forked from 0ad/0ad
prefect
6fc1f45fa6
Added float-to-byte color conversion, including an SSE assembler version. Model renderer: Push UV coordinates into a shared vertex array and use bytes instead of floats for the color array, thereby, significantly reducing the total size of vertex arrays. This was SVN commit r2827.
955 lines
24 KiB
C++
955 lines
24 KiB
C++
#include "precompiled.h"
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#include "lib.h"
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#include "lib/sdl.h"
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#include "lib/ogl.h"
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#include "lib/detect.h"
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#include "lib/timer.h"
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#include "lib/input.h"
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#if CPU_IA32
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# include "lib/sysdep/ia32.h"
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#endif
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#include "lib/res/res.h"
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#include "lib/res/sound/snd.h"
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#include "lib/res/graphics/tex.h"
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#include "lib/res/graphics/cursor.h"
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#include "ps/Profile.h"
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#include "ps/ProfileViewer.h"
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#include "ps/Loader.h"
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#include "ps/Font.h"
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#include "ps/CConsole.h"
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#include "ps/Game.h"
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#include "ps/Interact.h"
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#include "ps/Hotkey.h"
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#include "ps/ConfigDB.h"
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#include "ps/CLogger.h"
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#include "ps/i18n.h"
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#include "ps/Overlay.h"
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#include "ps/StringConvert.h"
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#include "graphics/MapReader.h"
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#include "graphics/Terrain.h"
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#include "graphics/TextureManager.h"
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#include "graphics/ObjectManager.h"
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#include "graphics/SkeletonAnimManager.h"
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#include "graphics/LightEnv.h"
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#include "graphics/Model.h"
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#include "graphics/UnitManager.h"
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#include "graphics/MaterialManager.h"
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#include "graphics/MeshManager.h"
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#include "renderer/Renderer.h"
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#include "maths/MathUtil.h"
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#include "simulation/BaseEntityCollection.h"
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#include "simulation/Entity.h"
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#include "simulation/EntityHandles.h"
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#include "simulation/EntityManager.h"
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#include "simulation/PathfindEngine.h"
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#include "simulation/Scheduler.h"
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#include "simulation/Projectile.h"
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#include "scripting/ScriptingHost.h"
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#include "scripting/GameEvents.h"
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#include "scripting/JSInterface_Entity.h"
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#include "scripting/JSInterface_BaseEntity.h"
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#include "scripting/JSInterface_Vector3D.h"
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#include "scripting/JSInterface_Camera.h"
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#include "scripting/JSInterface_Selection.h"
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#include "scripting/JSInterface_Console.h"
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#include "scripting/JSCollection.h"
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#include "scripting/DOMEvent.h"
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#ifndef NO_GUI
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# include "gui/scripting/JSInterface_IGUIObject.h"
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# include "gui/scripting/JSInterface_GUITypes.h"
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# include "gui/GUI.h"
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#endif
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#include "sound/CMusicPlayer.h"
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#include "sound/JSI_Sound.h"
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#include "Network/SessionManager.h"
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#include "Network/Server.h"
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#include "Network/Client.h"
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#include "Atlas.h"
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#include "Config.h"
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#include "ps/Util.h"
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ERROR_GROUP(System);
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ERROR_TYPE(System, SDLInitFailed);
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ERROR_TYPE(System, VmodeFailed);
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ERROR_TYPE(System, RequiredExtensionsMissing);
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#define LOG_CATEGORY "gamesetup"
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static int SetVideoMode(int w, int h, int bpp, bool fullscreen)
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{
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SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
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SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
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ulong flags = SDL_OPENGL;
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if(fullscreen)
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flags |= SDL_FULLSCREEN;
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if(!SDL_SetVideoMode(w, h, bpp, flags))
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return -1;
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glViewport(0, 0, w, h);
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#ifndef NO_GUI
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g_GUI.UpdateResolution();
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#endif
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oglInit(); // required after each mode change
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if(SDL_SetGamma(g_Gamma, g_Gamma, g_Gamma) < 0)
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debug_warn("SDL_SetGamma failed");
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return 0;
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}
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//----------------------------------------------------------------------------
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// GUI integration
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//----------------------------------------------------------------------------
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void GUI_Init()
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{
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#ifndef NO_GUI
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{TIMER(ps_gui_init);
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g_GUI.Initialize();}
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{TIMER(ps_gui_setup_xml);
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g_GUI.LoadXMLFile("gui/test/setup.xml");}
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{TIMER(ps_gui_styles_xml);
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g_GUI.LoadXMLFile("gui/test/styles.xml");}
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{TIMER(ps_gui_sprite1_xml);
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g_GUI.LoadXMLFile("gui/test/sprite1.xml");}
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// Atlas is running, we won't need these GUI pages (for now!
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// what if Atlas switches to in-game mode?!)
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// TODO: temporary hack until revised GUI structure is completed.
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// if(ATLAS_IsRunning())
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// return;
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{TIMER(ps_gui_1);
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g_GUI.LoadXMLFile("gui/test/1_init.xml");}
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{TIMER(ps_gui_2);
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g_GUI.LoadXMLFile("gui/test/2_mainmenu.xml");}
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{TIMER(ps_gui_3);
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g_GUI.LoadXMLFile("gui/test/3_loading.xml");}
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{TIMER(ps_gui_4);
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g_GUI.LoadXMLFile("gui/test/4_session.xml");}
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{TIMER(ps_gui_6);
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g_GUI.LoadXMLFile("gui/test/6_subwindows.xml");}
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{TIMER(ps_gui_6_1);
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g_GUI.LoadXMLFile("gui/test/6_1_manual.xml");}
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{TIMER(ps_gui_6_2);
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g_GUI.LoadXMLFile("gui/test/6_2_jukebox.xml");}
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{TIMER(ps_gui_7);
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g_GUI.LoadXMLFile("gui/test/7_atlas.xml");}
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{TIMER(ps_gui_9);
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g_GUI.LoadXMLFile("gui/test/9_global.xml");}
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#endif
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}
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void GUI_Shutdown()
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{
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#ifndef NO_GUI
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g_GUI.Destroy();
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delete &g_GUI;
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#endif
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}
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void GUI_ShowMainMenu()
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{
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}
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// display progress / description in loading screen
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void GUI_DisplayLoadProgress(int percent, const wchar_t* pending_task)
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{
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#ifndef NO_GUI
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CStrW i18n_description = I18n::translate(pending_task);
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JSString* js_desc = StringConvert::wstring_to_jsstring(g_ScriptingHost.getContext(), i18n_description);
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g_ScriptingHost.SetGlobal("g_Progress", INT_TO_JSVAL(percent));
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g_ScriptingHost.SetGlobal("g_LoadDescription", STRING_TO_JSVAL(js_desc));
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g_GUI.SendEventToAll("progress");
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#endif
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}
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/////////////////////////////////////////////////////////////////////////////////////////////
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// RenderNoCull: render absolutely everything to a blank frame to force renderer
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// to load required assets
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static void RenderNoCull()
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{
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g_Renderer.BeginFrame();
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if (g_Game)
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g_Game->GetView()->RenderNoCull();
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g_Renderer.FlushFrame();
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glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
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g_Renderer.EndFrame();
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}
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void Render()
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{
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MICROLOG(L"begin frame");
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oglCheck();
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#ifndef NO_GUI // HACK: because colour-parsing requires the GUI
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CStr skystring = "61 193 255";
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CFG_GET_USER_VAL("skycolor", String, skystring);
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CColor skycol;
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GUI<CColor>::ParseString(skystring, skycol);
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g_Renderer.SetClearColor(skycol.Int());
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#endif
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// start new frame
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g_Renderer.BeginFrame();
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oglCheck();
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if (g_Game && g_Game->IsGameStarted())
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{
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g_Game->GetView()->Render();
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oglCheck();
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MICROLOG(L"flush frame");
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PROFILE_START( "flush frame" );
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g_Renderer.FlushFrame();
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PROFILE_END( "flush frame" );
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glPushAttrib( GL_ENABLE_BIT );
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glDisable( GL_LIGHTING );
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glDisable( GL_TEXTURE_2D );
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glDisable( GL_DEPTH_TEST );
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if( g_EntGraph )
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{
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PROFILE( "render entity overlays" );
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glColor3f( 1.0f, 0.0f, 1.0f );
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MICROLOG(L"render entities");
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g_EntityManager.renderAll(); // <-- collision outlines, pathing routes
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}
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PROFILE_START( "render selection" );
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glEnable( GL_DEPTH_TEST );
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g_Mouseover.renderSelectionOutlines();
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g_Selection.renderSelectionOutlines();
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glDisable( GL_DEPTH_TEST );
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PROFILE_END( "render selection" );
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PROFILE_START( "render building placement cursor" );
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if( g_BuildingPlacer.m_active )
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{
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//glEnable( GL_DEPTH_TEST );
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g_BuildingPlacer.render();
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//glDisable( GL_DEPTH_TEST );
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}
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PROFILE_END( "render building placement cursor" );
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PROFILE_START( "render health bars" );
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glMatrixMode(GL_PROJECTION);
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glPushMatrix();
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glLoadIdentity();
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glOrtho(0.f, (float)g_xres, 0.f, (float)g_yres, -1.f, 1000.f);
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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glLoadIdentity();
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g_Mouseover.renderHealthBars();
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g_Selection.renderHealthBars();
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glPopMatrix();
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glMatrixMode(GL_PROJECTION);
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glPopMatrix();
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glMatrixMode(GL_MODELVIEW);
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PROFILE_END( "render health bars" );
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glPopAttrib();
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}
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else
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{
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PROFILE_START( "flush frame" );
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g_Renderer.FlushFrame();
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PROFILE_END( "flush frame" );
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}
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oglCheck();
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PROFILE_START( "render fonts" );
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MICROLOG(L"render fonts");
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// overlay mode
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glPushAttrib(GL_ENABLE_BIT);
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glEnable(GL_TEXTURE_2D);
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glDisable(GL_CULL_FACE);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glEnable(GL_BLEND);
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glMatrixMode(GL_PROJECTION);
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glPushMatrix();
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glLoadIdentity();
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glOrtho(0.f, (float)g_xres, 0.f, (float)g_yres, -1.f, 1000.f);
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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PROFILE_END( "render fonts" );
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oglCheck();
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#ifndef NO_GUI
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// Temp GUI message GeeTODO
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glLoadIdentity();
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MICROLOG(L"render GUI");
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PROFILE_START( "render gui" );
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g_GUI.Draw();
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PROFILE_END( "render gui" );
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#endif
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oglCheck();
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// Text:
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// Use the GL_ALPHA texture as the alpha channel with a flat colouring
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glDisable(GL_ALPHA_TEST);
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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// Added --
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glEnable(GL_TEXTURE_2D);
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// -- GL
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oglCheck();
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{
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PROFILE( "render console" );
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glLoadIdentity();
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MICROLOG(L"render console");
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CFont font("console");
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font.Bind();
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g_Console->Render();
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}
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oglCheck();
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// Profile information
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PROFILE_START( "render profiling" );
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RenderProfile();
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PROFILE_END( "render profiling" );
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oglCheck();
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if (g_Game && g_Game->IsGameStarted())
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{
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PROFILE( "render selection overlays" );
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g_Mouseover.renderOverlays();
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g_Selection.renderOverlays();
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}
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oglCheck();
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// Draw the cursor (or set the Windows cursor, on Windows)
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CStr8 cursorName = g_BuildingPlacer.m_active ? "action-build" : g_CursorName;
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cursor_draw(cursorName, g_mouse_x, g_mouse_y);
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// restore
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glMatrixMode(GL_PROJECTION);
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glPopMatrix();
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glMatrixMode(GL_MODELVIEW);
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glPopMatrix();
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glPopAttrib();
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MICROLOG(L"end frame");
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g_Renderer.EndFrame();
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oglCheck();
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}
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static void InitScripting()
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{
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TIMER(InitScripting);
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// Create the scripting host. This needs to be done before the GUI is created.
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new ScriptingHost;
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// It would be nice for onLoad code to be able to access the setTimeout() calls.
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new CScheduler;
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// Register the JavaScript interfaces with the runtime
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CEntity::ScriptingInit();
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CBaseEntity::ScriptingInit();
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JSI_Sound::ScriptingInit();
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CProfileNode::ScriptingInit();
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#ifndef NO_GUI
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JSI_IGUIObject::init();
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JSI_GUITypes::init();
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#endif
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JSI_Vector3D::init();
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EntityCollection::Init( "EntityCollection" );
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SColour::ScriptingInit();
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CPlayer::ScriptingInit();
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PlayerCollection::Init( "PlayerCollection" );
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CDamageType::ScriptingInit();
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CJSComplexPropertyAccessor<CEntity>::ScriptingInit(); // <-- Doesn't really matter which we use, but we know CJSPropertyAccessor<T> is already being compiled for T = CEntity.
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CScriptEvent::ScriptingInit();
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CJSProgressTimer::ScriptingInit();
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CProjectile::ScriptingInit();
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g_ScriptingHost.DefineConstant( "ORDER_NONE", -1 );
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g_ScriptingHost.DefineConstant( "ORDER_GOTO", CEntityOrder::ORDER_GOTO );
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g_ScriptingHost.DefineConstant( "ORDER_PATROL", CEntityOrder::ORDER_PATROL );
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g_ScriptingHost.DefineConstant( "ORDER_ATTACK", CEntityOrder::ORDER_ATTACK_MELEE );
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g_ScriptingHost.DefineConstant( "ORDER_GATHER", CEntityOrder::ORDER_GATHER );
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#define REG_JS_CONSTANT(_name) g_ScriptingHost.DefineConstant(#_name, _name)
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REG_JS_CONSTANT(SDL_BUTTON_LEFT);
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REG_JS_CONSTANT(SDL_BUTTON_MIDDLE);
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REG_JS_CONSTANT(SDL_BUTTON_RIGHT);
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REG_JS_CONSTANT(SDL_BUTTON_WHEELUP);
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REG_JS_CONSTANT(SDL_BUTTON_WHEELDOWN);
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#undef REG_JS_CONSTANT
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CNetMessage::ScriptingInit();
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JSI_Camera::init();
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JSI_Console::init();
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new CGameEvents;
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}
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static void InitVfs(const char* argv0)
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{
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TIMER(InitVfs);
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// set current directory to "$game_dir/data".
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// this is necessary because it is otherwise unknown,
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// especially if run from a shortcut / symlink.
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//
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// "../data" is relative to the executable (in "$game_dir/system").
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//
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// rationale for data/ being root: untrusted scripts must not be
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// allowed to overwrite critical game (or worse, OS) files.
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// the VFS prevents any accesses to files above this directory.
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int err = file_rel_chdir(argv0, "../data");
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WARN_ERR(err);
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vfs_init();
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vfs_mount("", "mods/official", VFS_MOUNT_RECURSIVE|VFS_MOUNT_ARCHIVES|VFS_MOUNT_WATCH);
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vfs_mount("screenshots/", "screenshots");
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vfs_mount("profiles/", "profiles", VFS_MOUNT_RECURSIVE);
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extern void vfs_dump_stats();
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vfs_dump_stats();
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// don't try vfs_display yet: SDL_Init hasn't yet redirected stdout
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}
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static void InitPs(bool setup_gui)
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{
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// console
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{
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TIMER(ps_console);
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g_Console->UpdateScreenSize(g_xres, g_yres);
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// Calculate and store the line spacing
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CFont font("console");
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g_Console->m_iFontHeight = font.GetLineSpacing();
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// Offset by an arbitrary amount, to make it fit more nicely
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g_Console->m_iFontOffset = 9;
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}
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// language and hotkeys
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{
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TIMER(ps_lang_hotkeys);
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std::string lang = "english";
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CFG_GET_SYS_VAL("language", String, lang);
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I18n::LoadLanguage(lang.c_str());
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loadHotkeys();
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}
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// GUI uses VFS, so this must come after VFS init.
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if (setup_gui)
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GUI_Init();
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}
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static void InitInput()
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{
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// register input handlers
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// This stack is constructed so the first added, will be the last
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// one called. This is important, because each of the handlers
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// has the potential to block events to go further down
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// in the chain. I.e. the last one in the list added, is the
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// only handler that can block all messages before they are
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// processed.
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in_add_handler(game_view_handler);
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in_add_handler(interactInputHandler);
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in_add_handler(conInputHandler);
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in_add_handler(profilehandler);
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in_add_handler(hotkeyInputHandler);
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}
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static void ShutdownPs()
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{
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GUI_Shutdown();
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delete g_Console;
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// disable the special Windows cursor, or free textures for OGL cursors
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cursor_draw(0, g_mouse_x, g_mouse_y);
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// close down Xerces if it was loaded
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CXeromyces::Terminate();
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// Unload the real language (since it depends on the scripting engine,
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// which is going to be killed later) and use the English fallback messages
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I18n::LoadLanguage(NULL);
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}
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static void InitRenderer()
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{
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TIMER(InitRenderer);
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// create renderer
|
|
new CRenderer;
|
|
|
|
// set renderer options from command line options - NOVBO must be set before opening the renderer
|
|
g_Renderer.SetOptionBool(CRenderer::OPT_NOVBO,g_NoGLVBO);
|
|
g_Renderer.SetOptionBool(CRenderer::OPT_SHADOWS,g_Shadows);
|
|
g_Renderer.SetOptionBool(CRenderer::OPT_NOPBUFFER,g_NoPBuffer);
|
|
g_Renderer.SetOptionFloat(CRenderer::OPT_LODBIAS, g_LodBias);
|
|
|
|
// create terrain related stuff
|
|
new CTextureManager;
|
|
|
|
// create the material manager
|
|
new CMaterialManager;
|
|
new CMeshManager;
|
|
|
|
// create actor related stuff
|
|
new CSkeletonAnimManager;
|
|
new CObjectManager;
|
|
new CUnitManager;
|
|
|
|
MICROLOG(L"init renderer");
|
|
g_Renderer.Open(g_xres,g_yres,g_bpp);
|
|
|
|
// Setup default lighting environment. Since the Renderer accesses the
|
|
// lighting environment through a pointer, this has to be done before
|
|
// the first Frame.
|
|
g_LightEnv.m_SunColor=RGBColor(1,1,1);
|
|
g_LightEnv.SetRotation(DEGTORAD(270));
|
|
g_LightEnv.SetElevation(DEGTORAD(45));
|
|
g_LightEnv.m_TerrainAmbientColor=RGBColor(0,0,0);
|
|
g_LightEnv.m_UnitsAmbientColor=RGBColor(0.4f,0.4f,0.4f);
|
|
g_Renderer.SetLightEnv(&g_LightEnv);
|
|
|
|
// I haven't seen the camera affecting GUI rendering and such, but the
|
|
// viewport has to be updated according to the video mode
|
|
SViewPort vp;
|
|
vp.m_X=0;
|
|
vp.m_Y=0;
|
|
vp.m_Width=g_xres;
|
|
vp.m_Height=g_yres;
|
|
g_Renderer.SetViewport(vp);
|
|
}
|
|
|
|
static void InitSDL()
|
|
{
|
|
MICROLOG(L"init sdl");
|
|
if(SDL_Init(SDL_INIT_VIDEO|SDL_INIT_TIMER|SDL_INIT_NOPARACHUTE) < 0)
|
|
{
|
|
LOG(ERROR, LOG_CATEGORY, "SDL library initialization failed: %s", SDL_GetError());
|
|
throw PSERROR_System_SDLInitFailed();
|
|
}
|
|
atexit(SDL_Quit);
|
|
SDL_EnableUNICODE(1);
|
|
}
|
|
|
|
|
|
static const uint SANE_TEX_QUALITY_DEFAULT = 5; // keep in sync with code
|
|
|
|
static void SetTextureQuality(uint quality)
|
|
{
|
|
uint q_flags;
|
|
GLint filter;
|
|
|
|
retry:
|
|
// keep this in sync with SANE_TEX_QUALITY_DEFAULT
|
|
switch(quality)
|
|
{
|
|
// worst quality
|
|
case 0:
|
|
q_flags = OGL_TEX_HALF_RES|OGL_TEX_HALF_BPP;
|
|
filter = GL_NEAREST;
|
|
break;
|
|
// [perf] add bilinear filtering
|
|
case 1:
|
|
q_flags = OGL_TEX_HALF_RES|OGL_TEX_HALF_BPP;
|
|
filter = GL_LINEAR;
|
|
break;
|
|
// [vmem] no longer reduce resolution
|
|
case 2:
|
|
q_flags = OGL_TEX_HALF_BPP;
|
|
filter = GL_LINEAR;
|
|
break;
|
|
// [vmem] add mipmaps
|
|
case 3:
|
|
q_flags = OGL_TEX_HALF_BPP;
|
|
filter = GL_NEAREST_MIPMAP_LINEAR;
|
|
break;
|
|
// [perf] better filtering
|
|
case 4:
|
|
q_flags = OGL_TEX_HALF_BPP;
|
|
filter = GL_LINEAR_MIPMAP_LINEAR;
|
|
break;
|
|
// [vmem] no longer reduce bpp
|
|
case SANE_TEX_QUALITY_DEFAULT:
|
|
q_flags = OGL_TEX_FULL_QUALITY;
|
|
filter = GL_LINEAR_MIPMAP_LINEAR;
|
|
break;
|
|
// [perf] add anisotropy
|
|
case 6:
|
|
// TODO: add anisotropic filtering
|
|
q_flags = OGL_TEX_FULL_QUALITY;
|
|
filter = GL_LINEAR_MIPMAP_LINEAR;
|
|
break;
|
|
// invalid
|
|
default:
|
|
debug_warn("SetTextureQuality: invalid quality");
|
|
quality = SANE_TEX_QUALITY_DEFAULT;
|
|
// careful: recursion doesn't work and we don't want to duplicate
|
|
// the "sane" default values.
|
|
goto retry;
|
|
}
|
|
|
|
ogl_tex_set_defaults(q_flags, filter);
|
|
}
|
|
|
|
|
|
void EndGame()
|
|
{
|
|
if (g_NetServer)
|
|
{
|
|
delete g_NetServer;
|
|
g_NetServer=NULL;
|
|
}
|
|
else if (g_NetClient)
|
|
{
|
|
delete g_NetClient;
|
|
g_NetClient=NULL;
|
|
}
|
|
|
|
delete g_Game;
|
|
g_Game=NULL;
|
|
}
|
|
|
|
|
|
void Shutdown()
|
|
{
|
|
MICROLOG(L"Shutdown");
|
|
|
|
ShutdownPs(); // Must delete g_GUI before g_ScriptingHost
|
|
|
|
if (g_Game)
|
|
EndGame();
|
|
|
|
TIMER_START("shutdown Scheduler");
|
|
delete &g_Scheduler;
|
|
TIMER_END("shutdown Scheduler");
|
|
|
|
TIMER_START("shutdown SessionManager");
|
|
delete &g_SessionManager;
|
|
TIMER_END("shutdown SessionManager");
|
|
|
|
TIMER_START("shutdown mouse stuff");
|
|
delete &g_Mouseover;
|
|
delete &g_Selection;
|
|
delete &g_BuildingPlacer;
|
|
TIMER_END("shutdown mouse stuff");
|
|
|
|
TIMER_START("shutdown Pathfinder");
|
|
delete &g_Pathfinder;
|
|
TIMER_END("shutdown Pathfinder");
|
|
|
|
// Managed by CWorld
|
|
// delete &g_EntityManager;
|
|
|
|
TIMER_START("shutdown scripting stuff");
|
|
delete &g_GameAttributes;
|
|
delete &g_JSGameEvents;
|
|
|
|
delete &g_EntityTemplateCollection;
|
|
|
|
delete &g_ScriptingHost;
|
|
TIMER_END("shutdown scripting stuff");
|
|
|
|
// destroy actor related stuff
|
|
TIMER_START("shutdown actor stuff");
|
|
delete &g_UnitMan;
|
|
delete &g_ObjMan;
|
|
delete &g_SkelAnimMan;
|
|
|
|
delete &g_MaterialManager;
|
|
delete &g_MeshManager;
|
|
TIMER_END("shutdown actor stuff");
|
|
|
|
// destroy terrain related stuff
|
|
TIMER_START("shutdown TexMan");
|
|
delete &g_TexMan;
|
|
TIMER_END("shutdown TexMan");
|
|
|
|
// destroy renderer
|
|
TIMER_START("shutdown Renderer");
|
|
delete &g_Renderer;
|
|
TIMER_END("shutdown Renderer");
|
|
|
|
TIMER_START("shutdown ConfigDB");
|
|
delete &g_ConfigDB;
|
|
TIMER_END("shutdown ConfigDB");
|
|
|
|
// Shut down the network loop
|
|
TIMER_START("shutdown CSocketBase");
|
|
CSocketBase::Shutdown();
|
|
TIMER_END("shutdown CSocketBase");
|
|
|
|
// Really shut down the i18n system. Any future calls
|
|
// to translate() will crash.
|
|
TIMER_START("shutdown I18N");
|
|
I18n::Shutdown();
|
|
TIMER_END("shutdown I18N");
|
|
|
|
TIMER_START("shutdown sound");
|
|
snd_shutdown();
|
|
TIMER_END("shutdown sound");
|
|
|
|
TIMER_START("shutdown vfs");
|
|
vfs_shutdown();
|
|
TIMER_END("shutdown vfs");
|
|
|
|
TIMER_START("shutdown misc");
|
|
h_mgr_shutdown();
|
|
mem_shutdown();
|
|
|
|
debug_shutdown();
|
|
|
|
delete &g_Logger;
|
|
|
|
delete &g_Profiler;
|
|
TIMER_END("shutdown misc");
|
|
}
|
|
|
|
|
|
// workaround for VC7 EBP-trashing bug, which confuses the stack trace code.
|
|
#if MSC_VERSION
|
|
# pragma optimize("", off)
|
|
#endif
|
|
|
|
void Init(int argc, char* argv[], bool setup_gfx, bool setup_gui)
|
|
{
|
|
debug_printf("INIT &argc=%p &argv=%p\n", &argc, &argv);
|
|
|
|
MICROLOG(L"Init");
|
|
|
|
debug_set_thread_name("main");
|
|
|
|
// Query CPU capabilities, possibly set some CPU-dependent flags
|
|
cpu_init();
|
|
|
|
// Do this as soon as possible, because it chdirs
|
|
// and will mess up the error reporting if anything
|
|
// crashes before the working directory is set.
|
|
MICROLOG(L"init vfs");
|
|
const char* argv0 = argc? argv[0] : NULL;
|
|
// ScEd doesn't have a main(argc, argv), and so it has no argv. In that
|
|
// case, just pass NULL to InitVfs, which will work out the current
|
|
// directory for itself.
|
|
InitVfs(argv0);
|
|
|
|
// This must come after VFS init, which sets the current directory
|
|
// (required for finding our output log files).
|
|
new CLogger;
|
|
|
|
// Call LoadLanguage(NULL) to initialise the I18n system, but
|
|
// without loading an actual language file - translate() will
|
|
// just show the English key text, which is better than crashing
|
|
// from a null pointer when attempting to translate e.g. error messages.
|
|
// Real languages can only be loaded when the scripting system has
|
|
// been initialised.
|
|
//
|
|
// this uses LOG and must therefore come after CLogger init.
|
|
MICROLOG(L"init i18n");
|
|
I18n::LoadLanguage(NULL);
|
|
|
|
// Set up the console early, so that debugging
|
|
// messages can be logged to it. (The console's size
|
|
// and fonts are set later in InitPs())
|
|
g_Console = new CConsole();
|
|
|
|
if(setup_gfx)
|
|
InitSDL();
|
|
|
|
// preferred video mode = current desktop settings
|
|
// (command line params may override these)
|
|
get_cur_vmode(&g_xres, &g_yres, &g_bpp, &g_freq);
|
|
|
|
new CProfileManager; // before any script code
|
|
|
|
MICROLOG(L"init scripting");
|
|
InitScripting(); // before GUI
|
|
|
|
// g_ConfigDB, command line args, globals
|
|
CONFIG_Init(argc, argv);
|
|
|
|
// GUI is notified in SetVideoMode, so this must come before that.
|
|
#ifndef NO_GUI
|
|
new CGUI;
|
|
#endif
|
|
|
|
bool windowed = false;
|
|
CFG_GET_SYS_VAL("windowed", Bool, windowed);
|
|
|
|
if (setup_gfx)
|
|
{
|
|
SDL_WM_SetCaption("0 A.D.", "0 A.D.");
|
|
|
|
MICROLOG(L"SetVideoMode");
|
|
if(SetVideoMode(g_xres, g_yres, 32, !windowed) < 0)
|
|
{
|
|
LOG(ERROR, LOG_CATEGORY, "Could not set %dx%d graphics mode: %s", g_xres, g_yres, SDL_GetError());
|
|
throw PSERROR_System_VmodeFailed();
|
|
}
|
|
|
|
uint quality = SANE_TEX_QUALITY_DEFAULT; // TODO: set value from config file
|
|
SetTextureQuality(quality);
|
|
}
|
|
|
|
oglCheck();
|
|
|
|
if(!g_Quickstart)
|
|
{
|
|
WriteSystemInfo();
|
|
// vfs_display(); // disabled to decrease startup time
|
|
}
|
|
else
|
|
{
|
|
// speed up startup by disabling all sound
|
|
// (OpenAL init will be skipped).
|
|
// must be called before first snd_open.
|
|
snd_disable(true);
|
|
}
|
|
|
|
// (must come after SetVideoMode, since it calls oglInit)
|
|
const char* missing = oglHaveExtensions(0, "GL_ARB_multitexture", "GL_ARB_texture_env_combine", "GL_ARB_texture_env_dot3", 0);
|
|
if(missing)
|
|
{
|
|
wchar_t buf[500];
|
|
const wchar_t* fmt =
|
|
L"The %hs extension doesn't appear to be available on your computer. "
|
|
L"The game may still work, though - you are welcome to try at your own risk. "
|
|
L"If not or it doesn't look right, upgrade your graphics card.";
|
|
swprintf(buf, ARRAY_SIZE(buf), fmt, missing);
|
|
DISPLAY_ERROR(buf);
|
|
// TODO: i18n
|
|
}
|
|
|
|
// enable/disable VSync
|
|
// note: "GL_EXT_SWAP_CONTROL" is "historical" according to dox.
|
|
#if OS_WIN
|
|
if(oglHaveExtension("WGL_EXT_swap_control"))
|
|
wglSwapIntervalEXT(g_VSync? 1 : 0);
|
|
#endif
|
|
|
|
MICROLOG(L"init ps");
|
|
InitPs(setup_gui);
|
|
|
|
oglCheck();
|
|
InitRenderer();
|
|
|
|
TIMER(init_after_InitRenderer);
|
|
|
|
// This needs to be done after the renderer has loaded all its actors...
|
|
new CBaseEntityCollection;
|
|
// CEntityManager is managed by CWorld
|
|
//new CEntityManager;
|
|
new CPathfindEngine;
|
|
new CSelectedEntities;
|
|
new CMouseoverEntities;
|
|
new CBuildingPlacer;
|
|
|
|
new CSessionManager;
|
|
|
|
new CGameAttributes;
|
|
|
|
// Register a few Game/Network JS globals
|
|
g_ScriptingHost.SetGlobal("g_GameAttributes", OBJECT_TO_JSVAL(g_GameAttributes.GetScript()));
|
|
|
|
// Check for heap corruption after every allocation. Very, very slowly.
|
|
// (And it highlights the allocation just after the one you care about,
|
|
// so you need to run it again and tell it to break on the one before.)
|
|
// debug_heap_enable(DEBUG_HEAP_ALL);
|
|
|
|
InitInput();
|
|
|
|
oglCheck();
|
|
|
|
#ifndef NO_GUI
|
|
g_GUI.SendEventToAll("load");
|
|
#endif
|
|
|
|
if (setup_gfx)
|
|
{
|
|
MICROLOG(L"render blank");
|
|
// render everything to a blank frame to force renderer to load everything
|
|
RenderNoCull();
|
|
}
|
|
|
|
if (g_FixedFrameTiming) {
|
|
CCamera &g_Camera=*g_Game->GetView()->GetCamera();
|
|
#if 0 // TOPDOWN
|
|
g_Camera.SetProjection(1.0f,10000.0f,DEGTORAD(90));
|
|
g_Camera.m_Orientation.SetIdentity();
|
|
g_Camera.m_Orientation.RotateX(DEGTORAD(90));
|
|
g_Camera.m_Orientation.Translate(CELL_SIZE*250*0.5, 250, CELL_SIZE*250*0.5);
|
|
#else // std view
|
|
g_Camera.SetProjection(1.0f,10000.0f,DEGTORAD(20));
|
|
g_Camera.m_Orientation.SetXRotation(DEGTORAD(30));
|
|
g_Camera.m_Orientation.RotateY(DEGTORAD(-45));
|
|
g_Camera.m_Orientation.Translate(350, 350, -275);
|
|
#endif
|
|
g_Camera.UpdateFrustum();
|
|
}
|
|
}
|
|
|
|
#if MSC_VERSION
|
|
# pragma optimize("", on) // restore; see above.
|
|
#endif
|
|
|
|
|