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/* 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 <http://www.gnu.org/licenses/>.
*/
/*
* Sky settings, texture management and rendering.
*/
#include "precompiled.h"
#include <algorithm>
#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"
#include "graphics/TextureManager.h"
///////////////////////////////////////////////////////////////////////////////////////////////
// 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;
m_SkySet = L"";
m_HorizonHeight = -150.0f;
}
///////////////////////////////////////////////////////////////////
// Load all sky textures
void SkyManager::LoadSkyTextures()
{
for (size_t i = 0; i < ARRAY_SIZE(m_SkyTexture); ++i)
{
VfsPath path = VfsPath("art/textures/skies") / m_SkySet / (Path::String(s_imageNames[i])+L".dds");
CTextureProperties textureProps(path);
textureProps.SetWrap(GL_CLAMP_TO_EDGE);
CTexturePtr texture = g_Renderer.GetTextureManager().CreateTexture(textureProps);
texture->Prefetch();
m_SkyTexture[i] = texture;
}
}
///////////////////////////////////////////////////////////////////
// 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;
LoadSkyTextures();
}
///////////////////////////////////////////////////////////////////
// Generate list of available skies
std::vector<CStrW> SkyManager::GetSkySets() const
{
std::vector<CStrW> 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)
{
LOGERROR(L"Error opening directory '%ls'", path.string().c_str());
return std::vector<CStrW>(1, GetSkySet()); // just return what we currently have
}
for(size_t i = 0; i < subdirectories.size(); i++)
skies.push_back(subdirectories[i].string());
sort(skies.begin(), skies.end());
return skies;
}
///////////////////////////////////////////////////////////////////
// Render sky
void SkyManager::RenderSky()
{
#if CONFIG2_GLES
#warning TODO: implement SkyManager::RenderSky for GLES
#else
// 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.
// Do nothing unless SetSkySet was called
if (m_SkySet.empty())
return;
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)
m_SkyTexture[FRONT]->Bind();
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)
m_SkyTexture[BACK]->Bind();
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)
m_SkyTexture[RIGHT]->Bind();
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)
m_SkyTexture[LEFT]->Bind();
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)
m_SkyTexture[TOP]->Bind();
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 );
#endif
}
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