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 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348
|
#include "lab/labv2_internal.h"
#include "lab/manager/lab_manager.h"
#include "lab/renderer/lab_renderer.h"
#include "io/key.h"
#include "asteroid/asteroid.h"
#include "missionui/missionscreencommon.h"
#include "debris/debris.h"
#include "ship/shipfx.h"
#include "weapon/muzzleflash.h"
#include "weapon/beam.h"
#include "freespace.h"
#include "imgui_extensions/ImGuizmo.h"
#include "io/mouse.h"
#include "weapon/weapon.h"
void lab_exit() {
getLabManager()->notify_close();
}
namespace ltp = lighting_profiles;
LabManager::LabManager() {
The_mission.Reset();
if (The_mission.ai_profile == nullptr)
The_mission.ai_profile = &Ai_profiles[Default_ai_profile];
Renderer.reset(new LabRenderer());
labUi = LabUi();
obj_init();
fireball_init();
debris_init();
extern void debris_page_in();
debris_page_in();
asteroid_level_init();
shockwave_level_init();
ship_level_init();
shipfx_flash_init();
mflash_page_in(true);
weapon_level_init();
beam_level_init();
particle::init();
ai_paused = 1;
// do some other setup
// External weapon displays require a call to weapons_page_in, which in turn requires team data to be set
Num_teams = 1;
team_data* teamp = &Team_data[0];
// In the lab, all ships are valid
for (size_t i = 0; i < Ship_info.size(); ++i) {
teamp->ship_list[i] = static_cast<int>(i);
strcpy_s(teamp->ship_list_variables[i], "");
teamp->ship_count[i] = 1;
teamp->loadout_total += 1;
strcpy_s(teamp->ship_count_variables[i], "");
}
teamp->default_ship = 0;
teamp->num_ship_choices = static_cast<int>(Ship_info.size());
// you want guns? you get guns.
for (size_t i = 0; i < Weapon_info.size(); ++i) {
teamp->weaponry_pool[i] = static_cast<int>(i);
teamp->weaponry_count[i] = 640; // should be enough for everyone
strcpy_s(teamp->weaponry_amount_variable[i], "");
strcpy_s(teamp->weaponry_pool_variable[i], "");
}
teamp->num_weapon_choices = static_cast<int>(Weapon_info.size());
Game_mode |= GM_LAB;
using namespace ltp;
graphicsSettings = gfx_options();
graphicsSettings.ppcv = ltp::lab_get_ppc();
graphicsSettings.ambient_factor = ltp::lab_get_ambient();
graphicsSettings.light_factor = ltp::lab_get_light();
graphicsSettings.emissive_factor = ltp::lab_get_emissive();
graphicsSettings.exposure_level = ltp::current_exposure();
graphicsSettings.tonemapper = ltp::current_tonemapper();
graphicsSettings.bloom_level = gr_bloom_intensity();
graphicsSettings.aa_mode = Gr_aa_mode;
}
LabManager::~LabManager()
{
obj_delete_all();
}
void LabManager::resetGraphicsSettings() {
Renderer->resetGraphicsSettings(graphicsSettings);
}
void LabManager::onFrame(float frametime) {
if (gr_screen.mode == GR_OPENGL)
ImGui_ImplOpenGL3_NewFrame();
ImGui_ImplSDL2_NewFrame();
ImGui::NewFrame();
Renderer->onFrame(frametime);
labUi.create_ui();
int key = game_check_key();
int dx, dy;
mouse_get_delta(&dx, &dy);
Renderer->getCurrentCamera()->handleInput(dx, dy, mouse_down(MOUSE_LEFT_BUTTON) != 0, mouse_down(MOUSE_RIGHT_BUTTON) != 0, key_get_shift_status());
if (!Renderer->getCurrentCamera()->handlesObjectPlacement()) {
if (mouse_down(MOUSE_LEFT_BUTTON)) {
angles rot_angle;
vm_extract_angles_matrix_alternate(&rot_angle, &CurrentOrientation);
if (RotationMode == LabRotationMode::Yaw) {
rot_angle.h += dx / RotationSpeedDivisor;
}
if (RotationMode == LabRotationMode::Pitch) {
rot_angle.p += dy / RotationSpeedDivisor;
}
if (RotationMode == LabRotationMode::Both) {
rot_angle.h += dx / RotationSpeedDivisor;
rot_angle.p += dy / RotationSpeedDivisor;
}
if (RotationMode == LabRotationMode::Roll) {
rot_angle.b += dx / RotationSpeedDivisor;
}
if (rot_angle.h < -PI)
rot_angle.h = PI - 0.001f;
if (rot_angle.h > PI)
rot_angle.h = -PI + 0.001f;
CLAMP(rot_angle.p, -PI_2, PI_2);
if (rot_angle.b < -PI)
rot_angle.b = PI - 0.001f;
if (rot_angle.b > PI)
rot_angle.b = -PI + 0.001f;
vm_angles_2_matrix(&CurrentOrientation, &rot_angle);
}
}
if (key != 0) {
// handle any key presses
switch (key) {
// Adjust AA presets
case KEY_T:
Renderer->useNextTeamColorPreset();
break;
case KEY_Y:
Renderer->usePreviousTeamColorPreset();
break;
case KEY_V:
Renderer->resetView();
break;
case KEY_UP:
break;
case KEY_DOWN:
break;
case KEY_R:
switch (RotationMode) {
case LabRotationMode::Both:
RotationMode = LabRotationMode::Yaw;
break;
case LabRotationMode::Yaw:
RotationMode = LabRotationMode::Pitch;
break;
case LabRotationMode::Pitch:
RotationMode = LabRotationMode::Roll;
break;
case LabRotationMode::Roll:
RotationMode = LabRotationMode::Both;
break;
}
break;
case KEY_S:
RotationSpeedDivisor *= 10.f;
if (RotationSpeedDivisor > 10000.f)
RotationSpeedDivisor = 100.f;
break;
case KEY_M:
gr_dump_envmap(Renderer->currentMissionBackground.c_str());
break;
case KEY_ESC:
notify_close();
break;
default:
// check for game-specific controls
if (CurrentMode == LabMode::Ship) {
if (check_control(PLUS_5_PERCENT_THROTTLE, key))
Lab_thrust_len += 0.05f;
else if (check_control(MINUS_5_PERCENT_THROTTLE, key))
Lab_thrust_len -= 0.05f;
CLAMP(Lab_thrust_len, 0.0f, 1.0f);
if (check_control(AFTERBURNER, key))
Lab_thrust_afterburn = !Lab_thrust_afterburn;
}
break;
}
}
float rev_rate;
ship_info* sip = nullptr;
if (CurrentObject != -1 && (Objects[CurrentObject].type == OBJ_SHIP)) {
sip = &Ship_info[Ships[Objects[CurrentObject].instance].ship_info_index];
auto obj = &Objects[CurrentObject];
bool weapons_firing = false;
for (auto i = 0; i < Ships[obj->instance].weapons.num_primary_banks; ++i) {
if (FirePrimaries & (1 << i)) {
weapons_firing = true;
Ships[obj->instance].weapons.current_primary_bank = i;
ship_fire_primary(obj);
Ships[obj->instance].weapon_energy = sip->max_weapon_reserve;
}
}
Ships[obj->instance].flags.set(Ship::Ship_Flags::Trigger_down, weapons_firing);
for (auto i = 0; i < Ships[obj->instance].weapons.num_secondary_banks; ++i) {
if (FireSecondaries & (1 << i)) {
Ships[obj->instance].weapons.current_secondary_bank = i;
ship_fire_secondary(obj);
}
}
}
// get correct revolution rate
rev_rate = REVOLUTION_RATE;
if (sip != nullptr) {
if (sip->is_big_ship()) {
rev_rate *= 1.7f;
}
else if (sip->is_huge_ship()) {
rev_rate *= 3.0f;
}
}
if (Flags[ManagerFlags::ModelRotationEnabled]) {
angles rot_angles;
rot_angles.p = 0.0f;
rot_angles.b = 0.0f;
rot_angles.h = PI2 * frametime / rev_rate;
vm_rotate_matrix_by_angles(&CurrentOrientation, &rot_angles);
}
if (Cmdline_show_imgui_debug)
ImGui::ShowDemoWindow();
ImGui::Render();
if (gr_screen.mode == GR_OPENGL)
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
if (CloseThis)
close();
gr_flip();
}
void LabManager::changeDisplayedObject(LabMode mode, int info_index) {
if (mode == CurrentMode && info_index == CurrentClass)
return;
CurrentMode = mode;
CurrentClass = info_index;
if (CurrentObject != -1) {
obj_delete_all();
CurrentObject = -1;
}
switch (CurrentMode) {
case LabMode::Ship:
CurrentObject = ship_create(&CurrentOrientation, &CurrentPosition, CurrentClass);
changeShipInternal();
break;
case LabMode::Weapon:
CurrentObject = weapon_create(&CurrentPosition, &CurrentOrientation, CurrentClass, -1);
if (Weapon_info[CurrentClass].model_num != -1) {
ModelFilename = model_get(Weapon_info[CurrentClass].model_num)->filename;
}
break;
default:
UNREACHABLE("Unhandled lab mode %d", (int)mode);
ModelFilename = "";
break;
}
Assert(CurrentObject != -1);
Renderer->getCurrentCamera()->displayedObjectChanged();
}
void LabManager::changeShipInternal() {
auto ship_objp = &Ships[Objects[CurrentObject].instance];
auto ship_infop = &Ship_info[ship_objp->ship_info_index];
// This is normally set during mission parse
ship_objp->special_exp_damage = -1;
// If the ship class defines replacement textures, load them and apply them to the ship
// load the texture
auto replacements = ship_infop->replacement_textures;
for (auto& tr : replacements) {
if (!stricmp(tr.new_texture, "invisible"))
{
// invisible is a special case
tr.new_texture_id = REPLACE_WITH_INVISIBLE;
}
else
{
// try to load texture or anim as normal
tr.new_texture_id = bm_load_either(tr.new_texture);
}
}
ship_objp->apply_replacement_textures(replacements);
ship_page_in_textures(ship_objp->ship_info_index);
if (!ship_infop->default_team_name.empty())
Renderer->setTeamColor(ship_infop->default_team_name);
ModelFilename = model_get(ship_infop->model_num)->filename;
}
|