khanat-opennel-code/code/nel/src/3d/driver_user2.cpp
2016-12-09 16:04:26 +01:00

336 lines
10 KiB
C++

// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
// 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 <http://www.gnu.org/licenses/>.
#include "std3d.h"
// ***************************************************************************
// THIS FILE IS DIVIDED IN TWO PARTS BECAUSE IT MAKES VISUAL CRASH.
// fatal error C1076: compiler limit : internal heap limit reached; use /Zm to specify a higher limit
// ***************************************************************************
#include "nel/3d/driver_user.h"
#include "nel/3d/scene_user.h"
#include "nel/3d/text_context_user.h"
#include "nel/3d/u_driver.h"
#include "nel/3d/dru.h"
#include "nel/3d/scene.h"
#include "nel/3d/texture_user.h"
#include "nel/3d/u_camera.h"
#include "nel/misc/file.h"
#include "nel/misc/path.h"
#include "nel/misc/hierarchical_timer.h"
using namespace std;
using namespace NLMISC;
namespace NL3D
{
// ***************************************************************************
// ***************************************************************************
// Component Management.
// ***************************************************************************
// ***************************************************************************
// ***************************************************************************
UScene *CDriverUser::createScene(bool bSmallScene)
{
CSceneUser *pSU = new CSceneUser(this, bSmallScene);
// set the shape bank
pSU->getScene().setShapeBank( &_ShapeBank._ShapeBank );
// set the MeshSkin Vertex Streams
pSU->getScene().getRenderTrav().setMeshSkinManager(&_MeshSkinManager);
pSU->getScene().getRenderTrav().setShadowMeshSkinManager(&_ShadowMeshSkinManager);
// set the AsyncTextureManager
pSU->getScene().setAsyncTextureManager(&_AsyncTextureManager);
// set the lodManager
pSU->getScene().setLodCharacterManager(&_LodCharacterManager);
return _Scenes.insert(pSU);
}
// ***************************************************************************
void CDriverUser::deleteScene(UScene *scene)
{
_Scenes.erase((CSceneUser*)scene, "deleteScene(): Bad scene ptr");
}
// ***************************************************************************
void CDriverUser::beginDefaultRenderTarget(uint32 width, uint32 height)
{
if (_MatRenderTarget.empty())
{
_MatRenderTarget.attach(&_MatRenderTargetInt);
UMaterial &umat = _MatRenderTarget;
CMaterial &mat = _MatRenderTargetInt;
umat.initUnlit();
umat.setColor(CRGBA::White);
umat.setBlend(false);
umat.setAlphaTest(false);
mat.setBlendFunc(CMaterial::one, CMaterial::zero);
mat.setZWrite(false);
mat.setZFunc(CMaterial::always);
mat.setDoubleSided(true);
_RenderTargetQuad.V0 = CVector(0.f, 0.f, 0.5f);
_RenderTargetQuad.V1 = CVector(1.f, 0.f, 0.5f);
_RenderTargetQuad.V2 = CVector(1.f, 1.f, 0.5f);
_RenderTargetQuad.V3 = CVector(0.f, 1.f, 0.5f);
_RenderTargetQuad.Uv0 = CUV(0.f, 0.f);
_RenderTargetQuad.Uv1 = CUV(1.f, 0.f);
_RenderTargetQuad.Uv2 = CUV(1.f, 1.f);
_RenderTargetQuad.Uv3 = CUV(0.f, 1.f);
}
nlassert(!_EffectRenderTarget);
if (width == 0 || height == 0)
getWindowSize(width, height);
_EffectRenderTarget = getRenderTargetManager().getRenderTarget(width, height);
setRenderTarget(*_EffectRenderTarget);
}
// ***************************************************************************
void CDriverUser::endDefaultRenderTarget(UScene *scene)
{
nlassert(_EffectRenderTarget);
CTextureUser texNull;
setRenderTarget(texNull);
_MatRenderTarget.getObjectPtr()->setTexture(0, _EffectRenderTarget->getITexture());
UCamera pCam;
if (scene)
{
pCam = scene->getCam();
}
CViewport oldVp = getViewport();
CViewport vp = CViewport();
setViewport(vp);
setMatrixMode2D11();
bool fog = fogEnabled();
enableFog(false);
drawQuad(_RenderTargetQuad, _MatRenderTarget);
enableFog(fog);
setViewport(oldVp);
if (scene)
{
setMatrixMode3D(pCam);
}
_MatRenderTarget.getObjectPtr()->setTexture(0, NULL);
getRenderTargetManager().recycleRenderTarget(_EffectRenderTarget);
_EffectRenderTarget = NULL;
}
// ***************************************************************************
UTextContext *CDriverUser::createTextContext(const std::string fontFileName, const std::string fontExFileName)
{
return _TextContexts.insert(new CTextContextUser(fontFileName, fontExFileName, this, &_FontManager));
}
// ***************************************************************************
void CDriverUser::deleteTextContext(UTextContext *textContext)
{
_TextContexts.erase((CTextContextUser*)textContext, "deleteTextContext: Bad TextContext");
}
// ***************************************************************************
void CDriverUser::setFontManagerMaxMemory(uint maxMem)
{
_FontManager.setMaxMemory(maxMem);
}
// ***************************************************************************
std::string CDriverUser::getFontManagerCacheInformation() const
{
return _FontManager.getCacheInformation();
}
// ***************************************************************************
UTextureFile *CDriverUser::createTextureFile(const std::string &file)
{
CTextureFileUser *text= new CTextureFileUser(file);
_Textures.insert(text);
return text;
}
// ***************************************************************************
void CDriverUser::deleteTextureFile(UTextureFile *textfile)
{
_Textures.erase(dynamic_cast<CTextureFileUser*>(textfile), "deleteTextureFile: Bad textfile");
}
// ***************************************************************************
UTextureMem *CDriverUser::createTextureMem(uint width, uint height, CBitmap::TType texType)
{
CTextureMemUser *pTx= new CTextureMemUser(width, height, texType);
_Textures.insert(pTx);
return pTx;
}
// ***************************************************************************
void CDriverUser::deleteTextureMem(UTextureMem *pTx)
{
_Textures.erase(dynamic_cast<CTextureMemUser*>(pTx), "deleteTextureMem: Bad pTx");
}
// ***************************************************************************
UMaterial CDriverUser::createMaterial()
{
return UMaterial(new CMaterial);
}
// ***************************************************************************
void CDriverUser::deleteMaterial(UMaterial &umat)
{
delete umat.getObjectPtr();
umat.detach();
}
// ***************************************************************************
UAnimationSet *CDriverUser::createAnimationSet(bool headerOptim)
{
return _AnimationSets.insert(new CAnimationSetUser(this, headerOptim));
}
// ***************************************************************************
UAnimationSet *CDriverUser::createAnimationSet(const std::string &animationSetFile)
{
H_AUTO( NL3D_Load_AnimationSet )
NLMISC::CIFile f;
// throw exception if not found.
std::string path= CPath::lookup(animationSetFile);
f.open(path);
return _AnimationSets.insert(new CAnimationSetUser(this, f));
}
// ***************************************************************************
void CDriverUser::deleteAnimationSet(UAnimationSet *animationSet)
{
_AnimationSets.erase((CAnimationSetUser*)animationSet, "deleteAnimationSet(): Bad AnimationSet ptr");
}
// ***************************************************************************
// ***************************************************************************
// Profile.
// ***************************************************************************
// ***************************************************************************
// ***************************************************************************
void CDriverUser::profileRenderedPrimitives(CPrimitiveProfile &pIn, CPrimitiveProfile &pOut)
{
_Driver->profileRenderedPrimitives(pIn, pOut);
}
// ***************************************************************************
uint32 CDriverUser::profileAllocatedTextureMemory()
{
return _Driver->profileAllocatedTextureMemory();
}
// ***************************************************************************
uint32 CDriverUser::profileSetupedMaterials() const
{
return _Driver->profileSetupedMaterials();
}
// ***************************************************************************
uint32 CDriverUser::profileSetupedModelMatrix() const
{
return _Driver->profileSetupedModelMatrix();
}
// ***************************************************************************
void CDriverUser::enableUsedTextureMemorySum (bool enable)
{
_Driver->enableUsedTextureMemorySum (enable);
}
// ***************************************************************************
uint32 CDriverUser::getUsedTextureMemory () const
{
return _Driver->getUsedTextureMemory ();
}
// ***************************************************************************
void CDriverUser::startProfileVBHardLock()
{
_Driver->startProfileVBHardLock();
}
// ***************************************************************************
void CDriverUser::endProfileVBHardLock(std::vector<std::string> &result)
{
_Driver->endProfileVBHardLock(result);
}
// ***************************************************************************
void CDriverUser::profileVBHardAllocation(std::vector<std::string> &result)
{
_Driver->profileVBHardAllocation(result);
}
// ***************************************************************************
void CDriverUser::startProfileIBLock()
{
_Driver->startProfileIBLock();
}
// ***************************************************************************
void CDriverUser::endProfileIBLock(std::vector<std::string> &result)
{
_Driver->endProfileIBLock(result);
}
// ***************************************************************************
void CDriverUser::profileIBAllocation(std::vector<std::string> &result)
{
_Driver->profileIBAllocation(result);
}
// ***************************************************************************
void CDriverUser::profileTextureUsage(std::vector<std::string> &result)
{
_Driver->profileTextureUsage(result);
}
} // NL3D