/* 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" #define LOG_CATEGORY L"graphics" /////////////////////////////////////////////////////////////////////////////////////////////// // 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; // 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(); } /////////////////////////////////////////////////////////////////// // Load single sky textures LibError SkyManager::LoadSkyTexture(size_t index) { wchar_t filename[PATH_MAX]; swprintf_s(filename, ARRAY_SIZE(filename), L"art/textures/skies/%ls/%ls.dds", m_SkySet.c_str(), s_imageNames[index]); Handle ht = ogl_tex_load(filename); if(ht <= 0) { LOG(CLogger::Error, LOG_CATEGORY, L"SkyManager::LoadSkyTexture failed on \"%ls\"", filename); return ht; } ogl_tex_set_wrap(ht, GL_CLAMP_TO_EDGE); m_SkyTexture[index] = ht; RETURN_ERR(ogl_tex_upload(ht)); return INFO::OK; } /////////////////////////////////////////////////////////////////// // 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) { RETURN_ERR(LoadSkyTexture(cur_loading_tex)); 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) return; m_SkySet = newSet; UnloadSkyTextures(); for(size_t i = 0; i < ARRAY_SIZE(m_SkyTexture); i++) LoadSkyTexture(i); } /////////////////////////////////////////////////////////////////// // 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) { LOG(CLogger::Error, LOG_CATEGORY, 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]); 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[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[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[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[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[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 ); }