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/* $Id: HFWorld.cpp,v 1.34 2003/03/20 17:23:25 zongo Exp $
**
** Ark - Libraries, Tools & Programs for MMORPG developpements.
** Copyright (C) 1999-2000 The Contributors of the Ark Project
** Please see the file "AUTHORS" for a list of contributors
**
** This program 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.
**
** 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 General Public License for more details.
**
** You should have received a copy of the GNU General Public License
** along with this program; if not, write to the Free Software
** Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#ifdef WIN32
#include <windows.h>
#endif
#include <GL/gl.h>
#include <sstream>
// For memcpy
#include <string.h>
#include <Ark/ArkConfig.h>
#include <Ark/ArkFileSys.h>
#include <Ark/ArkLight.h>
#include <Ark/ArkRenderer.h>
#include <Ark/ArkSystem.h>
#include <Modules/HeightField/HFWorld.h>
#include <Modules/HeightField/HFQuadtree.h>
#include <Modules/HeightField/SkyDome.h>
// =======================================================================
bool g_DrawTerrain = true;
bool g_DrawEntities = true;
bool g_DrawSkels = false;
#define DEBUG_FOG 1
// =======================================================================
namespace Ark
{
// Allocate a new "size*size" height field
HeightField::HeightField (Cache *cache, WorldUpdater *upd) :
World (cache,upd),
m_OffsetX (0.0f),
m_OffsetZ (0.0f),
m_SizeX (0),
m_SizeZ (0),
m_Scale (0.25f),
m_ScaleY(0.0125f),
m_Y (0),
m_G (0),
// By default there's no pathfinder (it takes a lot of memory)
// call InitPathfinder() to enable it...
m_Pathfinder (0),
m_Quadtree (0),
m_SkyDome (0)
{
}
// Destroy the given Height-field.
HeightField::~HeightField ()
{
delete[] m_Y;
delete[] m_G;
DestroyPathfinder();
delete m_Quadtree;
delete m_SkyDome;
}
bool HeightField::LoadLight (int aLightNum, Light &light)
{
std::string type, prefix;
std::ostringstream prefixs;
prefixs << "light::Light" << aLightNum << "::";
prefix = prefixs.str();
type = m_Config.GetStr (prefix + "Type", "");
if (type == std::string("ambient"))
light = Light (LIGHT_AMBIENT);
else if (type == std::string("directional"))
light = Light (LIGHT_DIRECTIONAL);
else if (type == std::string("point"))
light = Light (LIGHT_POINT);
else if (type == std::string("spot"))
light = Light (LIGHT_SPOT);
else
{
// FIXME: need an explicit message if there is a wrong type...
return false;
}
// Retrieve light color
light.SetColor
(Color (m_Config.GetScalar (prefix+"Color::R", 1.0f),
m_Config.GetScalar (prefix+"Color::G", 1.0f),
m_Config.GetScalar (prefix+"Color::B", 1.0f)));
// Retrieve light position
light.SetPosition
(Vector3 (m_Config.GetScalar (prefix + "Position::X", 0.0f),
m_Config.GetScalar (prefix + "Position::Y", 0.0f),
m_Config.GetScalar (prefix + "Position::Z", 0.0f)));
// Retrieve attenuation
light.SetAttenuation
(m_Config.GetScalar (prefix + "Attenuation", 1.0f));
return true;
}
/**
* Some notes on the game data : in the directory pointed to by \c path,
* there should be a configuration file called world.cfg, which contains
* general informations about the world, and informations about the
* heightfield.
* The variable \c heightfield::HeightData should point to a 8bit gray
* texture containing elevation data. There should also be a
* heightfield::GroundData pointing to a 8bit gray image, each level of
* gray being an index in the groundtype list. The last thing needed is
* a list of ground types present in the map.
*/
bool
HeightField::Load (const String &path)
{
if (! m_Config.Load(path + "/world.cfg"))
return false;
if (Sys()->FS()->IsFile(path + "/world-misc.cfg"))
{
Sys()->Log("Loading additional file : %s\n",
(path+"/world-misc.cfg").c_str());
m_Config.Load(path + "/world-misc.cfg");
}
m_SkyDome = new SkyDome(m_Cache, m_Config);
m_SkyDome->Build();
m_OffsetX = m_Config.GetScalar ("heightfield::OffsetX", 0.0f);
m_OffsetZ = m_Config.GetScalar ("heightfield::OffsetZ", 0.0f);
m_Scale = m_Config.GetScalar ("heightfield::Scale", 1.0f);
m_ScaleY = m_Config.GetScalar ("heightfield::ScaleY", 1.0f);
/// Load elevation map.
String hdata = m_Config.GetStr("heightfield::HeightData", String());
const scalar timeOfDay = m_Config.GetScalar ("atmosphere::TimeOfDay",
0.11f);
SetTimeOfDay(timeOfDay);
const scalar fogRed = m_Config.GetScalar ("atmosphere::FogRed", 0.8f);
const scalar fogGreen = m_Config.GetScalar ("atmosphere::FogGreen", 0.8f);
const scalar fogBlue = m_Config.GetScalar ("atmosphere::FogBlue", 1.0f);
SetFogColor(Color(fogRed, fogGreen, fogBlue, 1.0f));
const scalar fogDensity = m_Config.GetScalar ("atmosphere::FogDensity", 0.0065f);
SetFogDensity(fogDensity);
// constant size of loaded images
int size = -1;
// Load elevation map
{
ImagePtr elevation;
m_Cache->Get (V_IMAGE, hdata, elevation);
if (!elevation || elevation->m_Format != Image::I_8)
return false;
m_SizeX = elevation->m_Width;
m_SizeZ = elevation->m_Height;
// compute image size
size = m_SizeX * m_SizeZ;
// allocate memory for height field
m_Y = new Height[size];
for (int elevationIndex=0; elevationIndex<size ; ++elevationIndex)
m_Y[elevationIndex] = elevation->m_Data[elevationIndex];
}
/// Load ground map.
{
ImagePtr groundmap;
m_Cache->Get (V_IMAGE,
m_Config.GetStr("heightfield::GroundData",""),
groundmap);
if (!groundmap || groundmap->m_Format != Image::I_8)
return false;
if (groundmap->m_Width != m_SizeX ||
groundmap->m_Height != m_SizeZ)
return false;
// Copy grounds
m_G = new uchar[size];
memcpy (m_G, groundmap->m_Data, size);
}
const size_t ngrounds = m_Config.GetInt ("heightfield::NumGrounds", 0);
for (int resetGroundIndex=0; resetGroundIndex<size; ++resetGroundIndex)
{
if (ngrounds <= m_G[resetGroundIndex])
m_G[resetGroundIndex] = 0;
}
/// Load ground list.
m_Grounds.resize (ngrounds);
for (size_t j = 0; j < ngrounds; j++)
{
std::ostringstream os;
os << "heightfield::Ground" << j;
String grd = os.str();
String mat = m_Config.GetStr(grd, String());
if (!m_Cache->Get(V_MATERIAL, mat, m_Grounds[j]))
{
Sys()->Warning("Could not load ground material: %s\n", grd.c_str());
}
}
// Light 0 is always the ambient one
{
m_AmbientColor = Color(0.5f, 0.5f, 0.5f, 1.f);
Light light = Light (LIGHT_AMBIENT);
// Retrieve light color
light.SetColor(m_AmbientColor);
// Retrieve light position
light.SetPosition(Vector3());
((World*)this)->Add (light);
}
/// Load lights
for (int lightIndex=0 ; lightIndex<7; ++lightIndex)
{
Light light;
if (LoadLight(lightIndex, light))
((World*)this)->Add (light);
}
return true;
}
// ======
// Write the hf to a file
// ======
bool
HeightField::Write (const String &path, bool mipmaps)
{
assert (!"todo Write");
return false;
}
bool HeightField::Init (int init_flags)
{
if (((init_flags & WORLD_HAS_RENDERING) ||
(init_flags & WORLD_HAS_COLLISION)) &&
m_Quadtree == 0)
{
m_Quadtree = new Quadtree(this);
}
if ((init_flags & WORLD_HAS_PATHFINDING)
&& m_Pathfinder == 0)
{
InitPathfinder ();
}
return true;
}
// ======
// Returns the height (y-value) of a point in this heightmap. The given (x,z)
// are in world coordinates. Heights outside this heightmap are considered to
// be 0. Heights between sample points are bilinearly interpolated from
// surrounding points.
// ======
scalar
HeightField::GetHeight (scalar xp_, scalar zp_) const
{
// Goes into HF coords
const scalar xp = xp_ - m_OffsetX;
const scalar zp = zp_ - m_OffsetZ;
// Gets rid of negative values (return 0)
if ( (xp < 0.0f) || (zp < 0.0f) )
return 0.0f;
const scalar ooscl = 1.0f / m_Scale;
const scalar x = xp * ooscl;
const scalar z = zp * ooscl;
const unsigned int fx = static_cast< unsigned int >( x );
const unsigned int fz = static_cast< unsigned int >( z );
// Inside the heightfield
if ( (fx < m_SizeX) && (fz < m_SizeZ) )
{
const scalar lx = x - fx;
const scalar lz = z - fz;
// Bilinearly interpolate from surrounding points
const scalar y0 = Y(fx, fz) + ( Y(fx, fz+1) - Y(fx, fz) ) * lz;
const scalar y1 = Y(fx+1, fz) + ( Y(fx+1, fz+1) - Y(fx+1, fz) ) * lz;
return ( y0 + (y1 - y0)*lx ) * m_ScaleY;
}
return 0.0f;
}
Vector3
HeightField::GetRestPosition(const Vector3& position) const
{
Vector3 result(position);
result.Y = GetHeight(position.X, position.Z);
return result;
}
void
HeightField::DeleteGround (unsigned int cur)
{
const unsigned int nitems = m_Grounds.size();
const unsigned int sz = m_SizeX * m_SizeZ;
uchar *grd = &GetGround(0,0);
m_Grounds.erase(m_Grounds.begin()+cur);
if (cur == nitems-1)
{
for (unsigned int i = 0; i < sz; i++)
{
if (grd[i] == cur)
grd[i] = nitems-1;
}
}
else if (cur > 0)
{
for (unsigned int i = 0; i < sz; i++)
{
if (grd[i] > cur)
grd[i]--;
}
}
else
{
for (unsigned int i = 0; i < sz; i++)
{
if (grd[i])
grd[i]--;
}
}
if (m_Quadtree)
m_Quadtree->SetMaterials (m_Grounds);
}
void
HeightField::AppendGround (const MaterialPtr& mat)
{
m_Grounds.push_back(mat);
if (m_Quadtree)
m_Quadtree->SetMaterials(m_Grounds);
}
/**
* Calls invalidate on the quadtree
*/
void
HeightField::Invalidate (scalar minx, scalar minz, scalar maxx, scalar maxz)
{
if (m_Quadtree)
m_Quadtree->Invalidate(minx, minz, maxx, maxz);
}
// =======================================================================
void HeightField::SetTimeOfDay(scalar f)
{
const scalar t = (f<0.f) ? 0.f : (1.f<f) ? 1.f : f;
m_TimeOfDay = t;
}
void HeightField::SetFogColor(const Color& color)
{
m_FogColor = color;
}
void HeightField::SetFogDensity(scalar density)
{
m_FogDensity = density;
}
scalar
HeightField::GetTimeOfDay() const
{
return m_TimeOfDay;
}
Color
HeightField::GetFogColor() const
{
return m_FogColor;
}
scalar
HeightField::GetFogDensity() const
{
return m_FogDensity;
}
void HeightField::SetFog()
{
#if DEBUG_FOG
glEnable(GL_FOG);
const GLenum fogMode = GL_EXP2;
const GLfloat fogColor[4] = { m_FogColor.R, m_FogColor.G, m_FogColor.B, m_FogColor.A };
glFogi (GL_FOG_MODE, fogMode);
glFogfv(GL_FOG_COLOR, fogColor);
glFogf (GL_FOG_DENSITY, m_FogDensity);
#endif
}
void HeightField::UnsetFog()
{
#if DEBUG_FOG
glDisable(GL_FOG);
#endif
}
void
DrawModelSkel (Skeleton* mdl, Ark::Matrix44 *matrices)
{
bool enab = glIsEnabled(GL_TEXTURE_2D) != GL_FALSE;
bool enabdt = glIsEnabled(GL_DEPTH_TEST) != GL_FALSE;
if (enab) glDisable (GL_TEXTURE_2D);
if (enabdt) glDisable (GL_DEPTH_TEST);
for (size_t i = 0; i < mdl->m_Bones.size(); i++)
{
Bone &bone = mdl->m_Bones[i];
if (bone.m_Parent >= 0)
{
glPointSize (3.0f);
glColor3f (1, 0.7f, 0);
glBegin (GL_LINES);
glVertex3f (matrices[bone.m_Parent].M(3,0),
matrices[bone.m_Parent].M(3,1),
matrices[bone.m_Parent].M(3,2));
glVertex3f (matrices[i].M(3,0),
matrices[i].M(3,1),
matrices[i].M(3,2));
glEnd ();
// Draw points
glColor3f (0, 0, 0.8f);
glBegin (GL_POINTS);
if (mdl->m_Bones[bone.m_Parent].m_Parent != -1)
glVertex3f (matrices[bone.m_Parent].M(3,0),
matrices[bone.m_Parent].M(3,1),
matrices[bone.m_Parent].M(3,2));
glVertex3f (matrices[i].M(3,0),
matrices[i].M(3,1),
matrices[i].M(3,2));
glEnd ();
}
else
{
// Draw parent bone node
glPointSize (5.0f);
glColor3f (0.8f, 0, 0);
glBegin (GL_POINTS);
glVertex3f (matrices[i].M(3,0),
matrices[i].M(3,1),
matrices[i].M(3,2));
glEnd ();
}
}
glPointSize (1.0f);
if (enab) glEnable(GL_TEXTURE_2D);
if (enabdt) glEnable (GL_DEPTH_TEST);
}
bool
HeightField::Render (Renderer &renderer, const Camera& camera)
{
if (m_Quadtree == NULL)
return false;
scalar height = GetHeight (camera.m_PointOfView.X,
camera.m_PointOfView.Z);
Camera copyCamera = camera;
copyCamera.m_PointOfView.Y = std::max(camera.m_PointOfView.Y, height + 1.0f);
renderer.SetCamera( copyCamera );
if (m_SkyDome)
{
// when fog is enabled, we must disable it for the skydome
m_SkyDome->Render(renderer, camera.m_PointOfView, m_TimeOfDay);
// gets the horizon color for fog
const Color fogColor = m_SkyDome->GetHorizonColor(m_TimeOfDay);
SetFogColor(fogColor);
// gets the ambient color
const Color ambientColor = m_SkyDome->GetAmbientColor(m_TimeOfDay);
m_AmbientColor = ambientColor;
std::vector<Light>::iterator itLight = m_Lights.begin();
itLight->SetColor(ambientColor);
}
std::vector<Light>::const_iterator itLight;
int light = 0;
for (itLight = m_Lights.begin() ; itLight != m_Lights.end() ; ++itLight)
{
renderer.RenderLight(*itLight, light);
light++;
}
SetFog();
// === Render the world
if (g_DrawTerrain)
{
m_Quadtree->Render(renderer, camera, m_FogColor);
}
std::vector<Entity*>::const_iterator cur;
if (g_DrawEntities)
{
// === Render the entities' models ===
const Frustum &frustum = renderer.GetFrustum();
for (cur=m_Entities.begin() ; cur != m_Entities.end() ; ++cur)
{
if ((*cur)->m_MState.GetModel())
{
// Cull invisible entities using view frustum
if (frustum.GetVisibility ((*cur)->m_BBox) != OUTSIDE)
(*cur)->m_MState.Render(renderer);
if (g_DrawSkels &&(*cur)->m_MState.GetModel()->m_Skeleton)
DrawModelSkel((*cur)->m_MState.GetModel()->m_Skeleton,
(*cur)->m_MState.m_BoneMatrices);
}
}
}
// === Draw the particle systems ===
// I do this without z buffer writing so a particle won't occlude another
// at a point where it is transparent. It also avoid having to sort
// the particle in Z order, which can be quite time consuming.
// Finally, it doesn't matter visually...
// === Draw the "athmospheric" particle system (snow, rain, etc) ===
// if (m_System != NULL)
// {
// m_System->Update (dt);
// m_System->Render ();
// }
// === Draw the particle systems bound to the entity ===
for (cur=m_Entities.begin() ; cur != m_Entities.end() ; ++cur)
{
std::vector<EntityPSys*> list = (*cur)->m_Particles;
std::vector<EntityPSys*>::iterator i;
for (i=list.begin() ; i != list.end(); ++i)
{
if (*i == NULL)
continue;
(*i)->Render (renderer);
}
}
// === Draw the entity path (debugging) ===
for (cur=m_Entities.begin(); cur != m_Entities.end(); ++cur)
{
const std::list<Vector3> path = (*cur)->m_Path.GetPoints();
if (path.empty())
continue;
glColor3f (1.0, 0.0, 0.0);
glLineWidth (3.0);
glBegin (GL_LINES);
glVertex3fv (&path.front().X);
std::list<Vector3>::const_iterator i;
for (i = path.begin(); i != path.end(); ++i)
{
glVertex3fv (&i->X);
glVertex3fv (&i->X);
}
glVertex3fv (&path.back().X);
glEnd ();
glLineWidth (1.0);
}
glColor4f (1.0, 1.0, 1.0, 1.0);
UnsetFog();
return true;
}
/* namespace Ark */
}
#define ARK_MODULE
#include <Ark/ArkFactoryReg.h>
class HFWorldFactory : public Ark::WorldFactory
{
public:
virtual ~HFWorldFactory(){}
virtual Ark::World *NewWorld(Ark::Cache *cache,
Ark::WorldUpdater *updater)
{ return new Ark::HeightField(cache, updater); }
};
ARK_REGISTER("ark::World::HeightField", HFWorldFactory);
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