sm3map.cpp

来自「这是整套横扫千军3D版游戏的源码」· C++ 代码 · 共 377 行

CPP
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#include "StdAfx.h"

#include "Sm3Map.h"
#include "Sm3GroundDrawer.h"

#include "LogOutput.h"
#define GLEW_STATIC
#include <GL/glew.h>
#include <IL/il.h>
#include <SDL_types.h>
#include "Rendering/ShadowHandler.h"
#include "Platform/ConfigHandler.h"
#include "Platform/errorhandler.h"
#include "Platform/byteorder.h"
#include "FileSystem/FileHandler.h"

#include "terrain/TerrainNode.h"
#include "Game/Camera.h"

#include <stdexcept>
#include <fstream>
#include "bitops.h"

CR_BIND_DERIVED(CSm3ReadMap, CReadMap, ())

//CR_REG_METADATA(CSmfReadMap, (
//				))

CSm3ReadMap::CSm3ReadMap()
{
	groundDrawer=0;
	minimapTexture = 0;
	numFeatures=0;
}

CSm3ReadMap::~CSm3ReadMap()
{
	delete groundDrawer;
	delete renderer;

	for (std::vector<std::string*>::iterator fti = featureTypes.begin(); fti != featureTypes.end(); ++fti)
		delete *fti;
	featureTypes.clear();

	glDeleteTextures(1, &minimapTexture);
}

struct Sm3LoadCB : terrain::ILoadCallback
{
	void Write(const char *msg) { logOutput.Print ("%s", msg); }
};

void CSm3ReadMap::Initialize (const char *mapname)
{
	try {
		string lmsg = "Loading " + string(mapname);
		PrintLoadMsg(lmsg.c_str());
		GLint tu;
		glGetIntegerv(GL_MAX_TEXTURE_UNITS, &tu);

		renderer = SAFE_NEW terrain::Terrain;

		renderer->config.cacheTextures=false;

		renderer->config.forceFallbackTexturing = !!configHandler.GetInt("SM3ForceFallbackTex", 0);

		if (!renderer->config.forceFallbackTexturing && GLEW_ARB_fragment_shader && GLEW_ARB_shading_language_100) {
			renderer->config.useBumpMaps = true;
			renderer->config.anisotropicFiltering = 0.0f;
		}

		renderer->config.useStaticShadow = false;

		renderer->config.terrainNormalMaps = false;
		renderer->config.normalMapLevel = 3;

		if (shadowHandler->drawShadows)
			renderer->config.useShadowMaps = true;

		// Load map info from TDF
		std::string fn = std::string("maps/") + mapname;
		mapDefParser.LoadFile (fn);
		TdfParser resources("gamedata/resources.tdf");
		ParseSettings(resources);

		string minimap = mapDefParser.SGetValueDef(string(),"map\\minimap");
		if (!minimap.empty()) {
			CBitmap bmp;
			if(bmp.Load(minimap))
				minimapTexture=bmp.CreateTexture(true);
		}

/*		int numStages=atoi(mapDefParser.SGetValueDef("0", "map\\terrain\\numtexturestages").c_str());
		int maxStages=configHandler.GetInt("SM3MaxTextureStages", 10);
		if (numStages > maxStages) {
			renderer->config.cacheTextures = true;
			renderer->config.cacheTextureSize = 256;
		//	renderer->config.detailMod
		}
*/
		Sm3LoadCB loadcb;
		terrain::LightingInfo lightInfo;
		lightInfo.ambient = ambientColor;
		terrain::StaticLight light;
		light.color = sunColor;
		light.directional = false;
		light.position = gs->sunVector *1000000;
		lightInfo.staticLights.push_back (light);
		renderer->Load (mapDefParser, &lightInfo, &loadcb);

		height = width = renderer->GetHeightmapWidth ()-1;

		// Set global map info
		gs->mapx=width;
		gs->mapy=height;
		gs->mapSquares = width*height;
		gs->hmapx=width/2;
		gs->hmapy=height/2;
		gs->pwr2mapx=next_power_of_2(width);
		gs->pwr2mapy=next_power_of_2(height);

		float3::maxxpos=width*SQUARE_SIZE-1;
		float3::maxzpos=height*SQUARE_SIZE-1;

		CReadMap::Initialize();

		if (mapDefParser.SectionExist("map\\featuretypes")) {
			int numTypes = atoi(mapDefParser.SGetValueDef("0", "map\\featuretypes\\numtypes").c_str());
			for (int a=0;a<numTypes;a++) {
				char loc[100];
				SNPRINTF(loc, 100, "map\\featuretypes\\type%d", a);
				featureTypes.push_back (SAFE_NEW std::string(mapDefParser.SGetValueDef("TreeType0", loc)));
			}
		}
		LoadFeatureData();

		groundDrawer = SAFE_NEW CSm3GroundDrawer (this);
	}
	catch(content_error& e)
	{
		ErrorMessageBox(e.what(), "Error:", MBF_OK);
	}
}


CBaseGroundDrawer *CSm3ReadMap::GetGroundDrawer ()
{
	return groundDrawer;
}

void CSm3ReadMap::HeightmapUpdated(int x1, int x2, int y1, int y2)
{
	// heightmap is [width+1][height+1]
	x1-=2; x2+=2;
	y1-=2; y2+=2;

	if (x1<0) x1=0;
	if (x1>width) x1=width;
	if (x2<0) x2=0;
	if (x2>width) x2=width;

	if (y1<0) y1=0;
	if (y1>width) y1=height;
	if (y2<0) y2=0;
	if (y2>width) y2=height;

	renderer->HeightmapUpdated(x1,y1,x2-x1,y2-y1);
}

float* CSm3ReadMap::GetHeightmap()
{
	return renderer->GetHeightmap();
}


void CSm3ReadMap::Update() {}
void CSm3ReadMap::Explosion(float x,float y,float strength) {}
void CSm3ReadMap::ExplosionUpdate(int x1,int x2,int y1,int y2) {}
unsigned int CSm3ReadMap::GetShadingTexture () { return 0; } // a texture with RGB for shading and A for height
void CSm3ReadMap::DrawMinimap ()
{
	if (!minimapTexture)
		return;

	 // draw the minimap in a quad (with extends: (0,0)-(1,1))
	glDisable(GL_BLEND);
	glDisable(GL_ALPHA_TEST);

	glActiveTextureARB(GL_TEXTURE0_ARB);
	glEnable(GL_TEXTURE_2D);
	glBindTexture(GL_TEXTURE_2D, minimapTexture);
	glTexEnvi(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,GL_REPLACE);

	if(groundDrawer->DrawExtraTex()){
		glActiveTextureARB(GL_TEXTURE1_ARB);
		glEnable(GL_TEXTURE_2D);
		glTexEnvi(GL_TEXTURE_ENV,GL_COMBINE_RGB_ARB,GL_ADD_SIGNED_ARB);
		glTexEnvi(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,GL_COMBINE_ARB);
		glBindTexture(GL_TEXTURE_2D, groundDrawer->infoTex);
		glActiveTextureARB(GL_TEXTURE0_ARB);
	}

	float isx=gs->mapx/float(gs->pwr2mapx);
	float isy=gs->mapy/float(gs->pwr2mapy);

	glBegin(GL_QUADS);
		glTexCoord2f(0,isy);
		glMultiTexCoord2fARB(GL_TEXTURE1_ARB,0,1);
		glMultiTexCoord2fARB(GL_TEXTURE2_ARB,0,isy);
		glVertex2f(0,0);
		glTexCoord2f(0,0);
		glMultiTexCoord2fARB(GL_TEXTURE1_ARB,0,0);
		glMultiTexCoord2fARB(GL_TEXTURE2_ARB,0,0);
		glVertex2f(0,1);
		glTexCoord2f(isx,0);
		glMultiTexCoord2fARB(GL_TEXTURE1_ARB,1,0);
		glMultiTexCoord2fARB(GL_TEXTURE2_ARB,isx,0);
		glVertex2f(1,1);
		glTexCoord2f(isx,isy);
		glMultiTexCoord2fARB(GL_TEXTURE1_ARB,1,1);
		glMultiTexCoord2fARB(GL_TEXTURE2_ARB,isx,isy);
		glVertex2f(1,0);
	glEnd();

	glActiveTextureARB(GL_TEXTURE1_ARB);
	glTexEnvi(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,GL_MODULATE);
	glDisable(GL_TEXTURE_2D);

	glActiveTextureARB(GL_TEXTURE0_ARB);
	glTexEnvi(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,GL_MODULATE);
	glDisable(GL_TEXTURE_2D);
}

// Feature creation
int CSm3ReadMap::GetNumFeatures ()
{
	return (int)numFeatures;
}

int CSm3ReadMap::GetNumFeatureTypes ()
{
	return featureTypes.size();
}

void CSm3ReadMap::GetFeatureInfo (MapFeatureInfo* f)
{
	std::copy(featureInfo,featureInfo+numFeatures,f);
}

const char *CSm3ReadMap::GetFeatureType (int typeID)
{
	return featureTypes[typeID]->c_str();
}

void CSm3ReadMap::LoadFeatureData()
{
		// returns MapFeatureInfo[GetNumFeatures()]
	std::string fd = mapDefParser.SGetValueDef(std::string(),"map\\featuredata");
	if (!fd.empty()) {
		CFileHandler fh(fd);
		if (!fh.FileExists())
			throw content_error("Failed to open feature data file: " + fd);

		unsigned char version;
		fh.Read(&version, 1);

		if (version > 0)
			throw content_error("Map feature data has incorrect version, you are probably using an outdated spring version.");

		unsigned int nf;
		fh.Read(&nf, 4);
		numFeatures = swabdword(nf);

		featureInfo = SAFE_NEW MapFeatureInfo[numFeatures];
		for (int a=0;a<numFeatures;a++) {
			MapFeatureInfo& fi = featureInfo[a];
			fh.Read(&fi.featureType, 4);
			fh.Read(&fi.pos, 12);
			fh.Read(&fi.rotation, 4);

			fi.featureType = swabdword(fi.featureType);
			fi.pos.x = swabfloat(fi.pos.x);
			fi.pos.y = swabfloat(fi.pos.y);
			fi.pos.z = swabfloat(fi.pos.z);
			fi.rotation = swabfloat(fi.rotation);
		}
	}/* //testing features...
	else {
		featureTypes.push_back(SAFE_NEW std::string("TreeType0"));

		numFeatures = 1000;
		featureInfo = SAFE_NEW MapFeatureInfo[numFeatures];

		for (int a=0;a<numFeatures;a++) {
			MapFeatureInfo& fi = featureInfo[a];
			fi.featureType = featureTypes.size()-1;
			fi.pos.x = gs->randFloat() * width * SQUARE_SIZE;
			fi.pos.z = gs->randFloat() * height * SQUARE_SIZE;
			fi.rotation = 0.0f;
		}
	}*/
}

CSm3ReadMap::InfoMap::InfoMap () {
	w = h = 0;
	data = 0;
}
CSm3ReadMap::InfoMap::~InfoMap () {
	if(data) delete[] data;
}

// Bitmaps (such as metal map, grass map, ...), handling them with a string as type seems flexible...
// Some map types:
//   "metal"  -  metalmap
//   "grass"  -  grassmap
unsigned char *CSm3ReadMap::GetInfoMap (const std::string& name, MapBitmapInfo* bm)
{
	std::string map;
	if (!mapDefParser.SGetValue(map, "MAP\\INFOMAPS\\" + name))
		return 0;

	CBitmap img;
	// all infomaps are grayscale
	if (!img.LoadGrayscale(map))
		return 0;

	InfoMap& im = infoMaps[name];

	bm->width = im.w = img.xsize;
	bm->height = im.h = img.ysize;
	im.data = img.mem;
	img.mem = 0;

	return im.data;
}


void CSm3ReadMap::FreeInfoMap (const std::string& name, unsigned char *data)
{
	infoMaps.erase (name);
}

struct DrawGridParms
{
	int quadSize;
	CSm3ReadMap::IQuadDrawer *cb;
	float maxdist;
	Frustum *frustum;
};

static void DrawGrid(terrain::TQuad *tq, DrawGridParms *param)
{
	if (tq->InFrustum(param->frustum)) {
		if (tq->width == param->quadSize)
			param->cb->DrawQuad(tq->qmPos.x, tq->qmPos.y);
		else if (tq->width < param->quadSize)
			return;
		else {
			for (int a=0;a<4;a++)
				DrawGrid(tq->childs[a],param);
		}
	}
}

void CSm3ReadMap::GridVisibility(CCamera *cam, int quadSize, float maxdist, IQuadDrawer *cb, int extraSize)
{
	float aspect = cam->viewport[2]/(float)cam->viewport[3];
	tmpFrustum.CalcCameraPlanes(&cam->pos, &cam->right, &cam->up, &cam->forward, cam->GetTanHalfFov(), aspect);

	DrawGridParms dgp;
	dgp.cb = cb;
	dgp.maxdist = maxdist;
	dgp.quadSize = quadSize;
	dgp.frustum = &tmpFrustum;
	DrawGrid(renderer->GetQuadTree(), &dgp);
}

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