colobot/src/graphics/engine/engine.h

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/*
* This file is part of the Colobot: Gold Edition source code
* Copyright (C) 2001-2014, Daniel Roux, EPSITEC SA & TerranovaTeam
* http://epsiteс.ch; http://colobot.info; http://github.com/colobot
*
* 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://gnu.org/licenses
*/
/**
* \file graphics/engine/engine.h
* \brief Main graphics engine - CEngine class
*/
#pragma once
#include "app/system.h"
#include "common/singleton.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>
#include <memory>
#include <unordered_map>
class CApplication;
class CObject;
class CSoundInterface;
class CImage;
class CPauseManager;
struct Event;
// Graphics module namespace
namespace Gfx {
class CDevice;
class COldModelManager;
class CLightManager;
class CText;
class CParticle;
class CWater;
class CCloud;
class CLightning;
class CPlanet;
class CTerrain;
class CPyroManager;
class CModelMesh;
struct ModelShadowSpot;
struct ModelTriangle;
/**
* \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
VertexTex2 triangle[3];
//! Material
Material material;
//! Render state
int state;
//! 1st texture
std::string tex1Name;
//! 2nd texture
std::string tex2Name;
inline EngineTriangle()
{
state = 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_VEHICLE = 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 EngineBaseObjDataTier
* \brief Tier 3 of object tree (data)
*/
struct EngineBaseObjDataTier
{
EngineTriangleType type;
Material material;
int state;
std::vector<VertexTex2> vertices;
unsigned int staticBufferId;
bool updateStaticBuffer;
inline EngineBaseObjDataTier(EngineTriangleType _type = ENG_TRIANGLE_TYPE_TRIANGLES,
const Material& _material = Material(),
int _state = ENG_RSTATE_NORMAL)
: type(_type)
, material(_material)
, state(_state)
, staticBufferId(0)
, updateStaticBuffer(false)
{}
};
/**
* \struct EngineBaseObjTexTier
* \brief Tier 2 of base object tree (textures)
*/
struct EngineBaseObjTexTier
{
std::string tex1Name;
Texture tex1;
std::string tex2Name;
Texture tex2;
std::vector<EngineBaseObjDataTier> next;
inline EngineBaseObjTexTier(const std::string& _tex1Name = "", const std::string& _tex2Name = "")
: tex1Name(_tex1Name)
, tex2Name(_tex2Name)
{}
};
/**
* \struct BaseEngineObject
* \brief Base (template) object - geometry for engine objects
*
* This is also the tier 1 of base object tree.
*/
struct EngineBaseObject
{
//! If true, base object is valid in objects vector
bool used;
//! Number of triangles
int totalTriangles;
//! 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;
//! Next tier (Tex)
std::vector<EngineBaseObjTexTier> next;
inline EngineBaseObject()
{
LoadDefault();
}
inline void LoadDefault()
{
used = false;
totalTriangles = 0;
bboxMax.LoadZero();
bboxMin.LoadZero();
radius = 0.0f;
}
};
/**
* \struct EngineObject
* \brief Object drawn by the graphics engine
*/
struct EngineObject
{
//! If true, object is valid in objects vector
bool used;
//! Rank of associated base engine object
int baseObjRank;
//! 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;
//! Type of object
EngineObjectType type;
//! Transformation matrix
Math::Matrix transform;
//! Distance to object from eye point
float distance;
//! Rank of the associated shadow
int shadowRank;
//! Transparency of the object [0, 1]
float transparency;
//! Calls LoadDefault()
inline EngineObject()
{
LoadDefault();
}
//! Loads default values
inline void LoadDefault()
{
used = false;
baseObjRank = -1;
visible = false;
drawWorld = false;
drawFront = false;
type = ENG_OBJTYPE_NULL;
transform.LoadIdentity();
distance = 0.0f;
shadowRank = -1;
transparency = 0.0f;
}
};
/**
* \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
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;
inline EngineShadow()
{
LoadDefault();
}
inline void LoadDefault()
{
used = false;
hide = false;
objRank = 0;
type = 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
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;
inline EngineGroundSpot()
{
LoadDefault();
}
inline void LoadDefault()
{
used = false;
color = 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
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;
inline EngineGroundMark()
{
LoadDefault();
}
inline 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
EngineRenderState mode1;
//! Mode to render 2nd image in
EngineRenderState mode2;
//! Hot point
Math::Point hotPoint;
inline EngineMouse(int _icon1 = -1, int _icon2 = -1, int _iconShadow = -1,
EngineRenderState _mode1 = ENG_RSTATE_NORMAL,
EngineRenderState _mode2 = ENG_RSTATE_NORMAL,
Math::Point _hotPoint = Math::Point())
: icon1(_icon1)
, icon2(_icon2)
, iconShadow(_iconShadow)
, mode1(_mode1)
, mode2(_mode2)
, 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 Scene 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 Interface 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 Objects 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 as a separate object -- base engine object. Each object
* must reference a valid base engine object or an empty base engine object (with rank = -1).
* This many-to-one association allows to share same geometric data (e.g. from same model)
* across objects.
*
* Base engine object data is stored in a 4-tier tree which splits the data describing triangles.
*
* The 4 tiers contain the following information:
* - level 1 (EngineBaseObject) - geometric statistics
* - level 2 (EngineBaseObjTexTier) - two textures (names and structs) applied to triangles,
* - level 3 (EngineBaseObjDataTier) - type of object*, material, render state and the actual vertex data
*
* *NOTE: type of object in this context means only the internal type in 3D engine. It is not related
* to CObject types.
*
* Last tier containing vertex data contains also an ID of static buffer holding the data.
* The static buffer is created and updated with new data as needed.
*
* Such tiered structure complicates loops over all object data, but saves a lot of memory and
* optimizes the rendering process.
*
* \section Shadows Shadows
*
* Each engine object can be associated with a shadow (EngineShadow). Like objects, shadows are
* identified by their rank obtained upon creation.
*
* Shadows are drawn as circular spots on the ground, except for shadows for worms, which have
* special mode for them.
*
* \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 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 CSingleton<CEngine>
{
public:
CEngine(CApplication* app);
~CEngine();
//! Sets the device to be used
void SetDevice(CDevice* device);
//! Returns the current device
CDevice* GetDevice();
//! Returns the text rendering engine
CText* GetText();
COldModelManager* GetModelManager();
CPyroManager* GetPyroManager();
//! Returns the light manager
CLightManager* GetLightManager();
//! Returns the particle manager
CParticle* GetParticle();
//! Returns the terrain manager
CTerrain* GetTerrain();
//! Returns the water manager
CWater* GetWater();
//! Returns the lighting manager
CLightning* GetLightning();
//! Returns the planet manager
CPlanet* GetPlanet();
//! Returns the fog manager
CCloud* GetCloud();
//! Sets the terrain object
void SetTerrain(CTerrain* terrain);
//! 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 FrameUpdate();
//! Writes a screenshot containing the current frame
bool WriteScreenShot(const std::string& fileName, int width, int height);
//! Get pause mode
TEST_VIRTUAL bool GetPause();
//@{
//! 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();
//@{
//! 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);
//@}
//! Increments the triangle counter for the current frame
void AddStatisticTriangle(int nb);
//! Returns the number of triangles in current frame
int GetStatisticTriangle();
//! Sets the coordinates to display in stats window
void SetStatisticPos(Math::Vector pos);
//! Sets text to display as mission timer
void SetTimerDisplay(const std::string& text);
/* *************** New mesh interface *************** */
//! Add new instance of static mesh
/**
* Static meshes never change their geometry or texture mapping,
* so specific instances can share mesh data.
*
* @param mesh mesh data
* @param key key unique per object class
* @return mesh instance handle
*/
int AddStaticMesh(const std::string& key, const Gfx::CModelMesh* mesh, const Math::Matrix& worldMatrix);
//! Removes given static mesh
void DeleteStaticMesh(int meshHandle);
//! Adds a shadow spot to mesh
void AddStaticMeshShadowSpot(int meshHandle, const Gfx::ModelShadowSpot& shadowSpot);
//! Returns static mesh world matrix
const Math::Matrix& GetStaticMeshWorldMatrix(int meshHandle);
//! Sets transparency for static mesh
void SetStaticMeshTransparency(int meshHandle, float value);
/* *************** Object management *************** */
// Base objects
//! Creates a base object and returns its rank
int CreateBaseObject();
//! Deletes a base object
void DeleteBaseObject(int baseObjRank);
//! Deletes all base objects
void DeleteAllBaseObjects();
//! Copies geometry between two base objects
void CopyBaseObject(int sourceBaseObjRank, int destBaseObjRank);
//! Adds triangles to given object with the specified params
void AddBaseObjTriangles(int baseObjRank, const std::vector<Gfx::ModelTriangle>& triangles);
//! Adds a tier 4 engine object directly
void AddBaseObjQuick(int baseObjRank, const EngineBaseObjDataTier& buffer,
std::string tex1Name, std::string tex2Name,
bool globalUpdate);
// Objects
//! Print debug info about an object
void DebugObject(int rank);
//! Creates a new object and returns its rank
int CreateObject();
//! Deletes all objects, shadows and ground spots
void DeleteAllObjects();
//! Deletes the given object
void DeleteObject(int objRank);
//@{
//! Management of the base object rank for engine object
void SetObjectBaseRank(int objRank, int baseObjRank);
int GetObjectBaseRank(int objRank);
//@}
//@{
//! Management of engine object type
void SetObjectType(int objRank, EngineObjectType type);
EngineObjectType GetObjectType(int objRank);
//@}
//@{
//! Management of object transform
void SetObjectTransform(int objRank, const Math::Matrix& transform);
void GetObjectTransform(int objRank, Math::Matrix& transform);
//@}
//! Sets drawWorld for given object
void SetObjectDrawWorld(int objRank, bool draw);
//! Sets drawFront for given object
void SetObjectDrawFront(int objRank, bool draw);
//! Sets the transparency level for given object
void SetObjectTransparency(int objRank, float value);
//! Returns the bounding box for an object
void GetObjectBBox(int objRank, Math::Vector& min, Math::Vector& max);
//! Returns the total number of triangles of given object
int GetObjectTotalTriangles(int objRank);
//! Returns the first found tier 4 engine object for the given params or nullptr if not found
EngineBaseObjDataTier* FindTriangles(int objRank, const Material& material,
int state, std::string tex1Name, std::string tex2Name);
//! Returns a partial list of triangles for given object
int GetPartialTriangles(int objRank, float percent, int maxCount,
std::vector<EngineTriangle>& triangles);
//! Changes the 2nd texure for given object
void ChangeSecondTexture(int objRank, const std::string& tex2Name);
//! Changes (recalculates) texture mapping for given object
void ChangeTextureMapping(int objRank, const Material& mat, int state,
const std::string& tex1Name, const std::string& tex2Name,
EngineTextureMapping mode,
float au, float bu, float av, float bv);
//! Changes texture mapping for robot tracks
void TrackTextureMapping(int objRank, const Material& mat, int state,
const std::string& tex1Name, const std::string& tex2Name,
EngineTextureMapping mode,
float pos, float factor, float tl, float ts, float tt);
//! Detects the target object that is selected with the mouse
/** Returns the rank of the object or -1. */
int DetectObject(Math::Point mouse);
//! Creates a shadow for the given object
void CreateShadow(int objRank);
//! Deletes the shadow for given object
void DeleteShadow(int objRank);
//@{
//! Management of different shadow params
void SetObjectShadowHide(int objRank, bool hide);
void SetObjectShadowType(int objRank, EngineShadowType type);
void SetObjectShadowPos(int objRank, const Math::Vector& pos);
void SetObjectShadowAngle(int objRank, float angle);
void SetObjectShadowRadius(int objRank, float radius);
void SetObjectShadowIntensity(int objRank, float intensity);
void SetObjectShadowHeight(int objRank, float height);
void UpdateObjectShadowNormal(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 DeleteAllGroundSpots();
//! 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
void SetObjectGroundSpotPos(int rank, const Math::Vector& pos);
void SetObjectGroundSpotRadius(int rank, float radius);
void SetObjectGroundSpotColor(int rank, const Color& color);
void SetObjectGroundSpotMinMax(int rank, float min, float max);
void 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 Color& color = Color(1.0f, 1.0f, 1.0f, 1.0f));
//! Sets the current material
void SetMaterial(const 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
Texture LoadTexture(const std::string& name);
//! Loads texture from existing image
Texture LoadTexture(const std::string& name, CImage* image);
//! Loads texture, creating it with given params if not already present
Texture LoadTexture(const std::string& name, const TextureCreateParams& params);
//! Loads all necessary textures
bool LoadAllTextures();
//! Changes colors in a texture
bool ChangeTextureColor(const std::string& texName,
Color colorRef1, Color colorNew1,
Color colorRef2, Color colorNew2,
float tolerance1, float tolerance2,
Math::Point ts, Math::Point ti,
Math::Point *exclude = nullptr,
float shift = 0.0f, bool hsv = false);
//! 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 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 Texture& tex);
//! Empties the texture cache
void FlushTextureCache();
//! 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();
//@}
//@{
//! Management of the global mode of secondary texturing
void SetSecondTexture(const std::string& texNum);
const std::string& 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 Color& color, int rank = 0);
Color GetAmbientColor(int rank = 0);
//@}
//@{
//! Color management under water
void SetWaterAddColor(const Color& color);
Color GetWaterAddColor();
//@}
//@{
//! Management of the fog color
void SetFogColor(const Color& color, int rank = 0);
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, Color up = Color(), Color down = Color(),
Color cloudUp = Color(), Color cloudDown = Color(),
bool full = false, bool scale = false);
void GetBackground(std::string& name, Color& up, Color& down,
Color& cloudUp, Color& cloudDown,
bool& full, bool& scale);
//@}
//! 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 Color& color = 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 the texture filter mode
void SetTextureFilterMode(TexFilter value);
TexFilter GetTextureFilterMode();
//@}
//@{
//! Management the mipmap level for textures
void SetTextureMipmapLevel(int value);
int GetTextureMipmapLevel();
//@}
//@{
//! Management the anisotropy level for textures
void SetTextureAnisotropyLevel(int value);
int GetTextureAnisotropyLevel();
//@}
//@{
//! Management of shadow mapping
void SetShadowMapping(bool value);
bool GetShadowMapping();
//@}
//@{
//! Management of shadow color
void SetShadowColor(float value);
bool GetShadowColor();
//@}
//@{
//! Management of shadow range
void SetShadowRange(float value);
bool GetShadowRange();
//@}
//@{
//! Management of shadow range
void SetMultiSample(int value);
bool GetMultiSample();
//@}
//@{
//! 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 precision of robot tracks
void SetTracePrecision(float factor);
float GetTracePrecision();
//@}
//@{
//! Management of mouse cursor type
void SetMouseType(EngineMouseType type);
EngineMouseType GetMouseType();
//@}
//! Returns the view matrix
const Math::Matrix& GetMatView();
//! Returns the camera center point
TEST_VIRTUAL Math::Vector GetEyePt();
//! Returns the camera target point
TEST_VIRTUAL 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();
//! Renders shadow map
void RenderShadowMap();
//! Enables or disables shadow mapping
void UseShadowMapping(bool enable);
//! Enables or disables MSAA
void UseMSAA(bool enable);
//! Draw 3D object
void DrawObject(const EngineBaseObjDataTier& p4);
//! 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 Color& up, const Color& down);
//! 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);
//! Draw statistic texts
void DrawStats();
//! Draw mission timer
void DrawTimer();
//! Creates a new tier 2 object (texture)
EngineBaseObjTexTier& AddLevel2(EngineBaseObject& p1, const std::string& tex1Name, const std::string& tex2Name);
//! Creates a new tier 3 object (data)
EngineBaseObjDataTier& AddLevel3(EngineBaseObjTexTier &p3, EngineTriangleType type,
const Material& mat, int state);
//! Create texture and add it to cache
Texture CreateTexture(const std::string &texName, const TextureCreateParams &params, CImage* image = nullptr);
//! 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 whether the mouse is in a triangle.
bool DetectTriangle(Math::Point mouse, 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();
//! Updates a given static buffer
void UpdateStaticBuffer(EngineBaseObjDataTier& p4);
//! Updates static buffers of changed objects
void UpdateStaticBuffers();
void AddBaseObjTriangles(int baseObjRank, const std::vector<VertexTex2>& vertices,
const Material& material, int state,
std::string tex1Name, std::string tex2Name);
int GetEngineState(const ModelTriangle& triangle);
protected:
CApplication* m_app;
CSoundInterface* m_sound;
CDevice* m_device;
std::unique_ptr<COldModelManager> m_modelManager;
CText* m_text;
CLightManager* m_lightMan;
CParticle* m_particle;
CWater* m_water;
CCloud* m_cloud;
CLightning* m_lightning;
CPlanet* m_planet;
CTerrain* m_terrain;
CPauseManager* m_pause;
std::unique_ptr<CPyroManager> m_pyroManager;
//! Last encountered error
std::string m_error;
SystemTimeStamp* m_lastFrameTime;
SystemTimeStamp* m_currentFrameTime;
int m_fpsCounter;
float m_fps;
//! Whether to show stats (FPS, etc)
bool m_showStats;
std::string m_fpsText;
//! Rendering enabled?
bool m_render;
//! 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;
//! Projection matrix for rendering shadow maps
Math::Matrix m_shadowProjMat;
//! View matrix for rendering shadow maps
Math::Matrix m_shadowViewMat;
//! Texture matrix for rendering shadow maps
Math::Matrix m_shadowTextureMat;
//! Texture bias for sampling shadow maps
Math::Matrix m_shadowBias;
//! 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;
//! Base objects (also level 1 tier list)
std::vector<EngineBaseObject> m_baseObjects;
//! Object parameters
std::vector<EngineObject> m_objects;
//! Shadow list
std::vector<EngineShadow> m_shadows;
//! Ground spot list
std::vector<EngineGroundSpot> m_groundSpots;
//! Ground mark
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;
Color m_ambientColor[2];
Color m_backColor[2];
Color m_fogColor[2];
float m_deepView[2];
float m_fogStart[2];
Color m_waterAddColor;
int m_statisticTriangle;
Math::Vector m_statisticPos;
bool m_updateGeometry;
bool m_updateStaticBuffers;
int m_alphaMode;
bool m_groundSpotVisible;
bool m_shadowVisible;
bool m_dirty;
bool m_fog;
bool m_firstGroundSpot;
std::string m_secondTex;
bool m_backgroundFull;
bool m_backgroundScale;
std::string m_backgroundName;
Texture m_backgroundTex;
Color m_backgroundColorUp;
Color m_backgroundColorDown;
Color m_backgroundCloudUp;
Color m_backgroundCloudDown;
bool m_overFront;
Color m_overColor;
int m_overMode;
std::string m_foregroundName;
Texture m_foregroundTex;
bool m_drawWorld;
bool m_drawFront;
float m_particleDensity;
float m_clippingDistance;
float m_lastClippingDistance;
float m_objectDetail;
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;
Texture m_shadowMap;
//! 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;
//@}
//! Default texture create params
TextureCreateParams m_defaultTexParams;
//! Create params for terrain textures
TextureCreateParams m_terrainTexParams;
//! Requested texture mipmap level
int m_textureMipmapLevel;
//! Requested texture anisotropy level
int m_textureAnisotropy;
//! true if shadow mapping enabled
bool m_shadowMapping;
//! true enables offscreen shadow rendering
bool m_offscreenShadowRendering;
//! true enables higher quality shadows
bool m_qualityShadows;
//! Shadow color
float m_shadowColor;
//! Shadow range
float m_shadowRange;
//! Number of samples for multisample rendering
int m_multisample;
//! Map of loaded textures (by name)
std::map<std::string, Texture> m_texNameMap;
//! Reverse map of loaded textures (by texture)
std::map<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
EngineMouse m_mice[ENG_MOUSE_COUNT];
//! Texture with mouse cursors
Texture m_miceTexture;
//! Size of mouse cursor
Math::Point m_mouseSize;
//! Type of mouse cursor
EngineMouseType m_mouseType;
//! Last engine render state (-1 at the beginning of frame)
int m_lastState;
//! Last color set with render state
Color m_lastColor;
//! Last texture names for 2 used texture stages
std::string m_lastTexture[2];
//! Last material
Material m_lastMaterial;
//! True when drawing 2D UI
bool m_interfaceMode;
bool m_debugLights;
bool m_debugDumpLights;
std::string m_timerText;
std::unordered_map<std::string, int> m_staticMeshBaseObjects;
};
} // namespace Gfx