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forked from 0ad/0ad
0ad/source/gui/GUIRenderer.cpp
Ykkrosh f0d9806b3f # Restructured GUI implementation
CGUI now represents a single 'page'. CGUIManager maintains multiple
pages and switches between them.
Split the XML files into pregame, loading, session and messagebox pages.
Added hotloading of GUI pages.
Minor GUI cleanups.
(Merge from hg 81862d33780c)

This was SVN commit r7214.
2009-12-03 20:17:22 +00:00

627 lines
18 KiB
C++

/* Copyright (C) 2009 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. 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 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. 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 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#include "precompiled.h"
#include "GUIRenderer.h"
#include "lib/ogl.h"
#include "lib/wchar.h"
#include "lib/res/h_mgr.h"
#include "lib/tex/tex.h"
#include "ps/CLogger.h"
#define LOG_CATEGORY L"gui"
using namespace GUIRenderer;
void DrawCalls::clear()
{
for (iterator it = begin(); it != end(); ++it)
{
delete it->m_Effects;
ogl_tex_free(it->m_TexHandle);
}
std::vector<SDrawCall>::clear();
}
DrawCalls::DrawCalls()
{
}
DrawCalls::~DrawCalls()
{
clear();
}
// DrawCalls needs to be copyable, so it can be used in other copyable types.
// But actually copying data is hard, since we'd need to avoid losing track of
// who owns various pointers, so instead we just return an empty list.
// The list should get filled in again (by GUIRenderer::UpdateDrawCallCache)
// before it's used for rendering. (TODO: Is this class actually used safely
// in practice?)
DrawCalls::DrawCalls(const DrawCalls&)
: std::vector<SDrawCall>()
{
}
const DrawCalls& DrawCalls::operator=(const DrawCalls&)
{
return *this;
}
// Implementations of graphical effects:
const GLint TexScale1[3] = { 1, 1, 1 };
const GLint TexScale2[3] = { 2, 2, 2 };
const GLint TexScale4[3] = { 4, 4, 4 };
class Effect_AddColor : public IGLState
{
// Uses GL_COMBINE and GL_ADD/GL_SUBTRACT/GL_ADD_SIGNED, to allow
// addition/subtraction of colors.
public:
Effect_AddColor(CColor c)
{
// If everything's in [0,1], use GL_ADD
#define RANGE(lo,hi) c.r >= lo && c.r <= hi && c.g >= lo && c.g <= hi && c.b >= lo && c.b <= hi && c.a >= lo && c.a <= hi
if (RANGE(0.f, 1.f))
{
m_Color = c;
m_Method = ADD_NORMAL;
}
// If it's in [-1, 0] use GL_SUBTRACT
else if (RANGE(-1.f, 0.f))
{
m_Color = CColor(-c.r, -c.g, -c.b, -c.a);
m_Method = ADD_SUBTRACT;
}
// If it's in [-0.5, 0.5] use GL_ADD_SIGNED
else if (RANGE(-0.5f, 0.5f))
{
m_Color = CColor(c.r+0.5f, c.g+0.5f, c.b+0.5f, c.a+0.5f);
m_Method = ADD_SIGNED;
}
// Otherwise, complain.
else
{
LOG(CLogger::Warning, LOG_CATEGORY, L"add_color effect has some components above 127 and some below -127 - colours will be clamped");
m_Color = CColor(c.r+0.5f, c.g+0.5f, c.b+0.5f, c.a+0.5f);
m_Method = ADD_SIGNED;
}
}
~Effect_AddColor() {}
void Set(Handle tex)
{
glEnable(GL_TEXTURE_2D);
glColor4fv(m_Color.FloatArray());
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
if (m_Method == ADD_NORMAL)
{
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_ADD);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_ADD);
}
else
if (m_Method == ADD_SUBTRACT)
{
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_SUBTRACT);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_SUBTRACT);
}
else // if (m_Method == ADD_SIGNED)
{
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_ADD_SIGNED);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_ADD_SIGNED);
}
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_TEXTURE);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_TEXTURE);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_PREVIOUS);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA, GL_PREVIOUS);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA, GL_SRC_ALPHA);
ogl_tex_bind(tex);
}
void Unset()
{
}
private:
CColor m_Color;
enum { ADD_NORMAL, ADD_SUBTRACT, ADD_SIGNED, ADD_SIGNED_DOUBLED } m_Method;
};
class Effect_MultiplyColor : public IGLState
{
// Uses GL_MODULATE to do the multiplication; but since all colours are
// clamped to the range [0,1], it uses GL_RGB_SCALE to allow images to be
// multiplied by [0,4]. Alpha is assumed to always be [0,1].
public:
Effect_MultiplyColor(CColor c)
{
if (c.r <= 1.f && c.g <= 1.f && c.b <= 1.f)
{
m_Color = c;
m_Scale = 1;
}
else if (c.r <= 2.f && c.g <= 2.f && c.b <= 2.f)
{
m_Color = CColor(c.r/2.f, c.g/2.f, c.b/2.f, c.a);
m_Scale = 2;
}
else
{
if (c.r <= 4.f && c.g <= 4.f && c.b <= 4.f)
;
else
// Oops - trying to multiply by >4
LOG(CLogger::Warning, LOG_CATEGORY, L"multiply_color effect has a component >1020 - colours will be clamped");
m_Color = CColor(c.r/4.f, c.g/4.f, c.b/4.f, c.a);
m_Scale = 4;
}
}
~Effect_MultiplyColor() {}
void Set(Handle tex)
{
glEnable(GL_TEXTURE_2D);
glColor4fv(m_Color.FloatArray());
if (m_Scale == 1)
{
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
}
else
{
// Duplicate the effect of GL_MODULATE, but using GL_COMBINE
// so that GL_RGB_SCALE will work.
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_MODULATE);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_MODULATE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_TEXTURE);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_TEXTURE);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_PREVIOUS);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA, GL_PREVIOUS);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA, GL_SRC_ALPHA);
if (m_Scale == 2)
glTexEnviv(GL_TEXTURE_ENV, GL_RGB_SCALE, TexScale2);
else if (m_Scale == 4)
glTexEnviv(GL_TEXTURE_ENV, GL_RGB_SCALE, TexScale4);
}
ogl_tex_bind(tex);
}
void Unset()
{
if (m_Scale != 1)
glTexEnviv(GL_TEXTURE_ENV, GL_RGB_SCALE, TexScale1);
}
private:
CColor m_Color;
int m_Scale;
};
#define X(n) (n##f/2.0f + 0.5f)
const float GreyscaleDotColor[4] = { X(0.3), X(0.59), X(0.11), 1.0f };
#undef X
const float GreyscaleInterpColor0[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
const float GreyscaleInterpColor1[4] = { 0.5f, 0.5f, 0.5f, 1.0f };
class Effect_Greyscale : public IGLState
{
public:
~Effect_Greyscale() {}
void Set(Handle tex)
{
/*
For the main conversion, use GL_DOT3_RGB, which is defined as
L = 4 * ((Arg0r - 0.5) * (Arg1r - 0.5)+
(Arg0g - 0.5) * (Arg1g - 0.5)+
(Arg0b - 0.5) * (Arg1b - 0.5))
where each of the RGB components is given the value 'L'.
Use the magical luminance formula
L = 0.3R + 0.59G + 0.11B
to calculate the greyscale value.
But to work around the annoying "Arg0-0.5", we need to calculate
Arg0+0.5. But we also need to scale it into the range 0.5-1.0, else
Arg0>0.5 will be clamped to 1.0. So use GL_INTERPOLATE, which outputs:
A0 * A2 + A1 * (1 - A2)
and set A2 = 0.5, A1 = 1.0, and A0 = texture (i.e. interpolating halfway
between the texture and {1,1,1}) giving
A0/2 + 0.5
and use that as Arg0.
So L = 4*(A0/2 * (Arg1-.5))
= 2 (Rx+Gy+Bz) (where Arg1 = {x+0.5, y+0.5, z+0.5})
= 2x R + 2y G + 2z B
= 0.3R + 0.59G + 0.11B
so e.g. 2y = 0.59 = 2(Arg1g-0.5) => Arg1g = 0.59/2+0.5
which fortunately doesn't get clamped.
So, just implement that:
*/
// TODO: Render all greyscale objects at the same time, to reduce
// the number of times the following code is called - it looks like
// a rather worrying amount of work for rendering a single button...
// Texture unit 0:
ogl_tex_bind(tex, 0);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_TEXTURE);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_INTERPOLATE);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_CONSTANT);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR);
glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, GreyscaleInterpColor0);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB, GL_PREVIOUS);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB, GL_SRC_COLOR);
glColor4fv(GreyscaleInterpColor1);
// Texture unit 1:
ogl_tex_bind(tex, 1);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_PREVIOUS);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_PREVIOUS);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_DOT3_RGB);
// GL_DOT3_RGB requires GL_(EXT|ARB)_texture_env_dot3.
// We currently don't bother implementing a fallback because it's
// only lacking on Riva-class HW, but at least want the rest of the
// game to run there without errors. Therefore, squelch the
// OpenGL error that's raised if they aren't actually present.
// Note: higher-level code checks for this extension, but
// allows users the choice of continuing even if not present.
ogl_SquelchError(GL_INVALID_ENUM);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_CONSTANT);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR);
glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, GreyscaleDotColor);
}
void Unset()
{
glDisable(GL_TEXTURE_2D);
pglActiveTextureARB(GL_TEXTURE0);
}
};
// Functions to perform drawing-related actions:
void GUIRenderer::UpdateDrawCallCache(DrawCalls &Calls, const CStr& SpriteName, const CRect &Size, int CellID, std::map<CStr, CGUISprite> &Sprites)
{
// This is called only when something has changed (like the size of the
// sprite), so it doesn't need to be particularly efficient.
// Clean up the old data
Calls.clear();
// If this object has zero size, there's nothing to render. (This happens
// with e.g. tooltips that have zero size before they're first drawn, so
// it isn't necessarily an error.)
if (Size.left==Size.right && Size.top==Size.bottom)
return;
std::map<CStr, CGUISprite>::iterator it (Sprites.find(SpriteName));
if (it == Sprites.end())
{
// Sprite not found. Check whether this a special sprite:
// stretched:filename.ext
// <currently that's the only one>
// and if so, try to create it as a new sprite.
if (SpriteName.substr(0, 10) == "stretched:")
{
SGUIImage Image;
Image.m_TextureName = VfsPath(L"art/textures/ui")/wstring_from_utf8(SpriteName.substr(10));
CClientArea ca(CRect(0, 0, 0, 0), CRect(0, 0, 100, 100));
Image.m_Size = ca;
Image.m_TextureSize = ca;
CGUISprite Sprite;
Sprite.AddImage(Image);
Sprites[SpriteName] = Sprite;
it = Sprites.find(SpriteName);
debug_assert(it != Sprites.end()); // The insertion above shouldn't fail
}
else
{
// Otherwise, just complain and give up:
LOG(CLogger::Error, LOG_CATEGORY, L"Trying to use a sprite that doesn't exist (\"%hs\").", SpriteName.c_str());
return;
}
}
Calls.reserve(it->second.m_Images.size());
// Iterate through all the sprite's images, loading the texture and
// calculating the texture coordinates
std::vector<SGUIImage>::const_iterator cit;
for (cit = it->second.m_Images.begin(); cit != it->second.m_Images.end(); ++cit)
{
SDrawCall Call;
CRect ObjectSize = cit->m_Size.GetClientArea(Size);
if (ObjectSize.GetWidth() == 0.0 || ObjectSize.GetHeight() == 0.0)
{
// Zero sized object. Don't report as an error, since it's common for e.g. hitpoint bars.
continue; // i.e. don't continue with this image
}
Call.m_Vertices = ObjectSize;
if (! cit->m_TextureName.empty())
{
Handle h = ogl_tex_load(cit->m_TextureName);
if (h <= 0)
{
LOG(CLogger::Error, LOG_CATEGORY, L"Error reading texture '%ls': %ld", cit->m_TextureName.string().c_str(), (long)h);
return;
}
(void)ogl_tex_set_filter(h, GL_LINEAR);
int err = ogl_tex_upload(h);
if (err < 0)
{
LOG(CLogger::Error, LOG_CATEGORY, L"Error uploading texture '%ls': %d", cit->m_TextureName.string().c_str(), err);
return;
}
Call.m_TexHandle = h;
size_t t_w = 0, t_h = 0;
(void)ogl_tex_get_size(h, &t_w, &t_h, 0);
float TexWidth = t_w, TexHeight = t_h;
size_t flags = 0; // assume no alpha on failure
(void)ogl_tex_get_format(h, &flags, 0);
Call.m_EnableBlending = (flags & TEX_ALPHA) != 0;
// Textures are positioned by defining a rectangular block of the
// texture (usually the whole texture), and a rectangular block on
// the screen. The texture is positioned to make those blocks line up.
// Get the screen's position/size for the block
CRect BlockScreen = cit->m_TextureSize.GetClientArea(ObjectSize);
// Get the texture's position/size for the block:
CRect BlockTex;
// "real_texture_placement" overrides everything
if (cit->m_TexturePlacementInFile != CRect())
{
BlockTex = cit->m_TexturePlacementInFile;
}
// Check whether this sprite has "cell_size" set
else if (cit->m_CellSize != CSize())
{
int cols = (int)t_w / (int)cit->m_CellSize.cx;
int col = CellID % cols;
int row = CellID / cols;
BlockTex = CRect(cit->m_CellSize.cx*col, cit->m_CellSize.cy*row,
cit->m_CellSize.cx*(col+1), cit->m_CellSize.cy*(row+1));
}
// Use the whole texture
else
BlockTex = CRect(0, 0, TexWidth, TexHeight);
// When rendering, BlockTex will be transformed onto BlockScreen.
// Also, TexCoords will be transformed onto ObjectSize (giving the
// UV coords at each vertex of the object). We know everything
// except for TexCoords, so calculate it:
CPos translation (BlockTex.TopLeft()-BlockScreen.TopLeft());
float ScaleW = BlockTex.GetWidth()/BlockScreen.GetWidth();
float ScaleH = BlockTex.GetHeight()/BlockScreen.GetHeight();
CRect TexCoords (
// Resize (translating to/from the origin, so the
// topleft corner stays in the same place)
(ObjectSize-ObjectSize.TopLeft())
.Scale(ScaleW, ScaleH)
+ ObjectSize.TopLeft()
// Translate from BlockTex to BlockScreen
+ translation
);
// The tex coords need to be scaled so that (texwidth,texheight) is
// mapped onto (1,1)
TexCoords.left /= TexWidth;
TexCoords.right /= TexWidth;
TexCoords.top /= TexHeight;
TexCoords.bottom /= TexHeight;
Call.m_TexCoords = TexCoords;
}
else
{
Call.m_TexHandle = 0;
// Enable blending if it's transparent (allowing a little error in the calculations)
Call.m_EnableBlending = !(fabs(cit->m_BackColor.a - 1.0f) < 0.0000001f);
}
Call.m_BackColor = cit->m_BackColor;
Call.m_BorderColor = cit->m_Border ? cit->m_BorderColor : CColor();
Call.m_DeltaZ = cit->m_DeltaZ;
if (cit->m_Effects)
{
if (cit->m_Effects->m_AddColor != CColor())
{
Call.m_Effects = new Effect_AddColor(cit->m_Effects->m_AddColor);
// Always enable blending if something's being subtracted from
// the alpha channel
if (cit->m_Effects->m_AddColor.a < 0.f)
Call.m_EnableBlending = true;
}
else if (cit->m_Effects->m_MultiplyColor != CColor())
{
Call.m_Effects = new Effect_MultiplyColor(cit->m_Effects->m_MultiplyColor);
// Always enable blending if the alpha channel is being multiplied
if (cit->m_Effects->m_AddColor.a != 1.f)
Call.m_EnableBlending = true;
}
else if (cit->m_Effects->m_Greyscale)
{
Call.m_Effects = new Effect_Greyscale;
}
else /* Slight confusion - why no effects? */
{
Call.m_Effects = NULL;
}
}
else
{
Call.m_Effects = NULL;
}
Calls.push_back(Call);
}
}
void GUIRenderer::Draw(DrawCalls &Calls)
{
// Called every frame, to draw the object (based on cached calculations)
glDisable(GL_BLEND);
// Iterate through each DrawCall, and execute whatever drawing code is being called
for (DrawCalls::const_iterator cit = Calls.begin(); cit != Calls.end(); ++cit)
{
if (cit->m_EnableBlending)
{
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND);
}
if (cit->m_TexHandle)
{
// TODO: Handle the GL state in a nicer way
if (cit->m_Effects)
cit->m_Effects->Set(cit->m_TexHandle);
else
{
glEnable(GL_TEXTURE_2D);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
ogl_tex_bind(cit->m_TexHandle);
}
glBegin(GL_QUADS);
glTexCoord2f(cit->m_TexCoords.right,cit->m_TexCoords.bottom);
glVertex3f(cit->m_Vertices.right, cit->m_Vertices.bottom, cit->m_DeltaZ);
glTexCoord2f(cit->m_TexCoords.left, cit->m_TexCoords.bottom);
glVertex3f(cit->m_Vertices.left, cit->m_Vertices.bottom, cit->m_DeltaZ);
glTexCoord2f(cit->m_TexCoords.left, cit->m_TexCoords.top);
glVertex3f(cit->m_Vertices.left, cit->m_Vertices.top, cit->m_DeltaZ);
glTexCoord2f(cit->m_TexCoords.right,cit->m_TexCoords.top);
glVertex3f(cit->m_Vertices.right, cit->m_Vertices.top, cit->m_DeltaZ);
glEnd();
if (cit->m_Effects)
cit->m_Effects->Unset();
}
else
{
glDisable(GL_TEXTURE_2D);
glColor4fv(cit->m_BackColor.FloatArray());
glBegin(GL_QUADS);
glVertex3f(cit->m_Vertices.right, cit->m_Vertices.bottom, cit->m_DeltaZ);
glVertex3f(cit->m_Vertices.left, cit->m_Vertices.bottom, cit->m_DeltaZ);
glVertex3f(cit->m_Vertices.left, cit->m_Vertices.top, cit->m_DeltaZ);
glVertex3f(cit->m_Vertices.right, cit->m_Vertices.top, cit->m_DeltaZ);
glEnd();
if (cit->m_BorderColor != CColor())
{
glColor4fv(cit->m_BorderColor.FloatArray());
glBegin(GL_LINE_LOOP);
glVertex3f(cit->m_Vertices.left, cit->m_Vertices.top, cit->m_DeltaZ);
glVertex3f(cit->m_Vertices.right, cit->m_Vertices.top, cit->m_DeltaZ);
glVertex3f(cit->m_Vertices.right, cit->m_Vertices.bottom, cit->m_DeltaZ);
glVertex3f(cit->m_Vertices.left, cit->m_Vertices.bottom, cit->m_DeltaZ);
glEnd();
}
}
if (cit->m_EnableBlending)
{
glDisable(GL_BLEND);
}
}
}