# Aura and territory rendering

-Auras now take additional parameters from XML, containing a tag for r,
g, b, and a.  No line thickness parameter yet.
-For territories, added function to frustum for determining if line
segment passes through the frustum.

This was SVN commit r4242.
This commit is contained in:
pyrolink 2006-08-25 06:04:33 +00:00
parent 6732af1ba9
commit 50e5e9acd9
32 changed files with 271 additions and 23 deletions

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@ -19,6 +19,10 @@
<Courage>
<Radius>20</Radius>
<Bonus>10</Bonus>
<r>0.1</r>
<g>0.9</g>
<b>0.1</b>
<a>0.5</a>
</Courage>
</Auras>

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@ -53,6 +53,10 @@
<Stone/>
<Ore/>
</Types>
<r>0.1</r>
<g>0.2</g>
<b>.9</b>
<a>0.4</a>
</Dropsite>
</Auras>

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@ -34,6 +34,10 @@
<Radius>30</Radius>
<Rate>5</Rate>
<Speed>2000</Speed>
<r>1.0</r>
<g>1.0</g>
<b>0.0</b>
<a>0.6</a>
</Heal>
</Auras>

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@ -41,6 +41,10 @@
<Types>
<Food/>
</Types>
<r>0.1</r>
<g>0.2</g>
<b>1.0</b>
<a>0.4</a>
</Dropsite>
</Auras>

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@ -42,6 +42,10 @@
<Stone/>
<Ore/>
</Types>
<r>0.1</r>
<g>0.2</g>
<b>1.0</b>
<a>0.4</a>
</Dropsite>
</Auras>

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@ -12,7 +12,7 @@
</Id>
<Auras>
<Auras>s
<Trample>
<Radius>10</Radius>
<Speed>1000</Speed>
@ -21,6 +21,10 @@
<Crush>0.0</Crush>
<Hack>0.5</Hack>
<Pierce>0.5</Pierce>
<r>1.0</r>
<g>0.1</g>
<b>0.2</b>
<a>0.5</a>
</Trample>
</Auras>

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@ -16,6 +16,10 @@
<Infidelity>
<Radius>20</Radius>
<Time>0</Time>
<r>.8</r>
<g>.8</g>
<b>1.0</b>
<a>0.5</a>
</Infidelity>
</Auras>

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@ -16,6 +16,10 @@
<Infidelity>
<Radius>20</Radius>
<Time>0</Time>
<r>0.8</r>
<g>0.8</g>
<b>1.0</b>
<a>0.5</a>
</Infidelity>
</Auras>

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@ -24,6 +24,10 @@
<Crush>0</Crush>
<Hack>0.9</Hack>
<Pierce>0.1</Pierce>
<r>1.0</r>
<g>0.1</g>
<b>0.2</b>
<a>0.5</a>
</Trample>
</Auras>

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@ -20,6 +20,10 @@
<Infidelity>
<Radius>30</Radius>
<Time>10</Time>
<r>0.8</r>
<g>0.8</g>
<b>1.0</b>
<a>0.5</a>
</Infidelity>
</Auras>

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@ -19,6 +19,10 @@
<Courage>
<Radius>20</Radius>
<Bonus>5</Bonus>
<r>0.1</r>
<g>0.9</g>
<b>0.1</b>
<a>0.5</a>
</Courage>
</Auras>

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@ -19,6 +19,10 @@
<Fear>
<Radius>20</Radius>
<Bonus>5</Bonus>
<r>0.0</r>
<g>0.0</g>
<b>0.0</b>
<a>0.5</a>
</Fear>
</Auras>

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@ -19,6 +19,10 @@
<Courage>
<Radius>20</Radius>
<Bonus>10</Bonus>
<r>0.1</r>
<g>0.9</g>
<b>0.1</b>
<a>0.5</a>
</Courage>
</Auras>

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@ -7,7 +7,7 @@
// To add a new generic order, do the following all within template_entity_script.js:
// * Pick a number to be its ID (add this to the "const"s directly below).
// * Pick a number to be its ID (add this to the "const"s directly below). f
// * Add code in the entityInit() function below that will call setActionParams to set the action's range, speed and animation if the entity supports this action. For example this.setActionParams( ACTION_GATHER, 0.0, a.range, a.speed, "gather" ) tells the entity that the action with ID of ACTION_GATHER has min range 0, max range a.range, speed a.speed, and should play the animation called "gather" while active.
@ -471,38 +471,38 @@ function attachAuras()
if( this.traits.auras.courage )
{
a = this.traits.auras.courage;
this.addAura ( "courage", a.radius, 0, new DamageModifyAura( this, true, a.bonus ) );
this.addAura ( "courage", a.radius, 0, a.r, a.g, a.b, a.a, new DamageModifyAura( this, true, a.bonus ) );
}
if( this.traits.auras.fear )
{
a = this.traits.auras.fear;
this.addAura ( "fear", a.radius, 0, new DamageModifyAura( this, false, -a.bonus ) );
this.addAura ( "fear", a.radius, 0, a.r, a.g, a.b, a.a, new DamageModifyAura( this, false, -a.bonus ) );
}
if( this.traits.auras.infidelity )
{
a = this.traits.auras.infidelity;
this.addAura ( "infidelity", a.radius, 0, new InfidelityAura( this, a.time ) );
this.addAura ( "infidelity", a.radius, 0, a.r, a.g, a.b, a.a, new InfidelityAura( this, a.time ) );
}
if( this.traits.auras.dropsite )
{
a = this.traits.auras.dropsite;
this.addAura ( "dropsite", a.radius, 0, new DropsiteAura( this, a.types ) );
this.addAura ( "dropsite", a.radius, 0, a.r, a.g, a.b, a.a, new DropsiteAura( this, a.types ) );
}
if( this.traits.auras.heal )
{
a = this.traits.auras.heal;
this.addAura ( "heal", a.radius, a.speed, new HealAura( this ) );
this.addAura ( "heal", a.radius, a.speed, a.r, a.g, a.b, a.a, new HealAura( this ) );
}
if( this.traits.auras.trample )
{
a = this.traits.auras.trample;
this.addAura ( "trample", a.radius, a.speed, new TrampleAura( this ) );
this.addAura ( "trample", a.radius, a.speed, a.r, a.g, a.b, a.a, new TrampleAura( this ) );
}
}
if( this.hasClass("Settlement") )
{
this.addAura ( "settlement", 1.0, 0, new SettlementAura( this ) );
this.addAura ( "settlement", 1.0, 0, 0.0, 0.0, 0.0, 0.0, new SettlementAura( this ) );
}
}

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@ -52,7 +52,16 @@ bool CFrustum::IsPointVisible (const CVector3D &point) const
return true;
}
bool CFrustum::DoesSegmentIntersect(const CVector3D& start, const CVector3D &end)
{
CVector3D intersect;
for ( int i = 0; i<m_NumPlanes; ++i )
{
if ( m_aPlanes[i].FindLineSegIntersection(start, end, &intersect) )
return true;
}
return false;
}
bool CFrustum::IsSphereVisible (const CVector3D &center, float radius) const
{
for (int i=0; i<m_NumPlanes; i++)

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@ -39,6 +39,7 @@ public:
//The following methods return true if the shape is
//partially or completely in front of the frustum planes
bool IsPointVisible (const CVector3D &point) const;
bool DoesSegmentIntersect(const CVector3D& start, const CVector3D &end);
bool IsSphereVisible (const CVector3D &center, float radius) const;
bool IsBoxVisible (const CVector3D &position,const CBound &bounds) const;

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@ -97,7 +97,7 @@ float CPlane::DistanceToPlane (const CVector3D &point) const
//calculates the intersection point of a line with this
//plane. Returns false if there is no intersection
bool CPlane::FindLineSegIntersection (CVector3D &start, CVector3D &end, CVector3D *intsect)
bool CPlane::FindLineSegIntersection (const CVector3D &start, const CVector3D &end, CVector3D *intsect)
{
PLANESIDE StartS, EndS;
CVector3D Dir;

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@ -47,7 +47,7 @@ class CPlane
//calculates the intersection point of a line with this
//plane. Returns false if there is no intersection
bool FindLineSegIntersection (CVector3D &start, CVector3D &end, CVector3D *intsect);
bool FindLineSegIntersection (const CVector3D &start, const CVector3D &end, CVector3D *intsect);
bool FindRayIntersection (CVector3D &start, CVector3D &direction, CVector3D *intsect);
public:

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@ -53,6 +53,7 @@
#include "simulation/EntityHandles.h"
#include "simulation/EntityManager.h"
#include "simulation/FormationManager.h"
#include "simulation/TerritoryManager.h"
#include "simulation/PathfindEngine.h"
#include "simulation/Scheduler.h"
#include "simulation/Projectile.h"
@ -323,12 +324,22 @@ void Render()
g_EntityManager.renderAll(); // <-- collision outlines, pathing routes
}
PROFILE_START( "render entity outlines" );
glEnable( GL_DEPTH_TEST );
PROFILE_START( "render entity outlines" );
g_Mouseover.renderSelectionOutlines();
g_Selection.renderSelectionOutlines();
glDisable( GL_DEPTH_TEST );
PROFILE_END( "render entity outlines" );
PROFILE_START( "render entity auras" );
g_Mouseover.renderAuras();
g_Selection.renderAuras();
PROFILE_END( "render entity auras" );
PROFILE_START( "render territories" );
g_Game->GetWorld()->GetTerritoryManager()->renderTerritories();
PROFILE_END( "render territories" );
glDisable( GL_DEPTH_TEST );
PROFILE_START( "render entity bars" );
pglActiveTextureARB(GL_TEXTURE1_ARB);

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@ -111,7 +111,15 @@ void CSelectedEntities::renderBars()
glDisable( GL_BLEND );
}*/
}
void CSelectedEntities::renderAuras()
{
std::vector<HEntity>::iterator it;
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND);
for ( it = m_selected.begin(); it != m_selected.end(); ++it )
(*it)->renderAuras();
}
void CSelectedEntities::renderHealthBars()
{
std::vector<HEntity>::iterator it;
@ -859,7 +867,15 @@ void CMouseoverEntities::renderSelectionOutlines()
glDisable( GL_BLEND );
}
void CMouseoverEntities::renderAuras()
{
std::vector<SMouseoverFader>::iterator it;
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND);
for ( it = m_mouseover.begin(); it != m_mouseover.end(); ++it )
it->entity->renderAuras();
}
void CMouseoverEntities::renderBars()
{
std::vector<SMouseoverFader>::iterator it;

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@ -77,6 +77,7 @@ struct CSelectedEntities : public Singleton<CSelectedEntities>
void renderSelectionOutlines();
void renderOverlays();
void renderAuras();
void renderRallyPoints();
void renderBars();
void renderHealthBars();
@ -136,6 +137,7 @@ struct CMouseoverEntities : public Singleton<CMouseoverEntities>
void renderSelectionOutlines();
void renderOverlays();
void renderRallyPoints();
void renderAuras();
void renderBars();
void renderHealthBars();
void renderStaminaBars();

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@ -7,9 +7,9 @@
#include <algorithm>
CAura::CAura( JSContext* cx, CEntity* source, CStrW& name, float radius, size_t tickRate, JSObject* handler )
CAura::CAura( JSContext* cx, CEntity* source, CStrW& name, float radius, size_t tickRate, const CVector4D& color, JSObject* handler )
: m_cx(cx), m_source(source), m_name(name), m_radius(radius), m_handler(handler),
m_tickRate(tickRate), m_tickCyclePos(0)
m_tickRate(tickRate), m_tickCyclePos(0), m_color(color)
{
JS_AddRoot( m_cx, &m_handler ); // don't GC it so we can call it later
}

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@ -2,6 +2,7 @@
#define __AURA_H__
#include "EntityHandles.h"
#include "maths/Vector4D.h"
class CEntity;
@ -11,13 +12,14 @@ public:
JSContext* m_cx;
CEntity* m_source;
CStrW m_name;
CVector4D m_color;
float m_radius; // In graphics units
size_t m_tickRate; // In milliseconds
JSObject* m_handler;
std::vector<HEntity> m_influenced;
size_t m_tickCyclePos; // Add time to this until it's time to tick again
CAura( JSContext* cx, CEntity* source, CStrW& name, float radius, size_t tickRate, JSObject* handler );
CAura( JSContext* cx, CEntity* source, CStrW& name, float radius, size_t tickRate, const CVector4D& color, JSObject* handler );
~CAura();
// Remove all entities from under our influence; this isn't done in the destructor since

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@ -195,7 +195,25 @@ void CEntity::loadBase()
for ( int i=0; i<m_base->m_sectorDivs; ++i )
m_sectorValues[i] = false;
}
void CEntity::initAuraData()
{
if ( m_auras.empty() )
return;
m_unsnappedPoints.resize(m_auras.size());
size_t i=0;
for ( AuraTable::iterator it=m_auras.begin(); it!=m_auras.end(); ++it, ++i )
{
m_unsnappedPoints[i].resize(SELECTION_CIRCLE_POINTS);
float radius = it->second->m_radius;
for ( int j=0; j<SELECTION_CIRCLE_POINTS; ++j )
{
float val = j * 2*PI / (float)SELECTION_CIRCLE_POINTS;
m_unsnappedPoints[i][j] = CVector2D( cosf(val)*radius,
sinf(val)*radius );
}
}
}
void CEntity::kill()
{
g_Selection.removeAll( me );
@ -639,6 +657,7 @@ bool CEntity::Initialize()
kill();
return false;
}
initAuraData();
return true;
}
@ -1075,6 +1094,76 @@ void CEntity::renderSelectionOutline( float alpha )
glEnd();
}
void CEntity::renderAuras()
{
if( !(m_bounds && m_visible && !m_auras.empty()) )
return;
const SPlayerColour& col = m_player->GetColour();
glPushMatrix();
glTranslatef(m_graphics_position.X, m_graphics_position.Y,
m_graphics_position.Z);
glBegin(GL_TRIANGLE_FAN);
glVertex3f(0.0f, getAnchorLevel(m_graphics_position.X,
m_graphics_position.Z)-m_graphics_position.Y+.5f, 0.0f);
size_t i=0;
for ( AuraTable::iterator it=m_auras.begin(); it!=m_auras.end(); ++it, ++i )
{
CVector4D color = it->second->m_color;
glColor4f(color.m_X, color.m_Y, color.m_Z, color.m_W);
#ifdef SELECTION_TERRAIN_CONFORMANCE
//This starts to break when the radius is bigger
if ( it->second->m_radius < 15.0f )
{
for ( int j=0; j<SELECTION_CIRCLE_POINTS; ++j )
{
CVector2D ypos( m_unsnappedPoints[i][j].x+m_graphics_position.X,
m_unsnappedPoints[i][j].y+m_graphics_position.Z );
CVector3D pos( m_unsnappedPoints[i][j].x, getAnchorLevel(ypos.x, ypos.y)-
m_graphics_position.Y+.5f, m_unsnappedPoints[i][j].y );
glVertex3f(pos.X, pos.Y, pos.Z);
}
//Loop around
CVector3D pos( m_unsnappedPoints[i][0].x,
getAnchorLevel(m_unsnappedPoints[i][0].x+m_graphics_position.X,
m_unsnappedPoints[i][0].y+m_graphics_position.Z)-
m_graphics_position.Y+.5f, m_unsnappedPoints[i][0].y );
glVertex3f(pos.X, pos.Y, pos.Z);
}
glEnd();
//Draw edges
glBegin(GL_LINE_LOOP);
glColor3f( col.r, col.g, col.b );
for ( int j=0; j<SELECTION_CIRCLE_POINTS; ++j )
{
CVector2D ypos( m_unsnappedPoints[i][j].x+m_graphics_position.X,
m_unsnappedPoints[i][j].y+m_graphics_position.Z );
CVector3D pos( m_unsnappedPoints[i][j].x, getAnchorLevel(ypos.x, ypos.y)-
m_graphics_position.Y+.5f, m_unsnappedPoints[i][j].y );
glVertex3f(pos.X, pos.Y, pos.Z);
}
glEnd();
#else
if ( it->second->m_radius < 15.0f )
{
for ( int j=0; j<SELECTION_CIRLCE_POINTS; ++j )
glVertex3f(m_unsnappedPoints[i][j].x, .25f, m_unsnappedPoints[i][j].y);
glVertex3f(m_unsnappedPoints[i][0].x, .25f, m_unsnappedPoints[i][0].y);
}
glEnd();
//Draw edges
glBegin(GL_LINE_LOOP);
glColor3f( col.r, col.g, col.b );
for ( int j=0; j<SELECTION_CIRLCE_POINTS; ++j )
glVertex3f(unsnappedPoints[i][j].x, .25f, m_unsnappedPoints[i][j].y);
glEnd();
#endif
}
glPopMatrix();
}
CVector2D CEntity::getScreenCoords( float height )
{
@ -1915,19 +2004,24 @@ jsval CEntity::GetSpawnPoint( JSContext* UNUSED(cx), uintN argc, jsval* argv )
jsval CEntity::AddAura( JSContext* cx, uintN argc, jsval* argv )
{
debug_assert( argc >= 4 );
debug_assert( JSVAL_IS_OBJECT(argv[3]) );
debug_assert( argc >= 8 );
debug_assert( JSVAL_IS_OBJECT(argv[7]) );
CStrW name = ToPrimitive<CStrW>( argv[0] );
float radius = ToPrimitive<float>( argv[1] );
size_t tickRate = max( 0, ToPrimitive<int>( argv[2] ) ); // since it's a size_t we don't want it to be negative
JSObject* handler = JSVAL_TO_OBJECT( argv[3] );
float r = ToPrimitive<float>( argv[3] );
float g = ToPrimitive<float>( argv[4] );
float b = ToPrimitive<float>( argv[5] );
float a = ToPrimitive<float>( argv[6] );
CVector4D color(r, g, b, a);
JSObject* handler = JSVAL_TO_OBJECT( argv[7] );
if( m_auras[name] )
{
delete m_auras[name];
}
m_auras[name] = new CAura( cx, this, name, radius, tickRate, handler );
m_auras[name] = new CAura( cx, this, name, radius, tickRate, color, handler );
return JSVAL_VOID;
}

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@ -225,6 +225,8 @@ public:
int m_currentRequest; //Notification we our notifiers are sending
std::vector<bool> m_sectorValues;
//Slight optimization for aura rendering
std::vector< std::vector<CVector2D> > m_unsnappedPoints;
private:
CEntity( CEntityTemplate* base, CVector3D position, float orientation, const std::set<CStr8>& actorSelections, const CStrW* building = 0 );
@ -272,6 +274,7 @@ public:
// Process initialization
bool Initialize();
void initAuraData();
// Process tick.
void Tick();
@ -298,6 +301,7 @@ public:
// Things like selection circles and debug info - possibly move to gui if/when it becomes responsible for (and capable of) it.
void render();
void renderSelectionOutline( float alpha = 1.0f );
void renderAuras();
void renderBars();
void renderBarBorders();
void renderHealthBar();

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@ -5,6 +5,7 @@
#include "ps/Game.h"
#include "ps/Player.h"
#include "graphics/Terrain.h"
#include "graphics/GameView.h"
#include "Entity.h"
#include "EntityManager.h"
#include "graphics/Unit.h"
@ -12,11 +13,11 @@
#include "graphics/Model.h"
#include "lib/allocators.h"
#include "lib/timer.h"
#include "lib/ogl.h"
#include "EntityManager.h"
using namespace std;
CTerritoryManager::CTerritoryManager()
{
m_TerritoryMatrix = 0;
@ -206,3 +207,56 @@ void CTerritoryManager::CalculateBoundary( std::vector<CEntity*>& centres, size_
}
}
}
void CTerritoryManager::renderTerritories()
{
const CTerrain* pTerrain = g_Game->GetWorld()->GetTerrain();
CFrustum frustum = g_Game->GetView()->GetCamera()->GetFrustum();
std::vector<CTerritory*>::iterator terr=m_Territories.begin();
glEnable(GL_LINE_SMOOTH);
glLineWidth(1.4f);
for ( ; terr != m_Territories.end(); ++terr )
{
std::vector<CVector2D>::iterator it=(*terr)->boundary.begin()+1;
const SPlayerColour& col = (*terr)->owner->GetColour();
glColor3f(col.r, col.g, col.b);
glBegin(GL_LINE_STRIP);
for ( ; it != (*terr)->boundary.end(); ++it )
{
CVector3D front(it->x, pTerrain->getExactGroundLevel(it->x, it->y), it->y);
CVector3D prev((it-1)->x, pTerrain->getExactGroundLevel((it-1)->x, (it-1)->y), (it-1)->y);
if ( !frustum.DoesSegmentIntersect(prev, front) )
continue;
float iterf = (front - prev).GetLength() / TERRITORY_PRECISION_STEP;
for ( float i=0; i<iterf; i+= TERRITORY_PRECISION_STEP )
{
CVector2D pos( Interpolate(prev, front, i/iterf) );
glVertex3f(pos.x, pTerrain->getExactGroundLevel(pos)+.25f, pos.y);
}
glVertex3f(front.X, pTerrain->getExactGroundLevel(front.X, front.Z)+.25f, front.Z);
}
//Loop around
CVector2D first2D((*terr)->boundary.front()), back2D((*terr)->boundary.back());
CVector3D first(first2D.x, pTerrain->getExactGroundLevel(first2D), first2D.y);
CVector3D back(back2D.x, pTerrain->getExactGroundLevel(back2D), back2D.y);
if ( !frustum.DoesSegmentIntersect(back, first) )
{
glEnd();
continue;
}
float iterf = (first - back).GetLength() / TERRITORY_PRECISION_STEP;
for ( float i=0; i<iterf; i+= TERRITORY_PRECISION_STEP )
{
CVector2D pos( Interpolate(back, first, i/iterf) );
glVertex3f(pos.x, pTerrain->getExactGroundLevel(pos)+.25f, pos.y);
}
glVertex3f(first.X, pTerrain->getExactGroundLevel(first2D)+.25f, first.Z);
glEnd();
}
glDisable(GL_LINE_SMOOTH);
glLineWidth(1.0f);
}

View File

@ -20,6 +20,8 @@
class CUnit;
class CPlayer;
const float TERRITORY_PRECISION_STEP = 1.0f / 6;
class CTerritory
{
public:
@ -44,11 +46,12 @@ public:
void Initialize(); // initialize, called after the game is fully loaded
void Recalculate(); // recalculate the territory boundaries
void renderTerritories();
CTerritory* GetTerritory(int x, int z); // get the territory to which the given tile belongs
CTerritory* GetTerritory(float x, float z); // get the territory to which the given world-space point belongs
std::vector<CTerritory*>& GetTerritories() { return m_Territories; }
private:
void CalculateBoundary( std::vector<CEntity*>& centres, size_t index, std::vector<CVector2D>& boundary );
};