/* Copyright (C) 2021 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 . */ #include "precompiled.h" #include "GUIRenderer.h" #include "graphics/ShaderManager.h" #include "graphics/TextureManager.h" #include "gui/CGUI.h" #include "gui/CGUISprite.h" #include "gui/GUIMatrix.h" #include "gui/SettingTypes/CGUIColor.h" #include "i18n/L10n.h" #include "lib/ogl.h" #include "lib/res/h_mgr.h" #include "lib/tex/tex.h" #include "lib/utf8.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() { } 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& 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::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(); Image->m_Effects->m_Greyscale = true; } 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_TextureSize = CGUISize(CRect(0, 0, 0, 0), CRect(0, 0, 100/xRatio, 100/yRatio)); Image->m_TextureName = TextureName; 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(); color = &Image->m_Effects->m_SolidColor; } else color = &Image->m_BackColor; // Check color is valid if (!CGUI::ParseString(&pGUI, value, *color)) { LOGERROR("GUI: Error parsing sprite 'color' (\"%s\")", utf8_from_wstring(value)); return; } 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::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.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); } 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.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; } // 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) { if (Calls.empty()) return; // 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); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // 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); // Shouldn't call HasAlpha before BindTexture. const bool needsBlend = cit->m_EnableBlending || cit->m_Texture->HasAlpha(); if (needsBlend) 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 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); if (needsBlend) glDisable(GL_BLEND); } else { shader->Uniform(str_color, *cit->m_BackColor); if (cit->m_EnableBlending) 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 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); } if (cit->m_EnableBlending) glDisable(GL_BLEND); #undef ADD } cit->m_Shader->EndPass(); } }