forked from 0ad/0ad
janwas
9ec828f6fd
- ogl_tex_bind now supports multitexturing (avoids need to get id and then bind manually) - provide nicer API for querying texture properties (no longer one big getter). improved GUI determination of texture alpha. - renderer: another see-if-texture-has-alpha and fixed alpha map code (wasn't checking if all are same size. only worked because the first map was larger than the rest This was SVN commit r2647.
598 lines
17 KiB
C++
598 lines
17 KiB
C++
#include "precompiled.h"
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#include "GUIRenderer.h"
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#include "lib/ogl.h"
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#include "lib/res/h_mgr.h"
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#include "lib/res/graphics/tex.h"
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#include "ps/CLogger.h"
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#define LOG_CATEGORY "gui"
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using namespace GUIRenderer;
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void DrawCalls::clear()
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{
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for (iterator it = begin(); it != end(); ++it)
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{
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delete it->m_Effects;
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ogl_tex_free(it->m_TexHandle);
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}
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std::vector<SDrawCall>::clear();
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}
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DrawCalls::DrawCalls()
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{
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}
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DrawCalls::~DrawCalls()
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{
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clear();
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}
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// Never copy anything (to avoid losing track of who owns various pointers):
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DrawCalls::DrawCalls(const DrawCalls&)
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{
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}
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const DrawCalls& DrawCalls::operator=(const DrawCalls&)
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{
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return *this;
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}
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// Implementations of graphical effects:
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const int TexScale1[3] = { 1, 1, 1 };
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const int TexScale2[3] = { 2, 2, 2 };
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const int TexScale4[3] = { 4, 4, 4 };
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class Effect_AddColor : public IGLState
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{
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// Uses GL_COMBINE and GL_ADD/GL_SUBTRACT/GL_ADD_SIGNED, to allow
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// addition/subtraction of colors.
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public:
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Effect_AddColor(CColor c)
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{
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// If everything's in [0,1], use GL_ADD
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#define RANGE(lo,hi) c.r >= lo && c.r <= hi && c.g >= lo && c.g <= hi && c.b >= lo && c.b <= hi && c.a >= lo && c.a <= hi
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if (RANGE(0.f, 1.f))
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{
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m_Color = c;
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m_Method = ADD_NORMAL;
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}
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// If it's in [-1, 0] use GL_SUBTRACT
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else if (RANGE(-1.f, 0.f))
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{
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m_Color = CColor(-c.r, -c.g, -c.b, -c.a);
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m_Method = ADD_SUBTRACT;
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}
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// If it's in [-0.5, 0.5] use GL_ADD_SIGNED
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else if (RANGE(-0.5f, 0.5f))
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{
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m_Color = CColor(c.r+0.5f, c.g+0.5f, c.b+0.5f, c.a+0.5f);
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m_Method = ADD_SIGNED;
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}
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// Otherwise, complain.
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else
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{
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LOG(WARNING, "gui", "add_color effect has some components >127 and some <127 - colours will be clamped");
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m_Color = CColor(c.r+0.5f, c.g+0.5f, c.b+0.5f, c.a+0.5f);
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m_Method = ADD_SIGNED;
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}
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}
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~Effect_AddColor() {}
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void Set(Handle tex)
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{
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glEnable(GL_TEXTURE_2D);
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glColor4fv(m_Color.FloatArray());
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
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if (m_Method == ADD_NORMAL)
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{
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glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_ADD);
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glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_ADD);
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}
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else
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if (m_Method == ADD_SUBTRACT)
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{
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glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_SUBTRACT);
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glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_SUBTRACT);
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}
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else // if (m_Method == ADD_SIGNED)
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{
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glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_ADD_SIGNED);
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glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_ADD_SIGNED);
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}
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_TEXTURE);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_TEXTURE);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_PREVIOUS);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA, GL_PREVIOUS);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA, GL_SRC_ALPHA);
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ogl_tex_bind(tex);
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}
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void Unset()
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{
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}
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private:
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CColor m_Color;
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enum { ADD_NORMAL, ADD_SUBTRACT, ADD_SIGNED, ADD_SIGNED_DOUBLED } m_Method;
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};
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class Effect_MultiplyColor : public IGLState
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{
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// Uses GL_MODULATE to do the multiplication; but since all colours are
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// clamped to the range [0,1], it uses GL_RGB_SCALE to allow images to be
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// multiplied by [0,4]. Alpha is assumed to always be [0,1].
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public:
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Effect_MultiplyColor(CColor c)
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{
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if (c.r <= 1.f && c.g <= 1.f && c.b <= 1.f)
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{
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m_Color = c;
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m_Scale = 1;
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}
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else if (c.r <= 2.f && c.g <= 2.f && c.b <= 2.f)
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{
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m_Color = CColor(c.r/2.f, c.g/2.f, c.b/2.f, c.a);
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m_Scale = 2;
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}
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else
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{
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if (c.r <= 4.f && c.g <= 4.f && c.b <= 4.f)
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;
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else
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// Oops - trying to multiply by >4
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LOG(WARNING, "gui", "multiply_color effect has a component >1020 - colours will be clamped");
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m_Color = CColor(c.r/4.f, c.g/4.f, c.b/4.f, c.a);
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m_Scale = 4;
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}
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}
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~Effect_MultiplyColor() {}
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void Set(Handle tex)
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{
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glEnable(GL_TEXTURE_2D);
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glColor4fv(m_Color.FloatArray());
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if (m_Scale == 1)
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{
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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}
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else
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{
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// Duplicate the effect of GL_MODULATE, but using GL_COMBINE
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// so that GL_RGB_SCALE will work.
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
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glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_MODULATE);
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glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_MODULATE);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_TEXTURE);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_TEXTURE);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_PREVIOUS);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA, GL_PREVIOUS);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA, GL_SRC_ALPHA);
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if (m_Scale == 2)
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glTexEnviv(GL_TEXTURE_ENV, GL_RGB_SCALE, TexScale2);
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else if (m_Scale == 4)
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glTexEnviv(GL_TEXTURE_ENV, GL_RGB_SCALE, TexScale4);
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}
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ogl_tex_bind(tex);
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}
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void Unset()
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{
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if (m_Scale != 1)
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glTexEnviv(GL_TEXTURE_ENV, GL_RGB_SCALE, TexScale1);
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}
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private:
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CColor m_Color;
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int m_Scale;
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};
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#define X(n) (n##f/2.0f + 0.5f)
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const float GreyscaleDotColor[4] = { X(0.3), X(0.59), X(0.11), 1.0f };
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#undef X
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const float GreyscaleInterpColor0[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
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const float GreyscaleInterpColor1[4] = { 0.5f, 0.5f, 0.5f, 1.0f };
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class Effect_Greyscale : public IGLState
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{
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public:
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~Effect_Greyscale() {}
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void Set(Handle tex)
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{
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/*
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For the main conversion, use GL_DOT3_RGB, which is defined as
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L = 4 * ((Arg0r - 0.5) * (Arg1r - 0.5)+
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(Arg0g - 0.5) * (Arg1g - 0.5)+
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(Arg0b - 0.5) * (Arg1b - 0.5))
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where each of the RGB components is given the value 'L'.
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Use the magical luminance formula
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L = 0.3R + 0.59G + 0.11B
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to calculate the greyscale value.
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But to work around the annoying "Arg0-0.5", we need to calculate
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Arg0+0.5. But we also need to scale it into the range 0.5-1.0, else
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Arg0>0.5 will be clamped to 1.0. So use GL_INTERPOLATE, which outputs:
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A0 * A2 + A1 * (1 - A2)
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and set A2 = 0.5, A1 = 1.0, and A0 = texture (i.e. interpolating halfway
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between the texture and {1,1,1}) giving
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A0/2 + 0.5
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and use that as Arg0.
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So L = 4*(A0/2 * (Arg1-.5))
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= 2 (Rx+Gy+Bz) (where Arg1 = {x+0.5, y+0.5, z+0.5})
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= 2x R + 2y G + 2z B
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= 0.3R + 0.59G + 0.11B
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so e.g. 2y = 0.59 = 2(Arg1g-0.5) => Arg1g = 0.59/2+0.5
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which fortunately doesn't get clamped.
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So, just implement that:
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*/
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// TODO: Render all greyscale objects at the same time, to reduce
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// the number of times the following code is called - it looks like
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// a rather worrying amount of work for rendering a single button...
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// Also TODO: DOT3_RGB requires GL_(EXT|ARB)_texture_env_dot3. What should
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// we do if that's not supported? (Probable answer: blindly ignore the problem,
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// since it's only relevant for TNT2 / RAGE 128 / etc.)
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// Texture unit 0:
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glEnable(GL_TEXTURE_2D);
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ogl_tex_bind(tex);
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_TEXTURE);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR);
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glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_INTERPOLATE);
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glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_CONSTANT);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR);
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glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, GreyscaleInterpColor0);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB, GL_PREVIOUS);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB, GL_SRC_COLOR);
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glColor4fv(GreyscaleInterpColor1);
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// Texture unit 1:
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glActiveTextureARB(GL_TEXTURE1);
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glEnable(GL_TEXTURE_2D);
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ogl_tex_bind(tex);
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_PREVIOUS);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_PREVIOUS);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA);
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glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_DOT3_RGB);
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glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_CONSTANT);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR);
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glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, GreyscaleDotColor);
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}
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void Unset()
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{
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glDisable(GL_TEXTURE_2D);
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glActiveTextureARB(GL_TEXTURE0);
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}
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};
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// Functions to perform drawing-related actions:
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void GUIRenderer::UpdateDrawCallCache(DrawCalls &Calls, CStr &SpriteName, CRect &Size, int CellID, std::map<CStr, CGUISprite> &Sprites)
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{
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// This is called only when something has changed (like the size of the
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// sprite), so it doesn't need to be particularly efficient.
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// Clean up the old data
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Calls.clear();
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// If this object has zero size, there's nothing to render. (This happens
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// with e.g. tooltips that have zero size before they're first drawn, so
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// it isn't necessarily an error.)
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if (Size.left==Size.right && Size.top==Size.bottom)
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return;
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std::map<CStr, CGUISprite>::iterator it (Sprites.find(SpriteName));
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if (it == Sprites.end())
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{
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// Sprite not found. Check whether this a special sprite:
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// stretched:filename.ext
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// <currently that's the only one>
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// and if so, try to create it as a new sprite.
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if (SpriteName.substr(0, 10) == "stretched:")
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{
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SGUIImage Image;
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Image.m_TextureName = "art/textures/ui/" + SpriteName.substr(10);
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CClientArea ca("0 0 100% 100%");
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Image.m_Size = ca;
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Image.m_TextureSize = ca;
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CGUISprite Sprite;
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Sprite.AddImage(Image);
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Sprites[SpriteName] = Sprite;
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it = Sprites.find(SpriteName);
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debug_assert(it != Sprites.end()); // The insertion above shouldn't fail
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}
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else
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{
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// Otherwise, just complain and give up:
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LOG(ERROR, LOG_CATEGORY, "Trying to use a sprite that doesn't exist (\"%s\").", (const char*)SpriteName);
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return;
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}
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}
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Calls.reserve(it->second.m_Images.size());
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// Iterate through all the sprite's images, loading the texture and
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// calculating the texture coordinates
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std::vector<SGUIImage>::const_iterator cit;
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for (cit = it->second.m_Images.begin(); cit != it->second.m_Images.end(); ++cit)
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{
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SDrawCall Call;
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CRect ObjectSize = cit->m_Size.GetClientArea(Size);
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if (ObjectSize.GetWidth() == 0.0 || ObjectSize.GetHeight() == 0.0)
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{
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LOG(ERROR, LOG_CATEGORY, "Error drawing sprite '%s': size %dx%d is partly zero", (const char*)SpriteName, (int)ObjectSize.GetWidth(), (int)ObjectSize.GetHeight());
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continue; // as in, don't continue with this image
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}
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Call.m_Vertices = ObjectSize;
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if (cit->m_TextureName.Length())
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{
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Handle h = ogl_tex_load(cit->m_TextureName);
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if (h <= 0)
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{
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LOG(ERROR, LOG_CATEGORY, "Error reading texture '%s': %lld", (const char*)cit->m_TextureName, h);
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return;
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}
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int err = ogl_tex_upload(h, GL_LINEAR);
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if (err < 0)
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{
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LOG(ERROR, LOG_CATEGORY, "Error uploading texture '%s': %d", (const char*)cit->m_TextureName, err);
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return;
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}
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Call.m_TexHandle = h;
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int t_w = 0, t_h = 0;
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(void)ogl_tex_get_size(h, &t_w, &t_h, 0);
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float TexWidth = t_w, TexHeight = t_h;
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int flags = 0; // assume no alpha on failure
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(void)ogl_tex_get_format(h, &flags, 0);
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Call.m_EnableBlending = (flags & TEX_ALPHA) != 0;
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// Textures are positioned by defining a rectangular block of the
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// texture (usually the whole texture), and a rectangular block on
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// the screen. The texture is positioned to make those blocks line up.
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// Get the screen's position/size for the block
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CRect BlockScreen = cit->m_TextureSize.GetClientArea(ObjectSize);
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// Get the texture's position/size for the block:
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CRect BlockTex;
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// "real_texture_placement" overrides everything
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if (cit->m_TexturePlacementInFile != CRect())
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{
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BlockTex = cit->m_TexturePlacementInFile;
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}
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// Check whether this sprite has "cell_size" set
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else if (cit->m_CellSize != CSize())
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{
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int cols = t_w / (int)cit->m_CellSize.cx;
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int col = CellID % cols;
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int row = CellID / cols;
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BlockTex = CRect(cit->m_CellSize.cx*col, cit->m_CellSize.cy*row,
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cit->m_CellSize.cx*(col+1), cit->m_CellSize.cy*(row+1));
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}
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// Use the whole texture
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else
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BlockTex = CRect(0, 0, TexWidth, TexHeight);
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// When rendering, BlockTex will be transformed onto BlockScreen.
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// Also, TexCoords will be transformed onto ObjectSize (giving the
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// UV coords at each vertex of the object). We know everything
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// except for TexCoords, so calculate it:
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CPos translation (BlockTex.TopLeft()-BlockScreen.TopLeft());
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float ScaleW = BlockTex.GetWidth()/BlockScreen.GetWidth();
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float ScaleH = BlockTex.GetHeight()/BlockScreen.GetHeight();
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CRect TexCoords (
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// Resize (translating to/from the origin, so the
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// topleft corner stays in the same place)
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(ObjectSize-ObjectSize.TopLeft())
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.Scale(ScaleW, ScaleH)
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+ ObjectSize.TopLeft()
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// Translate from BlockTex to BlockScreen
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+ 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;
|
|
|
|
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);
|
|
// 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_MultiplyColor != CColor())
|
|
{
|
|
Call.m_Effects = new Effect_MultiplyColor(cit->m_Effects->m_MultiplyColor);
|
|
// Always enable blending if the alpha channel is being multiplied
|
|
if (cit->m_Effects->m_AddColor.a != 1.f)
|
|
Call.m_EnableBlending = true;
|
|
}
|
|
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;
|
|
}
|
|
|
|
Calls.push_back(Call);
|
|
}
|
|
}
|
|
|
|
void GUIRenderer::Draw(DrawCalls &Calls)
|
|
{
|
|
// Called every frame, to draw the object (based on cached calculations)
|
|
|
|
glDisable(GL_BLEND);
|
|
|
|
// 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);
|
|
ogl_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, cit->m_DeltaZ);
|
|
glVertex3f(cit->m_Vertices.right, cit->m_Vertices.top, cit->m_DeltaZ);
|
|
glVertex3f(cit->m_Vertices.right, 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);
|
|
}
|
|
|
|
}
|
|
}
|