157 lines
4.4 KiB
C++
157 lines
4.4 KiB
C++
/* Copyright (C) 2021 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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#include "precompiled.h"
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#include <sstream>
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#include <string>
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#include "graphics/CinemaManager.h"
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#include "graphics/Camera.h"
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#include "graphics/GameView.h"
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#include "lib/ogl.h"
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#include "maths/MathUtil.h"
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#include "maths/Quaternion.h"
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#include "maths/Vector3D.h"
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#include "maths/Vector4D.h"
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#include "ps/CLogger.h"
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#include "ps/ConfigDB.h"
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#include "ps/CStr.h"
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#include "ps/Game.h"
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#include "ps/GameSetup/Config.h"
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#include "ps/Hotkey.h"
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#include "ps/World.h"
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#include "simulation2/components/ICmpCinemaManager.h"
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#include "simulation2/components/ICmpOverlayRenderer.h"
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#include "simulation2/components/ICmpRangeManager.h"
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#include "simulation2/components/ICmpSelectable.h"
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#include "simulation2/components/ICmpTerritoryManager.h"
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#include "simulation2/MessageTypes.h"
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#include "simulation2/system/ComponentManager.h"
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#include "simulation2/Simulation2.h"
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#include "renderer/DebugRenderer.h"
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#include "renderer/Renderer.h"
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CCinemaManager::CCinemaManager()
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: m_DrawPaths(false)
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{
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}
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void CCinemaManager::Update(const float deltaRealTime) const
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{
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CmpPtr<ICmpCinemaManager> cmpCinemaManager(g_Game->GetSimulation2()->GetSimContext().GetSystemEntity());
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if (!cmpCinemaManager)
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return;
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if (IsPlaying())
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cmpCinemaManager->PlayQueue(deltaRealTime, g_Game->GetView()->GetCamera());
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}
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void CCinemaManager::Render() const
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{
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if (!IsEnabled() && m_DrawPaths)
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DrawPaths();
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}
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void CCinemaManager::DrawPaths() const
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{
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CmpPtr<ICmpCinemaManager> cmpCinemaManager(g_Game->GetSimulation2()->GetSimContext().GetSystemEntity());
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if (!cmpCinemaManager)
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return;
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glDisable(GL_DEPTH_TEST);
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glEnable(GL_BLEND);
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for (const std::pair<const CStrW, CCinemaPath>& p : cmpCinemaManager->GetPaths())
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{
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DrawSpline(p.second, CColor(0.2f, 0.2f, 1.f, 0.9f), 128);
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DrawNodes(p.second, CColor(0.1f, 1.f, 0.f, 1.f));
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if (p.second.GetTargetSpline().GetAllNodes().empty())
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continue;
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DrawSpline(p.second.GetTargetSpline(), CColor(1.f, 0.3f, 0.4f, 0.9f), 128);
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DrawNodes(p.second.GetTargetSpline(), CColor(1.f, 0.1f, 0.f, 1.f));
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}
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glDisable(GL_BLEND);
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glEnable(GL_DEPTH_TEST);
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}
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void CCinemaManager::DrawSpline(const RNSpline& spline, const CColor& splineColor, int smoothness) const
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{
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if (spline.GetAllNodes().size() < 2)
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return;
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if (spline.GetAllNodes().size() == 2)
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smoothness = 2;
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const float start = spline.MaxDistance.ToFloat() / smoothness;
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std::vector<CVector3D> line;
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for (int i = 0; i <= smoothness; ++i)
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{
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const float time = start * i / spline.MaxDistance.ToFloat();
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line.emplace_back(spline.GetPosition(time));
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}
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g_Renderer.GetDebugRenderer().DrawLine(line, splineColor, 0.2f);
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// Height indicator
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if (g_Game && g_Game->GetWorld() && g_Game->GetWorld()->GetTerrain())
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{
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for (int i = 0; i <= smoothness; ++i)
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{
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const float time = start * i / spline.MaxDistance.ToFloat();
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const CVector3D tmp = spline.GetPosition(time);
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const float groundY = g_Game->GetWorld()->GetTerrain()->GetExactGroundLevel(tmp.X, tmp.Z);
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g_Renderer.GetDebugRenderer().DrawLine(tmp, CVector3D(tmp.X, groundY, tmp.Z), splineColor, 0.1f);
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}
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}
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}
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void CCinemaManager::DrawNodes(const RNSpline& spline, const CColor& nodeColor) const
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{
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for (const SplineData& node : spline.GetAllNodes())
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{
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g_Renderer.GetDebugRenderer().DrawCircle(
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CVector3D(node.Position.X.ToFloat(), node.Position.Y.ToFloat(), node.Position.Z.ToFloat()),
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0.5f, nodeColor);
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}
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}
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bool CCinemaManager::IsEnabled() const
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{
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CmpPtr<ICmpCinemaManager> cmpCinemaManager(g_Game->GetSimulation2()->GetSimContext().GetSystemEntity());
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return cmpCinemaManager && cmpCinemaManager->IsEnabled();
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}
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bool CCinemaManager::IsPlaying() const
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{
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return IsEnabled() && g_Game && !g_Game->m_Paused;
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}
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bool CCinemaManager::GetPathsDrawing() const
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{
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return m_DrawPaths;
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}
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void CCinemaManager::SetPathsDrawing(const bool drawPath)
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{
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m_DrawPaths = drawPath;
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}
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