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|
// * This file is part of the COLOBOT source code
// * Copyright (C) 2001-2008, Daniel ROUX& EPSITEC SA, www.epsitec.ch
// * Copyright (C) 2012, Polish Portal of Colobot (PPC)
// *
// * 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 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 General Public License for more details.
// *
// * You should have received a copy of the GNU General Public License
// * along with this program. If not, see http://www.gnu.org/licenses/.
/**
* \file graphics/engine/engine.h
* \brief Main graphics engine - Gfx::CEngine class
*/
#pragma once
#include "app/system.h"
#include "common/event.h"
#include "graphics/core/color.h"
#include "graphics/core/material.h"
#include "graphics/core/texture.h"
#include "graphics/core/vertex.h"
#include "math/intpoint.h"
#include "math/matrix.h"
#include "math/point.h"
#include "math/vector.h"
#include <string>
#include <vector>
#include <map>
#include <set>
class CApplication;
class CInstanceManager;
class CObject;
class CSoundInterface;
namespace Gfx {
class CDevice;
class CLightManager;
class CText;
class CParticle;
class CWater;
class CCloud;
class CLightning;
class CPlanet;
class CTerrain;
/**
\enum EngineRenderState
\brief Render state of graphics engine
States are used for settings certain modes, for instance texturing and blending.
The enum is a bitmask and some of the states can be OR'd together. */
enum EngineRenderState
{
//! Normal opaque materials
ENG_RSTATE_NORMAL = 0,
//! The transparent texture (black = no)
ENG_RSTATE_TTEXTURE_BLACK = (1<<0),
//! The transparent texture (white = no)
ENG_RSTATE_TTEXTURE_WHITE = (1<<1),
//! The transparent diffuse color
ENG_RSTATE_TDIFFUSE = (1<<2),
//! Texture wrap
ENG_RSTATE_WRAP = (1<<3),
//! Texture borders with solid color
ENG_RSTATE_CLAMP = (1<<4),
//! Light texture (ambient max)
ENG_RSTATE_LIGHT = (1<<5),
//! Double black texturing
ENG_RSTATE_DUAL_BLACK = (1<<6),
//! Double white texturing
ENG_RSTATE_DUAL_WHITE = (1<<7),
//! Part 1 (no change in. MOD!)
ENG_RSTATE_PART1 = (1<<8),
//! Part 2
ENG_RSTATE_PART2 = (1<<9),
//! Part 3
ENG_RSTATE_PART3 = (1<<10),
//! Part 4
ENG_RSTATE_PART4 = (1<<11),
//! Double-sided face
ENG_RSTATE_2FACE = (1<<12),
//! Image using alpha channel
ENG_RSTATE_ALPHA = (1<<13),
//! Always use 2nd floor texturing
ENG_RSTATE_SECOND = (1<<14),
//! Causes the fog
ENG_RSTATE_FOG = (1<<15),
//! The transparent color (black = no)
ENG_RSTATE_TCOLOR_BLACK = (1<<16),
//! The transparent color (white = no)
ENG_RSTATE_TCOLOR_WHITE = (1<<17),
//! Mode for rendering text
ENG_RSTATE_TEXT = (1<<18),
//! Only opaque texture, no blending, etc.
ENG_RSTATE_OPAQUE_TEXTURE = (1<<19),
//! Only opaque color, no texture, blending, etc.
ENG_RSTATE_OPAQUE_COLOR = (1<<20)
};
/**
\enum EngineTriangleType
\brief Type of triangles drawn for engine objects */
enum EngineTriangleType
{
//! Triangles
ENG_TRIANGLE_TYPE_TRIANGLES = 1,
//! Surfaces
ENG_TRIANGLE_TYPE_SURFACE = 2
};
/**
\struct EngineTriangle
\brief A triangle drawn by the graphics engine */
struct EngineTriangle
{
//! Triangle vertices
Gfx::VertexTex2 triangle[3];
//! Material
Gfx::Material material;
//! Render state
int state;
//! 1st texture
std::string tex1Name;
//! 2nd texture
std::string tex2Name;
EngineTriangle()
{
state = Gfx::ENG_RSTATE_NORMAL;
}
};
/**
\enum EngineObjectType
\brief Class of graphics engine object */
enum EngineObjectType
{
//! Object doesn't exist
ENG_OBJTYPE_NULL = 0,
//! Terrain
ENG_OBJTYPE_TERRAIN = 1,
//! Fixed object
ENG_OBJTYPE_FIX = 2,
//! Moving object
ENG_OBJTYPE_VEHICULE = 3,
//! Part of a moving object
ENG_OBJTYPE_DESCENDANT = 4,
//! Fixed object type quartz
ENG_OBJTYPE_QUARTZ = 5,
//! Fixed object type metal
ENG_OBJTYPE_METAL = 6
};
/**
\struct EngineObject
\brief Object drawn by the graphics engine */
struct EngineObject
{
//! If true, object is valid in objects vector
bool used;
//! If true, the object is drawn
bool visible;
//! If true, object is behind the 2D interface
bool drawWorld;
//! If true, the shape is before the 2D interface
bool drawFront;
//! Number of triangles
int totalTriangles;
//! Type of object
Gfx::EngineObjectType type;
//! Transformation matrix
Math::Matrix transform;
//! Distance to object from eye point
float distance;
//! Bounding box min (origin 0,0,0 always included)
Math::Vector bboxMin;
//! bounding box max (origin 0,0,0 always included)
Math::Vector bboxMax;
//! Radius of the sphere at the origin
float radius;
//! Rank of the associated shadow
int shadowRank;
//! Transparency of the object [0, 1]
float transparency;
//! Calls LoadDefault()
EngineObject()
{
LoadDefault();
}
//! Loads default values
inline void LoadDefault()
{
used = false;
visible = false;
drawWorld = false;
drawFront = false;
totalTriangles = 0;
type = Gfx::ENG_OBJTYPE_NULL;
transform.LoadIdentity();
bboxMax.LoadZero();
bboxMin.LoadZero();
distance = 0.0f;
radius = 0.0f;
shadowRank = -1;
transparency = 0.0f;
}
};
struct EngineObjLevel1;
struct EngineObjLevel2;
struct EngineObjLevel3;
struct EngineObjLevel4;
/**
\struct EngineObjLevel4
\brief Tier 4 of object tree */
struct EngineObjLevel4
{
bool used;
Gfx::EngineTriangleType type;
Gfx::Material material;
int state;
std::vector<Gfx::VertexTex2> vertices;
EngineObjLevel4(bool used = false,
Gfx::EngineTriangleType type = Gfx::ENG_TRIANGLE_TYPE_TRIANGLES,
const Gfx::Material& material = Gfx::Material(),
int state = Gfx::ENG_RSTATE_NORMAL);
};
/**
\struct EngineObjLevel3
\brief Tier 3 of object tree */
struct EngineObjLevel3
{
bool used;
float min;
float max;
std::vector<Gfx::EngineObjLevel4> next;
EngineObjLevel3(bool used = false, float min = 0.0f, float max = 0.0f);
};
/**
\struct EngineObjLevel2
\brief Tier 2 of object tree */
struct EngineObjLevel2
{
bool used;
int objRank;
std::vector<Gfx::EngineObjLevel3> next;
EngineObjLevel2(bool used = false, int objRank = -1);
};
/**
\struct EngineObjLevel1
\brief Tier 1 of object tree */
struct EngineObjLevel1
{
bool used;
std::string tex1Name;
Gfx::Texture tex1;
std::string tex2Name;
Gfx::Texture tex2;
std::vector<Gfx::EngineObjLevel2> next;
EngineObjLevel1(bool used = false, const std::string& tex1Name = "",
const std::string& tex2Name = "");
};
/**
\struct EngineShadowType
\brief Type of shadow drawn by the graphics engine */
enum EngineShadowType
{
//! Normal shadow
ENG_SHADOW_NORM = 0,
//! TODO: ?
ENG_SHADOW_WORM = 1
};
/**
\struct EngineShadow
\brief Shadow drawn by the graphics engine */
struct EngineShadow
{
//! If true, shadow is valid
bool used;
//! If true, shadow is invisible (object being carried for example)
bool hide;
//! Rank of the associated object
int objRank;
//! Type of shadow
Gfx::EngineShadowType type;
//! Position of the shadow
Math::Vector pos;
//! Normal to the terrain
Math::Vector normal;
//! Angle of the shadow
float angle;
//! Radius of the shadow
float radius;
//! Intensity of the shadow
float intensity;
//! Height from the ground
float height;
EngineShadow()
{
LoadDefault();
}
void LoadDefault()
{
used = false;
hide = false;
objRank = 0;
type = Gfx::ENG_SHADOW_NORM;
pos.LoadZero();
normal.LoadZero();
angle = radius = intensity = height = 0.0f;
}
};
/**
\struct EngineGroundSpot
\brief A spot (large shadow) drawn on the ground by the graphics engine */
struct EngineGroundSpot
{
//! If true, ground spot is valid
bool used;
//! Color of the shadow
Gfx::Color color;
//! Min altitude
float min;
//! Max altitude
float max;
//! Transition area
float smooth;
//! Position for the shadow
Math::Vector pos;
//! Radius of the shadow
float radius;
//! Position of the shadow drawn
Math::Vector drawPos;
//! Radius of the shadow drawn
float drawRadius;
EngineGroundSpot()
{
LoadDefault();
}
void LoadDefault()
{
used = false;
color = Gfx::Color();
pos.LoadZero();
drawPos.LoadZero();
min = max = smooth = radius = drawRadius = 0.0f;
}
};
/**
\enum EngineGroundMarkPhase
\brief Phase of life of an EngineGroundMark */
enum EngineGroundMarkPhase
{
//! Null phase
ENG_GR_MARK_PHASE_NULL = 0,
//! Increase
ENG_GR_MARK_PHASE_INC = 1,
//! Fixed
ENG_GR_MARK_PHASE_FIX = 2,
//! Decrease
ENG_GR_MARK_PHASE_DEC = 3
};
/**
\struct EngineGroundMark
\brief A mark on ground drawn by the graphics engine */
struct EngineGroundMark
{
//! If true, draw mark
bool draw;
//! Phase of life
Gfx::EngineGroundMarkPhase phase;
//! Times for 3 life phases
float delay[3];
//! Fixed time
float fix;
//! Position for marks
Math::Vector pos;
//! Radius of marks
float radius;
//! Color intensity
float intensity;
//! Draw position for marks
Math::Vector drawPos;
//! Radius for marks
float drawRadius;
//! Draw intensity for marks
float drawIntensity;
//! X dimension of table
int dx;
//! Y dimension of table
int dy;
//! Pointer to the table
char* table;
EngineGroundMark()
{
LoadDefault();
}
void LoadDefault()
{
draw = false;
phase = ENG_GR_MARK_PHASE_NULL;
pos = Math::Vector();
drawPos = Math::Vector();
delay[0] = delay[1] = delay[2] = 0.0f;
fix = radius = intensity = drawRadius = drawIntensity = 0.0f;
dx = dy = 0;
table = nullptr;
}
};
/**
\enum EngineTextureMapping
\brief Type of texture mapping
*/
enum EngineTextureMapping
{
ENG_TEX_MAPPING_X = 1,
ENG_TEX_MAPPING_Y = 2,
ENG_TEX_MAPPING_Z = 3,
ENG_TEX_MAPPING_1X = 4,
ENG_TEX_MAPPING_1Y = 5,
ENG_TEX_MAPPING_1Z = 6
};
/**
\enum EngineMouseType
\brief Type of mouse cursor displayed in-game */
enum EngineMouseType
{
//! Normal cursor (arrow)
ENG_MOUSE_NORM = 0,
//! Busy
ENG_MOUSE_WAIT = 1,
//! Edit (I-beam)
ENG_MOUSE_EDIT = 2,
//! Hand
ENG_MOUSE_HAND = 3,
//! Small cross
ENG_MOUSE_CROSS = 4,
//! TODO: ?
ENG_MOUSE_SHOW = 5,
//! Crossed out sign
ENG_MOUSE_NO = 6,
//! Resize
ENG_MOUSE_MOVE = 7,
//! Resize horizontally
ENG_MOUSE_MOVEH = 8,
//! Resize vertically
ENG_MOUSE_MOVEV = 9,
//! Resize diagonally bottom-left to top-right
ENG_MOUSE_MOVED = 10,
//! Resize diagonally top-left to bottom-right
ENG_MOUSE_MOVEI = 11,
//! Scroll to the left
ENG_MOUSE_SCROLLL = 12,
//! Scroll to the right
ENG_MOUSE_SCROLLR = 13,
//! Scroll up
ENG_MOUSE_SCROLLU = 14,
//! Scroll down
ENG_MOUSE_SCROLLD = 15,
//! Larger crosshair
ENG_MOUSE_TARGET = 16,
//! Number of items in enum
ENG_MOUSE_COUNT
};
/**
\struct EngineMouse
\brief Information about mouse cursor */
struct EngineMouse
{
//! Index of texture element for 1st image
int icon1;
//! Index of texture element for 2nd image
int icon2;
//! Shadow texture part
int iconShadow;
//! Mode to render 1st image in
Gfx::EngineRenderState mode1;
//! Mode to render 2nd image in
Gfx::EngineRenderState mode2;
//! Hot point
Math::Point hotPoint;
EngineMouse(int icon1 = -1, int icon2 = -1, int iconShadow = -1,
Gfx::EngineRenderState mode1 = Gfx::ENG_RSTATE_NORMAL,
Gfx::EngineRenderState mode2 = Gfx::ENG_RSTATE_NORMAL,
Math::Point hotPoint = Math::Point())
{
this->icon1 = icon1;
this->icon2 = icon2;
this->iconShadow = iconShadow;
this->mode1 = mode1;
this->mode2 = mode2;
this->hotPoint = hotPoint;
}
};
/**
* \class CEngine
* \brief The graphics engine
*
* This is the main class for graphics engine. It is responsible for drawing the 3D scene,
* setting various render states, and facilitating the drawing of 2D interface.
*
* It uses a lower-level CDevice object which is implementation-independent core engine.
*
* \section 3DScene 3D Scene
*
* The 3D scene is drawn with view coordinates set from camera position in 3D space and
* a perspective projection matrix. The world matrix depends on the object drawn.
* The coordinate system is left-handed: X axis is to the right, Y axis to the top and Z axis
* is into the screen (Z = 0 is the sceen surface).
*
* In general, the 3D scene is composed of the following things:
* - sky background (gradient or texture image)
* - planets orbiting in the sky (drawn by CPlanet)
* - terrain - ground of the game level (part of engine objects)
* - main scene objects - robots, buildings, etc. (engine objects)
* - water/lava (drawn by CWater)
* - cloud layer (drawn by CCloud)
* - fire, lightning and particle effects (CPyro, CLightning and CParticle)
* - foreground image overlaid onto the scene at the end - for example, aiming crosshairs
* - 2D interface controls available in-game
* - mouse cursor
* - animated highlight box of the selected object(s)
*
* \section 2DInterface 2D Interface
*
* The 2D interface is drawn in fixed XY coordinates, independent from window size.
* Lower-left corner of the screen is (0,0) and upper-right corner is (1,1).
* Matrices for world, view and projection are therefore fixed and never change.
*
* The class tracks the change of window coordinates and conversion functions
* between the window and interface coordinates are provided.
*
* Interface drawing is delegated to CInterface class and particular controls
* are instances of CControl class. The source code for these classes is in
* src/ui directory.
*
* \section Objecs Engine Objects
*
* The 3D scene is composed of objects which are basically collections of triangles forming
* a surface or simply independent triangles in space.
*
* Objects are uniquely identified by object rank obtained at object creation. Creating an
* object equals to allocating space for EngineObject structure which holds object parameters.
* Object's geometric data is stored in a separate structure - a 4-tier tree which splits
* the information of each geometric triangle.
*
* The 4 tiers contain the following information:
* - level 1 (EngineObjLevel1) - two textures (names and structs) applied to triangles,
* - level 2 (EngineObjLevel2) - object rank
* - level 3 (EngineObjLevel3) - minumum and maximum LOD (=level of detail)
* - level 4 (EngineObjLevel4) - type of object*, material, render state and the actual triangle data
*
* NOTE: type of object in this context means only the internal type in 3D engine. It is not related
* to CObject types.
*
* Such tiered structure complicates loops over all object data, but saves a lot of memory and
* optimizes the rendering process (for instance, switching of textures is an expensive operation).
*
* \section Shadows Shadows
*
* Each engine object can be associated with a shadow (EngineShadow). Like objects, shadows are
* identified by their rank obtained upon creation.
*
* ...
*
* \section RenderStates Render States
*
* Almost every primitive drawn on screen is drawn in state set through EngineRenderState enum.
* In some functions, custom modes are still set, using CDevice's SetRenderState. However, it
* will be subject to removal in the future. Generally, setting render states should be minimized
* to avoid unnecessary overhead.
*
* Some states are clearly the result of legacy drawing and texturing methods. For example, TTEXTURE
* states should really be removed and the textures changed to ones with alpha channel. In the future,
* the whole modesetting code will probably be refactored to something more maintainable.
*
* \section Textures Textures
*
* Textures are loaded from a texture subdir in data directory. In the old code, textures were identified
* by file name and loaded using some D3D util code. With new code and OpenGL backend, this approach is not
* efficient - name comparison, etc. takes a lot of time. In the future, textures should be loaded once
* at object creation time, and then referenced to as Gfx::Texture structs, or even as unsigned int ID's
* which is what OpenGL actually wants. The old method is kept for now, with mapping between texture names
* and texture structs but it will also be subject to refactoring in the future.
*/
class CEngine
{
public:
CEngine(CInstanceManager* iMan, CApplication* app);
~CEngine();
//! Sets the device to be used
void SetDevice(Gfx::CDevice* device);
//! Returns the current device
Gfx::CDevice* GetDevice();
//! Sets the terrain object
void SetTerrain(Gfx::CTerrain* terrain);
//! Returns the text rendering engine
CText* GetText();
//! Performs the initialization; must be called after device was set
bool Create();
//! Frees all resources before exit
void Destroy();
//! Resets some states and flushes textures after device was changed (e.g. resoulution changed)
void ResetAfterDeviceChanged();
//! Called once per frame, the call is the entry point for rendering
void Render();
//! Processes incoming event
bool ProcessEvent(const Event& event);
//! Called once per frame, the call is the entry point for animating the scene
void FrameMove(float rTime);
//! Evolved throughout the game
void StepSimulation(float rTime);
//! Writes a screenshot containing the current frame
bool WriteScreenShot(const std::string& fileName, int width, int height);
//! Reads settings from INI
bool ReadSettings();
//! Writes settings to INI
bool WriteSettings();
//@{
//! Management of game pause mode
void SetPause(bool pause);
bool GetPause();
//@}
//@{
//! Management of lock for the duration of movie sequence
void SetMovieLock(bool lock);
bool GetMovieLock();
//@}
//@{
//! Management of displaying statistic information
void SetShowStats(bool show);
bool GetShowStats();
//@}
//! Enables/disables rendering
void SetRenderEnable(bool enable);
//! Returns current size of viewport window
Math::IntPoint GetWindowSize();
//! Returns the last size of viewport window
Math::IntPoint GetLastWindowSize();
//@{
//! Conversion functions between window and interface coordinates
/** Window coordinates are from top-left (0,0) to bottom-right (w,h) - size of window
Interface cords are from bottom-left (0,0) to top-right (1,1) - and do not depend on window size */
Math::Point WindowToInterfaceCoords(Math::IntPoint pos);
Math::IntPoint InterfaceToWindowCoords(Math::Point pos);
//@}
//@{
//! Conversion functions between window and interface sizes
/** Unlike coordinate conversions, this is only scale conversion, not translation and scale. */
Math::Point WindowToInterfaceSize(Math::IntPoint size);
Math::IntPoint InterfaceToWindowSize(Math::Point size);
//@}
//! Returns the name of directory with textures
std::string GetTextureDir();
//! Increments the triangle counter for the current frame
void AddStatisticTriangle(int nb);
//! Returns the number of triangles in current frame
int GetStatisticTriangle();
/* *************** Object management *************** */
//! Creates a new object and returns its rank
int CreateObject();
//! Deletes all objects, shadows and ground spots
void FlushObject();
//! Deletes the given object
bool DeleteObject(int objRank);
//@{
//! Management of engine object type
bool SetObjectType(int objRank, Gfx::EngineObjectType type);
Gfx::EngineObjectType GetObjectType(int objRank);
//@}
//@{
//! Management of object transform
bool SetObjectTransform(int objRank, const Math::Matrix& transform);
bool GetObjectTransform(int objRank, Math::Matrix& transform);
//@}
//! Sets drawWorld for given object
bool SetObjectDrawWorld(int objRank, bool draw);
//! Sets drawFront for given object
bool SetObjectDrawFront(int objRank, bool draw);
//! Sets the transparency level for given object
bool SetObjectTransparency(int objRank, float value);
//! Returns the bounding box for an object
bool GetObjectBBox(int objRank, Math::Vector& min, Math::Vector& max);
//! Returns the total number of triangles of given object
int GetObjectTotalTriangles(int objRank);
//! Adds triangles to given object with the specified params
bool AddTriangles(int objRank, const std::vector<Gfx::VertexTex2>& vertices,
const Gfx::Material& material, int state,
std::string tex1Name, std::string tex2Name,
float min, float max, bool globalUpdate);
//! Adds a surface to given object with the specified params
bool AddSurface(int objRank, const std::vector<Gfx::VertexTex2>& vertices,
const Gfx::Material& material, int state,
std::string tex1Name, std::string tex2Name,
float min, float max, bool globalUpdate);
//! Adds a tier 4 engine object directly
bool AddQuick(int objRank, const Gfx::EngineObjLevel4& buffer,
std::string tex1Name, std::string tex2Name,
float min, float max, bool globalUpdate);
//! Returns the first found tier 4 engine object for the given params or nullptr if not found
Gfx::EngineObjLevel4* FindTriangles(int objRank, const Gfx::Material& material,
int state, std::string tex1Name, std::string tex2Name,
float min, float max);
//! Returns a partial list of triangles for given object
int GetPartialTriangles(int objRank, float min, float max, float percent, int maxCount,
std::vector<Gfx::EngineTriangle>& triangles);
//! Updates LOD after parameter or resolution change
void ChangeLOD();
//! Changes the 2nd texure for given object
bool ChangeSecondTexture(int objRank, const std::string& tex2Name);
//! Changes (recalculates) texture mapping for given object
bool ChangeTextureMapping(int objRank, const Gfx::Material& mat, int state,
const std::string& tex1Name, const std::string& tex2Name,
float min, float max, Gfx::EngineTextureMapping mode,
float au, float bu, float av, float bv);
//! Changes texture mapping for robot tracks
bool TrackTextureMapping(int objRank, const Gfx::Material& mat, int state,
const std::string& tex1Name, const std::string& tex2Name,
float min, float max, Gfx::EngineTextureMapping mode,
float pos, float factor, float tl, float ts, float tt);
//! Creates a shadow for the given object
bool CreateShadow(int objRank);
//! Deletes the shadow for given object
void DeleteShadow(int objRank);
//@{
//! Management of different shadow params
bool SetObjectShadowHide(int objRank, bool hide);
bool SetObjectShadowType(int objRank, Gfx::EngineShadowType type);
bool SetObjectShadowPos(int objRank, const Math::Vector& pos);
bool SetObjectShadowNormal(int objRank, const Math::Vector& normal);
bool SetObjectShadowAngle(int objRank, float angle);
bool SetObjectShadowRadius(int objRank, float radius);
bool SetObjectShadowIntensity(int objRank, float intensity);
bool SetObjectShadowHeight(int objRank, float height);
float GetObjectShadowRadius(int objRank);
//@}
//! Lists the ranks of objects and subobjects selected
void SetHighlightRank(int* rankList);
//! Returns the highlighted rectangle
bool GetHighlight(Math::Point& p1, Math::Point& p2);
//! Deletes all ground spots
void FlushGroundSpot();
//! Creates a new ground spot and returns its rank
int CreateGroundSpot();
//! Deletes the given ground spot
void DeleteGroundSpot(int rank);
//@{
//! Management of different ground spot params
bool SetObjectGroundSpotPos(int rank, const Math::Vector& pos);
bool SetObjectGroundSpotRadius(int rank, float radius);
bool SetObjectGroundSpotColor(int rank, const Gfx::Color& color);
bool SetObjectGroundSpotMinMax(int rank, float min, float max);
bool SetObjectGroundSpotSmooth(int rank, float smooth);
//@}
//! Creates the ground mark with the given params
void CreateGroundMark(Math::Vector pos, float radius,
float delay1, float delay2, float delay3,
int dx, int dy, char* table);
//! Deletes the ground mark
void DeleteGroundMark(int rank);
//! Updates the state after creating objects
void Update();
/* *************** Mode setting *************** */
//! Sets the current rendering state
void SetState(int state, const Gfx::Color& color = Gfx::Color(1.0f, 1.0f, 1.0f, 1.0f));
//! Sets the current material
void SetMaterial(const Gfx::Material& mat);
//! Specifies the location and direction of view
void SetViewParams(const Math::Vector& eyePt, const Math::Vector& lookatPt,
const Math::Vector& upVec, float eyeDistance);
//! Loads texture, creating it if not already present
Gfx::Texture LoadTexture(const std::string& name);
//! Loads texture, creating it with given params if not already present
Gfx::Texture LoadTexture(const std::string& name, const Gfx::TextureCreateParams& params);
//! Loads all necessary textures
bool LoadAllTextures();
//! Sets texture for given stage; if not present in cache, the texture is loaded
/** If loading fails, returns false. */
bool SetTexture(const std::string& name, int stage = 0);
//! Sets texture for given stage
void SetTexture(const Gfx::Texture& tex, int stage = 0);
//! Deletes the given texture, unloading it and removing from cache
void DeleteTexture(const std::string& name);
//! Deletes the given texture, unloading it and removing from cache
void DeleteTexture(const Gfx::Texture& tex);
//@{
//! Border management (distance limits) depends of the resolution (LOD = level-of-detail)
void SetLimitLOD(int rank, float limit);
float GetLimitLOD(int rank, bool last=false);
//@}
//! Defines of the distance field of vision
void SetTerrainVision(float vision);
//@{
//! Management of camera angle
/**
0.75 = normal
1.50 = wide-angle */
void SetFocus(float focus);
float GetFocus();
//@}
//@{
//! Management of the global mode of marking
void SetGroundSpot(bool mode);
bool GetGroundSpot();
//@}
//@{
//! Management of the global mode of shading
void SetShadow(bool mode);
bool GetShadow();
//@}
//@{
//! Management of the global mode of contamination
void SetDirty(bool mode);
bool GetDirty();
//@}
//@{
//! Management of the global mode of horizontal fog patches
void SetFog(bool mode);
bool GetFog();
//@}
//! Indicates whether it is possible to give a color SetState
bool GetStateColor();
//@{
//! Management of the global mode of secondary texturing
void SetSecondTexture(int texNum);
int GetSecondTexture();
//@}
//@{
//! Management of view mode
void SetRankView(int rank);
int GetRankView();
//@}
//! Whether to draw the world
void SetDrawWorld(bool draw);
//! Whether to draw the world on the interface
void SetDrawFront(bool draw);
//@{
//! Ambient color management
void SetAmbientColor(const Gfx::Color& color, int rank = 0);
Gfx::Color GetAmbientColor(int rank = 0);
//@}
//@{
//! Color management under water
void SetWaterAddColor(const Gfx::Color& color);
Gfx::Color GetWaterAddColor();
//@}
//@{
//! Management of the fog color
void SetFogColor(const Gfx::Color& color, int rank = 0);
Gfx::Color GetFogColor(int rank = 0);
//@}
//@{
//! Management of the depth of field.
/** Beyond this distance, nothing is visible.
Shortly (according SetFogStart), one enters the fog. */
void SetDeepView(float length, int rank = 0, bool ref=false);
float GetDeepView(int rank = 0);
//@}
//@{
//! Management the start of fog.
/** With 0.0, the fog from the point of view (fog max).
With 1.0, the fog from the depth of field (no fog). */
void SetFogStart(float start, int rank = 0);
float GetFogStart(int rank = 0);
//@}
//@{
//! Management of the background image to use
void SetBackground(const std::string& name, Gfx::Color up = Gfx::Color(), Gfx::Color down = Gfx::Color(),
Gfx::Color cloudUp = Gfx::Color(), Gfx::Color cloudDown = Gfx::Color(),
bool full = false, bool quarter = false);
void GetBackground(std::string& name, Gfx::Color& up, Gfx::Color& down,
Gfx::Color& cloudUp, Gfx::Color& cloudDown,
bool& full, bool& quarter);
//@}
//! Specifies the name of foreground texture
void SetForegroundName(const std::string& name);
//! Specifies whether to draw the foreground
void SetOverFront(bool front);
//! Sets the foreground overlay color
void SetOverColor(const Gfx::Color& color = Gfx::Color(), int mode = ENG_RSTATE_TCOLOR_BLACK);
//@{
//! Management of the particle density
void SetParticleDensity(float value);
float GetParticleDensity();
//@}
//! Adapts particle factor according to particle density
float ParticleAdapt(float factor);
//@{
//! Management of the distance of clipping.
void SetClippingDistance(float value);
float GetClippingDistance();
//@}
//@{
//! Management of objects detals.
void SetObjectDetail(float value);
float GetObjectDetail();
//@}
//@{
//! The amount of management objects gadgets
void SetGadgetQuantity(float value);
float GetGadgetQuantity();
//@}
//@{
//! Management the quality of textures
void SetTextureQuality(int value);
int GetTextureQuality();
//@}
//@{
//! Management mode of toto
void SetTotoMode(bool present);
bool GetTotoMode();
//@}
//@{
//! Management the mode of foreground
void SetLensMode(bool present);
bool GetLensMode();
//@}
//@{
//! Management the mode of water
void SetWaterMode(bool present);
bool GetWaterMode();
//@}
void SetLightingMode(bool present);
bool GetLightingMode();
//@{
//! Management the mode of sky
void SetSkyMode(bool present);
bool GetSkyMode();
//@}
//@{
//! Management the mode of background
void SetBackForce(bool present);
bool GetBackForce();
//@}
//@{
//! Management the mode of planets
void SetPlanetMode(bool present);
bool GetPlanetMode();
//@}
//@{
//! Managing the mode of dynamic lights.
void SetLightMode(bool present);
bool GetLightMode();
//@}
//@{
// TODO: move to more appropriate class ?
//! Management of the indentation mode while editing (CEdit)
void SetEditIndentMode(bool autoIndent);
bool GetEditIndentMode();
//@}
//@{
// TODO: move to more appropriate class ?
//! Management of tab indent when editing (CEdit)
void SetEditIndentValue(int value);
int GetEditIndentValue();
//@}
//@{
//! Management of game speed
void SetSpeed(float speed);
float GetSpeed();
//@{
//! Management of precision of robot tracks
void SetTracePrecision(float factor);
float GetTracePrecision();
//@}
//@{
//! Management of mouse cursor visibility
void SetMouseVisible(bool show);
bool GetMouseVisible();
//@}
//@{
//! Management of mouse cursor position
void SetMousePos(Math::Point pos);
Math::Point GetMousePos();
//@}
//@{
//! Management of mouse cursor type
void SetMouseType(Gfx::EngineMouseType type);
Gfx::EngineMouseType GetMouseType();
//@}
//! Returns the view matrix
const Math::Matrix& GetMatView();
//! Returns the camera center point
Math::Vector GetEyePt();
//! Returns the camera target point
Math::Vector GetLookatPt();
//! Returns the horizontal direction angle of view
float GetEyeDirH();
//! Returns the vertical direction angle of view
float GetEyeDirV();
//! Indicates whether a point is visible
bool IsVisiblePoint(const Math::Vector& pos);
//! Resets the projection matrix after changes
void UpdateMatProj();
//! Updates the scene after a change of parameters
void ApplyChange();
protected:
//! Prepares the interface for 3D scene
void Draw3DScene();
//! Draws the user interface over the scene
void DrawInterface();
//! Updates the textures used for drawing ground spot
void UpdateGroundSpotTextures();
//! Draws shadows
void DrawShadow();
//! Draws the gradient background
void DrawBackground();
//! Draws the gradient background
void DrawBackgroundGradient(const Gfx::Color& up, const Gfx::Color& down);
//! Draws a portion of the image background
void DrawBackgroundImageQuarter(Math::Point p1, Math::Point p2, const Gfx::Texture &tex);
//! Draws the image background
void DrawBackgroundImage();
//! Draws all the planets
void DrawPlanet();
//! Draws the image foreground
void DrawForegroundImage();
//! Draws the foreground color
void DrawOverColor();
//! Draws the rectangle of the object highlighted
void DrawHighlight();
//! Draws the mouse cursor
void DrawMouse();
//! Draw part of mouse cursor sprite
void DrawMouseSprite(Math::Point pos, Math::Point dim, int icon);
//! Creates new tier 1 object
Gfx::EngineObjLevel1& AddLevel1(const std::string& tex1Name, const std::string& tex2Name);
//! Creates a new tier 2 object
Gfx::EngineObjLevel2& AddLevel2(Gfx::EngineObjLevel1 &p1, int objRank);
//! Creates a new tier 3 object
Gfx::EngineObjLevel3& AddLevel3(Gfx::EngineObjLevel2 &p2, float min, float max);
//! Creates a new tier 4 object
Gfx::EngineObjLevel4& AddLevel4(Gfx::EngineObjLevel3 &p3, Gfx::EngineTriangleType type,
const Gfx::Material& mat, int state);
//! Create texture and add it to cache
Gfx::Texture CreateTexture(const std::string &texName, const Gfx::TextureCreateParams ¶ms);
//! Tests whether the given object is visible
bool IsVisible(int objRank);
//! Detects whether an object is affected by the mouse
bool DetectBBox(int objRank, Math::Point mouse);
//! Compute and return the 2D box on screen of any object
bool GetBBox2D(int objRank, Math::Point& min, Math::Point& max);
//! Detects the target object that is selected with the mouse
/** Returns the rank of the object or -1. */
int DetectObject(Math::Point mouse);
//! Detects whether the mouse is in a triangle.
bool DetectTriangle(Math::Point mouse, Gfx::VertexTex2* triangle, int objRank, float& dist);
//! Transforms a 3D point (x, y, z) in 2D space (x, y, -) of the window
/** The coordinated p2D.z gives the distance. */
bool TransformPoint(Math::Vector& p2D, int objRank, Math::Vector p3D);
//! Calculates the distances between the viewpoint and the origin of different objects
void ComputeDistance();
//! Updates geometric parameters of objects (bounding box and radius)
void UpdateGeometry();
protected:
CInstanceManager* m_iMan;
CApplication* m_app;
CSoundInterface* m_sound;
Gfx::CDevice* m_device;
Gfx::CText* m_text;
Gfx::CLightManager* m_lightMan;
Gfx::CParticle* m_particle;
Gfx::CWater* m_water;
Gfx::CCloud* m_cloud;
Gfx::CLightning* m_lightning;
Gfx::CPlanet* m_planet;
Gfx::CTerrain* m_terrain;
//! Last encountered error
std::string m_error;
//! Whether to show stats (FPS, etc)
bool m_showStats;
//! Speed of animation
float m_speed;
//! Pause mode
bool m_pause;
//! Rendering enabled?
bool m_render;
//! Lock for duration of movie?
bool m_movieLock;
//! Projection matrix for 3D scene
Math::Matrix m_matProj;
//! View matrix for 3D scene
Math::Matrix m_matView;
//! Camera angle for 3D scene
float m_focus;
//! World matrix for 2D interface
Math::Matrix m_matWorldInterface;
//! Projection matrix for 2D interface
Math::Matrix m_matProjInterface;
//! View matrix for 2D interface
Math::Matrix m_matViewInterface;
//! Current size of viewport window
Math::IntPoint m_size;
//! Previous size of viewport window
Math::IntPoint m_lastSize;
//! Root of tree object structure (level 1 list)
std::vector<Gfx::EngineObjLevel1> m_objectTree;
//! Object parameters
std::vector<Gfx::EngineObject> m_objects;
//! Shadow list
std::vector<Gfx::EngineShadow> m_shadows;
//! Ground spot list
std::vector<Gfx::EngineGroundSpot> m_groundSpots;
//! Ground mark
Gfx::EngineGroundMark m_groundMark;
//! Location of camera
Math::Vector m_eyePt;
//! Camera target
Math::Vector m_lookatPt;
float m_eyeDirH;
float m_eyeDirV;
int m_rankView;
Gfx::Color m_ambientColor[2];
Gfx::Color m_backColor[2];
Gfx::Color m_fogColor[2];
float m_deepView[2];
float m_fogStart[2];
Gfx::Color m_waterAddColor;
int m_statisticTriangle;
bool m_updateGeometry;
int m_alphaMode;
bool m_stateColor;
bool m_forceStateColor;
bool m_groundSpotVisible;
bool m_shadowVisible;
bool m_dirty;
bool m_fog;
bool m_firstGroundSpot;
int m_secondTexNum;
bool m_backgroundFull;
bool m_backgroundQuarter;
std::string m_backgroundName;
std::string m_backgroundQuarterNames[4];
Gfx::Texture m_backgroundFullTex;
Gfx::Texture m_backgroundQuarterTexs[4];
Gfx::Color m_backgroundColorUp;
Gfx::Color m_backgroundColorDown;
Gfx::Color m_backgroundCloudUp;
Gfx::Color m_backgroundCloudDown;
bool m_overFront;
Gfx::Color m_overColor;
int m_overMode;
std::string m_foregroundName;
Gfx::Texture m_foregroundTex;
bool m_drawWorld;
bool m_drawFront;
float m_limitLOD[2];
float m_particleDensity;
float m_clippingDistance;
float m_lastClippingDistance;
float m_objectDetail;
float m_lastObjectDetail;
float m_terrainVision;
float m_gadgetQuantity;
int m_textureQuality;
bool m_totoMode;
bool m_lensMode;
bool m_waterMode;
bool m_skyMode;
bool m_backForce;
bool m_planetMode;
bool m_lightMode;
bool m_editIndentMode;
int m_editIndentValue;
float m_tracePrecision;
//! Ranks of highlighted objects
int m_highlightRank[100];
//! Highlight visible?
bool m_highlight;
//! Time counter for highlight animation
float m_highlightTime;
//@{
//! Highlight rectangle points
Math::Point m_highlightP1;
Math::Point m_highlightP2;
//@}
//! Texture directory name
std::string m_texPath;
//! Default texture create params
Gfx::TextureCreateParams m_defaultTexParams;
//! Map of loaded textures (by name)
std::map<std::string, Gfx::Texture> m_texNameMap;
//! Reverse map of loaded textures (by texture)
std::map<Gfx::Texture, std::string> m_revTexNameMap;
//! Blacklist map of textures
/** Textures on this list were not successful in first loading,
* so are disabled for subsequent load calls. */
std::set<std::string> m_texBlacklist;
//! Mouse cursor definitions
Gfx::EngineMouse m_mice[Gfx::ENG_MOUSE_COUNT];
//! Texture with mouse cursors
Gfx::Texture m_miceTexture;
//! Size of mouse cursor
Math::Point m_mouseSize;
//! Type of mouse cursor
Gfx::EngineMouseType m_mouseType;
//! Position of mouse in interface coords
Math::Point m_mousePos;
//! Is mouse visible?
bool m_mouseVisible;
//! Last engine render state (-1 at the beginning of frame)
int m_lastState;
//! Last color set with render state
Gfx::Color m_lastColor;
//! Last texture names for 2 used texture stages
std::string m_lastTexture[2];
//! Last material
Gfx::Material m_lastMaterial;
};
}; // namespace Gfx
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