ActorViewerImpl : public Scene, boost::noncopyable
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{
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ActorViewerImpl()
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: Unit(NULL), ColladaManager(), MeshManager(ColladaManager), SkeletonAnimManager(ColladaManager),
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ObjectManager(MeshManager, SkeletonAnimManager)
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{
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}
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CUnit* Unit;
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CStrW CurrentUnitID;
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CStrW CurrentUnitAnim;
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float CurrentSpeed;
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bool WalkEnabled;
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bool GroundEnabled;
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bool ShadowsEnabled;
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SColor4ub Background;
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CTerrain Terrain;
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CColladaManager ColladaManager;
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CMeshManager MeshManager;
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CSkeletonAnimManager SkeletonAnimManager;
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CObjectManager ObjectManager;
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// Simplistic implementation of the Scene interface
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void EnumerateObjects(const CFrustum& UNUSED(frustum), SceneCollector* c)
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{
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if (GroundEnabled)
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c->Submit(Terrain.GetPatch(0, 0));
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if (Unit)
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c->SubmitRecursive(Unit->GetModel());
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}
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};
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ActorViewer::ActorViewer()
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: m(*new ActorViewerImpl())
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{
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m.Unit = NULL;
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m.WalkEnabled = false;
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m.Background = SColor4ub(255, 255, 255, 255);
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// Set up the renderer
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g_TexMan.LoadTerrainTextures();
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g_Renderer.LoadAlphaMaps();
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g_Renderer.GetSkyManager()->m_RenderSky = false;
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// (TODO: should these be unloaded properly some time? and what should
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// happen if we want the actor viewer and scenario editor loaded at
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// the same time?)
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// Create a tiny empty piece of terrain, just so we can put shadows
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// on it without having to think too hard
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m.Terrain.Initialize(1, NULL);
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CTextureEntry* tex = g_TexMan.FindTexture("whiteness");
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if (tex)
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{
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CPatch* patch = m.Terrain.GetPatch(0, 0);
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for (int i = 0; i < PATCH_SIZE; ++i)
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{
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for (int j = 0; j < PATCH_SIZE; ++j)
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{
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CMiniPatch& mp = patch->m_MiniPatches[i][j];
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mp.Tex1 = tex->GetHandle();
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mp.Tex1Priority = 0;
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}
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}
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}
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}
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ActorViewer::~ActorViewer()
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{
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delete m.Unit;
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delete &m;
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}
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CUnit* ActorViewer::GetUnit()
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{
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return m.Unit;
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}
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void ActorViewer::UnloadObjects()
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{
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m.ObjectManager.UnloadObjects();
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}
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void ActorViewer::SetActor(const CStrW& id, const CStrW& animation)
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{
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bool needsAnimReload = false;
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if (! m.Unit || id != m.CurrentUnitID)
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{
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delete m.Unit;
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m.Unit = NULL;
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// If there's no actor to display, return with nothing loaded
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if (id.empty())
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return;
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m.Unit = CUnit::Create((CStr)id, NULL, std::set<CStr>(), m.ObjectManager);
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if (! m.Unit)
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return;
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float angle = PI;
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CMatrix3D mat;
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mat.SetYRotation(angle + PI);
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mat.Translate(CELL_SIZE * PATCH_SIZE/2, 0.f, CELL_SIZE * PATCH_SIZE/2);
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m.Unit->GetModel()->SetTransform(mat);
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m.Unit->GetModel()->ValidatePosition();
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needsAnimReload = true;
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}
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if (animation != m.CurrentUnitAnim)
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needsAnimReload = true;
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if (needsAnimReload)
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{
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CStr anim = ((CStr)animation).LowerCase();
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float speed;
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// TODO: this is just copied from template_unit.xml and isn't the
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// same for all units. But we don't know anything about entities here,
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// so what to do?
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if (anim == "walk")
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speed = 7.f;
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else if (anim == "run")
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speed = 12.f;
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else
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speed = 0.f;
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m.CurrentSpeed = speed;
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m.Unit->SetEntitySelection(anim);
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m.Unit->SetRandomAnimation(anim, false, speed);
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}
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m.CurrentUnitID = id;
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m.CurrentUnitAnim = animation;
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}
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void ActorViewer::SetBackgroundColour(const SColor4ub& colour)
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{
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m.Background = colour;
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m.Terrain.SetBaseColour(colour);
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}
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void ActorViewer::SetWalkEnabled(bool enabled) { m.WalkEnabled = enabled; }
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void ActorViewer::SetGroundEnabled(bool enabled) { m.GroundEnabled = enabled; }
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void ActorViewer::SetShadowsEnabled(bool enabled) { m.ShadowsEnabled = enabled; }
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void ActorViewer::SetStatsEnabled(bool enabled)
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{
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if (enabled)
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g_ProfileViewer.ShowTable("renderer");
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else
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g_ProfileViewer.ShowTable("");
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}
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void ActorViewer::Render()
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{
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m.Terrain.MakeDirty(RENDERDATA_UPDATE_COLOR);
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g_Renderer.SetClearColor(*(u32*)&m.Background);
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// Disable shadows locally (avoid clobbering global state)
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bool oldShadows = g_Renderer.GetOptionBool(CRenderer::OPT_SHADOWS);
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g_Renderer.SetOptionBool(CRenderer::OPT_SHADOWS, m.ShadowsEnabled);
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g_Renderer.BeginFrame();
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// Find the centre of the interesting region, in the middle of the patch
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// and half way up the model (assuming there is one)
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CVector3D centre;
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if (m.Unit)
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m.Unit->GetModel()->GetBounds().GetCentre(centre);
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else
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centre.Y = 0.f;
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centre.X = centre.Z = CELL_SIZE * PATCH_SIZE/2;
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CCamera camera = View::GetView_Actor()->GetCamera();
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camera.m_Orientation.Translate(centre.X, centre.Y, centre.Z);
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camera.UpdateFrustum();
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g_Renderer.SetSceneCamera(camera, camera);
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g_Renderer.RenderScene(&m);
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// ....
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glMatrixMode(GL_PROJECTION);
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glPushMatrix();
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glLoadIdentity();
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glOrtho(0.f, (float)g_xres, 0.f, (float)g_yres, -1.f, 1000.f);
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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glLoadIdentity();
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glPushAttrib(GL_ENABLE_BIT);
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glEnable(GL_TEXTURE_2D);
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glDisable(GL_CULL_FACE);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glEnable(GL_BLEND);
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glDisable(GL_ALPHA_TEST);
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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glEnable(GL_TEXTURE_2D);
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CFont font("console");
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font.Bind();
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g_ProfileViewer.RenderProfile();
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glPopAttrib();
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glMatrixMode(GL_PROJECTION);
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glPopMatrix();
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glMatrixMode(GL_MODELVIEW);
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glPopMatrix();
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g_Renderer.EndFrame();
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g_Renderer.SetOptionBool(CRenderer::OPT_SHADOWS, oldShadows);
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oglCheck();
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}
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void ActorViewer::Update(float dt)
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{
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if (m.Unit)
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{
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m.Unit->GetModel()->Update(dt);
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CMatrix3D mat = m.Unit->GetModel()->GetTransform();
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if (m.WalkEnabled && m.CurrentSpeed)
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{
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// Move the model by speed*dt forwards
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float z = mat.GetTranslation().Z;
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z -= m.CurrentSpeed*dt;
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// Wrap at the edges, so it doesn't run off into the horizon
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if (z < CELL_SIZE*PATCH_SIZE * 0.4f)
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z = CELL_SIZE*PATCH_SIZE * 0.6f;
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mat.Translate(0.f, 0.f, z - mat.GetTranslation().Z);
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}
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m.Unit->GetModel()->SetTransform(mat);
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m.Unit->GetModel()->ValidatePosition();
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}
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}
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bool ActorViewer::HasAnimation() const
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{
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if (m.Unit &&
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m.Unit->GetModel()->GetAnimation() &&
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m.Unit->GetModel()->GetAnimation()->m_AnimDef &&
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m.Unit->GetModel()->GetAnimation()->m_AnimDef->GetNumFrames() > 1)
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return true;
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if (m.Unit && m.WalkEnabled && m.CurrentSpeed)
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return true;
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return false;
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}
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