// NeL - MMORPG Framework // 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 . #include "std3d.h" #include "nel/3d/landscape_user.h" #include "nel/misc/file.h" #include "nel/misc/path.h" #include "nel/misc/hierarchical_timer.h" #include "nel/misc/progress_callback.h" using namespace NLMISC; namespace NL3D { H_AUTO_DECL( NL3D_UI_Landscape ) H_AUTO_DECL( NL3D_Render_Landscape_updateLightingAll ) H_AUTO_DECL( NL3D_Load_Landscape ) #define NL3D_HAUTO_UI_LANDSCAPE H_AUTO_USE( NL3D_UI_Landscape ) #define NL3D_HAUTO_LANDSCAPE_UPDATE_LIGHTING_ALL H_AUTO_USE( NL3D_Render_Landscape_updateLightingAll ) #define NL3D_HAUTO_LOAD_LANDSCAPE H_AUTO_USE( NL3D_Load_Landscape ) // *************************************************************************** CLandscapeUser::~CLandscapeUser() { // must ensure all loading is ended removeAllZones(); // then delete _Scene->deleteModel(_Landscape); _Landscape= NULL; } // **************************************************************************** void CLandscapeUser::setZonePath(const std::string &zonePath) { NL3D_HAUTO_UI_LANDSCAPE; _ZoneManager.setZonePath(zonePath); } // **************************************************************************** void CLandscapeUser::invalidateAllTiles() { _Landscape->Landscape.invalidateAllTiles(); } // **************************************************************************** void CLandscapeUser::loadBankFiles(const std::string &tileBankFile, const std::string &farBankFile) { NL3D_HAUTO_LOAD_LANDSCAPE; // Release all OLD tiles _Landscape->Landscape.releaseAllTiles(); // Clear the bank _Landscape->Landscape.TileBank.clear (); // First, load the banks. //======================= CIFile bankFile(CPath::lookup(tileBankFile)); _Landscape->Landscape.TileBank.serial(bankFile); // All textures path are relative! _Landscape->Landscape.TileBank.makeAllPathRelative(); // Use DDS!!! _Landscape->Landscape.TileBank.makeAllExtensionDDS(); // No absolute path _Landscape->Landscape.TileBank.setAbsPath (""); CIFile farbankFile(CPath::lookup(farBankFile)); _Landscape->Landscape.TileFarBank.serial(farbankFile); bankFile.close(); farbankFile.close(); } // **************************************************************************** void CLandscapeUser::flushTiles (NLMISC::IProgressCallback &progress) { // After loading the TileBank, and before initTileBanks(), must load the vegetables descritpor _Landscape->Landscape.TileBank.loadTileVegetableDescs(); // init the TileBanks descriptors if ( ! _Landscape->Landscape.initTileBanks() ) { nlwarning( "You need to recompute bank.farbank for the far textures" ); } // Count tiles uint tileCount = 0; sint ts; for (ts=0; ts<_Landscape->Landscape.TileBank.getTileSetCount (); ts++) { CTileSet *tileSet=_Landscape->Landscape.TileBank.getTileSet (ts); tileCount += tileSet->getNumTile128(); tileCount += tileSet->getNumTile256(); tileCount += CTileSet::count; } // Second, temporary, flushTiles. //=============================== uint tile = 0; for (ts=0; ts<_Landscape->Landscape.TileBank.getTileSetCount (); ts++) { CTileSet *tileSet=_Landscape->Landscape.TileBank.getTileSet (ts); sint tl; for (tl=0; tlgetNumTile128(); tl++) { // Progress bar progress.progress ((float)tile/(float)tileCount); tile++; _Landscape->Landscape.flushTiles (_Scene->getDriver(), (uint16)tileSet->getTile128(tl), 1); } for (tl=0; tlgetNumTile256(); tl++) { // Progress bar progress.progress ((float)tile/(float)tileCount); tile++; _Landscape->Landscape.flushTiles (_Scene->getDriver(), (uint16)tileSet->getTile256(tl), 1); } for (tl=0; tlLandscape.flushTiles (_Scene->getDriver(), (uint16)tileSet->getTransition(tl)->getTile (), 1); } } } // **************************************************************************** void CLandscapeUser::loadAllZonesAround(const CVector &pos, float radius, std::vector &zonesAdded) { NL3D_HAUTO_LOAD_LANDSCAPE; zonesAdded.clear(); _ZoneManager.checkZonesAround ((uint)pos.x, (uint)(-pos.y), (uint)radius); while (_ZoneManager.isLoading()) { CZoneManager::SZoneManagerWork Work; if (_ZoneManager.isWorkComplete(Work)) { nlassert(!Work.ZoneRemoved); if (Work.ZoneAdded) { if (Work.Zone == (CZone*)-1) { nlwarning ("Can't load zone %s", Work.NameZoneAdded.c_str ()); } else { _Landscape->Landscape.addZone (*Work.Zone); delete Work.Zone; std::string zoneadd = Work.NameZoneAdded; zoneadd = zoneadd.substr(0, zoneadd.find('.')); zonesAdded.push_back(zoneadd); } } } else { nlSleep (1); } _ZoneManager.checkZonesAround ((uint)pos.x, (uint)(-pos.y), (uint)radius); } // Yoyo: must check the binds of the zones. _Landscape->Landscape.checkBinds(); } // **************************************************************************** void CLandscapeUser::refreshAllZonesAround(const CVector &pos, float radius, std::vector &zonesAdded, std::vector &zonesRemoved, NLMISC::IProgressCallback &progress, const std::vector *validZoneIds) { NL3D_HAUTO_LOAD_LANDSCAPE; zonesAdded.clear(); zonesRemoved.clear(); std::string za, zr; _ZoneManager.checkZonesAround ((uint)pos.x, (uint)(-pos.y), (uint)radius, validZoneIds); refreshZonesAround (pos, radius, za, zr); // Zone to load uint zoneToLoad = _ZoneManager.getNumZoneLeftToLoad (); while (_ZoneManager.isLoading() || _ZoneManager.isRemoving()) { // Progress bar if (zoneToLoad != 0) progress.progress ((float)(zoneToLoad-_ZoneManager.getNumZoneLeftToLoad ())/(float)zoneToLoad); refreshZonesAround (pos, radius, za, zr); // some zone added or removed?? if(za != "") zonesAdded.push_back(za); if(zr != "") zonesRemoved.push_back(zr); _ZoneManager.checkZonesAround ((uint)pos.x, (uint)(-pos.y), (uint)radius); if (_ZoneManager.isLoading()) nlSleep (0); } } // *************************************************************************** void CLandscapeUser::getAllZoneLoaded(std::vector &zoneLoaded) const { // Build the list of zoneId. std::vector zoneIds; _Landscape->Landscape.getZoneList(zoneIds); // transcript zoneLoaded.clear(); zoneLoaded.resize(zoneIds.size()); for(uint i=0;i dummy; loadAllZonesAround(pos, radius, dummy); } // **************************************************************************** void CLandscapeUser::refreshZonesAround(const CVector &pos, float radius) { NL3D_HAUTO_LOAD_LANDSCAPE; std::string dummy1, dummy2; refreshZonesAround(pos, radius, dummy1, dummy2); } // **************************************************************************** void CLandscapeUser::refreshZonesAround(const CVector &pos, float radius, std::string &zoneAdded, std::string &zoneRemoved, const std::vector *validZoneIds) { NL3D_HAUTO_LOAD_LANDSCAPE; zoneRemoved= ""; zoneAdded= ""; CZoneManager::SZoneManagerWork Work; // Check if new zone must be added to landscape if (_ZoneManager.isWorkComplete(Work)) { if (Work.ZoneAdded) { if (Work.Zone == (CZone*)-1) { //nlwarning ("Can't load zone %s", Work.NameZoneAdded.c_str ()); } else { _Landscape->Landscape.addZone(*Work.Zone); // Yoyo: must check the binds of the new inserted zone. try { _Landscape->Landscape.checkBinds(Work.Zone->getZoneId()); } catch (EBadBind &e) { nlwarning ("Bind error : %s", e.what()); nlstopex(("Zone Data Bind Error. Please send a report. You may continue but it should crash!")); } delete Work.Zone; zoneAdded = Work.NameZoneAdded; zoneAdded = zoneAdded.substr(0, zoneAdded.find('.')); } } // Check if a zone must be removed from landscape if (Work.ZoneRemoved) { _Landscape->Landscape.removeZone (Work.IdZoneToRemove); zoneRemoved = Work.NameZoneRemoved; zoneRemoved = zoneRemoved.substr(0, zoneRemoved.find('.')); } } _ZoneManager.checkZonesAround((uint)pos.x, (uint)(-pos.y), (uint)radius, validZoneIds); } // **************************************************************************** void CLandscapeUser::removeAllZones() { NL3D_HAUTO_LOAD_LANDSCAPE; // Ensure Async Loading is ended CZoneManager::SZoneManagerWork Work; while (_ZoneManager.isLoading()) { if (_ZoneManager.isWorkComplete(Work)) { // Zone to add? if (Work.ZoneAdded) { if (Work.Zone == (CZone*)-1) { nlwarning ("Can't load zone %s", Work.NameZoneAdded.c_str ()); } else { // just discard it! cause will be all cleared below delete Work.Zone; } } // Zone to remove? if (Work.ZoneRemoved) { _Landscape->Landscape.removeZone (Work.IdZoneToRemove); } } else { nlSleep(1); } } // Then do a full clear _Landscape->Landscape.clear(); _ZoneManager.clear(); } // **************************************************************************** void CLandscapeUser::setupStaticLight (const CRGBA &diffuse, const CRGBA &ambiant, float multiply) { NL3D_HAUTO_UI_LANDSCAPE; _Landscape->Landscape.setupStaticLight(diffuse, ambiant, multiply); } // **************************************************************************** void CLandscapeUser::setThreshold (float thre) { NL3D_HAUTO_UI_LANDSCAPE; _Landscape->Landscape.setThreshold(thre); } // **************************************************************************** float CLandscapeUser::getThreshold () const { NL3D_HAUTO_UI_LANDSCAPE; return _Landscape->Landscape.getThreshold(); } // **************************************************************************** void CLandscapeUser::setTileNear (float tileNear) { NL3D_HAUTO_UI_LANDSCAPE; _Landscape->Landscape.setTileNear(tileNear); } // **************************************************************************** float CLandscapeUser::getTileNear () const { NL3D_HAUTO_UI_LANDSCAPE; return _Landscape->Landscape.getTileNear(); } // **************************************************************************** void CLandscapeUser::setTileMaxSubdivision (uint tileDiv) { NL3D_HAUTO_UI_LANDSCAPE; _Landscape->Landscape.setTileMaxSubdivision(tileDiv); } // **************************************************************************** uint CLandscapeUser::getTileMaxSubdivision () { NL3D_HAUTO_UI_LANDSCAPE; return _Landscape->Landscape.getTileMaxSubdivision(); } // **************************************************************************** std::string CLandscapeUser::getZoneName(const CVector &pos) { NL3D_HAUTO_UI_LANDSCAPE; return _ZoneManager.getZoneName((uint)pos.x, (uint)(-pos.y), 0, 0).first; } // **************************************************************************** CVector CLandscapeUser::getHeightFieldDeltaZ(float x, float y) const { NL3D_HAUTO_UI_LANDSCAPE; return _Landscape->Landscape.getHeightFieldDeltaZ(x,y); } // **************************************************************************** void CLandscapeUser::setHeightField(const CHeightMap &hf) { NL3D_HAUTO_UI_LANDSCAPE; _Landscape->Landscape.setHeightField(hf); } // **************************************************************************** void CLandscapeUser::enableVegetable(bool enable) { NL3D_HAUTO_UI_LANDSCAPE; _Landscape->Landscape.enableVegetable(enable); } // **************************************************************************** void CLandscapeUser::loadVegetableTexture(const std::string &textureFileName) { NL3D_HAUTO_LOAD_LANDSCAPE; _Landscape->Landscape.loadVegetableTexture(textureFileName); } // **************************************************************************** void CLandscapeUser::setupVegetableLighting(const CRGBA &ambient, const CRGBA &diffuse, const CVector &directionalLight) { NL3D_HAUTO_UI_LANDSCAPE; _Landscape->Landscape.setupVegetableLighting(ambient, diffuse, directionalLight); } // **************************************************************************** void CLandscapeUser::setVegetableWind(const CVector &windDir, float windFreq, float windPower, float windBendMin) { NL3D_HAUTO_UI_LANDSCAPE; _Landscape->Landscape.setVegetableWind(windDir, windFreq, windPower, windBendMin); } // **************************************************************************** void CLandscapeUser::setVegetableUpdateLightingFrequency(float freq) { NL3D_HAUTO_UI_LANDSCAPE; _Landscape->Landscape.setVegetableUpdateLightingFrequency(freq); } // **************************************************************************** void CLandscapeUser::setUpdateLightingFrequency(float freq) { NL3D_HAUTO_UI_LANDSCAPE; _Landscape->Landscape.setUpdateLightingFrequency(freq); } // **************************************************************************** void CLandscapeUser::enableAdditive (bool enable) { NL3D_HAUTO_UI_LANDSCAPE; _Landscape->enableAdditive(enable); } // **************************************************************************** bool CLandscapeUser::isAdditiveEnabled () const { NL3D_HAUTO_UI_LANDSCAPE; return _Landscape->isAdditive (); } // **************************************************************************** void CLandscapeUser::setPointLightDiffuseMaterial(CRGBA diffuse) { NL3D_HAUTO_UI_LANDSCAPE; _Landscape->Landscape.setPointLightDiffuseMaterial(diffuse); } // **************************************************************************** CRGBA CLandscapeUser::getPointLightDiffuseMaterial () const { NL3D_HAUTO_UI_LANDSCAPE; return _Landscape->Landscape.getPointLightDiffuseMaterial(); } // **************************************************************************** void CLandscapeUser::setDLMGlobalVegetableColor(CRGBA gvc) { NL3D_HAUTO_UI_LANDSCAPE; _Landscape->Landscape.setDLMGlobalVegetableColor(gvc); } // **************************************************************************** CRGBA CLandscapeUser::getDLMGlobalVegetableColor() const { NL3D_HAUTO_UI_LANDSCAPE; return _Landscape->Landscape.getDLMGlobalVegetableColor(); } // **************************************************************************** void CLandscapeUser::updateLightingAll() { NL3D_HAUTO_LANDSCAPE_UPDATE_LIGHTING_ALL; _Landscape->Landscape.updateLightingAll(); } // **************************************************************************** void CLandscapeUser::postfixTileFilename (const char *postfix) { NL3D_HAUTO_LANDSCAPE_UPDATE_LIGHTING_ALL; _Landscape->Landscape.TileBank.postfixTileFilename (postfix); } // **************************************************************************** void CLandscapeUser::postfixTileVegetableDesc (const char *postfix) { NL3D_HAUTO_LANDSCAPE_UPDATE_LIGHTING_ALL; _Landscape->Landscape.TileBank.postfixTileVegetableDesc (postfix); } // *************************************************************************** void CLandscapeUser::enableReceiveShadowMap(bool state) { _Landscape->enableReceiveShadowMap(state); } // *************************************************************************** bool CLandscapeUser::canReceiveShadowMap() const { return _Landscape->canReceiveShadowMap(); } // *************************************************************************** void CLandscapeUser::setRefineCenterAuto(bool mode) { _Landscape->setRefineCenterAuto(mode); } // *************************************************************************** void CLandscapeUser::setRefineCenterUser(const CVector &refineCenter) { _Landscape->setRefineCenterUser(refineCenter); } // *************************************************************************** bool CLandscapeUser::getRefineCenterAuto() const { return _Landscape->getRefineCenterAuto(); } // *************************************************************************** const CVector &CLandscapeUser::getRefineCenterUser() const { return _Landscape->getRefineCenterUser(); } // *************************************************************************** void CLandscapeUser::addTileCallback(ULandscapeTileCallback *cb) { NL3D_HAUTO_UI_LANDSCAPE; _Landscape->Landscape.addTileCallback(cb); } // *************************************************************************** void CLandscapeUser::removeTileCallback(ULandscapeTileCallback *cb) { NL3D_HAUTO_UI_LANDSCAPE; _Landscape->Landscape.removeTileCallback(cb); } // *************************************************************************** bool CLandscapeUser::isTileCallback(ULandscapeTileCallback *cb) { NL3D_HAUTO_UI_LANDSCAPE; return _Landscape->Landscape.isTileCallback(cb); } // *************************************************************************** void CLandscapeUser::setZFunc(UMaterial::ZFunc val) { NL3D_HAUTO_UI_LANDSCAPE; _Landscape->Landscape.setZFunc((CMaterial::ZFunc)val); } // *************************************************************************** const CZone* CLandscapeUser::getZone (sint zoneId) const { NL3D_HAUTO_UI_LANDSCAPE; return _Landscape->Landscape.getZone(zoneId); } // *************************************************************************** void CLandscapeUser::setVegetableDensity(float density) { NL3D_HAUTO_UI_LANDSCAPE; _Landscape->Landscape.setVegetableDensity(density); } // *************************************************************************** float CLandscapeUser::getVegetableDensity() const { NL3D_HAUTO_UI_LANDSCAPE; return _Landscape->Landscape.getVegetableDensity(); } // *************************************************************************** float CLandscapeUser::getRayCollision(const NLMISC::CVector &start, const NLMISC::CVector &end) { NL3D_HAUTO_UI_LANDSCAPE; return _Landscape->Landscape.getRayCollision(start, end); } } // NL3D