khanat-opennel-code/code/snowballs2/client/src/landscape.cpp

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2015-12-08 16:20:38 +00:00
// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
// Copyright (C) 2010 Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as
// published by the Free Software Foundation, either version 3 of the
// License, or (at your option) any later version.
//
// This program 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 Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
//
// Includes
//
#include "nel/misc/types_nl.h"
#include <string>
#include <deque>
#include <vector>
#include "nel/misc/variable.h"
#include "nel/misc/command.h"
#include "nel/misc/variable.h"
#include "nel/misc/debug.h"
#include "nel/misc/path.h"
#include "nel/misc/i18n.h"
#include "nel/misc/config_file.h"
#include <nel/3d/u_camera.h>
#include <nel/3d/u_driver.h>
#include <nel/3d/u_text_context.h>
#include <nel/3d/u_instance.h>
#include <nel/3d/u_scene.h>
#include <nel/3d/u_material.h>
#include <nel/3d/u_landscape.h>
#include <nel/3d/u_instance_group.h>
#include <nel/3d/u_light.h>
#include <nel/3d/u_visual_collision_entity.h>
#include <nel/3d/u_visual_collision_manager.h>
#include "snowballs_client.h"
#include "pacs.h"
#include "commands.h"
#include "mouse_listener.h"
#include "physics.h"
#include "configuration.h"
#include "entities.h"
//
// Namespaces
//
using namespace std;
using namespace NLMISC;
using namespace NL3D;
//
// Variables
//
namespace SBCLIENT {
/*******************************************************************
* GLOBALS *
*******************************************************************/
vector<UInstanceGroup*> InstanceGroups;
NLMISC::CVector SunDirection;
/*******************************************************************
* LANDSCAPE *
*******************************************************************/
static UVisualCollisionEntity *_AimingEntity = NULL;
static ULight *_Sun = NULL;
//
// Functions
//
void cbUpdateLandscape (CConfigFile::CVar &var)
{
// -- -- split this whole thing up, lol
if (var.Name == "FogStart")
Driver->setupFog (var.asFloat (),
ConfigFile->getVar ("FogEnd").asFloat (),
CRGBA(ConfigFile->getVar ("FogColor").asInt (0),
ConfigFile->getVar ("FogColor").asInt (1),
ConfigFile->getVar ("FogColor").asInt (2)));
else if (var.Name == "FogEnd")
Driver->setupFog (ConfigFile->getVar ("FogStart").asFloat (),
var.asFloat (),
CRGBA(ConfigFile->getVar ("FogColor").asInt (0),
ConfigFile->getVar ("FogColor").asInt (1),
ConfigFile->getVar ("FogColor").asInt (2)));
else if (var.Name == "FogColor")
Driver->setupFog(
ConfigFile->getVar ("FogStart").asFloat (),
ConfigFile->getVar ("FogEnd").asFloat (),
CRGBA(var.asInt (0), var.asInt (1), var.asInt (2)));
else if (var.Name == "FogEnable")
{
Driver->enableFog(var.asBool());
Driver->setupFog(
ConfigFile->getVar("FogStart").asFloat(),
ConfigFile->getVar("FogEnd").asFloat(),
CRGBA(ConfigFile->getVar("FogColor").asInt(0),
ConfigFile->getVar ("FogColor").asInt(1),
ConfigFile->getVar ("FogColor").asInt(2)));
}
else if (var.Name == "SunAmbientColor")
{
_Sun->setAmbiant (CRGBA (var.asInt(0), var.asInt(1), var.asInt(2)));
Driver->setLight (0, *_Sun);
}
else if (var.Name == "SunDiffuseColor")
{
_Sun->setDiffuse (CRGBA (var.asInt(0), var.asInt(1), var.asInt(2)));
Driver->setLight (0, *_Sun);
}
else if (var.Name == "SunSpecularColor")
{
_Sun->setSpecular (CRGBA (var.asInt(0), var.asInt(1), var.asInt(2)));
Driver->setLight (0, *_Sun);
}
else if (var.Name == "SunDirection")
{
SunDirection.set (var.asFloat(0), var.asFloat(1), var.asFloat(2));
_Sun->setDirection (SunDirection);
Driver->setLight (0, *_Sun);
}
else nlwarning ("Unknown variable update %s", var.Name.c_str());
}
static float _LandscapeVision;
static float _LandscapeVisionInitial;
static void cbMoreLandscapeStuff(CConfigFile::CVar &var)
{
if (var.Name == "LandscapeTileNear")
Landscape->setTileNear(var.asFloat());
else if (var.Name == "LandscapeThreshold")
Landscape->setThreshold(var.asFloat());
else if (var.Name == "LandscapeVision")
_LandscapeVision = var.asFloat();
else if (var.Name == "LandscapeVisionInitial")
_LandscapeVisionInitial = var.asFloat();
else if (var.Name == "LandscapeReceiveShadowMap")
Landscape->enableReceiveShadowMap(var.asBool());
else nlwarning("Unknown variable update %s", var.Name.c_str());
}
void initLight()
{
// -- -- sun or whatever light, simple use, doesn't need class yet
_Sun = ULight::createLight();
nlassert(_Sun);
_Sun->setMode(ULight::DirectionalLight);
Driver->enableLight(0);
ConfigFile->setCallback("SunAmbientColor", cbUpdateLandscape);
ConfigFile->setCallback("SunDiffuseColor", cbUpdateLandscape);
ConfigFile->setCallback("SunSpecularColor", cbUpdateLandscape);
ConfigFile->setCallback("SunDirection", cbUpdateLandscape);
cbUpdateLandscape(ConfigFile->getVar("SunAmbientColor"));
cbUpdateLandscape(ConfigFile->getVar("SunDiffuseColor"));
cbUpdateLandscape(ConfigFile->getVar("SunSpecularColor"));
cbUpdateLandscape(ConfigFile->getVar("SunDirection"));
}
void releaseLight()
{
// -- -- just data
ConfigFile->setCallback("SunAmbientColor", NULL);
ConfigFile->setCallback("SunDiffuseColor", NULL);
ConfigFile->setCallback("SunSpecularColor", NULL);
ConfigFile->setCallback("SunDirection", NULL);
delete _Sun; _Sun = NULL;
}
void initLandscape()
{
ConfigFile->setCallback ("FogStart", cbUpdateLandscape);
ConfigFile->setCallback ("FogEnd", cbUpdateLandscape);
ConfigFile->setCallback ("FogColor", cbUpdateLandscape);
ConfigFile->setCallback ("FogEnable", cbUpdateLandscape);
cbUpdateLandscape (ConfigFile->getVar ("FogStart"));
cbUpdateLandscape (ConfigFile->getVar ("FogEnd"));
cbUpdateLandscape (ConfigFile->getVar ("FogColor"));
cbUpdateLandscape (ConfigFile->getVar ("FogEnable"));
// -- -- start of init for "instance groups loaded from config"
CConfigFile::CVar igv = ConfigFile->getVar("InstanceGroups");
for (uint32 i = 0; i < igv.size (); i++)
{
UInstanceGroup *inst = UInstanceGroup::createInstanceGroup (igv.asString (i));
if (inst == NULL)
{
nlwarning ("Instance group '%s' not found", igv.asString (i).c_str ());
}
else
{
inst->addToScene (*Scene);
InstanceGroups.push_back (inst);
}
}
// -- -- start of init for "landscape around camera that gets data from config"
// create the landscape
nlassert(!Landscape);
Landscape = Scene->createLandscape();
// load the bank files
Landscape->loadBankFiles(
CPath::lookup(ConfigFile->getVar("LandscapeBankName").asString()),
CPath::lookup(ConfigFile->getVar("LandscapeFarBankName").asString()));
Landscape->invalidateAllTiles();
// -- -- this doesn't do anything useful
//// setup the zone path
//Landscape->setZonePath(ConfigFile->getVar("DataPath").asString() + "zones/");
// -- -- do this when character appears or does far teleport
//// and eventually, load the zones around the starting point.
//Landscape->loadAllZonesAround (CVector(ConfigFile->getVar("StartPoint").asFloat(0),
// ConfigFile->getVar("StartPoint").asFloat(1),
// ConfigFile->getVar("StartPoint").asFloat(2)),
// 1000.0f);
// color of the landscape shadow
CRGBA diffuse(
ConfigFile->getVar("LandscapeDiffuseColor").asInt(0),
ConfigFile->getVar("LandscapeDiffuseColor").asInt(1),
ConfigFile->getVar("LandscapeDiffuseColor").asInt(2));
CRGBA ambient(
ConfigFile->getVar("LandscapeAmbiantColor").asInt(0),
ConfigFile->getVar("LandscapeAmbiantColor").asInt(1),
ConfigFile->getVar("LandscapeAmbiantColor").asInt(2));
Landscape->setupStaticLight(
diffuse, ambient,
ConfigFile->getVar("LandscapeMultiplyFactor").asFloat());
CConfiguration::setAndCallback("LandscapeReceiveShadowMap", cbMoreLandscapeStuff);
CConfiguration::setAndCallback("LandscapeTileNear", cbMoreLandscapeStuff);
CConfiguration::setAndCallback("LandscapeThreshold", cbMoreLandscapeStuff);
CConfiguration::setAndCallback("LandscapeVision", cbMoreLandscapeStuff);
CConfiguration::setAndCallback("LandscapeVisionInitial", cbMoreLandscapeStuff);
}
void releaseLandscape()
{
CConfiguration::dropCallback("LandscapeReceiveShadowMap");
CConfiguration::dropCallback("LandscapeTileNear");
CConfiguration::dropCallback("LandscapeThreshold");
CConfiguration::dropCallback("LandscapeVision");
CConfiguration::dropCallback("LandscapeVisionInitial");
// release config'd instancegroups
for (vector<UInstanceGroup *>::iterator it(InstanceGroups.begin()), end(InstanceGroups.end()); it != end; ++it)
{
(*it)->removeFromScene(*Scene);
delete (*it);
}
InstanceGroups.clear();
// -- -- release for cameralandscape
Scene->deleteLandscape(Landscape);
Landscape = NULL;
ConfigFile->setCallback("FogStart", NULL);
ConfigFile->setCallback("FogEnd", NULL);
ConfigFile->setCallback("FogColor", NULL);
ConfigFile->setCallback("FogEnable", NULL);
}
void initAiming()
{
// -- -- belongs in "camera that follows entity and can be used to aim"
// -- -- random note: is an extension of "camera that follows entity"
// Create an aiming entity
_AimingEntity = VisualCollisionManager->createEntity();
_AimingEntity->setCeilMode(true);
}
void releaseAiming()
{
// -- -- belongs in CAimingEntityCamera
VisualCollisionManager->deleteEntity(_AimingEntity);
}
// -- -- mix with following bit of code for higher accuracy
//NLMISC::CVector CSceneryMouse::getLandscape()
//{
// if (_LandscapeCached) return _LandscapeCache;
// CViewport v = _Driver->getViewport();
// CVector pos, dir; -- -- random note: this code gets the landscape position where the mouse is pointing at
// v.getRayWithPoint(_X * v.getWidth(), _Y * v.getHeight(), pos, dir, _Camera.getMatrix(), _Camera.getFrustum());
// dir.normalize();
// dir *= 50;
// -- -- float rc = _Landscape->getRayCollision(pos, pos + dir);
// -- -- _LandscapeCache = pos + (rc * dir);
// _LandscapeCached = true;
// return _LandscapeCache;
//}
// -- -- if higher than 50 or something, use code below
CVector getTarget(const CVector &start, const CVector &step, uint numSteps)
{
CVector testPos = start;
uint i;
for (i=0; i<numSteps; ++i)
{
CVector snapped = testPos,
normal;
// here use normal to check if we have collision
if (_AimingEntity->snapToGround(snapped, normal) && (testPos.z-snapped.z)*normal.z < 0.0f)
{
testPos -= step*0.5f;
break;
}
testPos += step;
}
return testPos;
}
CVector getTarget(CTrajectory &trajectory, TLocalTime dtSteps, uint numSteps)
{
TLocalTime t = trajectory.getStartTime();
CVector testPos;
uint i;
for (i=0; i<numSteps; ++i)
{
testPos = trajectory.eval(t);
CVector snapped = testPos,
normal;
// here use normal to check if we have collision
if (_AimingEntity->snapToGround(snapped, normal) && (testPos.z-snapped.z)*normal.z < 0.0f)
{
t -= (dtSteps/2);
testPos = trajectory.eval(t);
break;
}
t += dtSteps;
}
return testPos;
}
void updateLandscape()
{
// -- -- update for CCameraLandscape
// -- -- no need to go to snowballs mouse listener, can probly get this
// from a NL3D::UCamera, NLPACS::UMovePrimitive or NL3D::UInstance too.
// -- -- random note: make a CControllableMovePrimitiveEntityInstance or something
// -- -- should get the player position and not the camera position,
// most optimal for camera rotating around player.
// load the zones around the viewpoint
Landscape->refreshZonesAround(
Scene->getCam().getMatrix().getPos(), _LandscapeVision);
//_Landscape->refreshZonesAround(MouseListener->getViewMatrix().getPos(), 1000.0f);
}
void loadAllZonesAround()
{
/*Landscape->loadAllZonesAround(
Scene->getCam().getMatrix().getPos(), _LandscapeVisionInitial);*/
Landscape->loadAllZonesAround(Self->Position, _LandscapeVisionInitial);
}
/*
CVector getTarget(const CVector &start, const CVector &step, uint numSteps)
{
CVector testPos = start;
uint i;
for (i=0; i<numSteps; ++i)
{
// For each step, check if the snapped position is backward the normal
CVector snapped = testPos;
CVector normal;
// here use normal to check if we have collision
if (AimingEntity->snapToGround(snapped, normal) && (testPos.z-snapped.z)*normal.z < 0.0f)
{
testPos -= step*0.5f;
break;
}
testPos += step;
}
return testPos;
}
*/
// -- -- snowballs specific commands, not for the landscape class itself, it assumes using
// one landscape, and will get actual landscape from CSnowballsClient instance
// -- -- random note: there will only be one instance of CSnowballsClient,
// which is the class that takes care of what is currently done in client.cpp
//NLMISC_DYNVARIABLE(float,tilenear,"landscape tile near")
//{
// if (get)
// *pointer = Landscape->getTileNear();
// else
// Landscape->setTileNear(*pointer);
//}
//
//NLMISC_DYNVARIABLE(float,threshold,"landscape threshold")
//{
// if (get)
// *pointer = Landscape->getThreshold();
// else
// Landscape->setThreshold(*pointer);
//}
//
//// boost to
//NLMISC_COMMAND(boost,"switch landscape parameters between high speed and high quality","0|1")
//{
// if (args.size() != 1 ) return false;
// if ( args[0]=="1" )
// {
// ICommand::execute( "tilenear 5", CommandsLog);
// ICommand::execute( "threshold 1", CommandsLog);
// }
// else
// {
// ICommand::execute( "tilenear 100", CommandsLog);
// ICommand::execute( "threshold 0.01", CommandsLog);
// }
// return true;
//}
NLMISC_COMMAND(add_ig, "add instance group", "name")
{
if (args.size() != 1 ) return false;
UInstanceGroup *inst = UInstanceGroup::createInstanceGroup(args[0]);
if (inst == NULL) nlwarning("Instance group '%s' not found", args[0].c_str());
else
{
inst->addToScene(*Scene);
InstanceGroups.push_back(inst);
}
return true;
}
} /* namespace SBCLIENT */
/* end of file */