void AtlasViewActor::SetParam(const std::wstring& name, const AtlasMessage::Color& value) { if (name == L"background") { m_ActorViewer->SetBackgroundColor(SColor4ub(value.r, value.g, value.b, 255)); } }
static SColor4ub sse_ConvertRGBColorTo4ub(const RGBColor& src) { const __m128 zero = _mm_setzero_ps(); const __m128 _255 = _mm_set_ss(255.0f); __m128 r = _mm_load_ss(&src.X); __m128 g = _mm_load_ss(&src.Y); __m128 b = _mm_load_ss(&src.Z); // C = min(255, 255*max(C, 0)) ( == clamp(255*C, 0, 255) ) r = _mm_max_ss(r, zero); g = _mm_max_ss(g, zero); b = _mm_max_ss(b, zero); r = _mm_mul_ss(r, _255); g = _mm_mul_ss(g, _255); b = _mm_mul_ss(b, _255); r = _mm_min_ss(r, _255); g = _mm_min_ss(g, _255); b = _mm_min_ss(b, _255); // convert to integer and combine channels using bit logic int ri = _mm_cvtss_si32(r); int gi = _mm_cvtss_si32(g); int bi = _mm_cvtss_si32(b); return SColor4ub(ri, gi, bi, 0xFF); }
ActorViewer::ActorViewer() : m(*new ActorViewerImpl()) { m.WalkEnabled = false; m.GroundEnabled = true; m.WaterEnabled = false; m.ShadowsEnabled = g_Renderer.GetOptionBool(CRenderer::OPT_SHADOWS); m.SelectionBoxEnabled = false; m.AxesMarkerEnabled = false; m.PropPointsMode = 0; m.Background = SColor4ub(0, 0, 0, 255); // Create a tiny empty piece of terrain, just so we can put shadows // on it without having to think too hard m.Terrain.Initialize(2, NULL); CTerrainTextureEntry* tex = g_TexMan.FindTexture("whiteness"); if (tex) { for (ssize_t pi = 0; pi < m.Terrain.GetPatchesPerSide(); ++pi) { for (ssize_t pj = 0; pj < m.Terrain.GetPatchesPerSide(); ++pj) { CPatch* patch = m.Terrain.GetPatch(pi, pj); for (ssize_t i = 0; i < PATCH_SIZE; ++i) { for (ssize_t j = 0; j < PATCH_SIZE; ++j) { CMiniPatch& mp = patch->m_MiniPatches[i][j]; mp.Tex = tex; mp.Priority = 0; } } } } } else { debug_warn(L"Failed to load whiteness texture"); } // Start the simulation m.Simulation2.LoadDefaultScripts(); m.Simulation2.ResetState(); // Tell the simulation we've already loaded the terrain CmpPtr<ICmpTerrain> cmpTerrain(m.Simulation2, SYSTEM_ENTITY); if (cmpTerrain) cmpTerrain->ReloadTerrain(false); // Remove FOW since we're in Atlas CmpPtr<ICmpRangeManager> cmpRangeManager(m.Simulation2, SYSTEM_ENTITY); if (cmpRangeManager) cmpRangeManager->SetLosRevealAll(-1, true); }
// Build vertex buffer for water vertices over our patch void CPatchRData::BuildWater() { PROFILE3("build water"); // number of vertices in each direction in each patch ENSURE((PATCH_SIZE % water_cell_size) == 0); if (m_VBWater) { g_VBMan.Release(m_VBWater); m_VBWater = 0; } if (m_VBWaterIndices) { g_VBMan.Release(m_VBWaterIndices); m_VBWaterIndices = 0; } m_WaterBounds.SetEmpty(); // We need to use this to access the water manager or we may not have the // actual values but some compiled-in defaults CmpPtr<ICmpWaterManager> cmpWaterManager(*m_Simulation, SYSTEM_ENTITY); if (!cmpWaterManager) return; // Build data for water std::vector<SWaterVertex> water_vertex_data; std::vector<GLushort> water_indices; u16 water_index_map[PATCH_SIZE+1][PATCH_SIZE+1]; memset(water_index_map, 0xFF, sizeof(water_index_map)); // TODO: This is not (yet) exported via the ICmp interface so... we stick to these values which can be compiled in defaults WaterManager* WaterMgr = g_Renderer.GetWaterManager(); if (WaterMgr->m_NeedsFullReloading && !g_AtlasGameLoop->running) { WaterMgr->m_NeedsFullReloading = false; WaterMgr->CreateSuperfancyInfo(m_Simulation); } CPatch* patch = m_Patch; CTerrain* terrain = patch->m_Parent; ssize_t mapSize = (size_t)terrain->GetVerticesPerSide(); ssize_t x1 = m_Patch->m_X*PATCH_SIZE; ssize_t z1 = m_Patch->m_Z*PATCH_SIZE; // build vertices, uv, and shader varying for (ssize_t z = 0; z < PATCH_SIZE; z += water_cell_size) { for (ssize_t x = 0; x <= PATCH_SIZE; x += water_cell_size) { // Check that the edge at x is partially underwater float startTerrainHeight[2] = { terrain->GetVertexGroundLevel(x+x1, z+z1), terrain->GetVertexGroundLevel(x+x1, z+z1 + water_cell_size) }; float startWaterHeight[2] = { cmpWaterManager->GetExactWaterLevel(x+x1, z+z1), cmpWaterManager->GetExactWaterLevel(x+x1, z+z1 + water_cell_size) }; if (startTerrainHeight[0] >= startWaterHeight[0] && startTerrainHeight[1] >= startWaterHeight[1]) continue; // Move x back one cell (unless at start of patch), then scan rightwards bool belowWater = true; ssize_t stripStart; for (stripStart = x = std::max(x-water_cell_size, (ssize_t)0); x <= PATCH_SIZE; x += water_cell_size) { // If this edge is not underwater, and neither is the previous edge // (i.e. belowWater == false), then stop this strip since we've reached // a cell that's entirely above water float terrainHeight[2] = { terrain->GetVertexGroundLevel(x+x1, z+z1), terrain->GetVertexGroundLevel(x+x1, z+z1 + water_cell_size) }; float waterHeight[2] = { cmpWaterManager->GetExactWaterLevel(x+x1, z+z1), cmpWaterManager->GetExactWaterLevel(x+x1, z+z1 + water_cell_size) }; if (terrainHeight[0] >= waterHeight[0] && terrainHeight[1] >= waterHeight[1]) { if (!belowWater) break; belowWater = false; } else belowWater = true; // Edge (x,z)-(x,z+1) is at least partially underwater, so extend the water plane strip across it // Compute vertex data for the 2 points on the edge for (int j = 0; j < 2; j++) { // Check if we already computed this vertex from an earlier strip if (water_index_map[z+j*water_cell_size][x] != 0xFFFF) continue; SWaterVertex vertex; terrain->CalcPosition(x+x1, z+z1 + j*water_cell_size, vertex.m_Position); float depth = waterHeight[j] - vertex.m_Position.Y; vertex.m_Position.Y = waterHeight[j]; m_WaterBounds += vertex.m_Position; // NB: Usually this factor is view dependent, but for performance reasons // we do not take it into account with basic non-shader based water. // Average constant Fresnel effect for non-fancy water float alpha = clamp(depth / WaterMgr->m_WaterFullDepth + WaterMgr->m_WaterAlphaOffset, WaterMgr->m_WaterAlphaOffset, WaterMgr->m_WaterMaxAlpha); // Split the depth data across 24 bits, so the fancy-water shader can reconstruct // the depth value while the simple-water can just use the precomputed alpha float depthInt = floor(depth); float depthFrac = depth - depthInt; vertex.m_DepthData = SColor4ub( u8(clamp(depthInt, 0.0f, 255.0f)), u8(clamp(-depthInt, 0.0f, 255.0f)), u8(clamp(depthFrac*255.0f, 0.0f, 255.0f)), u8(clamp(alpha*255.0f, 0.0f, 255.0f))); int tx = x+x1; int ty = z+z1 + j*water_cell_size; if (g_AtlasGameLoop->running) { // currently no foam is used so push whatever vertex.m_WaterData = CVector4D(0.0f,0.0f,0.0f,0.0f); } else { vertex.m_WaterData = CVector4D(WaterMgr->m_WaveX[tx + ty*mapSize], WaterMgr->m_WaveZ[tx + ty*mapSize], WaterMgr->m_DistanceToShore[tx + ty*mapSize], WaterMgr->m_FoamFactor[tx + ty*mapSize]); } water_index_map[z+j*water_cell_size][x] = water_vertex_data.size(); water_vertex_data.push_back(vertex); } // If this was not the first x in the strip, then add a quad // using the computed vertex data if (x <= stripStart) continue; water_indices.push_back(water_index_map[z + water_cell_size][x - water_cell_size]); water_indices.push_back(water_index_map[z][x - water_cell_size]); water_indices.push_back(water_index_map[z][x]); water_indices.push_back(water_index_map[z + water_cell_size][x]); } } } // no vertex buffers if no data generated if (water_indices.size() == 0) return; // allocate vertex buffer m_VBWater = g_VBMan.Allocate(sizeof(SWaterVertex), water_vertex_data.size(), GL_STATIC_DRAW, GL_ARRAY_BUFFER); m_VBWater->m_Owner->UpdateChunkVertices(m_VBWater, &water_vertex_data[0]); // Construct indices buffer m_VBWaterIndices = g_VBMan.Allocate(sizeof(GLushort), water_indices.size(), GL_STATIC_DRAW, GL_ELEMENT_ARRAY_BUFFER); m_VBWaterIndices->m_Owner->UpdateChunkVertices(m_VBWaterIndices, &water_indices[0]); }