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583 lines
18 KiB
C++
583 lines
18 KiB
C++
// ==============================================================
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// This file is part of Glest (www.glest.org)
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//
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// Copyright (C) 2001-2008 Martio Figueroa
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//
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// You can redistribute this code and/or modify it under
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// the terms of the GNU General Public License as published
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// by the Free Software Foundation; either version 2 of the
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// License, or (at your option) any later version
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// ==============================================================
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#ifndef _GLEST_GAME_RENDERER_H_
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#define _GLEST_GAME_RENDERER_H_
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#include "vec.h"
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#include "math_util.h"
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#include "model.h"
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#include "particle.h"
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#include "pixmap.h"
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#include "font.h"
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#include "matrix.h"
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#include "selection.h"
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#include "components.h"
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#include "texture.h"
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#include "model_manager.h"
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#include "graphics_factory_gl.h"
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#include "font_manager.h"
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#include "camera.h"
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#include <vector>
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#include "model_renderer.h"
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#include "model.h"
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#include "graphics_interface.h"
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#include "base_renderer.h"
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#include "simple_threads.h"
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#ifdef DEBUG_RENDERING_ENABLED
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# define IF_DEBUG_EDITION(x) x
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# include "debug_renderer.h"
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#else
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# define IF_DEBUG_EDITION(x)
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#endif
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#include "leak_dumper.h"
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enum DebugUILevelType {
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debugui_fps = 0x01,
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debugui_unit_titles = 0x02
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};
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namespace Glest{ namespace Game{
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using namespace Shared::Graphics;
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using namespace Shared::PlatformCommon;
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//non shared classes
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class Config;
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class Game;
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class MainMenu;
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class Console;
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class MenuBackground;
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class ChatManager;
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class Object;
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class ConsoleLineInfo;
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class SurfaceCell;
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// =====================================================
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// class MeshCallbackTeamColor
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// =====================================================
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class MeshCallbackTeamColor: public MeshCallback{
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private:
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const Texture *teamTexture;
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public:
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void setTeamTexture(const Texture *teamTexture) {this->teamTexture= teamTexture;}
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virtual void execute(const Mesh *mesh);
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static bool noTeamColors;
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};
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// ===========================================================
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// class Renderer
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//
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/// OpenGL renderer, uses the shared library
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// ===========================================================
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class VisibleQuadContainerCache {
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protected:
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void CopyAll(const VisibleQuadContainerCache &obj) {
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cacheFrame = obj.cacheFrame;
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visibleObjectList = obj.visibleObjectList;
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visibleUnitList = obj.visibleUnitList;
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visibleQuadUnitList = obj.visibleQuadUnitList;
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visibleScaledCellList = obj.visibleScaledCellList;
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lastVisibleQuad = obj.lastVisibleQuad;
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}
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public:
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VisibleQuadContainerCache() {
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cacheFrame = 0;
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clearCacheData();
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}
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VisibleQuadContainerCache(const VisibleQuadContainerCache &obj) {
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CopyAll(obj);
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}
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VisibleQuadContainerCache & operator=(const VisibleQuadContainerCache &obj) {
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CopyAll(obj);
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return *this;
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}
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void clearCacheData() {
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clearVolatileCacheData();
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clearNonVolatileCacheData();
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}
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void clearVolatileCacheData() {
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visibleUnitList.clear();
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visibleQuadUnitList.clear();
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//inVisibleUnitList.clear();
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}
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void clearNonVolatileCacheData() {
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visibleObjectList.clear();
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visibleScaledCellList.clear();
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}
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int cacheFrame;
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Quad2i lastVisibleQuad;
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std::vector<Object *> visibleObjectList;
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std::vector<Unit *> visibleQuadUnitList;
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std::vector<Unit *> visibleUnitList;
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std::vector<Vec2i> visibleScaledCellList;
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};
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class VisibleQuadContainerVBOCache {
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public:
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// Vertex Buffer Object Names
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bool hasBuiltVBOs;
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uint32 m_nVBOVertices; // Vertex VBO Name
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uint32 m_nVBOFowTexCoords; // Texture Coordinate VBO Name for fog of war texture coords
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uint32 m_nVBOSurfaceTexCoords; // Texture Coordinate VBO Name for surface texture coords
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uint32 m_nVBONormals; // Normal VBO Name
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//uint32 m_nVBOIndexes; // Indexes VBO Name
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};
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class Renderer : public RendererInterface, public BaseRenderer, public SimpleTaskCallbackInterface {
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public:
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//progress bar
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static const int maxProgressBar;
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static const Vec4f progressBarBack1;
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static const Vec4f progressBarBack2;
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static const Vec4f progressBarFront1;
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static const Vec4f progressBarFront2;
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//sun and moon
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static const float sunDist;
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static const float moonDist;
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static const float lightAmbFactor;
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//mouse
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static const int maxMouse2dAnim;
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//texture units
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static const GLenum baseTexUnit;
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static const GLenum fowTexUnit;
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static const GLenum shadowTexUnit;
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//selection
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static const float selectionCircleRadius;
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static const float magicCircleRadius;
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//perspective values
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static const float perspFov;
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static const float perspNearPlane;
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static float perspFarPlane;
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//default values
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static const float ambFactor;
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static const Vec4f defSpecularColor;
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static const Vec4f defDiffuseColor;
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static const Vec4f defAmbientColor;
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static const Vec4f defColor;
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static const Vec4f fowColor;
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//light
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static const float maxLightDist;
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static bool renderText3DEnabled;
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public:
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enum Shadows {
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sDisabled,
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sProjected,
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sShadowMapping,
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sCount
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};
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private:
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//config
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int maxLights;
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bool photoMode;
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int shadowTextureSize;
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int shadowFrameSkip;
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float shadowAlpha;
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bool focusArrows;
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bool textures3D;
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Shadows shadows;
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int maxConsoleLines;
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//game
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const Game *game;
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const MainMenu *menu;
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//misc
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int triangleCount;
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int pointCount;
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Quad2i visibleQuad;
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Quad2i visibleQuadFromCamera;
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Vec4f nearestLightPos;
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VisibleQuadContainerCache quadCache;
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//renderers
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ModelRenderer *modelRenderer;
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TextRenderer2D *textRenderer;
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TextRenderer3D *textRenderer3D;
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ParticleRenderer *particleRenderer;
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//texture managers
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ModelManager *modelManager[rsCount];
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TextureManager *textureManager[rsCount];
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FontManager *fontManager[rsCount];
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ParticleManager *particleManager[rsCount];
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//state lists
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GLuint list3d;
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bool list3dValid;
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GLuint list2d;
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bool list2dValid;
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GLuint list3dMenu;
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bool list3dMenuValid;
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GLuint *customlist3dMenu;
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//shadows
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GLuint shadowMapHandle;
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bool shadowMapHandleValid;
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Matrix4f shadowMapMatrix;
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int shadowMapFrame;
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//water
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float waterAnim;
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bool allowRenderUnitTitles;
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//std::vector<std::pair<Unit *,Vec3f> > renderUnitTitleList;
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std::vector<Unit *> visibleFrameUnitList;
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string visibleFrameUnitListCameraKey;
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bool no2DMouseRendering;
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bool showDebugUI;
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int showDebugUILevel;
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int lastRenderFps;
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float smoothedRenderFps;
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bool shadowsOffDueToMinRender;
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SimpleTaskThread *saveScreenShotThread;
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Mutex saveScreenShotThreadAccessor;
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std::list<std::pair<string,Pixmap2D *> > saveScreenQueue;
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//std::map<Vec3f,Vec3f> worldToScreenPosCache;
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bool masterserverMode;
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std::map<uint32,VisibleQuadContainerVBOCache > mapSurfaceVBOCache;
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class SurfaceData {
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public:
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SurfaceData() {
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uniqueId=0;
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bufferCount=0;
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textureHandle=0;
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}
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static uint32 nextUniqueId;
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uint32 uniqueId;
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int bufferCount;
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int textureHandle;
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vector<Vec2f> texCoords;
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vector<Vec2f> texCoordsSurface;
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vector<Vec3f> vertices;
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vector<Vec3f> normals;
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};
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VisibleQuadContainerVBOCache * GetSurfaceVBOs(SurfaceData *cellData);
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void ReleaseSurfaceVBOs();
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std::map<string,std::pair<Chrono, std::vector<SurfaceData> > > mapSurfaceData;
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static bool rendererEnded;
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class MapRenderer {
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public:
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MapRenderer(): map(NULL) {}
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~MapRenderer() { destroy(); }
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void render(const Map* map,float coordStep,VisibleQuadContainerCache &qCache);
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void renderVisibleLayers(const Map* map,float coordStep,VisibleQuadContainerCache &qCache);
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void destroy();
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private:
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void load(float coordStep);
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void loadVisibleLayers(float coordStep,VisibleQuadContainerCache &qCache);
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const Map* map;
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struct Layer {
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Layer(int th):
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vbo_vertices(0), vbo_normals(0),
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vbo_fowTexCoords(0), vbo_surfTexCoords(0),
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vbo_indices(0), indexCount(0),
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textureHandle(th) {}
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~Layer();
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void load_vbos(bool vboEnabled);
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void render(VisibleQuadContainerCache &qCache);
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void renderVisibleLayer();
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std::vector<Vec3f> vertices, normals;
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std::vector<Vec2f> fowTexCoords, surfTexCoords;
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std::vector<GLuint> indices;
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std::map<Vec2i, int> cellToIndicesMap;
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std::map<Quad2i, vector<pair<int,int> > > rowsToRenderCache;
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GLuint vbo_vertices, vbo_normals,
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vbo_fowTexCoords, vbo_surfTexCoords,
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vbo_indices;
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int indexCount;
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const int textureHandle;
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string texturePath;
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int32 textureCRC;
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};
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typedef std::vector<Layer*> Layers;
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Layers layers;
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Quad2i lastVisibleQuad;
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} mapRenderer;
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private:
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Renderer(bool masterserverMode=false);
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~Renderer();
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public:
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static Renderer &getInstance(bool masterserverMode=false);
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static bool isEnded();
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bool isMasterserverMode() const { return masterserverMode; }
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void reinitAll();
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//init
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void init();
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void initGame(const Game *game);
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void initMenu(const MainMenu *mm);
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void reset3d();
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void reset2d();
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void reset3dMenu();
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//end
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void end();
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void endScenario();
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void endMenu();
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void endGame(bool isFinalEnd);
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//get
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int getTriangleCount() const {return triangleCount;}
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int getPointCount() const {return pointCount;}
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//misc
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void reloadResources();
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//engine interface
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void initTexture(ResourceScope rs, Texture *texture);
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void endTexture(ResourceScope rs, Texture *texture,bool mustExistInList=false);
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void endLastTexture(ResourceScope rs, bool mustExistInList=false);
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Model *newModel(ResourceScope rs);
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void endModel(ResourceScope rs, Model *model, bool mustExistInList=false);
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void endLastModel(ResourceScope rs, bool mustExistInList=false);
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Texture2D *newTexture2D(ResourceScope rs);
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Texture3D *newTexture3D(ResourceScope rs);
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Font2D *newFont(ResourceScope rs);
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Font3D *newFont3D(ResourceScope rs);
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void endFont(Font *font, ResourceScope rs, bool mustExistInList=false);
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void resetFontManager(ResourceScope rs);
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TextRenderer2D *getTextRenderer() const {return textRenderer;}
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TextRenderer3D *getTextRenderer3D() const {return textRenderer3D;}
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void manageParticleSystem(ParticleSystem *particleSystem, ResourceScope rs);
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void cleanupParticleSystems(vector<ParticleSystem *> &particleSystems,ResourceScope rs);
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void cleanupUnitParticleSystems(vector<UnitParticleSystem *> &particleSystems,ResourceScope rs);
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bool validateParticleSystemStillExists(ParticleSystem * particleSystem,ResourceScope rs) const;
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void updateParticleManager(ResourceScope rs,int renderFps=-1);
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void renderParticleManager(ResourceScope rs);
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void swapBuffers();
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//lights and camera
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void setupLighting();
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void loadGameCameraMatrix();
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void loadCameraMatrix(const Camera *camera);
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void computeVisibleQuad();
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//basic rendering
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void renderMouse2d(int mouseX, int mouseY, int anim, float fade= 0.f);
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void renderMouse3d();
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void renderBackground(const Texture2D *texture);
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void renderTextureQuad(int x, int y, int w, int h, const Texture2D *texture, float alpha=1.f,const Vec3f *color=NULL);
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void renderConsole(const Console *console, const bool showAll=false, const bool showMenuConsole=false, int overrideMaxConsoleLines=-1);
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void renderConsoleLine3D(int lineIndex, int xPosition, int yPosition, int lineHeight, Font3D* font, string stringToHightlight, const ConsoleLineInfo *lineInfo);
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void renderConsoleLine(int lineIndex, int xPosition, int yPosition, int lineHeight, Font2D* font, string stringToHightlight, const ConsoleLineInfo *lineInfo);
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void renderChatManager(const ChatManager *chatManager);
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void renderResourceStatus();
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void renderSelectionQuad();
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void renderText(const string &text, Font2D *font, float alpha, int x, int y, bool centered= false);
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void renderText(const string &text, Font2D *font, const Vec3f &color, int x, int y, bool centered= false);
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void renderText(const string &text, Font2D *font, const Vec4f &color, int x, int y, bool centered=false);
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void renderTextShadow(const string &text, Font2D *font,const Vec4f &color, int x, int y, bool centered= false);
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void renderText3D(const string &text, Font3D *font, float alpha, int x, int y, bool centered);
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void renderText3D(const string &text, Font3D *font, const Vec3f &color, int x, int y, bool centered);
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void renderText3D(const string &text, Font3D *font, const Vec4f &color, int x, int y, bool centered);
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void renderTextShadow3D(const string &text, Font3D *font,const Vec4f &color, int x, int y, bool centered=false);
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void renderProgressBar3D(int size, int x, int y, Font3D *font, int customWidth=-1, string prefixLabel="", bool centeredText=true);
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Vec2f getCentered3DPos(const string &text, Font3D *font, Vec2f &pos, int w, int h, bool centeredW, bool centeredH);
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void renderTextBoundingBox3D(const string &text, Font3D *font, const Vec4f &color, int x, int y, int w, int h, bool centeredW, bool centeredH);
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void renderTextBoundingBox3D(const string &text, Font3D *font, const Vec3f &color, int x, int y, int w, int h, bool centeredW, bool centeredH);
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void renderTextBoundingBox3D(const string &text, Font3D *font, float alpha, int x, int y, int w, int h, bool centeredW, bool centeredH);
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void beginRenderToTexture(Texture2D **renderToTexture);
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void endRenderToTexture(Texture2D **renderToTexture);
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void renderFPSWhenEnabled(int lastFps);
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//components
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void renderLabel(GraphicLabel *label);
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void renderLabel(GraphicLabel *label,const Vec3f *color);
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void renderLabel(GraphicLabel *label,const Vec4f *color);
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void renderButton(GraphicButton *button,const Vec4f *fontColorOverride=NULL,bool *lightedOverride=NULL);
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void renderCheckBox(const GraphicCheckBox *box);
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void renderLine(const GraphicLine *line);
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void renderScrollBar(const GraphicScrollBar *sb);
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void renderListBox(GraphicListBox *listBox);
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void renderMessageBox(GraphicMessageBox *listBox);
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void renderPopupMenu(PopupMenu *menu);
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//complex rendering
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void renderSurface(const int renderFps);
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void renderObjects(const int renderFps);
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void renderWater();
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void renderUnits(const int renderFps);
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void renderSelectionEffects();
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void renderWaterEffects();
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void renderHud();
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void renderMinimap();
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void renderDisplay();
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void renderMenuBackground(const MenuBackground *menuBackground);
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void renderMapPreview(const MapPreview *map, bool renderAll, int screenX, int screenY,Texture2D **renderToTexture=NULL);
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void renderMenuBackground(Camera *camera, float fade, Model *mainModel, vector<Model *> characterModels,const Vec3f characterPosition, float anim);
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//computing
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bool computePosition(const Vec2i &screenPos, Vec2i &worldPos);
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void computeSelected(Selection::UnitContainer &units, const Object *&obj, const bool withObjectSelection, const Vec2i &posDown, const Vec2i &posUp);
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//gl wrap
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string getGlInfo();
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string getGlMoreInfo();
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void autoConfig();
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//clear
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void clearBuffers();
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void clearZBuffer();
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//shadows
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void renderShadowsToTexture(const int renderFps);
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//misc
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void loadConfig();
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void saveScreen(const string &path);
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Quad2i getVisibleQuad() const {return visibleQuad;}
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Quad2i getVisibleQuadFromCamera() const {return visibleQuadFromCamera;}
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void renderTeamColorPlane();
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void renderTeamColorCircle();
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//static
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static Shadows strToShadows(const string &s);
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static string shadowsToStr(Shadows shadows);
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const Game * getGame() { return game; }
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void setAllowRenderUnitTitles(bool value);
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bool getAllowRenderUnitTitles() { return allowRenderUnitTitles; }
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void renderUnitTitles(Font2D *font, Vec3f color);
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void renderUnitTitles3D(Font3D *font, Vec3f color);
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Vec3f computeScreenPosition(const Vec3f &worldPos);
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void setPhotoMode(bool value) { photoMode = value; }
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bool getNo2DMouseRendering() const { return no2DMouseRendering; }
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void setNo2DMouseRendering(bool value) { no2DMouseRendering = value; }
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bool getShowDebugUI() const { return showDebugUI; }
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void setShowDebugUI(bool value) { showDebugUI = value; }
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int getShowDebugUILevel() const { return showDebugUILevel; }
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void setShowDebugUILevel(int value) { showDebugUILevel=value; }
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void cycleShowDebugUILevel();
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void setLastRenderFps(int value);
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int getLastRenderFps() const { return lastRenderFps;}
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VisibleQuadContainerCache & getQuadCache(bool updateOnDirtyFrame=true,bool forceNew=false);
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void removeObjectFromQuadCache(const Object *o);
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void removeUnitFromQuadCache(const Unit *unit);
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uint64 getCurrentPixelByteCount(ResourceScope rs=rsGame) const;
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unsigned int getSaveScreenQueueSize();
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Texture2D *saveScreenToTexture(int x, int y, int width, int height);
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void renderProgressBar(int size, int x, int y, Font2D *font,int customWidth=-1, string prefixLabel="", bool centeredText=true);
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static Texture2D * findFactionLogoTexture(string logoFilename);
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static Texture2D * preloadTexture(string logoFilename);
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int getCachedSurfaceDataSize() const { return mapSurfaceData.size(); }
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void setCustom3dMenuList(GLuint *customlist3dMenu) { this->customlist3dMenu = customlist3dMenu; }
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GLuint * getCustom3dMenuList() const { return this->customlist3dMenu; }
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void init3dListMenu(const MainMenu *mm);
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private:
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//private misc
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float computeSunAngle(float time);
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float computeMoonAngle(float time);
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Vec4f computeSunPos(float time);
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Vec4f computeMoonPos(float time);
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Vec3f computeLightColor(float time);
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Vec4f computeWaterColor(float waterLevel, float cellHeight);
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void checkExtension(const string &extension, const string &msg);
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//selection render
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void renderObjectsFast(bool renderingShadows = false, bool resourceOnly = false);
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void renderUnitsFast(bool renderingShadows = false);
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//gl requirements
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void checkGlCaps();
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void checkGlOptionalCaps();
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//gl init
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void init3dList();
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void init2dList();
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//misc
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void loadProjectionMatrix();
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void enableProjectiveTexturing();
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//private aux drawing
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void renderSelectionCircle(Vec3f v, int size, float radius, float thickness=0.2f);
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void renderTeamColorEffect(Vec3f &v, int heigth, int size, Vec3f color, const Texture2D *texture);
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void renderArrow(const Vec3f &pos1, const Vec3f &pos2, const Vec3f &color, float width);
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void renderTile(const Vec2i &pos);
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void renderQuad(int x, int y, int w, int h, const Texture2D *texture);
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void simpleTask(BaseThread *callingThread);
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//static
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static Texture2D::Filter strToTextureFilter(const string &s);
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void cleanupScreenshotThread();
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};
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}} //end namespace
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#endif
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