Exemple #1
0
//----------------------------------------------------------------------------
void VolumeFog::CreateScene ()
{
    // Create a screen-space camera for the background image.
    mScreenCamera = ScreenTarget::CreateCamera();

    // Create a screen polygon for the background image.
    VertexFormat* vformat = VertexFormat::Create(2,
        VertexFormat::AU_POSITION, VertexFormat::AT_FLOAT3, 0,
        VertexFormat::AU_TEXCOORD, VertexFormat::AT_FLOAT2, 0);

    mScreenPolygon = ScreenTarget::CreateRectangle(vformat, GetWidth(),
        GetHeight(), 0.0f, 1.0f, 0.0f, 1.0f, 1.0f);

    std::string skyName = Environment::GetPathR("BlueSky.wmtf");
    Texture2D* skyTexture = Texture2D::LoadWMTF(skyName);
    Texture2DEffect* skyEffect = new0 Texture2DEffect();
    mScreenPolygon->SetEffectInstance(skyEffect->CreateInstance(skyTexture));

    // Create the scene graph for the terrain.
    mScene = new0 Node();

    // Begin with a flat height field.
    vformat = VertexFormat::Create(3,
        VertexFormat::AU_POSITION, VertexFormat::AT_FLOAT3, 0,
        VertexFormat::AU_COLOR, VertexFormat::AT_FLOAT4, 0,
        VertexFormat::AU_TEXCOORD, VertexFormat::AT_FLOAT2, 0);

    mMesh = StandardMesh(vformat).Rectangle(64, 64, 8.0f, 8.0f);
    mScene->AttachChild(mMesh);

    // Set the heights based on a precomputed height field.  Also create a
    // texture image to go with the height field.
    std::string heightFieldName = Environment::GetPathR("HeightField.wmtf");
    Texture2D* heightTexture = Texture2D::LoadWMTF(heightFieldName);
    unsigned char* data = (unsigned char*)heightTexture->GetData(0);
    Float4 white(1.0f, 1.0f, 1.0f, 0.0f);
    VertexBufferAccessor vba(mMesh);
    for (int i = 0; i < vba.GetNumVertices(); ++i)
    {
        unsigned char value = *data;
        float height = 3.0f*value/255.0f + 0.05f*Mathf::SymmetricRandom();

        *data++ = (unsigned char)Mathf::IntervalRandom(32.0f, 64.0f);
        *data++ = 3*(128 - value/2)/4;
        *data++ = 0;
        *data++ = 255;

        vba.Position<Float3>(i)[2] = height;

        // The fog color is white.  The alpha channel is filled in by the
        // function UpdateFog().
        vba.Color<Float4>(0, i) = white;
    }

    UpdateFog();

    std::string effectFile = Environment::GetPathR("VolumeFog.wmfx");
    VolumeFogEffect* effect = new0 VolumeFogEffect(effectFile);
    mMesh->SetEffectInstance(effect->CreateInstance(heightTexture));
}
Exemple #2
0
//----------------------------------------------------------------------------
void VolumeFog::OnIdle ()
{
    MeasureTime();

    bool fogNeedsUpdate = false;
    if (MoveCamera())
    {
        mCuller.ComputeVisibleSet(mScene);
        fogNeedsUpdate = true;
    }

    if (MoveObject())
    {
        mScene->Update();
        mCuller.ComputeVisibleSet(mScene);
        fogNeedsUpdate = true;
    }

    if (fogNeedsUpdate)
    {
        UpdateFog();
    }

    if (mRenderer->PreDraw())
    {
        mRenderer->ClearDepthBuffer();

        // Draw fogged terrain.
        mRenderer->SetCamera(mCamera);
        mRenderer->Draw(mCuller.GetVisibleSet());

        // Draw background image.
        mRenderer->SetCamera(mScreenCamera);
        mRenderer->Draw(mScreenPolygon);

        DrawFrameRate(8, GetHeight()-8, mTextColor);

        mRenderer->PostDraw();
        mRenderer->DisplayColorBuffer();
    }

    UpdateFrameCount();
}
Exemple #3
0
void World::SetFarPlane_Fog( Event *ev )
{
	farplane_fog = ev->GetBoolean( 1 );
	UpdateFog();
}
Exemple #4
0
void World::SetFarPlane_Cull( Event *ev )
{
	farplane_cull = ev->GetBoolean( 1 );
	UpdateFog();
}
Exemple #5
0
void World::SetFarPlane_Color( Event *ev )
{
	farplane_color = ev->GetVector( 1 );
	UpdateFog();
}
Exemple #6
0
void World::SetFarPlane( Event *ev )
{
	farplane_distance = ev->GetFloat( 1 );
	UpdateFog();
}
Exemple #7
0
World::World()
{
	const char  *text;
	str         mapname;
	int		   i;

	assert( this->entnum == ENTITYNUM_WORLD );

	world = this;
	world_dying = false;

	setMoveType( MOVETYPE_NONE );
	setSolidType( SOLID_BSP );

	// world model is always index 1
	edict->s.modelindex = 1;
	model = "*1";

	turnThinkOn();

	UpdateConfigStrings();

	groupcoordinator = NULL;

	// Anything that modifies configstrings, or spawns things is ignored when loading savegames
	if ( LoadingSavegame )
	{
		return;
	}

	// clear out the soundtrack from the last level
	ChangeSoundtrack( "" );

	// set the default farplane parameters
	farplane_distance = 0;
	farplane_color = Vector(0, 0, 0);
	farplane_cull = true;
	farplane_fog = true;
	UpdateFog();

	terrain_global = false;
	terrain_global_min = MIN_WORLD_COORD;
	UpdateTerrain();

	entity_fade_dist = DEFAULT_ENTITY_FADE_DIST;
	UpdateEntityFadeDist();

	UpdateDynamicLights();

	UpdateWeather();

	time_scale = 1.0f;
	sky_alpha = 1.0f;
	sky_portal = true;
	UpdateSky();

	//
	// see if this is a cinematic level
	//
	level.cinematic = ( spawnflags & CINEMATIC ) ? true : false;

	if ( level.cinematic )
		gi.cvar_set( "sv_cinematic", "1" );
	else
		gi.cvar_set( "sv_cinematic", "0" );

	level.nextmap = "";
	level.level_name = level.mapname;

	// Set up the mapname as the default script
	mapname = "maps/";
	mapname += level.mapname;
	for( i = mapname.length() - 1; i >= 0; i-- )
	{
		if ( mapname[ i ] == '.' )
		{
			mapname[ i ] = 0;
			break;
		}
	}

	mapname += ".scr";
	text = &mapname[ 5 ];

	// If there isn't a script with the same name as the map, then don't try to load script
	if ( gi.FS_ReadFile( mapname.c_str(), NULL, true ) != -1 )
	{
		gi.DPrintf( "Adding script: '%s'\n", text );

		// just set the script, we will start it in G_Spawn
		level.SetGameScript( mapname.c_str() );
	}
	else
	{
		level.SetGameScript( "" );
	}

	level.consoleThread = Director.CreateThread();

	SoundMan.Init();
	SoundMan.Load();

	// Set the color for the blends.
	level.water_color       = Vector( 0.0f, 0.0f, 0.5f );
	level.water_alpha       = 0.4f;

	level.slime_color       = Vector( 0.2f, 0.4f, 0.2f );
	level.slime_alpha       = 0.6f;

	level.lava_color        = Vector( 0.5f, 0.15f, 0.0f );
	level.lava_alpha        = 0.6f;

	//
	// set the targetname of the world
	//
	SetTargetName( "world" );

	groupcoordinator = new GroupCoordinator;

	// Initialize movement info

	for ( i = 0 ; i < WORLD_PHYSICS_TOTAL_NUMBER ; i++ )
	{
		_physicsInfo[ i ] = -1.0f;
	}

	_canShakeCamera = false;
}
Exemple #8
0
void World::Archive( Archiver &arc )
{
	int i;
	int num;
	TargetList *tempTargetList;

	Entity::Archive( arc );

	if ( arc.Loading() )
	{
		FreeTargetList();
	}

	if ( arc.Saving() )
		num = targetList.NumObjects();

	arc.ArchiveInteger( &num );

	for ( i = 1; i <= num; i++ ) 
	{
		if ( arc.Saving() )
		{
			tempTargetList = targetList.ObjectAt( i );
		}
		else 
		{
			tempTargetList = new TargetList;
			targetList.AddObject( tempTargetList );
		}

		arc.ArchiveObject( ( Class * )tempTargetList );
	}

	_brokenThings.Archive( arc );

	_availableViewModes.Archive( arc );

	arc.ArchiveBoolean( &world_dying );

	arc.ArchiveString( &skipthread );
	arc.ArchiveFloat( &farplane_distance );
	arc.ArchiveVector( &farplane_color );
	arc.ArchiveBoolean( &farplane_cull );
	arc.ArchiveBoolean( &farplane_fog );
	arc.ArchiveBoolean( &terrain_global );
	arc.ArchiveFloat( &terrain_global_min );
	arc.ArchiveFloat( &entity_fade_dist );

	for( i = 0 ; i < MAX_LIGHTING_GROUPS ; i++ )
		dynamic_lights[ i ].Archive( arc );

	wind.Archive( arc );
	weather.Archive( arc );

	arc.ArchiveFloat( &time_scale );

	arc.ArchiveFloat( &sky_alpha );
	arc.ArchiveBoolean( &sky_portal );

	for ( i = 0 ; i < WORLD_PHYSICS_TOTAL_NUMBER ; i++ )
	{
		arc.ArchiveFloat( &_physicsInfo[ i ] );
	}

	arc.ArchiveBool( &_canShakeCamera );

	if ( arc.Loading() )
	{
		UpdateConfigStrings();
		UpdateFog();
		UpdateTerrain();
		UpdateSky();
		UpdateDynamicLights();
		UpdateWindDirection();
		UpdateWindIntensity();
		UpdateWeather();
		UpdateTimeScale();
	}

	// Archive groupcoordinator (not part of world but this is a good place)

	if ( arc.Loading() )
	{
		if ( groupcoordinator )
			delete groupcoordinator;

		groupcoordinator = new GroupCoordinator;
	}

	groupcoordinator->Archive( arc );
}
void CRenderPipeline::EnableFog( bool bEnable )
{
	m_FogEnable = bEnable;
	UpdateFog();
}