1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266
|
{
Copyright 2008-2017 Michalis Kamburelis.
This file is part of "The Rift".
"The Rift" 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.
"The Rift" 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 "The Rift"; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
----------------------------------------------------------------------------
}
{ Locations in game (Locations). }
unit GameLocations;
interface
uses Classes, Generics.Collections,
CastleUtils, CastleClassUtils, CastleScene, CastleVectors, CastleTransform,
CastleGLImages, X3DNodes, CastleRectangles, CastleRenderer;
type
TLocation = class
private
public
type
TLocationScene = class(TCastleScene)
private
Image, ShadowedImage: TGLImage;
public
SceneManagerRect: TRectangle;
RenderInternalModel: boolean;
procedure LocalRender(const Params: TRenderParams); override;
end;
private
FName: string;
FImageURL: string;
FShadowedImageURL: string;
FSceneURL: string;
FScene: TLocationScene;
FImage, FShadowedImage: TGLImage;
FSceneCameraDescription: string;
FPlayerPosition: TVector3;
FPlayerDirection: TVector3;
FPlayerUp: TVector3;
Loaded: boolean;
public
destructor Destroy; override;
{ Create things necessary for playing (displaying this location). }
procedure Load(const PrepareParams: TPrepareParams);
{ Location short name, must be simple (needs to be valid XML element
name and X3D node name, for easy data reading). }
property Name: string read FName;
property ImageURL: string read FImageURL;
property ShadowedImageURL: string read FShadowedImageURL;
property SceneURL: string read FSceneURL;
property SceneCameraDescription: string read FSceneCameraDescription;
property PlayerPosition: TVector3 read FPlayerPosition;
property PlayerDirection: TVector3 read FPlayerDirection;
property PlayerUp: TVector3 read FPlayerUp;
property Scene: TLocationScene read FScene;
property Image: TGLImage read FImage;
property ShadowedImage: TGLImage read FShadowedImage;
end;
TLocationList = class(specialize TObjectList<TLocation>)
public
StartLocation: TLocation;
{ Create locations and set their parameters from GameConfig. }
constructor Create;
end;
var
{ List of all locations, should be created in Application.OnInitialize. }
Locations: TLocationList;
implementation
uses SysUtils, DOM,
CastleProgress, CastleImages, CastleUIControls, CastleGLUtils, CastleXMLUtils,
CastleSceneCore, CastleApplicationProperties, X3DLoad,
GameConfiguration;
{ TLocation.TLocationScene --------------------------------------------------- }
procedure TLocation.TLocationScene.LocalRender(const Params: TRenderParams);
{ Draw Image centered on screen, to fit inside the scene manager rect,
matching the 3D scene projection. }
procedure DrawImage(const Image: TGLImage);
var
DrawRect: TRectangle;
begin
{ Draw Image such that Image.Height always fills the SceneManagerRect.Height,
because that is the field of view of 3D scene,
and that was the field of view used to render the image in Blender. }
DrawRect := Image.Rect.ScaleToHeight(SceneManagerRect.Height);
{ above calculated DrawRect size OK, but DrawRect position (Left, Bottom)
should be fixed now. }
DrawRect := SceneManagerRect.CenterInside(DrawRect.Width, DrawRect.Height);
Image.Draw(DrawRect);
end;
var
SavedProjectionMatrix: TMatrix4;
begin
if RenderInternalModel then
begin
Attributes.Mode := rmFull;
inherited;
end else
begin
{ this makes a tiny (not important in case of our trivial location 3D model)
optimization: since we only care about filling the depth buffer,
rendering with rmDepth will not initialize some material stuff. }
Attributes.Mode := rmDepth;
RenderContext.ColorMask := false;
inherited;
RenderContext.ColorMask := true;
{ Render the 2D image covering the location.
This cooperates correctly with shadow volumes, because the Image.Draw call
is correctly masked with the stencil buffer settings of the shadow volume
renderer.
To work correctly, the location scene must be rendered before creatures
(like Player) scenes (otherwise Image.Draw would unconditionally cover
the the Player). This is satisfied, since CurrentLocation.Scene
is first in SceneManager.Items. }
if (not Params.Transparent) and
(Params.ShadowVolumesReceivers = ReceiveShadowVolumes) then
begin
{ Nole that the 3 lines that save, set and restore RenderContext.ProjectionMatrix
are necessary only in case GLFeatures.EnableFixedFunction = true,
which will be false on all modern GPUs and OpenGLES.
When GLFeatures.EnableFixedFunction = false,
then rendering Image doesn't need to have a projection matrix set. }
SavedProjectionMatrix := RenderContext.ProjectionMatrix;
OrthoProjection(FloatRectangle(SceneManagerRect)); // need 2D projection
if Params.InShadow then
DrawImage(ShadowedImage)
else
DrawImage(Image);
RenderContext.ProjectionMatrix := SavedProjectionMatrix; // restore 3D projection
end;
end;
end;
{ TLocation ------------------------------------------------------------------ }
destructor TLocation.Destroy;
begin
FreeAndNil(FScene);
FreeAndNil(FImage);
FreeAndNil(FShadowedImage);
inherited;
end;
procedure TLocation.Load(const PrepareParams: TPrepareParams);
begin
if Loaded then Exit;
Loaded := true;
FImage := TGLImage.Create(ImageURL, [TRGBImage]);
FShadowedImage := TGLImage.Create(ShadowedImageURL, [TRGBImage]);
FScene := TLocationScene.Create(nil);
FScene.Spatial := [ssRendering, ssDynamicCollisions];
// two-sided lighting
FScene.Attributes.PhongShading := true;
{ The shadows are already drawn on location Image,
so no need to cast them on location again.
TODO: This also means that location cannot cast shadows on Player.
A better approach would be to leave CastShadowVolumes = true (default),
and change location Image to *not* contain location shadows "baked". }
FScene.CastShadowVolumes := false;
FScene.Load(SceneURL, true);
FScene.PrepareResources([prRender, prBoundingBox], false, PrepareParams);
FScene.Image := Image;
FScene.ShadowedImage := ShadowedImage;
end;
{ TLocationList ------------------------------------------------------------- }
constructor TLocationList.Create;
procedure MissingLocationAttribute(const AttrName: string);
begin
raise Exception.CreateFmt('Location doesn''t have a required attribute "%s"',
[AttrName]);
end;
var
I: TXMLElementIterator;
LocationsElement: TDOMElement;
Location: TLocation;
StartLocationName: string;
begin
inherited Create(true);
LocationsElement := GameConfig.PathElement('locations');
if LocationsElement = nil then
raise Exception.Create('Unable to find XML <locations> element');
if not LocationsElement.AttributeString('start_name', StartLocationName) then
raise Exception.Create(
'<locations> doesn''t have a required attribute "start_name"');
I := LocationsElement.ChildrenIterator;
try
while I.GetNext do
begin
Location := TLocation.Create;
Add(Location);
if not I.Current.AttributeString('name', Location.FName) then
MissingLocationAttribute('name');
if Location.Name = StartLocationName then
StartLocation := Location;
Location.FImageURL := I.Current.AttributeURL('image_url', GameConfig.URL);
Location.FShadowedImageURL := I.Current.AttributeURL('shadowed_image_url', GameConfig.URL);
Location.FSceneURL := I.Current.AttributeURL('scene_url', GameConfig.URL);
I.Current.AttributeString('scene_camera_description',
Location.FSceneCameraDescription);
Location.FPlayerPosition := I.Current.AttributeVector3Def(
'player_position', TVector3.Zero);
Location.FPlayerDirection := I.Current.AttributeVector3Def(
'player_direction', Vector3(1, 0, 0));
Location.FPlayerUp := I.Current.AttributeVector3Def(
'player_up', Vector3(0, 0, 1));
end;
finally FreeAndNil(I) end;
if StartLocation = nil then
raise Exception.CreateFmt('Start location name "%s" not found',
[StartLocationName]);
end;
finalization
FreeAndNil(Locations);
end.
|