/* 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;
}