Ykkrosh
d295dacb9b
Change lighting model for new maps to allow better overbrightness. Cache player colours instead of loading from scripts every time the renderer wants them. This was SVN commit r9123.
101 lines
2.7 KiB
C++
101 lines
2.7 KiB
C++
/* Copyright (C) 2010 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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#ifndef INCLUDED_GAMEVIEW
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#define INCLUDED_GAMEVIEW
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// needed by minimap
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extern float g_MaxZoomHeight; //note: Max terrain height is this minus YMinOffset
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extern float g_YMinOffset;
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#include "renderer/Scene.h"
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#include "simulation2/system/Entity.h"
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#include "lib/input.h" // InReaction - can't forward-declare enum
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class CGame;
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class CObjectManager;
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class CCamera;
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class CCinemaManager;
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class CLOSTexture;
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class CVector3D;
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struct SViewPort;
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struct JSObject;
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class CGameViewImpl;
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class CGameView : private Scene
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{
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NONCOPYABLE(CGameView);
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public:
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static const float defaultFOV, defaultCullFOV, defaultNear, defaultFar;
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private:
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CGameViewImpl* m;
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// Check whether lighting environment has changed and update vertex data if necessary
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void CheckLightEnv();
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//BEGIN: Implementation of Scene
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void EnumerateObjects(const CFrustum& frustum, SceneCollector* c);
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//END: Implementation of Scene
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// InitResources(): Load all graphics resources (textures, actor objects and
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// alpha maps) required by the game
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//void InitResources();
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// UnloadResources(): Unload all graphics resources loaded by InitResources
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void UnloadResources();
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public:
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CGameView(CGame *pGame);
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~CGameView();
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void SetViewport(const SViewPort& vp);
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void RegisterInit();
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int Initialize();
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CObjectManager& GetObjectManager() const;
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// Update: Update all the view information (i.e. rotate camera, scroll,
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// whatever). This will *not* change any World information - only the
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// *presentation*
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void Update(float DeltaTime);
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void BeginFrame();
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void Render();
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InReaction HandleEvent(const SDL_Event_* ev);
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void MoveCameraTarget(const CVector3D& target, bool minimap = false);
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void ResetCameraTarget(const CVector3D& target);
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void ResetCameraAngleZoom();
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void CameraFollow(entity_id_t entity, bool firstPerson);
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CCamera *GetCamera();
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CCinemaManager* GetCinema();
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CLOSTexture& GetLOSTexture();
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JSObject* GetScript();
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static void ScriptingInit();
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};
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extern InReaction game_view_handler(const SDL_Event_* ev);
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#endif
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