253 lines
6.9 KiB
C++
253 lines
6.9 KiB
C++
// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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//
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// Includes
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//
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#include <nel/misc/types_nl.h>
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#include <cmath>
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#include <sstream>
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#include <nel/misc/vectord.h>
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#include <nel/misc/config_file.h>
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#include <nel/3d/u_camera.h>
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#include <nel/3d/u_driver.h>
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#include <nel/3d/u_scene.h>
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#include <nel/3d/u_instance.h>
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#include <nel/3d/u_skeleton.h>
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#include <nel/3d/u_visual_collision_entity.h>
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#include <nel/3d/u_visual_collision_manager.h>
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#include <nel/3d/u_cloud_scape.h>
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#include <nel/3d/viewport.h>
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#include <nel/3d/stereo_hmd.h>
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#include "snowballs_client.h"
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#include "entities.h"
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#include "mouse_listener.h"
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#include "pacs.h"
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//
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// Namespaces
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//
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using namespace std;
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using namespace NLMISC;
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using namespace NL3D;
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namespace SBCLIENT {
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//
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// Variables
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//
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// The camera for the whole scene
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UCamera Camera = NULL;
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// The collision entity use to snap the camera on the ground
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UVisualCollisionEntity *CamCollisionEntity = NULL;
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// The particle system for the snowing effect
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static UInstance Snow = NULL;
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// The sky 3D objects
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UScene *SkyScene = NULL;
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UCamera SkyCamera = NULL;
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static UInstance Sky = NULL;
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static UCloudScape *Clouds = NULL;
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IStereoDisplay *StereoDisplay = NULL;
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IStereoHMD *StereoHMD = NULL;
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//
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// Functions
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//
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void initCamera()
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{
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if (ConfigFile->getVar("HMDEnable").asBool())
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{
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std::vector<NL3D::CStereoDeviceInfo> devices;
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IStereoDisplay::listDevices(devices);
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for (std::vector<NL3D::CStereoDeviceInfo>::iterator it(devices.begin()), end(devices.end()); it != end; ++it)
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{
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std::stringstream name;
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name << std::string("[") << it->Serial << "] [" << IStereoDisplay::getLibraryName(it->Library) << " - " << it->Manufacturer << " - " << it->ProductName << "]";
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nlinfo("Stereo Display: %s", name.str().c_str());
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}
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CStereoDeviceInfo *deviceInfo = NULL;
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std::string hmdDeviceCfg = ConfigFile->getVar("HMDDevice").asString();
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if (hmdDeviceCfg == std::string("Auto")
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&& devices.begin() != devices.end())
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{
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for (std::vector<NL3D::CStereoDeviceInfo>::iterator it(devices.begin()), end(devices.end()); it != end; ++it)
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{
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if (it->AllowAuto)
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{
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deviceInfo = &devices[0];
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}
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}
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}
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else
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{
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std::string hmdDeviceId = ConfigFile->getVar("HMDDeviceId").asString();
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for (std::vector<NL3D::CStereoDeviceInfo>::iterator it(devices.begin()), end(devices.end()); it != end; ++it)
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{
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std::stringstream name;
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name << IStereoDisplay::getLibraryName(it->Library) << " - " << it->Manufacturer << " - " << it->ProductName;
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if (name.str() == hmdDeviceCfg)
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deviceInfo = &(*it);
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if (hmdDeviceId == it->Serial)
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break;
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}
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}
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if (deviceInfo)
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{
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nlinfo("Create VR stereo display device");
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StereoDisplay = IStereoDisplay::createDevice(*deviceInfo);
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if (StereoDisplay)
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{
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if (deviceInfo->Class == CStereoDeviceInfo::StereoHMD)
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{
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nlinfo("Stereo display device is a HMD");
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StereoHMD = static_cast<IStereoHMD *>(StereoDisplay);
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StereoHMD->setScale(3.0f); // snowballs is about 4 units per meter
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}
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StereoDisplay->setDriver(Driver); // move after driver creation, move stereodisplay before driver creation
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StereoDisplay->attachToDisplay();
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}
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}
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}
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IStereoDisplay::releaseUnusedLibraries();
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// Set up directly the camera
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Camera = Scene->getCam();
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Camera.setTransformMode (UTransformable::DirectMatrix);
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Camera.setPerspective((float)Pi/2.f,
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ConfigFile->getVar("ScreenWidth").asFloat() / ConfigFile->getVar("ScreenHeight").asFloat(),
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0.1f, 1000.f);
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Camera.lookAt (CVector(ConfigFile->getVar("StartPoint").asFloat(0),
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ConfigFile->getVar("StartPoint").asFloat(1),
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ConfigFile->getVar("StartPoint").asFloat(2)),
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CVectorD (0,0,0));
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CamCollisionEntity = VisualCollisionManager->createEntity();
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CamCollisionEntity->setCeilMode(true);
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// Create the snowing particle system
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Snow = Scene->createInstance("snow.ps");
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// And setup it
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Snow.setTransformMode (UTransformable::DirectMatrix);
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//
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// Setup the sky scene
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//
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// -- -- not sure what the sky has to do with the camera
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SkyScene = Driver->createScene(false);
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SkyCamera = SkyScene->getCam ();
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SkyCamera.setTransformMode (UTransformable::DirectMatrix);
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// Set the very same frustum as the main camera
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SkyCamera.setFrustum (Camera.getFrustum ());
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Sky = SkyScene->createInstance("sky.shape");
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Sky.setTransformMode (UTransformable::DirectMatrix);
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Sky.setMatrix(CMatrix::Identity);
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}
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void releaseCamera()
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{
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SkyScene->deleteInstance(Sky);
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Driver->deleteScene(SkyScene);
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Scene->deleteInstance(Snow);
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VisualCollisionManager->deleteEntity(CamCollisionEntity);
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if (StereoHMD)
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{
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delete StereoHMD;
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StereoHMD = NULL;
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StereoDisplay = NULL;
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}
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delete StereoDisplay;
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StereoDisplay = NULL;
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IStereoDisplay::releaseAllLibraries();
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}
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void updateCamera()
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{
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if (StereoHMD)
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{
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NLMISC::CQuat hmdOrient = StereoHMD->getOrientation();
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NLMISC::CMatrix camMatrix = Camera.getMatrix();
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NLMISC::CMatrix hmdMatrix;
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hmdMatrix.setRot(hmdOrient);
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NLMISC::CMatrix posMatrix; // minimal head modeling, will be changed in the future
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posMatrix.translate(StereoHMD->getEyePosition());
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Camera.setMatrix((camMatrix * hmdMatrix) * posMatrix);
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}
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// Set the new position of the snow emitter
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CMatrix mat = CMatrix::Identity;
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mat.setPos (Camera.getMatrix().getPos()/*+CVector (0.0f, 0.0f, -10.0f)*/);
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Snow.setMatrix(mat);
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}
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void initSky()
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{
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// -- -- or what the clouds have to do with the sky
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SCloudScapeSetup css;
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Clouds = Scene->createCloudScape ();
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Clouds->init (&css);
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Clouds->setQuality (160);
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Clouds->setNbCloudToUpdateIn80ms (1);
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}
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void releaseSky()
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{
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Scene->deleteCloudScape(Clouds);
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}
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// -- -- random note: update and render makes more sense than animate and update
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void animateSky(double dt)
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{
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if (!StereoHMD) Clouds->anim(dt);
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SkyScene->animate(AnimationTime);
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}
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// this is actually render
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void updateSky()
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{
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CMatrix skyCameraMatrix;
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skyCameraMatrix.identity();
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//
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skyCameraMatrix= Camera.getMatrix();
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skyCameraMatrix.setPos(CVector::Null);
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SkyCamera.setMatrix(skyCameraMatrix);
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SkyScene->render();
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// Must clear ZBuffer For incoming rendering.
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Driver->clearZBuffer();
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if (!StereoHMD) // Cloudscape not supported (fix Viewport please)
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Clouds->render();
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}
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} /* namespace SBCLIENT */
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/* end of file */
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