MegaGlest/source/glest_game/graphics/renderer.cpp

4822 lines
136 KiB
C++

// This file is part of Glest (www.glest.org)
//
// Copyright (C) 2001-2008 Martio Figueroa
//
// You can redistribute this code and/or modify it under
// the terms of the GNU General Public License as published
// by the Free Software Foundation; either version 2 of the
// License, or (at your option) any later version
// ==============================================================
#include "renderer.h"
#include "texture_gl.h"
#include "main_menu.h"
#include "config.h"
#include "components.h"
#include "time_flow.h"
#include "graphics_interface.h"
#include "object.h"
#include "core_data.h"
#include "game.h"
#include "metrics.h"
#include "opengl.h"
#include "faction.h"
#include "factory_repository.h"
#include <cstdlib>
#include <algorithm>
#include "cache_manager.h"
#include "network_manager.h"
#include "leak_dumper.h"
using namespace Shared::Graphics;
using namespace Shared::Graphics::Gl;
using namespace Shared::Util;
using namespace Shared::Graphics;
namespace Glest { namespace Game{
// =====================================================
// class MeshCallbackTeamColor
// =====================================================
bool MeshCallbackTeamColor::noTeamColors = false;
void MeshCallbackTeamColor::execute(const Mesh *mesh){
//team color
if( mesh->getCustomTexture() && teamTexture != NULL &&
MeshCallbackTeamColor::noTeamColors == false) {
//texture 0
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
//set color to interpolation
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_INTERPOLATE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_TEXTURE);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_TEXTURE1);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB, GL_TEXTURE);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB, GL_SRC_ALPHA);
//set alpha to 1
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_TEXTURE);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA);
//texture 1
glActiveTexture(GL_TEXTURE1);
glMultiTexCoord2f(GL_TEXTURE1, 0.f, 0.f);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, static_cast<const Texture2DGl*>(teamTexture)->getHandle());
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_MODULATE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_PRIMARY_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_PREVIOUS);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR);
//set alpha to 1
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_PRIMARY_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA);
glActiveTexture(GL_TEXTURE0);
}
else{
glActiveTexture(GL_TEXTURE1);
glDisable(GL_TEXTURE_2D);
glActiveTexture(GL_TEXTURE0);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
}
}
// ===========================================================
// class Renderer
// ===========================================================
// ===================== PUBLIC ========================
const int Renderer::maxProgressBar= 100;
const Vec4f Renderer::progressBarBack1= Vec4f(0.7f, 0.7f, 0.7f, 0.7f);
const Vec4f Renderer::progressBarBack2= Vec4f(0.7f, 0.7f, 0.7f, 1.f);
const Vec4f Renderer::progressBarFront1= Vec4f(0.f, 0.5f, 0.f, 1.f);
const Vec4f Renderer::progressBarFront2= Vec4f(0.f, 0.1f, 0.f, 1.f);
const float Renderer::sunDist= 10e6;
const float Renderer::moonDist= 10e6;
const float Renderer::lightAmbFactor= 0.4f;
const int Renderer::maxMouse2dAnim= 100;
const GLenum Renderer::baseTexUnit= GL_TEXTURE0;
const GLenum Renderer::fowTexUnit= GL_TEXTURE1;
const GLenum Renderer::shadowTexUnit= GL_TEXTURE2;
const float Renderer::selectionCircleRadius= 0.7f;
const float Renderer::magicCircleRadius= 1.f;
//perspective values
const float Renderer::perspFov= 60.f;
const float Renderer::perspNearPlane= 1.f;
//const float Renderer::perspFarPlane= 50.f;
const float Renderer::perspFarPlane= 1000.f;
const float Renderer::ambFactor= 0.7f;
const Vec4f Renderer::fowColor= Vec4f(0.0f, 0.0f, 0.0f, 1.0f);
const Vec4f Renderer::defSpecularColor= Vec4f(0.8f, 0.8f, 0.8f, 1.f);
const Vec4f Renderer::defDiffuseColor= Vec4f(1.f, 1.f, 1.f, 1.f);
const Vec4f Renderer::defAmbientColor= Vec4f(1.f * ambFactor, 1.f * ambFactor, 1.f * ambFactor, 1.f);
const Vec4f Renderer::defColor= Vec4f(1.f, 1.f, 1.f, 1.f);
//const float Renderer::maxLightDist= 100.f;
const float Renderer::maxLightDist= 1000.f;
const int MIN_FPS_NORMAL_RENDERING = 15;
const int MIN_FPS_NORMAL_RENDERING_TOP_THRESHOLD = 25;
// ==================== constructor and destructor ====================
Renderer::Renderer() {
this->useQuadCache = true;
this->allowRenderUnitTitles = false;
this->menu = NULL;
this->game = NULL;
showDebugUI = false;
modelRenderer = NULL;
textRenderer = NULL;
particleRenderer = NULL;
saveScreenShotThread = NULL;
lastRenderFps=MIN_FPS_NORMAL_RENDERING;
shadowsOffDueToMinRender=false;
//resources
for(int i=0; i < rsCount; ++i) {
modelManager[i] = NULL;
textureManager[i] = NULL;
particleManager[i] = NULL;
fontManager[i] = NULL;
}
GraphicsInterface &gi= GraphicsInterface::getInstance();
FactoryRepository &fr= FactoryRepository::getInstance();
Config &config= Config::getInstance();
this->useQuadCache = config.getBool("UseQuadCache","true");
this->no2DMouseRendering = config.getBool("No2DMouseRendering","false");
this->maxConsoleLines= config.getInt("ConsoleMaxLines");
gi.setFactory(fr.getGraphicsFactory(config.getString("FactoryGraphics")));
GraphicsFactory *graphicsFactory= GraphicsInterface::getInstance().getFactory();
modelRenderer= graphicsFactory->newModelRenderer();
textRenderer= graphicsFactory->newTextRenderer2D();
particleRenderer= graphicsFactory->newParticleRenderer();
//resources
for(int i=0; i< rsCount; ++i) {
modelManager[i]= graphicsFactory->newModelManager();
textureManager[i]= graphicsFactory->newTextureManager();
modelManager[i]->setTextureManager(textureManager[i]);
particleManager[i]= graphicsFactory->newParticleManager();
fontManager[i]= graphicsFactory->newFontManager();
}
//SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1);
saveScreenShotThread = new SimpleTaskThread(this,0,25);
saveScreenShotThread->setUniqueID(__FILE__);
saveScreenShotThread->start();
}
Renderer::~Renderer() {
delete modelRenderer;
modelRenderer = NULL;
delete textRenderer;
textRenderer = NULL;
delete particleRenderer;
particleRenderer = NULL;
//resources
for(int i=0; i<rsCount; ++i){
delete modelManager[i];
modelManager[i] = NULL;
delete textureManager[i];
textureManager[i] = NULL;
delete particleManager[i];
particleManager[i] = NULL;
delete fontManager[i];
fontManager[i] = NULL;
}
// Wait for the queue to become empty or timeout the thread at 7 seconds
for(time_t elapsed = time(NULL);
getSaveScreenQueueSize() > 0 && difftime(time(NULL),elapsed) <= 7;) {
sleep(10);
}
delete saveScreenShotThread;
saveScreenShotThread = NULL;
if(getSaveScreenQueueSize() > 0) {
SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line %d] FORCING MEMORY CLEANUP and NOT SAVING screenshots, saveScreenQueue.size() = %d\n",__FILE__,__FUNCTION__,__LINE__,saveScreenQueue.size());
for(std::list<std::pair<string,Pixmap2D *> >::iterator iter = saveScreenQueue.begin();
iter != saveScreenQueue.end(); ++iter) {
delete iter->second;
}
}
this->menu = NULL;
this->game = NULL;
}
void Renderer::simpleTask(BaseThread *callingThread) {
// This code reads pixmaps from a queue and saves them to disk
Pixmap2D *savePixMapBuffer=NULL;
string path="";
MutexSafeWrapper safeMutex(&saveScreenShotThreadAccessor);
if(saveScreenQueue.size() > 0) {
SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line %d] saveScreenQueue.size() = %d\n",__FILE__,__FUNCTION__,__LINE__,saveScreenQueue.size());
savePixMapBuffer = saveScreenQueue.front().second;
path = saveScreenQueue.front().first;
saveScreenQueue.pop_front();
}
safeMutex.ReleaseLock();
if(savePixMapBuffer != NULL) {
SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line %d] about to save [%s]\n",__FILE__,__FUNCTION__,__LINE__,path.c_str());
savePixMapBuffer->save(path);
delete savePixMapBuffer;
}
}
Renderer &Renderer::getInstance(){
static Renderer renderer;
return renderer;
}
void Renderer::reinitAll() {
//resources
for(int i=0; i<rsCount; ++i){
//modelManager[i]->init();
textureManager[i]->init(true);
//particleManager[i]->init();
//fontManager[i]->init();
}
}
// ==================== init ====================
void Renderer::init(){
Config &config= Config::getInstance();
loadConfig();
if(config.getBool("CheckGlCaps")){
checkGlCaps();
}
if(config.getBool("FirstTime")){
config.setBool("FirstTime", false);
autoConfig();
config.save();
}
modelManager[rsGlobal]->init();
textureManager[rsGlobal]->init();
fontManager[rsGlobal]->init();
init2dList();
glHint(GL_FOG_HINT, GL_FASTEST);
//glHint(GL_GENERATE_MIPMAP_HINT, GL_FASTEST);
glHint(GL_LINE_SMOOTH_HINT, GL_FASTEST);
//glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
//glHint(GL_POINT_SMOOTH_HINT, GL_FASTEST);
//glHint(GL_POLYGON_SMOOTH_HINT, GL_FASTEST);
glHint(GL_TEXTURE_COMPRESSION_HINT, GL_FASTEST);
}
void Renderer::initGame(const Game *game){
SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
this->game= game;
worldToScreenPosCache.clear();
//check gl caps
checkGlOptionalCaps();
//vars
shadowMapFrame= 0;
waterAnim= 0;
SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
//shadows
if(shadows==sProjected || shadows==sShadowMapping){
static_cast<ModelRendererGl*>(modelRenderer)->setSecondaryTexCoordUnit(2);
glGenTextures(1, &shadowMapHandle);
glBindTexture(GL_TEXTURE_2D, shadowMapHandle);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
if(shadows==sShadowMapping){
SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
//shadow mapping
glTexParameteri(GL_TEXTURE_2D, GL_DEPTH_TEXTURE_MODE, GL_LUMINANCE);
//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE_ARB, GL_COMPARE_R_TO_TEXTURE_ARB);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC_ARB, GL_LEQUAL);
//glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FAIL_VALUE_ARB, 1.0f-shadowAlpha);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT32,
shadowTextureSize, shadowTextureSize,
0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, NULL);
}
else{
SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
//projected
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8,
shadowTextureSize, shadowTextureSize,
0, GL_LUMINANCE, GL_UNSIGNED_BYTE, NULL);
}
shadowMapFrame= -1;
}
SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
IF_DEBUG_EDITION( getDebugRenderer().init(); )
//texture init
modelManager[rsGame]->init();
textureManager[rsGame]->init();
fontManager[rsGame]->init();
SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
init3dList();
}
void Renderer::initMenu(const MainMenu *mm){
SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
this->menu = mm;
SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
modelManager[rsMenu]->init();
textureManager[rsMenu]->init();
fontManager[rsMenu]->init();
//modelRenderer->setCustomTexture(CoreData::getInstance().getCustomTexture());
SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
init3dListMenu(mm);
SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
}
void Renderer::reset3d(){
assertGl();
glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
glCallList(list3d);
pointCount= 0;
triangleCount= 0;
assertGl();
}
void Renderer::reset2d(){
assertGl();
glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SINGLE_COLOR);
glCallList(list2d);
assertGl();
}
void Renderer::reset3dMenu(){
assertGl();
glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SINGLE_COLOR);
glCallList(list3dMenu);
assertGl();
}
// ==================== end ====================
void Renderer::end(){
//delete resources
modelManager[rsGlobal]->end();
textureManager[rsGlobal]->end();
fontManager[rsGlobal]->end();
particleManager[rsGlobal]->end();
//delete 2d list
glDeleteLists(list2d, 1);
}
void Renderer::endGame() {
game= NULL;
//delete resources
modelManager[rsGame]->end();
textureManager[rsGame]->end();
fontManager[rsGame]->end();
particleManager[rsGame]->end();
if(shadows==sProjected || shadows==sShadowMapping){
glDeleteTextures(1, &shadowMapHandle);
}
glDeleteLists(list3d, 1);
worldToScreenPosCache.clear();
}
void Renderer::endMenu(){
this->menu = NULL;
//delete resources
modelManager[rsMenu]->end();
textureManager[rsMenu]->end();
fontManager[rsMenu]->end();
particleManager[rsMenu]->end();
glDeleteLists(list3dMenu, 1);
}
void Renderer::reloadResources(){
for(int i=0; i<rsCount; ++i){
modelManager[i]->end();
textureManager[i]->end();
fontManager[i]->end();
}
for(int i=0; i<rsCount; ++i){
modelManager[i]->init();
textureManager[i]->init();
fontManager[i]->init();
}
}
// ==================== engine interface ====================
void Renderer::initTexture(ResourceScope rs, Texture *texture) {
textureManager[rs]->initTexture(texture);
}
void Renderer::endTexture(ResourceScope rs, Texture *texture, bool mustExistInList) {
textureManager[rs]->endTexture(texture,mustExistInList);
}
void Renderer::endLastTexture(ResourceScope rs, bool mustExistInList) {
textureManager[rs]->endLastTexture(mustExistInList);
}
Model *Renderer::newModel(ResourceScope rs){
return modelManager[rs]->newModel();
}
void Renderer::endModel(ResourceScope rs, Model *model,bool mustExistInList) {
modelManager[rs]->endModel(model,mustExistInList);
}
void Renderer::endLastModel(ResourceScope rs, bool mustExistInList) {
modelManager[rs]->endLastModel(mustExistInList);
}
Texture2D *Renderer::newTexture2D(ResourceScope rs){
return textureManager[rs]->newTexture2D();
}
Texture3D *Renderer::newTexture3D(ResourceScope rs){
return textureManager[rs]->newTexture3D();
}
Font2D *Renderer::newFont(ResourceScope rs){
return fontManager[rs]->newFont2D();
}
void Renderer::manageParticleSystem(ParticleSystem *particleSystem, ResourceScope rs){
particleManager[rs]->manage(particleSystem);
}
bool Renderer::validateParticleSystemStillExists(ParticleSystem * particleSystem,ResourceScope rs) const {
return particleManager[rs]->validateParticleSystemStillExists(particleSystem);
}
void Renderer::cleanupParticleSystems(vector<ParticleSystem *> &particleSystems, ResourceScope rs) {
particleManager[rs]->cleanupParticleSystems(particleSystems);
}
void Renderer::cleanupUnitParticleSystems(vector<UnitParticleSystem *> &particleSystems, ResourceScope rs) {
particleManager[rs]->cleanupUnitParticleSystems(particleSystems);
}
void Renderer::updateParticleManager(ResourceScope rs, int renderFps) {
particleManager[rs]->update(renderFps);
}
void Renderer::renderParticleManager(ResourceScope rs){
glPushAttrib(GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
glDepthFunc(GL_LESS);
particleRenderer->renderManager(particleManager[rs], modelRenderer);
glPopAttrib();
}
void Renderer::swapBuffers(){
//glFlush(); // should not be required - http://www.opengl.org/wiki/Common_Mistakes
glFlush();
GraphicsInterface::getInstance().getCurrentContext()->swapBuffers();
}
// ==================== lighting ====================
//places all the opengl lights
void Renderer::setupLighting(){
int lightCount= 0;
const World *world= game->getWorld();
const GameCamera *gameCamera= game->getGameCamera();
const TimeFlow *timeFlow= world->getTimeFlow();
float time= timeFlow->getTime();
assertGl();
//sun/moon light
Vec3f lightColor= computeLightColor(time);
Vec3f fogColor= world->getTileset()->getFogColor();
Vec4f lightPos= timeFlow->isDay()? computeSunPos(time): computeMoonPos(time);
nearestLightPos= lightPos;
glLightfv(GL_LIGHT0, GL_POSITION, lightPos.ptr());
glLightfv(GL_LIGHT0, GL_AMBIENT, Vec4f(lightColor*lightAmbFactor, 1.f).ptr());
glLightfv(GL_LIGHT0, GL_DIFFUSE, Vec4f(lightColor, 1.f).ptr());
glLightfv(GL_LIGHT0, GL_SPECULAR, Vec4f(0.0f, 0.0f, 0.f, 1.f).ptr());
glFogfv(GL_FOG_COLOR, Vec4f(fogColor*lightColor, 1.f).ptr());
lightCount++;
//disable all secondary lights
for(int i= 1; i<maxLights; ++i){
glDisable(GL_LIGHT0 + i);
}
//unit lights (not projectiles)
if(timeFlow->isTotalNight()){
for(int i=0; i<world->getFactionCount() && lightCount<maxLights; ++i){
for(int j=0; j<world->getFaction(i)->getUnitCount() && lightCount<maxLights; ++j){
Unit *unit= world->getFaction(i)->getUnit(j);
if(world->toRenderUnit(unit) &&
unit->getCurrVector().dist(gameCamera->getPos())<maxLightDist &&
unit->getType()->getLight() && unit->isOperative()){
Vec4f pos= Vec4f(unit->getCurrVector());
pos.y+=4.f;
GLenum lightEnum= GL_LIGHT0 + lightCount;
glEnable(lightEnum);
glLightfv(lightEnum, GL_POSITION, pos.ptr());
glLightfv(lightEnum, GL_AMBIENT, Vec4f(unit->getType()->getLightColor()).ptr());
glLightfv(lightEnum, GL_DIFFUSE, Vec4f(unit->getType()->getLightColor()).ptr());
glLightfv(lightEnum, GL_SPECULAR, Vec4f(unit->getType()->getLightColor()*0.3f).ptr());
glLightf(lightEnum, GL_QUADRATIC_ATTENUATION, 0.05f);
++lightCount;
const GameCamera *gameCamera= game->getGameCamera();
if(Vec3f(pos).dist(gameCamera->getPos())<Vec3f(nearestLightPos).dist(gameCamera->getPos())){
nearestLightPos= pos;
}
}
}
}
}
assertGl();
}
void Renderer::loadGameCameraMatrix(){
const GameCamera *gameCamera= game->getGameCamera();
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glRotatef(gameCamera->getVAng(), -1, 0, 0);
glRotatef(gameCamera->getHAng(), 0, 1, 0);
glTranslatef(-gameCamera->getPos().x, -gameCamera->getPos().y, -gameCamera->getPos().z);
}
void Renderer::loadCameraMatrix(const Camera *camera){
const Vec3f &position= camera->getConstPosition();
Quaternion orientation= camera->getOrientation().conjugate();
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glMultMatrixf(orientation.toMatrix4().ptr());
glTranslatef(-position.x, -position.y, -position.z);
}
void Renderer::computeVisibleQuad(){
const GameCamera *gameCamera= game->getGameCamera();
visibleQuad= gameCamera->computeVisibleQuad();
}
// =======================================
// basic rendering
// =======================================
void Renderer::renderMouse2d(int x, int y, int anim, float fade){
if(no2DMouseRendering == true) {
return;
}
float color1, color2;
float fadeFactor= fade+1.f;
anim= anim*2-maxMouse2dAnim;
color2= (abs(anim*(int)fadeFactor)/static_cast<float>(maxMouse2dAnim))/2.f+0.4f;
color1= (abs(anim*(int)fadeFactor)/static_cast<float>(maxMouse2dAnim))/2.f+0.8f;
glPushAttrib(GL_CURRENT_BIT | GL_COLOR_BUFFER_BIT | GL_LINE_BIT);
glEnable(GL_BLEND);
//inside
glColor4f(0.4f*fadeFactor, 0.2f*fadeFactor, 0.2f*fadeFactor, 0.5f*fadeFactor);
glBegin(GL_TRIANGLES);
glVertex2i(x, y);
glVertex2i(x+20, y-10);
glVertex2i(x+10, y-20);
glEnd();
//border
glLineWidth(2);
glBegin(GL_LINE_LOOP);
glColor4f(1.f, 0.2f, 0, color1);
glVertex2i(x, y);
glColor4f(1.f, 0.4f, 0, color2);
glVertex2i(x+20, y-10);
glColor4f(1.f, 0.4f, 0, color2);
glVertex2i(x+10, y-20);
glEnd();
glPopAttrib();
}
void Renderer::renderMouse3d() {
if(game == NULL) {
char szBuf[1024]="";
sprintf(szBuf,"In [%s::%s] Line: %d game == NULL",__FILE__,__FUNCTION__,__LINE__);
throw runtime_error(szBuf);
}
else if(game->getGui() == NULL) {
char szBuf[1024]="";
sprintf(szBuf,"In [%s::%s] Line: %d game->getGui() == NULL",__FILE__,__FUNCTION__,__LINE__);
throw runtime_error(szBuf);
}
else if(game->getGui()->getMouse3d() == NULL) {
char szBuf[1024]="";
sprintf(szBuf,"In [%s::%s] Line: %d game->getGui()->getMouse3d() == NULL",__FILE__,__FUNCTION__,__LINE__);
throw runtime_error(szBuf);
}
const Gui *gui= game->getGui();
const Mouse3d *mouse3d= gui->getMouse3d();
const Map *map= game->getWorld()->getMap();
GLUquadricObj *cilQuadric;
Vec4f color;
assertGl();
if((mouse3d->isEnabled() || gui->isPlacingBuilding()) && gui->isValidPosObjWorld()){
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glPushAttrib(GL_CURRENT_BIT | GL_LIGHTING_BIT | GL_ENABLE_BIT | GL_DEPTH_BUFFER_BIT);
glEnable(GL_BLEND);
glDisable(GL_STENCIL_TEST);
glDepthFunc(GL_LESS);
glEnable(GL_COLOR_MATERIAL);
glDepthMask(GL_FALSE);
const Vec2i &pos= gui->getPosObjWorld();
if(map == NULL) {
char szBuf[1024]="";
sprintf(szBuf,"In [%s::%s] Line: %d map == NULL",__FILE__,__FUNCTION__,__LINE__);
throw runtime_error(szBuf);
}
Vec3f pos3f= Vec3f(pos.x, map->getCell(pos)->getHeight(), pos.y);
if(gui->isPlacingBuilding()){
const UnitType *building= gui->getBuilding();
//selection building emplacement
float offset= building->getSize()/2.f-0.5f;
glTranslatef(pos3f.x+offset, pos3f.y, pos3f.z+offset);
//choose color
if(map->isFreeCells(pos, building->getSize(), fLand)){
color= Vec4f(1.f, 1.f, 1.f, 0.5f);
}
else{
color= Vec4f(1.f, 0.f, 0.f, 0.5f);
}
modelRenderer->begin(true, true, false);
glColor4fv(color.ptr());
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, color.ptr());
const Model *buildingModel= building->getFirstStOfClass(scStop)->getAnimation();
if(gui->getSelectedFacing() != CardinalDir::NORTH) {
float rotateAmount = gui->getSelectedFacing() * 90.f;
if(rotateAmount > 0) {
glRotatef(rotateAmount, 0.f, 1.f, 0.f);
}
}
buildingModel->updateInterpolationData(0.f, false);
modelRenderer->render(buildingModel);
glDisable(GL_COLOR_MATERIAL);
modelRenderer->end();
}
else{
//standard mouse
glDisable(GL_TEXTURE_2D);
glDisable(GL_CULL_FACE);
color= Vec4f(1.f, 0.f, 0.f, 1.f-mouse3d->getFade());
glColor4fv(color.ptr());
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, color.ptr());
glTranslatef(pos3f.x, pos3f.y+2.f, pos3f.z);
glRotatef(90.f, 1.f, 0.f, 0.f);
glRotatef(static_cast<float>(mouse3d->getRot()), 0.f, 0.f, 1.f);
cilQuadric= gluNewQuadric();
gluQuadricDrawStyle(cilQuadric, GLU_FILL);
gluCylinder(cilQuadric, 0.5f, 0.f, 2.f, 4, 1);
gluCylinder(cilQuadric, 0.5f, 0.f, 0.f, 4, 1);
glTranslatef(0.f, 0.f, 1.f);
gluCylinder(cilQuadric, 0.7f, 0.f, 1.f, 4, 1);
gluCylinder(cilQuadric, 0.7f, 0.f, 0.f, 4, 1);
gluDeleteQuadric(cilQuadric);
}
glPopAttrib();
glPopMatrix();
}
}
void Renderer::renderBackground(const Texture2D *texture) {
const Metrics &metrics= Metrics::getInstance();
assertGl();
glPushAttrib(GL_ENABLE_BIT);
glDisable(GL_LIGHTING);
glEnable(GL_TEXTURE_2D);
renderQuad(0, 0, metrics.getVirtualW(), metrics.getVirtualH(), texture);
glPopAttrib();
assertGl();
}
void Renderer::renderTextureQuad(int x, int y, int w, int h, const Texture2D *texture, float alpha,const Vec3f *color){
assertGl();
glPushAttrib(GL_ENABLE_BIT);
glDisable(GL_LIGHTING);
glEnable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
if(color != NULL) {
Vec4f newColor(*color);
newColor.w = alpha;
glColor4fv(newColor.ptr());
}
else {
glColor4f(1.f, 1.f, 1.f, alpha);
}
renderQuad(x, y, w, h, texture);
glPopAttrib();
assertGl();
}
void Renderer::renderConsoleLine(int lineIndex, int xPosition, int yPosition, int lineHeight,
const Font2D* font, string stringToHightlight, const ConsoleLineInfo *lineInfo) {
Vec4f fontColor;
const Metrics &metrics= Metrics::getInstance();
const FontMetrics *fontMetrics= font->getMetrics();
if(game != NULL) {
fontColor = game->getGui()->getDisplay()->getColor();
}
else {
// white shadowed is default ( in the menu for example )
fontColor=Vec4f(1.f, 1.f, 1.f, 0.0f);
}
Vec4f defaultFontColor = fontColor;
if(lineInfo->PlayerIndex >= 0) {
std::map<int,Texture2D *> &crcPlayerTextureCache = CacheManager::getCachedItem< std::map<int,Texture2D *> >(GameConstants::playerTextureCacheLookupKey);
Vec3f playerColor = crcPlayerTextureCache[lineInfo->PlayerIndex]->getPixmap()->getPixel3f(0, 0);
fontColor.x = playerColor.x;
fontColor.y = playerColor.y;
fontColor.z = playerColor.z;
GameNetworkInterface *gameNetInterface = NetworkManager::getInstance().getGameNetworkInterface();
if(gameNetInterface != NULL && gameNetInterface->getGameSettings() != NULL) {
const GameSettings *gameSettings = gameNetInterface->getGameSettings();
string playerName = gameSettings->getNetworkPlayerNameByPlayerIndex(lineInfo->PlayerIndex);
if(playerName != lineInfo->originalPlayerName && lineInfo->originalPlayerName != "") {
playerName = lineInfo->originalPlayerName;
}
//printf("playerName [%s], line [%s]\n",playerName.c_str(),line.c_str());
//string headerLine = "*" + playerName + ":";
string headerLine = playerName + ": ";
if(fontMetrics == NULL) {
throw runtime_error("fontMetrics == NULL");
}
renderTextShadow(
headerLine,
font,
fontColor,
xPosition, lineIndex * lineHeight + yPosition);
fontColor = defaultFontColor;
//xPosition += (8 * (playerName.length() + 2));
// Proper font spacing after username portion of chat text rendering
xPosition += (metrics.toVirtualX(fontMetrics->getTextWidth(headerLine)));
}
}
else if(lineInfo->originalPlayerName != "") {
string playerName = lineInfo->originalPlayerName;
string headerLine = playerName + ": ";
if(fontMetrics == NULL) {
throw runtime_error("fontMetrics == NULL");
}
renderTextShadow(
headerLine,
font,
fontColor,
xPosition, lineIndex * lineHeight + yPosition);
fontColor = defaultFontColor;
//xPosition += (8 * (playerName.length() + 2));
// Proper font spacing after username portion of chat text rendering
xPosition += (metrics.toVirtualX(fontMetrics->getTextWidth(headerLine)));
}
else {
fontColor = defaultFontColor;
}
if(stringToHightlight!="" && lineInfo->text.find(stringToHightlight)!=string::npos){
fontColor=Vec4f(1.f, 0.5f, 0.5f, 0.0f);
}
renderTextShadow(
lineInfo->text,
font,
fontColor,
xPosition, (lineIndex * lineHeight) + yPosition);
}
void Renderer::renderConsole(const Console *console,const bool showFullConsole,const bool showMenuConsole){
if(console == NULL) {
throw runtime_error("console == NULL");
}
glPushAttrib(GL_ENABLE_BIT);
glEnable(GL_BLEND);
if(showFullConsole) {
for(int i = 0; i < console->getStoredLineCount(); ++i) {
const ConsoleLineInfo &lineInfo = console->getStoredLineItem(i);
renderConsoleLine(i, console->getXPos(), console->getYPos(),
console->getLineHeight(), console->getFont(), console->getStringToHighlight(), &lineInfo);
}
}
else if(showMenuConsole) {
for(int i = 0; i < console->getStoredLineCount() && i < maxConsoleLines; ++i) {
const ConsoleLineInfo &lineInfo = console->getStoredLineItem(i);
renderConsoleLine(i, console->getXPos(), console->getYPos(),
console->getLineHeight(), console->getFont(), console->getStringToHighlight(), &lineInfo);
}
}
else {
for(int i = 0; i < console->getLineCount(); ++i) {
const ConsoleLineInfo &lineInfo = console->getLineItem(i);
renderConsoleLine(i, console->getXPos(), console->getYPos(),
console->getLineHeight(), console->getFont(), console->getStringToHighlight(), &lineInfo);
}
}
glPopAttrib();
}
void Renderer::renderChatManager(const ChatManager *chatManager) {
Vec4f fontColor;
Lang &lang= Lang::getInstance();
if(chatManager->getEditEnabled()) {
string text="";
if(chatManager->getInMenu()){
text += lang.get("Chat");
}
else if(chatManager->getTeamMode()) {
text += lang.get("Team");
}
else {
text += lang.get("All");
}
text += ": " + chatManager->getText() + "_";
if(game != NULL) {
fontColor = game->getGui()->getDisplay()->getColor();
}
else {
// white shadowed is default ( in the menu for example )
fontColor=Vec4f(1.f, 1.f, 1.f, 0.0f);
}
renderTextShadow(
text,
chatManager->getFont(),
fontColor,
chatManager->getXPos(), chatManager->getYPos());
//textRenderer->begin(CoreData::getInstance().getConsoleFont());
//textRenderer->render(text, 300, 150);
//textRenderer->end();
}
else
{
if (chatManager->getInMenu()) {
string text = ">> "+lang.get("PressEnterToChat")+" <<";
fontColor = Vec4f(0.5f, 0.5f, 0.5f, 0.5f);
renderTextShadow(text, chatManager->getFont(), fontColor,
chatManager->getXPos(), chatManager->getYPos());
}
}
}
void Renderer::renderResourceStatus(){
const Metrics &metrics= Metrics::getInstance();
const World *world= game->getWorld();
const Faction *thisFaction= world->getFaction(world->getThisFactionIndex());
const Vec4f fontColor=game->getGui()->getDisplay()->getColor();
assertGl();
glPushAttrib(GL_ENABLE_BIT);
int j= 0;
for(int i= 0; i<world->getTechTree()->getResourceTypeCount(); ++i){
const ResourceType *rt= world->getTechTree()->getResourceType(i);
const Resource *r= thisFaction->getResource(rt);
//if any unit produces the resource
bool showResource= false;
for(int k=0; k<thisFaction->getType()->getUnitTypeCount(); ++k){
const UnitType *ut= thisFaction->getType()->getUnitType(k);
if(ut->getCost(rt)!=NULL){
showResource= true;
break;
}
}
//draw resource status
if(showResource){
string str= intToStr(r->getAmount());
glEnable(GL_TEXTURE_2D);
glColor3f(1.f, 1.f, 1.f);
renderQuad(j*100+200, metrics.getVirtualH()-30, 16, 16, rt->getImage());
if(rt->getClass() != rcStatic)
{
str+= "/" + intToStr(thisFaction->getStoreAmount(rt));
}
if(rt->getClass()==rcConsumable){
str+= "(";
if(r->getBalance()>0){
str+= "+";
}
str+= intToStr(r->getBalance()) + ")";
}
glDisable(GL_TEXTURE_2D);
renderTextShadow(
str, CoreData::getInstance().getDisplayFontSmall(),
fontColor,
j*100+220, metrics.getVirtualH()-30, false);
++j;
}
}
glPopAttrib();
assertGl();
}
void Renderer::renderSelectionQuad(){
const Gui *gui= game->getGui();
const SelectionQuad *sq= gui->getSelectionQuad();
Vec2i down= sq->getPosDown();
Vec2i up= sq->getPosUp();
if(gui->isSelecting()) {
glPushAttrib(GL_CURRENT_BIT | GL_LINE_BIT);
glColor3f(0,1,0);
glBegin(GL_LINE_LOOP);
glVertex2i(down.x, down.y);
glVertex2i(up.x, down.y);
glVertex2i(up.x, up.y);
glVertex2i(down.x, up.y);
glEnd();
glPopAttrib();
}
}
Vec2i computeCenteredPos(const string &text, const Font2D *font, int x, int y){
if(font == NULL) {
throw runtime_error("font == NULL");
}
const Metrics &metrics= Metrics::getInstance();
const FontMetrics *fontMetrics= font->getMetrics();
if(fontMetrics == NULL) {
throw runtime_error("fontMetrics == NULL");
}
int virtualX = (fontMetrics->getTextWidth(text) > 0 ? static_cast<int>(fontMetrics->getTextWidth(text)/2.f) : 5);
int virtualY = (fontMetrics->getHeight() > 0 ? static_cast<int>(fontMetrics->getHeight()/2.f) : 5);
Vec2i textPos(
x-metrics.toVirtualX(virtualX),
y-metrics.toVirtualY(virtualY));
return textPos;
}
void Renderer::renderText(const string &text, const Font2D *font, float alpha, int x, int y, bool centered){
glPushAttrib(GL_ENABLE_BIT | GL_CURRENT_BIT);
glEnable(GL_BLEND);
glColor4fv(Vec4f(1.f, 1.f, 1.f, alpha).ptr());
Vec2i pos= centered? computeCenteredPos(text, font, x, y): Vec2i(x, y);
textRenderer->begin(font);
textRenderer->render(text, pos.x, pos.y);
textRenderer->end();
glPopAttrib();
}
void Renderer::renderText(const string &text, const Font2D *font, const Vec3f &color, int x, int y, bool centered){
glPushAttrib(GL_CURRENT_BIT);
glColor3fv(color.ptr());
Vec2i pos= centered? computeCenteredPos(text, font, x, y): Vec2i(x, y);
textRenderer->begin(font);
textRenderer->render(text, pos.x, pos.y);
textRenderer->end();
glPopAttrib();
}
void Renderer::renderText(const string &text, const Font2D *font, const Vec4f &color, int x, int y, bool centered){
glPushAttrib(GL_ENABLE_BIT | GL_CURRENT_BIT);
glEnable(GL_BLEND);
glColor4fv(color.ptr());
Vec2i pos= centered? computeCenteredPos(text, font, x, y): Vec2i(x, y);
textRenderer->begin(font);
textRenderer->render(text, pos.x, pos.y);
textRenderer->end();
glPopAttrib();
}
void Renderer::renderTextShadow(const string &text, const Font2D *font,const Vec4f &color, int x, int y, bool centered){
if(font == NULL) {
throw runtime_error("font == NULL");
}
glPushAttrib(GL_CURRENT_BIT);
Vec2i pos= centered? computeCenteredPos(text, font, x, y): Vec2i(x, y);
textRenderer->begin(font);
if(color.w<0.5) {
glColor3f(0.0f, 0.0f, 0.0f);
textRenderer->render(text, pos.x-1.0f, pos.y-1.0f);
}
glColor3f(color.x,color.y,color.z);
textRenderer->render(text, pos.x, pos.y);
textRenderer->end();
glPopAttrib();
}
// ============= COMPONENTS =============================
void Renderer::renderLabel(const GraphicLabel *label) {
Vec4f *colorWithAlpha = NULL;
renderLabel(label,colorWithAlpha);
}
void Renderer::renderLabel(const GraphicLabel *label,const Vec3f *color) {
if(color != NULL) {
Vec4f colorWithAlpha = Vec4f(*color);
colorWithAlpha.w = GraphicComponent::getFade();
renderLabel(label,&colorWithAlpha);
}
else {
Vec4f *colorWithAlpha = NULL;
renderLabel(label,colorWithAlpha);
}
}
void Renderer::renderLabel(const GraphicLabel *label,const Vec4f *color) {
if(label->getVisible() == false) {
return;
}
glPushAttrib(GL_ENABLE_BIT);
glEnable(GL_BLEND);
Vec2i textPos;
int x= label->getX();
int y= label->getY();
int h= label->getH();
int w= label->getW();
if(label->getCentered()){
textPos= Vec2i(x+w/2, y+h/2);
}
else{
textPos= Vec2i(x, y+h/4);
}
if(color != NULL) {
renderText(label->getText(), label->getFont(), (*color), textPos.x, textPos.y, label->getCentered());
}
else {
renderText(label->getText(), label->getFont(), GraphicComponent::getFade(), textPos.x, textPos.y, label->getCentered());
}
glPopAttrib();
}
void Renderer::renderButton(const GraphicButton *button) {
if(button->getVisible() == false) {
return;
}
int x= button->getX();
int y= button->getY();
int h= button->getH();
int w= button->getW();
const Vec3f disabledTextColor= Vec3f(0.25f,0.25f,0.25f);
glPushAttrib(GL_CURRENT_BIT | GL_ENABLE_BIT);
//background
CoreData &coreData= CoreData::getInstance();
Texture2D *backTexture= w>3*h/2? coreData.getButtonBigTexture(): coreData.getButtonSmallTexture();
glEnable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
glBindTexture(GL_TEXTURE_2D, static_cast<Texture2DGl*>(backTexture)->getHandle());
//button
Vec4f fontColor;
//if(game!=NULL){
// fontColor=game->getGui()->getDisplay()->getColor();
// fontColor.w = GraphicComponent::getFade();
//}
//else {
// white shadowed is default ( in the menu for example )
fontColor=Vec4f(1.f, 1.f, 1.f, GraphicComponent::getFade());
//}
//Vec4f color= Vec4f(1.f, 1.f, 1.f, GraphicComponent::getFade());
Vec4f color= fontColor;
glColor4fv(color.ptr());
glBegin(GL_TRIANGLE_STRIP);
glTexCoord2f(0.f, 0.f);
glVertex2f(x, y);
glTexCoord2f(0.f, 1.f);
glVertex2f(x, y+h);
glTexCoord2f(1.f, 0.f);
glVertex2f(x+w, y);
glTexCoord2f(1.f, 1.f);
glVertex2f(x+w, y+h);
glEnd();
glDisable(GL_TEXTURE_2D);
//lighting
float anim= GraphicComponent::getAnim();
if(anim>0.5f) anim= 1.f-anim;
if(button->getLighted() && button->getEditable()){
const int lightSize= 0;
const Vec4f color1= Vec4f(color.x, color.y, color.z, 0.1f+anim*0.5f);
const Vec4f color2= Vec4f(color.x, color.y, color.z, 0.3f+anim);
glBegin(GL_TRIANGLE_FAN);
glColor4fv(color2.ptr());
glVertex2f(x+w/2, y+h/2);
glColor4fv(color1.ptr());
glVertex2f(x-lightSize, y-lightSize);
glColor4fv(color1.ptr());
glVertex2f(x+w+lightSize, y-lightSize);
glColor4fv(color1.ptr());
glVertex2f(x+w+lightSize, y+h+lightSize);
glColor4fv(color1.ptr());
glVertex2f(x+w+lightSize, y+h+lightSize);
glColor4fv(color1.ptr());
glVertex2f(x-lightSize, y+h+lightSize);
glColor4fv(color1.ptr());
glVertex2f(x-lightSize, y-lightSize);
glEnd();
}
Vec2i textPos= Vec2i(x+w/2, y+h/2);
if(button->getEditable()){
renderText(
button->getText(), button->getFont(), color,
x+w/2, y+h/2, true);
}
else {
renderText(
button->getText(), button->getFont(),disabledTextColor,
x+w/2, y+h/2, true);
}
glPopAttrib();
}
void Renderer::renderCheckBox(const GraphicCheckBox *box) {
if(box->getVisible() == false) {
return;
}
int x= box->getX();
int y= box->getY();
int h= box->getH();
int w= box->getW();
const Vec3f disabledTextColor= Vec3f(0.25f,0.25f,0.25f);
glPushAttrib(GL_CURRENT_BIT | GL_ENABLE_BIT);
//background
CoreData &coreData= CoreData::getInstance();
Texture2D *backTexture= box->getValue()? coreData.getCheckedCheckBoxTexture(): coreData.getCheckBoxTexture();
glEnable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
glBindTexture(GL_TEXTURE_2D, static_cast<Texture2DGl*>(backTexture)->getHandle());
//box
Vec4f fontColor;
//if(game!=NULL){
// fontColor=game->getGui()->getDisplay()->getColor();
// fontColor.w = GraphicComponent::getFade();
//}
//else {
// white shadowed is default ( in the menu for example )
fontColor=Vec4f(1.f, 1.f, 1.f, GraphicComponent::getFade());
//}
//Vec4f color= Vec4f(1.f, 1.f, 1.f, GraphicComponent::getFade());
Vec4f color= fontColor;
glColor4fv(color.ptr());
glBegin(GL_TRIANGLE_STRIP);
glTexCoord2f(0.f, 0.f);
glVertex2f(x, y);
glTexCoord2f(0.f, 1.f);
glVertex2f(x, y+h);
glTexCoord2f(1.f, 0.f);
glVertex2f(x+w, y);
glTexCoord2f(1.f, 1.f);
glVertex2f(x+w, y+h);
glEnd();
glDisable(GL_TEXTURE_2D);
//lighting
float anim= GraphicComponent::getAnim();
if(anim>0.5f) anim= 1.f-anim;
if(box->getLighted() && box->getEditable()){
const int lightSize= 0;
const Vec4f color1= Vec4f(color.x, color.y, color.z, 0.1f+anim*0.5f);
const Vec4f color2= Vec4f(color.x, color.y, color.z, 0.3f+anim);
glBegin(GL_TRIANGLE_FAN);
glColor4fv(color2.ptr());
glVertex2f(x+w/2, y+h/2);
glColor4fv(color1.ptr());
glVertex2f(x-lightSize, y-lightSize);
glColor4fv(color1.ptr());
glVertex2f(x+w+lightSize, y-lightSize);
glColor4fv(color1.ptr());
glVertex2f(x+w+lightSize, y+h+lightSize);
glColor4fv(color1.ptr());
glVertex2f(x+w+lightSize, y+h+lightSize);
glColor4fv(color1.ptr());
glVertex2f(x-lightSize, y+h+lightSize);
glColor4fv(color1.ptr());
glVertex2f(x-lightSize, y-lightSize);
glEnd();
}
glPopAttrib();
}
void Renderer::renderLine(const GraphicLine *line) {
if(line->getVisible() == false) {
return;
}
int x= line->getX();
int y= line->getY();
int h= line->getH();
int w= line->getW();
const Vec3f disabledTextColor= Vec3f(0.25f,0.25f,0.25f);
glPushAttrib(GL_CURRENT_BIT | GL_ENABLE_BIT);
//background
CoreData &coreData= CoreData::getInstance();
Texture2D *backTexture= line->getHorizontal()? coreData.getHorizontalLineTexture(): coreData.getVerticalLineTexture();
glEnable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
glBindTexture(GL_TEXTURE_2D, static_cast<Texture2DGl*>(backTexture)->getHandle());
glBegin(GL_TRIANGLE_STRIP);
glTexCoord2f(0.f, 0.f);
glVertex2f(x, y);
glTexCoord2f(0.f, 1.f);
glVertex2f(x, y+h);
glTexCoord2f(1.f, 0.f);
glVertex2f(x+w, y);
glTexCoord2f(1.f, 1.f);
glVertex2f(x+w, y+h);
glEnd();
glDisable(GL_TEXTURE_2D);
glPopAttrib();
}
void Renderer::renderScrollBar(const GraphicScrollBar *sb) {
if(sb->getVisible() == false) {
return;
}
int x= sb->getX();
int y= sb->getY();
int h= sb->getH();
int w= sb->getW();
const Vec3f disabledTextColor= Vec3f(0.25f,0.25f,0.25f);
glPushAttrib(GL_CURRENT_BIT | GL_ENABLE_BIT);
/////////////////////
//background
////////////////////
CoreData &coreData= CoreData::getInstance();
Texture2D *backTexture= coreData.getHorizontalLineTexture();
glEnable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
glBindTexture(GL_TEXTURE_2D, static_cast<Texture2DGl*>(backTexture)->getHandle());
glBegin(GL_TRIANGLE_STRIP);
glTexCoord2f(0.f, 0.f);
glVertex2f(x, y);
glTexCoord2f(0.f, 1.f);
glVertex2f(x, y+h);
glTexCoord2f(1.f, 0.f);
glVertex2f(x+w, y);
glTexCoord2f(1.f, 1.f);
glVertex2f(x+w, y+h);
glEnd();
////////////////////
// selectBlock
////////////////////
x= sb->getX();
y= sb->getY();
h= sb->getH();
w= sb->getW();
if( sb->getHorizontal()) {
x=x+sb->getVisibleCompPosStart();
w=sb->getVisibleCompPosEnd()-sb->getVisibleCompPosStart();
}
else {
y=y+sb->getVisibleCompPosStart();
h=sb->getVisibleCompPosEnd()-sb->getVisibleCompPosStart();
}
Texture2D *selectTexture= coreData.getButtonBigTexture();
glBindTexture(GL_TEXTURE_2D, static_cast<Texture2DGl*>(selectTexture)->getHandle());
//button
Vec4f fontColor;
//if(game!=NULL){
// fontColor=game->getGui()->getDisplay()->getColor();
// fontColor.w = GraphicComponent::getFade();
//}
//else {
// white shadowed is default ( in the menu for example )
fontColor=Vec4f(1.f, 1.f, 1.f, GraphicComponent::getFade());
//}
//Vec4f color= Vec4f(1.f, 1.f, 1.f, GraphicComponent::getFade());
Vec4f color= fontColor;
glColor4fv(color.ptr());
glBegin(GL_TRIANGLE_STRIP);
glTexCoord2f(0.f, 0.f);
glVertex2f(x, y);
glTexCoord2f(0.f, 1.f);
glVertex2f(x, y+h);
glTexCoord2f(1.f, 0.f);
glVertex2f(x+w, y);
glTexCoord2f(1.f, 1.f);
glVertex2f(x+w, y+h);
glEnd();
glDisable(GL_TEXTURE_2D);
//lighting
float anim= GraphicComponent::getAnim();
if(anim>0.5f) anim= 1.f-anim;
if(sb->getLighted() && sb->getEditable()){
const int lightSize= 0;
const Vec4f color1= Vec4f(color.x, color.y, color.z, 0.1f+anim*0.5f);
const Vec4f color2= Vec4f(color.x, color.y, color.z, 0.3f+anim);
glBegin(GL_TRIANGLE_FAN);
glColor4fv(color2.ptr());
glVertex2f(x+w/2, y+h/2);
glColor4fv(color1.ptr());
glVertex2f(x-lightSize, y-lightSize);
glColor4fv(color1.ptr());
glVertex2f(x+w+lightSize, y-lightSize);
glColor4fv(color1.ptr());
glVertex2f(x+w+lightSize, y+h+lightSize);
glColor4fv(color1.ptr());
glVertex2f(x+w+lightSize, y+h+lightSize);
glColor4fv(color1.ptr());
glVertex2f(x-lightSize, y+h+lightSize);
glColor4fv(color1.ptr());
glVertex2f(x-lightSize, y-lightSize);
glEnd();
}
glPopAttrib();
}
void Renderer::renderListBox(const GraphicListBox *listBox) {
if(listBox->getVisible() == false) {
return;
}
renderButton(listBox->getButton1());
renderButton(listBox->getButton2());
glPushAttrib(GL_ENABLE_BIT);
glEnable(GL_BLEND);
GraphicLabel label;
label.init(listBox->getX(), listBox->getY(), listBox->getW(), listBox->getH(), true);
label.setText(listBox->getText());
label.setFont(listBox->getFont());
renderLabel(&label);
glPopAttrib();
}
void Renderer::renderMessageBox(const GraphicMessageBox *messageBox) {
if(messageBox->getVisible() == false) {
return;
}
//background
glPushAttrib(GL_ENABLE_BIT | GL_CURRENT_BIT);
glEnable(GL_BLEND);
glColor4f(0.0f, 0.0f, 0.0f, 0.5f) ;
glBegin(GL_TRIANGLE_STRIP);
glVertex2i(messageBox->getX(), messageBox->getY()+9*messageBox->getH()/10);
glVertex2i(messageBox->getX(), messageBox->getY());
glVertex2i(messageBox->getX() + messageBox->getW(), messageBox->getY() + 9*messageBox->getH()/10);
glVertex2i(messageBox->getX() + messageBox->getW(), messageBox->getY());
glEnd();
glColor4f(0.0f, 0.0f, 0.0f, 0.8f) ;
glBegin(GL_TRIANGLE_STRIP);
glVertex2i(messageBox->getX(), messageBox->getY()+messageBox->getH());
glVertex2i(messageBox->getX(), messageBox->getY()+9*messageBox->getH()/10);
glVertex2i(messageBox->getX() + messageBox->getW(), messageBox->getY() + messageBox->getH());
glVertex2i(messageBox->getX() + messageBox->getW(), messageBox->getY()+9*messageBox->getH()/10);
glEnd();
glBegin(GL_LINE_LOOP);
glColor4f(0.5f, 0.5f, 0.5f, 0.25f) ;
glVertex2i(messageBox->getX(), messageBox->getY());
glColor4f(0.0f, 0.0f, 0.0f, 0.25f) ;
glVertex2i(messageBox->getX()+ messageBox->getW(), messageBox->getY());
glColor4f(0.5f, 0.5f, 0.5f, 0.25f) ;
glVertex2i(messageBox->getX()+ messageBox->getW(), messageBox->getY() + messageBox->getH());
glColor4f(0.25f, 0.25f, 0.25f, 0.25f) ;
glVertex2i(messageBox->getX(), messageBox->getY() + messageBox->getH());
glEnd();
glBegin(GL_LINE_STRIP);
glColor4f(1.0f, 1.0f, 1.0f, 0.25f) ;
glVertex2i(messageBox->getX(), messageBox->getY() + 90*messageBox->getH()/100);
glColor4f(0.5f, 0.5f, 0.5f, 0.25f) ;
glVertex2i(messageBox->getX()+ messageBox->getW(), messageBox->getY() + 90*messageBox->getH()/100);
glEnd();
glPopAttrib();
//buttons
renderButton(messageBox->getButton1());
if(messageBox->getButtonCount()==2){
renderButton(messageBox->getButton2());
}
Vec4f fontColor;
//if(game!=NULL){
// fontColor=game->getGui()->getDisplay()->getColor();
//}
//else {
// white shadowed is default ( in the menu for example )
fontColor=Vec4f(1.f, 1.f, 1.f, 1.0f);
//}
//text
renderTextShadow(
messageBox->getText(), messageBox->getFont(), fontColor,
messageBox->getX()+15, messageBox->getY()+7*messageBox->getH()/10,
false );
renderTextShadow(
messageBox->getHeader(), messageBox->getFont(),fontColor,
messageBox->getX()+15, messageBox->getY()+93*messageBox->getH()/100,
false );
}
// ==================== complex rendering ====================
void Renderer::renderSurface(const int renderFps) {
IF_DEBUG_EDITION(
if (getDebugRenderer().willRenderSurface()) {
getDebugRenderer().renderSurface(visibleQuad / Map::cellScale);
} else {
)
int lastTex=-1;
int currTex;
const World *world= game->getWorld();
const Map *map= world->getMap();
const Rect2i mapBounds(0, 0, map->getSurfaceW()-1, map->getSurfaceH()-1);
float coordStep= world->getTileset()->getSurfaceAtlas()->getCoordStep();
assertGl();
const Texture2D *fowTex= world->getMinimap()->getFowTexture();
glPushAttrib(GL_LIGHTING_BIT | GL_ENABLE_BIT | GL_FOG_BIT | GL_TEXTURE_BIT);
glEnable(GL_BLEND);
glEnable(GL_COLOR_MATERIAL);
glDisable(GL_ALPHA_TEST);
glEnable(GL_CULL_FACE);
//fog of war tex unit
glActiveTexture(fowTexUnit);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, static_cast<const Texture2DGl*>(fowTex)->getHandle());
//glCompressedTexSubImage2D(
// GL_TEXTURE_2D, 0, 0, 0,
// fowTex->getPixmap()->getW(), fowTex->getPixmap()->getH(),
// GL_ALPHA, GL_UNSIGNED_BYTE, fowTex->getPixmap()->getPixels());
glTexSubImage2D(
GL_TEXTURE_2D, 0, 0, 0,
fowTex->getPixmapConst()->getW(), fowTex->getPixmapConst()->getH(),
GL_ALPHA, GL_UNSIGNED_BYTE, fowTex->getPixmapConst()->getPixels());
if(!shadowsOffDueToMinRender) {
//shadow texture
if(shadows==sProjected || shadows==sShadowMapping){
glActiveTexture(shadowTexUnit);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, shadowMapHandle);
static_cast<ModelRendererGl*>(modelRenderer)->setDuplicateTexCoords(true);
enableProjectiveTexturing();
}
}
glActiveTexture(baseTexUnit);
if(useQuadCache == true) {
VisibleQuadContainerCache &qCache = getQuadCache();
if(qCache.visibleScaledCellList.size() > 0) {
for(int visibleIndex = 0;
visibleIndex < qCache.visibleScaledCellList.size(); ++visibleIndex) {
Vec2i &pos = qCache.visibleScaledCellList[visibleIndex];
SurfaceCell *tc00= map->getSurfaceCell(pos.x, pos.y);
SurfaceCell *tc10= map->getSurfaceCell(pos.x+1, pos.y);
SurfaceCell *tc01= map->getSurfaceCell(pos.x, pos.y+1);
SurfaceCell *tc11= map->getSurfaceCell(pos.x+1, pos.y+1);
if(tc00 == NULL) {
throw runtime_error("tc00 == NULL");
}
if(tc10 == NULL) {
throw runtime_error("tc10 == NULL");
}
if(tc01 == NULL) {
throw runtime_error("tc01 == NULL");
}
if(tc11 == NULL) {
throw runtime_error("tc11 == NULL");
}
triangleCount+= 2;
pointCount+= 4;
//set texture
if(tc00->getSurfaceTexture() == NULL) {
throw runtime_error("tc00->getSurfaceTexture() == NULL");
}
currTex= static_cast<const Texture2DGl*>(tc00->getSurfaceTexture())->getHandle();
if(currTex != lastTex) {
lastTex = currTex;
glBindTexture(GL_TEXTURE_2D, lastTex);
}
const Vec2f &surfCoord= tc00->getSurfTexCoord();
glBegin(GL_TRIANGLE_STRIP);
//draw quad using immediate mode
glMultiTexCoord2fv(fowTexUnit, tc01->getFowTexCoord().ptr());
glMultiTexCoord2f(baseTexUnit, surfCoord.x, surfCoord.y + coordStep);
glNormal3fv(tc01->getNormal().ptr());
glVertex3fv(tc01->getVertex().ptr());
glMultiTexCoord2fv(fowTexUnit, tc00->getFowTexCoord().ptr());
glMultiTexCoord2f(baseTexUnit, surfCoord.x, surfCoord.y);
glNormal3fv(tc00->getNormal().ptr());
glVertex3fv(tc00->getVertex().ptr());
glMultiTexCoord2fv(fowTexUnit, tc11->getFowTexCoord().ptr());
glMultiTexCoord2f(baseTexUnit, surfCoord.x+coordStep, surfCoord.y+coordStep);
glNormal3fv(tc11->getNormal().ptr());
glVertex3fv(tc11->getVertex().ptr());
glMultiTexCoord2fv(fowTexUnit, tc10->getFowTexCoord().ptr());
glMultiTexCoord2f(baseTexUnit, surfCoord.x + coordStep, surfCoord.y);
glNormal3fv(tc10->getNormal().ptr());
glVertex3fv(tc10->getVertex().ptr());
glEnd();
}
}
}
else {
Quad2i scaledQuad= visibleQuad/Map::cellScale;
PosQuadIterator pqi(scaledQuad);
while(pqi.next()) {
const Vec2i &pos= pqi.getPos();
if(mapBounds.isInside(pos)){
SurfaceCell *tc00= map->getSurfaceCell(pos.x, pos.y);
SurfaceCell *tc10= map->getSurfaceCell(pos.x+1, pos.y);
SurfaceCell *tc01= map->getSurfaceCell(pos.x, pos.y+1);
SurfaceCell *tc11= map->getSurfaceCell(pos.x+1, pos.y+1);
if(tc00 == NULL) {
throw runtime_error("tc00 == NULL");
}
if(tc10 == NULL) {
throw runtime_error("tc10 == NULL");
}
if(tc01 == NULL) {
throw runtime_error("tc01 == NULL");
}
if(tc11 == NULL) {
throw runtime_error("tc11 == NULL");
}
triangleCount+= 2;
pointCount+= 4;
//set texture
currTex= static_cast<const Texture2DGl*>(tc00->getSurfaceTexture())->getHandle();
if(currTex!=lastTex){
lastTex=currTex;
glBindTexture(GL_TEXTURE_2D, lastTex);
}
const Vec2f &surfCoord= tc00->getSurfTexCoord();
glBegin(GL_TRIANGLE_STRIP);
//draw quad using immediate mode
glMultiTexCoord2fv(fowTexUnit, tc01->getFowTexCoord().ptr());
glMultiTexCoord2f(baseTexUnit, surfCoord.x, surfCoord.y + coordStep);
glNormal3fv(tc01->getNormal().ptr());
glVertex3fv(tc01->getVertex().ptr());
glMultiTexCoord2fv(fowTexUnit, tc00->getFowTexCoord().ptr());
glMultiTexCoord2f(baseTexUnit, surfCoord.x, surfCoord.y);
glNormal3fv(tc00->getNormal().ptr());
glVertex3fv(tc00->getVertex().ptr());
glMultiTexCoord2fv(fowTexUnit, tc11->getFowTexCoord().ptr());
glMultiTexCoord2f(baseTexUnit, surfCoord.x+coordStep, surfCoord.y+coordStep);
glNormal3fv(tc11->getNormal().ptr());
glVertex3fv(tc11->getVertex().ptr());
glMultiTexCoord2fv(fowTexUnit, tc10->getFowTexCoord().ptr());
glMultiTexCoord2f(baseTexUnit, surfCoord.x + coordStep, surfCoord.y);
glNormal3fv(tc10->getNormal().ptr());
glVertex3fv(tc10->getVertex().ptr());
glEnd();
}
}
//glEnd();
}
//Restore
static_cast<ModelRendererGl*>(modelRenderer)->setDuplicateTexCoords(false);
glPopAttrib();
//assert
glGetError(); //remove when first mtex problem solved
assertGl();
IF_DEBUG_EDITION(
} // end else, if not renderering debug textures instead of regular terrain
getDebugRenderer().renderEffects(visibleQuad / Map::cellScale);
)
}
void Renderer::renderObjects(const int renderFps) {
const World *world= game->getWorld();
const Map *map= world->getMap();
assertGl();
const Texture2D *fowTex= NULL;
Vec3f baseFogColor;
bool modelRenderStarted = false;
if(useQuadCache == true) {
VisibleQuadContainerCache &qCache = getQuadCache();
for(int visibleIndex = 0;
visibleIndex < qCache.visibleObjectList.size(); ++visibleIndex) {
Object *o = qCache.visibleObjectList[visibleIndex];
const Model *objModel= o->getModel();
const Vec3f &v= o->getConstPos();
if(modelRenderStarted == false) {
modelRenderStarted = true;
fowTex= world->getMinimap()->getFowTexture();
baseFogColor= world->getTileset()->getFogColor() * computeLightColor(world->getTimeFlow()->getTime());
glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_FOG_BIT | GL_LIGHTING_BIT | GL_TEXTURE_BIT);
if(!shadowsOffDueToMinRender &&
shadows == sShadowMapping) {
glActiveTexture(shadowTexUnit);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, shadowMapHandle);
static_cast<ModelRendererGl*>(modelRenderer)->setDuplicateTexCoords(true);
enableProjectiveTexturing();
}
glActiveTexture(baseTexUnit);
glEnable(GL_COLOR_MATERIAL);
glAlphaFunc(GL_GREATER, 0.5f);
modelRenderer->begin(true, true, false);
}
//ambient and diffuse color is taken from cell color
const Pixmap2D *fowTexPixmap = fowTex->getPixmapConst();
float fowFactor= fowTexPixmap->getPixelf(o->getMapPos().x / Map::cellScale, o->getMapPos().y / Map::cellScale);
Vec4f color= Vec4f(Vec3f(fowFactor), 1.f);
glColor4fv(color.ptr());
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (color * ambFactor).ptr());
glFogfv(GL_FOG_COLOR, (baseFogColor * fowFactor).ptr());
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glTranslatef(v.x, v.y, v.z);
glRotatef(o->getRotation(), 0.f, 1.f, 0.f);
objModel->updateInterpolationData(0.f, true);
modelRenderer->render(objModel);
triangleCount+= objModel->getTriangleCount();
pointCount+= objModel->getVertexCount();
glPopMatrix();
}
if(modelRenderStarted == true) {
modelRenderer->end();
glPopAttrib();
}
//restore
static_cast<ModelRendererGl*>(modelRenderer)->setDuplicateTexCoords(true);
}
else {
int thisTeamIndex= world->getThisTeamIndex();
bool modelRenderStarted = false;
PosQuadIterator pqi(visibleQuad, Map::cellScale);
while(pqi.next()) {
const Vec2i &pos= pqi.getPos();
if(map->isInside(pos)){
SurfaceCell *sc= map->getSurfaceCell(Map::toSurfCoords(pos));
Object *o= sc->getObject();
if(sc->isExplored(thisTeamIndex) && o!=NULL){
const Model *objModel= sc->getObject()->getModel();
const Vec3f &v= o->getConstPos();
if(modelRenderStarted == false) {
modelRenderStarted = true;
fowTex= world->getMinimap()->getFowTexture();
baseFogColor= world->getTileset()->getFogColor()*computeLightColor(world->getTimeFlow()->getTime());
glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_FOG_BIT | GL_LIGHTING_BIT | GL_TEXTURE_BIT);
if(!shadowsOffDueToMinRender &&
shadows == sShadowMapping) {
glActiveTexture(shadowTexUnit);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, shadowMapHandle);
static_cast<ModelRendererGl*>(modelRenderer)->setDuplicateTexCoords(true);
enableProjectiveTexturing();
}
glActiveTexture(baseTexUnit);
glEnable(GL_COLOR_MATERIAL);
glAlphaFunc(GL_GREATER, 0.5f);
modelRenderer->begin(true, true, false);
}
//ambient and diffuse color is taken from cell color
float fowFactor= fowTex->getPixmapConst()->getPixelf(pos.x / Map::cellScale, pos.y / Map::cellScale);
Vec4f color= Vec4f(Vec3f(fowFactor), 1.f);
glColor4fv(color.ptr());
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (color*ambFactor).ptr());
glFogfv(GL_FOG_COLOR, (baseFogColor*fowFactor).ptr());
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glTranslatef(v.x, v.y, v.z);
glRotatef(o->getRotation(), 0.f, 1.f, 0.f);
objModel->updateInterpolationData(0.f, true);
modelRenderer->render(objModel);
triangleCount+= objModel->getTriangleCount();
pointCount+= objModel->getVertexCount();
glPopMatrix();
}
}
}
if(modelRenderStarted == true) {
modelRenderer->end();
glPopAttrib();
}
//restore
static_cast<ModelRendererGl*>(modelRenderer)->setDuplicateTexCoords(true);
}
assertGl();
}
void Renderer::renderWater() {
bool closed= false;
const World *world= game->getWorld();
const Map *map= world->getMap();
float waterAnim= world->getWaterEffects()->getAmin();
//assert
assertGl();
glPushAttrib(GL_TEXTURE_BIT | GL_ENABLE_BIT | GL_CURRENT_BIT);
//water texture nit
glDisable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
if(textures3D){
Texture3D *waterTex= world->getTileset()->getWaterTex();
if(waterTex == NULL) {
throw runtime_error("waterTex == NULL");
}
glEnable(GL_TEXTURE_3D);
glBindTexture(GL_TEXTURE_3D, static_cast<Texture3DGl*>(waterTex)->getHandle());
}
else{
glEnable(GL_COLOR_MATERIAL);
glColor4f(0.5f, 0.5f, 1.0f, 0.5f);
glBindTexture(GL_TEXTURE_3D, 0);
}
assertGl();
//fog of War texture Unit
const Texture2D *fowTex= world->getMinimap()->getFowTexture();
glActiveTexture(fowTexUnit);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, static_cast<const Texture2DGl*>(fowTex)->getHandle());
glActiveTexture(baseTexUnit);
assertGl();
Rect2i boundingRect= visibleQuad.computeBoundingRect();
Rect2i scaledRect= boundingRect/Map::cellScale;
scaledRect.clamp(0, 0, map->getSurfaceW()-1, map->getSurfaceH()-1);
float waterLevel= world->getMap()->getWaterLevel();
for(int j=scaledRect.p[0].y; j<scaledRect.p[1].y; ++j){
glBegin(GL_TRIANGLE_STRIP);
for(int i=scaledRect.p[0].x; i<=scaledRect.p[1].x; ++i){
SurfaceCell *tc0= map->getSurfaceCell(i, j);
SurfaceCell *tc1= map->getSurfaceCell(i, j+1);
int thisTeamIndex= world->getThisTeamIndex();
bool cellExplored = world->showWorldForPlayer(world->getThisFactionIndex());
if(cellExplored == false) {
cellExplored = (tc0->isExplored(thisTeamIndex) || tc1->isExplored(thisTeamIndex));
}
if(tc0->getNearSubmerged() && cellExplored == true) {
glNormal3f(0.f, 1.f, 0.f);
closed= false;
triangleCount+= 2;
pointCount+= 2;
//vertex 1
glMaterialfv(
GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE,
computeWaterColor(waterLevel, tc1->getHeight()).ptr());
glMultiTexCoord2fv(GL_TEXTURE1, tc1->getFowTexCoord().ptr());
glTexCoord3f(i, 1.f, waterAnim);
glVertex3f(
static_cast<float>(i)*Map::mapScale,
waterLevel,
static_cast<float>(j+1)*Map::mapScale);
//vertex 2
glMaterialfv(
GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE,
computeWaterColor(waterLevel, tc0->getHeight()).ptr());
glMultiTexCoord2fv(GL_TEXTURE1, tc0->getFowTexCoord().ptr());
glTexCoord3f(i, 0.f, waterAnim);
glVertex3f(
static_cast<float>(i)*Map::mapScale,
waterLevel,
static_cast<float>(j)*Map::mapScale);
}
else{
if(!closed){
pointCount+= 2;
//vertex 1
glMaterialfv(
GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE,
computeWaterColor(waterLevel, tc1->getHeight()).ptr());
glMultiTexCoord2fv(GL_TEXTURE1, tc1->getFowTexCoord().ptr());
glTexCoord3f(i, 1.f, waterAnim);
glVertex3f(
static_cast<float>(i)*Map::mapScale,
waterLevel,
static_cast<float>(j+1)*Map::mapScale);
//vertex 2
glMaterialfv(
GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE,
computeWaterColor(waterLevel, tc0->getHeight()).ptr());
glMultiTexCoord2fv(GL_TEXTURE1, tc0->getFowTexCoord().ptr());
glTexCoord3f(i, 0.f, waterAnim);
glVertex3f(
static_cast<float>(i)*Map::mapScale,
waterLevel,
static_cast<float>(j)*Map::mapScale);
glEnd();
glBegin(GL_TRIANGLE_STRIP);
closed= true;
}
}
}
glEnd();
}
//restore
glPopAttrib();
assertGl();
}
void Renderer::renderUnits(const int renderFps) {
Unit *unit=NULL;
const World *world= game->getWorld();
MeshCallbackTeamColor meshCallbackTeamColor;
//assert
assertGl();
visibleFrameUnitList.clear();
bool modelRenderStarted = false;
if(useQuadCache == true) {
VisibleQuadContainerCache &qCache = getQuadCache();
if(qCache.visibleQuadUnitList.size() > 0) {
for(int visibleUnitIndex = 0;
visibleUnitIndex < qCache.visibleQuadUnitList.size(); ++visibleUnitIndex) {
Unit *unit = qCache.visibleQuadUnitList[visibleUnitIndex];
meshCallbackTeamColor.setTeamTexture(unit->getFaction()->getTexture());
if(modelRenderStarted == false) {
modelRenderStarted = true;
glPushAttrib(GL_ENABLE_BIT | GL_FOG_BIT | GL_LIGHTING_BIT | GL_TEXTURE_BIT);
glEnable(GL_COLOR_MATERIAL);
if(!shadowsOffDueToMinRender) {
if(shadows == sShadowMapping) {
glActiveTexture(shadowTexUnit);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, shadowMapHandle);
static_cast<ModelRendererGl*>(modelRenderer)->setDuplicateTexCoords(true);
enableProjectiveTexturing();
}
}
glActiveTexture(baseTexUnit);
modelRenderer->begin(true, true, true, &meshCallbackTeamColor);
}
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
//translate
Vec3f currVec= unit->getCurrVectorFlat();
glTranslatef(currVec.x, currVec.y, currVec.z);
//rotate
glRotatef(unit->getRotation(), 0.f, 1.f, 0.f);
glRotatef(unit->getVerticalRotation(), 1.f, 0.f, 0.f);
//dead alpha
float alpha= 1.0f;
const SkillType *st= unit->getCurrSkill();
if(st->getClass() == scDie && static_cast<const DieSkillType*>(st)->getFade()) {
alpha= 1.0f-unit->getAnimProgress();
glDisable(GL_COLOR_MATERIAL);
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, Vec4f(1.0f, 1.0f, 1.0f, alpha).ptr());
}
else {
glEnable(GL_COLOR_MATERIAL);
glAlphaFunc(GL_GREATER, 0.4f);
}
//render
const Model *model= unit->getCurrentModel();
model->updateInterpolationData(unit->getAnimProgress(), unit->isAlive());
modelRenderer->render(model);
triangleCount+= model->getTriangleCount();
pointCount+= model->getVertexCount();
glPopMatrix();
unit->setVisible(true);
unit->setScreenPos(computeScreenPosition(unit->getCurrVectorFlat()));
visibleFrameUnitList.push_back(unit);
//if(allowRenderUnitTitles == true) {
// Add to the pending render unit title list
//renderUnitTitleList.push_back(std::pair<Unit *,Vec3f>(unit,computeScreenPosition(unit->getCurrVectorFlat())) );
//}
}
if(modelRenderStarted == true) {
modelRenderer->end();
glPopAttrib();
}
}
//restore
static_cast<ModelRendererGl*>(modelRenderer)->setDuplicateTexCoords(true);
}
else {
bool modelRenderStarted = false;
for(int i=0; i<world->getFactionCount(); ++i){
meshCallbackTeamColor.setTeamTexture(world->getFaction(i)->getTexture());
for(int j=0; j<world->getFaction(i)->getUnitCount(); ++j){
unit= world->getFaction(i)->getUnit(j);
if(world->toRenderUnit(unit, visibleQuad)) {
if(modelRenderStarted == false) {
modelRenderStarted = true;
glPushAttrib(GL_ENABLE_BIT | GL_FOG_BIT | GL_LIGHTING_BIT | GL_TEXTURE_BIT);
glEnable(GL_COLOR_MATERIAL);
if(!shadowsOffDueToMinRender) {
if(shadows==sShadowMapping){
glActiveTexture(shadowTexUnit);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, shadowMapHandle);
static_cast<ModelRendererGl*>(modelRenderer)->setDuplicateTexCoords(true);
enableProjectiveTexturing();
}
}
glActiveTexture(baseTexUnit);
modelRenderer->begin(true, true, true, &meshCallbackTeamColor);
}
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
//translate
Vec3f currVec= unit->getCurrVectorFlat();
glTranslatef(currVec.x, currVec.y, currVec.z);
//rotate
glRotatef(unit->getRotation(), 0.f, 1.f, 0.f);
glRotatef(unit->getVerticalRotation(), 1.f, 0.f, 0.f);
//dead alpha
float alpha= 1.0f;
const SkillType *st= unit->getCurrSkill();
if(st->getClass()==scDie && static_cast<const DieSkillType*>(st)->getFade()){
alpha= 1.0f-unit->getAnimProgress();
glDisable(GL_COLOR_MATERIAL);
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, Vec4f(1.0f, 1.0f, 1.0f, alpha).ptr());
}
else{
glEnable(GL_COLOR_MATERIAL);
glAlphaFunc(GL_GREATER, 0.4f);
}
//render
const Model *model= unit->getCurrentModel();
model->updateInterpolationData(unit->getAnimProgress(), unit->isAlive());
modelRenderer->render(model);
triangleCount+= model->getTriangleCount();
pointCount+= model->getVertexCount();
glPopMatrix();
unit->setVisible(true);
unit->setScreenPos(computeScreenPosition(unit->getCurrVectorFlat()));
visibleFrameUnitList.push_back(unit);
//if(allowRenderUnitTitles == true) {
// Add to the pending render unit title list
//renderUnitTitleList.push_back(std::pair<Unit *,Vec3f>(unit,computeScreenPosition(unit->getCurrVectorFlat())) );
//}
}
else
{
unit->setVisible(false);
}
}
}
if(modelRenderStarted == true) {
modelRenderer->end();
glPopAttrib();
}
//restore
static_cast<ModelRendererGl*>(modelRenderer)->setDuplicateTexCoords(true);
}
// reset alpha
glAlphaFunc(GL_GREATER, 0.0f);
//assert
assertGl();
}
void Renderer::renderSelectionEffects(){
const World *world= game->getWorld();
const Map *map= world->getMap();
const Selection *selection= game->getGui()->getSelection();
glPushAttrib(GL_ENABLE_BIT | GL_CURRENT_BIT | GL_DEPTH_BUFFER_BIT);
glDisable(GL_LIGHTING);
glDisable(GL_TEXTURE_2D);
glDepthFunc(GL_ALWAYS);
glDisable(GL_STENCIL_TEST);
glDisable(GL_CULL_FACE);
glEnable(GL_BLEND);
glLineWidth(2.f);
//units
for(int i=0; i<selection->getCount(); ++i){
const Unit *unit= selection->getUnit(i);
//translate
Vec3f currVec= unit->getCurrVectorFlat();
currVec.y+= 0.3f;
//selection circle
if(world->getThisFactionIndex() == unit->getFactionIndex()) {
if( showDebugUI == true && unit->getCommandSize() > 0 &&
dynamic_cast<const BuildCommandType *>(unit->getCurrCommand()->getCommandType()) != NULL) {
glColor4f(unit->getHpRatio(), unit->getHpRatio(), unit->getHpRatio(), 0.3f);
}
else {
glColor4f(0, unit->getHpRatio(), 0, 0.3f);
}
}
else if ( world->getThisTeamIndex() == unit->getTeam()) {
glColor4f(unit->getHpRatio(), unit->getHpRatio(), 0, 0.3f);
}
else{
glColor4f(unit->getHpRatio(), 0, 0, 0.3f);
}
renderSelectionCircle(currVec, unit->getType()->getSize(), selectionCircleRadius);
//magic circle
if(world->getThisFactionIndex() == unit->getFactionIndex() && unit->getType()->getMaxEp() > 0) {
glColor4f(unit->getEpRatio()/2.f, unit->getEpRatio(), unit->getEpRatio(), 0.5f);
renderSelectionCircle(currVec, unit->getType()->getSize(), magicCircleRadius);
}
}
//target arrow
if(selection->getCount() == 1) {
const Unit *unit= selection->getUnit(0);
//comand arrow
if(focusArrows && unit->anyCommand()) {
const CommandType *ct= unit->getCurrCommand()->getCommandType();
if(ct->getClicks() != cOne){
//arrow color
Vec3f arrowColor;
switch(ct->getClass()) {
case ccMove:
arrowColor= Vec3f(0.f, 1.f, 0.f);
break;
case ccAttack:
case ccAttackStopped:
arrowColor= Vec3f(1.f, 0.f, 0.f);
break;
default:
arrowColor= Vec3f(1.f, 1.f, 0.f);
}
//arrow target
Vec3f arrowTarget;
Command *c= unit->getCurrCommand();
if(c->getUnit() != NULL) {
arrowTarget= c->getUnit()->getCurrVectorFlat();
}
else {
Vec2i pos= c->getPos();
arrowTarget= Vec3f(pos.x, map->getCell(pos)->getHeight(), pos.y);
}
renderArrow(unit->getCurrVectorFlat(), arrowTarget, arrowColor, 0.3f);
}
}
//meeting point arrow
if(unit->getType()->getMeetingPoint()) {
Vec2i pos= unit->getMeetingPos();
Vec3f arrowTarget= Vec3f(pos.x, map->getCell(pos)->getHeight(), pos.y);
renderArrow(unit->getCurrVectorFlat(), arrowTarget, Vec3f(0.f, 0.f, 1.f), 0.3f);
}
}
//render selection hightlights
for(int i=0; i < world->getFactionCount(); ++i) {
for(int j=0; j < world->getFaction(i)->getUnitCount(); ++j) {
const Unit *unit= world->getFaction(i)->getUnit(j);
if(unit->isHighlighted()) {
float highlight= unit->getHightlight();
if(game->getWorld()->getThisFactionIndex() == unit->getFactionIndex()) {
glColor4f(0.f, 1.f, 0.f, highlight);
}
else{
glColor4f(1.f, 0.f, 0.f, highlight);
}
Vec3f v= unit->getCurrVectorFlat();
v.y+= 0.3f;
renderSelectionCircle(v, unit->getType()->getSize(), selectionCircleRadius);
}
}
}
glPopAttrib();
}
void Renderer::renderWaterEffects(){
const World *world= game->getWorld();
const WaterEffects *we= world->getWaterEffects();
const Map *map= world->getMap();
const CoreData &coreData= CoreData::getInstance();
float height= map->getWaterLevel()+0.001f;
assertGl();
glPushAttrib(GL_CURRENT_BIT | GL_ENABLE_BIT | GL_DEPTH_BUFFER_BIT);
glEnable(GL_BLEND);
glDisable(GL_ALPHA_TEST);
glDepthMask(GL_FALSE);
glDepthFunc(GL_LEQUAL);
glEnable(GL_COLOR_MATERIAL);
glNormal3f(0.f, 1.f, 0.f);
//splashes
glBindTexture(GL_TEXTURE_2D, static_cast<Texture2DGl*>(coreData.getWaterSplashTexture())->getHandle());
for(int i=0; i<we->getWaterSplashCount(); ++i){
const WaterSplash *ws= we->getWaterSplash(i);
//render only if enabled
if(ws->getEnabled()){
//render only if visible
Vec2i intPos= Vec2i(static_cast<int>(ws->getPos().x), static_cast<int>(ws->getPos().y));
const Vec2i &mapPos = Map::toSurfCoords(intPos);
if(map->getSurfaceCell(mapPos)->isVisible(world->getThisTeamIndex())){
float scale= ws->getAnim()*ws->getSize();
glColor4f(1.f, 1.f, 1.f, 1.f-ws->getAnim());
glBegin(GL_TRIANGLE_STRIP);
glTexCoord2f(0.f, 1.f);
glVertex3f(ws->getPos().x-scale, height, ws->getPos().y+scale);
glTexCoord2f(0.f, 0.f);
glVertex3f(ws->getPos().x-scale, height, ws->getPos().y-scale);
glTexCoord2f(1.f, 1.f);
glVertex3f(ws->getPos().x+scale, height, ws->getPos().y+scale);
glTexCoord2f(1.f, 0.f);
glVertex3f(ws->getPos().x+scale, height, ws->getPos().y-scale);
glEnd();
}
}
}
glPopAttrib();
assertGl();
}
void Renderer::renderMinimap(){
const World *world= game->getWorld();
const Minimap *minimap= world->getMinimap();
const GameCamera *gameCamera= game->getGameCamera();
const Pixmap2D *pixmap= minimap->getTexture()->getPixmapConst();
const Metrics &metrics= Metrics::getInstance();
const WaterEffects *attackEffects= world->getAttackEffects();
int mx= metrics.getMinimapX();
int my= metrics.getMinimapY();
int mw= metrics.getMinimapW();
int mh= metrics.getMinimapH();
Vec2f zoom= Vec2f(
static_cast<float>(mw)/ pixmap->getW(),
static_cast<float>(mh)/ pixmap->getH());
assertGl();
glPushAttrib(GL_CURRENT_BIT | GL_ENABLE_BIT | GL_LINE_BIT | GL_TEXTURE_BIT);
//draw map
glEnable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
glActiveTexture(fowTexUnit);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, static_cast<const Texture2DGl*>(minimap->getFowTexture())->getHandle());
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_INTERPOLATE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_PREVIOUS);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_PRIMARY_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB, GL_TEXTURE);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_ADD);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_PRIMARY_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA, GL_TEXTURE);
glActiveTexture(baseTexUnit);
glBindTexture(GL_TEXTURE_2D, static_cast<const Texture2DGl*>(minimap->getTexture())->getHandle());
glColor4f(0.5f, 0.5f, 0.5f, 0.1f);
glBegin(GL_TRIANGLE_STRIP);
glTexCoord2f(0.0f, 1.0f);
glMultiTexCoord2f(fowTexUnit, 0.0f, 1.0f);
glVertex2i(mx, my);
glTexCoord2f(0.0f, 0.0f);
glMultiTexCoord2f(fowTexUnit, 0.0f, 0.0f);
glVertex2i(mx, my+mh);
glTexCoord2f(1.0f, 1.0f);
glMultiTexCoord2f(fowTexUnit, 1.0f, 1.0f);
glVertex2i(mx+mw, my);
glTexCoord2f(1.0f, 0.0f);
glMultiTexCoord2f(fowTexUnit, 1.0f, 0.0f);
glVertex2i(mx+mw, my+mh);
glEnd();
glDisable(GL_BLEND);
glActiveTexture(fowTexUnit);
glDisable(GL_TEXTURE_2D);
glActiveTexture(baseTexUnit);
glDisable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
// draw attack alarm
for(int i=0; i<attackEffects->getWaterSplashCount(); ++i){
const WaterSplash *ws= attackEffects->getWaterSplash(i);
float scale= (1/ws->getAnim()*ws->getSize())*5;
glColor4f(1.f, 1.f, 0.f, 1.f-ws->getAnim());
float alpha=(1.f-ws->getAnim())*0.01f;
Vec2f pos= ws->getPos()/Map::cellScale;
float attackX=mx +pos.x*zoom.x;
float attackY=my +mh -pos.y*zoom.y;
if(ws->getEnabled()){
// glBegin(GL_QUADS);
// glVertex2f(attackX-scale, attackY-scale);
// glVertex2f(attackX-scale, attackY+scale);
// glVertex2f(attackX+scale, attackY+scale);
// glVertex2f(attackX+scale, attackY-scale);
// glEnd();
glBegin(GL_TRIANGLES);
glColor4f(1.f, 1.f, 0.f, alpha);
glVertex2f(attackX-scale, attackY-scale);
glVertex2f(attackX-scale, attackY+scale);
glColor4f(1.f, 1.f, 0.f, 0.8f);
glVertex2f(attackX, attackY);
glEnd();
glBegin(GL_TRIANGLES);
glColor4f(1.f, 1.f, 0.f, alpha);
glVertex2f(attackX-scale, attackY+scale);
glVertex2f(attackX+scale, attackY+scale);
glColor4f(1.f, 1.f, 0.f, 0.8f);
glVertex2f(attackX, attackY);
glEnd();
glBegin(GL_TRIANGLES);
glColor4f(1.f, 1.f, 0.f, alpha);
glVertex2f(attackX+scale, attackY+scale);
glVertex2f(attackX+scale, attackY-scale);
glColor4f(1.f, 1.f, 0.f, 0.8f);
glVertex2f(attackX, attackY);
glEnd();
glBegin(GL_TRIANGLES);
glColor4f(1.f, 1.f, 0.f, alpha);
glVertex2f(attackX+scale, attackY-scale);
glVertex2f(attackX-scale, attackY-scale);
glColor4f(1.f, 1.f, 0.f, 0.8f);
glVertex2f(attackX, attackY);
glEnd();
}
}
glDisable(GL_BLEND);
//draw units
if(useQuadCache == true) {
VisibleQuadContainerCache &qCache = getQuadCache();
if(qCache.visibleUnitList.size() > 0) {
for(int visibleIndex = 0;
visibleIndex < qCache.visibleUnitList.size(); ++visibleIndex) {
Unit *unit = qCache.visibleUnitList[visibleIndex];
if (!unit->isAlive()) {
continue;
}
Vec2i pos= unit->getPos() / Map::cellScale;
int size= unit->getType()->getSize();
Vec3f color= unit->getFaction()->getTexture()->getPixmapConst()->getPixel3f(0, 0);
glColor3fv(color.ptr());
glBegin(GL_QUADS);
glVertex2f(mx + pos.x*zoom.x, my + mh - (pos.y*zoom.y));
glVertex2f(mx + (pos.x+1)*zoom.x+size, my + mh - (pos.y*zoom.y));
glVertex2f(mx + (pos.x+1)*zoom.x+size, my + mh - ((pos.y+size)*zoom.y));
glVertex2f(mx + pos.x*zoom.x, my + mh - ((pos.y+size)*zoom.y));
glEnd();
}
}
}
else {
glBegin(GL_QUADS);
for(int i=0; i<world->getFactionCount(); ++i){
for(int j=0; j<world->getFaction(i)->getUnitCount(); ++j){
Unit *unit= world->getFaction(i)->getUnit(j);
if(world->toRenderUnit(unit)){
if (!unit->isAlive()) {
continue;
}
Vec2i pos= unit->getPos()/Map::cellScale;
int size= unit->getType()->getSize();
Vec3f color= world->getFaction(i)->getTexture()->getPixmapConst()->getPixel3f(0, 0);
glColor3fv(color.ptr());
glVertex2f(mx + pos.x*zoom.x, my + mh - (pos.y*zoom.y));
glVertex2f(mx + (pos.x+1)*zoom.x+size, my + mh - (pos.y*zoom.y));
glVertex2f(mx + (pos.x+1)*zoom.x+size, my + mh - ((pos.y+size)*zoom.y));
glVertex2f(mx + pos.x*zoom.x, my + mh - ((pos.y+size)*zoom.y));
}
}
}
glEnd();
}
//draw camera
float wRatio= static_cast<float>(metrics.getMinimapW()) / world->getMap()->getW();
float hRatio= static_cast<float>(metrics.getMinimapH()) / world->getMap()->getH();
int x= static_cast<int>(gameCamera->getPos().x * wRatio);
int y= static_cast<int>(gameCamera->getPos().z * hRatio);
float ang= degToRad(gameCamera->getHAng());
glEnable(GL_BLEND);
int x1 = 0;
int y1 = 0;
#ifdef USE_STREFLOP
x1 = mx + x + static_cast<int>(20*streflop::sin(ang-pi/5));
y1 = my + mh - (y-static_cast<int>(20*streflop::cos(ang-pi/5)));
#else
x1 = mx + x + static_cast<int>(20*sin(ang-pi/5));
y1 = my + mh - (y-static_cast<int>(20*cos(ang-pi/5)));
#endif
int x2 = 0;
int y2 = 0;
#ifdef USE_STREFLOP
x2 = mx + x + static_cast<int>(20*streflop::sin(ang+pi/5));
y2 = my + mh - (y-static_cast<int>(20*streflop::cos(ang+pi/5)));
#else
x2 = mx + x + static_cast<int>(20*sin(ang+pi/5));
y2 = my + mh - (y-static_cast<int>(20*cos(ang+pi/5)));
#endif
glColor4f(1.f, 1.f, 1.f, 1.f);
glBegin(GL_TRIANGLES);
glVertex2i(mx+x, my+mh-y);
glColor4f(1.f, 1.f, 1.f, 0.0f);
glVertex2i(x1,y1);
glColor4f(1.f, 1.f, 1.f, 0.0f);
glVertex2i(x2,y2);
glEnd();
glPopAttrib();
assertGl();
}
void Renderer::renderDisplay(){
CoreData &coreData= CoreData::getInstance();
const Metrics &metrics= Metrics::getInstance();
const Display *display= game->getGui()->getDisplay();
glPushAttrib(GL_ENABLE_BIT);
//infoString
renderTextShadow(
display->getInfoText().c_str(),
coreData.getDisplayFont(),
display->getColor(),
metrics.getDisplayX(),
metrics.getDisplayY()+Display::infoStringY);
//title
renderTextShadow(
display->getTitle().c_str(),
coreData.getDisplayFont(),
display->getColor(),
metrics.getDisplayX()+40,
metrics.getDisplayY() + metrics.getDisplayH() - 20);
glColor3f(0.0f, 0.0f, 0.0f);
//text
renderTextShadow(
display->getText().c_str(),
coreData.getDisplayFont(),
display->getColor(),
metrics.getDisplayX() -1,
metrics.getDisplayY() + metrics.getDisplayH() - 56);
//progress Bar
if(display->getProgressBar()!=-1){
renderProgressBar(
display->getProgressBar(),
metrics.getDisplayX(),
metrics.getDisplayY() + metrics.getDisplayH()-50,
coreData.getDisplayFontSmall());
}
//up images
glEnable(GL_TEXTURE_2D);
glColor3f(1.f, 1.f, 1.f);
for(int i=0; i<Display::upCellCount; ++i){
if(display->getUpImage(i)!=NULL){
renderQuad(
metrics.getDisplayX()+display->computeUpX(i),
metrics.getDisplayY()+display->computeUpY(i),
Display::imageSize, Display::imageSize, display->getUpImage(i));
}
}
//down images
for(int i=0; i<Display::downCellCount; ++i){
if(display->getDownImage(i)!=NULL){
if(display->getDownLighted(i)){
glColor3f(1.f, 1.f, 1.f);
}
else{
glColor3f(0.3f, 0.3f, 0.3f);
}
int x= metrics.getDisplayX()+display->computeDownX(i);
int y= metrics.getDisplayY()+display->computeDownY(i);
int size= Display::imageSize;
if(display->getDownSelectedPos()==i){
x-= 3;
y-= 3;
size+= 6;
}
renderQuad(x, y, size, size, display->getDownImage(i));
}
}
//selection
int downPos= display->getDownSelectedPos();
if(downPos!=Display::invalidPos){
const Texture2D *texture= display->getDownImage(downPos);
if(texture!=NULL){
int x= metrics.getDisplayX()+display->computeDownX(downPos)-3;
int y= metrics.getDisplayY()+display->computeDownY(downPos)-3;
int size= Display::imageSize+6;
renderQuad(x, y, size, size, display->getDownImage(downPos));
}
}
glPopAttrib();
}
void Renderer::renderMenuBackground(const MenuBackground *menuBackground){
assertGl();
const Vec3f &cameraPosition= menuBackground->getCamera()->getConstPosition();
glPushAttrib(GL_LIGHTING_BIT | GL_ENABLE_BIT | GL_CURRENT_BIT | GL_DEPTH_BUFFER_BIT);
//clear
Vec4f fogColor= Vec4f(0.4f, 0.4f, 0.4f, 1.f) * menuBackground->getFade();
glClearColor(fogColor.x, fogColor.y, fogColor.z, 1.f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glFogfv(GL_FOG_COLOR, fogColor.ptr());
//light
Vec4f lightPos= Vec4f(10.f, 10.f, 10.f, 1.f)* menuBackground->getFade();
Vec4f diffLight= Vec4f(0.9f, 0.9f, 0.9f, 1.f)* menuBackground->getFade();
Vec4f ambLight= Vec4f(0.3f, 0.3f, 0.3f, 1.f)* menuBackground->getFade();
Vec4f specLight= Vec4f(0.1f, 0.1f, 0.1f, 1.f)* menuBackground->getFade();
glEnable(GL_LIGHT0);
glLightfv(GL_LIGHT0, GL_POSITION, lightPos.ptr());
glLightfv(GL_LIGHT0, GL_DIFFUSE, diffLight.ptr());
glLightfv(GL_LIGHT0, GL_AMBIENT, ambLight.ptr());
glLightfv(GL_LIGHT0, GL_SPECULAR, specLight.ptr());
//main model
glEnable(GL_ALPHA_TEST);
glAlphaFunc(GL_GREATER, 0.5f);
modelRenderer->begin(true, true, true);
modelRenderer->render(menuBackground->getMainModel());
modelRenderer->end();
glDisable(GL_ALPHA_TEST);
//characters
float dist= menuBackground->getAboutPosition().dist(cameraPosition);
float minDist= 3.f;
if(dist < minDist) {
glAlphaFunc(GL_GREATER, 0.0f);
float alpha= clamp((minDist-dist) / minDist, 0.f, 1.f);
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, Vec4f(1.0f, 1.0f, 1.0f, alpha).ptr());
modelRenderer->begin(true, true, false);
for(int i=0; i < MenuBackground::characterCount; ++i) {
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
glTranslatef(i*2.f-4.f, -1.4f, -7.5f);
menuBackground->getCharacterModel(i)->updateInterpolationData(menuBackground->getAnim(), true);
modelRenderer->render(menuBackground->getCharacterModel(i));
glPopMatrix();
}
modelRenderer->end();
}
//water
if(menuBackground->getWater()) {
//water surface
const int waterTesselation= 10;
const int waterSize= 250;
const int waterQuadSize= 2*waterSize/waterTesselation;
const float waterHeight= menuBackground->getWaterHeight();
glEnable(GL_BLEND);
glNormal3f(0.f, 1.f, 0.f);
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, Vec4f(1.f, 1.f, 1.f, 1.f).ptr());
GLuint waterHandle= static_cast<Texture2DGl*>(menuBackground->getWaterTexture())->getHandle();
glBindTexture(GL_TEXTURE_2D, waterHandle);
for(int i=1; i < waterTesselation; ++i) {
glBegin(GL_TRIANGLE_STRIP);
for(int j=1; j < waterTesselation; ++j) {
glTexCoord2i(1, 2 % j);
glVertex3f(-waterSize+i*waterQuadSize, waterHeight, -waterSize+j*waterQuadSize);
glTexCoord2i(0, 2 % j);
glVertex3f(-waterSize+(i+1)*waterQuadSize, waterHeight, -waterSize+j*waterQuadSize);
}
glEnd();
}
glDisable(GL_BLEND);
//raindrops
if(menuBackground->getRain()) {
const float maxRaindropAlpha= 0.5f;
glEnable(GL_BLEND);
glDisable(GL_LIGHTING);
glDisable(GL_ALPHA_TEST);
glDepthMask(GL_FALSE);
//splashes
CoreData &coreData= CoreData::getInstance();
glBindTexture(GL_TEXTURE_2D, static_cast<Texture2DGl*>(coreData.getWaterSplashTexture())->getHandle());
for(int i=0; i< MenuBackground::raindropCount; ++i) {
Vec2f pos= menuBackground->getRaindropPos(i);
float scale= menuBackground->getRaindropState(i);
float alpha= maxRaindropAlpha-scale*maxRaindropAlpha;
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glColor4f(1.f, 1.f, 1.f, alpha);
glTranslatef(pos.x, waterHeight+0.01f, pos.y);
glBegin(GL_TRIANGLE_STRIP);
glTexCoord2f(0.f, 1.f);
glVertex3f(-scale, 0, scale);
glTexCoord2f(0.f, 0.f);
glVertex3f(-scale, 0, -scale);
glTexCoord2f(1.f, 1.f);
glVertex3f(scale, 0, scale);
glTexCoord2f(1.f, 0.f);
glVertex3f(scale, 0, -scale);
glEnd();
glPopMatrix();
}
}
}
glPopAttrib();
assertGl();
}
// ==================== computing ====================
bool Renderer::computePosition(const Vec2i &screenPos, Vec2i &worldPos){
assertGl();
const Map* map= game->getWorld()->getMap();
const Metrics &metrics= Metrics::getInstance();
float depth= 0.0f;
GLdouble modelviewMatrix[16];
GLdouble projectionMatrix[16];
GLint viewport[4]= {0, 0, metrics.getScreenW(), metrics.getScreenH()};
GLdouble worldX;
GLdouble worldY;
GLdouble worldZ;
GLint screenX= (screenPos.x * metrics.getScreenW() / metrics.getVirtualW());
GLint screenY= (screenPos.y * metrics.getScreenH() / metrics.getVirtualH());
//get the depth in the cursor pixel
glReadPixels(screenX, screenY, 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, &depth);
//load matrices
loadProjectionMatrix();
loadGameCameraMatrix();
//get matrices
glGetDoublev(GL_MODELVIEW_MATRIX, modelviewMatrix);
glGetDoublev(GL_PROJECTION_MATRIX, projectionMatrix);
//get the world coordinates
gluUnProject(
screenX, screenY, depth,
modelviewMatrix, projectionMatrix, viewport,
&worldX, &worldY, &worldZ);
//conver coords to int
worldPos= Vec2i(static_cast<int>(worldX+0.5f), static_cast<int>(worldZ+0.5f));
//clamp coords to map size
return map->isInside(worldPos);
}
// This method takes world co-ordinates and translates them to screen co-ords
Vec3f Renderer::computeScreenPosition(const Vec3f &worldPos) {
if(worldToScreenPosCache.find(worldPos) != worldToScreenPosCache.end()) {
return worldToScreenPosCache[worldPos];
}
assertGl();
const Metrics &metrics= Metrics::getInstance();
GLint viewport[]= {0, 0, metrics.getVirtualW(), metrics.getVirtualH()};
GLdouble worldX = worldPos.x;
GLdouble worldY = worldPos.y;
GLdouble worldZ = worldPos.z;
//load matrices
loadProjectionMatrix();
loadGameCameraMatrix();
//get matrices
GLdouble modelviewMatrix[16];
glGetDoublev(GL_MODELVIEW_MATRIX, modelviewMatrix);
GLdouble projectionMatrix[16];
glGetDoublev(GL_PROJECTION_MATRIX, projectionMatrix);
//get the screen coordinates
GLdouble screenX;
GLdouble screenY;
GLdouble screenZ;
gluProject(worldX, worldY, worldZ,
modelviewMatrix, projectionMatrix, viewport,
&screenX, &screenY, &screenZ);
Vec3f screenPos(screenX,screenY,screenZ);
worldToScreenPosCache[worldPos]=screenPos;
return screenPos;
}
void Renderer::computeSelected( Selection::UnitContainer &units,
const Vec2i &posDown, const Vec2i &posUp) {
//declarations
GLuint selectBuffer[Gui::maxSelBuff];
const Metrics &metrics= Metrics::getInstance();
//compute center and dimensions of selection rectangle
int x= (posDown.x+posUp.x) / 2;
int y= (posDown.y+posUp.y) / 2;
int w= abs(posDown.x-posUp.x);
int h= abs(posDown.y-posUp.y);
if(w<1) w=1;
if(h<1) h=1;
//setup matrices
glSelectBuffer(Gui::maxSelBuff, selectBuffer);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
GLint view[]= {0, 0, metrics.getVirtualW(), metrics.getVirtualH()};
glRenderMode(GL_SELECT);
glLoadIdentity();
gluPickMatrix(x, y, w, h, view);
gluPerspective(perspFov, metrics.getAspectRatio(), perspNearPlane, perspFarPlane);
loadGameCameraMatrix();
//render units to find which ones should be selected
renderUnitsFast();
//pop matrices
glMatrixMode(GL_PROJECTION);
glPopMatrix();
//select units by checking the selected buffer
int selCount= glRenderMode(GL_RENDER);
if(selCount > 0) {
VisibleQuadContainerCache &qCache = getQuadCache();
for(int i=1; i <= selCount; ++i) {
int visibleUnitIndex= selectBuffer[i*4-1];
Unit *unit = qCache.visibleQuadUnitList[visibleUnitIndex];
if(unit != NULL && unit->isAlive()) {
units.push_back(unit);
}
}
}
}
// ==================== shadows ====================
void Renderer::renderShadowsToTexture(const int renderFps){
if(!shadowsOffDueToMinRender &&
(shadows == sProjected || shadows == sShadowMapping)) {
shadowMapFrame= (shadowMapFrame + 1) % (shadowFrameSkip + 1);
if(shadowMapFrame == 0){
assertGl();
glPushAttrib(GL_ENABLE_BIT | GL_CURRENT_BIT | GL_COLOR_BUFFER_BIT | GL_VIEWPORT_BIT | GL_POLYGON_BIT);
if(shadows==sShadowMapping){
glClear(GL_DEPTH_BUFFER_BIT);
}
else{
float color= 1.0f-shadowAlpha;
glColor3f(color, color, color);
glClearColor(1.f, 1.f, 1.f, 1.f);
glDisable(GL_DEPTH_TEST);
glClear(GL_COLOR_BUFFER_BIT);
}
//clear color buffer
//
//set viewport, we leave one texel always in white to avoid problems
glViewport(1, 1, shadowTextureSize-2, shadowTextureSize-2);
if(nearestLightPos.w==0.f){
//directional light
//light pos
assert(game != NULL);
assert(game->getWorld() != NULL);
const TimeFlow *tf= game->getWorld()->getTimeFlow();
assert(tf != NULL);
float ang= tf->isDay()? computeSunAngle(tf->getTime()): computeMoonAngle(tf->getTime());
ang= radToDeg(ang);
//push and set projection
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
if(game->getGameCamera()->getState()==GameCamera::sGame){
//glOrtho(-35, 5, -15, 15, -1000, 1000);
//glOrtho(-30, 30, -20, 20, -1000, 1000);
glOrtho(-30, 5, -20, 20, -1000, 1000);
}
else{
glOrtho(-30, 30, -20, 20, -1000, 1000);
}
//push and set modelview
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
glRotatef(15, 0, 1, 0);
glRotatef(ang, 1, 0, 0);
glRotatef(90, 0, 1, 0);
const Vec3f &pos= game->getGameCamera()->getPos();
glTranslatef(static_cast<int>(-pos.x), 0, static_cast<int>(-pos.z));
}
else{
//non directional light
//push projection
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
gluPerspective(perspFov, 1.f, perspNearPlane, perspFarPlane);
//const Metrics &metrics= Metrics::getInstance();
//gluPerspective(perspFov, metrics.getAspectRatio(), perspNearPlane, perspFarPlane);
//push modelview
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
glRotatef(-90, -1, 0, 0);
glTranslatef(-nearestLightPos.x, -nearestLightPos.y-2, -nearestLightPos.z);
}
if(shadows == sShadowMapping) {
glEnable(GL_POLYGON_OFFSET_FILL);
glPolygonOffset(1.0f, 0.001f);
}
//render 3d
renderUnitsFast(true);
renderObjectsFast();
//read color buffer
glBindTexture(GL_TEXTURE_2D, shadowMapHandle);
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, shadowTextureSize, shadowTextureSize);
//get elemental matrices
static Matrix4f matrix1;
static bool matrix1Populate = true;
if(matrix1Populate == true) {
matrix1Populate = false;
matrix1[0]= 0.5f; matrix1[4]= 0.f; matrix1[8]= 0.f; matrix1[12]= 0.5f;
matrix1[1]= 0.f; matrix1[5]= 0.5f; matrix1[9]= 0.f; matrix1[13]= 0.5f;
matrix1[2]= 0.f; matrix1[6]= 0.f; matrix1[10]= 0.5f; matrix1[14]= 0.5f;
matrix1[3]= 0.f; matrix1[7]= 0.f; matrix1[11]= 0.f; matrix1[15]= 1.f;
}
Matrix4f matrix2;
glGetFloatv(GL_PROJECTION_MATRIX, matrix2.ptr());
Matrix4f matrix3;
glGetFloatv(GL_MODELVIEW_MATRIX, matrix3.ptr());
//pop both matrices
glPopMatrix();
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_PROJECTION);
glPushMatrix();
//compute texture matrix
glLoadMatrixf(matrix1.ptr());
glMultMatrixf(matrix2.ptr());
glMultMatrixf(matrix3.ptr());
glGetFloatv(GL_TRANSPOSE_PROJECTION_MATRIX_ARB, shadowMapMatrix.ptr());
//pop
glPopMatrix();
glPopAttrib();
assertGl();
}
}
}
// ==================== gl wrap ====================
string Renderer::getGlInfo(){
string infoStr;
Lang &lang= Lang::getInstance();
infoStr+= lang.get("OpenGlInfo")+":\n";
infoStr+= " "+lang.get("OpenGlVersion")+": ";
infoStr+= string((getGlVersion() != NULL ? getGlVersion() : "?"))+"\n";
infoStr+= " "+lang.get("OpenGlRenderer")+": ";
infoStr+= string((getGlVersion() != NULL ? getGlVersion() : "?"))+"\n";
infoStr+= " "+lang.get("OpenGlVendor")+": ";
infoStr+= string((getGlVendor() != NULL ? getGlVendor() : "?"))+"\n";
infoStr+= " "+lang.get("OpenGlMaxLights")+": ";
infoStr+= intToStr(getGlMaxLights())+"\n";
infoStr+= " "+lang.get("OpenGlMaxTextureSize")+": ";
infoStr+= intToStr(getGlMaxTextureSize())+"\n";
infoStr+= " "+lang.get("OpenGlMaxTextureUnits")+": ";
infoStr+= intToStr(getGlMaxTextureUnits())+"\n";
infoStr+= " "+lang.get("OpenGlModelviewStack")+": ";
infoStr+= intToStr(getGlModelviewMatrixStackDepth())+"\n";
infoStr+= " "+lang.get("OpenGlProjectionStack")+": ";
infoStr+= intToStr(getGlProjectionMatrixStackDepth())+"\n";
return infoStr;
}
string Renderer::getGlMoreInfo(){
string infoStr;
Lang &lang= Lang::getInstance();
//gl extensions
infoStr+= lang.get("OpenGlExtensions")+":\n ";
string extensions= getGlExtensions();
int charCount= 0;
for(int i=0; i<extensions.size(); ++i){
infoStr+= extensions[i];
if(charCount>120 && extensions[i]==' '){
infoStr+= "\n ";
charCount= 0;
}
++charCount;
}
//platform extensions
infoStr+= "\n\n";
infoStr+= lang.get("OpenGlPlatformExtensions")+":\n ";
charCount= 0;
string platformExtensions= getGlPlatformExtensions();
for(int i=0; i<platformExtensions.size(); ++i){
infoStr+= platformExtensions[i];
if(charCount>120 && platformExtensions[i]==' '){
infoStr+= "\n ";
charCount= 0;
}
++charCount;
}
return infoStr;
}
void Renderer::autoConfig(){
Config &config= Config::getInstance();
bool nvidiaCard= toLower(getGlVendor()).find("nvidia")!=string::npos;
bool atiCard= toLower(getGlVendor()).find("ati")!=string::npos;
//bool shadowExtensions = isGlExtensionSupported("GL_ARB_shadow") && isGlExtensionSupported("GL_ARB_shadow_ambient");
bool shadowExtensions = isGlExtensionSupported("GL_ARB_shadow");
//3D textures
config.setBool("Textures3D", isGlExtensionSupported("GL_EXT_texture3D"));
//shadows
string shadows;
if(getGlMaxTextureUnits()>=3){
if(nvidiaCard && shadowExtensions){
shadows= shadowsToStr(sShadowMapping);
}
else{
shadows= shadowsToStr(sProjected);
}
}
else{
shadows=shadowsToStr(sDisabled);
}
config.setString("Shadows", shadows);
//lights
config.setInt("MaxLights", atiCard? 1: 4);
//filter
config.setString("Filter", "Bilinear");
}
void Renderer::clearBuffers(){
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
void Renderer::clearZBuffer(){
glClear(GL_DEPTH_BUFFER_BIT);
}
void Renderer::loadConfig() {
Config &config= Config::getInstance();
//cache most used config params
maxLights= config.getInt("MaxLights");
photoMode= config.getBool("PhotoMode");
focusArrows= config.getBool("FocusArrows");
textures3D= config.getBool("Textures3D");
//load shadows
shadows= strToShadows(config.getString("Shadows"));
if(shadows==sProjected || shadows==sShadowMapping){
shadowTextureSize= config.getInt("ShadowTextureSize");
shadowFrameSkip= config.getInt("ShadowFrameSkip");
shadowAlpha= config.getFloat("ShadowAlpha");
}
//load filter settings
Texture2D::Filter textureFilter= strToTextureFilter(config.getString("Filter"));
int maxAnisotropy= config.getInt("FilterMaxAnisotropy");
for(int i=0; i<rsCount; ++i){
textureManager[i]->setFilter(textureFilter);
textureManager[i]->setMaxAnisotropy(maxAnisotropy);
}
}
Texture2D *Renderer::saveScreenToTexture(int x, int y, int width, int height) {
SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
Config &config= Config::getInstance();
Texture2D::Filter textureFilter = strToTextureFilter(config.getString("Filter"));
int maxAnisotropy = config.getInt("FilterMaxAnisotropy");
Texture2D *texture = GraphicsInterface::getInstance().getFactory()->newTexture2D();
//texture->setFormat(Texture::fRgba);
texture->setForceCompressionDisabled(true);
texture->setMipmap(false);
//Pixmap2D *pixmapScreenShot = new Pixmap2D(width, height, 3);
Pixmap2D *pixmapScreenShot = texture->getPixmap();
pixmapScreenShot->init(width, height, 3);
//const Metrics &sm= Metrics::getInstance();
//pixmapScreenShot->init(sm.getScreenW(), sm.getScreenH(), 3);
texture->init(textureFilter,maxAnisotropy);
SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
//glFinish();
SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
glReadPixels(x, y, pixmapScreenShot->getW(), pixmapScreenShot->getH(),
GL_RGB, GL_UNSIGNED_BYTE, pixmapScreenShot->getPixels());
SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
return texture;
}
void Renderer::saveScreen(const string &path) {
const Metrics &sm= Metrics::getInstance();
SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
//Pixmap2D pixmap(sm.getScreenW(), sm.getScreenH(), 3);
Pixmap2D *pixmapScreenShot = new Pixmap2D(sm.getScreenW(), sm.getScreenH(), 3);
SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
glFinish();
SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
glReadPixels(0, 0, pixmapScreenShot->getW(), pixmapScreenShot->getH(),
GL_RGB, GL_UNSIGNED_BYTE, pixmapScreenShot->getPixels());
SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
// Signal the threads queue to add a screenshot save request
MutexSafeWrapper safeMutex(&saveScreenShotThreadAccessor);
saveScreenQueue.push_back(make_pair(path,pixmapScreenShot));
safeMutex.ReleaseLock();
SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
}
unsigned int Renderer::getSaveScreenQueueSize() {
MutexSafeWrapper safeMutex(&saveScreenShotThreadAccessor);
int queueSize = saveScreenQueue.size();
safeMutex.ReleaseLock();
return queueSize;
}
// ==================== PRIVATE ====================
float Renderer::computeSunAngle(float time) {
float dayTime= TimeFlow::dusk-TimeFlow::dawn;
float fTime= (time-TimeFlow::dawn)/dayTime;
return clamp(fTime*pi, pi/8.f, 7.f*pi/8.f);
}
float Renderer::computeMoonAngle(float time) {
float nightTime= 24-(TimeFlow::dusk-TimeFlow::dawn);
if(time<TimeFlow::dawn){
time+= 24.f;
}
float fTime= (time-TimeFlow::dusk)/nightTime;
return clamp((1.0f-fTime)*pi, pi/8.f, 7.f*pi/8.f);
}
Vec4f Renderer::computeSunPos(float time) {
float ang= computeSunAngle(time);
#ifdef USE_STREFLOP
return Vec4f(-streflop::cos(ang)*sunDist, streflop::sin(ang)*sunDist, 0.f, 0.f);
#else
return Vec4f(-cos(ang)*sunDist, sin(ang)*sunDist, 0.f, 0.f);
#endif
}
Vec4f Renderer::computeMoonPos(float time) {
float ang= computeMoonAngle(time);
#ifdef USE_STREFLOP
return Vec4f(-streflop::cos(ang)*moonDist, streflop::sin(ang)*moonDist, 0.f, 0.f);
#else
return Vec4f(-cos(ang)*moonDist, sin(ang)*moonDist, 0.f, 0.f);
#endif
}
Vec3f Renderer::computeLightColor(float time) {
const Tileset *tileset= game->getWorld()->getTileset();
Vec3f color;
const float transition= 2;
const float dayStart= TimeFlow::dawn;
const float dayEnd= TimeFlow::dusk-transition;
const float nightStart= TimeFlow::dusk;
const float nightEnd= TimeFlow::dawn-transition;
if(time>dayStart && time<dayEnd) {
color= tileset->getSunLightColor();
}
else if(time>nightStart || time<nightEnd) {
color= tileset->getMoonLightColor();
}
else if(time>=dayEnd && time<=nightStart) {
color= tileset->getSunLightColor().lerp((time-dayEnd)/transition, tileset->getMoonLightColor());
}
else if(time>=nightEnd && time<=dayStart) {
color= tileset->getMoonLightColor().lerp((time-nightEnd)/transition, tileset->getSunLightColor());
}
else {
assert(false);
color= tileset->getSunLightColor();
}
return color;
}
Vec4f Renderer::computeWaterColor(float waterLevel, float cellHeight) {
const float waterFactor= 1.5f;
return Vec4f(1.f, 1.f, 1.f, clamp((waterLevel-cellHeight)*waterFactor, 0.f, 1.f));
}
// ==================== fast render ====================
//render units for selection purposes
void Renderer::renderUnitsFast(bool renderingShadows) {
assert(game != NULL);
const World *world= game->getWorld();
assert(world != NULL);
assertGl();
bool modelRenderStarted = false;
//bool modelRenderFactionStarted = false;
if(useQuadCache == true) {
VisibleQuadContainerCache &qCache = getQuadCache();
if(qCache.visibleQuadUnitList.size() > 0) {
for(int visibleUnitIndex = 0;
visibleUnitIndex < qCache.visibleQuadUnitList.size(); ++visibleUnitIndex) {
Unit *unit = qCache.visibleQuadUnitList[visibleUnitIndex];
if(modelRenderStarted == false) {
modelRenderStarted = true;
//glPushAttrib(GL_ENABLE_BIT| GL_TEXTURE_BIT);
glDisable(GL_LIGHTING);
if (!renderingShadows) {
glPushAttrib(GL_ENABLE_BIT);
glDisable(GL_TEXTURE_2D);
} else {
glPushAttrib(GL_ENABLE_BIT| GL_TEXTURE_BIT);
glEnable(GL_TEXTURE_2D);
glAlphaFunc(GL_GREATER, 0.4f);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
//set color to the texture alpha
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_REPLACE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_PRIMARY_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR);
//set alpha to the texture alpha
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_TEXTURE);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA);
}
modelRenderer->begin(false, renderingShadows, false);
glInitNames();
}
glPushName(visibleUnitIndex);
glMatrixMode(GL_MODELVIEW);
//debuxar modelo
glPushMatrix();
//translate
Vec3f currVec= unit->getCurrVectorFlat();
glTranslatef(currVec.x, currVec.y, currVec.z);
//rotate
glRotatef(unit->getRotation(), 0.f, 1.f, 0.f);
//render
const Model *model= unit->getCurrentModel();
model->updateInterpolationVertices(unit->getAnimProgress(), unit->isAlive());
modelRenderer->render(model);
glPopMatrix();
//SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d] calling glPopName() for unit->getId() = %d\n",__FILE__,__FUNCTION__,__LINE__,unit->getId());
glPopName();
}
//if(modelRenderFactionStarted == true) {
//SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d] calling glPopName() for lastFactionIndex = %d\n",__FILE__,__FUNCTION__,__LINE__,lastFactionIndex);
//glPopName();
//}
if(modelRenderStarted == true) {
modelRenderer->end();
glPopAttrib();
}
}
}
else {
bool modelRenderStarted = false;
bool modelRenderFactionStarted = false;
for(int i=0; i<world->getFactionCount(); ++i){
modelRenderFactionStarted = false;
for(int j=0; j<world->getFaction(i)->getUnitCount(); ++j){
Unit *unit= world->getFaction(i)->getUnit(j);
if(world->toRenderUnit(unit, visibleQuad)) {
if(modelRenderStarted == false) {
modelRenderStarted = true;
glPushAttrib(GL_ENABLE_BIT| GL_TEXTURE_BIT);
glDisable(GL_LIGHTING);
if (!renderingShadows) {
glDisable(GL_TEXTURE_2D);
} else {
glEnable(GL_TEXTURE_2D);
glAlphaFunc(GL_GREATER, 0.4f);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
//set color to the texture alpha
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_REPLACE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_PRIMARY_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR);
//set alpha to the texture alpha
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_TEXTURE);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA);
}
modelRenderer->begin(false, renderingShadows, false);
glInitNames();
}
if(modelRenderFactionStarted == false) {
modelRenderFactionStarted = true;
glPushName(i);
}
glPushName(j);
glMatrixMode(GL_MODELVIEW);
//debuxar modelo
glPushMatrix();
//translate
Vec3f currVec= unit->getCurrVectorFlat();
glTranslatef(currVec.x, currVec.y, currVec.z);
//rotate
glRotatef(unit->getRotation(), 0.f, 1.f, 0.f);
//render
const Model *model= unit->getCurrentModel();
model->updateInterpolationVertices(unit->getAnimProgress(), unit->isAlive());
modelRenderer->render(model);
glPopMatrix();
glPopName();
}
}
if(modelRenderFactionStarted == true) {
glPopName();
}
}
if(modelRenderStarted == true) {
modelRenderer->end();
glPopAttrib();
}
}
assertGl();
}
//render objects for selection purposes
void Renderer::renderObjectsFast() {
const World *world= game->getWorld();
const Map *map= world->getMap();
assertGl();
bool modelRenderStarted = false;
if(useQuadCache == true) {
VisibleQuadContainerCache &qCache = getQuadCache();
if(qCache.visibleObjectList.size() > 0) {
for(int visibleIndex = 0;
visibleIndex < qCache.visibleObjectList.size(); ++visibleIndex) {
Object *o = qCache.visibleObjectList[visibleIndex];
const Model *objModel= o->getModel();
const Vec3f &v= o->getConstPos();
if(modelRenderStarted == false) {
modelRenderStarted = true;
glPushAttrib(GL_ENABLE_BIT| GL_TEXTURE_BIT);
glDisable(GL_LIGHTING);
glAlphaFunc(GL_GREATER, 0.5f);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
//set color to the texture alpha
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_REPLACE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_PRIMARY_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR);
//set alpha to the texture alpha
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_TEXTURE);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA);
modelRenderer->begin(false, true, false);
}
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glTranslatef(v.x, v.y, v.z);
glRotatef(o->getRotation(), 0.f, 1.f, 0.f);
modelRenderer->render(objModel);
glPopMatrix();
}
if(modelRenderStarted == true) {
modelRenderer->end();
glPopAttrib();
}
}
}
else {
int thisTeamIndex= world->getThisTeamIndex();
bool modelRenderStarted = false;
PosQuadIterator pqi(visibleQuad, Map::cellScale);
while(pqi.next()) {
const Vec2i &pos= pqi.getPos();
if(map->isInside(pos)){
const Vec2i &mapPos = Map::toSurfCoords(pos);
SurfaceCell *sc= map->getSurfaceCell(mapPos);
Object *o= sc->getObject();
bool isExplored = (sc->isExplored(thisTeamIndex) && o!=NULL);
//bool isVisible = (sc->isVisible(thisTeamIndex) && o!=NULL);
bool isVisible = true;
if(isExplored == true && isVisible == true) {
const Model *objModel= sc->getObject()->getModel();
const Vec3f &v= o->getConstPos();
if(modelRenderStarted == false) {
modelRenderStarted = true;
glPushAttrib(GL_ENABLE_BIT| GL_TEXTURE_BIT);
glDisable(GL_LIGHTING);
glAlphaFunc(GL_GREATER, 0.5f);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
//set color to the texture alpha
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_REPLACE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_PRIMARY_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR);
//set alpha to the texture alpha
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_TEXTURE);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA);
modelRenderer->begin(false, true, false);
}
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glTranslatef(v.x, v.y, v.z);
glRotatef(o->getRotation(), 0.f, 1.f, 0.f);
modelRenderer->render(objModel);
glPopMatrix();
// vctEntity.push_back(RenderEntity(o,mapPos));
}
}
}
// modelRenderer->begin(false, true, false);
// renderObjectFastList(vctEntity);
if(modelRenderStarted == true) {
modelRenderer->end();
glPopAttrib();
}
}
assertGl();
}
// ==================== gl caps ====================
void Renderer::checkGlCaps() {
//opengl 1.3
if(!isGlVersionSupported(1, 3, 0)) {
string message;
message += "Your system supports OpenGL version \"";
message += getGlVersion() + string("\"\n");
message += "MegaGlest needs at least version 1.3 to work\n";
message += "You may solve this problem by installing your latest video card drivers";
throw runtime_error(message.c_str());
}
//opengl 1.4 or extension
if(!isGlVersionSupported(1, 4, 0)){
checkExtension("GL_ARB_texture_env_crossbar", "MegaGlest");
}
}
void Renderer::checkGlOptionalCaps() {
//shadows
if(shadows == sProjected || shadows == sShadowMapping) {
if(getGlMaxTextureUnits() < 3) {
throw runtime_error("Your system doesn't support 3 texture units, required for shadows");
}
}
//shadow mapping
if(shadows == sShadowMapping) {
checkExtension("GL_ARB_shadow", "Shadow Mapping");
//checkExtension("GL_ARB_shadow_ambient", "Shadow Mapping");
//checkExtension("GL_ARB_depth_texture", "Shadow Mapping");
}
}
void Renderer::checkExtension(const string &extension, const string &msg) {
if(!isGlExtensionSupported(extension.c_str())) {
string str= "OpenGL extension not supported: " + extension + ", required for " + msg;
throw runtime_error(str);
}
}
// ==================== init 3d lists ====================
void Renderer::init3dList() {
SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
const Metrics &metrics= Metrics::getInstance();
assertGl();
SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
list3d= glGenLists(1);
SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
glNewList(list3d, GL_COMPILE_AND_EXECUTE);
//need to execute, because if not gluPerspective takes no effect and gluLoadMatrix is wrong
SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
//misc
glViewport(0, 0, metrics.getScreenW(), metrics.getScreenH());
glClearColor(fowColor.x, fowColor.y, fowColor.z, fowColor.w);
glFrontFace(GL_CW);
glEnable(GL_CULL_FACE);
loadProjectionMatrix();
SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
//texture state
glActiveTexture(shadowTexUnit);
glDisable(GL_TEXTURE_2D);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glActiveTexture(fowTexUnit);
glDisable(GL_TEXTURE_2D);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glActiveTexture(baseTexUnit);
glEnable(GL_TEXTURE_2D);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
//material state
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, defSpecularColor.ptr());
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, defAmbientColor.ptr());
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, defDiffuseColor.ptr());
glColorMaterial(GL_FRONT_AND_BACK, GL_DIFFUSE);
glColor4fv(defColor.ptr());
//blend state
glDisable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
//alpha test state
glEnable(GL_ALPHA_TEST);
glAlphaFunc(GL_GREATER, 0.f);
//depth test state
glEnable(GL_DEPTH_TEST);
glDepthMask(GL_TRUE);
glDepthFunc(GL_LESS);
SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
//lighting state
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
//matrix mode
glMatrixMode(GL_MODELVIEW);
//stencil test
glDisable(GL_STENCIL_TEST);
SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
//fog
const Tileset *tileset= NULL;
if(game != NULL && game->getWorld() != NULL) {
SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
tileset = game->getWorld()->getTileset();
}
SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
if(tileset != NULL && tileset->getFog()) {
SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
glEnable(GL_FOG);
if(tileset->getFogMode()==fmExp) {
glFogi(GL_FOG_MODE, GL_EXP);
}
else {
glFogi(GL_FOG_MODE, GL_EXP2);
}
glFogf(GL_FOG_DENSITY, tileset->getFogDensity());
glFogfv(GL_FOG_COLOR, tileset->getFogColor().ptr());
}
SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
glEndList();
SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
//assert
assertGl();
}
void Renderer::init2dList() {
const Metrics &metrics= Metrics::getInstance();
//this list sets the state for the 2d rendering
list2d= glGenLists(1);
glNewList(list2d, GL_COMPILE);
//projection
glViewport(0, 0, metrics.getScreenW(), metrics.getScreenH());
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, metrics.getVirtualW(), 0, metrics.getVirtualH(), 0, 1);
//modelview
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
//disable everything
glDisable(GL_BLEND);
glDisable(GL_LIGHTING);
glDisable(GL_ALPHA_TEST);
glDisable(GL_DEPTH_TEST);
glDisable(GL_STENCIL_TEST);
glDisable(GL_FOG);
glDisable(GL_CULL_FACE);
glFrontFace(GL_CCW);
glActiveTexture(baseTexUnit);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glDisable(GL_TEXTURE_2D);
//blend func
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
//color
glColor4f(1.f, 1.f, 1.f, 1.f);
glEndList();
assertGl();
}
void Renderer::init3dListMenu(const MainMenu *mm) {
assertGl();
SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
const Metrics &metrics= Metrics::getInstance();
const MenuBackground *mb= mm->getConstMenuBackground();
SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
list3dMenu= glGenLists(1);
SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
glNewList(list3dMenu, GL_COMPILE);
SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
//misc
glViewport(0, 0, metrics.getScreenW(), metrics.getScreenH());
glClearColor(0.4f, 0.4f, 0.4f, 1.f);
glFrontFace(GL_CW);
glEnable(GL_CULL_FACE);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(perspFov, metrics.getAspectRatio(), perspNearPlane, 1000);
//texture state
glEnable(GL_TEXTURE_2D);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
//material state
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, defSpecularColor.ptr());
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, defAmbientColor.ptr());
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, defDiffuseColor.ptr());
glColor4fv(defColor.ptr());
glColorMaterial(GL_FRONT_AND_BACK, GL_DIFFUSE);
//blend state
glDisable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
//alpha test state
glEnable(GL_ALPHA_TEST);
glAlphaFunc(GL_GREATER, 0.f);
//depth test state
glEnable(GL_DEPTH_TEST);
glDepthMask(GL_TRUE);
glDepthFunc(GL_LESS);
//lighting state
glEnable(GL_LIGHTING);
//matrix mode
glMatrixMode(GL_MODELVIEW);
//stencil test
glDisable(GL_STENCIL_TEST);
SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
//fog
if(mb != NULL && mb->getFog()){
SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
glEnable(GL_FOG);
glFogi(GL_FOG_MODE, GL_EXP2);
glFogf(GL_FOG_DENSITY, mb->getFogDensity());
}
SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
glEndList();
SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
//assert
assertGl();
}
// ==================== misc ====================
void Renderer::loadProjectionMatrix() {
GLdouble clipping;
const Metrics &metrics= Metrics::getInstance();
assertGl();
clipping= photoMode ? perspFarPlane*100 : perspFarPlane;
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(perspFov, metrics.getAspectRatio(), perspNearPlane, clipping);
assertGl();
}
void Renderer::enableProjectiveTexturing() {
glTexGenfv(GL_S, GL_EYE_PLANE, &shadowMapMatrix[0]);
glTexGenfv(GL_T, GL_EYE_PLANE, &shadowMapMatrix[4]);
glTexGenfv(GL_R, GL_EYE_PLANE, &shadowMapMatrix[8]);
glTexGenfv(GL_Q, GL_EYE_PLANE, &shadowMapMatrix[12]);
glEnable(GL_TEXTURE_GEN_S);
glEnable(GL_TEXTURE_GEN_T);
glEnable(GL_TEXTURE_GEN_R);
glEnable(GL_TEXTURE_GEN_Q);
}
// ==================== private aux drawing ====================
void Renderer::renderSelectionCircle(Vec3f v, int size, float radius) {
GLUquadricObj *disc;
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glTranslatef(v.x, v.y, v.z);
glRotatef(90.f, 1.f, 0.f, 0.f);
disc= gluNewQuadric();
gluQuadricDrawStyle(disc, GLU_FILL);
gluCylinder(disc, radius*(size-0.2f), radius*size, 0.2f, 30, 1);
gluDeleteQuadric(disc);
glPopMatrix();
}
void Renderer::renderArrow(const Vec3f &pos1, const Vec3f &pos2,
const Vec3f &color, float width) {
const int tesselation= 3;
const float arrowEndSize= 0.4f;
const float maxlen= 25;
const float blendDelay= 5.f;
Vec3f dir= Vec3f(pos2-pos1);
float len= dir.length();
if(len>maxlen) {
return;
}
float alphaFactor= clamp((maxlen-len)/blendDelay, 0.f, 1.f);
dir.normalize();
Vec3f normal= dir.cross(Vec3f(0, 1, 0));
Vec3f pos2Left= pos2 + normal*(width-0.05f) - dir*arrowEndSize*width;
Vec3f pos2Right= pos2 - normal*(width-0.05f) - dir*arrowEndSize*width;
Vec3f pos1Left= pos1 + normal*(width+0.05f);
Vec3f pos1Right= pos1 - normal*(width+0.05f);
//arrow body
glBegin(GL_TRIANGLE_STRIP);
for(int i=0; i<=tesselation; ++i) {
float t= static_cast<float>(i)/tesselation;
Vec3f a= pos1Left.lerp(t, pos2Left);
Vec3f b= pos1Right.lerp(t, pos2Right);
Vec4f c= Vec4f(color, t*0.25f*alphaFactor);
glColor4fv(c.ptr());
glVertex3fv(a.ptr());
glVertex3fv(b.ptr());
}
glEnd();
//arrow end
glBegin(GL_TRIANGLES);
glVertex3fv((pos2Left + normal*(arrowEndSize-0.1f)).ptr());
glVertex3fv((pos2Right - normal*(arrowEndSize-0.1f)).ptr());
glVertex3fv((pos2 + dir*(arrowEndSize-0.1f)).ptr());
glEnd();
}
void Renderer::renderProgressBar(int size, int x, int y, Font2D *font) {
//bar
glBegin(GL_QUADS);
glColor4fv(progressBarFront2.ptr());
glVertex2i(x, y);
glVertex2i(x, y+10);
glColor4fv(progressBarFront1.ptr());
glVertex2i(x+size, y+10);
glVertex2i(x+size, y);
glEnd();
//transp bar
glEnable(GL_BLEND);
glBegin(GL_QUADS);
glColor4fv(progressBarBack2.ptr());
glVertex2i(x+size, y);
glVertex2i(x+size, y+10);
glColor4fv(progressBarBack1.ptr());
glVertex2i(x+maxProgressBar, y+10);
glVertex2i(x+maxProgressBar, y);
glEnd();
glDisable(GL_BLEND);
//text
glColor3fv(defColor.ptr());
textRenderer->begin(font);
textRenderer->render(intToStr(static_cast<int>(size))+"%", x+maxProgressBar/2, y, true);
textRenderer->end();
}
void Renderer::renderTile(const Vec2i &pos) {
const Map *map= game->getWorld()->getMap();
Vec2i scaledPos= pos * Map::cellScale;
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glTranslatef(-0.5f, 0.f, -0.5f);
glInitNames();
for(int i=0; i < Map::cellScale; ++i) {
for(int j=0; j < Map::cellScale; ++j) {
Vec2i renderPos= scaledPos + Vec2i(i, j);
glPushName(renderPos.y);
glPushName(renderPos.x);
glDisable(GL_CULL_FACE);
float h1 = map->getCell(renderPos.x, renderPos.y)->getHeight();
float h2 = map->getCell(renderPos.x, renderPos.y+1)->getHeight();
float h3 = map->getCell(renderPos.x+1, renderPos.y)->getHeight();
float h4 = map->getCell(renderPos.x+1, renderPos.y+1)->getHeight();
glBegin(GL_TRIANGLE_STRIP);
glVertex3f(
static_cast<float>(renderPos.x),
h1,
static_cast<float>(renderPos.y));
glVertex3f(
static_cast<float>(renderPos.x),
h2,
static_cast<float>(renderPos.y+1));
glVertex3f(
static_cast<float>(renderPos.x+1),
h3,
static_cast<float>(renderPos.y));
glVertex3f(
static_cast<float>(renderPos.x+1),
h4,
static_cast<float>(renderPos.y+1));
glEnd();
glPopName();
glPopName();
}
}
glPopMatrix();
}
void Renderer::renderQuad(int x, int y, int w, int h, const Texture2D *texture) {
if(w < 0) {
w = texture->getPixmapConst()->getW();
}
if(h < 0) {
h = texture->getPixmapConst()->getH();
}
glBindTexture(GL_TEXTURE_2D, static_cast<const Texture2DGl*>(texture)->getHandle());
glBegin(GL_TRIANGLE_STRIP);
glTexCoord2i(0, 1);
glVertex2i(x, y+h);
glTexCoord2i(0, 0);
glVertex2i(x, y);
glTexCoord2i(1, 1);
glVertex2i(x+w, y+h);
glTexCoord2i(1, 0);
glVertex2i(x+w, y);
glEnd();
}
Renderer::Shadows Renderer::strToShadows(const string &s){
if(s=="Projected"){
return sProjected;
}
else if(s=="ShadowMapping"){
return sShadowMapping;
}
return sDisabled;
}
string Renderer::shadowsToStr(Shadows shadows){
switch(shadows){
case sDisabled:
return "Disabled";
case sProjected:
return "Projected";
case sShadowMapping:
return "ShadowMapping";
default:
assert(false);
return "";
}
}
Texture2D::Filter Renderer::strToTextureFilter(const string &s){
if(s=="Bilinear"){
return Texture2D::fBilinear;
}
else if(s=="Trilinear"){
return Texture2D::fTrilinear;
}
throw runtime_error("Error converting from string to FilterType, found: "+s);
}
void Renderer::setAllowRenderUnitTitles(bool value) {
allowRenderUnitTitles = value;
//if(allowRenderUnitTitles == false) {
//renderUnitTitleList.clear();
//}
}
// This method renders titles for units
void Renderer::renderUnitTitles(Font2D *font, Vec3f color) {
std::map<int,bool> unitRenderedList;
if(visibleFrameUnitList.size() > 0) {
for(int idx = 0; idx < visibleFrameUnitList.size(); idx++) {
const Unit *unit = visibleFrameUnitList[idx];
if(unit != NULL && unit->getCurrentUnitTitle() != "") {
//get the screen coordinates
Vec3f screenPos = unit->getScreenPos();
renderText(unit->getCurrentUnitTitle(), font, color, fabs(screenPos.x) + 5, fabs(screenPos.y) + 5, false);
//SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d] screenPos.x = %f, screenPos.y = %f, screenPos.z = %f\n",__FILE__,__FUNCTION__,__LINE__,screenPos.x,screenPos.y,screenPos.z);
unitRenderedList[unit->getId()] = true;
}
else {
string str = unit->getFullName() + " - " + intToStr(unit->getId());
Vec3f screenPos = unit->getScreenPos();
renderText(str, font, color, fabs(screenPos.x) + 5, fabs(screenPos.y) + 5, false);
}
}
visibleFrameUnitList.clear();
}
/*
if(renderUnitTitleList.size() > 0) {
for(int idx = 0; idx < renderUnitTitleList.size(); idx++) {
std::pair<Unit *,Vec3f> &unitInfo = renderUnitTitleList[idx];
Unit *unit = unitInfo.first;
const World *world= game->getWorld();
Unit *validUnit = world->findUnitById(unit->getId());
if(validUnit != NULL && unitRenderedList.find(validUnit->getId()) == unitRenderedList.end()) {
string str = validUnit->getFullName() + " - " + intToStr(validUnit->getId());
//get the screen coordinates
Vec3f &screenPos = unitInfo.second;
renderText(str, font, color, fabs(screenPos.x) + 5, fabs(screenPos.y) + 5, false);
//SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d] screenPos.x = %f, screenPos.y = %f, screenPos.z = %f\n",__FILE__,__FUNCTION__,__LINE__,screenPos.x,screenPos.y,screenPos.z);
}
}
renderUnitTitleList.clear();
}
*/
}
void Renderer::setQuadCacheDirty(bool value) {
quadCache.cacheIsDirty = value;
}
void Renderer::removeObjectFromQuadCache(const Object *o) {
VisibleQuadContainerCache &qCache = getQuadCache();
for(int visibleIndex = 0;
visibleIndex < qCache.visibleObjectList.size(); ++visibleIndex) {
Object *currentObj = qCache.visibleObjectList[visibleIndex];
if(currentObj == o) {
qCache.visibleObjectList.erase(qCache.visibleObjectList.begin() + visibleIndex);
break;
}
}
}
void Renderer::removeUnitFromQuadCache(const Unit *unit) {
VisibleQuadContainerCache &qCache = getQuadCache();
for(int visibleIndex = 0;
visibleIndex < qCache.visibleQuadUnitList.size(); ++visibleIndex) {
Unit *currentUnit = qCache.visibleQuadUnitList[visibleIndex];
if(currentUnit == unit) {
qCache.visibleQuadUnitList.erase(qCache.visibleQuadUnitList.begin() + visibleIndex);
break;
}
}
for(int visibleIndex = 0;
visibleIndex < qCache.visibleUnitList.size(); ++visibleIndex) {
Unit *currentUnit = qCache.visibleUnitList[visibleIndex];
if(currentUnit == unit) {
qCache.visibleUnitList.erase(qCache.visibleUnitList.begin() + visibleIndex);
break;
}
}
}
VisibleQuadContainerCache & Renderer::getQuadCache( bool updateOnDirtyFrame,
bool forceNew) {
//forceNew = true;
if(game != NULL && game->getWorld() != NULL) {
const World *world= game->getWorld();
if(quadCache.cacheIsDirty == true) {
forceNew = true;
}
if(forceNew == true ||
(updateOnDirtyFrame == true &&
(world->getFrameCount() != quadCache.cacheFrame ||
visibleQuad != quadCache.lastVisibleQuad))) {
// Dump cached info
//if(forceNew == true || visibleQuad != quadCache.lastVisibleQuad) {
//quadCache.clearCacheData();
//}
//else {
quadCache.clearVolatileCacheData();
//}
// Unit calculations
for(int i = 0; i < world->getFactionCount(); ++i) {
const Faction *faction = world->getFaction(i);
for(int j = 0; j < faction->getUnitCount(); ++j) {
Unit *unit= faction->getUnit(j);
bool insideQuad = visibleQuad.isInside(unit->getPos());
bool renderInMap = world->toRenderUnit(unit);
if(insideQuad == true && renderInMap == true) {
quadCache.visibleQuadUnitList.push_back(unit);
}
else {
unit->setVisible(false);
// Currently don't need this list
//quadCache.inVisibleUnitList.push_back(unit);
}
if(renderInMap == true) {
quadCache.visibleUnitList.push_back(unit);
}
}
}
if(forceNew == true || visibleQuad != quadCache.lastVisibleQuad) {
// Object calculations
const Map *map= world->getMap();
quadCache.clearNonVolatileCacheData();
PosQuadIterator pqi(visibleQuad, Map::cellScale);
while(pqi.next()) {
const Vec2i &pos= pqi.getPos();
if(map->isInside(pos)) {
const Vec2i &mapPos = Map::toSurfCoords(pos);
//quadCache.visibleCellList.push_back(mapPos);
SurfaceCell *sc = map->getSurfaceCell(mapPos);
Object *o = sc->getObject();
bool cellExplored = world->showWorldForPlayer(world->getThisFactionIndex());
if(cellExplored == false) {
cellExplored = sc->isExplored(world->getThisTeamIndex());
}
bool isExplored = (cellExplored == true && o != NULL);
//bool isVisible = (sc->isVisible(world->getThisTeamIndex()) && o != NULL);
bool isVisible = true;
if(isExplored == true && isVisible == true) {
quadCache.visibleObjectList.push_back(o);
}
}
}
const Rect2i mapBounds(0, 0, map->getSurfaceW()-1, map->getSurfaceH()-1);
Quad2i scaledQuad = visibleQuad / Map::cellScale;
PosQuadIterator pqis(scaledQuad);
while(pqis.next()) {
const Vec2i &pos= pqis.getPos();
if(mapBounds.isInside(pos)) {
quadCache.visibleScaledCellList.push_back(pos);
}
}
}
quadCache.cacheFrame = world->getFrameCount();
quadCache.cacheIsDirty = false;
quadCache.lastVisibleQuad = visibleQuad;
}
}
return quadCache;
}
void Renderer::renderMapPreview( const MapPreview *map, bool renderAll,
int screenPosX, int screenPosY,
Texture2D **renderToTexture) {
float alt=0;
float showWater=0;
int renderMapHeight=64;
int renderMapWidth=64;
float cellSize=2;
float playerCrossSize=2;
float clientW=renderMapWidth*cellSize;
float clientH=renderMapHeight*cellSize;;
const Metrics &metrics= Metrics::getInstance();
// stretch small maps to 128x128
if(map->getW() < map->getH()) {
cellSize = cellSize * renderMapHeight / map->getH();
}
else {
cellSize = cellSize * renderMapWidth / map->getW();
}
assertGl();
/*
if(renderToTexture != NULL) {
Config &config= Config::getInstance();
Texture2D::Filter textureFilter = strToTextureFilter(config.getString("Filter"));
int maxAnisotropy = config.getInt("FilterMaxAnisotropy");
*renderToTexture = GraphicsInterface::getInstance().getFactory()->newTexture2D();
Texture2DGl *texture = static_cast<Texture2DGl *>(*renderToTexture);
//texture->setFormat(Texture::fAlpha);
texture->setMipmap(false);
Pixmap2D *pixmapScreenShot = texture->getPixmap();
pixmapScreenShot->init(metrics.getVirtualW(), metrics.getVirtualH(), 3);
//pixmapScreenShot->init(map->getW(),map->getH(),3);
//pixmapScreenShot->init(200, 360, 3);
texture->setForceCompressionDisabled(true);
texture->init(textureFilter,maxAnisotropy);
//texture->initFrameBuffer();
//texture->attachFrameBufferToTexture();
//texture->initRenderBuffer();
//texture->attachRenderBuffer();
texture->setup_FBO_RBO();
if(texture->checkFrameBufferStatus() == false) {
//printf("******************** WARNING CANNOT Attach to FBO!\n");
texture->end();
delete texture;
*renderToTexture=NULL;
}
}
*/
glFrontFace(GL_CW);
glEnable(GL_CULL_FACE);
//glDisable(GL_DEPTH_TEST);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
//glViewport(screenPosX, screenPosY, metrics.getVirtualW(),metrics.getVirtualH());
// glOrtho(0, clientW, 0, clientH, -1, 1);
//glOrtho(screenPosX, screenPosX+clientW, screenPosY+clientH, screenPosY, 0, 1);
glOrtho(0, metrics.getVirtualW(), 0, metrics.getVirtualH(), 0, 1);
//gluOrtho2D (0, metrics.getVirtualW(), 0, metrics.getVirtualH());
//glEnable( GL_SCISSOR_TEST );
//glScissor(screenPosX, screenPosY,metrics.getVirtualW(), metrics.getVirtualH());
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
glTranslatef(static_cast<float>(screenPosX),static_cast<float>(screenPosY)-clientH,0.0f);
//glEnable( GL_SCISSOR_TEST );
//glScissor(screenPosX, screenPosY,screenPosX-clientW, screenPosY-clientH);
//int newX = screenPosX - (metrics.getVirtualW() / 2);
//int newY = screenPosY - (metrics.getVirtualH() / 2);
//int newX = 0;
//int newY = 0;
//glTranslatef(static_cast<float>(newX),static_cast<float>(newY),0.0f);
glPushAttrib(GL_CURRENT_BIT);
//glTranslatef(static_cast<float>(x), static_cast<float>(y), 0.0f);
glLineWidth(1);
//glClear(GL_COLOR_BUFFER_BIT);
glColor3f(0, 0, 0);
for (int j = 0; j < map->getH(); j++) {
for (int i = 0; i < map->getW(); i++) {
//surface
alt = map->getHeight(i, j) / 20.f;
showWater = map->getWaterLevel()/ 20.f - alt;
showWater = (showWater > 0)? showWater:0;
Vec3f surfColor;
switch (map->getSurface(i, j)) {
case st_Grass:
surfColor = Vec3f(0.0, 0.8f * alt, 0.f + showWater);
break;
case st_Secondary_Grass:
surfColor = Vec3f(0.4f * alt, 0.6f * alt, 0.f + showWater);
break;
case st_Road:
surfColor = Vec3f(0.6f * alt, 0.3f * alt, 0.f + showWater);
break;
case st_Stone:
surfColor = Vec3f(0.7f * alt, 0.7f * alt, 0.7f * alt + showWater);
break;
case st_Ground:
surfColor = Vec3f(0.7f * alt, 0.5f * alt, 0.3f * alt + showWater);
break;
}
glColor3fv(surfColor.ptr());
glBegin(GL_TRIANGLE_STRIP);
glVertex2f(i * cellSize, clientH - j * cellSize - cellSize);
glVertex2f(i * cellSize, clientH - j * cellSize);
glVertex2f(i * cellSize + cellSize, clientH - j * cellSize - cellSize);
glVertex2f(i * cellSize + cellSize, clientH - j * cellSize);
glEnd();
//objects
if(renderAll == true) {
switch (map->getObject(i, j)) {
case 0:
glColor3f(0.f, 0.f, 0.f);
break;
case 1:
glColor3f(1.f, 0.f, 0.f);
break;
case 2:
glColor3f(1.f, 1.f, 1.f);
break;
case 3:
glColor3f(0.5f, 0.5f, 1.f);
break;
case 4:
glColor3f(0.f, 0.f, 1.f);
break;
case 5:
glColor3f(0.5f, 0.5f, 0.5f);
break;
case 6:
glColor3f(1.f, 0.8f, 0.5f);
break;
case 7:
glColor3f(0.f, 1.f, 1.f);
break;
case 8:
glColor3f(0.7f, 0.1f, 0.3f);
break;
case 9:
glColor3f(0.5f, 1.f, 0.1f);
break;
case 10:
glColor3f(1.f, 0.2f, 0.8f);
break;// we don't render unvisible blocking objects
}
if ( renderAll && (map->getObject(i, j) != 0) && (map->getObject(i, j) != 10) ) {
glPointSize(cellSize / 2.f);
glBegin(GL_POINTS);
glVertex2f(i * cellSize + cellSize / 2.f, clientH - j * cellSize - cellSize / 2.f);
glEnd();
}
}
// bool found = false;
//height lines
// if (!found) {
//left
if (i > 0 && map->getHeight(i - 1, j) > map->getHeight(i, j)) {
glColor3fv((surfColor*0.5f).ptr());
glBegin(GL_LINES);
glVertex2f(i * cellSize, clientH - (j + 1) * cellSize);
glVertex2f(i * cellSize, clientH - j * cellSize);
glEnd();
}
//down
if (j > 0 && map->getHeight(i, j - 1) > map->getHeight(i, j)) {
glColor3fv((surfColor*0.5f).ptr());
glBegin(GL_LINES);
glVertex2f(i * cellSize, clientH - j * cellSize);
glVertex2f((i + 1) * cellSize, clientH - j * cellSize);
glEnd();
}
//left
if (i > 0 && map->getHeight(i - 1, j) < map->getHeight(i, j)) {
glColor3fv((surfColor*2.f).ptr());
glBegin(GL_LINES);
glVertex2f(i * cellSize, clientH - (j + 1) * cellSize);
glVertex2f(i * cellSize, clientH - j * cellSize);
glEnd();
}
if (j > 0 && map->getHeight(i, j - 1) < map->getHeight(i, j)) {
glColor3fv((surfColor*2.f).ptr());
glBegin(GL_LINES);
glVertex2f(i * cellSize, clientH - j * cellSize);
glVertex2f((i + 1) * cellSize, clientH - j * cellSize);
glEnd();
}
// }
//resources
if(renderAll == true) {
switch (map->getResource(i, j)) {
case 1: glColor3f(1.f, 1.f, 0.f); break;
case 2: glColor3f(0.5f, 0.5f, 0.5f); break;
case 3: glColor3f(1.f, 0.f, 0.f); break;
case 4: glColor3f(0.f, 0.f, 1.f); break;
case 5: glColor3f(0.5f, 0.5f, 1.f); break;
}
if (renderAll && map->getResource(i, j) != 0) {
glBegin(GL_LINES);
glVertex2f(i * cellSize, clientH - j * cellSize - cellSize);
glVertex2f(i * cellSize + cellSize, clientH - j * cellSize);
glVertex2f(i * cellSize, clientH - j * cellSize);
glVertex2f(i * cellSize + cellSize, clientH - j * cellSize - cellSize);
glEnd();
}
}
}
}
//start locations
glLineWidth(3);
// force playerCrossSize to be at least of size 4
if(cellSize < 4) {
playerCrossSize = 4;
}
else {
playerCrossSize = cellSize;
}
for (int i = 0; i < map->getMaxFactions(); i++) {
switch (i) {
case 0: glColor3f(1.f, 0.f, 0.f); break;
case 1: glColor3f(0.f, 0.f, 1.f); break;
case 2: glColor3f(0.f, 1.f, 0.f); break;
case 3: glColor3f(1.f, 1.f, 0.f); break;
case 4: glColor3f(1.f, 1.f, 1.f); break;
case 5: glColor3f(0.f, 1.f, 0.8f); break;
case 6: glColor3f(1.f, 0.5f, 0.f); break;
case 7: glColor3f(1.f, 0.5f, 1.f); break;
}
glBegin(GL_LINES);
glVertex2f((map->getStartLocationX(i) - 1) * cellSize, clientH - (map->getStartLocationY(i) - 1) * cellSize);
glVertex2f((map->getStartLocationX(i) + 1) * cellSize + playerCrossSize, clientH - (map->getStartLocationY(i) + 1) * cellSize - playerCrossSize);
glVertex2f((map->getStartLocationX(i) - 1) * cellSize, clientH - (map->getStartLocationY(i) + 1) * cellSize - playerCrossSize);
glVertex2f((map->getStartLocationX(i) + 1) * cellSize + playerCrossSize, clientH - (map->getStartLocationY(i) - 1) * cellSize);
glEnd();
}
glPopMatrix();
glPopAttrib();
glMatrixMode(GL_PROJECTION);
glPopMatrix();
//glDisable( GL_SCISSOR_TEST );
//glViewport(0, 0, 0, 0);
if(renderToTexture != NULL) {
// *renderToTexture = saveScreenToTexture(screenPosX, screenPosY, metrics.getVirtualW(), metrics.getVirtualH());
// *renderToTexture = saveScreenToTexture(0, 0, metrics.getVirtualW(), metrics.getVirtualH());
/*
Texture2DGl *texture = static_cast<Texture2DGl *>(*renderToTexture);
if(texture != NULL) {
// *renderToTexture = saveScreenToTexture(screenPosX, screenPosY, clientW, clientH);
texture->dettachFrameBufferFromTexture();
// Signal the threads queue to add a screenshot save request
// MutexSafeWrapper safeMutex(&saveScreenShotThreadAccessor);
// saveScreenQueue.push_back(make_pair("bob.png",texture->getPixmap()));
// *renderToTexture=NULL;
// safeMutex.ReleaseLock();
// texture->teardown_FBO_RBO();
}
*/
}
assertGl();
}
// setLastRenderFps and calculate shadowsOffDueToMinRender
void Renderer::setLastRenderFps(int value) {
lastRenderFps = value;
smoothedRenderFps=(MIN_FPS_NORMAL_RENDERING*smoothedRenderFps+lastRenderFps)/(MIN_FPS_NORMAL_RENDERING+1.0f);
if(smoothedRenderFps>=MIN_FPS_NORMAL_RENDERING_TOP_THRESHOLD){
shadowsOffDueToMinRender=false;
}
if(smoothedRenderFps<=MIN_FPS_NORMAL_RENDERING){
shadowsOffDueToMinRender=true;
}
}
uint64 Renderer::getCurrentPixelByteCount(ResourceScope rs) const {
uint64 result = 0;
for(int i = (rs == rsCount ? 0 : rs); i < rsCount; ++i) {
const Shared::Graphics::TextureContainer &textures = textureManager[i]->getTextures();
for(int j = 0; j < textures.size(); ++j) {
const Texture *texture = textures[j];
result += texture->getPixelByteCount();
}
if(rs != rsCount) {
break;
}
}
return result;
}
}}//end namespace