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0ad/source/gui/GUIRenderer.cpp

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#include "precompiled.h"
#include "GUIRenderer.h"
#include "lib/ogl.h"
#include "lib/res/h_mgr.h"
#include "ps/CLogger.h"
#define LOG_CATEGORY "gui"
using namespace GUIRenderer;
// Copyable texture Handle, for use in STL containers where the Handle should
// be freed when it's finished with.
Handle_rfcnt_tex::Handle_rfcnt_tex()
: h(0)
{
}
Handle_rfcnt_tex::Handle_rfcnt_tex(Handle h_)
: h(h_)
{
}
Handle_rfcnt_tex::Handle_rfcnt_tex(const Handle_rfcnt_tex& that)
{
h = that.h;
if (h) h_add_ref(h);
}
Handle_rfcnt_tex::~Handle_rfcnt_tex()
{
if (h) tex_free(h);
}
Handle_rfcnt_tex& Handle_rfcnt_tex::operator=(Handle h_)
{
h = h_;
return *this;
}
// Functions to perform drawing-related actions:
void GUIRenderer::UpdateDrawCallCache(DrawCalls &Calls, CStr &SpriteName, CRect &Size, std::map<CStr, CGUISprite> &Sprites)
{
Calls.clear();
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
// filename.ext
// and if so, try to create it as a new sprite.
// TODO: Implement this.
// Otherwise, just complain and give up:
LOG(ERROR, LOG_CATEGORY, "Trying to use a sprite that doesn't exist (\"%s\").", (const char*)SpriteName);
return;
}
Calls.reserve(it->second.m_Images.size());
// Iterate through all the sprite's images
std::vector<SGUIImage>::const_iterator cit;
for (cit = it->second.m_Images.begin(); cit != it->second.m_Images.end(); ++cit)
{
SDrawCall Call;
if (cit->m_TextureName.Length())
{
Handle h = tex_load(cit->m_TextureName);
if (h <= 0)
{
LOG(ERROR, LOG_CATEGORY, "Error reading texture '%s': %lld", (const char*)cit->m_TextureName, h);
return;
}
int err = tex_upload(h);
if (err < 0)
{
LOG(ERROR, LOG_CATEGORY, "Error uploading texture '%s': %d", (const char*)cit->m_TextureName, err);
return;
}
Call.m_TexHandle = h;
int fmt, t_w, t_h;
tex_info(h, &t_w, &t_h, &fmt, NULL, NULL);
Call.m_EnableBlending = (fmt == GL_RGBA || fmt == GL_BGRA);
CRect real = cit->m_Size.GetClientArea(Size);
// Get the screen position/size of a single tiling of the texture
CRect TexSize = cit->m_TextureSize.GetClientArea(real);
CRect TexCoords;
TexCoords.left = (TexSize.left - real.left) / TexSize.GetWidth();
TexCoords.right = TexCoords.left + real.GetWidth() / TexSize.GetWidth();
// 'Bottom' is actually the top in screen-space (I think),
// because the GUI puts (0,0) at the top-left
TexCoords.bottom = (TexSize.bottom - real.bottom) / TexSize.GetHeight();
TexCoords.top = TexCoords.bottom + real.GetHeight() / TexSize.GetHeight();
if (cit->m_TexturePlacementInFile != CRect())
{
// Save the width/height, because we'll change the values one at a time and need
// to be able to use the unchanged width/height
float width = TexCoords.GetWidth(),
height = TexCoords.GetHeight();
float fTW=(float)t_w, fTH=(float)t_h;
// notice left done after right, so that left is still unchanged, that is important.
TexCoords.right = TexCoords.left + width * cit->m_TexturePlacementInFile.right/fTW;
TexCoords.left += width * cit->m_TexturePlacementInFile.left/fTW;
TexCoords.bottom = TexCoords.top + height * cit->m_TexturePlacementInFile.bottom/fTH;
TexCoords.top += height * cit->m_TexturePlacementInFile.top/fTH;
}
Call.m_TexCoords = TexCoords;
Call.m_Vertices = real;
}
else
{
Call.m_TexHandle = 0;
}
Call.m_BackColor = cit->m_BackColor;
Call.m_BorderColor = cit->m_Border ? cit->m_BorderColor : CColor();
Call.m_DeltaZ = cit->m_DeltaZ;
Calls.push_back(Call);
}
}
void GUIRenderer::Draw(DrawCalls &Calls)
{
// Iterate through each DrawCall, and execute whatever drawing code is being called
for (DrawCalls::const_iterator cit = Calls.begin(); cit != Calls.end(); ++cit)
{
glColor4f(cit->m_BackColor.r, cit->m_BackColor.g, cit->m_BackColor.b, cit->m_BackColor.a);
if (cit->m_EnableBlending)
{
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND);
}
else
{
glDisable(GL_BLEND);
}
if (cit->m_TexHandle.h)
{
// TODO: Handle the GL state in a nicer way
glEnable(GL_TEXTURE_2D);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
tex_bind(cit->m_TexHandle.h);
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();
glDisable(GL_TEXTURE_2D);
}
else
{
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())
{
glColor4f(cit->m_BorderColor.r, cit->m_BorderColor.g, cit->m_BorderColor.b, cit->m_BorderColor.a);
glBegin(GL_LINE_LOOP);
glVertex3f(cit->m_Vertices.left, cit->m_Vertices.top+1.f, cit->m_DeltaZ);
glVertex3f(cit->m_Vertices.right-1.f, cit->m_Vertices.top+1.f, cit->m_DeltaZ);
glVertex3f(cit->m_Vertices.right-1.f, cit->m_Vertices.bottom, cit->m_DeltaZ);
glVertex3f(cit->m_Vertices.left, cit->m_Vertices.bottom, cit->m_DeltaZ);
glEnd();
}
}
}
}