colobot/colobot-base/graphics/engine/planet.cpp

206 lines
5.5 KiB
C++

/*
* This file is part of the Colobot: Gold Edition source code
* Copyright (C) 2001-2023, Daniel Roux, EPSITEC SA & TerranovaTeam
* http://epsitec.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
*/
#include "graphics/engine/planet.h"
#include "common/event.h"
#include "graphics/core/device.h"
#include "graphics/core/renderers.h"
#include "graphics/core/transparency.h"
#include "graphics/engine/engine.h"
#include "math/func.h"
// Graphics module namespace
namespace Gfx
{
namespace
{
const int PLANET_PREALLOCATE_COUNT = 20;
} // anonymous namespace
CPlanet::CPlanet(CEngine* engine)
: m_engine(engine)
{
m_planets.reserve(PLANET_PREALLOCATE_COUNT);
}
CPlanet::~CPlanet()
{
}
void CPlanet::Flush()
{
m_planets.clear();
m_visibleType = PlanetType::Sky;
m_time = 0.0f;
}
bool CPlanet::EventProcess(const Event &event)
{
if (event.type == EVENT_FRAME)
return EventFrame(event);
return true;
}
bool CPlanet::EventFrame(const Event &event)
{
if (m_engine->GetPause()) return true;
m_time += event.rTime;
for (auto& planet : m_planets)
{
if (planet.type != m_visibleType)
continue;
float a = m_time * planet.speed;
if (a < 0.0f)
a += Math::PI*1000.0f;
planet.angle.x = a + planet.start.x;
planet.angle.y = sinf(a) * sinf(planet.dir) + planet.start.y;
}
return true;
}
void CPlanet::LoadTexture()
{
for (const auto& planet : m_planets)
{
m_engine->LoadTexture(planet.name);
}
}
void CPlanet::Draw()
{
float eyeDirH = m_engine->GetEyeDirH();
float eyeDirV = m_engine->GetEyeDirV();
auto renderer = m_engine->GetDevice()->GetObjectRenderer();
float dp = 0.5f/256.0f;
auto windowSize = m_engine->GetWindowSize();
float inverseAspectRatio = static_cast<float>(windowSize.y) / static_cast<float>(windowSize.x);
for (const auto& planet : m_planets)
{
if (planet.type != m_visibleType)
continue;
auto texture = m_engine->LoadTexture(planet.name);
renderer->SetAlbedoTexture(texture);
if (planet.transparent)
renderer->SetTransparency(TransparencyMode::ALPHA);
else
renderer->SetTransparency(TransparencyMode::BLACK);
glm::vec2 p1{}, p2{};
// Determine the 2D coordinates of the centre of the planet.
// Not sure why this is + when you'd expect -. Perhaps one of the angles is inverted.
// Compute the camera-relative angles. (0, 0) is straight ahead (the dead centre of the screen).
// Why -1.0f? Simply because the old formula included that, and we need it to
// be consistent for the outer space cutscenes to work.
float a = planet.angle.x + eyeDirH - 1.0f;
a = Math::Mod(a+Math::PI, Math::PI*2.0f)-Math::PI; // normalize to -pi <= a < pi
p1.x = a/m_engine->GetHFovAngle() + 0.5f;
a = eyeDirV + planet.angle.y;
p1.y = 0.4f+(Math::Mod(a+Math::PI, Math::PI*2.0f)-Math::PI)*(2.0f/Math::PI);
// planet.dim is what percentage of the screen height the planet takes up (e.g. 0.333 = 1/3 of screen height)
// and then the width is calculated to make it square. (0.333 = 1/4 of screen width assuming 4:3)
// This matches the behaviour of the 3D scene - the vertical FOV is fixed, and the horizontal FOV changes
// to match the aspect ratio.
p1.x -= planet.dim/2.0f*inverseAspectRatio;
p1.y -= planet.dim/2.0f;
p2.x = p1.x+planet.dim*inverseAspectRatio;
p2.y = p1.y+planet.dim;
float u1 = planet.uv1.x + dp;
float v1 = planet.uv1.y + dp;
float u2 = planet.uv2.x - dp;
float v2 = planet.uv2.y - dp;
glm::u8vec4 white(255);
Vertex3D quad[4] =
{
{ glm::vec3(p1.x, p1.y, 0.0f), white, { u1, v2 } },
{ glm::vec3(p1.x, p2.y, 0.0f), white, { u1, v1 } },
{ glm::vec3(p2.x, p1.y, 0.0f), white, { u2, v2 } },
{ glm::vec3(p2.x, p2.y, 0.0f), white, { u2, v1 } }
};
renderer->SetAlbedoColor(Color{ 1.0f, 1.0f, 1.0f, 1.0f });
renderer->DrawPrimitive(PrimitiveType::TRIANGLE_STRIP, 4, quad);
m_engine->AddStatisticTriangle(2);
}
}
void CPlanet::Create(PlanetType type, const glm::vec2& start, float dim, float speed,
float dir, const std::string& name, const glm::vec2& uv1, const glm::vec2& uv2,
bool transparent)
{
Planet planet;
planet.type = type;
planet.start = start;
planet.angle = start;
planet.dim = dim;
planet.speed = speed;
planet.dir = dir;
planet.name = name;
planet.uv1 = uv1;
planet.uv2 = uv2;
planet.transparent = transparent;
m_planets.push_back(planet);
}
bool CPlanet::PlanetExist()
{
return !m_planets.empty();
}
void CPlanet::SetVisiblePlanetType(PlanetType type)
{
m_visibleType = type;
}
} // namespace Gfx