示例#1
0
void CGrassDrawer::CreateGrassDispList(int listNum)
{
	CVertexArray* va = GetVertexArray();
	va->Initialize();
	rng.Seed(15);

	for (int a = 0; a < strawPerTurf; ++a) {
		// draw a single blade
		const float lngRnd = rng.RandFloat();
		const float length = mapInfo->grass.bladeHeight * (1.0f + lngRnd);
		const float maxAng = mapInfo->grass.bladeAngle * std::max(rng.RandFloat(), 1.f - smoothstep(0.f,1.f,lngRnd));

		float3 sideVect(rng.RandFloat() - 0.5f, 0.0f, rng.RandFloat() - 0.5f);
		sideVect.ANormalize();
		float3 bendVect = sideVect.cross(UpVector); // direction to bend into
		sideVect *= mapInfo->grass.bladeWidth * (-0.15f * lngRnd + 1.0f);
		const float3 basePos = rng.RandVector2D() * (turfSize - (bendVect * std::sin(maxAng) * length).Length2D());

		// select one of the 16 color shadings
		const float xtexCoord = (rng.RandInt() % 16) / 16.0f;
		const int numSections = 2 + int(maxAng * 1.2f + length * 0.2f);

		float3 normalBend = -bendVect;

		// start btm
		va->AddVertexTN(basePos + sideVect - float3(0.0f, 3.0f, 0.0f), xtexCoord              , 0.f, normalBend);
		va->AddVertexTN(basePos - sideVect - float3(0.0f, 3.0f, 0.0f), xtexCoord + (1.0f / 16), 0.f, normalBend);

		for (float h = 0.0f; h < 1.0f; h += (1.0f / numSections)) {
			const float ang = maxAng * h;
			const float3 n = (normalBend * std::cos(ang) + UpVector * std::sin(ang)).ANormalize();
			const float3 edgePos  = (UpVector * std::cos(ang) + bendVect * std::sin(ang)) * length * h;
			const float3 edgePosL = edgePos - sideVect * (1.0f - h);
			const float3 edgePosR = edgePos + sideVect * (1.0f - h);

			va->AddVertexTN(basePos + edgePosR, xtexCoord + (1.0f / 32) * h              , h, (n + sideVect * 0.04f).ANormalize());
			va->AddVertexTN(basePos + edgePosL, xtexCoord - (1.0f / 32) * h + (1.0f / 16), h, (n - sideVect * 0.04f).ANormalize());
		}

		// end top tip (single triangle)
		const float3 edgePos = (UpVector * std::cos(maxAng) + bendVect * std::sin(maxAng)) * length;
		const float3 n = (normalBend * std::cos(maxAng) + UpVector * std::sin(maxAng)).ANormalize();
		va->AddVertexTN(basePos + edgePos, xtexCoord + (1.0f / 32), 1.0f, n);

		// next blade
		va->EndStrip();
	}

	glNewList(listNum, GL_COMPILE);
	va->DrawArrayTN(GL_TRIANGLE_STRIP);
	glEndList();
}
示例#2
0
文件: main.cpp 项目: slogic/spring
int main(int argc, char *argv[])
{
#ifdef _WIN32
	try {
#endif
	SDL_Init(SDL_INIT_TIMER);
	std::cout << "If you find any errors, report them to mantis or the forums." << std::endl << std::endl;

	ConfigHandler::Instantiate(); // use the default config file
	FileSystemHandler::Initialize(false);

	CGameServer* server = 0;
	CGameSetup* gameSetup = 0;

	if (argc == 2) {
		const std::string script(argv[1]);
		std::string buf;

		std::cout << "Loading script from file: " << script << std::endl;

		ClientSetup settings;
		CFileHandler fh(argv[1]);

		if (!fh.FileExists())
			throw content_error("script does not exist in given location: " + script);

		if (!fh.LoadStringData(buf))
			throw content_error("script cannot be read: " + script);
		settings.Init(buf);

		gameSetup = new CGameSetup();	// to store the gamedata inside

		if (!gameSetup->Init(buf)) {
			// read the script provided by cmdline
			std::cout << "Failed to load script" << std::endl;
			return 1;
		}

		std::cout << "Starting server..." << std::endl;

		// Create the server, it will run in a separate thread
		GameData data;
		UnsyncedRNG rng;

		rng.Seed(gameSetup->gameSetupText.length());
		rng.Seed(script.length());
		data.SetRandomSeed(rng.RandInt());

		//  Use script provided hashes if they exist
		if (gameSetup->mapHash != 0) {
			data.SetMapChecksum(gameSetup->mapHash);
			gameSetup->LoadStartPositions(false); // reduced mode
		} else {
			data.SetMapChecksum(archiveScanner->GetArchiveCompleteChecksum(gameSetup->mapName));

			CFileHandler f("maps/" + gameSetup->mapName);
			if (!f.FileExists()) {
				vfsHandler->AddArchiveWithDeps(gameSetup->mapName, false);
			}
			gameSetup->LoadStartPositions(); // full mode
		}

		if (gameSetup->modHash != 0) {
			data.SetModChecksum(gameSetup->modHash);
		} else {
			const std::string& modArchive = archiveScanner->ArchiveFromName(gameSetup->modName);
			const unsigned int modCheckSum = archiveScanner->GetArchiveCompleteChecksum(modArchive);
			data.SetModChecksum(modCheckSum);
		}

		data.SetSetup(gameSetup->gameSetupText);
		server = new CGameServer(settings.hostIP, settings.hostPort, &data, gameSetup);

		while (!server->HasFinished()) // check if still running
#ifdef _WIN32
			Sleep(1000);
#else
			sleep(1);	// if so, wait 1  second
#endif
		delete server;	// delete the server after usage
	} else {
		std::cout << "usage: " << argv[0] << " <full_path_to_script>" << std::endl;
	}

	FileSystemHandler::Cleanup();
	ConfigHandler::Deallocate();

#ifdef _WIN32
	} catch (const std::exception& err) {
		std::cout << "Exception raised: " << err.what() << std::endl;
		return 1;
	}
#endif
	return 0;
}
示例#3
0
文件: main.cpp 项目: javaphoon/spring
int main(int argc, char *argv[])
{
#ifdef _WIN32
	try {
#endif
	std::cout << "If you find any errors, report them to mantis or the forums." << std::endl << std::endl;
	ConfigHandler::Instantiate("");
	FileSystemHandler::Cleanup();
	FileSystemHandler::Initialize(false);
	CGameServer* server = 0;
	CGameSetup* gameSetup = 0;

	if (argc > 1)
	{
		const std::string script(argv[1]);
		std::cout << "Loading script from file: " << script << std::endl;

		ClientSetup settings;
		CFileHandler fh(argv[1]);
		if (!fh.FileExists())
			throw content_error("Setupscript doesn't exists in given location: "+script);

		std::string buf;
		if (!fh.LoadStringData(buf))
			throw content_error("Setupscript cannot be read: "+script);
		settings.Init(buf);

		gameSetup = new CGameSetup();	// to store the gamedata inside
		if (!gameSetup->Init(buf))	// read the script provided by cmdline
		{
			std::cout << "Failed to load script" << std::endl;
			return 1;
		}

		std::cout << "Starting server..." << std::endl;
		// Create the server, it will run in a separate thread
		GameData* data = new GameData();
		UnsyncedRNG rng;
		rng.Seed(gameSetup->gameSetupText.length());
		rng.Seed(script.length());
		data->SetRandomSeed(rng.RandInt());

		//  Use script provided hashes if they exist
		if (gameSetup->mapHash != 0)
		{
			data->SetMapChecksum(gameSetup->mapHash);
			gameSetup->LoadStartPositions(false); // reduced mode
		}
		else
		{
			data->SetMapChecksum(archiveScanner->GetMapChecksum(gameSetup->mapName));

			CFileHandler* f = new CFileHandler("maps/" + gameSetup->mapName);
			if (!f->FileExists()) {
				std::vector<std::string> ars = archiveScanner->GetArchivesForMap(gameSetup->mapName);
				if (ars.empty()) {
					throw content_error("Couldn't find any archives for map '" + gameSetup->mapName + "'.");
				}
				for (std::vector<std::string>::iterator i = ars.begin(); i != ars.end(); ++i) {
					if (!vfsHandler->AddArchive(*i, false)) {
						throw content_error("Couldn't load archive '" + *i + "' for map '" + gameSetup->mapName + "'.");
					}
				}
			}
			delete f;
			gameSetup->LoadStartPositions(); // full mode
		}

		if (gameSetup->modHash != 0) {
			data->SetModChecksum(gameSetup->modHash);
		} else {
			const std::string modArchive = archiveScanner->ModNameToModArchive(gameSetup->modName);
			data->SetModChecksum(archiveScanner->GetModChecksum(modArchive));
		}

		data->SetSetup(gameSetup->gameSetupText);
		server = new CGameServer(&settings, false, data, gameSetup);

		while (!server->HasFinished()) // check if still running
#ifdef _WIN32
			Sleep(1000);
#else
			sleep(1);	// if so, wait 1  second
#endif
		delete server;	// delete the server after usage
	}
	else
	{
		std::cout << "usage: spring-dedicated <full_path_to_script>" << std::endl;
	}

	FileSystemHandler::Cleanup();

#ifdef _WIN32
	}
	catch (const std::exception& err)
	{
		std::cout << "Exception raised: " << err.what() << std::endl;
		return 1;
	}
#endif
	return 0;
}
示例#4
0
int main(int argc, char* argv[])
{
	try {
		spring_clock::PushTickRate();
		// initialize start time (can safely be done before SDL_Init
		// since we are not using SDL_GetTicks as our clock anymore)
		spring_time::setstarttime(spring_time::gettime(true));

		CLogOutput::LogSystemInfo();

		std::string scriptName;
		std::string scriptText;

		ParseCmdLine(argc, argv, &scriptName);

		GlobalConfig::Instantiate();
		FileSystemInitializer::InitializeLogOutput();
		FileSystemInitializer::Initialize();

		// Initialize crash reporting
		CrashHandler::Install();

		LOG("report any errors to Mantis or the forums.");
		LOG("loading script from file: %s", scriptName.c_str());

		CGameServer* server = NULL;

		// server will take ownership of these
		boost::shared_ptr<ClientSetup> dsClientSetup(new ClientSetup());
		boost::shared_ptr<GameData> dsGameData(new GameData());
		boost::shared_ptr<CGameSetup> dsGameSetup(new CGameSetup());

		CFileHandler fh(scriptName);

		if (!fh.FileExists())
			throw content_error("script does not exist in given location: " + scriptName);

		if (!fh.LoadStringData(scriptText))
			throw content_error("script cannot be read: " + scriptName);

		dsClientSetup->LoadFromStartScript(scriptText);

		if (!dsGameSetup->Init(scriptText)) {
			// read the script provided by cmdline
			LOG_L(L_ERROR, "failed to load script %s", scriptName.c_str());
			return 1;
		}

		// Create the server, it will run in a separate thread
		UnsyncedRNG rng;

		const unsigned seed = time(NULL) % ((spring_gettime().toNanoSecsi() + 1) * 9007);
		rng.Seed(seed);

		dsGameData->SetRandomSeed(rng.RandInt());

		//  Use script provided hashes if they exist
		if (dsGameSetup->mapHash != 0) {
			dsGameData->SetMapChecksum(dsGameSetup->mapHash);
			dsGameSetup->LoadStartPositions(false); // reduced mode
		} else {
			dsGameData->SetMapChecksum(archiveScanner->GetArchiveCompleteChecksum(dsGameSetup->mapName));

			CFileHandler f("maps/" + dsGameSetup->mapName);
			if (!f.FileExists()) {
				vfsHandler->AddArchiveWithDeps(dsGameSetup->mapName, false);
			}
			dsGameSetup->LoadStartPositions(); // full mode
		}

		if (dsGameSetup->modHash != 0) {
			dsGameData->SetModChecksum(dsGameSetup->modHash);
		} else {
			const std::string& modArchive = archiveScanner->ArchiveFromName(dsGameSetup->modName);
			const unsigned int modCheckSum = archiveScanner->GetArchiveCompleteChecksum(modArchive);
			dsGameData->SetModChecksum(modCheckSum);
		}

		LOG("starting server...");

		dsGameData->SetSetupText(dsGameSetup->setupText);
		server = new CGameServer(dsClientSetup, dsGameData, dsGameSetup);

		while (!server->HasGameID()) {
			// wait until gameID has been generated or
			// a timeout occurs (if no clients connect)
			if (server->HasFinished()) {
				break;
			}

			spring_secs(1).sleep();
		}

		while (!server->HasFinished()) {
			static bool printData = (server->GetDemoRecorder() != NULL);

			if (printData) {
				printData = false;

				const boost::scoped_ptr<CDemoRecorder>& demoRec = server->GetDemoRecorder();
				const boost::uint8_t* gameID = (demoRec->GetFileHeader()).gameID;

				LOG("recording demo: %s", (demoRec->GetName()).c_str());
				LOG("using mod: %s", (dsGameSetup->modName).c_str());
				LOG("using map: %s", (dsGameSetup->mapName).c_str());
				LOG("GameID: %02x%02x%02x%02x%02x%02x%02x%02x%02x%02x%02x%02x%02x%02x%02x%02x", gameID[0], gameID[1], gameID[2], gameID[3], gameID[4], gameID[5], gameID[6], gameID[7], gameID[8], gameID[9], gameID[10], gameID[11], gameID[12], gameID[13], gameID[14], gameID[15]);
			}

			// wait 1 second between checks
			spring_secs(1).sleep();
		}

		LOG("exiting");

		delete server;

		FileSystemInitializer::Cleanup();
		GlobalConfig::Deallocate();

		spring_clock::PopTickRate();
		LOG("exited");
	}
	CATCH_SPRING_ERRORS

	return GetExitCode();
}