stk-code_catmod/src/graphics/skid_marks.cpp
2018-01-25 15:38:10 +08:00

297 lines
10 KiB
C++

//
// SuperTuxKart - a fun racing game with go-kart
// Copyright (C) 2004-2015 Ingo Ruhnke <grumbel@gmx.de>
// Copyright (C) 2013-2015 Joerg Henrichs
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License
// as published by the Free Software Foundation; either version 3
// of the License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#include "graphics/skid_marks.hpp"
#include "config/stk_config.hpp"
#include "graphics/central_settings.hpp"
#include "graphics/material_manager.hpp"
#include "karts/abstract_kart.hpp"
#include "karts/skidding.hpp"
#include "modes/world.hpp"
#include "graphics/sp/sp_dynamic_draw_call.hpp"
#include "graphics/sp/sp_per_object_uniform.hpp"
#include "graphics/sp/sp_shader_manager.hpp"
#include "graphics/sp/sp_uniform_assigner.hpp"
#include "physics/btKart.hpp"
#include "utils/mini_glm.hpp"
#ifndef SERVER_ONLY
float SkidMarks::m_avoid_z_fighting = 0.005f;
const int SkidMarks::m_start_alpha = 200;
const int SkidMarks::m_start_grey = 32;
/** Initialises empty skid marks. */
SkidMarks::SkidMarks(const AbstractKart& kart, float width) : m_kart(kart)
{
m_width = width;
m_material = material_manager->getMaterialSPM("skidmarks.png", "",
"alphablend");
m_shader = SP::SPShaderManager::get()->getSPShader("alphablend");
assert(m_shader);
m_skid_marking = false;
} // SkidMark
//-----------------------------------------------------------------------------
/** Removes all skid marks from the scene graph and frees the state. */
SkidMarks::~SkidMarks()
{
reset(); // remove all skid marks
} // ~SkidMarks
//-----------------------------------------------------------------------------
/** Removes all skid marks, called when a race is restarted.
*/
void SkidMarks::reset()
{
m_left.clear();
m_right.clear();
m_skid_marking = false;
} // reset
//-----------------------------------------------------------------------------
/** Either adds to an existing skid mark quad, or (if the kart is skidding)
* starts a new skid mark quad.
* \param dt Time step.
*/
void SkidMarks::update(float dt, bool force_skid_marks,
video::SColor* custom_color)
{
//if the kart is gnu, then don't skid because he floats!
if(m_kart.isWheeless())
return;
float f = dt / stk_config->m_skid_fadeout_time;
auto it = m_left.begin();
// Don't clean the current skidmarking
while (it != m_left.end())
{
if ((it + 1 != m_left.end() || !m_skid_marking)
&& (*it)->fade(f))
{
it = m_left.erase(it);
continue;
}
it++;
}
it = m_right.begin();
while (it != m_right.end())
{
if ((it + 1 != m_right.end() || !m_skid_marking)
&& (*it)->fade(f))
{
it = m_right.erase(it);
continue;
}
it++;
}
// Get raycast information
// -----------------------
const btKart *vehicle = m_kart.getVehicle();
const Vec3& raycast_right = vehicle->getVisualContactPoint(2);
const Vec3& raycast_left = vehicle->getVisualContactPoint(3);
Vec3 delta = raycast_right - raycast_left;
// The kart is making skid marks when it's:
// - forced to leave skid marks, or all of:
// - in accumulating skidding mode
// - not doing the grphical jump
// - wheels are in contact with floor, which includes a special case:
// the physics force both wheels on one axis to touch the ground or not.
// If only one wheel touches the ground, the 2nd one gets the same
// raycast result --> delta is 0, which is considered to be not skidding.
const Skidding *skid = m_kart.getSkidding();
bool is_skidding = vehicle->visualWheelsTouchGround() &&
( force_skid_marks ||
( (skid->getSkidState()==Skidding::SKID_ACCUMULATE_LEFT||
skid->getSkidState()==Skidding::SKID_ACCUMULATE_RIGHT )
&& skid->getGraphicalJumpOffset()<=0
&& delta.length2()>=0.0001f ) );
if(m_skid_marking)
{
assert(!m_left.empty());
assert(!m_right.empty());
if (!is_skidding) // end skid marking
{
m_skid_marking = false;
return;
}
// We are still skid marking, so add the latest quad
// -------------------------------------------------
delta.normalize();
delta *= m_width*0.5f;
Vec3 start = m_left.back()->getCenterStart();
Vec3 newPoint = (raycast_left + raycast_right)/2;
// this linear distance does not account for the kart turning, it's true,
// but it produces good enough results
float distance = (newPoint - start).length();
m_left.back()->add(raycast_left-delta, raycast_left+delta,
m_kart.getNormal(), distance);
m_right.back()->add(raycast_right-delta, raycast_right+delta,
m_kart.getNormal(), distance);
return;
}
// Currently no skid marking
// -------------------------
if (!is_skidding) return;
// Start new skid marks
// --------------------
// No skidmarking if wheels don't have contact
if(!vehicle->visualWheelsTouchGround()) return;
if(delta.length2()<0.0001) return;
delta.normalize();
delta *= m_width*0.5f;
const int cleaning_threshold =
core::clamp(int(World::getWorld()->getNumKarts()), 5, 15);
while ((int)m_left.size() >=
stk_config->m_max_skidmarks / cleaning_threshold)
{
m_left.erase(m_left.begin());
}
while ((int)m_right.size() >=
stk_config->m_max_skidmarks / cleaning_threshold)
{
m_right.erase(m_right.begin());
}
m_left.emplace_back(
new SkidMarkQuads(raycast_left-delta, raycast_left+delta,
m_kart.getNormal(), m_material, m_shader,
m_avoid_z_fighting, custom_color));
m_right.emplace_back(
new SkidMarkQuads(raycast_right-delta, raycast_right+delta,
m_kart.getNormal(), m_material, m_shader,
m_avoid_z_fighting, custom_color));
m_skid_marking = true;
} // update
//=============================================================================
SkidMarks::SkidMarkQuads::SkidMarkQuads(const Vec3 &left,
const Vec3 &right,
const Vec3 &normal,
Material* material,
std::shared_ptr<SP::SPShader> shader,
float z_offset,
video::SColor* custom_color)
{
m_center_start = (left + right)/2;
m_z_offset = z_offset;
m_fade_out = 0.0f;
m_dy_dc = std::make_shared<SP::SPDynamicDrawCall>
(scene::EPT_TRIANGLE_STRIP, shader, material);
static_cast<SP::SPPerObjectUniform*>(m_dy_dc.get())->addAssignerFunction
("custom_alpha", [this](SP::SPUniformAssigner* ua)->void
{
// SP custom_alpha is assigned 1 - x, so this is correct
ua->setValue(m_fade_out);
});
SP::addDynamicDrawCall(m_dy_dc);
m_start_color = (custom_color != NULL ? *custom_color :
video::SColor(255, SkidMarks::m_start_grey, SkidMarks::m_start_grey,
SkidMarks::m_start_grey));
if (CVS->isDeferredEnabled())
{
m_start_color.setRed(SP::srgb255ToLinear(m_start_color.getRed()));
m_start_color.setGreen(SP::srgb255ToLinear(m_start_color.getGreen()));
m_start_color.setBlue(SP::srgb255ToLinear(m_start_color.getBlue()));
}
add(left, right, normal, 0.0f);
} // SkidMarkQuads
//-----------------------------------------------------------------------------
SkidMarks::SkidMarkQuads::~SkidMarkQuads()
{
m_dy_dc->removeFromSP();
} // ~SkidMarkQuads
//-----------------------------------------------------------------------------
/** Adds the two points to this SkidMarkQuads.
* \param left,right Left and right coordinates.
*/
void SkidMarks::SkidMarkQuads::add(const Vec3 &left,
const Vec3 &right,
const Vec3 &normal,
float distance)
{
// The skid marks must be raised slightly higher, otherwise it blends
// too much with the track.
int n = m_dy_dc->getVertexCount();
video::S3DVertexSkinnedMesh v;
v.m_color = m_start_color;
v.m_color.setAlpha(0); // initially create all vertices at alpha=0...
// then when adding a new set of vertices, make the previous 2 opaque.
// this ensures that the last two vertices are always at alpha=0,
// producing a fade-out effect
if (n > 3)
{
m_dy_dc->getSPMVertex()[n - 1].m_color.setAlpha(m_start_alpha);
m_dy_dc->getSPMVertex()[n - 2].m_color.setAlpha(m_start_alpha);
}
v.m_position = Vec3(right + normal * m_z_offset).toIrrVector();
v.m_normal = MiniGLM::compressVector3(normal.toIrrVector());
short half_float_1 = 15360;
v.m_all_uvs[0] = half_float_1;
v.m_all_uvs[1] = MiniGLM::toFloat16(distance * 0.5f);
m_dy_dc->addSPMVertex(v);
v.m_position = Vec3(left + normal * m_z_offset).toIrrVector();
v.m_all_uvs[0] = 0;
v.m_all_uvs[1] = MiniGLM::toFloat16(distance * 0.5f);
m_dy_dc->addSPMVertex(v);
m_dy_dc->setUpdateOffset(n > 3 ? n - 2 : n);
m_dy_dc->recalculateBoundingBox();
} // add
// ----------------------------------------------------------------------------
/** Fades the current skid marks.
* \param f fade factor.
* \return true if this skid mark can be deleted (alpha == zero)
*/
bool SkidMarks::SkidMarkQuads::fade(float f)
{
m_fade_out += f;
if (m_fade_out >= 1.0f)
{
return true;
}
return false;
} // fade
#endif