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0ad/source/graphics/CinemaManager.cpp
Stan e009d322cc Add missing files in 4942cabab5
This was SVN commit r24488.
2020-12-31 14:27:02 +00:00

257 lines
6.4 KiB
C++

/* Copyright (C) 2020 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#include "precompiled.h"
#include <sstream>
#include <string>
#include "graphics/CinemaManager.h"
#include "graphics/Camera.h"
#include "graphics/GameView.h"
#include "lib/ogl.h"
#include "maths/MathUtil.h"
#include "maths/Quaternion.h"
#include "maths/Vector3D.h"
#include "maths/Vector4D.h"
#include "ps/CLogger.h"
#include "ps/ConfigDB.h"
#include "ps/CStr.h"
#include "ps/Game.h"
#include "ps/GameSetup/Config.h"
#include "ps/Hotkey.h"
#include "ps/World.h"
#include "simulation2/components/ICmpCinemaManager.h"
#include "simulation2/components/ICmpOverlayRenderer.h"
#include "simulation2/components/ICmpRangeManager.h"
#include "simulation2/components/ICmpSelectable.h"
#include "simulation2/components/ICmpTerritoryManager.h"
#include "simulation2/MessageTypes.h"
#include "simulation2/system/ComponentManager.h"
#include "simulation2/Simulation2.h"
#include "renderer/Renderer.h"
CCinemaManager::CCinemaManager()
: m_DrawPaths(false)
{
}
void CCinemaManager::Update(const float deltaRealTime) const
{
CmpPtr<ICmpCinemaManager> cmpCinemaManager(g_Game->GetSimulation2()->GetSimContext().GetSystemEntity());
if (!cmpCinemaManager)
return;
if (IsPlaying())
cmpCinemaManager->PlayQueue(deltaRealTime, g_Game->GetView()->GetCamera());
}
void CCinemaManager::Render() const
{
if (IsEnabled())
DrawBars();
else if (m_DrawPaths)
DrawPaths();
}
void CCinemaManager::DrawPaths() const
{
CmpPtr<ICmpCinemaManager> cmpCinemaManager(g_Game->GetSimulation2()->GetSimContext().GetSystemEntity());
if (!cmpCinemaManager)
return;
for (const std::pair<const CStrW, CCinemaPath>& p : cmpCinemaManager->GetPaths())
{
DrawSpline(p.second, CColor(0.2f, 0.2f, 1.f, 0.9f), 128, true);
DrawNodes(p.second, CColor(0.1f, 1.f, 0.f, 1.f));
if (p.second.GetTargetSpline().GetAllNodes().empty())
continue;
DrawSpline(p.second.GetTargetSpline(), CColor(1.f, 0.3f, 0.4f, 0.9f), 128, true);
DrawNodes(p.second.GetTargetSpline(), CColor(1.f, 0.1f, 0.f, 1.f));
}
}
void CCinemaManager::DrawSpline(const RNSpline& spline, const CColor& splineColor, int smoothness, bool lines) const
{
if (spline.GetAllNodes().size() < 2)
return;
if (spline.GetAllNodes().size() == 2 && lines)
smoothness = 2;
float start = spline.MaxDistance.ToFloat() / smoothness;
float time = 0;
#if CONFIG2_GLES
#warning TODO : implement CCinemaPath on GLES
#else
glDisable(GL_DEPTH_TEST);
glEnable(GL_BLEND);
glColor4f(splineColor.r, splineColor.g, splineColor.b, splineColor.a);
if (lines)
{
glLineWidth(1.8f);
glEnable(GL_LINE_SMOOTH);
glBegin(GL_LINE_STRIP);
for (int i = 0; i <= smoothness; ++i)
{
time = start * i / spline.MaxDistance.ToFloat();
CVector3D tmp = spline.GetPosition(time);
glVertex3f(tmp.X, tmp.Y, tmp.Z);
}
glEnd();
// Height indicator
if (g_Game && g_Game->GetWorld() && g_Game->GetWorld()->GetTerrain())
{
glLineWidth(1.1f);
glBegin(GL_LINES);
for (int i = 0; i <= smoothness; ++i)
{
time = start * i / spline.MaxDistance.ToFloat();
CVector3D tmp = spline.GetPosition(time);
float groundY = g_Game->GetWorld()->GetTerrain()->GetExactGroundLevel(tmp.X, tmp.Z);
glVertex3f(tmp.X, tmp.Y, tmp.Z);
glVertex3f(tmp.X, groundY, tmp.Z);
}
glEnd();
}
glDisable(GL_LINE_SMOOTH);
glLineWidth(1.0f);
}
else
{
smoothness /= 2;
start = spline.MaxDistance.ToFloat() / smoothness;
glEnable(GL_POINT_SMOOTH);
glPointSize(3.0f);
glBegin(GL_POINTS);
for (int i = 0; i <= smoothness; ++i)
{
time = start * i / spline.MaxDistance.ToFloat();
CVector3D tmp = spline.GetPosition(time);
glVertex3f(tmp.X, tmp.Y, tmp.Z);
}
glEnd();
glPointSize(1.0f);
glDisable(GL_POINT_SMOOTH);
}
glDisable(GL_BLEND);
glEnable(GL_DEPTH_TEST);
#endif
}
void CCinemaManager::DrawNodes(const RNSpline& spline, const CColor& nodeColor) const
{
#if CONFIG2_GLES
#warning TODO : implement CCinemaPath on GLES
#else
glDisable(GL_DEPTH_TEST);
glEnable(GL_POINT_SMOOTH);
glPointSize(7.0f);
glColor4f(nodeColor.r, nodeColor.g, nodeColor.b, nodeColor.a);
glBegin(GL_POINTS);
for (const SplineData& node : spline.GetAllNodes())
glVertex3f(node.Position.X.ToFloat(), node.Position.Y.ToFloat(), node.Position.Z.ToFloat());
glEnd();
glPointSize(1.0f);
glDisable(GL_POINT_SMOOTH);
glEnable(GL_DEPTH_TEST);
#endif
}
void CCinemaManager::DrawBars() const
{
int height = (float)g_xres / 2.39f;
int shift = (g_yres - height) / 2;
if (shift <= 0)
return;
#if CONFIG2_GLES
#warning TODO : implement bars for GLES
#else
// Set up transform for GL bars
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
CMatrix3D transform;
transform.SetOrtho(0.f, (float)g_xres, 0.f, (float)g_yres, -1.f, 1000.f);
glLoadMatrixf(&transform._11);
glColor4f(0.0f, 0.0f, 0.0f, 1.0f);
glEnable(GL_BLEND);
glDisable(GL_DEPTH_TEST);
glBegin(GL_QUADS);
glVertex2i(0, 0);
glVertex2i(g_xres, 0);
glVertex2i(g_xres, shift);
glVertex2i(0, shift);
glEnd();
glBegin(GL_QUADS);
glVertex2i(0, g_yres - shift);
glVertex2i(g_xres, g_yres - shift);
glVertex2i(g_xres, g_yres);
glVertex2i(0, g_yres);
glEnd();
glDisable(GL_BLEND);
glEnable(GL_DEPTH_TEST);
// Restore transform
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
#endif
}
bool CCinemaManager::IsEnabled() const
{
CmpPtr<ICmpCinemaManager> cmpCinemaManager(g_Game->GetSimulation2()->GetSimContext().GetSystemEntity());
return cmpCinemaManager && cmpCinemaManager->IsEnabled();
}
bool CCinemaManager::IsPlaying() const
{
return IsEnabled() && g_Game && !g_Game->m_Paused;
}
bool CCinemaManager::GetPathsDrawing() const
{
return m_DrawPaths;
}
void CCinemaManager::SetPathsDrawing(const bool drawPath)
{
m_DrawPaths = drawPath;
}