Example #1
0
Intro::Intro(Graphics::Renderer *r, int width, int height)
: Cutscene(r, width, height)
{
	using Graphics::Light;

	m_background.reset(new Background::Container(r, UNIVERSE_SEED));
	m_ambientColor = Color(0);

	const Color one = Color::WHITE;
	const Color two = Color(77, 77, 204, 0);
	m_lights.push_back(Light(Graphics::Light::LIGHT_DIRECTIONAL, vector3f(0.f, 0.3f, 1.f), one, one));
	m_lights.push_back(Light(Graphics::Light::LIGHT_DIRECTIONAL, vector3f(0.f, -1.f, 0.f), two, Color::BLACK));

	SceneGraph::ModelSkin skin;
	skin.SetDecal("pioneer");
	skin.SetLabel(Lang::PIONEER);

	for (std::vector<ShipType::Id>::const_iterator i = ShipType::player_ships.begin(); i != ShipType::player_ships.end(); ++i) {
		SceneGraph::Model *model = Pi::FindModel(ShipType::types[*i].modelName)->MakeInstance();
		skin.SetRandomColors(Pi::rng);
		skin.Apply(model);
		model->SetThrust(vector3f(0.f, 0.f, -0.6f), vector3f(0.f));
		m_models.push_back(model);
	}

	PiRngWrapper rng;
	std::random_shuffle(m_models.begin(), m_models.end(), rng);

	m_state = STATE_SELECT;
	m_modelIndex = 0;
}
Example #2
0
void Ship::Init()
{
	// XXX the animation namespace must match that in LuaConstants
	// note: this must be set before generating the collision mesh
	// (which happens in SetModel()) and before rendering
	GetLmrObjParams().animationNamespace = "ShipAnimation";
	GetLmrObjParams().equipment = &m_equipment;

	const ShipType &stype = GetShipType();

	// Dirty hack: Always use gear-down mesh for collision detection
	// necessary because some ships have non-docking meshes too large for docking
	float temp = GetLmrObjParams().animValues[ANIM_WHEEL_STATE];
	GetLmrObjParams().animValues[ANIM_WHEEL_STATE] = 1.0f;
	SetModel(stype.lmrModelName.c_str());
	GetLmrObjParams().animValues[ANIM_WHEEL_STATE] = temp;

	SetMassDistributionFromModel();
	UpdateStats();
	m_stats.hull_mass_left = float(stype.hullMass);
	m_stats.shield_mass_left = 0;
	m_hyperspace.now = false;			// TODO: move this on next savegame change, maybe
	m_hyperspaceCloud = 0;

	m_landingGearAnimation = 0;
	SceneGraph::Model *nmodel = dynamic_cast<SceneGraph::Model*>(GetModel());
	if (nmodel) {
		m_landingGearAnimation = nmodel->FindAnimation("gear_down");
	}
}
Example #3
0
void Ship::InitMaterials()
{
	SceneGraph::Model *pModel = GetModel();
	assert(pModel);
	const Uint32 numMats = pModel->GetNumMaterials();
	for( Uint32 m=0; m<numMats; m++ ) {
		RefCountedPtr<Graphics::Material> mat = pModel->GetMaterialByIndex(m);
		mat->heatGradient = Graphics::TextureBuilder::Decal("textures/heat_gradient.dds").GetOrCreateTexture(Pi::renderer, "model");
		mat->specialParameter0 = &s_heatGradientParams;
	}
	s_heatGradientParams.heatingAmount = 0.0f;
	s_heatGradientParams.heatingNormal = vector3f(0.0f, -1.0f, 0.0f);
}
Example #4
0
/*
 * Method: SetPattern
 *
 * Changes the pattern used for texturing the ship.
 *
 * > ship:SetPattern(num)
 *
 * Parameters:
 *
 *   num - the pattern number
 *
 * Example:
 *
 * > ship:SetPattern(5)
 *
 * Status:
 *
 *  experimental
 */
static int l_ship_set_pattern(lua_State *l)
{
	Ship *s = LuaObject<Ship>::CheckFromLua(1);
	unsigned int num = lua_tointeger(l, 2);

	SceneGraph::Model *model = s->GetModel();
	if(model && model->SupportsPatterns()) {
		if (num > model->GetNumPatterns()-1)
			return luaL_error(l, "This pattern does not exist for this ship");

		s->SetPattern(num);
	}
	return 0;
}
Example #5
0
void SpaceStation::InitStation()
{
	m_adjacentCity = 0;
	for(int i=0; i<NUM_STATIC_SLOTS; i++) m_staticSlot[i] = false;
	Random rand(m_sbody->GetSeed());
	const bool ground = m_sbody->GetType() == SystemBody::TYPE_STARPORT_ORBITAL ? false : true;
	m_type = SpaceStationType::RandomStationType(rand, ground);

	if(m_shipDocking.empty()) {
		m_shipDocking.reserve(m_type->NumDockingPorts());
		for (unsigned int i=0; i<m_type->NumDockingPorts(); i++) {
			m_shipDocking.push_back(shipDocking_t());
		}
		// only (re)set these if we've not come from the ::Load method
		m_doorAnimationStep = m_doorAnimationState = 0.0;
	}
	assert(m_shipDocking.size() == m_type->NumDockingPorts());

	// This SpaceStation's bay ports are an instance of...
	m_ports = m_type->Ports();

	SetStatic(ground);			// orbital stations are dynamic now

	// XXX hack. if we loaded a game then ModelBody::Load already restored the
	// model and we shouldn't overwrite it
	if (!GetModel())
		SetModel(m_type->ModelName().c_str());

	SceneGraph::Model *model = GetModel();

	m_navLights.reset(new NavLights(model, 2.2f));
	m_navLights->SetEnabled(true);

	if (ground) SetClipRadius(CITY_ON_PLANET_RADIUS);		// overrides setmodel

	m_doorAnimation = model->FindAnimation("doors");

	SceneGraph::ModelSkin skin;
	skin.SetDecal("pioneer");

	if (model->SupportsPatterns()) {
		skin.SetRandomColors(rand);
		skin.Apply(model);
		model->SetPattern(rand.Int32(0, model->GetNumPatterns()));
	} else {
		skin.Apply(model);
	}
}
Example #6
0
Intro::Intro(Graphics::Renderer *r, int width, int height)
: Cutscene(r, width, height)
{
	using Graphics::Light;

	m_background.reset(new Background::Container(r, Pi::rng));
	m_ambientColor = Color::BLANK;

	const Color one = Color::WHITE;
	const Color two = Color(77, 77, 204, 0);
	m_lights.push_back(Light(Graphics::Light::LIGHT_DIRECTIONAL, vector3f(0.f, 0.3f, 1.f), one, one));
	m_lights.push_back(Light(Graphics::Light::LIGHT_DIRECTIONAL, vector3f(0.f, -1.f, 0.f), two, Color::BLACK));

	m_skin.SetDecal("pioneer");
	m_skin.SetLabel(Lang::PIONEER);

	for (auto i : ShipType::player_ships) {
		SceneGraph::Model *model = Pi::FindModel(ShipType::types[i].modelName)->MakeInstance();
		model->SetThrust(vector3f(0.f, 0.f, -0.6f), vector3f(0.f));
		const Uint32 numMats = model->GetNumMaterials();
		for( Uint32 m=0; m<numMats; m++ ) {
			RefCountedPtr<Graphics::Material> mat = model->GetMaterialByIndex(m);
			mat->specialParameter0 = nullptr;
		}
		m_models.push_back(model);
	}

	PiRngWrapper rng;
	std::random_shuffle(m_models.begin(), m_models.end(), rng);

	m_modelIndex = 0;

	const int w = Graphics::GetScreenWidth();
	const int h = Graphics::GetScreenHeight();

	// double-width viewport, centred, then offset 1/6th to centre on the left
	// 2/3rds of the screen, to the left of the menu
	m_spinnerLeft = int(float(w)*-.5f - float(w)/6.f);
	m_spinnerWidth = w*2;
	m_spinnerRatio = w*2.f/h;

	m_needReset = true;
}
Example #7
0
	void OnInitialize()
	{
		m_debug = false;
		m_debugGBuffer = false;
		m_debugCompositing = false;
		// Camera Setup
		m_Camera = new CameraFPS(Math::TVector3F(3,4,2), Math::TVector3F(0,0,0));
		m_Camera->SetSpeed(10.0);
		// Initialise OpenGL
		GLCheck(glClearColor(0.0f,0.0f,0.0f,1.f));
		SettingsManager.SetProjection(0.1,100.0,70.0);
		// Load shader
		m_GBufferShader = CShaderManager::Instance().LoadShader("GBuffer.shader");
		m_RSMSpotShader = CShaderManager::Instance().LoadShader("RefectiveShadowMapSpot.shader");
		m_RSMCompositing = CShaderManager::Instance().LoadShader("RefectiveShadowMapCompositing.shader");
		// Create light
		m_light.LightColor = Color(1.0,1.0,1.0,0.0);
		m_light.Position = Math::TVector3F(0,10.0/3.0,6.0);
		m_light.LightRaduis = 100.0;
		m_light.LightIntensity = 1.0;
		m_light.LightCutOff = 50;
		m_light.Direction = Math::TVector3F(0.0,-0.6,-1.4);
		m_light.Direction.Normalize();
		// Load scene
		// * Lucy loading
		SceneGraph::AssimpNode* lucyModel = SceneGraph::AssimpNode::LoadFromFile("uv_lucy.ply");
		SceneGraph::Model* lucyMesh = (SceneGraph::Model*)lucyModel->GetChilds()[0];
		Math::CMatrix4 lucyModelMatrix;
		lucyModelMatrix.SetScaling(1.0,1.0,1.0);
		lucyModel->LoadTransformMatrix(lucyModelMatrix);
		RootSceneGraph.AddChild(lucyModel);
		lucyMesh->AddTextureMap(DIFFUSE_TEXTURE, Texture::LoadFromFile("marble.jpg"));
		// * Scene loading
		SceneGraph::AssimpNode* sceneModel = SceneGraph::AssimpNode::LoadFromFile("uv_room.ply");
		SceneGraph::Model* sceneMesh = (SceneGraph::Model*)sceneModel->GetChilds()[0];
		sceneMesh->AddTextureMap(DIFFUSE_TEXTURE, Texture::LoadFromFile("bricks2_color.jpg"));
		Math::CMatrix4 sceneModelMatrix;
		sceneModelMatrix.SetScaling(5.0/3.0,5.0/3.0,5.0/3.0);
		sceneModel->LoadTransformMatrix(sceneModelMatrix);
		RootSceneGraph.AddChild(sceneModel);
		// Generate the texture
		GenerateRandomTexture(256);
	}
Example #8
0
//static
void CityOnPlanet::SetCityModelPatterns(const SystemPath &path)
{
	Uint32 _init[5] = { path.systemIndex, Uint32(path.sectorX), Uint32(path.sectorY), Uint32(path.sectorZ), UNIVERSE_SEED };
	Random rand(_init, 5);

	typedef std::set<SceneGraph::Model*, ModelNameComparator> ModelSet;
	typedef ModelSet::iterator TSetIter;
	ModelSet modelSet;
	{
		for (unsigned int j=0; j < s_buildingList.numBuildings; j++) {
			SceneGraph::Model *m = s_buildingList.buildings[j].resolvedModel;
			modelSet.insert(m);
		}
	}

	SceneGraph::ModelSkin skin;
	for (TSetIter it=modelSet.begin(), itEnd=modelSet.end(); it!=itEnd; ++it) {
		SceneGraph::Model *m = (*it);
		if (!m->SupportsPatterns()) continue;
		skin.SetRandomColors(rand);
		skin.Apply(m);
		m->SetPattern(rand.Int32(0, m->GetNumPatterns()));
	}
}
Example #9
0
File: Pi.cpp Project: lwho/pioneer
void Pi::Init(const std::map<std::string,std::string> &options, bool no_gui)
{
#ifdef PIONEER_PROFILER
	Profiler::reset();
#endif

	Profiler::Timer timer;
	timer.Start();

	OS::EnableBreakpad();
	OS::NotifyLoadBegin();

	FileSystem::Init();
	FileSystem::userFiles.MakeDirectory(""); // ensure the config directory exists
#ifdef PIONEER_PROFILER
	FileSystem::userFiles.MakeDirectory("profiler");
	profilerPath = FileSystem::JoinPathBelow(FileSystem::userFiles.GetRoot(), "profiler");
#endif

	Pi::config = new GameConfig(options);

	if (config->Int("RedirectStdio"))
		OS::RedirectStdio();

	std::string version(PIONEER_VERSION);
	if (strlen(PIONEER_EXTRAVERSION)) version += " (" PIONEER_EXTRAVERSION ")";
	const char* platformName = SDL_GetPlatform();
	if(platformName)
		Output("ver %s on: %s\n\n", version.c_str(), platformName);
	else
		Output("ver %s but could not detect platform name.\n\n", version.c_str());

	Output("%s\n", OS::GetOSInfoString().c_str());

	ModManager::Init();

	Lang::Resource res(Lang::GetResource("core", config->String("Lang")));
	Lang::MakeCore(res);

	Pi::detail.planets = config->Int("DetailPlanets");
	Pi::detail.textures = config->Int("Textures");
	Pi::detail.fracmult = config->Int("FractalMultiple");
	Pi::detail.cities = config->Int("DetailCities");

	// Initialize SDL
	Uint32 sdlInitFlags = SDL_INIT_VIDEO | SDL_INIT_JOYSTICK;
#if defined(DEBUG) || defined(_DEBUG)
	sdlInitFlags |= SDL_INIT_NOPARACHUTE;
#endif
	if (SDL_Init(sdlInitFlags) < 0) {
		Error("SDL initialization failed: %s\n", SDL_GetError());
	}
	SDL_version ver;
	SDL_GetVersion(&ver);
	Output("SDL Version %d.%d.%d\n", ver.major, ver.minor, ver.patch);

	Graphics::RendererOGL::RegisterRenderer();

	// Do rest of SDL video initialization and create Renderer
	Graphics::Settings videoSettings = {};
	videoSettings.rendererType = Graphics::RENDERER_OPENGL;
	videoSettings.width = config->Int("ScrWidth");
	videoSettings.height = config->Int("ScrHeight");
	videoSettings.fullscreen = (config->Int("StartFullscreen") != 0);
	videoSettings.hidden = no_gui;
	videoSettings.requestedSamples = config->Int("AntiAliasingMode");
	videoSettings.vsync = (config->Int("VSync") != 0);
	videoSettings.useTextureCompression = (config->Int("UseTextureCompression") != 0);
	videoSettings.enableDebugMessages = (config->Int("EnableGLDebug") != 0);
	videoSettings.iconFile = OS::GetIconFilename();
	videoSettings.title = "Pioneer";

	Pi::renderer = Graphics::Init(videoSettings);

	Pi::CreateRenderTarget(videoSettings.width, videoSettings.height);
	Pi::rng.IncRefCount(); // so nothing tries to free it
	Pi::rng.seed(time(0));

	InitJoysticks();
	
	// we can only do bindings once joysticks are initialised.
	if (!no_gui) // This re-saves the config file. With no GUI we want to allow multiple instances in parallel.
		KeyBindings::InitBindings();

	joystickEnabled = (config->Int("EnableJoystick")) ? true : false;
	mouseYInvert = (config->Int("InvertMouseY")) ? true : false;
	compactScanner = (config->Int("CompactScanner")) ? true : false;

	navTunnelDisplayed = (config->Int("DisplayNavTunnel")) ? true : false;
	speedLinesDisplayed = (config->Int("SpeedLines")) ? true : false;
	hudTrailsDisplayed = (config->Int("HudTrails")) ? true : false;

	EnumStrings::Init();

	// get threads up
	Uint32 numThreads = config->Int("WorkerThreads");
	const int numCores = OS::GetNumCores();
	assert(numCores > 0);
	if (numThreads == 0) numThreads = std::max(Uint32(numCores) - 1, 1U);
	asyncJobQueue.reset(new AsyncJobQueue(numThreads));
	Output("started %d worker threads\n", numThreads);
	syncJobQueue.reset(new SyncJobQueue);
	
	Output("ShipType::Init()\n");
	// XXX early, Lua init needs it
	ShipType::Init();

	// XXX UI requires Lua  but Pi::ui must exist before we start loading
	// templates. so now we have crap everywhere :/
	Output("Lua::Init()\n");
	Lua::Init();

	Pi::ui.Reset(new UI::Context(Lua::manager, Pi::renderer, Graphics::GetScreenWidth(), Graphics::GetScreenHeight()));

	LuaInit();

	// Gui::Init shouldn't initialise any VBOs, since we haven't tested
	// that the capability exists. (Gui does not use VBOs so far)
	Gui::Init(renderer, Graphics::GetScreenWidth(), Graphics::GetScreenHeight(), 800, 600);

	UI::Box *box = Pi::ui->VBox(5);
	UI::Label *label = Pi::ui->Label("");
	label->SetFont(UI::Widget::FONT_HEADING_NORMAL);
	UI::Gauge *gauge = Pi::ui->Gauge();
	Pi::ui->GetTopLayer()->SetInnerWidget(
		Pi::ui->Margin(10, UI::Margin::HORIZONTAL)->SetInnerWidget(
			Pi::ui->Expand()->SetInnerWidget(
				Pi::ui->Align(UI::Align::MIDDLE)->SetInnerWidget(
					box->PackEnd(UI::WidgetSet(
						label,
						gauge
					))
				)
			)
		)
    );

	draw_progress(gauge, label, 0.0f);

	Output("GalaxyGenerator::Init()\n");
	if (config->HasEntry("GalaxyGenerator"))
		GalaxyGenerator::Init(config->String("GalaxyGenerator"),
			config->Int("GalaxyGeneratorVersion", GalaxyGenerator::LAST_VERSION));
	else
		GalaxyGenerator::Init();

	draw_progress(gauge, label, 0.1f);

	Output("FaceParts::Init()\n");
	FaceParts::Init();
	draw_progress(gauge, label, 0.2f);

	Output("new ModelCache\n");
	modelCache = new ModelCache(Pi::renderer);
	draw_progress(gauge, label, 0.3f);

	Output("Shields::Init\n");
	Shields::Init(Pi::renderer);
	draw_progress(gauge, label, 0.4f);

//unsigned int control_word;
//_clearfp();
//_controlfp_s(&control_word, _EM_INEXACT | _EM_UNDERFLOW | _EM_ZERODIVIDE, _MCW_EM);
//double fpexcept = Pi::timeAccelRates[1] / Pi::timeAccelRates[0];

	Output("BaseSphere::Init\n");
	BaseSphere::Init();
	draw_progress(gauge, label, 0.5f);

	Output("CityOnPlanet::Init\n");
	CityOnPlanet::Init();
	draw_progress(gauge, label, 0.6f);
	
	Output("SpaceStation::Init\n");
	SpaceStation::Init();
	draw_progress(gauge, label, 0.7f);
	
	Output("NavLights::Init\n");
	NavLights::Init(Pi::renderer);
	draw_progress(gauge, label, 0.75f);

	Output("Sfx::Init\n");
	Sfx::Init(Pi::renderer);
	draw_progress(gauge, label, 0.8f);

	if (!no_gui && !config->Int("DisableSound")) {
		Output("Sound::Init\n");
		Sound::Init();
		Sound::SetMasterVolume(config->Float("MasterVolume"));
		Sound::SetSfxVolume(config->Float("SfxVolume"));
		GetMusicPlayer().SetVolume(config->Float("MusicVolume"));

		Sound::Pause(0);
		if (config->Int("MasterMuted")) Sound::Pause(1);
		if (config->Int("SfxMuted")) Sound::SetSfxVolume(0.f);
		if (config->Int("MusicMuted")) GetMusicPlayer().SetEnabled(false);
	}
	draw_progress(gauge, label, 0.9f);

	OS::NotifyLoadEnd();
	draw_progress(gauge, label, 1.0f);

#if 0
	// frame test code

	Frame *root = new Frame(0, "root", 0);
	Frame *p1 = new Frame(root, "p1", Frame::FLAG_HAS_ROT);
	Frame *p1r = new Frame(p1, "p1r", Frame::FLAG_ROTATING);
	Frame *m1 = new Frame(p1, "m1", Frame::FLAG_HAS_ROT);
	Frame *m1r = new Frame(m1, "m1r", Frame::FLAG_ROTATING);
	Frame *p2 = new Frame(root, "p2", Frame::FLAG_HAS_ROT);
	Frame *p2r = new Frame(p2, "pr2", Frame::FLAG_ROTATING);

	p1->SetPosition(vector3d(1000,0,0));
	p1->SetVelocity(vector3d(0,1,0));
	p2->SetPosition(vector3d(0,2000,0));
	p2->SetVelocity(vector3d(-2,0,0));
	p1r->SetAngVelocity(vector3d(0,0,0.0001));
	p1r->SetOrient(matrix3x3d::BuildRotate(M_PI/4, vector3d(0,0,1)));
	p2r->SetAngVelocity(vector3d(0,0,-0.0004));
	p2r->SetOrient(matrix3x3d::BuildRotate(-M_PI/2, vector3d(0,0,1)));
	root->UpdateOrbitRails(0, 0);

	CargoBody *c1 = new CargoBody(Equip::Type::SLAVES);
	c1->SetFrame(p1r);
	c1->SetPosition(vector3d(0,180,0));
//	c1->SetVelocity(vector3d(1,0,0));
	CargoBody *c2 = new CargoBody(Equip::Type::SLAVES);
	c2->SetFrame(p1r);
	c2->SetPosition(vector3d(0,200,0));
//	c2->SetVelocity(vector3d(1,0,0));

	vector3d pos = c1->GetPositionRelTo(p1);
	vector3d vel = c1->GetVelocityRelTo(p1);
	double speed = vel.Length();
	vector3d pos2 = c2->GetPositionRelTo(p1);
	vector3d vel2 = c2->GetVelocityRelTo(p1);
	double speed2 = vel2.Length();

	double speed3 = c2->GetVelocityRelTo(c1).Length();
	c2->SwitchToFrame(p1);
	vector3d vel4 = c2->GetVelocityRelTo(c1);
	double speed4 = c2->GetVelocityRelTo(c1).Length();

	root->UpdateOrbitRails(0, 1.0);

	//buildrotate test

	matrix3x3d m = matrix3x3d::BuildRotate(M_PI/2, vector3d(0,0,1));
	vector3d v = m * vector3d(1,0,0);

/*	vector3d pos = p1r->GetPositionRelTo(p2r);
	vector3d vel = p1r->GetVelocityRelTo(p2r);
	matrix3x3d o1 = p1r->GetOrientRelTo(p2r);
	double speed = vel.Length();
	vector3d pos2 = p2r->GetPositionRelTo(p1r);
	vector3d vel2 = p2r->GetVelocityRelTo(p1r);
	matrix3x3d o2 = p2r->GetOrientRelTo(p1r);
	double speed2 = vel2.Length();
*/	root->UpdateOrbitRails(0, 1.0/60);

	delete p2r; delete p2; delete m1r; delete m1; delete p1r; delete p1; delete root;
	delete c1; delete c2;

#endif

#if 0
	// test code to produce list of ship stats

	FILE *pStatFile = fopen("shipstat.csv","wt");
	if (pStatFile)
	{
		fprintf(pStatFile, "name,modelname,hullmass,capacity,fakevol,rescale,xsize,ysize,zsize,facc,racc,uacc,sacc,aacc,exvel\n");
		for (auto iter : ShipType::types)
		{
			const ShipType *shipdef = &(iter.second);
			SceneGraph::Model *model = Pi::FindModel(shipdef->modelName, false);

			double hullmass = shipdef->hullMass;
			double capacity = shipdef->capacity;

			double xsize = 0.0, ysize = 0.0, zsize = 0.0, fakevol = 0.0, rescale = 0.0, brad = 0.0;
			if (model) {
				std::unique_ptr<SceneGraph::Model> inst(model->MakeInstance());
				model->CreateCollisionMesh();
				Aabb aabb = model->GetCollisionMesh()->GetAabb();
				xsize = aabb.max.x-aabb.min.x;
				ysize = aabb.max.y-aabb.min.y;
				zsize = aabb.max.z-aabb.min.z;
				fakevol = xsize*ysize*zsize;
				brad = aabb.GetRadius();
				rescale = pow(fakevol/(100 * (hullmass+capacity)), 0.3333333333);
			}

			double simass = (hullmass + capacity) * 1000.0;
			double angInertia = (2/5.0)*simass*brad*brad;
			double acc1 = shipdef->linThrust[ShipType::THRUSTER_FORWARD] / (9.81*simass);
			double acc2 = shipdef->linThrust[ShipType::THRUSTER_REVERSE] / (9.81*simass);
			double acc3 = shipdef->linThrust[ShipType::THRUSTER_UP] / (9.81*simass);
			double acc4 = shipdef->linThrust[ShipType::THRUSTER_RIGHT] / (9.81*simass);
			double acca = shipdef->angThrust/angInertia;
			double exvel = shipdef->effectiveExhaustVelocity;

			fprintf(pStatFile, "%s,%s,%.1f,%.1f,%.1f,%.3f,%.1f,%.1f,%.1f,%.1f,%.1f,%.1f,%.1f,%f,%.1f\n",
				shipdef->name.c_str(), shipdef->modelName.c_str(), hullmass, capacity,
				fakevol, rescale, xsize, ysize, zsize, acc1, acc2, acc3, acc4, acca, exvel);
		}
		fclose(pStatFile);
	}
#endif

	luaConsole = new LuaConsole();
	KeyBindings::toggleLuaConsole.onPress.connect(sigc::mem_fun(Pi::luaConsole, &LuaConsole::Toggle));

	planner = new TransferPlanner();

	timer.Stop();
	Output("\n\nLoading took: %lf milliseconds\n", timer.millicycles());
}
Example #10
0
void Pi::Init()
{

    OS::NotifyLoadBegin();

    FileSystem::Init();
    FileSystem::userFiles.MakeDirectory(""); // ensure the config directory exists

    Pi::config = new GameConfig();
    KeyBindings::InitBindings();

    if (config->Int("RedirectStdio"))
        OS::RedirectStdio();

    ModManager::Init();

    if (!Lang::LoadStrings(config->String("Lang")))
        abort();

    Pi::detail.planets = config->Int("DetailPlanets");
    Pi::detail.textures = config->Int("Textures");
    Pi::detail.fracmult = config->Int("FractalMultiple");
    Pi::detail.cities = config->Int("DetailCities");

#ifdef __linux__
    // there appears to be a bug in the Linux evdev input driver that stops
    // DGA mouse grab restoring state correctly. SDL can use an alternative
    // method, but its only configurable via environment variable. Here we set
    // that environment variable (unless the user explicitly doesn't want it
    // via config).
    //
    // we also enable warp-after-grab here, as the SDL alternative method
    // doesn't restore the mouse pointer to its pre-grab position
    //
    // XXX SDL2 uses a different mechanism entirely and this environment
    // variable doesn't exist there, so we can get rid of it when we go to SDL2
    if (!config->Int("SDLUseDGAMouse")) {
        Pi::warpAfterMouseGrab = true;
        setenv("SDL_VIDEO_X11_DGAMOUSE", "0", 1);
    }
#endif

    // Initialize SDL
    Uint32 sdlInitFlags = SDL_INIT_VIDEO | SDL_INIT_JOYSTICK;
#if defined(DEBUG) || defined(_DEBUG)
    sdlInitFlags |= SDL_INIT_NOPARACHUTE;
#endif
    if (SDL_Init(sdlInitFlags) < 0) {
        OS::Error("SDL initialization failed: %s\n", SDL_GetError());
    }

    // needed for the UI
    SDL_EnableUNICODE(1);

    // Do rest of SDL video initialization and create Renderer
    Graphics::Settings videoSettings = {};
    videoSettings.width = config->Int("ScrWidth");
    videoSettings.height = config->Int("ScrHeight");
    videoSettings.fullscreen = (config->Int("StartFullscreen") != 0);
    videoSettings.shaders = (config->Int("DisableShaders") == 0);
    videoSettings.requestedSamples = config->Int("AntiAliasingMode");
    videoSettings.vsync = (config->Int("VSync") != 0);
    videoSettings.useTextureCompression = (config->Int("UseTextureCompression") != 0);

    Pi::renderer = Graphics::Init(videoSettings);
    {
        std::ostringstream buf;
        renderer->PrintDebugInfo(buf);

        FILE *f = FileSystem::userFiles.OpenWriteStream("opengl.txt", FileSystem::FileSourceFS::WRITE_TEXT);
        if (!f)
            fprintf(stderr, "Could not open 'opengl.txt'\n");
        const std::string &s = buf.str();
        fwrite(s.c_str(), 1, s.size(), f);
        fclose(f);
    }

    OS::LoadWindowIcon();
    SDL_WM_SetCaption("Pioneer","Pioneer");

    Pi::scrAspect = videoSettings.width / float(videoSettings.height);

    Pi::rng.IncRefCount(); // so nothing tries to free it
    Pi::rng.seed(time(0));

    InitJoysticks();
    joystickEnabled = (config->Int("EnableJoystick")) ? true : false;
    mouseYInvert = (config->Int("InvertMouseY")) ? true : false;

    navTunnelDisplayed = (config->Int("DisplayNavTunnel")) ? true : false;

    EnumStrings::Init();

    // XXX early, Lua init needs it
    ShipType::Init();

    // XXX UI requires Lua  but Pi::ui must exist before we start loading
    // templates. so now we have crap everywhere :/
    Lua::Init();

    Pi::ui.Reset(new UI::Context(Lua::manager, Pi::renderer, Graphics::GetScreenWidth(), Graphics::GetScreenHeight(), Lang::GetCurrentLanguage()));

    LuaInit();

    // Gui::Init shouldn't initialise any VBOs, since we haven't tested
    // that the capability exists. (Gui does not use VBOs so far)
    Gui::Init(renderer, Graphics::GetScreenWidth(), Graphics::GetScreenHeight(), 800, 600);

    draw_progress(0.1f);

    Galaxy::Init();
    draw_progress(0.2f);

    Faction::Init();
    draw_progress(0.3f);

    CustomSystem::Init();
    draw_progress(0.4f);

    modelCache = new ModelCache(Pi::renderer);
    draw_progress(0.5f);

//unsigned int control_word;
//_clearfp();
//_controlfp_s(&control_word, _EM_INEXACT | _EM_UNDERFLOW | _EM_ZERODIVIDE, _MCW_EM);
//double fpexcept = Pi::timeAccelRates[1] / Pi::timeAccelRates[0];

    draw_progress(0.6f);

    GeoSphere::Init();
    draw_progress(0.7f);

    CityOnPlanet::Init();
    draw_progress(0.8f);

    SpaceStation::Init();
    draw_progress(0.9f);

    NavLights::Init(Pi::renderer);
    Sfx::Init(Pi::renderer);
    draw_progress(0.95f);

    if (!config->Int("DisableSound")) {
        Sound::Init();
        Sound::SetMasterVolume(config->Float("MasterVolume"));
        Sound::SetSfxVolume(config->Float("SfxVolume"));
        GetMusicPlayer().SetVolume(config->Float("MusicVolume"));

        Sound::Pause(0);
        if (config->Int("MasterMuted")) Sound::Pause(1);
        if (config->Int("SfxMuted")) Sound::SetSfxVolume(0.f);
        if (config->Int("MusicMuted")) GetMusicPlayer().SetEnabled(false);
    }
    draw_progress(1.0f);

    OS::NotifyLoadEnd();

#if 0
    // frame test code

    Frame *root = new Frame(0, "root", 0);
    Frame *p1 = new Frame(root, "p1", Frame::FLAG_HAS_ROT);
    Frame *p1r = new Frame(p1, "p1r", Frame::FLAG_ROTATING);
    Frame *m1 = new Frame(p1, "m1", Frame::FLAG_HAS_ROT);
    Frame *m1r = new Frame(m1, "m1r", Frame::FLAG_ROTATING);
    Frame *p2 = new Frame(root, "p2", Frame::FLAG_HAS_ROT);
    Frame *p2r = new Frame(p2, "pr2", Frame::FLAG_ROTATING);

    p1->SetPosition(vector3d(1000,0,0));
    p1->SetVelocity(vector3d(0,1,0));
    p2->SetPosition(vector3d(0,2000,0));
    p2->SetVelocity(vector3d(-2,0,0));
    p1r->SetAngVelocity(vector3d(0,0,0.0001));
    p1r->SetOrient(matrix3x3d::BuildRotate(M_PI/4, vector3d(0,0,1)));
    p2r->SetAngVelocity(vector3d(0,0,-0.0004));
    p2r->SetOrient(matrix3x3d::BuildRotate(-M_PI/2, vector3d(0,0,1)));
    root->UpdateOrbitRails(0, 0);

    CargoBody *c1 = new CargoBody(Equip::Type::SLAVES);
    c1->SetFrame(p1r);
    c1->SetPosition(vector3d(0,180,0));
//	c1->SetVelocity(vector3d(1,0,0));
    CargoBody *c2 = new CargoBody(Equip::Type::SLAVES);
    c2->SetFrame(p1r);
    c2->SetPosition(vector3d(0,200,0));
//	c2->SetVelocity(vector3d(1,0,0));

    vector3d pos = c1->GetPositionRelTo(p1);
    vector3d vel = c1->GetVelocityRelTo(p1);
    double speed = vel.Length();
    vector3d pos2 = c2->GetPositionRelTo(p1);
    vector3d vel2 = c2->GetVelocityRelTo(p1);
    double speed2 = vel2.Length();

    double speed3 = c2->GetVelocityRelTo(c1).Length();
    c2->SwitchToFrame(p1);
    vector3d vel4 = c2->GetVelocityRelTo(c1);
    double speed4 = c2->GetVelocityRelTo(c1).Length();


    root->UpdateOrbitRails(0, 1.0);

    //buildrotate test

    matrix3x3d m = matrix3x3d::BuildRotate(M_PI/2, vector3d(0,0,1));
    vector3d v = m * vector3d(1,0,0);

    /*	vector3d pos = p1r->GetPositionRelTo(p2r);
    	vector3d vel = p1r->GetVelocityRelTo(p2r);
    	matrix3x3d o1 = p1r->GetOrientRelTo(p2r);
    	double speed = vel.Length();
    	vector3d pos2 = p2r->GetPositionRelTo(p1r);
    	vector3d vel2 = p2r->GetVelocityRelTo(p1r);
    	matrix3x3d o2 = p2r->GetOrientRelTo(p1r);
    	double speed2 = vel2.Length();
    */	root->UpdateOrbitRails(0, 1.0/60);

    delete p2r;
    delete p2;
    delete m1r;
    delete m1;
    delete p1r;
    delete p1;
    delete root;
    delete c1;
    delete c2;

#endif

#if 0
    // test code to produce list of ship stats

    FILE *pStatFile = fopen("shipstat.csv","wt");
    if (pStatFile)
    {
        fprintf(pStatFile, "name,modelname,hullmass,capacity,fakevol,rescale,xsize,ysize,zsize,facc,racc,uacc,sacc,aacc,exvel\n");
        for (std::map<std::string, ShipType>::iterator i = ShipType::types.begin();
                i != ShipType::types.end(); ++i)
        {
            const ShipType *shipdef = &(i->second);
            SceneGraph::Model *model = Pi::FindModel(shipdef->modelName, false);

            double hullmass = shipdef->hullMass;
            double capacity = shipdef->capacity;

            double xsize = 0.0, ysize = 0.0, zsize = 0.0, fakevol = 0.0, rescale = 0.0, brad = 0.0;
            if (model) {
                ScopedPtr<SceneGraph::Model> inst(model->MakeInstance());
                model->CreateCollisionMesh();
                Aabb aabb = model->GetCollisionMesh()->GetAabb();
                xsize = aabb.max.x-aabb.min.x;
                ysize = aabb.max.y-aabb.min.y;
                zsize = aabb.max.z-aabb.min.z;
                fakevol = xsize*ysize*zsize;
                brad = aabb.GetRadius();
                rescale = pow(fakevol/(100 * (hullmass+capacity)), 0.3333333333);
            }

            double simass = (hullmass + capacity) * 1000.0;
            double angInertia = (2/5.0)*simass*brad*brad;
            double acc1 = shipdef->linThrust[ShipType::THRUSTER_FORWARD] / (9.81*simass);
            double acc2 = shipdef->linThrust[ShipType::THRUSTER_REVERSE] / (9.81*simass);
            double acc3 = shipdef->linThrust[ShipType::THRUSTER_UP] / (9.81*simass);
            double acc4 = shipdef->linThrust[ShipType::THRUSTER_RIGHT] / (9.81*simass);
            double acca = shipdef->angThrust/angInertia;
            double exvel = shipdef->effectiveExhaustVelocity;

            fprintf(pStatFile, "%s,%s,%.1f,%.1f,%.1f,%.3f,%.1f,%.1f,%.1f,%.1f,%.1f,%.1f,%.1f,%f,%.1f\n",
                    shipdef->name.c_str(), shipdef->modelName.c_str(), hullmass, capacity,
                    fakevol, rescale, xsize, ysize, zsize, acc1, acc2, acc3, acc4, acca, exvel);
        }
        fclose(pStatFile);
    }
#endif

    luaConsole = new LuaConsole(10);
    KeyBindings::toggleLuaConsole.onPress.connect(sigc::ptr_fun(&Pi::ToggleLuaConsole));

    gameMenuView = new GameMenuView();
    config->Save();
}