0ad/source/tools/atlas/GameInterface/Handlers/EnvironmentHandlers.cpp
Ralph Sennhauser fa9584fdc0
Fix some Atlas header includes
iwyu 0.26 now want's full declaration of TYPE in case of
std::vector<TYPE>, which is good as it allows the header to be
self standing.

There are some other changes suggested in part of the headers not being
updated when they should have been and some due to changes in iwyu
itself.

Ref: #8086
Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
2026-06-12 21:22:36 +02:00

266 lines
7.1 KiB
C++

/* Copyright (C) 2026 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 <numbers>
#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 > std::numbers::pi_v<float>)
sunrotation -= 2.f * std::numbers::pi_v<float>;
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());
}
}