1004 lines
31 KiB
C++
Executable File
1004 lines
31 KiB
C++
Executable File
//-----------------------------------------------------------------------------
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// Torque Game Engine
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// Copyright (C) GarageGames.com, Inc.
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//-----------------------------------------------------------------------------
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#include "platform/platform.h"
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#include "platform/platformVideo.h"
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#include "platform/platformAudio.h"
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#include "platform/platformInput.h"
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#include "core/findMatch.h"
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#include "dgl/dgl.h"
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#include "game/game.h"
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#include "math/mMath.h"
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#include "console/simBase.h"
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#include "console/console.h"
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#include "terrain/terrData.h"
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#include "terrain/terrRender.h"
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#include "terrain/waterBlock.h"
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#include "game/collisionTest.h"
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#include "game/showTSShape.h"
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#include "sceneGraph/sceneGraph.h"
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#include "gui/core/guiTSControl.h"
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#include "game/moveManager.h"
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#include "console/consoleTypes.h"
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#include "game/shapeBase.h"
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#include "core/dnet.h"
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#include "game/gameConnection.h"
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#include "core/fileStream.h"
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#include "gui/core/guiCanvas.h"
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#include "dgl/gTexManager.h"
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#include "sceneGraph/sceneLighting.h"
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#include "terrain/sky.h"
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#include "game/ambientAudioManager.h"
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#include "core/frameAllocator.h"
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#include "sceneGraph/detailManager.h"
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#include "gui/controls/guiMLTextCtrl.h"
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#include "platform/profiler.h"
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#include "game/fx/underLava.h"
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#include "core/iTickable.h"
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//this is an extra comment
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static void cPanoramaScreenShot(SimObject *, S32, const char ** argv);
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void wireCube(F32 size, Point3F pos);
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CollisionTest collisionTest;
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F32 gMovementSpeed = 1;
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//--------------------------------------------------------------------------
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ConsoleFunctionGroupBegin( GameFunctions, "General game functionality.");
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ConsoleFunction(screenShot, void, 3, 3, "(string file, string format)"
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"Take a screenshot.\n\n"
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"@param format One of JPEG or PNG.")
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{
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FileStream fStream;
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if(!fStream.open(argv[1], FileStream::Write))
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{
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Con::printf("Failed to open file '%s'.", argv[1]);
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return;
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}
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glReadBuffer(GL_FRONT);
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Point2I extent = Canvas->getExtent();
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U8 * pixels = new U8[extent.x * extent.y * 3];
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glReadPixels(0, 0, extent.x, extent.y, GL_RGB, GL_UNSIGNED_BYTE, pixels);
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GBitmap * bitmap = new GBitmap;
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bitmap->allocateBitmap(U32(extent.x), U32(extent.y));
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// flip the rows
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for(U32 y = 0; y < extent.y; y++)
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dMemcpy(bitmap->getAddress(0, extent.y - y - 1), pixels + y * extent.x * 3, U32(extent.x * 3));
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if ( dStrcmp( argv[2], "JPEG" ) == 0 )
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bitmap->writeJPEG(fStream);
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else if( dStrcmp( argv[2], "PNG" ) == 0)
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bitmap->writePNG(fStream);
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else
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bitmap->writePNG(fStream);
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fStream.close();
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delete [] pixels;
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delete bitmap;
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}
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ConsoleFunction(lightScene, bool, 1, 3, "(script_function completeCallback=NULL, string mode=\"\")"
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"Relight the scene.\n\n"
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"If mode is \"forceAlways\", the lightmaps will be regenerated regardless of whether "
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"lighting cache files can be written to. If mode is \"forceWritable\", then the lightmaps "
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"will be regenerated only if the lighting cache files can be written.")
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{
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const char * callback = StringTable->insert(argv[1]);
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BitSet32 flags = 0;
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if(argc>1)
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{
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if(!dStricmp(argv[2], "forceAlways"))
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flags.set(SceneLighting::ForceAlways);
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else if(!dStricmp(argv[2], "forceWritable"))
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flags.set(SceneLighting::ForceWritable);
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}
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return(SceneLighting::lightScene(callback, flags));
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}
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//--------------------------------------------------------------------------
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static const U32 MaxPlayerNameLength = 16;
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ConsoleFunction( strToPlayerName, const char*, 2, 2, "strToPlayerName( string )" )
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{
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argc;
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const char* ptr = argv[1];
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// Strip leading spaces and underscores:
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while ( *ptr == ' ' || *ptr == '_' )
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ptr++;
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U32 len = dStrlen( ptr );
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if ( len )
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{
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char* ret = Con::getReturnBuffer( MaxPlayerNameLength + 1 );
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char* rptr = ret;
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ret[MaxPlayerNameLength - 1] = '\0';
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ret[MaxPlayerNameLength] = '\0';
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bool space = false;
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U8 ch;
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while ( *ptr && dStrlen( ret ) < MaxPlayerNameLength )
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{
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ch = (U8) *ptr;
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// Strip all illegal characters:
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if ( ch < 32 || ch == ',' || ch == '.' || ch == '\'' || ch == '`' )
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{
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ptr++;
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continue;
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}
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// Don't allow double spaces or space-underline combinations:
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if ( ch == ' ' || ch == '_' )
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{
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if ( space )
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{
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ptr++;
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continue;
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}
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else
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space = true;
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}
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else
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space = false;
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*rptr++ = *ptr;
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ptr++;
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}
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*rptr = '\0';
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//finally, strip out the ML text control chars...
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return GuiMLTextCtrl::stripControlChars(ret);
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return( ret );
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}
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return( "" );
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}
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//------------------------------------------------------------------------------
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static U32 moveCount = 0;
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bool GameGetCameraTransform(MatrixF *mat, Point3F *velocity)
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{
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// Return the position and velocity of the control object
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GameConnection* connection = GameConnection::getConnectionToServer();
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return connection && connection->getControlCameraTransform(0, mat) &&
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connection->getControlCameraVelocity(velocity);
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}
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//------------------------------------------------------------------------------
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/// Camera and FOV info
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namespace {
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const U32 MaxZoomSpeed = 2000; ///< max number of ms to reach target FOV
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static F32 sConsoleCameraFov = 90.f; ///< updated to camera FOV each frame
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static F32 sDefaultFov = 90.f; ///< normal FOV
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static F32 sCameraFov = 90.f; ///< current camera FOV
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static F32 sTargetFov = 90.f; ///< the desired FOV
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static F32 sLastCameraUpdateTime = 0.0f; ///< last time camera was updated
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static S32 sZoomSpeed = 500; ///< ms per 90deg fov change
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} // namespace {}
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//------------------------------------------------------------------------------
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ConsoleFunctionGroupBegin( CameraFunctions, "Functions controlling the global camera properties defined in main.cc.");
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ConsoleFunction(setDefaultFov, void, 2,2, "(defaultFov) - Set the default FOV for a camera.")
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{
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argc;
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sDefaultFov = mClampF(dAtof(argv[1]), MinCameraFov, MaxCameraFov);
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if(sCameraFov == sTargetFov)
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sTargetFov = sDefaultFov;
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}
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ConsoleFunction(setZoomSpeed, void, 2,2, "(speed) - Set the zoom speed of the camera, in ms per 90deg FOV change.")
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{
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argc;
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sZoomSpeed = mClamp(dAtoi(argv[1]), 0, MaxZoomSpeed);
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}
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ConsoleFunction(setFov, void, 2, 2, "(fov) - Set the FOV of the camera.")
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{
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argc;
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sTargetFov = mClampF(dAtof(argv[1]), MinCameraFov, MaxCameraFov);
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}
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ConsoleFunctionGroupEnd( CameraFunctions );
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F32 GameGetCameraFov()
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{
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return(sCameraFov);
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}
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void GameSetCameraFov(F32 fov)
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{
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sTargetFov = sCameraFov = fov;
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}
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void GameSetCameraTargetFov(F32 fov)
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{
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sTargetFov = fov;
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}
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void GameUpdateCameraFov()
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{
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F32 time = F32(Platform::getVirtualMilliseconds());
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// need to update fov?
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if(sTargetFov != sCameraFov)
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{
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F32 delta = time - sLastCameraUpdateTime;
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// snap zoom?
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if((sZoomSpeed == 0) || (delta <= 0.f))
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sCameraFov = sTargetFov;
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else
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{
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// gZoomSpeed is time in ms to zoom 90deg
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F32 step = 90.f * (delta / F32(sZoomSpeed));
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if(sCameraFov > sTargetFov)
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{
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sCameraFov -= step;
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if(sCameraFov < sTargetFov)
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sCameraFov = sTargetFov;
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}
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else
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{
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sCameraFov += step;
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if(sCameraFov > sTargetFov)
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sCameraFov = sTargetFov;
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}
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}
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}
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// the game connection controls the vertical and the horizontal
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GameConnection * connection = GameConnection::getConnectionToServer();
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if(connection)
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{
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// check if fov is valid on control object
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if(connection->isValidControlCameraFov(sCameraFov))
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connection->setControlCameraFov(sCameraFov);
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else
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{
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// will set to the closest fov (fails only on invalid control object)
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if(connection->setControlCameraFov(sCameraFov))
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{
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F32 setFov = sCameraFov;
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connection->getControlCameraFov(&setFov);
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sTargetFov = sCameraFov = setFov;
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}
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}
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}
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// update the console variable
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sConsoleCameraFov = sCameraFov;
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sLastCameraUpdateTime = time;
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}
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//--------------------------------------------------------------------------
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#ifdef TORQUE_DEBUG
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// ConsoleFunction(dumpTSShapes, void, 1, 1, "dumpTSShapes();")
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// {
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// argc, argv;
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// FindMatch match("*.dts", 4096);
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// ResourceManager->findMatches(&match);
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// for (U32 i = 0; i < match.numMatches(); i++)
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// {
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// U32 j;
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// Resource<TSShape> shape = ResourceManager->load(match.matchList[i]);
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// if (bool(shape) == false)
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// Con::errorf(" aaa Couldn't load: %s", match.matchList[i]);
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// U32 numMeshes = 0, numSkins = 0;
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// for (j = 0; j < shape->meshes.size(); j++)
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// if (shape->meshes[j])
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// numMeshes++;
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// for (j = 0; j < shape->skins.size(); j++)
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// if (shape->skins[j])
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// numSkins++;
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// Con::printf(" aaa Shape: %s (%d meshes, %d skins)", match.matchList[i], numMeshes, numSkins);
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// Con::printf(" aaa Meshes");
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// for (j = 0; j < shape->meshes.size(); j++)
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// {
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// if (shape->meshes[j])
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// Con::printf(" aaa %d -> nf: %d, nmf: %d, nvpf: %d (%d, %d, %d, %d, %d)",
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// shape->meshes[j]->meshType & TSMesh::TypeMask,
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// shape->meshes[j]->numFrames,
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// shape->meshes[j]->numMatFrames,
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// shape->meshes[j]->vertsPerFrame,
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// shape->meshes[j]->verts.size(),
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// shape->meshes[j]->norms.size(),
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// shape->meshes[j]->tverts.size(),
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// shape->meshes[j]->primitives.size(),
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// shape->meshes[j]->indices.size());
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// }
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// Con::printf(" aaa Skins");
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// for (j = 0; j < shape->skins.size(); j++)
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// {
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// if (shape->skins[j])
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// Con::printf(" aaa %d -> nf: %d, nmf: %d, nvpf: %d (%d, %d, %d, %d, %d)",
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// shape->skins[j]->meshType & TSMesh::TypeMask,
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// shape->skins[j]->numFrames,
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// shape->skins[j]->numMatFrames,
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// shape->skins[j]->vertsPerFrame,
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// shape->skins[j]->verts.size(),
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// shape->skins[j]->norms.size(),
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// shape->skins[j]->tverts.size(),
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// shape->skins[j]->primitives.size(),
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// shape->skins[j]->indices.size());
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// }
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// }
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// }
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#endif
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ConsoleFunction( getControlObjectAltitude, const char*, 1, 1, "Get distance from bottom of controlled object to terrain.")
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{
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GameConnection* connection = GameConnection::getConnectionToServer();
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if (connection) {
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ShapeBase* pSB = connection->getControlObject();
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if (pSB != NULL && pSB->isClientObject())
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{
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Point3F pos(0.f, 0.f, 0.f);
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// if this object is mounted, then get the bottom position of the mount's bbox
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if(pSB->getObjectMount())
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{
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static Point3F BoxPnts[] = {
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Point3F(0.0f,0.0f,0.0f),
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Point3F(0.0f,0.0f,1.0f),
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Point3F(0.0f,1.0f,0.0f),
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Point3F(0.0f,1.0f,1.0f),
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Point3F(1.0f,0.0f,0.0f),
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Point3F(1.0f,0.0f,1.0f),
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Point3F(1.0f,1.0f,0.0f),
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Point3F(1.0f,1.0f,1.0f)
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};
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ShapeBase * mount = pSB->getObjectMount();
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Box3F box = mount->getObjBox();
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MatrixF mat = mount->getTransform();
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VectorF scale = mount->getScale();
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Point3F projPnts[8];
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F32 minZ = 1e30f;
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for(U32 i = 0; i < 8; i++)
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{
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Point3F pnt(BoxPnts[i].x ? box.max.x : box.min.x,
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BoxPnts[i].y ? box.max.y : box.min.y,
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BoxPnts[i].z ? box.max.z : box.min.z);
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pnt.convolve(scale);
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mat.mulP(pnt, &projPnts[i]);
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if(projPnts[i].z < minZ)
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pos = projPnts[i];
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}
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}
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else
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pSB->getTransform().getColumn(3, &pos);
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TerrainBlock* pBlock = gClientSceneGraph->getCurrentTerrain();
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if (pBlock != NULL) {
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Point3F terrPos = pos;
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pBlock->getWorldTransform().mulP(terrPos);
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terrPos.convolveInverse(pBlock->getScale());
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F32 height;
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if (pBlock->getHeight(Point2F(terrPos.x, terrPos.y), &height) == true) {
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terrPos.z = height;
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terrPos.convolve(pBlock->getScale());
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pBlock->getTransform().mulP(terrPos);
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pos.z -= terrPos.z;
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}
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}
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char* retBuf = Con::getReturnBuffer(128);
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dSprintf(retBuf, 128, "%g", mFloor(getMax(pos.z, 0.f)));
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return retBuf;
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}
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}
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return "0";
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}
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ConsoleFunction( getControlObjectSpeed, const char*, 1, 1, "Get speed (but not velocity) of controlled object.")
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{
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GameConnection* connection = GameConnection::getConnectionToServer();
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if (connection)
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{
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ShapeBase* pSB = connection->getControlObject();
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if (pSB != NULL && pSB->isClientObject()) {
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F32 speed = pSB->getVelocity().len();
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// We're going to force the formating to be what we want...
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F32 intPart = mFloor(speed);
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speed -= intPart;
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speed *= 10.0f;
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speed = mFloor(speed);
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char* retBuf = Con::getReturnBuffer(128);
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dSprintf(retBuf, 128, "%g.%g", intPart, speed);
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return retBuf;
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}
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}
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return "0";
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}
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//--------------------------------------------------------------------------
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ConsoleFunction( panoramaScreenShot, void, 3, 3, "(string file, string format)"
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"Take a panoramic screenshot.\n\n"
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"@param format This is either JPEG or PNG.")
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{
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S32 numShots = 3;
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if (argc == 3)
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numShots = dAtoi(argv[2]);
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CameraQuery query;
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if (!GameProcessCameraQuery( &query ))
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return;
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SceneObject *object = dynamic_cast<SceneObject*>(query.object);
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if (!object)
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return;
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F32 rotInc = query.fov * 0.75f;
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FileStream fStream;
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GBitmap bitmap;
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Point2I extent = Canvas->getExtent();
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bitmap.allocateBitmap(U32(extent.x), U32(extent.y));
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U8 * pixels = new U8[extent.x * extent.y * 3];
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S32 start = -(numShots/2);
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for (S32 i=0; i<numShots; i++, start++)
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{
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char buffer[256];
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MatrixF rot( EulerF(0.0f, 0.0f, rotInc * F32(start)) );
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MatrixF result;
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result.mul(query.cameraMatrix, rot);
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object->setTransform( result );
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Canvas->renderFrame(false);
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dSprintf(buffer, sizeof(buffer), "%s-%d.png", argv[1], i);
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glReadBuffer(GL_FRONT);
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glReadPixels(0, 0, extent.x, extent.y, GL_RGB, GL_UNSIGNED_BYTE, pixels);
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if(!fStream.open(buffer, FileStream::Write))
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{
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Con::printf("Failed to open file '%s'.", buffer);
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break;
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}
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// flip the rows
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for(U32 y = 0; y < extent.y; y++)
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dMemcpy(bitmap.getAddress(0, extent.y - y - 1), pixels + y * extent.x * 3, U32(extent.x * 3));
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if ( dStrcmp( argv[2], "JPEG" ) == 0 )
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bitmap.writeJPEG(fStream);
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else if( dStrcmp( argv[2], "PNG" ) == 0)
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bitmap.writePNG(fStream);
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else
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bitmap.writePNG(fStream);
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fStream.close();
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}
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delete [] pixels;
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}
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ConsoleFunctionGroupEnd( GameFunctions );
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//------------------------------------------------------------------------------
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void GameInit()
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{
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// Make sure the exporter draws from the correct directories...
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//
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Con::addVariable("movementSpeed", TypeF32, &gMovementSpeed);
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Con::addVariable("$pref::OpenGL::disableEXTPalettedTexture", TypeBool, &gOpenGLDisablePT);
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Con::addVariable("$pref::OpenGL::disableEXTCompiledVertexArray", TypeBool, &gOpenGLDisableCVA);
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Con::addVariable("$pref::OpenGL::disableARBMultitexture", TypeBool, &gOpenGLDisableARBMT);
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//Con::addVariable("$pref::OpenGL::disableEXTFogCoord", TypeBool, &gOpenGLDisableFC);
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Con::addVariable("$pref::OpenGL::disableEXTTexEnvCombine", TypeBool, &gOpenGLDisableTEC);
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Con::addVariable("$pref::OpenGL::disableARBTextureCompression", TypeBool, &gOpenGLDisableTCompress);
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Con::addVariable("$pref::OpenGL::noEnvColor", TypeBool, &gOpenGLNoEnvColor);
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Con::addVariable("$pref::OpenGL::gammaCorrection", TypeF32, &gOpenGLGammaCorrection);
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Con::addVariable("$pref::OpenGL::noDrawArraysAlpha", TypeBool, &gOpenGLNoDrawArraysAlpha);
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#if defined(TORQUE_OS_MAC)
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gOpenGLDisableFC = true;
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#else
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Con::addVariable("$pref::OpenGL::disableEXTFogCoord", TypeBool, &gOpenGLDisableFC);
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#endif
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Con::addVariable("$pref::TS::autoDetail", TypeF32, &DetailManager::smDetailScale);
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Con::addVariable("$pref::visibleDistanceMod", TypeF32, &SceneGraph::smVisibleDistanceMod);
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// updated every frame
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Con::addVariable("cameraFov", TypeF32, &sConsoleCameraFov);
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// Initialize the collision testing script stuff.
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collisionTest.consoleInit();
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}
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const U32 AudioUpdatePeriod = 125; ///< milliseconds between audio updates.
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bool clientProcess(U32 timeDelta)
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{
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ShowTSShape::advanceTime(timeDelta);
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ITickable::advanceTime(timeDelta);
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bool ret = gClientProcessList.advanceClientTime(timeDelta);
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// Run the collision test and update the Audio system
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// by checking the controlObject
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MatrixF mat;
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Point3F velocity;
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if (GameGetCameraTransform(&mat, &velocity))
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{
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alxListenerMatrixF(&mat);
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// alxListener3f(AL_VELOCITY, velocity.x, velocity.y, velocity.z);
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collisionTest.collide(mat);
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}
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// determine if were lagging
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GameConnection* connection = GameConnection::getConnectionToServer();
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if(connection)
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connection->detectLag();
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// alxUpdate is somewhat expensive and does not need to be updated constantly,
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// though it does need to be updated in real time
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static U32 lastAudioUpdate = 0;
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U32 realTime = Platform::getRealMilliseconds();
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if((realTime - lastAudioUpdate) >= AudioUpdatePeriod)
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{
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alxUpdate();
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gAmbientAudioManager.update();
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lastAudioUpdate = realTime;
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}
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return ret;
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}
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bool serverProcess(U32 timeDelta)
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{
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return gServerProcessList.advanceServerTime(timeDelta);
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}
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static ColorF cubeColors[8] = {
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ColorF(0.0f, 0.0f, 0.0f),
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ColorF(1.0f, 0.0f, 0.0f),
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ColorF(0.0f, 1.0f, 0.0f),
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ColorF(0.0f, 0.0f, 1.0f),
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ColorF(1.0f, 1.0f, 0.0f),
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ColorF(1.0f, 0.0f, 1.0f),
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ColorF(0.0f, 1.0f, 1.0f),
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ColorF(1.0f, 1.0f, 1.0f)
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};
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static Point3F cubePoints[8] = {
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Point3F(-1.0f, -1.0f, -1.0f),
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Point3F(-1.0f, -1.0f, 1.0f),
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Point3F(-1.0f, 1.0f, -1.0f),
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Point3F(-1.0f, 1.0f, 1.0f),
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Point3F( 1.0f, -1.0f, -1.0f),
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Point3F( 1.0f, -1.0f, 1.0f),
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Point3F( 1.0f, 1.0f, -1.0f),
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Point3F( 1.0f, 1.0f, 1.0f)
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};
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static U32 cubeFaces[6][4] = {
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{ 0, 2, 6, 4 },
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{ 0, 2, 3, 1 },
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{ 0, 1, 5, 4 },
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{ 3, 2, 6, 7 },
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{ 7, 6, 4, 5 },
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{ 3, 7, 5, 1 }
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};
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void wireCube(F32 size, Point3F pos)
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{
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glDisable(GL_CULL_FACE);
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for (S32 i = 0; i < 6; i++)
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{
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glBegin(GL_LINE_LOOP);
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for(S32 vert = 0; vert < 4; vert++)
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{
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U32 idx = cubeFaces[i][vert];
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glColor3f(cubeColors[idx].red, cubeColors[idx].green, cubeColors[idx].blue);
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glVertex3f(cubePoints[idx].x * size + pos.x, cubePoints[idx].y * size + pos.y, cubePoints[idx].z * size + pos.z);
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}
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glEnd();
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}
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}
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bool GameProcessCameraQuery(CameraQuery *query)
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{
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GameConnection* connection = GameConnection::getConnectionToServer();
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if (connection && connection->getControlCameraTransform(0.032f, &query->cameraMatrix))
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{
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query->object = connection->getControlObject();
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query->nearPlane = 0.1f;
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Sky* pSky = gClientSceneGraph->getCurrentSky();
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if (pSky)
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query->farPlane = pSky->getVisibleDistance();
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else
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query->farPlane = 1000.0f;
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F32 cameraFov;
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if(!connection->getControlCameraFov(&cameraFov))
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return false;
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query->fov = mDegToRad(cameraFov);
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query->ortho = false;
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return true;
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}
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return false;
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}
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struct OutputPoint
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{
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Point3F point;
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U8 color[4];
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Point2F texCoord;
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Point2F fogCoord;
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};
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#define USEOLDFILTERS 1
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void GameRenderFilters(const CameraQuery& camq)
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{
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#if USEOLDFILTERS
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GameConnection* connection = GameConnection::getConnectionToServer();
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F32 damageFlash = 0.0f;
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F32 whiteOut = 0.0f;
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F32 blackOut = 0.0f;
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if(connection)
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{
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damageFlash = connection->getDamageFlash();
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whiteOut = connection->getWhiteOut();
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blackOut = connection->getBlackOut();
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}
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ShapeBase* psb = dynamic_cast<ShapeBase*>(camq.object);
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if (psb != NULL) {
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if (damageFlash > 0.0f) {
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if (damageFlash > 0.76f)
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damageFlash = 0.76f;
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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glLoadIdentity();
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glMatrixMode(GL_PROJECTION);
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glPushMatrix();
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glLoadIdentity();
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glDisable(GL_TEXTURE_2D);
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glEnable(GL_BLEND);
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glDepthMask(GL_FALSE);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glColor4f(1.0f, 0.0f, 0.0f, damageFlash);
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glBegin(GL_TRIANGLE_FAN);
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glVertex3f(-1.0f, -1.0f, 0.0f);
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glVertex3f(-1.0f, 1.0f, 0.0f);
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glVertex3f( 1.0f, 1.0f, 0.0f);
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glVertex3f( 1.0f, -1.0f, 0.0f);
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glEnd();
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glDisable(GL_BLEND);
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glBlendFunc(GL_ONE, GL_ZERO);
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glDepthMask(GL_TRUE);
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glMatrixMode(GL_PROJECTION);
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glPopMatrix();
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glMatrixMode(GL_MODELVIEW);
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glPopMatrix();
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}
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if (whiteOut > 0.0f) {
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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glLoadIdentity();
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glMatrixMode(GL_PROJECTION);
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glPushMatrix();
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glLoadIdentity();
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glDisable(GL_TEXTURE_2D);
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glEnable(GL_BLEND);
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glDepthMask(GL_FALSE);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glColor4f(1.0f, 1.0f, 0.92f, (whiteOut > 1.0f ? 1.0f : whiteOut));
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glBegin(GL_TRIANGLE_FAN);
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glVertex3f(-1.0f, -1.0f, 0.0f);
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glVertex3f(-1.0f, 1.0f, 0.0f);
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glVertex3f( 1.0f, 1.0f, 0.0f);
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glVertex3f( 1.0f, -1.0f, 0.0f);
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glEnd();
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glDisable(GL_BLEND);
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glBlendFunc(GL_ONE, GL_ZERO);
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glDepthMask(GL_TRUE);
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glMatrixMode(GL_PROJECTION);
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glPopMatrix();
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glMatrixMode(GL_MODELVIEW);
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glPopMatrix();
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}
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if (blackOut > 0.0f) {
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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glLoadIdentity();
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glMatrixMode(GL_PROJECTION);
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glPushMatrix();
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glLoadIdentity();
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glDisable(GL_TEXTURE_2D);
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glEnable(GL_BLEND);
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glDepthMask(GL_FALSE);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glColor4f(0.0f, 0.0f, 0.0f, (blackOut > 1.0f ? 1.0f : blackOut));
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glBegin(GL_TRIANGLE_FAN);
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glVertex3f(-1.0f, -1.0f, 0.0f);
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glVertex3f(-1.0f, 1.0f, 0.0f);
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glVertex3f( 1.0f, 1.0f, 0.0f);
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glVertex3f( 1.0f, -1.0f, 0.0f);
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glEnd();
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glDisable(GL_BLEND);
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glBlendFunc(GL_ONE, GL_ZERO);
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glDepthMask(GL_TRUE);
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glMatrixMode(GL_PROJECTION);
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glPopMatrix();
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glMatrixMode(GL_MODELVIEW);
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glPopMatrix();
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}
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F32 invincible = psb->getInvincibleEffect();
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if (invincible > 0.0f) {
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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glLoadIdentity();
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glMatrixMode(GL_PROJECTION);
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glPushMatrix();
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glLoadIdentity();
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glDisable(GL_TEXTURE_2D);
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glEnable(GL_BLEND);
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glDepthMask(GL_FALSE);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glColor4f(0.0f, 0.0f, 1.0f, (invincible > 1.0f ? 1.0f : invincible));
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glBegin(GL_TRIANGLE_FAN);
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glVertex3f(-1.0f, -1.0f, 0.0f);
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glVertex3f(-1.0f, 1.0f, 0.0f);
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glVertex3f( 1.0f, 1.0f, 0.0f);
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glVertex3f( 1.0f, -1.0f, 0.0f);
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glEnd();
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glDisable(GL_BLEND);
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glBlendFunc(GL_ONE, GL_ZERO);
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glDepthMask(GL_TRUE);
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glMatrixMode(GL_PROJECTION);
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glPopMatrix();
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glMatrixMode(GL_MODELVIEW);
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glPopMatrix();
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}
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if (WaterBlock::mCameraSubmerged)
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{
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if (WaterBlock::isWater(WaterBlock::mSubmergedType))
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{
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// view filter for camera below the water surface
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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glLoadIdentity();
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glMatrixMode(GL_PROJECTION);
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glPushMatrix();
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glLoadIdentity();
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glDisable(GL_TEXTURE_2D);
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glDepthMask(GL_FALSE);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glColor4f(.2f, .6f, .6f, .3f);
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glBegin(GL_TRIANGLE_FAN);
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glVertex3f(-1.0f, -1.0f, 0.0f);
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glVertex3f(-1.0f, 1.0f, 0.0f);
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glVertex3f( 1.0f, 1.0f, 0.0f);
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glVertex3f( 1.0f, -1.0f, 0.0f);
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glEnd();
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glDisable(GL_BLEND);
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glBlendFunc(GL_ONE, GL_ZERO);
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glDepthMask(GL_TRUE);
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glMatrixMode(GL_PROJECTION);
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glPopMatrix();
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glMatrixMode(GL_MODELVIEW);
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glPopMatrix();
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}
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else if (WaterBlock::isLava(WaterBlock::mSubmergedType))
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{
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gLavaFX.render();
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}
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else if (WaterBlock::isQuicksand(WaterBlock::mSubmergedType))
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{
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}
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}
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WaterBlock::mCameraSubmerged = false;
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WaterBlock::mSubmergedType = 0;
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}
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#else
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//
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// Need to build a filter for damage, invincibility, underwater, whiteout... ect
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//
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// Damage, Whiteout, and invincible effects have constant color with variable
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// alpha values. The water filter has a constant color and alpha value. This
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// looks kinda tricky, and it is. See Frohn for more details Jett-
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|
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// first get the game connection for this player
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GameConnection* connection = GameConnection::getConnectionToServer();
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bool addWaterFilter = false;
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bool addLavaFilter = false;
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F32 maxDamageFilter = 0.77f;
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F32 damageFlash = 0.f; ColorF damageFilterColor(1.f, 0.f, 0.f, 0.f);
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F32 whiteOut = 0.f; ColorF whiteoutFilterColor(1.f, 1.f, 1.f, 0.f);
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F32 waterFilter = 0.f; ColorF waterFilterColor(0.2f, 0.6f, 0.6f, 0.6f);
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F32 invincible = 0.f; ColorF invincibleFilterColor(0.f, 0.f, 1.f, 0.f);
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// final color and alpha of filter + an adder
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ColorF Xcolor(0.f, 0.f, 0.f, 1.f);
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if(connection)
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{
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// grab the damage flash alpha value
|
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damageFlash = connection->getDamageFlash();
|
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if( damageFlash > maxDamageFilter )
|
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damageFlash = maxDamageFilter;
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|
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damageFilterColor.alpha = damageFlash;
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|
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// grab the whiteout value
|
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whiteoutFilterColor.alpha = connection->getWhiteOut();
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|
|
// need to grab the player obj to get inv. alpha value
|
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ShapeBase* psb = dynamic_cast<ShapeBase*>(camq.object);
|
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if(psb != NULL)
|
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invincibleFilterColor.alpha = psb->getInvincibleEffect();
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|
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// determine if we need to add in our water filter (constant color and alpha)
|
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if( WaterBlock::mCameraSubmerged )
|
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{
|
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if( WaterBlock::isWater( WaterBlock::mSubmergedType ) )
|
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addWaterFilter = true;
|
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else if( WaterBlock::isLava( WaterBlock::mSubmergedType))
|
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addLavaFilter = true;
|
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}
|
|
|
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// compute the final color and alpha
|
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Xcolor = ( Xcolor * ( 1.0f - damageFilterColor.alpha ) ) + ( damageFilterColor * damageFilterColor.alpha );
|
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Xcolor.alpha = Xcolor.alpha * ( 1.0f - damageFilterColor.alpha );
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|
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Xcolor = ( Xcolor * ( 1.0f - whiteoutFilterColor.alpha ) ) + ( whiteoutFilterColor * whiteoutFilterColor.alpha );
|
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Xcolor.alpha = Xcolor.alpha * ( 1.0f - whiteoutFilterColor.alpha );
|
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|
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Xcolor = ( Xcolor * ( 1.0f - invincibleFilterColor.alpha ) ) + ( invincibleFilterColor * invincibleFilterColor.alpha );
|
|
Xcolor.alpha = Xcolor.alpha * ( 1.0f - invincibleFilterColor.alpha );
|
|
|
|
// if were sitting in water, then add that filter in as well.
|
|
if(addWaterFilter)
|
|
{
|
|
Xcolor = ( Xcolor * ( 1.0f - waterFilterColor.alpha ) ) + ( waterFilterColor * waterFilterColor.alpha );
|
|
Xcolor.alpha = Xcolor.alpha * ( 1.0f - waterFilterColor.alpha );
|
|
}
|
|
|
|
// draw our filter with final color
|
|
glMatrixMode(GL_MODELVIEW);
|
|
glPushMatrix();
|
|
glLoadIdentity();
|
|
glMatrixMode(GL_PROJECTION);
|
|
glPushMatrix();
|
|
glLoadIdentity();
|
|
|
|
glDisable(GL_TEXTURE_2D);
|
|
glEnable(GL_BLEND);
|
|
glDepthMask(GL_FALSE);
|
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
|
|
glColor4f(Xcolor.red, Xcolor.blue, Xcolor.blue, Xcolor.alpha);
|
|
glBegin(GL_TRIANGLE_FAN);
|
|
glVertex3f(-1.0f, -1.0f, 0.0f);
|
|
glVertex3f(-1.0f, 1.0f, 0.0f);
|
|
glVertex3f( 1.0f, 1.0f, 0.0f);
|
|
glVertex3f( 1.0f, -1.0f, 0.0f);
|
|
glEnd();
|
|
glDisable(GL_BLEND);
|
|
glBlendFunc(GL_ONE, GL_ZERO);
|
|
glDepthMask(GL_TRUE);
|
|
|
|
glMatrixMode(GL_PROJECTION);
|
|
glPopMatrix();
|
|
glMatrixMode(GL_MODELVIEW);
|
|
glPopMatrix();
|
|
|
|
|
|
// if were under lava, apply appropriate texture
|
|
if( addLavaFilter )
|
|
{
|
|
gLavaFX.render();
|
|
}
|
|
|
|
WaterBlock::mCameraSubmerged = false;
|
|
WaterBlock::mSubmergedType = 0;
|
|
}
|
|
|
|
#endif
|
|
}
|
|
|
|
void GameRenderWorld()
|
|
{
|
|
PROFILE_START(GameRenderWorld);
|
|
FrameAllocator::setWaterMark(0);
|
|
|
|
#if defined(TORQUE_GATHER_METRICS) && TORQUE_GATHER_METRICS > 1
|
|
TextureManager::smTextureCacheMisses = 0;
|
|
#endif
|
|
|
|
glEnable(GL_DEPTH_TEST);
|
|
glDepthFunc(GL_LEQUAL);
|
|
glClear(GL_DEPTH_BUFFER_BIT);
|
|
glDisable(GL_CULL_FACE);
|
|
glMatrixMode(GL_MODELVIEW);
|
|
|
|
dglSetCanonicalState();
|
|
gClientSceneGraph->renderScene();
|
|
glDisable(GL_DEPTH_TEST);
|
|
collisionTest.render();
|
|
|
|
#if defined(TORQUE_GATHER_METRICS) && TORQUE_GATHER_METRICS > 1
|
|
Con::setFloatVariable("Video::texResidentPercentage",
|
|
TextureManager::getResidentFraction());
|
|
Con::setIntVariable("Video::textureCacheMisses",
|
|
TextureManager::smTextureCacheMisses);
|
|
#endif
|
|
|
|
AssertFatal(FrameAllocator::getWaterMark() == 0, "Error, someone didn't reset the water mark on the frame allocator!");
|
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FrameAllocator::setWaterMark(0);
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PROFILE_END();
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}
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