// Ryzom - MMORPG Framework // Copyright (C) 2010 Winch Gate Property Limited // // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU Affero General Public License as // published by the Free Software Foundation, either version 3 of the // License, or (at your option) any later version. // // This program 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 Affero General Public License for more details. // // You should have received a copy of the GNU Affero General Public License // along with this program. If not, see . #ifndef NL_VIEW_RENDERER_H #define NL_VIEW_RENDERER_H #include "nel/misc/types_nl.h" #include "nel/3d/u_texture.h" #include "nel/3d/u_text_context.h" #include "nel/3d/u_driver.h" #include "nel/misc/rgba.h" #include "nel/misc/uv.h" #include "nel/3d/frustum.h" #include "../ingame_database_manager.h" //the NEL 3d driver extern NL3D::UDriver* Driver; //the NEL 3d textcontext extern NL3D::UTextContext *TextContext; //the network database node extern CCDBSynchronised IngameDbMngr; // *************************************************************************** #define VR_NUM_LAYER 32 #define VR_BIAS_LAYER (VR_NUM_LAYER/2) #define VR_LAYER_MAX (VR_NUM_LAYER-VR_BIAS_LAYER-1) #define VR_LAYER_MIN (-VR_BIAS_LAYER) // *************************************************************************** /** * class rendering the views * All the quads of the interface are displayed in the following order * * 3--2 * | | * 0--1 * * \author Matthieu 'TrapII' Besson * \author Nevrax France * \date 2002 */ class CViewRenderer { public: enum TSystemTexture { QuantityCrossTexture= 0, DefaultBrickTexture, DefaultItemTexture, ItemPlanTexture, SkillTexture, ItemEnchantedTexture, DragCopyTexture, ItemWornedTexture, OutOfRangeTexture, RegenTexture, RegenBackTexture, GlowStarTexture, ItemLockedByOwnerTexture, NumSystemTextures, }; public: /** That class hold a texture id. It handle texture id destruction. * Please use this class in your view and not sint32 to hold a texture id */ class CTextureId { public: // Default constructor CTextureId () { _TextureId = -2; } // Destructor call deleteTextureId; ~CTextureId (); // Set the texture id bool setTexture (const char *textureName, sint32 offsetX = 0, sint32 offsetY = 0, sint32 width = -1, sint32 height = -1, bool uploadDXTC=true, bool bReleasable=true); // Convert in texture id operator sint32 () const { return _TextureId; } void serial(NLMISC::IStream &f); private: sint32 _TextureId; }; /** * destructor */ CViewRenderer (); /** * destructor */ ~CViewRenderer (); /// init when TextContext and Driver are created void init(); /// set the driver render states for the interface void setRenderStates (); /// Delete all textures and the like and reset the view renderer void reset(); /* * setClipWindow : set the current clipping window * (this window do not inherit properties from parent or whatever) */ void setClipWindow (sint32 x, sint32 y, sint32 w, sint32 h); /* * getClipWindow : get the current clipping region */ void getClipWindow (sint32 &x, sint32 &y, sint32 &w, sint32 &h) { x = _ClipX; y = _ClipY; w = _ClipW; h = _ClipH; } /* * true if the clipping region is empty: clipW or clipH is <=0 */ bool isClipWindowEmpty() const {return _ClipW<=0 || _ClipH<=0;} /* * checkNewScreenSize : check if the opengl screen size. This is SLOW ! * NB: if the window is minimized (w==h==0), then the old screen size is kept, and isMinimized() return true */ void checkNewScreenSize (); /* * getScreenSize : get the screen window size changed (at last checkNewScreenSize called) */ void getScreenSize (uint32 &w, uint32 &h); /* * get OOW / OOH */ void getScreenOOSize (float &oow, float &ooh); /* * is the Screen minimized? */ bool isMinimized() const {return _IsMinimized;} /* * drawBitmap : this is the interface with all the views * */ void drawRotFlipBitmap (sint layerId, sint32 x, sint32 y, sint32 width, sint32 height, uint8 rot, bool flipv, sint32 nTxId, const NLMISC::CRGBA &col = NLMISC::CRGBA(255,255,255,255)); /* * Draw a simple wired quad. No flushing is done as the draw is done instantly (usually for debug) */ void drawWiredQuad(sint32 x, sint32 y, sint32 width, sint32 height, NLMISC::CRGBA col = NLMISC::CRGBA::White); /* * Draw a simple filled quad. No flushing is done as the draw is done instantly (usually for debug) */ void drawFilledQuad(sint32 x, sint32 y, sint32 width, sint32 height, NLMISC::CRGBA col = NLMISC::CRGBA::White); /* * drawBitmap : Tiled version * \param tileOrigin 2 bits 1 - Left/Right (0/1) 2 - Bottom/Top (0/1) (0-BL)(1-BR)(2-TL)(3-TR) * */ void drawRotFlipBitmapTiled (sint layerId, sint32 x, sint32 y, sint32 width, sint32 height, uint8 rot, bool flipv, sint32 nTxId, uint tileOrigin, const NLMISC::CRGBA &col = NLMISC::CRGBA(255,255,255,255)); /* * drawBitmap : draw a bitmap roted by 90 degrees in CW 'rot times' * flipv is a boolean that indicates if there is a vertical flip * this is a 1:1 ratio so if texture is x long there are x pixels on screen */ void draw11RotFlipBitmap (sint layerId, sint32 x, sint32 y, uint8 rot, bool flipv, sint32 nTxId, const NLMISC::CRGBA &col = NLMISC::CRGBA(255,255,255,255)); /** Draw an arbitrary quad (fast version) , possibly clipping it. Unlike draw11RotFlipBitmap & the like, texture is filtered here. * quads are all batched in the same render layer */ void drawQuad(sint layerId, const NLMISC::CQuadUV &quadUV, sint32 nTxId, NLMISC::CRGBA col, bool additif, bool filtered = true); /** Draw a set of untextured triangle in the given layer. all triangles of the same layer are batched */ void drawUnclippedTriangles(sint layerId, const std::vector &tris, NLMISC::CRGBA col); /* * Draw a text */ void drawText (sint layerId, float x, float y, uint wordIndex, float xmin, float ymin, float xmax, float ymax, NL3D::UTextContext &textContext); /* * loadTextures : load all textures associated with the interface * this function add a globaltexture to the vector of global textures */ void loadTextures (const std::string &textureFileName, const std::string &uvFileName, bool uploadDXTC); /* * createTexture : create a texture for the interface, possibly from an externally created texture * If no external texture is given, then 'sGlobalTextureName' is the filename of the big texture * You should call deleteTexture when the texture is not used anymore * The method returns the texture id of the new texture */ sint32 createTexture (const std::string &sGlobalTextureName, // unique id identifying this big texture, (its filename if not externally created) sint32 offsetX = 0, sint32 offsetY = 0, sint32 width = -1, sint32 height = -1, bool uploadDXTC=true, bool bReleasable=true ); // change position of a sub-texture (inside its big texture) from the sub-texture filename void updateTexturePos(const std::string &texturefileName, sint32 offsetX = 0, sint32 offsetY = 0, sint32 width = -1, sint32 height = -1 ); /** Add / change a global texture from an externally created texture * \param defaultTexWidth width to used when CTextureId::createTexture is used without giving the width (e.g width = -1), useful for cropped textures * \param defaultTexHeight height to used when CTextureId::createTexture is used without giving the height (e.g height = -1), useful for cropped textures */ void setExternalTexture(const std::string &sGlobalTextureName, NL3D::UTexture *externalTexture = NULL, uint32 externalTexWidth = 1, uint32 externalTexHeight = 1, uint32 defaultTexWidth = 1, uint32 defaultTexHeight = 1 ); /* * deleteTexture : create a texture for the interface */ void deleteTexture (sint32 textureId); // get a global texture pointer from its name NL3D::UTexture *getGlobalTexture(const std::string &name); /* * Flush all parsed view and computed strings to screen */ void flush (); /** * get a texture file pointer from a string name. O(logN) * \param id : the id of the texture * \return a texture file pointer. -1 if not found or if sName is empty() */ sint32 getTextureIdFromName (const std::string &sName) const; std::string getTextureNameFromId (sint32 TxID); void getTextureSizeFromId (sint32 id, sint32 &width, sint32 &height); NLMISC::CRGBA getTextureColor(sint32 id, sint32 x, sint32 y); /** * \return the texture associated with the param figur */ sint32 getFigurTextureId(uint index) { nlassert(index < 10); return _IndexesToTextureIds[index]; } /** * \return the texture for figur separator '-' */ sint32 getFigurSeparator() const { return _FigurSeparatorTextureId; } sint32 getFigurTextureW() const {return _WFigurTexture;} sint32 getFigurTextureH() const {return _HFigurTexture;} sint32 getFigurSeparatorW() const {return _WFigurSeparatorTexture;} sint32 getFigurSeparatorH() const {return _HFigurSeparatorTexture;} sint32 getFigurBlankTextureId () { return _FigurBlankId; } sint32 getBlankTextureId () { return _BlankId; } sint32 getTypoTextureW(char c); sint32 getTypoTextureH(char c); sint32 getTypoTextureId(char c); /// System Texture Manager. Used to avoid storing an id in each Ctrl for some texture code is aware of // @{ sint32 getSystemTextureId(TSystemTexture e) const {return _SystemTextures[e].Id;} sint32 getSystemTextureW(TSystemTexture e) const {return _SystemTextures[e].W;} sint32 getSystemTextureH(TSystemTexture e) const {return _SystemTextures[e].H;} // @} /// For string rendering, get the RenderBuffer to the specified layer NL3D::URenderStringBuffer *getStringRenderBuffer(sint layerId); /** Custom Rendering Interface * Note that this function is EXTREMLY SLOW so it should be used with care * This function flush the quad cache, clip the quad passed with current clipping region * and draw (with drawQuedUV2) it with the material passed in parameter. There is no cache operation done. * uv used are from (0,0) -> (1,1) for the 2 stages */ void drawCustom (sint32 x, sint32 y, sint32 width, sint32 height, NLMISC::CRGBA col, NL3D::UMaterial Mat); // Same but we can control uv mapping of first stage void drawCustom (sint32 x, sint32 y, sint32 width, sint32 height, const NLMISC::CUV &uv0Min, const NLMISC::CUV &uv0Max, NLMISC::CRGBA col, NL3D::UMaterial Mat); // Same but we can control uv mapping of 2 stages void drawCustom (sint32 x, sint32 y, sint32 width, sint32 height, const NLMISC::CUV &uv0Min, const NLMISC::CUV &uv0Max, const NLMISC::CUV &uv1Min, const NLMISC::CUV &uv1Max, NLMISC::CRGBA col, NL3D::UMaterial Mat); // **** World space interface methods /** Set the current Z in projCenter.z. * If you want to scale the window position, set a scale!=1. projCenter.x/y is used as the * pivot (in window coordinates) */ void setInterfaceDepth (const NLMISC::CVector &projCenter, float scale); // Activate world space transformation void activateWorldSpaceMatrix (bool activate); // Set the screen to world space matrix void setWorldSpaceFrustum (const NL3D::CFrustum &cameraFrustum); // Get the current Frustum const NL3D::CFrustum &getFrustum () const { return _CameraFrustum; } private: /** * init the map _IndexesToTextures */ void initIndexesToTextureIds (); void initTypo (); bool needClipping (const NLMISC::CQuad &q); void clip (NLMISC::CQuadColorUV &qout, const NLMISC::CQuadColorUV &qin, uint rot); void clip (NLMISC::CQuadColorUV2 &qout, const NLMISC::CQuadColorUV2 &qin); private: // A layer is a vector of Quads. class CLayer { public: // unfiltered quads std::vector Quads; uint32 NbQuads; std::vector Tris; // filtered alpha blended quads std::vector FilteredAlphaBlendedQuads; // filtered alpha blended tris std::vector FilteredAlphaBlendedTris; // filtered additif blended quads std::vector FilteredAdditifQuads; // filtered additif blended tris std::vector FilteredAdditifTris; CLayer() { NbQuads= 0; } }; // SGlobalTexture is a texture that regroup other texture. We store also current quads to render struct SGlobalTexture { SGlobalTexture () { FromGlobaleTexture = true; } uint32 Width, Height; uint32 DefaultWidth, DefaultHeight; NL3D::UTexture *Texture; std::string Name; bool FromGlobaleTexture; // Array of layers CLayer Layers[VR_NUM_LAYER]; }; // For each Layer, store a string Buffer NL3D::URenderStringBuffer *_StringRBLayers[VR_NUM_LAYER]; // For each Layer, tells if empty or not bool _EmptyLayer[VR_NUM_LAYER]; // SImage is one texture of the SGlobalTexture textures struct SImage { std::string Name; SGlobalTexture *GlobalTexturePtr; NLMISC::CUV UVMin, UVMax; // Assign UV of this image to a quad depending on the flip and rot void setupQuadUV(bool flipv, uint8 rot, NLMISC::CQuadColorUV &dest); }; // *************************************************************************** // \name Texture management // *************************************************************************** // SImage accessors SImage *getSImage(sint32 textureId) { return &(*(_SImageIterators[textureId])); } // Add a SImage sint32 addSImage(const SImage &image) { uint i; for (i=0; i<_SImageIterators.size(); i++) { // Free ? if (_SImageIterators[i] == _SImages.end()) break; } // Nothing free ? if (i == _SImageIterators.size()) _SImageIterators.push_back(_SImages.end()); _SImages.push_back(image); _SImageIterators[i] = _SImages.end(); _SImageIterators[i]--; return (sint32)i; } // Remove a SImage void removeSImage(sint32 textureId) { // Allocated ? nlassert (_SImageIterators[textureId] != _SImages.end()); // Remove the image _SImages.erase (_SImageIterators[textureId]); // Remove the index entry _SImageIterators[textureId] = _SImages.end(); } typedef std::list TGlobalTextureList; typedef std::list TSImageList; typedef std::vector::iterator> TSImageIterator; // List of global textures TGlobalTextureList _GlobalTextures; // List of SImage TSImageList _SImages; // Array used to convert a texture ID in _SImages iterator TSImageIterator _SImageIterators; // *************************************************************************** typedef std::map TTextureMap; TTextureMap _TextureMap; NL3D::UMaterial _Material; // Clip & screen system sint32 _ClipX, _ClipY, _ClipW, _ClipH; float _XMin, _XMax, _YMin, _YMax; sint32 _ScreenW, _ScreenH; float _OneOverScreenW, _OneOverScreenH; bool _IsMinimized; //map linking a uint to a bitmap. Used to display figurs std::vector _IndexesToTextureIds; sint32 _FigurSeparatorTextureId; sint32 _FigurBlankId, _BlankId; sint32 _WFigurTexture; sint32 _HFigurTexture; sint32 _WFigurSeparatorTexture; sint32 _HFigurSeparatorTexture; NLMISC::CUV _BlankUV; SGlobalTexture *_BlankGlobalTexture; // System textures class CSystemTexture { public: sint32 Id; sint32 W; sint32 H; CSystemTexture() { Id= -1; W= H= 0; } }; CSystemTexture _SystemTextures[NumSystemTextures]; // Typo texture enum { NumTypoChar= 127, }; sint32 _TypoCharToTextureIds[NumTypoChar]; sint32 _TypoCharWs[NumTypoChar]; sint32 _TypoH; void addSystemTexture(TSystemTexture e, const char *s); void initSystemTextures(); /** * put a new quad in the cache (call flush if texture different) */ void putQuadInLayer (SGlobalTexture >, sint layerId, const NLMISC::CQuadColorUV &qcoluv, uint rot); // World space interface methods void worldSpaceTransformation (NLMISC::CQuadColorUV &qcoluv); bool _WorldSpaceTransformation; // Transform into world space float _CurrentZ; // Current z used for the scene NL3D::CFrustum _CameraFrustum; // Transform from screen space to world space NLMISC::CMatrix _WorldSpaceMatrix; // Matrix to be applied for world space transformation bool _WorldSpaceScale; }; #endif // NL_VIEW_RENDERER_H /* End of view_renderer.h */