summaryrefslogtreecommitdiffstats
path: root/src/graphics/engine/engine.h
diff options
context:
space:
mode:
Diffstat (limited to 'src/graphics/engine/engine.h')
-rw-r--r--src/graphics/engine/engine.h613
1 files changed, 413 insertions, 200 deletions
diff --git a/src/graphics/engine/engine.h b/src/graphics/engine/engine.h
index 25c5e5d..5a64e4e 100644
--- a/src/graphics/engine/engine.h
+++ b/src/graphics/engine/engine.h
@@ -1,5 +1,5 @@
// * This file is part of the COLOBOT source code
-// * Copyright (C) 2001-2008, Daniel ROUX & EPSITEC SA, www.epsitec.ch
+// * Copyright (C) 2001-2008, Daniel ROUX& EPSITEC SA, www.epsitec.ch
// * Copyright (C) 2012, Polish Portal of Colobot (PPC)
// *
// * This program is free software: you can redistribute it and/or modify
@@ -15,18 +15,20 @@
// * You should have received a copy of the GNU General Public License
// * along with this program. If not, see http://www.gnu.org/licenses/.
-// engine.h
+/**
+ * \file graphics/engine/engine.h
+ * \brief Main graphics engine - Gfx::CEngine class
+ */
#pragma once
-
+#include "app/system.h"
#include "common/event.h"
#include "graphics/core/color.h"
#include "graphics/core/material.h"
#include "graphics/core/texture.h"
#include "graphics/core/vertex.h"
#include "math/intpoint.h"
-#include "math/intsize.h"
#include "math/matrix.h"
#include "math/point.h"
#include "math/vector.h"
@@ -35,12 +37,13 @@
#include <string>
#include <vector>
#include <map>
+#include <set>
class CApplication;
class CInstanceManager;
class CObject;
-class CSound;
+class CSoundInterface;
namespace Gfx {
@@ -76,7 +79,7 @@ struct EngineTriangle
Gfx::VertexTex2 triangle[3];
//! Material
Gfx::Material material;
- //! Render state (TODO: ?)
+ //! Render state
int state;
//! 1st texture
Gfx::Texture tex1;
@@ -169,7 +172,10 @@ struct EngineObjLevel5
Gfx::EngineTriangleType type;
std::vector<Gfx::VertexTex2> vertices;
- EngineObjLevel5();
+ EngineObjLevel5()
+ {
+ state = 0;
+ }
};
/**
@@ -181,7 +187,10 @@ struct EngineObjLevel4
std::vector<Gfx::EngineObjLevel5> up;
Gfx::EngineObjLevel3* down;
- EngineObjLevel4();
+ EngineObjLevel4()
+ {
+ reserved = 0;
+ }
};
/**
@@ -194,7 +203,10 @@ struct EngineObjLevel3
std::vector<Gfx::EngineObjLevel4> up;
Gfx::EngineObjLevel2* down;
- EngineObjLevel3();
+ EngineObjLevel3()
+ {
+ min = max = 0.0f;
+ }
};
/**
@@ -206,7 +218,10 @@ struct EngineObjLevel2
std::vector<Gfx::EngineObjLevel3> up;
Gfx::EngineObjLevel1* down;
- EngineObjLevel2();
+ EngineObjLevel2()
+ {
+ objRank = 0;
+ }
};
/**
@@ -218,7 +233,7 @@ struct EngineObjLevel1
Gfx::Texture tex2;
std::vector<Gfx::EngineObjLevel2> up;
- EngineObjLevel1();
+ EngineObjLevel1() {}
};
/**
@@ -297,12 +312,14 @@ struct EngineGroundSpot
\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 = 2
+ ENG_GR_MARK_PHASE_DEC = 3
};
/**
@@ -407,7 +424,13 @@ enum EngineRenderState
//! The transparent color (black = no)
ENG_RSTATE_TCOLOR_BLACK = (1<<16),
//! The transparent color (white = no)
- ENG_RSTATE_TCOLOR_WHITE = (1<<17)
+ 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)
};
@@ -511,114 +534,138 @@ struct EngineMouse
class CEngine
{
public:
- CEngine(CInstanceManager *iMan, CApplication *app);
+ CEngine(CInstanceManager* iMan, CApplication* app);
~CEngine();
- //! Returns whether the device was initialized
- bool GetWasInit();
- //! Returns the last error encountered
- std::string GetError();
-
- //! Performs the first initialization, before a device was set
- bool Create();
- //! Frees all resources before exit
- void Destroy();
-
//! Sets the device to be used
- void SetDevice(Gfx::CDevice *device);
+ void SetDevice(Gfx::CDevice* device);
//! Returns the current device
Gfx::CDevice* GetDevice();
- //! Performs initialization after a device was created and set
- bool AfterDeviceSetInit();
+ //! Sets the terrain object
+ void SetTerrain(Gfx::CTerrain* terrain);
+
+ //! Returns the text rendering engine
+ CText* GetText();
+
+
+ //! Performs the initialization; must be called after device was set
+ bool Create();
+ //! Frees all resources before exit
+ void Destroy();
//! Resets some states and flushes textures after device was changed (e.g. resoulution changed)
void ResetAfterDeviceChanged();
- void SetTerrain(Gfx::CTerrain* terrain);
+
+ //! Called once per frame, the call is the entry point for rendering
+ void Render();
+
//! Processes incoming event
- bool ProcessEvent(const Event &event);
+ bool ProcessEvent(const Event& event);
- //! Renders a single frame
- bool Render();
+ //! Called once per frame, the call is the entry point for animating the scene
+ void FrameMove(float rTime);
+ //! Evolved throughout the game
+ void StepSimulation(float rTime);
- bool WriteProfile();
+ //! Writes a screenshot containing the current frame
+ bool WriteScreenShot(const std::string& fileName, int width, int height);
+
+ //! Reads settings from INI
+ bool ReadSettings();
+ //! Writes settings to INI
+ bool WriteSettings();
+
+ //@{
+ //! Management of game pause mode
void SetPause(bool pause);
bool GetPause();
+ //@}
+ //@{
+ //! Management of lock for the duration of movie sequence
void SetMovieLock(bool lock);
bool GetMovieLock();
+ //@}
- void SetShowStat(bool show);
- bool GetShowStat();
+ //@{
+ //! Management of displaying statistic information
+ void SetShowStats(bool show);
+ bool GetShowStats();
+ //@}
+ //! Enables/disables rendering
void SetRenderEnable(bool enable);
- int OneTimeSceneInit();
- int InitDeviceObjects();
- int DeleteDeviceObjects();
- int RestoreSurfaces();
- int FrameMove(float rTime);
- void StepSimulation(float rTime);
- int FinalCleanup();
+ //! Returns current size of viewport window
+ Math::IntPoint GetWindowSize();
+ //! Returns the last size of viewport window
+ Math::IntPoint GetLastWindowSize();
+
+ //@{
+ //! Conversion functions between window and interface coordinates
+ /** Window coordinates are from top-left (0,0) to bottom-right (w,h) - size of window
+ Interface cords are from bottom-left (0,0) to top-right (1,1) - and do not depend on window size */
+ Math::Point WindowToInterfaceCoords(Math::IntPoint pos);
+ Math::IntPoint InterfaceToWindowCoords(Math::Point pos);
+ //@}
+
+ //@{
+ //! Conversion functions between window and interface sizes
+ /** Unlike coordinate conversions, this is only scale conversion, not translation and scale. */
+ Math::Point WindowToInterfaceSize(Math::IntPoint size);
+ Math::IntPoint InterfaceToWindowSize(Math::Point size);
+ //@}
+
+ //! Returns the name of directory with textures
+ std::string GetTextureDir();
+
+ //! Increments the triangle counter for the current frame
void AddStatisticTriangle(int nb);
+ //! Returns the number of triangles in current frame
int GetStatisticTriangle();
- void SetHiliteRank(int *rankList);
- bool GetHilite(Math::Point &p1, Math::Point &p2);
- bool GetSpriteCoord(int &x, int &y);
- void SetInfoText(int line, char* text);
- char* GetInfoText(int line);
- void FirstExecuteAdapt(bool first);
- bool GetFullScreen();
- Math::Matrix* GetMatView();
- Math::Matrix* GetMatLeftView();
- Math::Matrix* GetMatRightView();
+ /* *************** Object management *************** */
- void TimeInit();
- void TimeEnterGel();
- void TimeExitGel();
- float TimeGet();
-
- int GetRestCreate();
int CreateObject();
void FlushObject();
bool DeleteObject(int objRank);
bool SetDrawWorld(int objRank, bool draw);
bool SetDrawFront(int objRank, bool draw);
- bool AddTriangle(int objRank, Gfx::VertexTex2* vertex, int nb, const Gfx::Material &mat,
+ bool AddTriangle(int objRank, Gfx::VertexTex2* vertex, int nb, const Gfx::Material& mat,
int state, std::string texName1, std::string texName2,
float min, float max, bool globalUpdate);
- bool AddSurface(int objRank, Gfx::VertexTex2* vertex, int nb, const Gfx::Material &mat,
+ bool AddSurface(int objRank, Gfx::VertexTex2* vertex, int nb, const Gfx::Material& mat,
int state, std::string texName1, std::string texName2,
float min, float max, bool globalUpdate);
- bool AddQuick(int objRank, Gfx::EngineObjLevel5* buffer,
+ bool AddQuick(int objRank, const Gfx::EngineObjLevel5& buffer,
std::string texName1, std::string texName2,
float min, float max, bool globalUpdate);
- Gfx::EngineObjLevel5* SearchTriangle(int objRank, const Gfx::Material &mat,
+ Gfx::EngineObjLevel5* SearchTriangle(int objRank, const Gfx::Material& mat,
int state, std::string texName1, std::string texName2,
float min, float max);
void ChangeLOD();
- bool ChangeSecondTexture(int objRank, char* texName2);
+ bool ChangeSecondTexture(int objRank, const std::string& texName2);
int GetTotalTriangles(int objRank);
int GetTriangles(int objRank, float min, float max, Gfx::EngineTriangle* buffer, int size, float percent);
- bool GetBBox(int objRank, Math::Vector &min, Math::Vector &max);
- bool ChangeTextureMapping(int objRank, const Gfx::Material &mat, int state,
- const std::string &texName1, const std::string &texName2,
+ bool GetBBox(int objRank, Math::Vector& min, Math::Vector& max);
+ bool ChangeTextureMapping(int objRank, const Gfx::Material& mat, int state,
+ const std::string& texName1, const std::string& texName2,
float min, float max, Gfx::EngineTextureMapping mode,
float au, float bu, float av, float bv);
- bool TrackTextureMapping(int objRank, const Gfx::Material &mat, int state,
- const std::string &texName1, const std::string &texName2,
+ bool TrackTextureMapping(int objRank, const Gfx::Material& mat, int state,
+ const std::string& texName1, const std::string& texName2,
float min, float max, Gfx::EngineTextureMapping mode,
float pos, float factor, float tl, float ts, float tt);
- bool SetObjectTransform(int objRank, const Math::Matrix &transform);
- bool GetObjectTransform(int objRank, Math::Matrix &transform);
+ bool SetObjectTransform(int objRank, const Math::Matrix& transform);
+ bool GetObjectTransform(int objRank, Math::Matrix& transform);
bool SetObjectType(int objRank, Gfx::EngineObjectType type);
Gfx::EngineObjectType GetObjectType(int objRank);
bool SetObjectTransparency(int objRank, float value);
@@ -627,20 +674,25 @@ public:
void ShadowDelete(int objRank);
bool SetObjectShadowHide(int objRank, bool hide);
bool SetObjectShadowType(int objRank, Gfx::EngineShadowType type);
- bool SetObjectShadowPos(int objRank, const Math::Vector &pos);
- bool SetObjectShadowNormal(int objRank, const Math::Vector &n);
+ bool SetObjectShadowPos(int objRank, const Math::Vector& pos);
+ bool SetObjectShadowNormal(int objRank, const Math::Vector& n);
bool SetObjectShadowAngle(int objRank, float angle);
bool SetObjectShadowRadius(int objRank, float radius);
bool SetObjectShadowIntensity(int objRank, float intensity);
bool SetObjectShadowHeight(int objRank, float h);
float GetObjectShadowRadius(int objRank);
+ //! Lists the ranks of objects and subobjects selected
+ void SetHighlightRank(int* rankList);
+ //! Returns the highlighted rectangle
+ bool GetHighlight(Math::Point& p1, Math::Point& p2);
+
void GroundSpotFlush();
int GroundSpotCreate();
void GroundSpotDelete(int rank);
- bool SetObjectGroundSpotPos(int rank, const Math::Vector &pos);
+ bool SetObjectGroundSpotPos(int rank, const Math::Vector& pos);
bool SetObjectGroundSpotRadius(int rank, float radius);
- bool SetObjectGroundSpotColor(int rank, const Gfx::Color &color);
+ bool SetObjectGroundSpotColor(int rank, const Gfx::Color& color);
bool SetObjectGroundSpotMinMax(int rank, float min, float max);
bool SetObjectGroundSpotSmooth(int rank, float smooth);
@@ -649,216 +701,356 @@ public:
int dx, int dy, char* table);
bool GroundMarkDelete(int rank);
+ //! Updates the state after creating objects
void Update();
- void SetViewParams(const Math::Vector &eyePt, const Math::Vector &lookatPt,
- const Math::Vector &upVec, float eyeDistance);
- Gfx::Texture CreateTexture(const std::string &texName,
- const Gfx::TextureCreateParams &params);
- Gfx::Texture CreateTexture(const std::string &texName);
- void DestroyTexture(const std::string &texName);
+ /* *************** Mode setting *************** */
+
+ //! Sets the current rendering state
+ void SetState(int state, const Gfx::Color& color = Gfx::Color(1.0f, 1.0f, 1.0f, 1.0f));
+
+ //! Sets the current material
+ void SetMaterial(const Gfx::Material& mat);
+
+ //! Specifies the location and direction of view
+ void SetViewParams(const Math::Vector& eyePt, const Math::Vector& lookatPt,
+ const Math::Vector& upVec, float eyeDistance);
+
+ //! Creates texture with the specified params
+ Gfx::Texture CreateTexture(const std::string& texName,
+ const Gfx::TextureCreateParams& params);
+ //! Creates texture
+ Gfx::Texture CreateTexture(const std::string& texName);
- bool LoadTexture(const std::string &name, int stage = 0);
+ //! Destroys texture, unloading it and removing from cache
+ void DestroyTexture(const std::string& texName);
+
+ //! Loads texture, creating it if not already present
+ bool LoadTexture(const std::string& name);
+ //! Loads all necessary textures
bool LoadAllTextures();
+ //! Sets texture for given stage; if not present in cache, the texture is loaded
+ bool SetTexture(const std::string& name, int stage = 0);
+
+ //@{
+ //! Border management (distance limits) depends of the resolution (LOD = level-of-detail)
void SetLimitLOD(int rank, float limit);
float GetLimitLOD(int rank, bool last=false);
+ //@}
+ //! Defines of the distance field of vision
void SetTerrainVision(float vision);
+ //@{
+ //! Management of camera angle
+ /**
+ 0.75 = normal
+ 1.50 = wide-angle */
+ void SetFocus(float focus);
+ float GetFocus();
+ //@}
+
+ //@{
+ //! Management of the global mode of marking
void SetGroundSpot(bool mode);
bool GetGroundSpot();
+ //@}
+
+ //@{
+ //! Management of the global mode of shading
void SetShadow(bool mode);
bool GetShadow();
+ //@}
+
+ //@{
+ //! Management of the global mode of contamination
void SetDirty(bool mode);
bool GetDirty();
+ //@}
+
+ //@{
+ //! Management of the global mode of horizontal fog patches
void SetFog(bool mode);
bool GetFog();
+ //@}
+
+ //! Indicates whether it is possible to give a color SetState
bool GetStateColor();
+ //@{
+ //! Management of the global mode of secondary texturing
void SetSecondTexture(int texNum);
int GetSecondTexture();
+ //@}
+ //@{
+ //! Management of view mode
void SetRankView(int rank);
int GetRankView();
+ //@}
+ //! Whether to draw the world
void SetDrawWorld(bool draw);
+
+ //! Whether to draw the world on the interface
void SetDrawFront(bool draw);
- void SetAmbientColor(const Gfx::Color &color, int rank = 0);
+ //@{
+ //! Ambient color management
+ void SetAmbientColor(const Gfx::Color& color, int rank = 0);
Gfx::Color GetAmbientColor(int rank = 0);
+ //@}
- void SetWaterAddColor(const Gfx::Color &color);
+ //@{
+ //! Color management under water
+ void SetWaterAddColor(const Gfx::Color& color);
Gfx::Color GetWaterAddColor();
+ //@}
- void SetFogColor(const Gfx::Color &color, int rank = 0);
+ //@{
+ //! Management of the fog color
+ void SetFogColor(const Gfx::Color& color, int rank = 0);
Gfx::Color GetFogColor(int rank = 0);
+ //@}
+ //@{
+ //! Management of the depth of field.
+ /** Beyond this distance, nothing is visible.
+ Shortly (according SetFogStart), one enters the fog. */
void SetDeepView(float length, int rank = 0, bool ref=false);
float GetDeepView(int rank = 0);
+ //@}
+
+ //@{
+ //! Management the start of fog.
+ /** With 0.0, the fog from the point of view (fog max).
+ With 1.0, the fog from the depth of field (no fog). */
void SetFogStart(float start, int rank = 0);
float GetFogStart(int rank = 0);
+ //@}
- void SetBackground(const std::string &name, Gfx::Color up = Gfx::Color(), Gfx::Color down = Gfx::Color(),
+ //@{
+ //! Management of the background image to use
+ void SetBackground(const std::string& name, Gfx::Color up = Gfx::Color(), Gfx::Color down = Gfx::Color(),
Gfx::Color cloudUp = Gfx::Color(), Gfx::Color cloudDown = Gfx::Color(),
bool full = false, bool quarter = false);
- void GetBackground(const std::string &name, Gfx::Color &up, Gfx::Color &down,
- Gfx::Color &cloudUp, Gfx::Color &cloudDown,
- bool &full, bool &quarter);
- void SetFrontsizeName(char *name);
+ void GetBackground(std::string& name, Gfx::Color& up, Gfx::Color& down,
+ Gfx::Color& cloudUp, Gfx::Color& cloudDown,
+ bool& full, bool& quarter);
+ //@}
+
+ //! Specifies the name of foreground texture
+ void SetForegroundName(const std::string& name);
+ //! Specifies whether to draw the foreground
void SetOverFront(bool front);
- void SetOverColor(const Gfx::Color &color = Gfx::Color(), int mode = ENG_RSTATE_TCOLOR_BLACK);
+ //! Sets the foreground overlay color
+ void SetOverColor(const Gfx::Color& color = Gfx::Color(), int mode = ENG_RSTATE_TCOLOR_BLACK);
+ //@{
+ //! Management of the particle density
void SetParticleDensity(float value);
float GetParticleDensity();
+ //@}
+
+ //! Adapts particle factor according to particle density
float ParticleAdapt(float factor);
+ //@{
+ //! Management of the distance of clipping.
void SetClippingDistance(float value);
float GetClippingDistance();
+ //@}
+ //@{
+ //! Management of objects detals.
void SetObjectDetail(float value);
float GetObjectDetail();
+ //@}
+ //@{
+ //! The amount of management objects gadgets
void SetGadgetQuantity(float value);
float GetGadgetQuantity();
+ //@}
+ //@{
+ //! Management the quality of textures
void SetTextureQuality(int value);
int GetTextureQuality();
+ //@}
+ //@{
+ //! Management mode of toto
void SetTotoMode(bool present);
bool GetTotoMode();
+ //@}
+ //@{
+ //! Management the mode of foreground
void SetLensMode(bool present);
bool GetLensMode();
+ //@}
+ //@{
+ //! Management the mode of water
void SetWaterMode(bool present);
bool GetWaterMode();
+ //@}
void SetLightingMode(bool present);
bool GetLightingMode();
+ //@{
+ //! Management the mode of sky
void SetSkyMode(bool present);
bool GetSkyMode();
+ //@}
+ //@{
+ //! Management the mode of background
void SetBackForce(bool present);
bool GetBackForce();
+ //@}
+ //@{
+ //! Management the mode of planets
void SetPlanetMode(bool present);
bool GetPlanetMode();
+ //@}
+ //@{
+ //! Managing the mode of dynamic lights.
void SetLightMode(bool present);
bool GetLightMode();
+ //@}
+ //@{
+ // TODO: move to more appropriate class ?
+ //! Management of the indentation mode while editing (CEdit)
void SetEditIndentMode(bool autoIndent);
bool GetEditIndentMode();
+ //@}
+ //@{
+ // TODO: move to more appropriate class ?
+ //! Management of tab indent when editing (CEdit)
void SetEditIndentValue(int value);
int GetEditIndentValue();
+ //@}
+ //@{
+ //! Management of game speed
void SetSpeed(float speed);
float GetSpeed();
+ //@{
+ //! Management of precision of robot tracks
void SetTracePrecision(float factor);
float GetTracePrecision();
+ //@}
- void SetFocus(float focus);
- float GetFocus();
- Math::Vector GetEyePt();
- Math::Vector GetLookatPt();
- float GetEyeDirH();
- float GetEyeDirV();
- Math::Point GetDim();
- void UpdateMatProj();
-
- void ApplyChange();
-
- void FlushPressKey();
- void ResetKey();
- void SetKey(int keyRank, int option, int key);
- int GetKey(int keyRank, int option);
-
- void SetJoystick(bool enable);
- bool GetJoystick();
-
- void SetDebugMode(bool mode);
- bool GetDebugMode();
- bool GetSetupMode();
-
- bool IsVisiblePoint(const Math::Vector &pos);
-
- int DetectObject(Math::Point mouse);
- void SetState(int state, Gfx::Color color = Gfx::Color(1.0f, 1.0f, 1.0f, 1.0f));
- void SetTexture(const std::string &name, int stage = 0);
- void SetMaterial(const Gfx::Material &mat);
-
+ //@{
+ //! Management of mouse cursor visibility
void SetMouseVisible(bool show);
bool GetMouseVisible();
+ //@}
+
+ //@{
+ //! Management of mouse cursor position
void SetMousePos(Math::Point pos);
Math::Point GetMousePos();
+ //@}
+
+ //@{
+ //! Management of mouse cursor type
void SetMouseType(Gfx::EngineMouseType type);
Gfx::EngineMouseType GetMouseType();
+ //@}
- CText* GetText();
+ //! Returns the view matrix
+ const Math::Matrix& GetMatView();
+ //! Returns the camera center point
+ Math::Vector GetEyePt();
+ //! Returns the camera target point
+ Math::Vector GetLookatPt();
+ //! Returns the horizontal direction angle of view
+ float GetEyeDirH();
+ //! Returns the vertical direction angle of view
+ float GetEyeDirV();
+ //! Indicates whether a point is visible
+ bool IsVisiblePoint(const Math::Vector& pos);
+
+ //! Resets the projection matrix after changes
+ void UpdateMatProj();
- bool ChangeColor(char *name, Gfx::Color colorRef1, Gfx::Color colorNew1,
- Gfx::Color colorRef2, Gfx::Color colorNew2,
- float tolerance1, float tolerance2,
- Math::Point ts, Math::Point ti,
- Math::Point *pExclu=0, float shift=0.0f, bool hSV=false);
- bool OpenImage(char *name);
- bool CopyImage();
- bool LoadImage();
- bool ScrollImage(int dx, int dy);
- bool SetDot(int x, int y, Gfx::Color color);
- bool CloseImage();
- bool WriteScreenShot(char *filename, int width, int height);
- //bool GetRenderDC(HDC &hDC);
- //bool ReleaseRenderDC(HDC &hDC);
- //PBITMAPINFO CreateBitmapInfoStruct(HBITMAP hBmp);
- //bool CreateBMPFile(LPTSTR pszFile, PBITMAPINFO pbi, HBITMAP hBMP, HDC hDC);
+ //! Updates the scene after a change of parameters
+ void ApplyChange();
protected:
+ //! Prepares the interface for 3D scene
+ void Draw3DScene();
+ //! Draws the user interface over the scene
+ void DrawInterface();
- void SetUp3DView();
- bool Draw3DScene();
-
- void SetUpInterfaceView();
- bool DrawInterface();
+ //! Updates the textures used for drawing ground spot
+ void UpdateGroundSpotTextures();
- void DrawGroundSpot();
+ //! Draws shadows
void DrawShadow();
+ //! Draws the gradient background
void DrawBackground();
- void DrawBackgroundGradient(Gfx::Color up, Gfx::Color down);
- void DrawBackgroundImageQuarter(Math::Point p1, Math::Point p2, char *name);
+ //! Draws the gradient background
+ void DrawBackgroundGradient(const Gfx::Color& up, const Gfx::Color& down);
+ //! Draws a portion of the image background
+ void DrawBackgroundImageQuarter(Math::Point p1, Math::Point p2, const std::string& name);
+ //! Draws the image background
void DrawBackgroundImage();
+ //! Draws all the planets
void DrawPlanet();
- void DrawFrontsize();
+ //! Draws the image foreground
+ void DrawForegroundImage();
+ //! Draws the foreground color
void DrawOverColor();
- void DrawHilite();
+ //! 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);
- /*
- Gfx::ObjLevel2* AddLevel1(Gfx::ObjLevel1 *&p1, char* texName1, char* texName2);
- Gfx::ObjLevel3* AddLevel2(Gfx::ObjLevel2 *&p2, int objRank);
- Gfx::ObjLevel4* AddLevel3(Gfx::ObjLevel3 *&p3, float min, float max);
- Gfx::ObjLevel5* AddLevel4(Gfx::ObjLevel4 *&p4, int reserve);
- Gfx::ObjLevel6* AddLevel5(Gfx::ObjLevel5 *&p5, Gfx::TriangleType type, const Gfx::Material &mat, int state, int nb);*/
-
+ //! 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);
- bool GetBBox2D(int objRank, Math::Point &min, Math::Point &max);
- bool DetectTriangle(Math::Point mouse, Gfx::VertexTex2 *triangle, int objRank, float &dist);
- bool TransformPoint(Math::Vector &p2D, int objRank, Math::Vector p3D);
+
+ //! Compute and return the 2D box on screen of any object
+ bool GetBBox2D(int objRank, Math::Point& min, Math::Point& max);
+
+ //! Detects the target object that is selected with the mouse
+ /** Returns the rank of the object or -1. */
+ int DetectObject(Math::Point mouse);
+
+ //! Detects whether the mouse is in a triangle.
+ bool DetectTriangle(Math::Point mouse, Gfx::VertexTex2* triangle, int objRank, float& dist);
+
+ //! Transforms a 3D point (x, y, z) in 2D space (x, y, -) of the window
+ /** The coordinated p2D.z gives the distance. */
+ bool TransformPoint(Math::Vector& p2D, int objRank, Math::Vector p3D);
+
+ //! Calculates the distances between the viewpoint and the origin of different objects
void ComputeDistance();
+
+ //! Updates all the geometric parameters of objects
void UpdateGeometry();
protected:
CInstanceManager* m_iMan;
CApplication* m_app;
- CSound* m_sound;
+ CSoundInterface* m_sound;
Gfx::CDevice* m_device;
Gfx::CText* m_text;
Gfx::CLightManager* m_lightMan;
@@ -869,51 +1061,54 @@ protected:
Gfx::CPlanet* m_planet;
Gfx::CTerrain* m_terrain;
- bool m_wasInit;
+ //! Last encountered error
std::string m_error;
//! Whether to show stats (FPS, etc)
bool m_showStats;
- int m_blackSrcBlend[2];
- int m_blackDestBlend[2];
- int m_whiteSrcBlend[2];
- int m_whiteDestBlend[2];
- int m_diffuseSrcBlend[2];
- int m_diffuseDestBlend[2];
- int m_alphaSrcBlend[2];
- int m_alphaDestBlend[2];
+ //! Speed of animation
+ float m_speed;
+ //! Pause mode
+ bool m_pause;
+ //! Rendering enabled?
+ bool m_render;
+ //! Lock for duration of movie?
+ bool m_movieLock;
+ //! Projection matrix for 3D scene
Math::Matrix m_matProj;
- Math::Matrix m_matLeftView;
- Math::Matrix m_matRightView;
+ //! View matrix for 3D scene
Math::Matrix m_matView;
+ //! Camera angle for 3D scene
float m_focus;
+ //! World matrix for 2D interface
Math::Matrix m_matWorldInterface;
+ //! Projection matrix for 2D interface
Math::Matrix m_matProjInterface;
+ //! View matrix for 2D interface
Math::Matrix m_matViewInterface;
- long m_baseTime;
- long m_stopTime;
- float m_absTime;
- float m_lastTime;
- float m_speed;
- bool m_pause;
- bool m_render;
- bool m_movieLock;
-
- //! Current size of window
- Math::IntSize m_size;
- Math::IntSize m_lastSize;
+ //! Current size of viewport window
+ Math::IntPoint m_size;
+ //! Previous size of viewport window
+ Math::IntPoint m_lastSize;
+ //! Root of tree object structure (level 1 list)
std::vector<Gfx::EngineObjLevel1> m_objectTree;
+ //! Object parameters
std::vector<Gfx::EngineObject> m_objects;
- std::vector<Gfx::EngineShadow> m_shadow;
- std::vector<Gfx::EngineGroundSpot> m_groundSpot;
+ //! Shadow list
+ std::vector<Gfx::EngineShadow> m_shadows;
+ //! Ground spot list
+ std::vector<Gfx::EngineGroundSpot> m_groundSpots;
+ //! Ground mark
Gfx::EngineGroundMark m_groundMark;
+ //! Location of camera
Math::Vector m_eyePt;
+ //! Camera target
Math::Vector m_lookatPt;
float m_eyeDirH;
float m_eyeDirV;
@@ -926,7 +1121,6 @@ protected:
Gfx::Color m_waterAddColor;
int m_statisticTriangle;
bool m_updateGeometry;
- //char m_infoText[10][200];
int m_alphaMode;
bool m_stateColor;
bool m_forceStateColor;
@@ -946,11 +1140,11 @@ protected:
bool m_overFront;
Gfx::Color m_overColor;
int m_overMode;
- std::string m_frontsizeName;
+ std::string m_foregroundName;
bool m_drawWorld;
bool m_drawFront;
float m_limitLOD[2];
- float m_particuleDensity;
+ float m_particleDensity;
float m_clippingDistance;
float m_lastClippingDistance;
float m_objectDetail;
@@ -969,34 +1163,53 @@ protected:
int m_editIndentValue;
float m_tracePrecision;
- int m_hiliteRank[100];
- bool m_hilite;
- Math::Point m_hiliteP1;
- Math::Point m_hiliteP2;
-
- int m_lastState;
- Gfx::Color m_lastColor;
- char m_lastTexture[2][50];
- Gfx::Material m_lastMaterial;
-
+ //! Ranks of highlighted objects
+ int m_highlightRank[100];
+ //! Highlight visible?
+ bool m_highlight;
+ //! Time counter for highlight animation
+ float m_highlightTime;
+ //@{
+ //! Highlight rectangle points
+ Math::Point m_highlightP1;
+ Math::Point m_highlightP2;
+ //@}
+
+ //! Texture directory name
std::string m_texPath;
+ //! Default texture create params
Gfx::TextureCreateParams m_defaultTexParams;
+ //! Map of loaded textures (by name)
std::map<std::string, Gfx::Texture> m_texNameMap;
+ //! Reverse map of loaded textures (by texture)
std::map<Gfx::Texture, std::string> m_revTexNameMap;
+ //! Blacklist map of textures
+ /** Textures on this list were not successful in first loading,
+ * so are disabled for subsequent load calls. */
+ std::set<std::string> m_texBlacklist;
+ //! Mouse cursor definitions
Gfx::EngineMouse m_mice[Gfx::ENG_MOUSE_COUNT];
+ //! Texture with mouse cursors
Gfx::Texture m_miceTexture;
+ //! Size of mouse cursor
Math::Point m_mouseSize;
+ //! Type of mouse cursor
Gfx::EngineMouseType m_mouseType;
+ //! Position of mouse in interface coords
Math::Point m_mousePos;
+ //! Is mouse visible?
bool m_mouseVisible;
- //LPDIRECTDRAWSURFACE7 m_imageSurface;
- //DDSURFACEDESC2 m_imageDDSD;
- //WORD* m_imageCopy;
- //int m_imageDX;
- //int m_imageDY;
+ //! Last engine render state (-1 at the beginning of frame)
+ int m_lastState;
+ //! Last color set with render state
+ Gfx::Color m_lastColor;
+ //! Last texture names for 2 used texture stages
+ std::string m_lastTexture[2];
+ //! Last material
+ Gfx::Material m_lastMaterial;
};
}; // namespace Gfx