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