/* Copyright (C) 2013 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 .
*/
#include "precompiled.h"
#include "ActorViewer.h"
#include "View.h"
#include "graphics/ColladaManager.h"
#include "graphics/LOSTexture.h"
#include "graphics/Unit.h"
#include "graphics/Model.h"
#include "graphics/ModelDef.h"
#include "graphics/ObjectManager.h"
#include "graphics/ParticleManager.h"
#include "graphics/Patch.h"
#include "graphics/SkeletonAnimManager.h"
#include "graphics/Terrain.h"
#include "graphics/TerrainTextureEntry.h"
#include "graphics/TerrainTextureManager.h"
#include "graphics/TerritoryTexture.h"
#include "graphics/UnitManager.h"
#include "graphics/Overlay.h"
#include "maths/MathUtil.h"
#include "ps/Filesystem.h"
#include "ps/CLogger.h"
#include "ps/GameSetup/Config.h"
#include "ps/ProfileViewer.h"
#include "renderer/Renderer.h"
#include "renderer/Scene.h"
#include "renderer/SkyManager.h"
#include "renderer/WaterManager.h"
#include "scriptinterface/ScriptInterface.h"
#include "simulation2/Simulation2.h"
#include "simulation2/components/ICmpOwnership.h"
#include "simulation2/components/ICmpPosition.h"
#include "simulation2/components/ICmpRangeManager.h"
#include "simulation2/components/ICmpTerrain.h"
#include "simulation2/components/ICmpUnitMotion.h"
#include "simulation2/components/ICmpVisual.h"
#include "simulation2/components/ICmpWaterManager.h"
#include "simulation2/helpers/Render.h"
struct ActorViewerImpl : public Scene
{
NONCOPYABLE(ActorViewerImpl);
public:
ActorViewerImpl() :
Entity(INVALID_ENTITY),
Terrain(),
ColladaManager(g_VFS),
MeshManager(ColladaManager),
SkeletonAnimManager(ColladaManager),
UnitManager(),
Simulation2(&UnitManager, g_ScriptRuntime, &Terrain),
ObjectManager(MeshManager, SkeletonAnimManager, Simulation2),
LOSTexture(Simulation2),
TerritoryTexture(Simulation2)
{
UnitManager.SetObjectManager(ObjectManager);
}
entity_id_t Entity;
CStrW CurrentUnitID;
CStrW CurrentUnitAnim;
float CurrentSpeed;
bool WalkEnabled;
bool GroundEnabled;
bool WaterEnabled;
bool ShadowsEnabled;
bool SelectionBoxEnabled;
bool AxesMarkerEnabled;
int PropPointsMode; // 0 disabled, 1 for point markers, 2 for point markers + axes
SColor4ub Background;
CTerrain Terrain;
CColladaManager ColladaManager;
CMeshManager MeshManager;
CSkeletonAnimManager SkeletonAnimManager;
CObjectManager ObjectManager;
CUnitManager UnitManager;
CSimulation2 Simulation2;
CLOSTexture LOSTexture;
CTerritoryTexture TerritoryTexture;
SOverlayLine SelectionBoxOverlay;
SOverlayLine AxesMarkerOverlays[3];
std::vector Props;
std::vector PropPointOverlays;
// Simplistic implementation of the Scene interface
virtual void EnumerateObjects(const CFrustum& frustum, SceneCollector* c)
{
if (GroundEnabled)
{
for (ssize_t pj = 0; pj < Terrain.GetPatchesPerSide(); ++pj)
for (ssize_t pi = 0; pi < Terrain.GetPatchesPerSide(); ++pi)
c->Submit(Terrain.GetPatch(pi, pj));
}
CmpPtr cmpVisual(Simulation2, Entity);
if (cmpVisual)
{
// add selection box outlines manually
if (SelectionBoxEnabled)
{
SelectionBoxOverlay.m_Color = CColor(35/255.f, 86/255.f, 188/255.f, .75f); // pretty blue
SelectionBoxOverlay.m_Thickness = 2;
SimRender::ConstructBoxOutline(cmpVisual->GetSelectionBox(), SelectionBoxOverlay);
c->Submit(&SelectionBoxOverlay);
}
// add origin axis thingy
if (AxesMarkerEnabled)
{
CMatrix3D worldSpaceAxes;
// offset from the ground a little bit to prevent fighting with the floor texture (also note: SetTranslation
// sets the identity 3x3 transformation matrix, which are the world axes)
worldSpaceAxes.SetTranslation(cmpVisual->GetPosition() + CVector3D(0, 0.02f, 0));
SimRender::ConstructAxesMarker(worldSpaceAxes, AxesMarkerOverlays[0], AxesMarkerOverlays[1], AxesMarkerOverlays[2]);
c->Submit(&AxesMarkerOverlays[0]);
c->Submit(&AxesMarkerOverlays[1]);
c->Submit(&AxesMarkerOverlays[2]);
}
// add prop point overlays
if (PropPointsMode > 0 && Props.size() > 0)
{
PropPointOverlays.clear(); // doesn't clear capacity, but should be ok since the number of prop points is usually pretty limited
for (size_t i = 0; i < Props.size(); ++i)
{
CModel::Prop& prop = Props[i];
if (prop.m_Model) // should always be the case
{
// prop point positions are automatically updated during animations etc. by CModel::ValidatePosition
const CMatrix3D& propCoordSystem = prop.m_Model->GetTransform();
SOverlayLine pointGimbal;
pointGimbal.m_Color = CColor(1.f, 0.f, 1.f, 1.f);
SimRender::ConstructGimbal(propCoordSystem.GetTranslation(), 0.05f, pointGimbal);
PropPointOverlays.push_back(pointGimbal);
if (PropPointsMode > 1)
{
// scale the prop axes coord system down a bit to distinguish them from the main world-space axes markers
CMatrix3D displayCoordSystem = propCoordSystem;
displayCoordSystem.Scale(0.5f, 0.5f, 0.5f);
// revert translation scaling
displayCoordSystem._14 = propCoordSystem._14;
displayCoordSystem._24 = propCoordSystem._24;
displayCoordSystem._34 = propCoordSystem._34;
// construct an XYZ axes marker for the prop's coordinate system
SOverlayLine xAxis, yAxis, zAxis;
SimRender::ConstructAxesMarker(displayCoordSystem, xAxis, yAxis, zAxis);
PropPointOverlays.push_back(xAxis);
PropPointOverlays.push_back(yAxis);
PropPointOverlays.push_back(zAxis);
}
}
}
for (size_t i = 0; i < PropPointOverlays.size(); ++i)
{
c->Submit(&PropPointOverlays[i]);
}
}
}
// send a RenderSubmit message so the components can submit their visuals to the renderer
Simulation2.RenderSubmit(*c, frustum, false);
}
virtual CLOSTexture& GetLOSTexture()
{
return LOSTexture;
}
virtual CTerritoryTexture& GetTerritoryTexture()
{
return TerritoryTexture;
}
/**
* Recursively fetches the props of the currently displayed entity model and its submodels, and stores them for rendering.
*/
void UpdatePropList();
void UpdatePropListRecursive(CModelAbstract* model);
};
void ActorViewerImpl::UpdatePropList()
{
Props.clear();
CmpPtr cmpVisual(Simulation2, Entity);
if (cmpVisual)
{
CUnit* unit = cmpVisual->GetUnit();
if (unit)
{
CModelAbstract& modelAbstract = unit->GetModel();
UpdatePropListRecursive(&modelAbstract);
}
}
}
void ActorViewerImpl::UpdatePropListRecursive(CModelAbstract* modelAbstract)
{
ENSURE(modelAbstract);
CModel* model = modelAbstract->ToCModel();
if (model)
{
std::vector& modelProps = model->GetProps();
for (size_t i=0; i < modelProps.size(); i++)
{
CModel::Prop& modelProp = modelProps[i];
Props.push_back(modelProp);
if (modelProp.m_Model)
UpdatePropListRecursive(modelProp.m_Model);
}
}
}
ActorViewer::ActorViewer()
: m(*new ActorViewerImpl())
{
m.WalkEnabled = false;
m.GroundEnabled = true;
m.WaterEnabled = false;
m.ShadowsEnabled = g_Renderer.GetOptionBool(CRenderer::OPT_SHADOWS);
m.SelectionBoxEnabled = false;
m.AxesMarkerEnabled = false;
m.PropPointsMode = 0;
m.Background = SColor4ub(0, 0, 0, 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(2, NULL);
CTerrainTextureEntry* tex = g_TexMan.FindTexture("whiteness");
if (tex)
{
for (ssize_t pi = 0; pi < m.Terrain.GetPatchesPerSide(); ++pi)
{
for (ssize_t pj = 0; pj < m.Terrain.GetPatchesPerSide(); ++pj)
{
CPatch* patch = m.Terrain.GetPatch(pi, pj);
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();
// Tell the simulation we've already loaded the terrain
CmpPtr cmpTerrain(m.Simulation2, SYSTEM_ENTITY);
if (cmpTerrain)
cmpTerrain->ReloadTerrain(false);
// Remove FOW since we're in Atlas
CmpPtr cmpRangeManager(m.Simulation2, SYSTEM_ENTITY);
if (cmpRangeManager)
cmpRangeManager->SetLosRevealAll(-1, true);
}
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, player_id_t playerID)
{
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;
}
// Clear particles associated with deleted entity
g_Renderer.GetParticleManager().ClearUnattachedEmitters();
// 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 cmpPosition(m.Simulation2, m.Entity);
if (cmpPosition)
{
ssize_t c = TERRAIN_TILE_SIZE * m.Terrain.GetPatchesPerSide()*PATCH_SIZE/2;
cmpPosition->JumpTo(entity_pos_t::FromInt(c), entity_pos_t::FromInt(c));
cmpPosition->SetYRotation(entity_angle_t::Pi());
}
CmpPtr cmpOwnership(m.Simulation2, m.Entity);
if (cmpOwnership)
cmpOwnership->SetOwner(playerID);
needsAnimReload = true;
}
if (animation != m.CurrentUnitAnim)
needsAnimReload = true;
if (needsAnimReload)
{
CStr anim = animation.ToUTF8().LowerCase();
// Emulate the typical simulation animation behaviour
float speed;
float repeattime = 0.f;
if (anim == "walk")
{
CmpPtr cmpUnitMotion(m.Simulation2, m.Entity);
if (cmpUnitMotion)
speed = cmpUnitMotion->GetWalkSpeed().ToFloat();
else
speed = 7.f; // typical unit speed
m.CurrentSpeed = speed;
}
else if (anim == "run")
{
CmpPtr cmpUnitMotion(m.Simulation2, m.Entity);
if (cmpUnitMotion)
speed = cmpUnitMotion->GetRunSpeed().ToFloat();
else
speed = 12.f; // typical unit speed
m.CurrentSpeed = speed;
}
else if (anim == "melee")
{
speed = 1.f; // speed will be ignored if we have a repeattime
m.CurrentSpeed = 0.f;
CStr code = "var cmp = Engine.QueryInterface("+CStr::FromUInt(m.Entity)+", IID_Attack); " +
"if (cmp) cmp.GetTimers(cmp.GetBestAttack()).repeat; else 0;";
m.Simulation2.GetScriptInterface().Eval(code.c_str(), repeattime);
}
else
{
// Play the animation at normal speed, but movement speed is zero
speed = 1.f;
m.CurrentSpeed = 0.f;
}
CStr sound;
if (anim == "melee")
sound = "attack";
else if (anim == "build")
sound = "build";
else if (anim.Find("gather_") == 0)
sound = anim;
std::wstring soundgroup;
if (!sound.empty())
{
CStr code = "var cmp = Engine.QueryInterface("+CStr::FromUInt(m.Entity)+", IID_Sound); " +
"if (cmp) cmp.GetSoundGroup('"+sound+"'); else '';";
m.Simulation2.GetScriptInterface().Eval(code.c_str(), soundgroup);
}
CmpPtr cmpVisual(m.Simulation2, m.Entity);
if (cmpVisual)
{
// TODO: SetEntitySelection(anim)
cmpVisual->SelectAnimation(anim, false, fixed::FromFloat(speed), soundgroup);
if (repeattime)
cmpVisual->SetAnimationSyncRepeat(fixed::FromFloat(repeattime));
}
// update prop list for new entity/animation (relies on needsAnimReload also getting called for entire entity changes)
m.UpdatePropList();
}
m.CurrentUnitID = id;
m.CurrentUnitAnim = animation;
}
void ActorViewer::SetBackgroundColor(const SColor4ub& color)
{
m.Background = color;
m.Terrain.SetBaseColor(color);
}
void ActorViewer::SetWalkEnabled(bool enabled) { m.WalkEnabled = enabled; }
void ActorViewer::SetGroundEnabled(bool enabled) { m.GroundEnabled = enabled; }
void ActorViewer::SetWaterEnabled(bool enabled)
{
m.WaterEnabled = enabled;
// Adjust water level
entity_pos_t waterLevel = entity_pos_t::FromFloat(enabled ? 10.f : 0.f);
CmpPtr cmpWaterManager(m.Simulation2, SYSTEM_ENTITY);
if (cmpWaterManager)
cmpWaterManager->SetWaterLevel(waterLevel);
}
void ActorViewer::SetShadowsEnabled(bool enabled) { m.ShadowsEnabled = enabled; }
void ActorViewer::SetBoundingBoxesEnabled(bool enabled) { m.SelectionBoxEnabled = enabled; }
void ActorViewer::SetAxesMarkerEnabled(bool enabled) { m.AxesMarkerEnabled = enabled; }
void ActorViewer::SetPropPointsMode(int mode) { m.PropPointsMode = mode; }
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);
// Set shadows, sky and water 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;
bool oldWater = g_Renderer.GetWaterManager()->m_RenderWater;
g_Renderer.GetWaterManager()->m_RenderWater = m.WaterEnabled;
// Set simulation context for rendering purposes
g_Renderer.SetSimulation(&m.Simulation2);
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 cmpVisual(m.Simulation2, m.Entity);
if (cmpVisual)
cmpVisual->GetBounds().GetCentre(centre);
else
centre.Y = 0.f;
centre.X = centre.Z = TERRAIN_TILE_SIZE * m.Terrain.GetPatchesPerSide()*PATCH_SIZE/2;
CCamera camera = AtlasView::GetView_Actor()->GetCamera();
camera.m_Orientation.Translate(centre.X, centre.Y, centre.Z);
camera.UpdateFrustum();
g_Renderer.SetSceneCamera(camera, camera);
g_Renderer.RenderScene(m);
glDisable(GL_DEPTH_TEST);
g_Logger->Render();
g_ProfileViewer.RenderProfile();
glEnable(GL_DEPTH_TEST);
g_Renderer.EndFrame();
// Restore the old renderer state
g_Renderer.SetOptionBool(CRenderer::OPT_SHADOWS, oldShadows);
g_Renderer.GetSkyManager()->m_RenderSky = oldSky;
g_Renderer.GetWaterManager()->m_RenderWater = oldWater;
ogl_WarnIfError();
}
void ActorViewer::Update(float simFrameLength, float realFrameLength)
{
m.Simulation2.Update((int)(simFrameLength*1000));
m.Simulation2.Interpolate(simFrameLength, 0, realFrameLength);
if (m.WalkEnabled && m.CurrentSpeed)
{
CmpPtr cmpPosition(m.Simulation2, m.Entity);
if (cmpPosition)
{
// Move the model by speed*simFrameLength forwards
float z = cmpPosition->GetPosition().Z.ToFloat();
z -= m.CurrentSpeed*simFrameLength;
// Wrap at the edges, so it doesn't run off into the horizon
ssize_t c = TERRAIN_TILE_SIZE * m.Terrain.GetPatchesPerSide()*PATCH_SIZE/2;
if (z < c - TERRAIN_TILE_SIZE*PATCH_SIZE * 0.1f)
z = c + TERRAIN_TILE_SIZE*PATCH_SIZE * 0.1f;
cmpPosition->JumpTo(cmpPosition->GetPosition().X, entity_pos_t::FromFloat(z));
}
}
}