/* Copyright (C) 2009 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 . */ /* * Sky settings, texture management and rendering. */ #include "precompiled.h" #include #include "lib/timer.h" #include "lib/tex/tex.h" #include "lib/res/graphics/ogl_tex.h" #include "maths/MathUtil.h" #include "ps/CStr.h" #include "ps/CLogger.h" #include "ps/Loader.h" #include "ps/Filesystem.h" #include "renderer/SkyManager.h" #include "renderer/Renderer.h" #include "graphics/Camera.h" #include "graphics/LightEnv.h" #include "graphics/TextureManager.h" /////////////////////////////////////////////////////////////////////////////////////////////// // SkyManager implementation /////////////////////////////////////////////////////////////////// // String names for each image, in order of the IMG_ constants const wchar_t* SkyManager::s_imageNames[numTextures] = { L"front", L"back", L"right", L"left", L"top" }; /////////////////////////////////////////////////////////////////// // Construction/Destruction SkyManager::SkyManager() { m_RenderSky = true; m_SkySet = L""; m_HorizonHeight = -150.0f; } /////////////////////////////////////////////////////////////////// // Load all sky textures void SkyManager::LoadSkyTextures() { for (size_t i = 0; i < ARRAY_SIZE(m_SkyTexture); ++i) { VfsPath path = VfsPath("art/textures/skies") / m_SkySet / (Path::String(s_imageNames[i])+L".dds"); CTextureProperties textureProps(path); textureProps.SetWrap(GL_CLAMP_TO_EDGE); CTexturePtr texture = g_Renderer.GetTextureManager().CreateTexture(textureProps); texture->Prefetch(); m_SkyTexture[i] = texture; } } /////////////////////////////////////////////////////////////////// // Switch to a different sky set (while the game is running) void SkyManager::SetSkySet( const CStrW& newSet ) { if(newSet == m_SkySet) return; m_SkySet = newSet; LoadSkyTextures(); } /////////////////////////////////////////////////////////////////// // Generate list of available skies std::vector SkyManager::GetSkySets() const { std::vector skies; // Find all subdirectories in art/textures/skies const VfsPath path(L"art/textures/skies/"); DirectoryNames subdirectories; if(g_VFS->GetDirectoryEntries(path, 0, &subdirectories) < 0) { LOGERROR(L"Error opening directory '%ls'", path.string().c_str()); return std::vector(1, GetSkySet()); // just return what we currently have } for(size_t i = 0; i < subdirectories.size(); i++) skies.push_back(subdirectories[i].string()); 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. // Do nothing unless SetSkySet was called if (m_SkySet.empty()) return; 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) m_SkyTexture[FRONT]->Bind(); 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) m_SkyTexture[BACK]->Bind(); 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) m_SkyTexture[RIGHT]->Bind(); 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) m_SkyTexture[LEFT]->Bind(); 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) m_SkyTexture[TOP]->Bind(); 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 ); }