275 lines
7.1 KiB
C++
275 lines
7.1 KiB
C++
/* Copyright (C) 2009 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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/*
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* Sky settings, texture management and rendering.
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*/
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#include "precompiled.h"
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#include <algorithm>
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#include "lib/timer.h"
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#include "lib/tex/tex.h"
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#include "lib/res/graphics/ogl_tex.h"
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#include "maths/MathUtil.h"
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#include "ps/CStr.h"
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#include "ps/CLogger.h"
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#include "ps/Loader.h"
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#include "ps/Filesystem.h"
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#include "renderer/SkyManager.h"
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#include "renderer/Renderer.h"
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#include "graphics/Camera.h"
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#include "graphics/LightEnv.h"
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#define LOG_CATEGORY L"graphics"
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///////////////////////////////////////////////////////////////////////////////////////////////
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// SkyManager implementation
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///////////////////////////////////////////////////////////////////
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// String names for each image, in order of the IMG_ constants
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const wchar_t* SkyManager::s_imageNames[numTextures] = {
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L"front",
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L"back",
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L"right",
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L"left",
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L"top"
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};
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///////////////////////////////////////////////////////////////////
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// Construction/Destruction
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SkyManager::SkyManager()
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{
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m_RenderSky = true;
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// TODO: add a way to set the initial skyset before progressive load
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m_SkySet = L"default";
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m_HorizonHeight = -150.0f;
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for (size_t i = 0; i < ARRAY_SIZE(m_SkyTexture); i++)
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m_SkyTexture[i] = 0;
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cur_loading_tex = 0;
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}
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SkyManager::~SkyManager()
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{
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// Cleanup if the caller messed up
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UnloadSkyTextures();
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}
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///////////////////////////////////////////////////////////////////
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// Load single sky textures
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LibError SkyManager::LoadSkyTexture(size_t index)
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{
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wchar_t filename[PATH_MAX];
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swprintf_s(filename, ARRAY_SIZE(filename), L"art/textures/skies/%ls/%ls.dds", m_SkySet.c_str(), s_imageNames[index]);
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Handle ht = ogl_tex_load(filename);
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if(ht <= 0)
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{
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LOG(CLogger::Error, LOG_CATEGORY, L"SkyManager::LoadSkyTexture failed on \"%ls\"", filename);
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return ht;
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}
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ogl_tex_set_wrap(ht, GL_CLAMP_TO_EDGE);
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m_SkyTexture[index] = ht;
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RETURN_ERR(ogl_tex_upload(ht));
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return INFO::OK;
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}
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///////////////////////////////////////////////////////////////////
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// Progressive load of sky textures
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int SkyManager::LoadSkyTextures()
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{
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const size_t num_textures = ARRAY_SIZE(m_SkyTexture);
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// yield after this time is reached. balances increased progress bar
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// smoothness vs. slowing down loading.
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const double end_time = timer_Time() + 100e-3;
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while (cur_loading_tex < num_textures)
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{
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RETURN_ERR(LoadSkyTexture(cur_loading_tex));
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cur_loading_tex++;
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LDR_CHECK_TIMEOUT(cur_loading_tex, num_textures);
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}
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return 0;
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}
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///////////////////////////////////////////////////////////////////
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// Unload sky textures
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void SkyManager::UnloadSkyTextures()
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{
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for(size_t i = 0; i < ARRAY_SIZE(m_SkyTexture); i++)
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{
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ogl_tex_free(m_SkyTexture[i]);
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m_SkyTexture[i] = 0;
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}
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cur_loading_tex = 0;
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}
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///////////////////////////////////////////////////////////////////
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// Switch to a different sky set (while the game is running)
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void SkyManager::SetSkySet( const CStrW& newSet )
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{
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if(newSet == m_SkySet)
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return;
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m_SkySet = newSet;
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UnloadSkyTextures();
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for(size_t i = 0; i < ARRAY_SIZE(m_SkyTexture); i++)
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LoadSkyTexture(i);
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}
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///////////////////////////////////////////////////////////////////
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// Generate list of available skies
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std::vector<CStrW> SkyManager::GetSkySets() const
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{
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std::vector<CStrW> skies;
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// Find all subdirectories in art/textures/skies
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const VfsPath path(L"art/textures/skies/");
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DirectoryNames subdirectories;
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if(g_VFS->GetDirectoryEntries(path, 0, &subdirectories) < 0)
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{
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LOG(CLogger::Error, LOG_CATEGORY, L"Error opening directory '%ls'", path.string().c_str());
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return std::vector<CStrW>(1, GetSkySet()); // just return what we currently have
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}
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for(size_t i = 0; i < subdirectories.size(); i++)
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skies.push_back(subdirectories[i]);
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sort(skies.begin(), skies.end());
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return skies;
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}
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///////////////////////////////////////////////////////////////////
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// Render sky
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void SkyManager::RenderSky()
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{
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// Draw the sky as a small box around the camera position, with depth write enabled.
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// This will be done before anything else is drawn so we'll be overlapped by everything else.
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// Note: The coordinates for this were set up through a rather cumbersome trial-and-error
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// process - there might be a smarter way to do it, but this seems to work.
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glDepthMask( GL_FALSE );
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pglActiveTextureARB(GL_TEXTURE0_ARB);
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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// Translate so we are at the camera in the X and Z directions, but
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// put the horizon at a fixed height regardless of camera Y
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const CCamera& camera = g_Renderer.GetViewCamera();
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CVector3D pos = camera.m_Orientation.GetTranslation();
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glTranslatef( pos.X, m_HorizonHeight, pos.Z );
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// Rotate so that the "left" face, which contains the brightest part of each
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// skymap, is in the direction of the sun from our light environment
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glRotatef( 90.0f + RADTODEG(g_Renderer.GetLightEnv().GetRotation()), 0.0f, 1.0f, 0.0f );
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// Distance to draw the faces at
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const float D = 2000.0;
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// Front face (positive Z)
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ogl_tex_bind( m_SkyTexture[FRONT] );
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glBegin( GL_QUADS );
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glTexCoord2f( 0, 1 );
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glVertex3f( -D, -D, +D );
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glTexCoord2f( 1, 1 );
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glVertex3f( +D, -D, +D );
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glTexCoord2f( 1, 0 );
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glVertex3f( +D, +D, +D );
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glTexCoord2f( 0, 0 );
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glVertex3f( -D, +D, +D );
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glEnd();
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// Back face (negative Z)
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ogl_tex_bind( m_SkyTexture[BACK] );
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glBegin( GL_QUADS );
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glTexCoord2f( 1, 1 );
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glVertex3f( -D, -D, -D );
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glTexCoord2f( 1, 0 );
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glVertex3f( -D, +D, -D );
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glTexCoord2f( 0, 0 );
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glVertex3f( +D, +D, -D );
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glTexCoord2f( 0, 1 );
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glVertex3f( +D, -D, -D );
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glEnd();
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// Right face (negative X)
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ogl_tex_bind( m_SkyTexture[RIGHT] );
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glBegin( GL_QUADS );
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glTexCoord2f( 0, 1 );
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glVertex3f( -D, -D, -D );
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glTexCoord2f( 1, 1 );
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glVertex3f( -D, -D, +D );
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glTexCoord2f( 1, 0 );
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glVertex3f( -D, +D, +D );
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glTexCoord2f( 0, 0 );
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glVertex3f( -D, +D, -D );
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glEnd();
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// Left face (positive X)
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ogl_tex_bind( m_SkyTexture[LEFT] );
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glBegin( GL_QUADS );
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glTexCoord2f( 1, 1 );
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glVertex3f( +D, -D, -D );
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glTexCoord2f( 1, 0 );
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glVertex3f( +D, +D, -D );
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glTexCoord2f( 0, 0 );
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glVertex3f( +D, +D, +D );
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glTexCoord2f( 0, 1 );
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glVertex3f( +D, -D, +D );
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glEnd();
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// Top face (positive Y)
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ogl_tex_bind( m_SkyTexture[TOP] );
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glBegin( GL_QUADS );
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glTexCoord2f( 1, 0 );
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glVertex3f( +D, +D, -D );
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glTexCoord2f( 0, 0 );
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glVertex3f( -D, +D, -D );
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glTexCoord2f( 0, 1 );
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glVertex3f( -D, +D, +D );
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glTexCoord2f( 1, 1 );
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glVertex3f( +D, +D, +D );
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glEnd();
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glPopMatrix();
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glDepthMask( GL_TRUE );
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}
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