khanat-code-old/code/snowballs2/client/src/camera.cpp

252 lines
6.8 KiB
C++

// 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 <cmath>
#include <sstream>
#include <nel/misc/vectord.h>
#include <nel/misc/config_file.h>
#include <nel/3d/u_camera.h>
#include <nel/3d/u_driver.h>
#include <nel/3d/u_scene.h>
#include <nel/3d/u_instance.h>
#include <nel/3d/u_skeleton.h>
#include <nel/3d/u_visual_collision_entity.h>
#include <nel/3d/u_visual_collision_manager.h>
#include <nel/3d/u_cloud_scape.h>
#include <nel/3d/viewport.h>
#include <nel/3d/stereo_hmd.h>
#include "snowballs_client.h"
#include "entities.h"
#include "mouse_listener.h"
#include "pacs.h"
//
// Namespaces
//
using namespace std;
using namespace NLMISC;
using namespace NL3D;
namespace SBCLIENT {
//
// Variables
//
// The camera for the whole scene
UCamera Camera = NULL;
// The collision entity use to snap the camera on the ground
UVisualCollisionEntity *CamCollisionEntity = NULL;
// The particle system for the snowing effect
static UInstance Snow = NULL;
// The sky 3D objects
UScene *SkyScene = NULL;
UCamera SkyCamera = NULL;
static UInstance Sky = NULL;
static UCloudScape *Clouds = NULL;
IStereoDisplay *StereoDisplay = NULL;
IStereoHMD *StereoHMD = NULL;
//
// Functions
//
void initCamera()
{
if (ConfigFile->getVar("HMDEnable").asBool())
{
std::vector<NL3D::CStereoDeviceInfo> devices;
IStereoDisplay::listDevices(devices);
for (std::vector<NL3D::CStereoDeviceInfo>::iterator it(devices.begin()), end(devices.end()); it != end; ++it)
{
std::stringstream name;
name << std::string("[") << it->Serial << "] [" << IStereoDisplay::getLibraryName(it->Library) << " - " << it->Manufacturer << " - " << it->ProductName << "]";
nlinfo("Stereo Display: %s", name.str().c_str());
}
CStereoDeviceInfo *deviceInfo = NULL;
std::string hmdDeviceCfg = ConfigFile->getVar("HMDDevice").asString();
if (hmdDeviceCfg == std::string("Auto")
&& devices.begin() != devices.end())
{
for (std::vector<NL3D::CStereoDeviceInfo>::iterator it(devices.begin()), end(devices.end()); it != end; ++it)
{
if (it->AllowAuto)
{
deviceInfo = &devices[0];
}
}
}
else
{
std::string hmdDeviceId = ConfigFile->getVar("HMDDeviceId").asString();
for (std::vector<NL3D::CStereoDeviceInfo>::iterator it(devices.begin()), end(devices.end()); it != end; ++it)
{
std::stringstream name;
name << IStereoDisplay::getLibraryName(it->Library) << " - " << it->Manufacturer << " - " << it->ProductName;
if (name.str() == hmdDeviceCfg)
deviceInfo = &(*it);
if (hmdDeviceId == it->Serial)
break;
}
}
if (deviceInfo)
{
nlinfo("Create VR stereo display device");
StereoDisplay = IStereoDisplay::createDevice(*deviceInfo);
if (StereoDisplay)
{
if (deviceInfo->Class == CStereoDeviceInfo::StereoHMD)
{
nlinfo("Stereo display device is a HMD");
StereoHMD = static_cast<IStereoHMD *>(StereoDisplay);
StereoHMD->setScale(3.0f); // snowballs is about 4 units per meter
}
StereoDisplay->setDriver(Driver); // move after driver creation, move stereodisplay before driver creation
}
}
}
IStereoDisplay::releaseUnusedLibraries();
// Set up directly the camera
Camera = Scene->getCam();
Camera.setTransformMode (UTransformable::DirectMatrix);
Camera.setPerspective((float)Pi/2.f,
ConfigFile->getVar("ScreenWidth").asFloat() / ConfigFile->getVar("ScreenHeight").asFloat(),
0.1f, 1000.f);
Camera.lookAt (CVector(ConfigFile->getVar("StartPoint").asFloat(0),
ConfigFile->getVar("StartPoint").asFloat(1),
ConfigFile->getVar("StartPoint").asFloat(2)),
CVectorD (0,0,0));
CamCollisionEntity = VisualCollisionManager->createEntity();
CamCollisionEntity->setCeilMode(true);
// Create the snowing particle system
Snow = Scene->createInstance("snow.ps");
// And setup it
Snow.setTransformMode (UTransformable::DirectMatrix);
//
// Setup the sky scene
//
// -- -- not sure what the sky has to do with the camera
SkyScene = Driver->createScene(false);
SkyCamera = SkyScene->getCam ();
SkyCamera.setTransformMode (UTransformable::DirectMatrix);
// Set the very same frustum as the main camera
SkyCamera.setFrustum (Camera.getFrustum ());
Sky = SkyScene->createInstance("sky.shape");
Sky.setTransformMode (UTransformable::DirectMatrix);
Sky.setMatrix(CMatrix::Identity);
}
void releaseCamera()
{
SkyScene->deleteInstance(Sky);
Driver->deleteScene(SkyScene);
Scene->deleteInstance(Snow);
VisualCollisionManager->deleteEntity(CamCollisionEntity);
if (StereoHMD)
{
delete StereoHMD;
StereoHMD = NULL;
StereoDisplay = NULL;
}
delete StereoDisplay;
StereoDisplay = NULL;
IStereoDisplay::releaseAllLibraries();
}
void updateCamera()
{
if (StereoHMD)
{
NLMISC::CQuat hmdOrient = StereoHMD->getOrientation();
NLMISC::CMatrix camMatrix = Camera.getMatrix();
NLMISC::CMatrix hmdMatrix;
hmdMatrix.setRot(hmdOrient);
NLMISC::CMatrix posMatrix; // minimal head modeling, will be changed in the future
posMatrix.translate(StereoHMD->getEyePosition());
Camera.setMatrix((camMatrix * hmdMatrix) * posMatrix);
}
// Set the new position of the snow emitter
CMatrix mat = CMatrix::Identity;
mat.setPos (Camera.getMatrix().getPos()/*+CVector (0.0f, 0.0f, -10.0f)*/);
Snow.setMatrix(mat);
}
void initSky()
{
// -- -- or what the clouds have to do with the sky
SCloudScapeSetup css;
Clouds = Scene->createCloudScape ();
Clouds->init (&css);
Clouds->setQuality (160);
Clouds->setNbCloudToUpdateIn80ms (1);
}
void releaseSky()
{
Scene->deleteCloudScape(Clouds);
}
// -- -- random note: update and render makes more sense than animate and update
void animateSky(double dt)
{
if (!StereoHMD) Clouds->anim(dt);
SkyScene->animate(AnimationTime);
}
// this is actually render
void updateSky()
{
CMatrix skyCameraMatrix;
skyCameraMatrix.identity();
//
skyCameraMatrix= Camera.getMatrix();
skyCameraMatrix.setPos(CVector::Null);
SkyCamera.setMatrix(skyCameraMatrix);
SkyScene->render();
// Must clear ZBuffer For incoming rendering.
Driver->clearZBuffer();
if (!StereoHMD) // Cloudscape not supported (fix Viewport please)
Clouds->render();
}
} /* namespace SBCLIENT */
/* end of file */