示例#1
0
//Note: models get some ambient colour added when dark as the camera moves closer
void CityOnPlanet::Render(Graphics::Renderer *r, const Camera *camera, const SpaceStation *station, const vector3d &viewCoords, const matrix4x4d &viewTransform, double illumination, double minIllumination)
{
	matrix4x4d rot[4];
	station->GetRotMatrix(rot[0]);

	// change detail level if necessary
	if (m_detailLevel != Pi::detail.cities) {
		RemoveStaticGeomsFromCollisionSpace();
		AddStaticGeomsToCollisionSpace();
	}

	rot[0] = viewTransform * rot[0];
	for (int i=1; i<4; i++) {
		rot[i] = rot[0] * matrix4x4d::RotateYMatrix(M_PI*0.5*double(i));
	}

	const Graphics::Frustum frustum = Graphics::Frustum::FromGLState();
	//modelview seems to be always identity

	memset(&cityobj_params, 0, sizeof(LmrObjParams));
	cityobj_params.time = Pi::game->GetTime();
	
	for (std::vector<BuildingDef>::const_iterator i = m_buildings.begin();
			i != m_buildings.end(); ++i) {

		if (!(*i).isEnabled) continue;
		
		vector3d pos = viewTransform * (*i).pos;
		if (!frustum.TestPoint(pos, (*i).clipRadius))
			continue;

		const Color oldSceneAmbientColor = r->GetAmbientColor();

		// fade conditions for models
		double fadeInEnd, fadeInLength;
		if (Graphics::AreShadersEnabled()) {
			fadeInEnd = 10.0;
			fadeInLength = 500.0;
		}
		else {
			fadeInEnd = 2000.0;
			fadeInLength = 6000.0;
		}

		FadeInModelIfDark(r, (*i).clipRadius, pos.Length(), fadeInEnd, fadeInLength, illumination, minIllumination);

		matrix4x4f _rot;
		for (int e=0; e<16; e++) _rot[e] = float(rot[(*i).rotation][e]);
		_rot[12] = float(pos.x);
		_rot[13] = float(pos.y);
		_rot[14] = float(pos.z);
		(*i).model->Render(_rot, &cityobj_params);

		// restore old ambient colour
		if (illumination <= minIllumination) 
			r->SetAmbientColor(oldSceneAmbientColor);
	}
}
示例#2
0
void CityOnPlanet::Render(const SpaceStation *station, const vector3d &viewCoords, const matrix4x4d &viewTransform)
{
	matrix4x4d rot[4];
	station->GetRotMatrix(rot[0]);

	// change detail level if necessary
	if (m_detailLevel != Pi::detail.cities) {
		RemoveStaticGeomsFromCollisionSpace();
		AddStaticGeomsToCollisionSpace();
	}
	
	rot[0] = viewTransform * rot[0];
	for (int i=1; i<4; i++) {
		rot[i] = rot[0] * matrix4x4d::RotateYMatrix(M_PI*0.5*double(i));
	}

	GetFrustum(planes);
	
	memset(&cityobj_params, 0, sizeof(LmrObjParams));
	// this f*****g rubbish needs to be moved into a function
	cityobj_params.argDoubles[1] = Pi::GetGameTime();
	cityobj_params.argDoubles[2] = Pi::GetGameTime() / 60.0;
	cityobj_params.argDoubles[3] = Pi::GetGameTime() / 3600.0;
	cityobj_params.argDoubles[4] = Pi::GetGameTime() / (24*3600.0);


	for (std::vector<BuildingDef>::const_iterator i = m_buildings.begin();
			i != m_buildings.end(); ++i) {

		if (!(*i).isEnabled) continue;

		vector3d pos = viewTransform * (*i).pos;
		/* frustum cull */
		bool cull = false;
		for (int j=0; j<6; j++) {
			if (planes[j].DistanceToPoint(pos)+(*i).clipRadius < 0) {
				cull = true;
				break;
			}
		}
		if (cull) continue;
		matrix4x4f _rot;
		for (int e=0; e<16; e++) _rot[e] = float(rot[(*i).rotation][e]);
		_rot[12] = float(pos.x);
		_rot[13] = float(pos.y);
		_rot[14] = float(pos.z);
		(*i).model->Render(_rot, &cityobj_params);
	}
}
示例#3
0
void CityOnPlanet::Render(Graphics::Renderer *r, const SpaceStation *station, const vector3d &viewCoords, const matrix4x4d &viewTransform)
{
	matrix4x4d rot[4];
	station->GetRotMatrix(rot[0]);

	// change detail level if necessary
	if (m_detailLevel != Pi::detail.cities) {
		RemoveStaticGeomsFromCollisionSpace();
		AddStaticGeomsToCollisionSpace();
	}
	
	rot[0] = viewTransform * rot[0];
	for (int i=1; i<4; i++) {
		rot[i] = rot[0] * matrix4x4d::RotateYMatrix(M_PI*0.5*double(i));
	}

	Graphics::Frustum frustum = Graphics::Frustum::FromGLState();
	//modelview seems to be always identity

	memset(&cityobj_params, 0, sizeof(LmrObjParams));
	cityobj_params.time = Pi::game->GetTime();

	for (std::vector<BuildingDef>::const_iterator i = m_buildings.begin();
			i != m_buildings.end(); ++i) {

		if (!(*i).isEnabled) continue;

		vector3d pos = viewTransform * (*i).pos;
		if (!frustum.TestPoint(pos, (*i).clipRadius))
			continue;

		matrix4x4f _rot;
		for (int e=0; e<16; e++) _rot[e] = float(rot[(*i).rotation][e]);
		_rot[12] = float(pos.x);
		_rot[13] = float(pos.y);
		_rot[14] = float(pos.z);
		(*i).model->Render(_rot, &cityobj_params);
	}
}
示例#4
0
CityOnPlanet::CityOnPlanet(Planet *planet, SpaceStation *station, Uint32 seed)
{
	m_buildings.clear();
	m_planet = planet;
	m_frame = planet->GetFrame();
	m_detailLevel = Pi::detail.cities;

	/* Resolve city model numbers since it is a bit expensive */
	if (!s_cityBuildingsInitted) {
		s_cityBuildingsInitted = true;
		for (int i=0; i<MAX_BUILDING_LISTS; i++) {
			lookupBuildingListModels(&s_buildingLists[i]);
		}
	}

	Aabb aabb;
	station->GetAabb(aabb);
	
	matrix4x4d m;
	station->GetRotMatrix(m);

	vector3d mx = m*vector3d(1,0,0);
	vector3d mz = m*vector3d(0,0,1);
		
	MTRand rand;
	rand.seed(seed);

	vector3d p = station->GetPosition();

	vector3d p1, p2, p3, p4;
	double sizex = START_SEG_SIZE;// + rand.Int32((int)START_SEG_SIZE);
	double sizez = START_SEG_SIZE;// + rand.Int32((int)START_SEG_SIZE);
	
	// always have random shipyard buildings around the space station
	cityflavour[0].buildingListIdx = 0;//2;
	cityflavour[0].center = p;
	cityflavour[0].size = 500;

	for (int i=1; i<CITYFLAVOURS; i++) {
		cityflavour[i].buildingListIdx = MAX_BUILDING_LISTS>1 ? rand.Int32(MAX_BUILDING_LISTS-1) : 0;
		citybuildinglist_t *blist = &s_buildingLists[cityflavour[i].buildingListIdx];
		double a = rand.Int32(-1000,1000);
		double b = rand.Int32(-1000,1000);
		cityflavour[i].center = p + a*mx + b*mz;
		cityflavour[i].size = rand.Int32(int(blist->minRadius), int(blist->maxRadius));
	}
	
	for (int side=0; side<4; side++) {
		/* put buildings on all sides of spaceport */
		switch(side) {
			case 3:
				p1 = p + mx*(aabb.min.x) + mz*aabb.min.z;
				p2 = p + mx*(aabb.min.x) + mz*(aabb.min.z-sizez);
				p3 = p + mx*(aabb.min.x+sizex) + mz*(aabb.min.z-sizez);
				p4 = p + mx*(aabb.min.x+sizex) + mz*(aabb.min.z);
				break;
			case 2:
				p1 = p + mx*(aabb.min.x-sizex) + mz*aabb.max.z;
				p2 = p + mx*(aabb.min.x-sizex) + mz*(aabb.max.z-sizez);
				p3 = p + mx*(aabb.min.x) + mz*(aabb.max.z-sizez);
				p4 = p + mx*(aabb.min.x) + mz*(aabb.max.z);
				break;
			case 1:
				p1 = p + mx*(aabb.max.x-sizex) + mz*aabb.max.z;
				p2 = p + mx*(aabb.max.x) + mz*aabb.max.z;
				p3 = p + mx*(aabb.max.x) + mz*(aabb.max.z+sizez);
				p4 = p + mx*(aabb.max.x-sizex) + mz*(aabb.max.z+sizez);
				break;
			default:
			case 0:
				p1 = p + mx*aabb.max.x + mz*aabb.min.z;
				p2 = p + mx*(aabb.max.x+sizex) + mz*aabb.min.z;
				p3 = p + mx*(aabb.max.x+sizex) + mz*(aabb.min.z+sizez);
				p4 = p + mx*aabb.max.x + mz*(aabb.min.z+sizez);
				break;
		}

		PutCityBit(rand, m, p1, p2, p3, p4);
	}
	AddStaticGeomsToCollisionSpace();
}