1
0
forked from 0ad/0ad
0ad/source/gui/GUIRenderer.cpp

455 lines
13 KiB
C++
Raw Normal View History

#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;
void DrawCalls::clear()
{
for (iterator it = begin(); it != end(); ++it)
{
delete it->m_Effects;
tex_free(it->m_TexHandle);
}
std::vector<SDrawCall>::clear();
}
DrawCalls::DrawCalls()
{
}
DrawCalls::~DrawCalls()
{
clear();
std::vector<SDrawCall>::~vector();
}
// Never copy anything (to avoid losing track of who owns various pointers):
DrawCalls::DrawCalls(const DrawCalls&)
{
}
const DrawCalls& DrawCalls::operator=(const DrawCalls&)
{
return *this;
}
// Implementations of graphical effects
class Effect_AddColor : public IGLState
{
public:
Effect_AddColor(CColor c) : m_Color(c) {}
~Effect_AddColor() {}
void Set(Handle tex)
{
glColor4fv(m_Color.FloatArray());
glEnable(GL_TEXTURE_2D);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_ADD);
tex_bind(tex);
}
void Unset()
{
}
private:
CColor m_Color;
};
class Effect_MultiplyColor : public IGLState
{
public:
Effect_MultiplyColor(CColor c) : m_Color(c) {}
~Effect_MultiplyColor() {}
void Set(Handle tex)
{
glColor4fv(m_Color.FloatArray());
glEnable(GL_TEXTURE_2D);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
tex_bind(tex);
}
void Unset()
{
}
private:
CColor m_Color;
};
#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:
glEnable(GL_TEXTURE_2D);
tex_bind(tex);
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:
glActiveTexture(GL_TEXTURE1);
glEnable(GL_TEXTURE_2D);
tex_bind(tex);
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);
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);
glActiveTexture(GL_TEXTURE0);
}
};
// Functions to perform drawing-related actions:
void GUIRenderer::UpdateDrawCallCache(DrawCalls &Calls, CStr &SpriteName, 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();
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 = "art/textures/ui/" + SpriteName.substr(10);
CClientArea ca("0 0 100% 100%");
Image.m_Size = ca;
Image.m_TextureSize = ca;
CGUISprite Sprite;
Sprite.AddImage(Image);
Sprites[SpriteName] = Sprite;
it = Sprites.find(SpriteName);
assert(it != Sprites.end()); // The insertion above shouldn't fail
}
else
{
// 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, 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);
Call.m_Vertices = ObjectSize;
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 TexFormat, t_w, t_h;
tex_info(h, &t_w, &t_h, &TexFormat, NULL, NULL);
float TexWidth = (float)t_w, TexHeight = (float)t_h;
// TODO: Detect the presence of an alpha channel in a nicer way
Call.m_EnableBlending = (TexFormat == GL_RGBA || TexFormat == GL_BGRA);
// 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 = 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;
// and flip it vertically, because of some confusion between coordinate systems
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);
else if (cit->m_Effects->m_MultiplyColor != CColor())
Call.m_Effects = new Effect_MultiplyColor(cit->m_Effects->m_MultiplyColor);
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;
/* TODO: Delete this code
_CrtMemState s;
_CrtMemCheckpoint(&s);
struct ::_CrtMemBlockHeader
{
struct _CrtMemBlockHeader * pBlockHeaderNext;
struct _CrtMemBlockHeader * pBlockHeaderPrev;
char * szFileName;
int nLine;
size_t nDataSize;
int nBlockUse;
long lRequest;
};
debug_out("%d %s\n", s.pBlockHeader->lRequest, SpriteName.c_str());
*/
}
Calls.push_back(Call);
}
}
void GUIRenderer::Draw(DrawCalls &Calls)
{
// 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)
{
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);
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+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();
}
}
if (cit->m_EnableBlending)
{
glDisable(GL_BLEND);
}
}
}