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forked from 0ad/0ad
0ad/source/renderer/SkyManager.cpp
2009-04-18 17:51:05 +00:00

282 lines
7.3 KiB
C++

/* 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 <http://www.gnu.org/licenses/>.
*/
/*
* Sky settings, texture management and rendering.
*/
#include "precompiled.h"
#include <algorithm>
#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"
#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 (size_t 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 size_t 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 = timer_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(CLogger::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(size_t 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<ARRAY_SIZE(m_SkyTexture); i++ ) {
char filename[PATH_MAX];
snprintf(filename, ARRAY_SIZE(filename), "art/textures/skies/%s/%s.dds",
CStr8(m_SkySet).c_str(), IMAGE_NAMES[i]);
Handle ht = ogl_tex_load(filename);
if (ht <= 0)
{
LOG(CLogger::Error, LOG_CATEGORY, "SkyManager::SetSkySet failed on \"%s\"", filename);
return;
}
ogl_tex_set_wrap(ht, GL_CLAMP_TO_EDGE);
m_SkyTexture[i] = ht;
ogl_tex_upload(ht);
}
}
}
///////////////////////////////////////////////////////////////////
// Generate list of available skies
std::vector<CStrW> SkyManager::GetSkySets() const
{
std::vector<CStrW> skies;
// Find all subdirectories in art/textures/skies
const char* dirname = "art/textures/skies/";
DirectoryNames subdirectories;
if(g_VFS->GetDirectoryEntries(dirname, 0, &subdirectories) < 0)
{
LOG(CLogger::Error, "vfs", "Error opening directory '%s'", dirname);
return std::vector<CStrW>(1, GetSkySet()); // just return what we currently have
}
for(size_t i = 0; i < subdirectories.size(); i++)
skies.push_back(CStr(subdirectories[i]));
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 );
}