/** * ========================================================================= * File : SkyManager.cpp * Project : Pyrogenesis * Description : Sky settings, texture management and rendering. * ========================================================================= */ #include "precompiled.h" #include #include "lib/timer.h" #include "lib/res/file/vfs.h" #include "lib/res/graphics/tex.h" #include "lib/res/graphics/ogl_tex.h" #include "maths/MathUtil.h" #include "ps/CLogger.h" #include "ps/Loader.h" #include "ps/VFSUtil.h" #include "renderer/SkyManager.h" #include "renderer/Renderer.h" #include "graphics/Camera.h" #include "graphics/LightEnv.h" #define LOG_CATEGORY "graphics" /////////////////////////////////////////////////////////////////////////////////////////////// // SkyManager implementation /////////////////////////////////////////////////////////////////// // String names for each image, in order of the IMG_ constants const char* SkyManager::IMAGE_NAMES[5] = { "front", "back", "right", "left", "top" }; /////////////////////////////////////////////////////////////////// // Construction/Destruction SkyManager::SkyManager() { m_RenderSky = true; // TODO: add a way to set the initial skyset before progressive load m_SkySet = L"default"; m_HorizonHeight = -150.0f; for (uint i = 0; i < ARRAY_SIZE(m_SkyTexture); i++) m_SkyTexture[i] = 0; cur_loading_tex = 0; } SkyManager::~SkyManager() { // Cleanup if the caller messed up UnloadSkyTextures(); } /////////////////////////////////////////////////////////////////// // Progressive load of sky textures int SkyManager::LoadSkyTextures() { const uint num_textures = ARRAY_SIZE(m_SkyTexture); // yield after this time is reached. balances increased progress bar // smoothness vs. slowing down loading. const double end_time = get_time() + 100e-3; while (cur_loading_tex < num_textures) { char filename[PATH_MAX]; snprintf(filename, ARRAY_SIZE(filename), "art/textures/skies/%s/%s.dds", CStr8(m_SkySet).c_str(), IMAGE_NAMES[cur_loading_tex]); Handle ht = ogl_tex_load(filename); if (ht <= 0) { LOG(ERROR, LOG_CATEGORY, "SkyManager::LoadSkyTextures failed on \"%s\"", filename); return ht; } ogl_tex_set_wrap(ht, GL_CLAMP_TO_EDGE); m_SkyTexture[cur_loading_tex] = ht; RETURN_ERR(ogl_tex_upload(ht)); cur_loading_tex++; LDR_CHECK_TIMEOUT(cur_loading_tex, num_textures); } return 0; } /////////////////////////////////////////////////////////////////// // Unload sky textures void SkyManager::UnloadSkyTextures() { for(uint i = 0; i < ARRAY_SIZE(m_SkyTexture); i++) { ogl_tex_free(m_SkyTexture[i]); m_SkyTexture[i] = 0; } cur_loading_tex = 0; } /////////////////////////////////////////////////////////////////// // Switch to a different sky set (while the game is running) void SkyManager::SetSkySet( const CStrW& newSet ) { if( newSet != m_SkySet ) { m_SkySet = newSet; UnloadSkyTextures(); for( size_t i=0; i SkyManager::GetSkySets() const { std::vector skies; // Find all subdirectories in art/textures/skies const char* dirname = "art/textures/skies/"; Handle dir = vfs_dir_open(dirname); if (dir <= 0) { LOG(ERROR, "vfs", "Error opening directory '%s' (%lld)", dirname, dir); return std::vector(1, GetSkySet()); // just return what we currently have } const char* filter = "/"; int err; DirEnt entry; while ((err = vfs_dir_next_ent(dir, &entry, filter)) == 0) { skies.push_back(CStr(entry.name)); } if (err != ERR::DIR_END) { LOG(ERROR, "vfs", "Error reading files from directory '%s' (%d)", dirname, err); return std::vector(1, GetSkySet()); // just return what we currently have } vfs_dir_close(dir); sort(skies.begin(), skies.end()); return skies; } /////////////////////////////////////////////////////////////////// // Render sky void SkyManager::RenderSky() { // Draw the sky as a small box around the camera position, with depth write enabled. // This will be done before anything else is drawn so we'll be overlapped by everything else. // Note: The coordinates for this were set up through a rather cumbersome trial-and-error // process - there might be a smarter way to do it, but this seems to work. glDepthMask( GL_FALSE ); pglActiveTextureARB(GL_TEXTURE0_ARB); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); glMatrixMode(GL_MODELVIEW); glPushMatrix(); // Translate so we are at the camera in the X and Z directions, but // put the horizon at a fixed height regardless of camera Y const CCamera& camera = g_Renderer.GetViewCamera(); CVector3D pos = camera.m_Orientation.GetTranslation(); glTranslatef( pos.X, m_HorizonHeight, pos.Z ); // Rotate so that the "left" face, which contains the brightest part of each // skymap, is in the direction of the sun from our light environment glRotatef( 90.0f + RADTODEG(g_Renderer.GetLightEnv().GetRotation()), 0.0f, 1.0f, 0.0f ); // Distance to draw the faces at const float D = 2000.0; // Front face (positive Z) ogl_tex_bind( m_SkyTexture[IMG_FRONT] ); glBegin( GL_QUADS ); glTexCoord2f( 0, 1 ); glVertex3f( -D, -D, +D ); glTexCoord2f( 1, 1 ); glVertex3f( +D, -D, +D ); glTexCoord2f( 1, 0 ); glVertex3f( +D, +D, +D ); glTexCoord2f( 0, 0 ); glVertex3f( -D, +D, +D ); glEnd(); // Back face (negative Z) ogl_tex_bind( m_SkyTexture[IMG_BACK] ); glBegin( GL_QUADS ); glTexCoord2f( 1, 1 ); glVertex3f( -D, -D, -D ); glTexCoord2f( 1, 0 ); glVertex3f( -D, +D, -D ); glTexCoord2f( 0, 0 ); glVertex3f( +D, +D, -D ); glTexCoord2f( 0, 1 ); glVertex3f( +D, -D, -D ); glEnd(); // Right face (negative X) ogl_tex_bind( m_SkyTexture[IMG_RIGHT] ); glBegin( GL_QUADS ); glTexCoord2f( 0, 1 ); glVertex3f( -D, -D, -D ); glTexCoord2f( 1, 1 ); glVertex3f( -D, -D, +D ); glTexCoord2f( 1, 0 ); glVertex3f( -D, +D, +D ); glTexCoord2f( 0, 0 ); glVertex3f( -D, +D, -D ); glEnd(); // Left face (positive X) ogl_tex_bind( m_SkyTexture[IMG_LEFT] ); glBegin( GL_QUADS ); glTexCoord2f( 1, 1 ); glVertex3f( +D, -D, -D ); glTexCoord2f( 1, 0 ); glVertex3f( +D, +D, -D ); glTexCoord2f( 0, 0 ); glVertex3f( +D, +D, +D ); glTexCoord2f( 0, 1 ); glVertex3f( +D, -D, +D ); glEnd(); // Top face (positive Y) ogl_tex_bind( m_SkyTexture[IMG_TOP] ); glBegin( GL_QUADS ); glTexCoord2f( 1, 0 ); glVertex3f( +D, +D, -D ); glTexCoord2f( 0, 0 ); glVertex3f( -D, +D, -D ); glTexCoord2f( 0, 1 ); glVertex3f( -D, +D, +D ); glTexCoord2f( 1, 1 ); glVertex3f( +D, +D, +D ); glEnd(); glPopMatrix(); glDepthMask( GL_TRUE ); }