elexis
da4e601d8f
The function was located in the wrong file, because it is not logically related to IGUIObject settings. The separate file allows the various users to include it without including the GUIRenderer. This was SVN commit r22605.
469 lines
15 KiB
C++
469 lines
15 KiB
C++
/* Copyright (C) 2019 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. 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 General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "precompiled.h"
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#include "GUIRenderer.h"
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#include "graphics/ShaderManager.h"
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#include "graphics/TextureManager.h"
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#include "gui/CGUIColor.h"
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#include "gui/GUIutil.h"
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#include "gui/GUIMatrix.h"
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#include "i18n/L10n.h"
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#include "lib/ogl.h"
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#include "lib/utf8.h"
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#include "lib/res/h_mgr.h"
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#include "lib/tex/tex.h"
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#include "ps/CLogger.h"
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#include "ps/Filesystem.h"
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#include "renderer/Renderer.h"
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using namespace GUIRenderer;
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DrawCalls::DrawCalls()
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{
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}
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// DrawCalls needs to be copyable, so it can be used in other copyable types.
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// But actually copying data is hard, since we'd need to avoid losing track of
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// who owns various pointers, so instead we just return an empty list.
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// The list should get filled in again (by GUIRenderer::UpdateDrawCallCache)
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// before it's used for rendering. (TODO: Is this class actually used safely
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// in practice?)
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DrawCalls::DrawCalls(const DrawCalls&)
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: std::vector<SDrawCall>()
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{
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}
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DrawCalls& DrawCalls::operator=(const DrawCalls&)
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{
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return *this;
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}
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void GUIRenderer::UpdateDrawCallCache(DrawCalls& Calls, const CStr& SpriteName, const CRect& Size, int CellID, std::map<CStr, CGUISprite*>& Sprites)
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{
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// This is called only when something has changed (like the size of the
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// sprite), so it doesn't need to be particularly efficient.
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// Clean up the old data
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Calls.clear();
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// If this object has zero size, there's nothing to render. (This happens
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// with e.g. tooltips that have zero size before they're first drawn, so
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// it isn't necessarily an error.)
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if (Size.left == Size.right && Size.top == Size.bottom)
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return;
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std::map<CStr, CGUISprite*>::iterator it(Sprites.find(SpriteName));
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if (it == Sprites.end())
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{
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/*
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* Sprite not found. Check whether this a special sprite,
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* and if so create a new sprite:
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* "stretched:filename.ext" - stretched image
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* "stretched:grayscale:filename.ext" - stretched grayscale image.
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* "cropped:0.5, 0.25" - stretch this ratio (x,y) of the top left of the image
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* "color:r g b a" - solid color
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* > "textureAsMask" - when using color, use the (optional) texture alpha channel as mask.
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* These can be combined, but they must be separated by a ":"
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* so you can have a white overlay over an stretched grayscale image with:
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* "grayscale:color:255 255 255 100:stretched:filename.ext"
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*/
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// Check that this can be a special sprite.
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if (SpriteName.ReverseFind(":") == -1 && SpriteName.Find("color(") == -1)
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{
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LOGERROR("Trying to use a sprite that doesn't exist (\"%s\").", SpriteName.c_str());
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return;
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}
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CGUISprite* Sprite = new CGUISprite;
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VfsPath TextureName = VfsPath("art/textures/ui") / wstring_from_utf8(SpriteName.AfterLast(":"));
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if (SpriteName.Find("stretched:") != -1)
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{
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// TODO: Should check (nicely) that this is a valid file?
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SGUIImage* Image = new SGUIImage;
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Image->m_TextureName = TextureName;
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// Allow grayscale images for disabled portraits
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if (SpriteName.Find("grayscale:") != -1)
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{
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Image->m_Effects = new SGUIImageEffects;
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Image->m_Effects->m_Greyscale = true;
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}
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CClientArea ca(CRect(0, 0, 0, 0), CRect(0, 0, 100, 100));
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Image->m_Size = ca;
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Image->m_TextureSize = ca;
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Sprite->AddImage(Image);
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Sprites[SpriteName] = Sprite;
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}
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else if (SpriteName.Find("cropped:") != -1)
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{
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// TODO: Should check (nicely) that this is a valid file?
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SGUIImage* Image = new SGUIImage;
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CStr info = SpriteName.AfterLast("cropped:").BeforeFirst(":");
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double xRatio = info.BeforeFirst(",").ToDouble();
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double yRatio = info.AfterLast(",").ToDouble();
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Image->m_TextureName = TextureName;
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CClientArea ca(CRect(0, 0, 0, 0), CRect(0, 0, 100, 100));
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CClientArea cb(CRect(0, 0, 0, 0), CRect(0, 0, 100/xRatio, 100/yRatio));
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Image->m_Size = ca;
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Image->m_TextureSize = cb;
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Sprite->AddImage(Image);
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Sprites[SpriteName] = Sprite;
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}
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if (SpriteName.Find("color:") != -1)
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{
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CStrW value = wstring_from_utf8(SpriteName.AfterLast("color:").BeforeFirst(":"));
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CGUIColor color;
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// Check color is valid
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if (!GUI<CGUIColor>::ParseString(value, color))
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{
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LOGERROR("GUI: Error parsing sprite 'color' (\"%s\")", utf8_from_wstring(value));
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return;
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}
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SGUIImage* Image = new SGUIImage;
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// If we are using a mask, this is an effect.
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// Otherwise we can fallback to the "back color" attribute
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// TODO: we are assuming there is a filename here.
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if (SpriteName.Find("textureAsMask:") != -1)
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{
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Image->m_TextureName = TextureName;
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Image->m_Effects = new SGUIImageEffects;
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Image->m_Effects->m_SolidColor = color;
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}
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else
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Image->m_BackColor = color;
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CClientArea ca(CRect(0, 0, 0, 0), CRect(0, 0, 100, 100));
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Image->m_Size = ca;
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Image->m_TextureSize = ca;
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Sprite->AddImage(Image);
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Sprites[SpriteName] = Sprite;
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}
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it = Sprites.find(SpriteName);
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// Otherwise, just complain and give up:
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if (it == Sprites.end())
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{
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SAFE_DELETE(Sprite);
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LOGERROR("Trying to use a sprite that doesn't exist (\"%s\").", SpriteName.c_str());
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return;
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}
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}
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Calls.reserve(it->second->m_Images.size());
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// Iterate through all the sprite's images, loading the texture and
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// calculating the texture coordinates
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std::vector<SGUIImage*>::const_iterator cit;
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for (cit = it->second->m_Images.begin(); cit != it->second->m_Images.end(); ++cit)
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{
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SDrawCall Call(*cit); // pointers are safe since we never modify sprites/images after startup
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CRect ObjectSize = (*cit)->m_Size.GetClientArea(Size);
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if (ObjectSize.GetWidth() == 0.0 || ObjectSize.GetHeight() == 0.0)
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{
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// Zero sized object. Don't report as an error, since it's common for e.g. hitpoint bars.
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continue; // i.e. don't continue with this image
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}
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Call.m_Vertices = ObjectSize;
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if ((*cit)->m_RoundCoordinates)
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{
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// Round the vertex coordinates to integers, to avoid ugly filtering artifacts
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Call.m_Vertices.left = (int)(Call.m_Vertices.left + 0.5f);
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Call.m_Vertices.right = (int)(Call.m_Vertices.right + 0.5f);
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Call.m_Vertices.top = (int)(Call.m_Vertices.top + 0.5f);
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Call.m_Vertices.bottom = (int)(Call.m_Vertices.bottom + 0.5f);
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}
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if (!(*cit)->m_TextureName.empty())
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{
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CTextureProperties textureProps(g_L10n.LocalizePath((*cit)->m_TextureName));
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textureProps.SetWrap((*cit)->m_WrapMode);
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CTexturePtr texture = g_Renderer.GetTextureManager().CreateTexture(textureProps);
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texture->Prefetch();
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Call.m_HasTexture = true;
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Call.m_Texture = texture;
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Call.m_EnableBlending = false; // will be overridden if the texture has an alpha channel
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Call.m_ObjectSize = ObjectSize;
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Call.m_CellID = CellID;
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}
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else
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{
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Call.m_HasTexture = false;
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// Enable blending if it's transparent (allowing a little error in the calculations)
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Call.m_EnableBlending = !(fabs((*cit)->m_BackColor.a - 1.0f) < 0.0000001f);
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}
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Call.m_BackColor = (*cit)->m_BackColor;
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Call.m_BorderColor = (*cit)->m_Border ? (*cit)->m_BorderColor : CGUIColor();
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Call.m_DeltaZ = (*cit)->m_DeltaZ;
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if (!Call.m_HasTexture)
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{
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Call.m_Shader = g_Renderer.GetShaderManager().LoadEffect(str_gui_solid);
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}
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else if ((*cit)->m_Effects)
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{
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if ((*cit)->m_Effects->m_AddColor != CGUIColor())
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{
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Call.m_Shader = g_Renderer.GetShaderManager().LoadEffect(str_gui_add);
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Call.m_ShaderColorParameter = (*cit)->m_Effects->m_AddColor;
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// Always enable blending if something's being subtracted from
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// the alpha channel
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if ((*cit)->m_Effects->m_AddColor.a < 0.f)
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Call.m_EnableBlending = true;
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}
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else if ((*cit)->m_Effects->m_Greyscale)
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{
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Call.m_Shader = g_Renderer.GetShaderManager().LoadEffect(str_gui_grayscale);
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}
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else if ((*cit)->m_Effects->m_SolidColor != CGUIColor())
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{
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Call.m_Shader = g_Renderer.GetShaderManager().LoadEffect(str_gui_solid_mask);
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Call.m_ShaderColorParameter = (*cit)->m_Effects->m_SolidColor;
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Call.m_EnableBlending = !(fabs((*cit)->m_Effects->m_SolidColor.a - 1.0f) < 0.0000001f);
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}
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else /* Slight confusion - why no effects? */
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{
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Call.m_Shader = g_Renderer.GetShaderManager().LoadEffect(str_gui_basic);
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}
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}
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else
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{
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Call.m_Shader = g_Renderer.GetShaderManager().LoadEffect(str_gui_basic);
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}
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Calls.push_back(Call);
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}
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}
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CRect SDrawCall::ComputeTexCoords() const
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{
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float TexWidth = m_Texture->GetWidth();
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float TexHeight = m_Texture->GetHeight();
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if (!TexWidth || !TexHeight)
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return CRect(0, 0, 1, 1);
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// Textures are positioned by defining a rectangular block of the
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// texture (usually the whole texture), and a rectangular block on
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// the screen. The texture is positioned to make those blocks line up.
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// Get the screen's position/size for the block
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CRect BlockScreen = m_Image->m_TextureSize.GetClientArea(m_ObjectSize);
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if (m_Image->m_FixedHAspectRatio)
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BlockScreen.right = BlockScreen.left + BlockScreen.GetHeight() * m_Image->m_FixedHAspectRatio;
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// Get the texture's position/size for the block:
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CRect BlockTex;
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// "real_texture_placement" overrides everything
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if (m_Image->m_TexturePlacementInFile != CRect())
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{
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BlockTex = m_Image->m_TexturePlacementInFile;
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}
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// Check whether this sprite has "cell_size" set (and non-zero)
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else if ((int)m_Image->m_CellSize.cx)
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{
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int cols = (int)TexWidth / (int)m_Image->m_CellSize.cx;
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if (cols == 0)
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cols = 1; // avoid divide-by-zero
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int col = m_CellID % cols;
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int row = m_CellID / cols;
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BlockTex = CRect(m_Image->m_CellSize.cx*col, m_Image->m_CellSize.cy*row,
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m_Image->m_CellSize.cx*(col+1), m_Image->m_CellSize.cy*(row+1));
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}
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// Use the whole texture
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else
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BlockTex = CRect(0, 0, TexWidth, TexHeight);
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// When rendering, BlockTex will be transformed onto BlockScreen.
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// Also, TexCoords will be transformed onto ObjectSize (giving the
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// UV coords at each vertex of the object). We know everything
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// except for TexCoords, so calculate it:
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CPos translation (BlockTex.TopLeft()-BlockScreen.TopLeft());
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float ScaleW = BlockTex.GetWidth()/BlockScreen.GetWidth();
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float ScaleH = BlockTex.GetHeight()/BlockScreen.GetHeight();
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CRect TexCoords (
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// Resize (translating to/from the origin, so the
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// topleft corner stays in the same place)
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(m_ObjectSize-m_ObjectSize.TopLeft())
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.Scale(ScaleW, ScaleH)
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+ m_ObjectSize.TopLeft()
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// Translate from BlockTex to BlockScreen
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+ translation
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);
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// The tex coords need to be scaled so that (texwidth,texheight) is
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// mapped onto (1,1)
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TexCoords.left /= TexWidth;
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TexCoords.right /= TexWidth;
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TexCoords.top /= TexHeight;
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TexCoords.bottom /= TexHeight;
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return TexCoords;
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}
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void GUIRenderer::Draw(DrawCalls& Calls, float Z)
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{
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// Called every frame, to draw the object (based on cached calculations)
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// TODO: batching by shader/texture/etc would be nice
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CMatrix3D matrix = GetDefaultGuiMatrix();
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glDisable(GL_BLEND);
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// Set LOD bias so mipmapped textures are prettier
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#if CONFIG2_GLES
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#warning TODO: implement GUI LOD bias for GLES
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#else
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glTexEnvf(GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, -1.f);
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#endif
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// Iterate through each DrawCall, and execute whatever drawing code is being called
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for (DrawCalls::const_iterator cit = Calls.begin(); cit != Calls.end(); ++cit)
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{
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cit->m_Shader->BeginPass();
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CShaderProgramPtr shader = cit->m_Shader->GetShader();
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shader->Uniform(str_transform, matrix);
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if (cit->m_HasTexture)
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{
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shader->Uniform(str_color, cit->m_ShaderColorParameter);
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shader->BindTexture(str_tex, cit->m_Texture);
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if (cit->m_EnableBlending || cit->m_Texture->HasAlpha()) // (shouldn't call HasAlpha before BindTexture)
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{
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glEnable(GL_BLEND);
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}
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CRect TexCoords = cit->ComputeTexCoords();
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// Ensure the quad has the correct winding order, and update texcoords to match
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CRect Verts = cit->m_Vertices;
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if (Verts.right < Verts.left)
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{
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std::swap(Verts.right, Verts.left);
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std::swap(TexCoords.right, TexCoords.left);
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}
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if (Verts.bottom < Verts.top)
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{
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std::swap(Verts.bottom, Verts.top);
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std::swap(TexCoords.bottom, TexCoords.top);
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}
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std::vector<float> data;
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#define ADD(u, v, x, y, z) STMT(data.push_back(u); data.push_back(v); data.push_back(x); data.push_back(y); data.push_back(z))
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ADD(TexCoords.left, TexCoords.bottom, Verts.left, Verts.bottom, Z + cit->m_DeltaZ);
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ADD(TexCoords.right, TexCoords.bottom, Verts.right, Verts.bottom, Z + cit->m_DeltaZ);
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ADD(TexCoords.right, TexCoords.top, Verts.right, Verts.top, Z + cit->m_DeltaZ);
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ADD(TexCoords.right, TexCoords.top, Verts.right, Verts.top, Z + cit->m_DeltaZ);
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ADD(TexCoords.left, TexCoords.top, Verts.left, Verts.top, Z + cit->m_DeltaZ);
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ADD(TexCoords.left, TexCoords.bottom, Verts.left, Verts.bottom, Z + cit->m_DeltaZ);
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#undef ADD
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shader->TexCoordPointer(GL_TEXTURE0, 2, GL_FLOAT, 5*sizeof(float), &data[0]);
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shader->VertexPointer(3, GL_FLOAT, 5*sizeof(float), &data[2]);
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glDrawArrays(GL_TRIANGLES, 0, 6);
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}
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else
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{
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shader->Uniform(str_color, cit->m_BackColor);
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if (cit->m_EnableBlending)
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{
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glEnable(GL_BLEND);
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}
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// Ensure the quad has the correct winding order
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CRect Verts = cit->m_Vertices;
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if (Verts.right < Verts.left)
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std::swap(Verts.right, Verts.left);
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if (Verts.bottom < Verts.top)
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std::swap(Verts.bottom, Verts.top);
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std::vector<float> data;
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#define ADD(x, y, z) STMT(data.push_back(x); data.push_back(y); data.push_back(z))
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ADD(Verts.left, Verts.bottom, Z + cit->m_DeltaZ);
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ADD(Verts.right, Verts.bottom, Z + cit->m_DeltaZ);
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ADD(Verts.right, Verts.top, Z + cit->m_DeltaZ);
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ADD(Verts.right, Verts.top, Z + cit->m_DeltaZ);
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ADD(Verts.left, Verts.top, Z + cit->m_DeltaZ);
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ADD(Verts.left, Verts.bottom, Z + cit->m_DeltaZ);
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shader->VertexPointer(3, GL_FLOAT, 3*sizeof(float), &data[0]);
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glDrawArrays(GL_TRIANGLES, 0, 6);
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if (cit->m_BorderColor != CGUIColor())
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{
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shader->Uniform(str_color, cit->m_BorderColor);
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data.clear();
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ADD(Verts.left + 0.5f, Verts.top + 0.5f, Z + cit->m_DeltaZ);
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ADD(Verts.right - 0.5f, Verts.top + 0.5f, Z + cit->m_DeltaZ);
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ADD(Verts.right - 0.5f, Verts.bottom - 0.5f, Z + cit->m_DeltaZ);
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ADD(Verts.left + 0.5f, Verts.bottom - 0.5f, Z + cit->m_DeltaZ);
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shader->VertexPointer(3, GL_FLOAT, 3*sizeof(float), &data[0]);
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glDrawArrays(GL_LINE_LOOP, 0, 4);
|
|
}
|
|
#undef ADD
|
|
}
|
|
|
|
cit->m_Shader->EndPass();
|
|
|
|
glDisable(GL_BLEND);
|
|
}
|
|
|
|
#if CONFIG2_GLES
|
|
#warning TODO: implement GUI LOD bias for GLES
|
|
#else
|
|
glTexEnvf(GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, 0.f);
|
|
#endif
|
|
}
|