void VImageState::OnPaint(VGraphicsInfo &Graphics, const VItemRenderInfo &parentState) { VTextureObject *pTex = GetCurrentTexture(); if (!pTex) return; VASSERT(parentState.m_pWindow); VRectanglef rect = parentState.m_pWindow->GetBoundingBox(); VSimpleRenderState_t state = VGUIManager::DefaultGUIRenderState(m_eTranspType); VColorRef iColor = parentState.iFadeColor*m_iColor; state.SetFlag(m_iAdditionalStateFlags); // apply filtering for instance if (m_eStretchMode==BORDER) { hkvVec2 v1 = rect.m_vMin; hkvVec2 v2 = rect.m_vMax; float bx = (float)pTex->GetTextureWidth()*0.5f; float by = (float)pTex->GetTextureHeight()*0.5f; float hx = 1.f / bx; float hy = 1.f / by; bx -= 1.f; by -= 1.f; Overlay2DVertex_t v[(4+4+1)*6]; // 9 quads int iVertexCount = 0; // corners IVRender2DInterface::CreateQuadVertices(v1.x,v1.y, v1.x+bx,v1.y+by, 0,0,0.5f-hx,0.5f-hy, iColor, &v[iVertexCount]); iVertexCount+=6; IVRender2DInterface::CreateQuadVertices(v2.x-bx,v1.y, v2.x,v1.y+by, 0.5f+hx,0,1,0.5f-hy, iColor, &v[iVertexCount]); iVertexCount+=6; IVRender2DInterface::CreateQuadVertices(v2.x-bx,v2.y-by, v2.x,v2.y, 0.5f+hx,0.5f+hy,1,1, iColor, &v[iVertexCount]); iVertexCount+=6; IVRender2DInterface::CreateQuadVertices(v1.x,v2.y-by, v1.x+bx,v2.y, 0,0.5f+hy,0.5f-hx,1, iColor, &v[iVertexCount]); iVertexCount+=6; // edges IVRender2DInterface::CreateQuadVertices(v1.x+bx,v1.y, v2.x-bx,v1.y+by, 0.5f-hx,0,0.5f+hx,0.5f-hy, iColor, &v[iVertexCount]); iVertexCount+=6; IVRender2DInterface::CreateQuadVertices(v1.x+bx,v2.y-by, v2.x-bx,v2.y, 0.5f-hx,0.5f+hy,0.5f+hx,1, iColor, &v[iVertexCount]); iVertexCount+=6; IVRender2DInterface::CreateQuadVertices(v1.x,v1.y+by, v1.x+bx,v2.y-by, 0,0.5f-hy,0.5f-hx,0.5f+hy, iColor, &v[iVertexCount]); iVertexCount+=6; IVRender2DInterface::CreateQuadVertices(v2.x-bx,v1.y+by, v2.x,v2.y-by, 0.5f+hx,0.5f-hy,1,0.5f+hy, iColor, &v[iVertexCount]); iVertexCount+=6; // inner rect IVRender2DInterface::CreateQuadVertices(v1.x+bx,v1.y+by, v2.x-bx,v2.y-by, 0.5f-hx,0.5f-hy,0.5f+hx,0.5f+hy, iColor, &v[iVertexCount]); iVertexCount+=6; RENDER_VERTICES(iVertexCount); } else if (m_eStretchMode==STRETCHED) { Overlay2DVertex_t v[6]; IVRender2DInterface::CreateQuadVertices(rect.m_vMin.x,rect.m_vMin.y,rect.m_vMax.x,rect.m_vMax.y,texCoord.m_vMin.x,texCoord.m_vMin.y,texCoord.m_vMax.x,texCoord.m_vMax.y,iColor,v); RENDER_VERTICES(6); } else // actual texture size { Overlay2DVertex_t v[6]; rect.m_vMax.x = rect.m_vMin.x + (float)pTex->GetTextureWidth(); rect.m_vMax.y = rect.m_vMin.y + (float)pTex->GetTextureHeight(); IVRender2DInterface::CreateQuadVertices(rect.m_vMin.x,rect.m_vMin.y,rect.m_vMax.x,rect.m_vMax.y,texCoord.m_vMin.x,texCoord.m_vMin.y,texCoord.m_vMax.x,texCoord.m_vMax.y,iColor,v); RENDER_VERTICES(6); } }
VTextureObject* VRestoreScreen::CreateBackgroundImage() { // Auto mip map generation not supported on some devices for RGB8. VTextureObject* pTexture = Vision::TextureManager.Load2DTexture(GetSettings().m_sImagePath, VTM_FLAG_NO_MIPMAPS); if (pTexture != NULL) { pTexture->SetResourceFlag(VRESOURCEFLAG_AUTODELETE); } return pTexture; }
void RPG_GuiManager_VisionGUI::AddSkillButtonsToParentDialog() { InitializeButtonDefinitions(); // add skill buttons for (int i = 0; i < BTN_Count; ++i) { VASSERT(!m_skillButtons[i]); m_skillButtons[i] = new VPushButton(); VASSERT(m_skillButtons[i]); // button image(s) VTextureObject *buttonTexture = Vision::TextureManager.Load2DTexture(m_skillButtonDefinitions[i].m_imageFileName.AsChar()); VASSERT_MSG(buttonTexture, "Button texture failed to load."); VASSERT_MSG(buttonTexture->IsTexturePowerOfTwo(), "Button texture's dimensions must be a power of two."); m_skillButtons[i]->Image().SetTexture(buttonTexture); // set all 4 textures for now m_skillButtons[i]->Image().SetTransparency(VIS_TRANSP_ALPHA); m_skillButtons[i]->Image().m_States[VWindowBase::MOUSEOVER].SetColor(VColorRef(128,128,255,255)); m_skillButtons[i]->Image().m_States[VWindowBase::SELECTED].SetColor(VColorRef(208,24,24,255)); m_skillButtons[i]->Image().m_States[VWindowBase::DISABLED].SetColor(VColorRef(128,128,128,255)); // position, size and visibility hkvVec2 const position = FindButtonPosition(m_skillButtonDefinitions[i].m_positionOffsetFromCorner, m_skillButtonDefinitions[i].m_positionCorner); m_skillButtons[i]->SetPosition(position.x, position.y); m_skillButtons[i]->SetSize(m_skillButtonDefinitions[i].m_size.x, m_skillButtonDefinitions[i].m_size.y); m_skillButtons[i]->SetVisible(m_skillButtonDefinitions[i].m_initiallyVisible); VASSERT(m_parentDialog); m_parentDialog->AddControl(m_skillButtons[i]); } #if defined(_VISION_MOBILE) MapTouchArea(m_skillButtons[BTN_RangedAttack], PI_ShiftModifier); MapTouchArea(m_skillButtons[BTN_PowerAttack], PI_SecondaryShiftModifier); MapTouchArea(m_skillButtons[BTN_AoeAttack], PI_SpecialAction01); MapTouchArea(m_skillButtons[BTN_RangedAttackAlt], PI_ShiftModifier); MapTouchArea(m_skillButtons[BTN_PowerAttackAlt], PI_SecondaryShiftModifier); MapTouchArea(m_skillButtons[BTN_AoeAttackAlt], PI_SpecialAction01); #endif }
void VCoronaManager::RenderCorona (VCoronaCandidate& coronaCandidate, VTextureObject*& pTexture) { #ifdef SUPPORTS_CORONAS VCoronaComponent *pCorona = coronaCandidate.m_pCorona; VisRenderContext_cl* pContext = VisRenderContext_cl::GetCurrentContext(); VisLightSource_cl* pLight = (VisLightSource_cl*)pCorona->GetOwner(); hkvVec3 vLightPos(hkvNoInitialization); pLight->GetVirtualPosition(vLightPos, pContext); hkvVec3 vEyePos(hkvNoInitialization); pContext->GetCamera()->GetPosition(vEyePos); hkvVec3 vDir = pContext->GetCamera()->GetDirection(); // Corona texture VTextureObject *pTex = pCorona->GetCoronaTexture(); if (pTex == NULL) return; if (pTexture != pTex) { pTexture = pTex; Vision::RenderLoopHelper.BindMeshTexture(pTexture,0); } // Get light color VColorRef color = pLight->GetColor(); hkvVec3 vDist = vLightPos - vEyePos; float fEyeDist = vDir.dot(vDist); //determine if camera is in light cone if the light is directional float fDirectionalDampening = 1.0f; if ( pLight->GetType() == VIS_LIGHT_SPOTLIGHT && pCorona->GetOnlyVisibleInSpotLight() ) { fDirectionalDampening = 0.0f; float fConeAngle = pLight->GetProjectionAngle(); float fConeLength = pLight->GetRadius(); hkvVec3 fConeDirection = pLight->GetDirection(); fConeDirection.normalize(); hkvVec3 vLightEyeDist = vEyePos - vLightPos; //#2 check if the camera is inside the angle of the cone float cosinusAngle = (vLightEyeDist/vLightEyeDist.getLength()).dot(fConeDirection); float fDegree = hkvMath::acosDeg(cosinusAngle); float normRadius = fDegree / (fConeAngle/2.0f); if (normRadius < 1.0f) { //hardcoded falloff. For better performance, we avoid sampling the projection texture here. const float fEpsilon = 64.0f/256.0f; const float fQuadFactor = 1.0f/fEpsilon - 1.0f; fDirectionalDampening = 1.0f / (1.0f + fQuadFactor*normRadius*normRadius); // scale the function so that the value is exactly 0.0 at the edge and 1.0 in the center fDirectionalDampening = (fDirectionalDampening - fEpsilon) / (1.0f - fEpsilon); } } // Fog params float fFogDampening = 1.0f; if (pLight->GetType() != VIS_LIGHT_DIRECTED && Vision::World.IsLinearDepthFogEnabled()) { const VFogParameters &fog = Vision::World.GetFogParameters(); float fFogStart = fog.fDepthStart; float fFogEnd = fog.fDepthEnd; float fFogFactor = (fFogEnd > fFogStart) ? ((fEyeDist - fFogStart) / (fFogEnd - fFogStart)) : 0.f; fFogDampening = 1.0f - hkvMath::clamp(fFogFactor, 0.0f, 1.0f); } // Get corona rotation float fRotation = 0.0f; hkvVec4 vRotation(1.0f, 0.0f, 0.0f, 1.0f); if (pCorona->CoronaFlags & VIS_CORONASCALE_ROTATING) { fRotation = hkvMath::mod (fEyeDist * 0.5f, 360.f); vRotation.x = hkvMath::cosDeg (fRotation); vRotation.y = -hkvMath::sinDeg (fRotation); vRotation.z = -vRotation.y; vRotation.w = vRotation.x; } // Texture dimensions int iSizeX, iSizeY, depth; pTex->GetTextureDimensions(iSizeX, iSizeY, depth); hkvVec4 vScale(0.0f, 0.0f, 0.0f, 0.0f); int iMainWidth, iMainHeight, iWidth, iHeight; pContext->GetSize(iWidth, iHeight); VisRenderContext_cl::GetMainRenderContext()->GetSize(iMainWidth, iMainHeight); // Preserve texture aspect ratio int iTexHeight = pTex->GetTextureHeight(); int iTexWidth = pTex->GetTextureWidth(); // Perspective scaling // This scaling ensures roughly the same size on 720p as the old implementation. vScale.z = iTexWidth * pCorona->CoronaScaling * 0.25f; vScale.w = iTexHeight * pCorona->CoronaScaling * 0.25f; // Screen-space scaling // This scaling ensures roughly the same size on 720p as the old implementation. const float fScaleFactor = pCorona->CoronaScaling * iMainHeight / 11.0f; vScale.x = ((float)iTexWidth / 128.0f) * fScaleFactor * (float(iWidth) / float(iMainWidth)); vScale.y = ((float)iTexHeight / 128.0f) * fScaleFactor * (float(iHeight) / float(iMainHeight)); vScale.x *= 2.0f / iWidth; vScale.y *= 2.0f / iHeight; // Scale by visibility if (pCorona->CoronaFlags & VIS_CORONASCALE_VISIBLEAREA) { vScale.x *= coronaCandidate.m_fCurrentVisibility; vScale.y *= coronaCandidate.m_fCurrentVisibility; vScale.z *= coronaCandidate.m_fCurrentVisibility; vScale.w *= coronaCandidate.m_fCurrentVisibility; } VCompiledShaderPass* pShader = m_spCoronaTechnique->GetShader(0); VShaderConstantBuffer *pVertexConstBuffer = pShader->GetConstantBuffer(VSS_VertexShader); // xyz = worldspace position, w = 1.0 if VIS_CORONASCALE_DISTANCE is true, otherwise zero. pVertexConstBuffer->SetSingleParameterF("coronaPosition", vLightPos.x, vLightPos.y, vLightPos.z, (pCorona->CoronaFlags & VIS_CORONASCALE_DISTANCE) ? 1.0f : 0.0f); // xyz = light color, w = corona visibility. pVertexConstBuffer->SetSingleParameterF("coronaColor", color.r/255.0f, color.g/255.0f, color.b/255.0f, coronaCandidate.m_fCurrentVisibility * fFogDampening * fDirectionalDampening); // xyzw = 2x2 rotation matrix. float2x2 is not supported in shader model 2, so a float4 is used and multiplication is done manually in the shader. pVertexConstBuffer->SetSingleParameterF("coronaRotation", vRotation.x, vRotation.y, vRotation.z, vRotation.w); // xy = screen-space scaling. zw = view-space scaling. pVertexConstBuffer->SetSingleParameterF("coronaScale", vScale.x, vScale.y, vScale.z, vScale.w); Vision::RenderLoopHelper.RenderMeshes(pShader, VisMeshBuffer_cl::MB_PRIMTYPE_TRILIST, 0, 2, 6); #endif }
void VCoronaManager::UpdateCoronas(int iCoronaUpdateFlags) { #ifdef SUPPORTS_CORONAS VisRenderContext_cl* pContext = VisRenderContext_cl::GetCurrentContext(); if ((iCoronaUpdateFlags & VCUF_USE_OC_CONTEXT) > 0) { // Determine relevant render context and visibility collector IVisVisibilityCollector_cl *pVisCollector = pContext->GetVisibilityCollector(); if (!pVisCollector) return; VisRenderContext_cl *pOQContext = pVisCollector->GetOcclusionQueryRenderContext(); if (pOQContext != NULL) pContext = pOQContext; } if (pContext == NULL) return; if ((pContext->GetRenderFlags() & VIS_RENDERCONTEXT_FLAG_USE_PIXELCOUNTER) == 0) return; if ((pContext->GetRenderFlags() & VIS_RENDERCONTEXT_FLAG_RENDER_CORONAS) == 0) return; // Get bitmask for this context. unsigned int iRenderFilterMask = pContext->GetRenderFilterMask(); // get the collection of visible lights. IVisVisibilityCollector_cl* pVisCollector = VisRenderContext_cl::GetCurrentContext()->GetVisibilityCollector(); if (pVisCollector == NULL) return; VISION_PROFILE_FUNCTION(PROFILING_CORONA_UPDATE); // Get multi-sampling mode unsigned int iTexelsPerPixel = 1; VTextureObject* pDepthTex = pContext->GetDepthStencilTarget(); if(pDepthTex == NULL) { // If no depth stencil target is available, we might work without a renderer node and we're in the main context if(Vision::Renderer.GetCurrentRendererNode() == NULL && pContext == VisRenderContext_cl::GetMainRenderContext()) { // In this case get the multi-sampling type from the video config as it's used to set the actual backbuffer settings // where the main context will render to iTexelsPerPixel = hkvMath::Max(1, 1 << ((int)Vision::Video.GetCurrentConfig()->m_eMultiSample)); } } else if (pDepthTex->GetTextureType() == VTextureLoader::Texture2D) { iTexelsPerPixel = hkvMath::Max(1u, ((VisRenderableTexture_cl*)pDepthTex)->GetConfig()->m_iMultiSampling); } const VisLightSrcCollection_cl* pVisibleLights = pVisCollector->GetVisibleLights(); int iCandidates = 0; if (pVisibleLights != NULL) iCandidates = pVisibleLights->GetNumEntries(); // Ensure size of coronas state structure. int iContextIndex = pContext->GetNumber(); if (iContextIndex + 1 > m_State.GetSize()) m_State.SetSize(iContextIndex + 1, -1); VCoronaRenderContextState& state = m_State[iContextIndex]; int iCapacity = m_Instances.GetCapacity(); state.EnsureSize(iCapacity); // Add visible lights with a lens flare component to the candidate list for this frame if ((iCoronaUpdateFlags & VCUF_ADD) > 0) { for (int iCandidate = 0; iCandidate < iCandidates; ++iCandidate) { VisLightSource_cl* pLight = pVisibleLights->GetEntry(iCandidate); if (pLight) { VCoronaComponent *pComponent = pLight->Components().GetComponentOfBaseType<VCoronaComponent>(); if (pComponent != NULL && pComponent->IsEnabled() && !state.IsBitSet(pComponent->m_iIndex)) { // The component is not in m_Candidates yet, so we check whether it is a valid candidate bool bIsLightOnScreen = pComponent->IsValidCandidate(pContext); if (bIsLightOnScreen) { state.SetBit(pComponent->m_iIndex); pContext->SetPixelCounterResult(pComponent->m_CoronaPixelCounter.GetNumber(), 0); state.m_Candidates.Append(pComponent); } } } } } // Forces the retrieval all pending queries. pContext->FetchPixelCounterTestResults( (iCoronaUpdateFlags & VCUF_FORCE_FETCH) > 0 ); // Retrieve Queries and update status of lens flares if ((iCoronaUpdateFlags & VCUF_UPDATE) > 0) { for (int i=0; i < state.m_Candidates.GetSize(); ++i) { VCoronaCandidate& coronaCandidate = state.m_Candidates.ElementAt(i); VCoronaComponent* pCorona = coronaCandidate.m_pCorona; if (!pCorona || !pCorona->IsEnabled()) continue; if (pCorona->GetOwner()) { // Retrieve occlusion results of the last query unsigned int iElementIndex = pCorona->m_CoronaPixelCounter.GetNumber(); bool bRes = !pContext->IsPixelCounterQueryInProgress(iElementIndex); // Reschedule query if the old on could be retrieved or if a teleport forces us to re-query everything. if (bRes | ((iCoronaUpdateFlags & VCUF_FORCE_SCHEDULE) > 0) ) pContext->SchedulePixelCounterTest(iElementIndex); unsigned int iDrawnPixels = pContext->GetPixelCounterResult(iElementIndex) / iTexelsPerPixel; float fVisibility = (float)iDrawnPixels / ((int)pCorona->QueryRadius * (int)pCorona->QueryRadius * 4); // ATI fix for random insanely high return values. if (iDrawnPixels > ((unsigned int)pCorona->QueryRadius * 2 + 1) * ((unsigned int)pCorona->QueryRadius * 2 + 1)) { fVisibility = coronaCandidate.m_fLastVisibilityQuery; } if ((iCoronaUpdateFlags & VCUF_FORCE_FETCH) > 0) { // Force lens flare visibility to the current query value. coronaCandidate.m_fCurrentVisibility = fVisibility; coronaCandidate.m_fLastVisibilityQuery = fVisibility; pCorona->UpdateVisibility(coronaCandidate.m_fLastVisibilityQuery, coronaCandidate.m_fCurrentVisibility); } else if (!m_bTeleportedLastFrame) { coronaCandidate.m_fLastVisibilityQuery = fVisibility; pCorona->UpdateVisibility(coronaCandidate.m_fLastVisibilityQuery, coronaCandidate.m_fCurrentVisibility); } else { // if we were teleported, the last frame's query results must be invalidated coronaCandidate.m_fCurrentVisibility = 0.0f; coronaCandidate.m_fLastVisibilityQuery = 0.0f; } } } } // Removes coronas that are outside the frustum and no longer visible. if ((iCoronaUpdateFlags & VCUF_REMOVE) > 0) { for (int i=0; i < state.m_Candidates.GetSize();) { VCoronaCandidate& coronaCandidate = state.m_Candidates.ElementAt(i); VCoronaComponent* pCorona = coronaCandidate.m_pCorona; unsigned int iElementIndex = pCorona->m_CoronaPixelCounter.GetNumber(); // If the visibility reached zero and the corona is no longer potentially visible it is removed from the list if (!pCorona->IsEnabled() || !pCorona->GetOwner() || (pCorona->GetVisibleBitmask() & iRenderFilterMask) == 0 || (((VisLightSource_cl*)pCorona->GetOwner())->GetVisibleBitmask() & iRenderFilterMask) == 0 || ( coronaCandidate.m_fCurrentVisibility == 0.0f && !pCorona->IsValidCandidate(pContext) ) ) { state.RemoveBit(pCorona->m_iIndex); state.m_Candidates.SetAt(i, state.m_Candidates.GetAt(state.m_Candidates.GetSize()-1) ); state.m_Candidates.RemoveAt(state.m_Candidates.GetSize() -1); // Reset cache to zero, so we don't see the lens flare once it enters the frustum again. pContext->SetPixelCounterResult(iElementIndex, 0); } else { ++i; } } } #endif }