CTexturePtr Graphics::LoadTexture(const std::wstring& szFileName )
{
	// ищем текстуру среди уже загруженных
	vecTextures::iterator itr = m_vecTextures.begin();
	while(itr!=m_vecTextures.end())
	{
		if ( (*itr)->GetSrc().compare(szFileName)==0 )
			return *itr; // нашли
		itr++;
	}
	
	// не нашли, пробуем загрузить текстуру
	LPDIRECT3DTEXTURE9 pTex = NULL;
	if (FAILED(D3DXCreateTextureFromFile(m_pd3dDevice, szFileName.c_str(), &pTex)))
		return NULL;
	
	// создаЄм наш собственный обект текстуры
	CTexturePtr pTexPtr = new CTexture();
	pTexPtr->SetSrc(szFileName);
	pTexPtr->SetTexture(pTex);

	m_vecTextures.push_back(pTexPtr);
	
	return pTexPtr; // возвращаем (указатель на) новую текстуру
}
Beispiel #2
0
// This is for Atlas. TODO: this copies code from init, should reuse it.
void WaterManager::ReloadWaterNormalTextures()
{
	wchar_t pathname[PATH_MAX];
	// Load normalmaps (for fancy water)
	for (size_t i = 0; i < ARRAY_SIZE(m_NormalMap); ++i)
	{
		swprintf_s(pathname, ARRAY_SIZE(pathname), L"art/textures/animated/water/%ls/normal00%02d.png", m_WaterType.c_str(), (int)i+1);
		CTextureProperties textureProps(pathname);
		textureProps.SetWrap(GL_REPEAT);
		textureProps.SetMaxAnisotropy(4);
	
		CTexturePtr texture = g_Renderer.GetTextureManager().CreateTexture(textureProps);
		texture->Prefetch();
		m_NormalMap[i] = texture;
	}
}
HRESULT Graphics::SetTexture( DWORD stage, CTexturePtr pTex )
{
	if (pTex)
		return m_pd3dDevice->SetTexture(stage, pTex->GetTexture());
	
	return m_pd3dDevice->SetTexture(stage, NULL);
}
Beispiel #4
0
///////////////////////////////////////////////////////////////////
// Progressive load of water textures
int WaterManager::LoadWaterTextures()
{
	// TODO: this doesn't need to be progressive-loading any more
	// (since texture loading is async now)

	wchar_t pathname[PATH_MAX];
	
	// Load diffuse grayscale images (for non-fancy water)
	for (size_t i = 0; i < ARRAY_SIZE(m_WaterTexture); ++i)
	{
		swprintf_s(pathname, ARRAY_SIZE(pathname), L"art/textures/animated/water/default/diffuse%02d.dds", (int)i+1);
		CTextureProperties textureProps(pathname);
		textureProps.SetWrap(GL_REPEAT);

		CTexturePtr texture = g_Renderer.GetTextureManager().CreateTexture(textureProps);
		texture->Prefetch();
		m_WaterTexture[i] = texture;
	}

	if (!g_Renderer.GetCapabilities().m_PrettyWater)
	{
		// Enable rendering, now that we've succeeded this far
		m_RenderWater = true;
		return 0;
	}

#if CONFIG2_GLES
#warning Fix WaterManager::LoadWaterTextures on GLES
#else
	// Load normalmaps (for fancy water)
	for (size_t i = 0; i < ARRAY_SIZE(m_NormalMap); ++i)
	{
		swprintf_s(pathname, ARRAY_SIZE(pathname), L"art/textures/animated/water/%ls/normal00%02d.png", m_WaterType.c_str(), (int)i+1);
		CTextureProperties textureProps(pathname);
		textureProps.SetWrap(GL_REPEAT);
		textureProps.SetMaxAnisotropy(4);
		
		CTexturePtr texture = g_Renderer.GetTextureManager().CreateTexture(textureProps);
		texture->Prefetch();
		m_NormalMap[i] = texture;
	}
	
	// Load CoastalWaves
	{
		CTextureProperties textureProps(L"art/textures/terrain/types/water/coastalWave.png");
		textureProps.SetWrap(GL_REPEAT);
		CTexturePtr texture = g_Renderer.GetTextureManager().CreateTexture(textureProps);
		texture->Prefetch();
		m_WaveTex = texture;
	}
	
	// Load Foam
	{
		CTextureProperties textureProps(L"art/textures/terrain/types/water/foam.png");
		textureProps.SetWrap(GL_REPEAT);
		CTexturePtr texture = g_Renderer.GetTextureManager().CreateTexture(textureProps);
		texture->Prefetch();
		m_FoamTex = texture;
	}
	
	// Use screen-sized textures for minimum artifacts.
	m_RefTextureSize = g_Renderer.GetHeight();
	
	m_RefTextureSize = round_up_to_pow2(m_RefTextureSize);
	
	// Create reflection texture
	glGenTextures(1, &m_ReflectionTexture);
	glBindTexture(GL_TEXTURE_2D, m_ReflectionTexture);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_MIRRORED_REPEAT);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_MIRRORED_REPEAT);
	glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA8, (GLsizei)m_RefTextureSize, (GLsizei)m_RefTextureSize, 0,  GL_RGBA, GL_UNSIGNED_BYTE, 0);
	
	// Create refraction texture
	glGenTextures(1, &m_RefractionTexture);
	glBindTexture(GL_TEXTURE_2D, m_RefractionTexture);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_MIRRORED_REPEAT);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_MIRRORED_REPEAT);
	glTexImage2D( GL_TEXTURE_2D, 0, GL_RGB8, (GLsizei)m_RefTextureSize, (GLsizei)m_RefTextureSize, 0,  GL_RGB, GL_UNSIGNED_BYTE, 0);

	// Create depth textures
	glGenTextures(1, &m_ReflFboDepthTexture);
	glBindTexture(GL_TEXTURE_2D, m_ReflFboDepthTexture);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
	glTexImage2D( GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT32, (GLsizei)m_RefTextureSize, (GLsizei)m_RefTextureSize, 0,  GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, NULL);
	
	glGenTextures(1, &m_RefrFboDepthTexture);
	glBindTexture(GL_TEXTURE_2D, m_RefrFboDepthTexture);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
	glTexImage2D( GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT32, (GLsizei)m_RefTextureSize, (GLsizei)m_RefTextureSize, 0,  GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, NULL);

	// Create the Fancy Effects texture
	glGenTextures(1, &m_FancyTextureNormal);
	glBindTexture(GL_TEXTURE_2D, m_FancyTextureNormal);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);

	glGenTextures(1, &m_FancyTextureOther);
	glBindTexture(GL_TEXTURE_2D, m_FancyTextureOther);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);

	glGenTextures(1, &m_FancyTextureDepth);
	glBindTexture(GL_TEXTURE_2D, m_FancyTextureDepth);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);

	glBindTexture(GL_TEXTURE_2D, 0);

	Resize();

	// Create the water framebuffers

	GLint currentFbo;
	glGetIntegerv(GL_FRAMEBUFFER_BINDING_EXT, &currentFbo);

	m_ReflectionFbo = 0;
	pglGenFramebuffersEXT(1, &m_ReflectionFbo);
	pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_ReflectionFbo);
	pglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, m_ReflectionTexture, 0);
	pglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, m_ReflFboDepthTexture, 0);

	ogl_WarnIfError();
	
	GLenum status = pglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
	if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
	{
		LOGWARNING("Reflection framebuffer object incomplete: 0x%04X", status);
		g_Renderer.m_Options.m_WaterReflection = false;
	}

	m_RefractionFbo = 0;
	pglGenFramebuffersEXT(1, &m_RefractionFbo);
	pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_RefractionFbo);
	pglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, m_RefractionTexture, 0);
	pglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, m_RefrFboDepthTexture, 0);

	ogl_WarnIfError();
	
	status = pglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
	if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
	{
		LOGWARNING("Refraction framebuffer object incomplete: 0x%04X", status);
		g_Renderer.m_Options.m_WaterRefraction = false;
	}
	
	pglGenFramebuffersEXT(1, &m_FancyEffectsFBO);
	pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_FancyEffectsFBO);
	pglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, m_FancyTextureNormal, 0);
	pglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1_EXT, GL_TEXTURE_2D, m_FancyTextureOther, 0);
	pglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, m_FancyTextureDepth, 0);
	
	ogl_WarnIfError();
	
	status = pglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
	if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
	{
		LOGWARNING("Fancy Effects framebuffer object incomplete: 0x%04X", status);
		g_Renderer.m_Options.m_WaterRefraction = false;
	}
	
	pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, currentFbo);

	// Enable rendering, now that we've succeeded this far
	m_RenderWater = true;
#endif
	return 0;
}
Beispiel #5
0
///////////////////////////////////////////////////////////////////
// Load all sky textures
void SkyManager::LoadSkyTextures()
{
	for (size_t i = 0; i < ARRAY_SIZE(m_SkyTexture); ++i)
	{
		VfsPath path = VfsPath("art/textures/skies") / m_SkySet / (Path::String(s_imageNames[i])+L".dds");

		CTextureProperties textureProps(path);
		textureProps.SetWrap(GL_CLAMP_TO_EDGE);
		CTexturePtr texture = g_Renderer.GetTextureManager().CreateTexture(textureProps);
		texture->Prefetch();
		m_SkyTexture[i] = texture;
	}
	
	glGenTextures(1, &m_SkyCubeMap);
	glBindTexture(GL_TEXTURE_CUBE_MAP, m_SkyCubeMap);
	
	int types[] = {
		GL_TEXTURE_CUBE_MAP_POSITIVE_X,
		GL_TEXTURE_CUBE_MAP_NEGATIVE_X,
		GL_TEXTURE_CUBE_MAP_POSITIVE_Z,
		GL_TEXTURE_CUBE_MAP_NEGATIVE_Z,
		GL_TEXTURE_CUBE_MAP_POSITIVE_Y,
		GL_TEXTURE_CUBE_MAP_NEGATIVE_Y
	};
	
	const wchar_t* images[numTextures+1] = {
		L"front",
		L"back",
		L"right",
		L"left",
		L"top",
		L"top"
	};
	
	for (size_t i = 0; i < numTextures+1; ++i)
	{
		VfsPath path = VfsPath("art/textures/skies") / m_SkySet / (Path::String(images[i])+L".dds");
		
		shared_ptr<u8> file;
		size_t fileSize;
		g_VFS->LoadFile(path, file, fileSize);
		
		Tex tex;
		tex_decode(file, fileSize, &tex);
		
		tex_transform_to(&tex, (tex.flags | TEX_BOTTOM_UP | TEX_ALPHA) & ~(TEX_DXT | TEX_MIPMAPS));
		
		u8* data = tex_get_data(&tex);
		
		if (types[i] == GL_TEXTURE_CUBE_MAP_NEGATIVE_Y || types[i] == GL_TEXTURE_CUBE_MAP_POSITIVE_Y)
		{
			std::vector<u8> rotated(tex.dataSize);
		
			for (size_t y = 0; y < tex.h; ++y)
			{
				for (size_t x = 0; x < tex.w; ++x)
				{
					size_t invx = y, invy = tex.w-x-1;
					
					rotated[(y*tex.w + x) * 4 + 0] = data[(invy*tex.w + invx) * 4 + 0];
					rotated[(y*tex.w + x) * 4 + 1] = data[(invy*tex.w + invx) * 4 + 1];
					rotated[(y*tex.w + x) * 4 + 2] = data[(invy*tex.w + invx) * 4 + 2];
					rotated[(y*tex.w + x) * 4 + 3] = data[(invy*tex.w + invx) * 4 + 3];
				}
			}
			
			glTexImage2D(types[i], 0, GL_RGB, tex.w, tex.h, 0, GL_RGBA, GL_UNSIGNED_BYTE, &rotated[0]);
		}
		else
		{
			glTexImage2D(types[i], 0, GL_RGB, tex.w, tex.h, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
		}
		
		tex_free(&tex);
	}
	
	glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
	glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
	glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
	glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
	glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
	
	glBindTexture(GL_TEXTURE_2D, 0);
}
Beispiel #6
0
///////////////////////////////////////////////////////////////////
// Progressive load of water textures
int WaterManager::LoadWaterTextures()
{
	// TODO: this doesn't need to be progressive-loading any more
	// (since texture loading is async now)

	// TODO: add a member variable and setter for this. (can't make this
	// a parameter because this function is called via delay-load code)
	static const wchar_t* const water_type = L"default";

	wchar_t pathname[PATH_MAX];

	// Load diffuse grayscale images (for non-fancy water)
	for (size_t i = 0; i < ARRAY_SIZE(m_WaterTexture); ++i)
	{
		swprintf_s(pathname, ARRAY_SIZE(pathname), L"art/textures/animated/water/%ls/diffuse%02d.dds", water_type, (int)i+1);
		CTextureProperties textureProps(pathname);
		textureProps.SetWrap(GL_REPEAT);

		CTexturePtr texture = g_Renderer.GetTextureManager().CreateTexture(textureProps);
		texture->Prefetch();
		m_WaterTexture[i] = texture;
	}

	// Load normalmaps (for fancy water)
	for (size_t i = 0; i < ARRAY_SIZE(m_NormalMap); ++i)
	{
		swprintf_s(pathname, ARRAY_SIZE(pathname), L"art/textures/animated/water/%ls/normal%02d.dds", water_type, (int)i+1);
		CTextureProperties textureProps(pathname);
		textureProps.SetWrap(GL_REPEAT);

		CTexturePtr texture = g_Renderer.GetTextureManager().CreateTexture(textureProps);
		texture->Prefetch();
		m_NormalMap[i] = texture;
	}
	// Load foam (for fancy water)
	{
		CTextureProperties textureProps("art/textures/terrain/types/water/foam.png");
		textureProps.SetWrap(GL_REPEAT);
		
		CTexturePtr texture = g_Renderer.GetTextureManager().CreateTexture(textureProps);
		texture->Prefetch();
		m_Foam = texture;
	}
	// Load waves (for fancy water)
	{
		CTextureProperties textureProps("art/textures/terrain/types/water/shore_wave.png");
		textureProps.SetWrap(GL_REPEAT);
		
		CTexturePtr texture = g_Renderer.GetTextureManager().CreateTexture(textureProps);
		texture->Prefetch();
		m_Wave = texture;
	}
	// Set the size to the largest power of 2 that is <= to the window height, so
	// the reflection/refraction images will fit within the window
	// (alternative: use FBO's, which can have arbitrary size - but do we need
	// the reflection/refraction textures to be that large?)
	int size = (int)round_up_to_pow2((unsigned)g_Renderer.GetHeight());
	if(size > g_Renderer.GetHeight()) size /= 2;
	m_ReflectionTextureSize = size;
	m_RefractionTextureSize = size;

	// Create reflection texture
	glGenTextures(1, &m_ReflectionTexture);
	glBindTexture(GL_TEXTURE_2D, m_ReflectionTexture);
	glTexImage2D( GL_TEXTURE_2D, 0, GL_RGB,
		(GLsizei)m_ReflectionTextureSize, (GLsizei)m_ReflectionTextureSize,
		0,  GL_RGB, GL_UNSIGNED_BYTE, 0);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
	
	// Create refraction texture
	glGenTextures(1, &m_RefractionTexture);
	glBindTexture(GL_TEXTURE_2D, m_RefractionTexture);
	glTexImage2D( GL_TEXTURE_2D, 0, GL_RGB, 
		(GLsizei)m_RefractionTextureSize, (GLsizei)m_RefractionTextureSize,
		0,  GL_RGB, GL_UNSIGNED_BYTE, 0);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_MIRRORED_REPEAT);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_MIRRORED_REPEAT);

	// Enable rendering, now that we've succeeded this far
	m_RenderWater = true;

	return 0;
}
Beispiel #7
0
void GUIRenderer::UpdateDrawCallCache(DrawCalls& Calls, const CStr& SpriteName, const CRect& Size, int CellID, std::map<CStr, CGUISprite*>& Sprites)
{
	// This is called only when something has changed (like the size of the
	// sprite), so it doesn't need to be particularly efficient.

	// Clean up the old data
	Calls.clear();

	// If this object has zero size, there's nothing to render. (This happens
	// with e.g. tooltips that have zero size before they're first drawn, so
	// it isn't necessarily an error.)
	if (Size.left == Size.right && Size.top == Size.bottom)
		return;


	std::map<CStr, CGUISprite*>::iterator it(Sprites.find(SpriteName));
	if (it == Sprites.end())
	{
		/*
		 * Sprite not found. Check whether this a special sprite,
		 * and if so create a new sprite:
		 * "stretched:filename.ext" - stretched image
		 * "stretched:grayscale:filename.ext" - stretched grayscale image.
		 * "cropped:0.5, 0.25"    - stretch this ratio (x,y) of the top left of the image
		 * "color:r g b a"        - solid color
		 *     > "textureAsMask"  - when using color, use the (optional) texture alpha channel as mask.
		 * These can be combined, but they must be separated by a ":"
		 * so you can have a white overlay over an stretched grayscale image with:
		 * "grayscale:color:255 255 255 100:stretched:filename.ext"
		 */
		// Check that this can be a special sprite.
		if (SpriteName.ReverseFind(":") == -1 && SpriteName.Find("color(") == -1)
		{
			LOGERROR("Trying to use a sprite that doesn't exist (\"%s\").", SpriteName.c_str());
			return;
		}
		CGUISprite* Sprite = new CGUISprite;
		VfsPath TextureName = VfsPath("art/textures/ui") / wstring_from_utf8(SpriteName.AfterLast(":"));
		if (SpriteName.Find("stretched:") != -1)
		{
			// TODO: Should check (nicely) that this is a valid file?
			SGUIImage* Image = new SGUIImage;

			Image->m_TextureName = TextureName;
			// Allow grayscale images for disabled portraits
			if (SpriteName.Find("grayscale:") != -1)
			{
				Image->m_Effects = new SGUIImageEffects;
				Image->m_Effects->m_Greyscale = true;
			}

			CClientArea ca(CRect(0, 0, 0, 0), CRect(0, 0, 100, 100));
			Image->m_Size = ca;
			Image->m_TextureSize = ca;

			Sprite->AddImage(Image);

			Sprites[SpriteName] = Sprite;
		}
		else if (SpriteName.Find("cropped:") != -1)
		{
			// TODO: Should check (nicely) that this is a valid file?
			SGUIImage* Image = new SGUIImage;

			CStr info = SpriteName.AfterLast("cropped:").BeforeFirst(":");
			double xRatio = info.BeforeFirst(",").ToDouble();
			double yRatio = info.AfterLast(",").ToDouble();

			Image->m_TextureName = TextureName;

			CClientArea ca(CRect(0, 0, 0, 0), CRect(0, 0, 100, 100));
			CClientArea cb(CRect(0, 0, 0, 0), CRect(0, 0, 100/xRatio, 100/yRatio));
			Image->m_Size = ca;
			Image->m_TextureSize = cb;

			Sprite->AddImage(Image);

			Sprites[SpriteName] = Sprite;
		}
		if (SpriteName.Find("color:") != -1)
		{
			CStrW value = wstring_from_utf8(SpriteName.AfterLast("color:").BeforeFirst(":"));
			CColor color;

			// Check color is valid
			if (!GUI<CColor>::ParseString(value, color))
			{
				LOGERROR("GUI: Error parsing sprite 'color' (\"%s\")", utf8_from_wstring(value));
				return;
			}

			SGUIImage* Image = new SGUIImage;

			// If we are using a mask, this is an effect.
			// Otherwise we can fallback to the "back color" attribute
			// TODO: we are assuming there is a filename here.
			if (SpriteName.Find("textureAsMask:") != -1)
			{
				Image->m_TextureName = TextureName;
				Image->m_Effects = new SGUIImageEffects;
				Image->m_Effects->m_SolidColor = color;
			}
			else
				Image->m_BackColor = color;

			CClientArea ca(CRect(0, 0, 0, 0), CRect(0, 0, 100, 100));
			Image->m_Size = ca;
			Image->m_TextureSize = ca;

			Sprite->AddImage(Image);

			Sprites[SpriteName] = Sprite;
		}
		it = Sprites.find(SpriteName);

		// Otherwise, just complain and give up:
		if (it == Sprites.end())
		{
			SAFE_DELETE(Sprite);
			LOGERROR("Trying to use a sprite that doesn't exist (\"%s\").", SpriteName.c_str());
			return;
		}
	}

	Calls.reserve(it->second->m_Images.size());

	// Iterate through all the sprite's images, loading the texture and
	// calculating the texture coordinates
	std::vector<SGUIImage*>::const_iterator cit;
	for (cit = it->second->m_Images.begin(); cit != it->second->m_Images.end(); ++cit)
	{
		SDrawCall Call(*cit); // pointers are safe since we never modify sprites/images after startup

		CRect ObjectSize = (*cit)->m_Size.GetClientArea(Size);

		if (ObjectSize.GetWidth() == 0.0 || ObjectSize.GetHeight() == 0.0)
		{
			// Zero sized object. Don't report as an error, since it's common for e.g. hitpoint bars.
			continue; // i.e. don't continue with this image
		}

		Call.m_Vertices = ObjectSize;
		if ((*cit)->m_RoundCoordinates)
		{
			// Round the vertex coordinates to integers, to avoid ugly filtering artifacts
			Call.m_Vertices.left = (int)(Call.m_Vertices.left + 0.5f);
			Call.m_Vertices.right = (int)(Call.m_Vertices.right + 0.5f);
			Call.m_Vertices.top = (int)(Call.m_Vertices.top + 0.5f);
			Call.m_Vertices.bottom = (int)(Call.m_Vertices.bottom + 0.5f);
		}

		if (!(*cit)->m_TextureName.empty())
		{
			CTextureProperties textureProps(g_L10n.LocalizePath((*cit)->m_TextureName));
			textureProps.SetWrap((*cit)->m_WrapMode);
			CTexturePtr texture = g_Renderer.GetTextureManager().CreateTexture(textureProps);
			texture->Prefetch();
			Call.m_HasTexture = true;
			Call.m_Texture = texture;

			Call.m_EnableBlending = false; // will be overridden if the texture has an alpha channel

			Call.m_ObjectSize = ObjectSize;
			Call.m_CellID = CellID;
		}
		else
		{
			Call.m_HasTexture = false;
			// Enable blending if it's transparent (allowing a little error in the calculations)
			Call.m_EnableBlending = !(fabs((*cit)->m_BackColor.a - 1.0f) < 0.0000001f);
		}

		Call.m_BackColor = (*cit)->m_BackColor;
		Call.m_BorderColor = (*cit)->m_Border ? (*cit)->m_BorderColor : CColor();
		Call.m_DeltaZ = (*cit)->m_DeltaZ;

		if (!Call.m_HasTexture)
		{
			Call.m_Shader = g_Renderer.GetShaderManager().LoadEffect(str_gui_solid);
		}
		else if ((*cit)->m_Effects)
		{
			if ((*cit)->m_Effects->m_AddColor != CColor())
			{
				Call.m_Shader = g_Renderer.GetShaderManager().LoadEffect(str_gui_add);
				Call.m_ShaderColorParameter = (*cit)->m_Effects->m_AddColor;
				// Always enable blending if something's being subtracted from
				// the alpha channel
				if ((*cit)->m_Effects->m_AddColor.a < 0.f)
					Call.m_EnableBlending = true;
			}
			else if ((*cit)->m_Effects->m_Greyscale)
			{
				Call.m_Shader = g_Renderer.GetShaderManager().LoadEffect(str_gui_grayscale);
			}
			else if ((*cit)->m_Effects->m_SolidColor != CColor())
			{
				Call.m_Shader = g_Renderer.GetShaderManager().LoadEffect(str_gui_solid_mask);
				Call.m_ShaderColorParameter = (*cit)->m_Effects->m_SolidColor;
				Call.m_EnableBlending = !(fabs((*cit)->m_Effects->m_SolidColor.a - 1.0f) < 0.0000001f);
			}
			else /* Slight confusion - why no effects? */
			{
				Call.m_Shader = g_Renderer.GetShaderManager().LoadEffect(str_gui_basic);
			}
		}
		else
		{
			Call.m_Shader = g_Renderer.GetShaderManager().LoadEffect(str_gui_basic);
		}

		Calls.push_back(Call);
	}
}
Beispiel #8
0
void ShaderRenderModifier::PrepareTexture(int pass, CTexturePtr& texture)
{
	CShaderProgramPtr shader = m_Technique.GetShader(pass);

	shader->BindTexture("baseTex", texture->GetHandle());
}
Beispiel #9
0
void PlainRenderModifier::PrepareTexture(int UNUSED(pass), CTexturePtr& texture)
{
	texture->Bind(0);
}
Beispiel #10
0
void CFreeFont::MakeLetter(wchar_t code)
{
	// Первая вещь, которую нам надо сделать, это вывести наш символ
	// в растр. Это делается набором команд FreeType

	// Загрузить глифы для каждого символа.
	if(FT_Load_Glyph(face, FT_Get_Char_Index(face, code), FT_LOAD_DEFAULT))
		throw NOVA_EXP("CFreeFont::MakeLetter - FT_Load_Glyph failed", BAD_OPERATION);

	// Поместить глиф в объект.
	FT_Glyph glyph;
	if(FT_Get_Glyph(face->glyph, &glyph))
		throw NOVA_EXP("CFreeFont::MakeLetter - FT_Get_Glyph failed", BAD_OPERATION);

	// Конвертировать глиф в растр.
	FT_Glyph_To_Bitmap(&glyph, FT_RENDER_MODE_NORMAL, 0, 1);
	FT_BitmapGlyph bitmap_glyph = reinterpret_cast<FT_BitmapGlyph>(glyph);

	// С помощью этой ссылки, получаем легкий доступ до растра.
	FT_Bitmap & bitmap = bitmap_glyph->bitmap;

    // Используем нашу вспомогательную функцию для вычисления ширины и высоты
	// текстуры для нашего растра.
	nInt32 bwidth = NextP2(bitmap.width);
	nInt32 bheight = NextP2(bitmap.rows);

	// Выделим память для данных текстуры.
	//nByte * expanded_data = NULL;
	//expanded_data = getmem<nByte>(expanded_data, 2 * bwidth * bheight);
	CMemoryBuffer mem;
	mem.AllocBuffer(2 * bwidth * bheight);
	nByte * expanded_data = (nova::nByte *)mem.GetBegin();

	// Поместим данные в расширенный растр.
	// Отмечу, что использован двухканальный растр (Один для
	// канала яркости и один для альфа), но мы будем назначать
	// обоим каналам одно и тоже значение, которое мы
	// получим из растра FreeType.
	// Мы используем оператор ?: для того чтобы поместить 0 в зону вне растра FreeType.
	for(nInt32 j = 0; j < bheight; ++j)
		for(nInt32 i = 0; i < bwidth; ++i)
			expanded_data[2*(i + j * bwidth)] = expanded_data[2*(i + j * bwidth)+1] =
				(i >= bitmap.width || j >= bitmap.rows) ? 0 : bitmap.buffer[i + bitmap.width*j];

/*	GLuint texture;
	glGenTextures(1, &texture);

	glBindTexture( GL_TEXTURE_2D, texture);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);

	// Здесь мы создаем текстуру
	// Помните, что используем GL_LUMINANCE_ALPHA, чтобы было два альфа канала данных
	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, bwidth, bheight, 0,
		GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, expanded_data);
*/
	//nInt32 tid = CTextureManager::GetSingeltonPtr()->AddTexture(GL_TEXTURE_2D,
	//	expanded_data, bwidth, bheight, CImageFormats::NF_LUMINANCE_ALPHA);
/*	CTexturePtr ptex = CTextureManager::GetSingeltonPtr()->AddTexture(new CTexture(fname.c_str(), GL_TEXTURE_2D));
	ptex->SetEnvType(GL_MODULATE);
	ptex->CreateTexture(expanded_data, bwidth, bheight, CImageFormats::NF_LUMINANCE_ALPHA, GL_CLAMP);

	// После создания текстуры, мы больше не нуждаемся в промежуточных данных.
	freemems(expanded_data);

	CLetter letter(slot->metrics.horiBearingX >> 6, slot->metrics.horiBearingY >> 6,
		slot->metrics.horiAdvance >> 6, bwidth, bheight, bitmap.width, bitmap.rows,
		code, ptex);

*/
	nstring resnamet;
	nstring resnamei("TempFontImage");
	resnamet = mName + "_" + CStringUtils::IntTo16xString(static_cast<nInt32>(code));
// Создаем промежуточное изображение в памяти
	CImagePtr pImage = CImageManager::GetSingelton().CreateNewImage(resnamei, mName, mem,
		bwidth, bheight, 1, CImageFormats::NF_LUMINANCE_ALPHA, CResource::NV_FREE);
// На базе изображения создаем текстуру
	CTexturePtr texp = CTextureManager::GetSingelton().CreateNewTexture(resnamet, mName, pImage);

	// После создания текстуры, мы больше не нуждаемся в промежуточных данных.
	mem.FreeBuffer();

	CLetter letter(slot->metrics.horiBearingX >> 6, slot->metrics.horiBearingY >> 6,
		slot->metrics.horiAdvance >> 6, bwidth, bheight, bitmap.width, bitmap.rows,
		code, texp);
	mSize += texp->GetSize();

/// Создаем дисплейный список на букву ///////////////////////////////////////////////
	letter.GetDispList().CreateList();
	letter.GetDispList().BeginList();
/// //////////////////////////////////////////////////////////////////////////////////
	if(!texp.IsNull())
		texp->ApplyTexture();

// Вычислим какая часть нашей текстуры будет заполнена пустым пространством.
// Мы рисуем только ту часть текстуры, в которой находится символ, и сохраняем
// информацию в переменных x и y, затем, когда мы рисуем четырехугольник,
// мы будем только ссылаться на ту часть текстуры, в которой непосредственно
// содержится символ.
	nReal x = static_cast<nReal>(letter.GetBitmapw()) / static_cast<nReal>(letter.GetWidth()),
		y = static_cast<nReal>(letter.GetBitmapr()) / static_cast<nReal>(letter.GetHeight());

	//glBindTexture(GL_TEXTURE_2D, let.GetTex());

	glBegin(GL_QUADS);
		glTexCoord2f(0,0);
		glVertex2i(0,0);
		glTexCoord2f(0,y);
		glVertex2i(0,letter.GetBitmapr());
		glTexCoord2f(x,y);
		glVertex2i(letter.GetBitmapw(), letter.GetBitmapr());
		glTexCoord2f(x,0);
		glVertex2i(letter.GetBitmapw(), 0);
	glEnd();

/// Завершаем дисплейный список //////////////////////////////////////////////////
	letter.GetDispList().EndList();
/// //////////////////////////////////////////////////////////////////////////////

	letters_map[code] = letter;
}
Beispiel #11
0
void CShaderProgram::BindTexture(texture_id_t id, CTexturePtr tex)
{
	BindTexture(id, tex->GetHandle());
}
Beispiel #12
0
void SlowPlayerColorRender::PrepareTexture(int pass, CTexturePtr& texture)
{
    if (pass == 1)
        texture->Bind(1);
    texture->Bind(0);
}
Beispiel #13
0
void FastPlayerColorRender::PrepareTexture(int UNUSED(pass), CTexturePtr& texture)
{
    texture->Bind(2);
    texture->Bind(1);
    texture->Bind(0);
}
Beispiel #14
0
void TransparentDepthShadowModifier::PrepareTexture(int UNUSED(pass), CTexturePtr& texture)
{
    texture->Bind(0);
}
Beispiel #15
0
void TransparentBlendRenderModifier::PrepareTexture(int UNUSED(pass), CTexturePtr& texture)
{
    texture->Bind(0);
}