/* Copyright (C) 2015 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 "View.h" #include "ActorViewer.h" #include "GameLoop.h" #include "Messages.h" #include "SimState.h" #include "graphics/CinemaTrack.h" #include "graphics/GameView.h" #include "graphics/ParticleManager.h" #include "graphics/SColor.h" #include "graphics/UnitManager.h" #include "lib/timer.h" #include "lib/utf8.h" #include "maths/MathUtil.h" #include "ps/Game.h" #include "ps/GameSetup/GameSetup.h" #include "ps/World.h" #include "renderer/Renderer.h" #include "simulation2/Simulation2.h" #include "simulation2/components/ICmpObstructionManager.h" #include "simulation2/components/ICmpParticleManager.h" #include "simulation2/components/ICmpPathfinder.h" extern void (*Atlas_GLSwapBuffers)(void* context); extern int g_xres, g_yres; ////////////////////////////////////////////////////////////////////////// void AtlasView::SetParam(const std::wstring& UNUSED(name), bool UNUSED(value)) { } void AtlasView::SetParam(const std::wstring& UNUSED(name), const AtlasMessage::Color& UNUSED(value)) { } void AtlasView::SetParam(const std::wstring& UNUSED(name), const std::wstring& UNUSED(value)) { } void AtlasView::SetParam(const std::wstring& UNUSED(name), int UNUSED(value)) { } ////////////////////////////////////////////////////////////////////////// AtlasViewActor::AtlasViewActor() : m_SpeedMultiplier(1.f), m_ActorViewer(new ActorViewer()) { } AtlasViewActor::~AtlasViewActor() { delete m_ActorViewer; } void AtlasViewActor::Update(float realFrameLength) { m_ActorViewer->Update(realFrameLength * m_SpeedMultiplier, realFrameLength); } void AtlasViewActor::Render() { SViewPort vp = { 0, 0, g_xres, g_yres }; CCamera& camera = GetCamera(); camera.SetViewPort(vp); camera.SetProjection(2.f, 512.f, DEGTORAD(20.f)); camera.UpdateFrustum(); m_ActorViewer->Render(); Atlas_GLSwapBuffers((void*)g_AtlasGameLoop->glCanvas); } CCamera& AtlasViewActor::GetCamera() { return m_Camera; } CSimulation2* AtlasViewActor::GetSimulation2() { return m_ActorViewer->GetSimulation2(); } entity_id_t AtlasViewActor::GetEntityId(AtlasMessage::ObjectID UNUSED(obj)) { return m_ActorViewer->GetEntity(); } bool AtlasViewActor::WantsHighFramerate() { if (m_SpeedMultiplier != 0.f) return true; return false; } void AtlasViewActor::SetSpeedMultiplier(float speedMultiplier) { m_SpeedMultiplier = speedMultiplier; } ActorViewer& AtlasViewActor::GetActorViewer() { return *m_ActorViewer; } void AtlasViewActor::SetParam(const std::wstring& name, bool value) { if (name == L"wireframe") g_Renderer.SetModelRenderMode(value ? WIREFRAME : SOLID); else if (name == L"walk") m_ActorViewer->SetWalkEnabled(value); else if (name == L"ground") m_ActorViewer->SetGroundEnabled(value); // TODO: this causes corruption of WaterManager's global state // which should be asociated with terrain or simulation instead // see http://trac.wildfiregames.com/ticket/2692 //else if (name == L"water") //m_ActorViewer->SetWaterEnabled(value); else if (name == L"shadows") m_ActorViewer->SetShadowsEnabled(value); else if (name == L"stats") m_ActorViewer->SetStatsEnabled(value); else if (name == L"bounding_box") m_ActorViewer->SetBoundingBoxesEnabled(value); else if (name == L"axes_marker") m_ActorViewer->SetAxesMarkerEnabled(value); } void AtlasViewActor::SetParam(const std::wstring& name, int value) { if (name == L"prop_points") m_ActorViewer->SetPropPointsMode(value); } void AtlasViewActor::SetParam(const std::wstring& name, const AtlasMessage::Color& value) { if (name == L"background") { m_ActorViewer->SetBackgroundColor(SColor4ub(value.r, value.g, value.b, 255)); } } ////////////////////////////////////////////////////////////////////////// AtlasViewGame::AtlasViewGame() : m_SpeedMultiplier(0.f), m_IsTesting(false) { ENSURE(g_Game); } AtlasViewGame::~AtlasViewGame() { for (const std::pair& p : m_SavedStates) delete p.second; } CSimulation2* AtlasViewGame::GetSimulation2() { return g_Game->GetSimulation2(); } void AtlasViewGame::Update(float realFrameLength) { const float actualFrameLength = realFrameLength * m_SpeedMultiplier; // Clean up any entities destroyed during UI message processing g_Game->GetSimulation2()->FlushDestroyedEntities(); if (m_SpeedMultiplier == 0.f) { // Update unit interpolation g_Game->Interpolate(0.0, realFrameLength); } else { // Update the whole world // (Tell the game update not to interpolate graphics - we'll do that // ourselves) bool ok = g_Game->Update(actualFrameLength, false); if (! ok) { // Whoops, we're trying to go faster than the simulation can manage. // It's probably better to run at the right sim rate, at the expense // of framerate, so let's try simulating a few more times. double t = timer_Time(); while (!ok && timer_Time() < t + 0.1) // don't go much worse than 10fps { ok = g_Game->Update(0.0, false); // don't add on any extra sim time } } // Interpolate the graphics - we only want to do this once per visual frame, // not in every call to g_Game->Update g_Game->Interpolate(actualFrameLength, realFrameLength); } // Cinematic motion should be independent of simulation update, so we can // preview the cinematics by themselves if (g_Game->GetView()->GetCinema()->IsPlaying()) g_Game->GetView()->GetCinema()->Update(realFrameLength); } void AtlasViewGame::Render() { SViewPort vp = { 0, 0, g_xres, g_yres }; CCamera& camera = GetCamera(); camera.SetViewPort(vp); camera.SetProjection(g_Game->GetView()->GetNear(), g_Game->GetView()->GetFar(), g_Game->GetView()->GetFOV()); camera.UpdateFrustum(); ::Render(); Atlas_GLSwapBuffers((void*)g_AtlasGameLoop->glCanvas); } void AtlasViewGame::DrawOverlays() { #if CONFIG2_GLES #warning TODO: implement Atlas game overlays for GLES #else // Set up transform for overlays glMatrixMode(GL_PROJECTION); glPushMatrix(); glLoadIdentity(); glMatrixMode(GL_MODELVIEW); glPushMatrix(); glLoadIdentity(); CMatrix3D transform; transform.SetIdentity(); transform.Scale(1.0f, -1.f, 1.0f); transform.Translate(0.0f, (float)g_yres, -1000.0f); CMatrix3D proj; proj.SetOrtho(0.f, (float)g_xres, 0.f, (float)g_yres, -1.f, 1000.f); transform = proj * transform; glLoadMatrixf(&transform._11); if (m_BandboxArray.size() > 0) { glEnableClientState(GL_COLOR_ARRAY); glEnableClientState(GL_VERTEX_ARRAY); // Render bandbox as array of lines glVertexPointer(2, GL_FLOAT, sizeof(SBandboxVertex), &m_BandboxArray[0].x); glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(SBandboxVertex), &m_BandboxArray[0].r); glDrawArrays(GL_LINES, 0, m_BandboxArray.size()); glDisableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_COLOR_ARRAY); } glMatrixMode(GL_PROJECTION); glPopMatrix(); glMatrixMode(GL_MODELVIEW); glPopMatrix(); #endif } void AtlasViewGame::SetParam(const std::wstring& name, bool value) { if (name == L"priorities") g_Renderer.SetDisplayTerrainPriorities(value); } void AtlasViewGame::SetParam(const std::wstring& name, const std::wstring& value) { if (name == L"passability") { m_DisplayPassability = CStrW(value).ToUTF8(); CmpPtr cmpPathfinder(*GetSimulation2(), SYSTEM_ENTITY); if (cmpPathfinder) { if (!value.empty()) cmpPathfinder->SetAtlasOverlay(true, cmpPathfinder->GetPassabilityClass(m_DisplayPassability)); else cmpPathfinder->SetAtlasOverlay(false); } } else if (name == L"renderpath") { g_Renderer.SetRenderPath(g_Renderer.GetRenderPathByName(CStrW(value).ToUTF8())); } } CCamera& AtlasViewGame::GetCamera() { return *g_Game->GetView()->GetCamera(); } bool AtlasViewGame::WantsHighFramerate() { if (g_Game->GetView()->GetCinema()->IsPlaying()) return true; if (m_SpeedMultiplier != 0.f) return true; return false; } void AtlasViewGame::SetSpeedMultiplier(float speed) { m_SpeedMultiplier = speed; } void AtlasViewGame::SetTesting(bool testing) { m_IsTesting = testing; // If we're testing, particles should freeze on pause (like in-game), otherwise they keep going CmpPtr cmpParticleManager(*GetSimulation2(), SYSTEM_ENTITY); if (cmpParticleManager) cmpParticleManager->SetUseSimTime(m_IsTesting); } void AtlasViewGame::SaveState(const std::wstring& label) { delete m_SavedStates[label]; // in case it already exists m_SavedStates[label] = SimState::Freeze(); } void AtlasViewGame::RestoreState(const std::wstring& label) { SimState* simState = m_SavedStates[label]; if (! simState) return; simState->Thaw(); } std::wstring AtlasViewGame::DumpState(bool binary) { std::stringstream stream; if (binary) { if (! g_Game->GetSimulation2()->SerializeState(stream)) return L"(internal error)"; // We can't return raw binary data, because we want to handle it with wxJS which // doesn't like \0 bytes in strings, so return it as hex static const char digits[] = "0123456789abcdef"; std::string str = stream.str(); std::wstring ret; ret.reserve(str.length()*3); for (size_t i = 0; i < str.length(); ++i) { ret += digits[(unsigned char)str[i] >> 4]; ret += digits[(unsigned char)str[i] & 0x0f]; ret += ' '; } return ret; } else { if (! g_Game->GetSimulation2()->DumpDebugState(stream)) return L"(internal error)"; return wstring_from_utf8(stream.str()); } } void AtlasViewGame::SetBandbox(bool visible, float x0, float y0, float x1, float y1) { m_BandboxArray.clear(); if (visible) { // Make sure corners are arranged in correct order if (x0 > x1) std::swap(x0, x1); if (y0 > y1) std::swap(y0, y1); // Bandbox is draw as lines comprising two rectangles SBandboxVertex vert[] = { // Black - outer rectangle SBandboxVertex(x0, y0, 0, 0, 0, 255), SBandboxVertex(x1, y0, 0, 0, 0, 255), SBandboxVertex(x1, y1, 0, 0, 0, 255), SBandboxVertex(x0, y1, 0, 0, 0, 255), // White - inner rectangle SBandboxVertex(x0+1.0f, y0+1.0f, 255, 255, 255, 255), SBandboxVertex(x1-1.0f, y0+1.0f, 255, 255, 255, 255), SBandboxVertex(x1-1.0f, y1-1.0f, 255, 255, 255, 255), SBandboxVertex(x0+1.0f, y1-1.0f, 255, 255, 255, 255) }; for (size_t i = 0; i < 4; ++i) { m_BandboxArray.push_back(vert[i]); m_BandboxArray.push_back(vert[(i+1)%4]); } for (size_t i = 0; i < 4; ++i) { m_BandboxArray.push_back(vert[i+4]); m_BandboxArray.push_back(vert[(i+1)%4+4]); } } } ////////////////////////////////////////////////////////////////////////// AtlasViewNone* view_None = NULL; AtlasViewGame* view_Game = NULL; AtlasViewActor* view_Actor = NULL; AtlasView::~AtlasView() { } AtlasView* AtlasView::GetView(int /*eRenderView*/ view) { switch (view) { case AtlasMessage::eRenderView::NONE: return AtlasView::GetView_None(); case AtlasMessage::eRenderView::GAME: return AtlasView::GetView_Game(); case AtlasMessage::eRenderView::ACTOR: return AtlasView::GetView_Actor(); default: debug_warn(L"Invalid view type"); return AtlasView::GetView_None(); } } AtlasView* AtlasView::GetView_None() { if (! view_None) view_None = new AtlasViewNone(); return view_None; } AtlasViewGame* AtlasView::GetView_Game() { if (! view_Game) view_Game = new AtlasViewGame(); return view_Game; } AtlasViewActor* AtlasView::GetView_Actor() { if (! view_Actor) view_Actor = new AtlasViewActor(); return view_Actor; } void AtlasView::DestroyViews() { delete view_None; view_None = NULL; delete view_Game; view_Game = NULL; delete view_Actor; view_Actor = NULL; }