5a8f05e8af
- bugfix for progress bar painting
4836 lines
137 KiB
C++
4836 lines
137 KiB
C++
// This file is part of Glest (www.glest.org)
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//
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// Copyright (C) 2001-2008 Martio Figueroa
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//
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// You can redistribute this code and/or modify it under
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// the terms of the GNU General Public License as published
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// by the Free Software Foundation; either version 2 of the
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// License, or (at your option) any later version
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// ==============================================================
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#include "renderer.h"
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#include "texture_gl.h"
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#include "main_menu.h"
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#include "config.h"
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#include "components.h"
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#include "time_flow.h"
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#include "graphics_interface.h"
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#include "object.h"
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#include "core_data.h"
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#include "game.h"
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#include "metrics.h"
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#include "opengl.h"
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#include "faction.h"
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#include "factory_repository.h"
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#include <cstdlib>
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#include <algorithm>
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#include "cache_manager.h"
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#include "network_manager.h"
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#include "leak_dumper.h"
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using namespace Shared::Graphics;
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using namespace Shared::Graphics::Gl;
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using namespace Shared::Util;
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using namespace Shared::Graphics;
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namespace Glest { namespace Game{
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// =====================================================
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// class MeshCallbackTeamColor
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// =====================================================
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bool MeshCallbackTeamColor::noTeamColors = false;
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void MeshCallbackTeamColor::execute(const Mesh *mesh){
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//team color
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if( mesh->getCustomTexture() && teamTexture != NULL &&
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MeshCallbackTeamColor::noTeamColors == false) {
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//texture 0
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
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//set color to interpolation
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glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_INTERPOLATE);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_TEXTURE);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_TEXTURE1);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB, GL_TEXTURE);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB, GL_SRC_ALPHA);
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//set alpha to 1
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glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_TEXTURE);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA);
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//texture 1
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glActiveTexture(GL_TEXTURE1);
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glMultiTexCoord2f(GL_TEXTURE1, 0.f, 0.f);
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glEnable(GL_TEXTURE_2D);
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glBindTexture(GL_TEXTURE_2D, static_cast<const Texture2DGl*>(teamTexture)->getHandle());
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
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glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_MODULATE);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_PRIMARY_COLOR);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_PREVIOUS);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR);
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//set alpha to 1
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glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_PRIMARY_COLOR);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA);
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glActiveTexture(GL_TEXTURE0);
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}
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else{
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glActiveTexture(GL_TEXTURE1);
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glDisable(GL_TEXTURE_2D);
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glActiveTexture(GL_TEXTURE0);
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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}
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}
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// ===========================================================
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// class Renderer
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// ===========================================================
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// ===================== PUBLIC ========================
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const int Renderer::maxProgressBar= 100;
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const Vec4f Renderer::progressBarBack1= Vec4f(0.7f, 0.7f, 0.7f, 0.7f);
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const Vec4f Renderer::progressBarBack2= Vec4f(0.7f, 0.7f, 0.7f, 1.f);
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const Vec4f Renderer::progressBarFront1= Vec4f(0.f, 0.5f, 0.f, 1.f);
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const Vec4f Renderer::progressBarFront2= Vec4f(0.f, 0.1f, 0.f, 1.f);
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const float Renderer::sunDist= 10e6;
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const float Renderer::moonDist= 10e6;
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const float Renderer::lightAmbFactor= 0.4f;
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const int Renderer::maxMouse2dAnim= 100;
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const GLenum Renderer::baseTexUnit= GL_TEXTURE0;
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const GLenum Renderer::fowTexUnit= GL_TEXTURE1;
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const GLenum Renderer::shadowTexUnit= GL_TEXTURE2;
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const float Renderer::selectionCircleRadius= 0.7f;
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const float Renderer::magicCircleRadius= 1.f;
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//perspective values
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const float Renderer::perspFov= 60.f;
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const float Renderer::perspNearPlane= 1.f;
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//const float Renderer::perspFarPlane= 50.f;
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const float Renderer::perspFarPlane= 1000.f;
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const float Renderer::ambFactor= 0.7f;
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const Vec4f Renderer::fowColor= Vec4f(0.0f, 0.0f, 0.0f, 1.0f);
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const Vec4f Renderer::defSpecularColor= Vec4f(0.8f, 0.8f, 0.8f, 1.f);
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const Vec4f Renderer::defDiffuseColor= Vec4f(1.f, 1.f, 1.f, 1.f);
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const Vec4f Renderer::defAmbientColor= Vec4f(1.f * ambFactor, 1.f * ambFactor, 1.f * ambFactor, 1.f);
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const Vec4f Renderer::defColor= Vec4f(1.f, 1.f, 1.f, 1.f);
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//const float Renderer::maxLightDist= 100.f;
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const float Renderer::maxLightDist= 1000.f;
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const int MIN_FPS_NORMAL_RENDERING = 15;
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const int MIN_FPS_NORMAL_RENDERING_TOP_THRESHOLD = 25;
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// ==================== constructor and destructor ====================
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Renderer::Renderer() {
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this->useQuadCache = true;
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this->allowRenderUnitTitles = false;
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this->menu = NULL;
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this->game = NULL;
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showDebugUI = false;
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modelRenderer = NULL;
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textRenderer = NULL;
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particleRenderer = NULL;
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saveScreenShotThread = NULL;
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lastRenderFps=MIN_FPS_NORMAL_RENDERING;
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shadowsOffDueToMinRender=false;
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//resources
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for(int i=0; i < rsCount; ++i) {
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modelManager[i] = NULL;
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textureManager[i] = NULL;
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particleManager[i] = NULL;
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fontManager[i] = NULL;
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}
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GraphicsInterface &gi= GraphicsInterface::getInstance();
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FactoryRepository &fr= FactoryRepository::getInstance();
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Config &config= Config::getInstance();
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this->useQuadCache = config.getBool("UseQuadCache","true");
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this->no2DMouseRendering = config.getBool("No2DMouseRendering","false");
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this->maxConsoleLines= config.getInt("ConsoleMaxLines");
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gi.setFactory(fr.getGraphicsFactory(config.getString("FactoryGraphics")));
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GraphicsFactory *graphicsFactory= GraphicsInterface::getInstance().getFactory();
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modelRenderer= graphicsFactory->newModelRenderer();
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textRenderer= graphicsFactory->newTextRenderer2D();
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particleRenderer= graphicsFactory->newParticleRenderer();
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//resources
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for(int i=0; i< rsCount; ++i) {
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modelManager[i]= graphicsFactory->newModelManager();
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textureManager[i]= graphicsFactory->newTextureManager();
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modelManager[i]->setTextureManager(textureManager[i]);
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particleManager[i]= graphicsFactory->newParticleManager();
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fontManager[i]= graphicsFactory->newFontManager();
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}
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//SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1);
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saveScreenShotThread = new SimpleTaskThread(this,0,25);
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saveScreenShotThread->setUniqueID(__FILE__);
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saveScreenShotThread->start();
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}
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Renderer::~Renderer() {
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delete modelRenderer;
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modelRenderer = NULL;
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delete textRenderer;
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textRenderer = NULL;
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delete particleRenderer;
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particleRenderer = NULL;
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//resources
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for(int i=0; i<rsCount; ++i){
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delete modelManager[i];
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modelManager[i] = NULL;
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delete textureManager[i];
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textureManager[i] = NULL;
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delete particleManager[i];
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particleManager[i] = NULL;
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delete fontManager[i];
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fontManager[i] = NULL;
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}
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// Wait for the queue to become empty or timeout the thread at 7 seconds
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for(time_t elapsed = time(NULL);
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getSaveScreenQueueSize() > 0 && difftime(time(NULL),elapsed) <= 7;) {
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sleep(10);
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}
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delete saveScreenShotThread;
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saveScreenShotThread = NULL;
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if(getSaveScreenQueueSize() > 0) {
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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());
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for(std::list<std::pair<string,Pixmap2D *> >::iterator iter = saveScreenQueue.begin();
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iter != saveScreenQueue.end(); ++iter) {
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delete iter->second;
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}
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}
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this->menu = NULL;
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this->game = NULL;
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}
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void Renderer::simpleTask(BaseThread *callingThread) {
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// This code reads pixmaps from a queue and saves them to disk
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Pixmap2D *savePixMapBuffer=NULL;
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string path="";
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MutexSafeWrapper safeMutex(&saveScreenShotThreadAccessor);
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if(saveScreenQueue.size() > 0) {
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SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line %d] saveScreenQueue.size() = %d\n",__FILE__,__FUNCTION__,__LINE__,saveScreenQueue.size());
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savePixMapBuffer = saveScreenQueue.front().second;
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path = saveScreenQueue.front().first;
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saveScreenQueue.pop_front();
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}
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safeMutex.ReleaseLock();
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if(savePixMapBuffer != NULL) {
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SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line %d] about to save [%s]\n",__FILE__,__FUNCTION__,__LINE__,path.c_str());
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savePixMapBuffer->save(path);
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delete savePixMapBuffer;
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}
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}
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Renderer &Renderer::getInstance(){
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static Renderer renderer;
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return renderer;
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}
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void Renderer::reinitAll() {
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//resources
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for(int i=0; i<rsCount; ++i){
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//modelManager[i]->init();
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textureManager[i]->init(true);
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//particleManager[i]->init();
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//fontManager[i]->init();
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}
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}
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// ==================== init ====================
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void Renderer::init(){
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Config &config= Config::getInstance();
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loadConfig();
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if(config.getBool("CheckGlCaps")){
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checkGlCaps();
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}
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if(config.getBool("FirstTime")){
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config.setBool("FirstTime", false);
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autoConfig();
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config.save();
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}
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modelManager[rsGlobal]->init();
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textureManager[rsGlobal]->init();
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fontManager[rsGlobal]->init();
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init2dList();
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glHint(GL_FOG_HINT, GL_FASTEST);
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//glHint(GL_GENERATE_MIPMAP_HINT, GL_FASTEST);
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glHint(GL_LINE_SMOOTH_HINT, GL_FASTEST);
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//glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
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//glHint(GL_POINT_SMOOTH_HINT, GL_FASTEST);
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//glHint(GL_POLYGON_SMOOTH_HINT, GL_FASTEST);
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glHint(GL_TEXTURE_COMPRESSION_HINT, GL_FASTEST);
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}
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void Renderer::initGame(const Game *game){
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SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
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this->game= game;
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worldToScreenPosCache.clear();
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//check gl caps
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checkGlOptionalCaps();
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//vars
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shadowMapFrame= 0;
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waterAnim= 0;
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SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
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//shadows
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if(shadows==sProjected || shadows==sShadowMapping){
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static_cast<ModelRendererGl*>(modelRenderer)->setSecondaryTexCoordUnit(2);
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glGenTextures(1, &shadowMapHandle);
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glBindTexture(GL_TEXTURE_2D, shadowMapHandle);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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if(shadows==sShadowMapping){
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SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
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//shadow mapping
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glTexParameteri(GL_TEXTURE_2D, GL_DEPTH_TEXTURE_MODE, GL_LUMINANCE);
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//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE_ARB, GL_COMPARE_R_TO_TEXTURE_ARB);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC_ARB, GL_LEQUAL);
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//glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FAIL_VALUE_ARB, 1.0f-shadowAlpha);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT32,
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shadowTextureSize, shadowTextureSize,
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0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, NULL);
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}
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else{
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SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
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//projected
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8,
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shadowTextureSize, shadowTextureSize,
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0, GL_LUMINANCE, GL_UNSIGNED_BYTE, NULL);
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}
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shadowMapFrame= -1;
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}
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SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
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IF_DEBUG_EDITION( getDebugRenderer().init(); )
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//texture init
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modelManager[rsGame]->init();
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textureManager[rsGame]->init();
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fontManager[rsGame]->init();
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SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
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init3dList();
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}
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void Renderer::initMenu(const MainMenu *mm){
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SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
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this->menu = mm;
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SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
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modelManager[rsMenu]->init();
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textureManager[rsMenu]->init();
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fontManager[rsMenu]->init();
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//modelRenderer->setCustomTexture(CoreData::getInstance().getCustomTexture());
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SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
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init3dListMenu(mm);
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SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
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}
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void Renderer::reset3d(){
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assertGl();
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glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
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glCallList(list3d);
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pointCount= 0;
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triangleCount= 0;
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assertGl();
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}
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void Renderer::reset2d(){
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assertGl();
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glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SINGLE_COLOR);
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glCallList(list2d);
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assertGl();
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}
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void Renderer::reset3dMenu(){
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assertGl();
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glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SINGLE_COLOR);
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glCallList(list3dMenu);
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assertGl();
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}
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// ==================== end ====================
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void Renderer::end(){
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//delete resources
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modelManager[rsGlobal]->end();
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textureManager[rsGlobal]->end();
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fontManager[rsGlobal]->end();
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particleManager[rsGlobal]->end();
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//delete 2d list
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glDeleteLists(list2d, 1);
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}
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void Renderer::endGame() {
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game= NULL;
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//delete resources
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modelManager[rsGame]->end();
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textureManager[rsGame]->end();
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fontManager[rsGame]->end();
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particleManager[rsGame]->end();
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if(shadows==sProjected || shadows==sShadowMapping){
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glDeleteTextures(1, &shadowMapHandle);
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}
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glDeleteLists(list3d, 1);
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worldToScreenPosCache.clear();
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}
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void Renderer::endMenu(){
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this->menu = NULL;
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//delete resources
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modelManager[rsMenu]->end();
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textureManager[rsMenu]->end();
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fontManager[rsMenu]->end();
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particleManager[rsMenu]->end();
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glDeleteLists(list3dMenu, 1);
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}
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void Renderer::reloadResources(){
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for(int i=0; i<rsCount; ++i){
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modelManager[i]->end();
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textureManager[i]->end();
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fontManager[i]->end();
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}
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for(int i=0; i<rsCount; ++i){
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modelManager[i]->init();
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textureManager[i]->init();
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fontManager[i]->init();
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}
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}
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// ==================== engine interface ====================
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void Renderer::initTexture(ResourceScope rs, Texture *texture) {
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textureManager[rs]->initTexture(texture);
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}
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void Renderer::endTexture(ResourceScope rs, Texture *texture, bool mustExistInList) {
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textureManager[rs]->endTexture(texture,mustExistInList);
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|
}
|
|
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();
|
|
|
|
glDisable(GL_BLEND);
|
|
//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, int customWidth, string prefixLabel) {
|
|
|
|
int currentSize = size;
|
|
int maxSize = maxProgressBar;
|
|
string renderText = intToStr(static_cast<int>(size)) + "%";
|
|
if(customWidth > 0) {
|
|
if(size > 0) {
|
|
currentSize = customWidth * (size / 100);
|
|
}
|
|
maxSize = customWidth;
|
|
}
|
|
if(prefixLabel != "") {
|
|
renderText = prefixLabel + renderText;
|
|
}
|
|
|
|
//bar
|
|
glBegin(GL_QUADS);
|
|
glColor4fv(progressBarFront2.ptr());
|
|
glVertex2i(x, y);
|
|
glVertex2i(x, y+10);
|
|
glColor4fv(progressBarFront1.ptr());
|
|
glVertex2i(x + currentSize, y+10);
|
|
glVertex2i(x + currentSize, y);
|
|
glEnd();
|
|
|
|
//transp bar
|
|
glEnable(GL_BLEND);
|
|
glBegin(GL_QUADS);
|
|
glColor4fv(progressBarBack2.ptr());
|
|
glVertex2i(x + currentSize, y);
|
|
glVertex2i(x + currentSize, y+10);
|
|
glColor4fv(progressBarBack1.ptr());
|
|
glVertex2i(x + maxSize, y+10);
|
|
glVertex2i(x + maxSize, y);
|
|
glEnd();
|
|
glDisable(GL_BLEND);
|
|
|
|
//text
|
|
glColor3fv(defColor.ptr());
|
|
textRenderer->begin(font);
|
|
textRenderer->render(renderText.c_str(), x + maxSize / 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
|