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forked from 0ad/0ad
0ad/source/gui/GUIRenderer.cpp
elexis e1014aad3b Use CGUI& instead of CGUI* so that the 50+ users stop wondering whether or not that is null and can't even be mistaken to add redundant null checks preemptively.
Remove the remaining of such checks after d3e56f0f57 removed 21 of them
already.
2c47fbd66a initialized the pointer at construction time rather than at
random conditional events later.

Differential Revision: https://code.wildfiregames.com/D2205
Comments By: Vladislav, wraitii
Tested on: gcc 9.1.0, clang 8.0.1

This was SVN commit r22741.
2019-08-21 10:12:33 +00:00

469 lines
15 KiB
C++

/* Copyright (C) 2019 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/ShaderManager.h"
#include "graphics/TextureManager.h"
#include "gui/CGUIColor.h"
#include "gui/GUIutil.h"
#include "gui/GUIMatrix.h"
#include "i18n/L10n.h"
#include "lib/ogl.h"
#include "lib/utf8.h"
#include "lib/res/h_mgr.h"
#include "lib/tex/tex.h"
#include "ps/CLogger.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, int CellID, std::map<CStr, 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, 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;
}
CGUISprite* Sprite = new 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?
SGUIImage* Image = new SGUIImage;
Image->m_TextureName = TextureName;
// Allow grayscale images for disabled portraits
if (SpriteName.Find("grayscale:") != -1)
{
Image->m_Effects = std::make_shared<SGUIImageEffects>();
Image->m_Effects->m_Greyscale = true;
}
CClientArea ca(CRect(0, 0, 0, 0), CRect(0, 0, 100, 100));
Image->m_Size = ca;
Image->m_TextureSize = ca;
Sprite->AddImage(Image);
Sprites[SpriteName] = Sprite;
}
else if (SpriteName.Find("cropped:") != -1)
{
// TODO: Should check (nicely) that this is a valid file?
SGUIImage* Image = new SGUIImage;
CStr info = SpriteName.AfterLast("cropped:").BeforeFirst(":");
double xRatio = info.BeforeFirst(",").ToDouble();
double yRatio = info.AfterLast(",").ToDouble();
Image->m_TextureName = TextureName;
CClientArea ca(CRect(0, 0, 0, 0), CRect(0, 0, 100, 100));
CClientArea cb(CRect(0, 0, 0, 0), CRect(0, 0, 100/xRatio, 100/yRatio));
Image->m_Size = ca;
Image->m_TextureSize = cb;
Sprite->AddImage(Image);
Sprites[SpriteName] = Sprite;
}
if (SpriteName.Find("color:") != -1)
{
CStrW value = wstring_from_utf8(SpriteName.AfterLast("color:").BeforeFirst(":"));
SGUIImage* Image = new 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 (!GUI<CGUIColor>::ParseString(&pGUI, value, *color))
{
LOGERROR("GUI: Error parsing sprite 'color' (\"%s\")", utf8_from_wstring(value));
return;
}
CClientArea ca(CRect(0, 0, 0, 0), CRect(0, 0, 100, 100));
Image->m_Size = ca;
Image->m_TextureSize = ca;
Sprite->AddImage(Image);
Sprites[SpriteName] = Sprite;
}
it = Sprites.find(SpriteName);
// Otherwise, just complain and give up:
if (it == Sprites.end())
{
SAFE_DELETE(Sprite);
LOGERROR("Trying to use a sprite that doesn't exist (\"%s\").", 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(*cit); // pointers are safe since we never modify sprites/images after startup
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_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);
}
if (!(*cit)->m_TextureName.empty())
{
CTextureProperties textureProps(g_L10n.LocalizePath((*cit)->m_TextureName));
textureProps.SetWrap((*cit)->m_WrapMode);
CTexturePtr texture = g_Renderer.GetTextureManager().CreateTexture(textureProps);
texture->Prefetch();
Call.m_HasTexture = true;
Call.m_Texture = texture;
Call.m_EnableBlending = false; // will be overridden if the texture has an alpha channel
Call.m_ObjectSize = ObjectSize;
Call.m_CellID = CellID;
}
else
{
Call.m_HasTexture = false;
// 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 : nullptr;
Call.m_DeltaZ = (*cit)->m_DeltaZ;
if (!Call.m_HasTexture)
{
Call.m_Shader = g_Renderer.GetShaderManager().LoadEffect(str_gui_solid);
}
else if ((*cit)->m_Effects)
{
if ((*cit)->m_Effects->m_AddColor != CGUIColor())
{
Call.m_Shader = g_Renderer.GetShaderManager().LoadEffect(str_gui_add);
Call.m_ShaderColorParameter = (*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_Greyscale)
{
Call.m_Shader = g_Renderer.GetShaderManager().LoadEffect(str_gui_grayscale);
}
else if ((*cit)->m_Effects->m_SolidColor != CGUIColor())
{
Call.m_Shader = g_Renderer.GetShaderManager().LoadEffect(str_gui_solid_mask);
Call.m_ShaderColorParameter = (*cit)->m_Effects->m_SolidColor;
Call.m_EnableBlending = !(fabs((*cit)->m_Effects->m_SolidColor.a - 1.0f) < 0.0000001f);
}
else /* Slight confusion - why no effects? */
{
Call.m_Shader = g_Renderer.GetShaderManager().LoadEffect(str_gui_basic);
}
}
else
{
Call.m_Shader = g_Renderer.GetShaderManager().LoadEffect(str_gui_basic);
}
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.GetClientArea(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;
}
// Check whether this sprite has "cell_size" set (and non-zero)
else if ((int)m_Image->m_CellSize.cx)
{
int cols = (int)TexWidth / (int)m_Image->m_CellSize.cx;
if (cols == 0)
cols = 1; // avoid divide-by-zero
int col = m_CellID % cols;
int row = m_CellID / cols;
BlockTex = CRect(m_Image->m_CellSize.cx*col, m_Image->m_CellSize.cy*row,
m_Image->m_CellSize.cx*(col+1), m_Image->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)
(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, float Z)
{
// Called every frame, to draw the object (based on cached calculations)
// TODO: batching by shader/texture/etc would be nice
CMatrix3D matrix = GetDefaultGuiMatrix();
glDisable(GL_BLEND);
// Set LOD bias so mipmapped textures are prettier
#if CONFIG2_GLES
#warning TODO: implement GUI LOD bias for GLES
#else
glTexEnvf(GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, -1.f);
#endif
// Iterate through each DrawCall, and execute whatever drawing code is being called
for (DrawCalls::const_iterator cit = Calls.begin(); cit != Calls.end(); ++cit)
{
cit->m_Shader->BeginPass();
CShaderProgramPtr shader = cit->m_Shader->GetShader();
shader->Uniform(str_transform, matrix);
if (cit->m_HasTexture)
{
shader->Uniform(str_color, cit->m_ShaderColorParameter);
shader->BindTexture(str_tex, cit->m_Texture);
if (cit->m_EnableBlending || cit->m_Texture->HasAlpha()) // (shouldn't call HasAlpha before BindTexture)
{
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND);
}
CRect TexCoords = cit->ComputeTexCoords();
// Ensure the quad has the correct winding order, and update texcoords to match
CRect Verts = cit->m_Vertices;
if (Verts.right < Verts.left)
{
std::swap(Verts.right, Verts.left);
std::swap(TexCoords.right, TexCoords.left);
}
if (Verts.bottom < Verts.top)
{
std::swap(Verts.bottom, Verts.top);
std::swap(TexCoords.bottom, TexCoords.top);
}
std::vector<float> data;
#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))
ADD(TexCoords.left, TexCoords.bottom, Verts.left, Verts.bottom, Z + cit->m_DeltaZ);
ADD(TexCoords.right, TexCoords.bottom, Verts.right, Verts.bottom, Z + cit->m_DeltaZ);
ADD(TexCoords.right, TexCoords.top, Verts.right, Verts.top, Z + cit->m_DeltaZ);
ADD(TexCoords.right, TexCoords.top, Verts.right, Verts.top, Z + cit->m_DeltaZ);
ADD(TexCoords.left, TexCoords.top, Verts.left, Verts.top, Z + cit->m_DeltaZ);
ADD(TexCoords.left, TexCoords.bottom, Verts.left, Verts.bottom, Z + cit->m_DeltaZ);
#undef ADD
shader->TexCoordPointer(GL_TEXTURE0, 2, GL_FLOAT, 5*sizeof(float), &data[0]);
shader->VertexPointer(3, GL_FLOAT, 5*sizeof(float), &data[2]);
glDrawArrays(GL_TRIANGLES, 0, 6);
}
else
{
shader->Uniform(str_color, *cit->m_BackColor);
if (cit->m_EnableBlending)
{
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND);
}
// Ensure the quad has the correct winding order
CRect Verts = cit->m_Vertices;
if (Verts.right < Verts.left)
std::swap(Verts.right, Verts.left);
if (Verts.bottom < Verts.top)
std::swap(Verts.bottom, Verts.top);
std::vector<float> data;
#define ADD(x, y, z) STMT(data.push_back(x); data.push_back(y); data.push_back(z))
ADD(Verts.left, Verts.bottom, Z + cit->m_DeltaZ);
ADD(Verts.right, Verts.bottom, Z + cit->m_DeltaZ);
ADD(Verts.right, Verts.top, Z + cit->m_DeltaZ);
ADD(Verts.right, Verts.top, Z + cit->m_DeltaZ);
ADD(Verts.left, Verts.top, Z + cit->m_DeltaZ);
ADD(Verts.left, Verts.bottom, Z + cit->m_DeltaZ);
shader->VertexPointer(3, GL_FLOAT, 3*sizeof(float), &data[0]);
glDrawArrays(GL_TRIANGLES, 0, 6);
if (cit->m_BorderColor != nullptr)
{
shader->Uniform(str_color, *cit->m_BorderColor);
data.clear();
ADD(Verts.left + 0.5f, Verts.top + 0.5f, Z + cit->m_DeltaZ);
ADD(Verts.right - 0.5f, Verts.top + 0.5f, Z + cit->m_DeltaZ);
ADD(Verts.right - 0.5f, Verts.bottom - 0.5f, Z + cit->m_DeltaZ);
ADD(Verts.left + 0.5f, Verts.bottom - 0.5f, Z + cit->m_DeltaZ);
shader->VertexPointer(3, GL_FLOAT, 3*sizeof(float), &data[0]);
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
}