MegaGlest/source/glest_game/graphics/renderer.h

486 lines
14 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
// ==============================================================
#ifndef _GLEST_GAME_RENDERER_H_
#define _GLEST_GAME_RENDERER_H_
#include "vec.h"
#include "math_util.h"
#include "model.h"
#include "particle.h"
#include "pixmap.h"
#include "font.h"
#include "matrix.h"
#include "selection.h"
#include "components.h"
#include "texture.h"
#include "model_manager.h"
#include "graphics_factory_gl.h"
#include "font_manager.h"
#include "camera.h"
#include <vector>
#include "model_renderer.h"
#include "model.h"
#include "graphics_interface.h"
#include "base_renderer.h"
#include "simple_threads.h"
#ifdef DEBUG_RENDERING_ENABLED
# define IF_DEBUG_EDITION(x) x
# include "debug_renderer.h"
#else
# define IF_DEBUG_EDITION(x)
#endif
#include "leak_dumper.h"
enum DebugUILevelType {
debugui_fps = 0x01,
debugui_unit_titles = 0x02
};
namespace Glest{ namespace Game{
using namespace Shared::Graphics;
using namespace Shared::PlatformCommon;
//non shared classes
class Config;
class Game;
class MainMenu;
class Console;
class MenuBackground;
class ChatManager;
class Object;
class ConsoleLineInfo;
class SurfaceCell;
// =====================================================
// class MeshCallbackTeamColor
// =====================================================
class MeshCallbackTeamColor: public MeshCallback{
private:
const Texture *teamTexture;
public:
void setTeamTexture(const Texture *teamTexture) {this->teamTexture= teamTexture;}
virtual void execute(const Mesh *mesh);
static bool noTeamColors;
};
// ===========================================================
// class Renderer
//
/// OpenGL renderer, uses the shared library
// ===========================================================
class VisibleQuadContainerCache {
protected:
void CopyAll(const VisibleQuadContainerCache &obj) {
cacheFrame = obj.cacheFrame;
visibleObjectList = obj.visibleObjectList;
visibleUnitList = obj.visibleUnitList;
visibleQuadUnitList = obj.visibleQuadUnitList;
visibleScaledCellList = obj.visibleScaledCellList;
lastVisibleQuad = obj.lastVisibleQuad;
}
public:
VisibleQuadContainerCache() {
cacheFrame = 0;
clearCacheData();
}
VisibleQuadContainerCache(const VisibleQuadContainerCache &obj) {
CopyAll(obj);
}
VisibleQuadContainerCache & operator=(const VisibleQuadContainerCache &obj) {
CopyAll(obj);
return *this;
}
void clearCacheData() {
clearVolatileCacheData();
clearNonVolatileCacheData();
}
void clearVolatileCacheData() {
visibleUnitList.clear();
visibleQuadUnitList.clear();
//inVisibleUnitList.clear();
}
void clearNonVolatileCacheData() {
visibleObjectList.clear();
visibleScaledCellList.clear();
}
int cacheFrame;
Quad2i lastVisibleQuad;
std::vector<Object *> visibleObjectList;
std::vector<Unit *> visibleQuadUnitList;
std::vector<Unit *> visibleUnitList;
std::vector<Vec2i> visibleScaledCellList;
};
class VisibleQuadContainerVBOCache {
public:
// Vertex Buffer Object Names
bool hasBuiltVBOs;
uint32 m_nVBOVertices; // Vertex VBO Name
uint32 m_nVBOFowTexCoords; // Texture Coordinate VBO Name for fog of war texture coords
uint32 m_nVBOSurfaceTexCoords; // Texture Coordinate VBO Name for surface texture coords
uint32 m_nVBONormals; // Normal VBO Name
//uint32 m_nVBOIndexes; // Indexes VBO Name
};
class Renderer : public RendererInterface, public BaseRenderer, public SimpleTaskCallbackInterface {
public:
//progress bar
static const int maxProgressBar;
static const Vec4f progressBarBack1;
static const Vec4f progressBarBack2;
static const Vec4f progressBarFront1;
static const Vec4f progressBarFront2;
//sun and moon
static const float sunDist;
static const float moonDist;
static const float lightAmbFactor;
//mouse
static const int maxMouse2dAnim;
//texture units
static const GLenum baseTexUnit;
static const GLenum fowTexUnit;
static const GLenum shadowTexUnit;
//selection
static const float selectionCircleRadius;
static const float magicCircleRadius;
//perspective values
static const float perspFov;
static const float perspNearPlane;
static float perspFarPlane;
//default values
static const float ambFactor;
static const Vec4f defSpecularColor;
static const Vec4f defDiffuseColor;
static const Vec4f defAmbientColor;
static const Vec4f defColor;
static const Vec4f fowColor;
//light
static const float maxLightDist;
public:
enum Shadows {
sDisabled,
sProjected,
sShadowMapping,
sCount
};
private:
//config
int maxLights;
bool photoMode;
int shadowTextureSize;
int shadowFrameSkip;
float shadowAlpha;
bool focusArrows;
bool textures3D;
Shadows shadows;
int maxConsoleLines;
//game
const Game *game;
const MainMenu *menu;
//misc
int triangleCount;
int pointCount;
Quad2i visibleQuad;
Vec4f nearestLightPos;
VisibleQuadContainerCache quadCache;
//renderers
ModelRenderer *modelRenderer;
TextRenderer2D *textRenderer;
ParticleRenderer *particleRenderer;
//texture managers
ModelManager *modelManager[rsCount];
TextureManager *textureManager[rsCount];
FontManager *fontManager[rsCount];
ParticleManager *particleManager[rsCount];
//state lists
GLuint list3d;
GLuint list2d;
GLuint list3dMenu;
//shadows
GLuint shadowMapHandle;
Matrix4f shadowMapMatrix;
int shadowMapFrame;
//water
float waterAnim;
bool allowRenderUnitTitles;
//std::vector<std::pair<Unit *,Vec3f> > renderUnitTitleList;
std::vector<Unit *> visibleFrameUnitList;
string visibleFrameUnitListCameraKey;
bool no2DMouseRendering;
bool showDebugUI;
int showDebugUILevel;
int lastRenderFps;
float smoothedRenderFps;
bool shadowsOffDueToMinRender;
SimpleTaskThread *saveScreenShotThread;
Mutex saveScreenShotThreadAccessor;
std::list<std::pair<string,Pixmap2D *> > saveScreenQueue;
//std::map<Vec3f,Vec3f> worldToScreenPosCache;
std::map<uint32,VisibleQuadContainerVBOCache > mapSurfaceVBOCache;
class SurfaceData {
public:
SurfaceData(){};
static uint32 nextUniqueId;
uint32 uniqueId;
int bufferCount;
int textureHandle;
vector<Vec2f> texCoords;
vector<Vec2f> texCoordsSurface;
vector<Vec3f> vertices;
vector<Vec3f> normals;
};
VisibleQuadContainerVBOCache * GetSurfaceVBOs(SurfaceData *cellData);
void ReleaseSurfaceVBOs();
std::map<string,std::pair<Chrono, std::vector<SurfaceData> > > mapSurfaceData;
static bool rendererEnded;
private:
Renderer();
~Renderer();
public:
static Renderer &getInstance();
static bool isEnded();
void reinitAll();
//init
void init();
void initGame(const Game *game);
void initMenu(const MainMenu *mm);
void reset3d();
void reset2d();
void reset3dMenu();
//end
void end();
void endMenu();
void endGame();
//get
int getTriangleCount() const {return triangleCount;}
int getPointCount() const {return pointCount;}
//misc
void reloadResources();
//engine interface
void initTexture(ResourceScope rs, Texture *texture);
void endTexture(ResourceScope rs, Texture *texture,bool mustExistInList=false);
void endLastTexture(ResourceScope rs, bool mustExistInList=false);
Model *newModel(ResourceScope rs);
void endModel(ResourceScope rs, Model *model, bool mustExistInList=false);
void endLastModel(ResourceScope rs, bool mustExistInList=false);
Texture2D *newTexture2D(ResourceScope rs);
Texture3D *newTexture3D(ResourceScope rs);
Font2D *newFont(ResourceScope rs);
TextRenderer2D *getTextRenderer() const {return textRenderer;}
void manageParticleSystem(ParticleSystem *particleSystem, ResourceScope rs);
void cleanupParticleSystems(vector<ParticleSystem *> &particleSystems,ResourceScope rs);
void cleanupUnitParticleSystems(vector<UnitParticleSystem *> &particleSystems,ResourceScope rs);
bool validateParticleSystemStillExists(ParticleSystem * particleSystem,ResourceScope rs) const;
void updateParticleManager(ResourceScope rs,int renderFps=-1);
void renderParticleManager(ResourceScope rs);
void swapBuffers();
//lights and camera
void setupLighting();
void loadGameCameraMatrix();
void loadCameraMatrix(const Camera *camera);
void computeVisibleQuad();
//basic rendering
void renderMouse2d(int mouseX, int mouseY, int anim, float fade= 0.f);
void renderMouse3d();
void renderBackground(const Texture2D *texture);
void renderTextureQuad(int x, int y, int w, int h, const Texture2D *texture, float alpha=1.f,const Vec3f *color=NULL);
void renderConsole(const Console *console, const bool showAll=false, const bool showMenuConsole=false, int overrideMaxConsoleLines=-1);
void renderConsoleLine(int lineIndex, int xPosition, int yPosition, int lineHeight, const Font2D* font, string stringToHightlight, const ConsoleLineInfo *lineInfo);
void renderChatManager(const ChatManager *chatManager);
void renderResourceStatus();
void renderSelectionQuad();
void renderText(const string &text, const Font2D *font, float alpha, int x, int y, bool centered= false);
void renderText(const string &text, const Font2D *font, const Vec3f &color, int x, int y, bool centered= false);
void renderText(const string &text, const Font2D *font, const Vec4f &color, int x, int y, bool centered=false);
void renderTextShadow(const string &text, const Font2D *font,const Vec4f &color, int x, int y, bool centered= false);
//components
void renderLabel(const GraphicLabel *label);
void renderLabel(const GraphicLabel *label,const Vec3f *color);
void renderLabel(const GraphicLabel *label,const Vec4f *color);
void renderButton(const GraphicButton *button,const Vec4f *fontColorOverride=NULL,bool *lightedOverride=NULL);
void renderCheckBox(const GraphicCheckBox *box);
void renderLine(const GraphicLine *line);
void renderScrollBar(const GraphicScrollBar *sb);
void renderListBox(const GraphicListBox *listBox);
void renderMessageBox(const GraphicMessageBox *listBox);
//complex rendering
void renderSurface(const int renderFps);
void renderObjects(const int renderFps);
void renderWater();
void renderUnits(const int renderFps);
void renderSelectionEffects();
void renderWaterEffects();
void renderMinimap();
void renderDisplay();
void renderMenuBackground(const MenuBackground *menuBackground);
void renderMapPreview(const MapPreview *map, bool renderAll, int screenX, int screenY,Texture2D **renderToTexture=NULL);
//computing
bool computePosition(const Vec2i &screenPos, Vec2i &worldPos);
void computeSelected(Selection::UnitContainer &units, const Object *&obj, const bool withObjectSelection, const Vec2i &posDown, const Vec2i &posUp);
//gl wrap
string getGlInfo();
string getGlMoreInfo();
void autoConfig();
//clear
void clearBuffers();
void clearZBuffer();
//shadows
void renderShadowsToTexture(const int renderFps);
//misc
void loadConfig();
void saveScreen(const string &path);
Quad2i getVisibleQuad() const {return visibleQuad;}
//static
static Shadows strToShadows(const string &s);
static string shadowsToStr(Shadows shadows);
const Game * getGame() { return game; }
void setAllowRenderUnitTitles(bool value);
bool getAllowRenderUnitTitles() { return allowRenderUnitTitles; }
void renderUnitTitles(Font2D *font, Vec3f color);
Vec3f computeScreenPosition(const Vec3f &worldPos);
void setPhotoMode(bool value) { photoMode = value; }
bool getNo2DMouseRendering() const { return no2DMouseRendering; }
void setNo2DMouseRendering(bool value) { no2DMouseRendering = value; }
bool getShowDebugUI() const { return showDebugUI; }
void setShowDebugUI(bool value) { showDebugUI = value; }
int getShowDebugUILevel() const { return showDebugUILevel; }
void setShowDebugUILevel(int value) { showDebugUILevel=value; }
void cycleShowDebugUILevel();
void setLastRenderFps(int value);
int getLastRenderFps() const { return lastRenderFps;}
VisibleQuadContainerCache & getQuadCache(bool updateOnDirtyFrame=true,bool forceNew=false);
void removeObjectFromQuadCache(const Object *o);
void removeUnitFromQuadCache(const Unit *unit);
uint64 getCurrentPixelByteCount(ResourceScope rs=rsGame) const;
unsigned int getSaveScreenQueueSize();
Texture2D *saveScreenToTexture(int x, int y, int width, int height);
void renderProgressBar(int size, int x, int y, Font2D *font,int customWidth=-1, string prefixLabel="", bool centeredText=true);
static Texture2D * findFactionLogoTexture(string logoFilename);
static Texture2D * preloadTexture(string logoFilename);
int getCachedSurfaceDataSize() const { return mapSurfaceData.size(); }
private:
//private misc
float computeSunAngle(float time);
float computeMoonAngle(float time);
Vec4f computeSunPos(float time);
Vec4f computeMoonPos(float time);
Vec3f computeLightColor(float time);
Vec4f computeWaterColor(float waterLevel, float cellHeight);
void checkExtension(const string &extension, const string &msg);
//selection render
void renderObjectsFast(bool renderingShadows = false, bool resourceOnly = false);
void renderUnitsFast(bool renderingShadows = false);
//gl requirements
void checkGlCaps();
void checkGlOptionalCaps();
//gl init
void init3dList();
void init2dList();
void init3dListMenu(const MainMenu *mm);
//misc
void loadProjectionMatrix();
void enableProjectiveTexturing();
//private aux drawing
void renderSelectionCircle(Vec3f v, int size, float radius);
void renderArrow(const Vec3f &pos1, const Vec3f &pos2, const Vec3f &color, float width);
void renderTile(const Vec2i &pos);
void renderQuad(int x, int y, int w, int h, const Texture2D *texture);
void simpleTask(BaseThread *callingThread);
//static
static Texture2D::Filter strToTextureFilter(const string &s);
void cleanupScreenshotThread();
};
}} //end namespace
#endif