0ad/source/gui/GUIRenderer.cpp

347 lines
11 KiB
C++

/* Copyright (C) 2022 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 "graphics/Canvas2D.h"
#include "graphics/TextureManager.h"
#include "gui/CGUI.h"
#include "gui/CGUISprite.h"
#include "gui/SettingTypes/CGUIColor.h"
#include "i18n/L10n.h"
#include "lib/tex/tex.h"
#include "lib/utf8.h"
#include "ps/CLogger.h"
#include "ps/CStrInternStatic.h"
#include "ps/Filesystem.h"
#include "renderer/Renderer.h"
using namespace GUIRenderer;
DrawCalls::DrawCalls()
{
}
// 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>()
{
}
DrawCalls& DrawCalls::operator=(const DrawCalls&)
{
return *this;
}
void GUIRenderer::UpdateDrawCallCache(const CGUI& pGUI, DrawCalls& Calls, const CStr& SpriteName, const CRect& Size, std::map<CStr, std::unique_ptr<const 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, std::unique_ptr<const CGUISprite>>::iterator it(Sprites.find(SpriteName));
if (it == Sprites.end())
{
/*
* Sprite not found. Check whether this a special sprite,
* and if so create a new sprite:
* "stretched:filename.ext" - stretched image
* "stretched:grayscale:filename.ext" - stretched grayscale image.
* "cropped:0.5, 0.25" - stretch this ratio (x,y) of the top left of the image
* "color:r g b a" - solid color
* > "textureAsMask" - when using color, use the (optional) texture alpha channel as mask.
* These can be combined, but they must be separated by a ":"
* so you can have a white overlay over an stretched grayscale image with:
* "grayscale:color:255 255 255 100:stretched:filename.ext"
*/
// Check that this can be a special sprite.
if (SpriteName.ReverseFind(":") == -1 && SpriteName.Find("color(") == -1)
{
LOGERROR("Trying to use a sprite that doesn't exist (\"%s\").", SpriteName.c_str());
return;
}
auto sprite = std::make_unique<CGUISprite>();
VfsPath TextureName = VfsPath("art/textures/ui") / wstring_from_utf8(SpriteName.AfterLast(":"));
if (SpriteName.Find("stretched:") != -1)
{
// TODO: Should check (nicely) that this is a valid file?
auto image = std::make_unique<SGUIImage>();
image->m_TextureName = TextureName;
if (SpriteName.Find("grayscale:") != -1)
{
image->m_Effects = std::make_shared<SGUIImageEffects>();
image->m_Effects->m_Greyscale = true;
}
sprite->AddImage(std::move(image));
}
else if (SpriteName.Find("cropped:") != -1)
{
// TODO: Should check (nicely) that this is a valid file?
auto image = std::make_unique<SGUIImage>();
const bool centered = SpriteName.Find("center:") != -1;
CStr info = SpriteName.AfterLast("cropped:").BeforeFirst(":");
double xRatio = info.BeforeFirst(",").ToDouble();
double yRatio = info.AfterLast(",").ToDouble();
const CRect percentSize = centered
? CRect(50 - 50 / xRatio, 50 - 50 / yRatio, 50 + 50 / xRatio, 50 + 50 / yRatio)
: CRect(0, 0, 100 / xRatio, 100 / yRatio);
image->m_TextureSize = CGUISize(CRect(0, 0, 0, 0), percentSize);
image->m_TextureName = TextureName;
if (SpriteName.Find("grayscale:") != -1)
{
image->m_Effects = std::make_shared<SGUIImageEffects>();
image->m_Effects->m_Greyscale = true;
}
sprite->AddImage(std::move(image));
}
if (SpriteName.Find("color:") != -1)
{
CStrW value = wstring_from_utf8(SpriteName.AfterLast("color:").BeforeFirst(":"));
auto image = std::make_unique<SGUIImage>();
CGUIColor* color;
// If we are using a mask, this is an effect.
// Otherwise we can fallback to the "back color" attribute
// TODO: we are assuming there is a filename here.
if (SpriteName.Find("textureAsMask:") != -1)
{
image->m_TextureName = TextureName;
image->m_Effects = std::make_shared<SGUIImageEffects>();
color = &image->m_Effects->m_SolidColor;
}
else
color = &image->m_BackColor;
// Check color is valid
if (!CGUI::ParseString<CGUIColor>(&pGUI, value, *color))
{
LOGERROR("GUI: Error parsing sprite 'color' (\"%s\")", utf8_from_wstring(value));
return;
}
sprite->AddImage(std::move(image));
}
if (sprite->m_Images.empty())
{
LOGERROR("Trying to use a sprite that doesn't exist (\"%s\").", SpriteName.c_str());
return;
}
it = Sprites.emplace(SpriteName, std::move(sprite)).first;
}
Calls.reserve(it->second->m_Images.size());
// Iterate through all the sprite's images, loading the texture and
// calculating the texture coordinates
std::vector<std::unique_ptr<SGUIImage>>::const_iterator cit;
for (cit = it->second->m_Images.begin(); cit != it->second->m_Images.end(); ++cit)
{
SDrawCall Call(cit->get()); // pointers are safe since we never modify sprites/images after startup
CRect ObjectSize = (*cit)->m_Size.GetSize(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_RoundCoordinates)
{
// Round the vertex coordinates to integers, to avoid ugly filtering artifacts
Call.m_Vertices.left = (int)(Call.m_Vertices.left + 0.5f);
Call.m_Vertices.right = (int)(Call.m_Vertices.right + 0.5f);
Call.m_Vertices.top = (int)(Call.m_Vertices.top + 0.5f);
Call.m_Vertices.bottom = (int)(Call.m_Vertices.bottom + 0.5f);
}
bool hasTexture = false;
if (!(*cit)->m_TextureName.empty())
{
CTextureProperties textureProps(g_L10n.LocalizePath((*cit)->m_TextureName));
textureProps.SetAddressMode((*cit)->m_AddressMode);
textureProps.SetIgnoreQuality(true);
CTexturePtr texture = g_Renderer.GetTextureManager().CreateTexture(textureProps);
texture->Prefetch();
hasTexture = true;
Call.m_Texture = texture;
Call.m_ObjectSize = ObjectSize;
}
Call.m_BackColor = &(*cit)->m_BackColor;
Call.m_GrayscaleFactor = 0.0f;
if (!hasTexture)
{
Call.m_ColorAdd = *Call.m_BackColor;
Call.m_ColorMultiply = CColor(0.0f, 0.0f, 0.0f, 0.0f);
Call.m_Texture = g_Renderer.GetTextureManager().GetTransparentTexture();
}
else if ((*cit)->m_Effects)
{
if ((*cit)->m_Effects->m_AddColor != CGUIColor())
{
const CColor color = (*cit)->m_Effects->m_AddColor;
Call.m_ColorAdd = CColor(color.r, color.g, color.b, 0.0f);
Call.m_ColorMultiply = CColor(1.0f, 1.0f, 1.0f, 1.0f);
}
else if ((*cit)->m_Effects->m_Greyscale)
{
Call.m_ColorAdd = CColor(0.0f, 0.0f, 0.0f, 0.0f);
Call.m_ColorMultiply = CColor(1.0f, 1.0f, 1.0f, 1.0f);
Call.m_GrayscaleFactor = 1.0f;
}
else if ((*cit)->m_Effects->m_SolidColor != CGUIColor())
{
const CColor color = (*cit)->m_Effects->m_SolidColor;
Call.m_ColorAdd = CColor(color.r, color.g, color.b, 0.0f);
Call.m_ColorMultiply = CColor(0.0f, 0.0f, 0.0f, color.a);
}
else /* Slight confusion - why no effects? */
{
Call.m_ColorAdd = CColor(0.0f, 0.0f, 0.0f, 0.0f);
Call.m_ColorMultiply = CColor(1.0f, 1.0f, 1.0f, 1.0f);
}
}
else
{
Call.m_ColorAdd = CColor(0.0f, 0.0f, 0.0f, 0.0f);
Call.m_ColorMultiply = CColor(1.0f, 1.0f, 1.0f, 1.0f);
}
Calls.push_back(Call);
}
}
CRect SDrawCall::ComputeTexCoords() const
{
float TexWidth = m_Texture->GetWidth();
float TexHeight = m_Texture->GetHeight();
if (!TexWidth || !TexHeight)
return CRect(0, 0, 1, 1);
// 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 = m_Image->m_TextureSize.GetSize(m_ObjectSize);
if (m_Image->m_FixedHAspectRatio)
BlockScreen.right = BlockScreen.left + BlockScreen.GetHeight() * m_Image->m_FixedHAspectRatio;
// Get the texture's position/size for the block:
CRect BlockTex;
// "real_texture_placement" overrides everything
if (m_Image->m_TexturePlacementInFile != CRect())
BlockTex = m_Image->m_TexturePlacementInFile;
// 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:
CVector2D 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)
(m_ObjectSize-m_ObjectSize.TopLeft())
.Scale(ScaleW, ScaleH)
+ m_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;
return TexCoords;
}
void GUIRenderer::Draw(DrawCalls& Calls, CCanvas2D& canvas)
{
if (Calls.empty())
return;
// Called every frame, to draw the object (based on cached calculations)
// Iterate through each DrawCall, and execute whatever drawing code is being called
for (DrawCalls::const_iterator cit = Calls.begin(); cit != Calls.end(); ++cit)
{
// A hack to get a correct backend texture size.
cit->m_Texture->UploadBackendTextureIfNeeded(g_Renderer.GetDeviceCommandContext());
CRect texCoords = cit->ComputeTexCoords().Scale(
cit->m_Texture->GetWidth(), cit->m_Texture->GetHeight());
// Ensure the quad has the correct winding order
CRect rect = cit->m_Vertices;
if (rect.right < rect.left)
{
std::swap(rect.right, rect.left);
std::swap(texCoords.right, texCoords.left);
}
if (rect.bottom < rect.top)
{
std::swap(rect.bottom, rect.top);
std::swap(texCoords.bottom, texCoords.top);
}
canvas.DrawTexture(cit->m_Texture,
rect, texCoords, cit->m_ColorMultiply, cit->m_ColorAdd, cit->m_GrayscaleFactor);
}
}