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forked from 0ad/0ad
0ad/source/gui/GUIRenderer.cpp
janwas 990e343ae6 renderer: load/unload water textures (similar to alpha maps); do that in delay load and avoid leaking them.
GUIrenderer: add oglSquelchError

lib.h: add feq() (checks for floating point equality); remove redundant
if from SAFE_DELETE
maths: use new feq()
Model*RData, VertexArray: fix trivial warnings

This was SVN commit r2904.
2005-10-12 04:16:41 +00:00

603 lines
17 KiB
C++

#include "precompiled.h"
#include "GUIRenderer.h"
#include "lib/ogl.h"
#include "lib/res/h_mgr.h"
#include "lib/res/graphics/tex.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;
ogl_tex_free(it->m_TexHandle);
}
std::vector<SDrawCall>::clear();
}
DrawCalls::DrawCalls()
{
}
DrawCalls::~DrawCalls()
{
clear();
}
// 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:
const int TexScale1[3] = { 1, 1, 1 };
const int TexScale2[3] = { 2, 2, 2 };
const int TexScale4[3] = { 4, 4, 4 };
class Effect_AddColor : public IGLState
{
// Uses GL_COMBINE and GL_ADD/GL_SUBTRACT/GL_ADD_SIGNED, to allow
// addition/subtraction of colors.
public:
Effect_AddColor(CColor c)
{
// If everything's in [0,1], use GL_ADD
#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
if (RANGE(0.f, 1.f))
{
m_Color = c;
m_Method = ADD_NORMAL;
}
// If it's in [-1, 0] use GL_SUBTRACT
else if (RANGE(-1.f, 0.f))
{
m_Color = CColor(-c.r, -c.g, -c.b, -c.a);
m_Method = ADD_SUBTRACT;
}
// If it's in [-0.5, 0.5] use GL_ADD_SIGNED
else if (RANGE(-0.5f, 0.5f))
{
m_Color = CColor(c.r+0.5f, c.g+0.5f, c.b+0.5f, c.a+0.5f);
m_Method = ADD_SIGNED;
}
// Otherwise, complain.
else
{
LOG(WARNING, "gui", "add_color effect has some components >127 and some <127 - colours will be clamped");
m_Color = CColor(c.r+0.5f, c.g+0.5f, c.b+0.5f, c.a+0.5f);
m_Method = ADD_SIGNED;
}
}
~Effect_AddColor() {}
void Set(Handle tex)
{
glEnable(GL_TEXTURE_2D);
glColor4fv(m_Color.FloatArray());
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
if (m_Method == ADD_NORMAL)
{
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_ADD);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_ADD);
}
else
if (m_Method == ADD_SUBTRACT)
{
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_SUBTRACT);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_SUBTRACT);
}
else // if (m_Method == ADD_SIGNED)
{
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_ADD_SIGNED);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_ADD_SIGNED);
}
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_TEXTURE);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_TEXTURE);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_PREVIOUS);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA, GL_PREVIOUS);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA, GL_SRC_ALPHA);
ogl_tex_bind(tex);
}
void Unset()
{
}
private:
CColor m_Color;
enum { ADD_NORMAL, ADD_SUBTRACT, ADD_SIGNED, ADD_SIGNED_DOUBLED } m_Method;
};
class Effect_MultiplyColor : public IGLState
{
// Uses GL_MODULATE to do the multiplication; but since all colours are
// clamped to the range [0,1], it uses GL_RGB_SCALE to allow images to be
// multiplied by [0,4]. Alpha is assumed to always be [0,1].
public:
Effect_MultiplyColor(CColor c)
{
if (c.r <= 1.f && c.g <= 1.f && c.b <= 1.f)
{
m_Color = c;
m_Scale = 1;
}
else if (c.r <= 2.f && c.g <= 2.f && c.b <= 2.f)
{
m_Color = CColor(c.r/2.f, c.g/2.f, c.b/2.f, c.a);
m_Scale = 2;
}
else
{
if (c.r <= 4.f && c.g <= 4.f && c.b <= 4.f)
;
else
// Oops - trying to multiply by >4
LOG(WARNING, "gui", "multiply_color effect has a component >1020 - colours will be clamped");
m_Color = CColor(c.r/4.f, c.g/4.f, c.b/4.f, c.a);
m_Scale = 4;
}
}
~Effect_MultiplyColor() {}
void Set(Handle tex)
{
glEnable(GL_TEXTURE_2D);
glColor4fv(m_Color.FloatArray());
if (m_Scale == 1)
{
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
}
else
{
// Duplicate the effect of GL_MODULATE, but using GL_COMBINE
// so that GL_RGB_SCALE will work.
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_MODULATE);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_MODULATE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_TEXTURE);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_TEXTURE);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_PREVIOUS);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA, GL_PREVIOUS);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA, GL_SRC_ALPHA);
if (m_Scale == 2)
glTexEnviv(GL_TEXTURE_ENV, GL_RGB_SCALE, TexScale2);
else if (m_Scale == 4)
glTexEnviv(GL_TEXTURE_ENV, GL_RGB_SCALE, TexScale4);
}
ogl_tex_bind(tex);
}
void Unset()
{
if (m_Scale != 1)
glTexEnviv(GL_TEXTURE_ENV, GL_RGB_SCALE, TexScale1);
}
private:
CColor m_Color;
int m_Scale;
};
#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:
ogl_tex_bind(tex, 0);
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:
ogl_tex_bind(tex, 1);
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);
// GL_DOT3_RGB requires GL_(EXT|ARB)_texture_env_dot3.
// We currently don't bother implementing a fallback because it's
// only lacking on Riva-class HW, but at least want the rest of the
// game to run there without errors. Therefore, squelch the
// OpenGL error that's raised if they aren't actually present.
// Note: higher-level code checks for this extension, but
// allows users the choice of continuing even if not present.
oglSquelchError(GL_INVALID_ENUM);
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);
glActiveTextureARB(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();
// 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, 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);
debug_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);
if (ObjectSize.GetWidth() == 0.0 || ObjectSize.GetHeight() == 0.0)
{
LOG(ERROR, LOG_CATEGORY, "Error drawing sprite '%s': size %dx%d is partly zero", (const char*)SpriteName, (int)ObjectSize.GetWidth(), (int)ObjectSize.GetHeight());
continue; // as in, don't continue with this image
}
Call.m_Vertices = ObjectSize;
if (cit->m_TextureName.Length())
{
Handle h = ogl_tex_load(cit->m_TextureName);
if (h <= 0)
{
LOG(ERROR, LOG_CATEGORY, "Error reading texture '%s': %lld", (const char*)cit->m_TextureName, h);
return;
}
(void)ogl_tex_set_filter(h, GL_LINEAR);
int err = ogl_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;
uint t_w = 0, t_h = 0;
(void)ogl_tex_get_size(h, &t_w, &t_h, 0);
float TexWidth = t_w, TexHeight = t_h;
uint flags = 0; // assume no alpha on failure
(void)ogl_tex_get_format(h, &flags, 0);
Call.m_EnableBlending = (flags & TEX_ALPHA) != 0;
// 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;
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);
}
}
}