Exemplo n.º 1
0
void ImageProvider::init()
{
    designRenderer()->boundsOnElement(QString());
    objectRenderer()->boundsOnElement(QString());
    countablesRenderer()->boundsOnElement(QString());
    clocksRenderer()->boundsOnElement(QString());
    notesRenderer()->boundsOnElement(QString());
    lessonIconsRenderer()->boundsOnElement(QString());
    buttonVariations();
    frameVariations();
}
Exemplo n.º 2
0
QImage ImageProvider::requestImage(const QString &id, QSize *size, const QSize &requestedSize)
{
    QImage result;
    const QStringList idSegments = id.split(QLatin1Char('/'));
    if (requestedSize.width() < 1 || requestedSize.height() < 1) {
        qDebug() << Q_FUNC_INFO << " requestedSize is invalid!" << requestedSize << id;
        return QImage();
    }
    if (idSegments.count() < 2) {
        qDebug() << Q_FUNC_INFO << "Not enough parameters for the image provider: " << id;
        return QImage();
    }
    const QString &elementId = idSegments.at(1);
    if (idSegments.first() == QStringLiteral("background")) {
        return renderedSvgElement(elementId, designRenderer(), Qt::KeepAspectRatioByExpanding, size, requestedSize);
    } else if (idSegments.first() == QStringLiteral("title")) {
        if (elementId == QStringLiteral("textmask"))
            result = renderedSvgElement(idSegments.first(), designRenderer(), Qt::KeepAspectRatio, size, requestedSize);
        else
            result = spectrum(size, requestedSize);
    } else if (idSegments.first() == QStringLiteral("specialbutton")) {
        result = renderedSvgElement(elementId, designRenderer(), Qt::IgnoreAspectRatio, size, requestedSize);
    } else if (idSegments.first() == buttonString) {
        result = renderedDesignElement(DesignElementTypeButton, elementId.toInt(), size, requestedSize);
    } else if (idSegments.first() == frameString) {
        result = renderedDesignElement(DesignElementTypeFrame, 0, size, requestedSize);
    } else if (idSegments.first() == QStringLiteral("object")) {
        result = renderedSvgElement(elementId, objectRenderer(), Qt::KeepAspectRatio, size, requestedSize);
    } else if (idSegments.first() == QStringLiteral("clock")) {
        if (idSegments.count() != 4) {
            qDebug() << Q_FUNC_INFO << "Wrong number of parameters for clock images:" << id;
            return QImage();
        }
        result = clock(idSegments.at(1).toInt(), idSegments.at(2).toInt(), idSegments.at(3).toInt(), size, requestedSize);
    } else if (idSegments.first() == QStringLiteral("notes")) {
        result = notes(elementId.split(QLatin1Char(','), QString::SkipEmptyParts), size, requestedSize);
    } else if (idSegments.first() == QStringLiteral("quantity")) {
        if (idSegments.count() != 3) {
            qDebug() << Q_FUNC_INFO << "Wrong number of parameters for quantity images:" << id;
            return QImage();
        }
        result = quantity(idSegments.at(1).toInt(), idSegments.at(2), size, requestedSize);
    } else if (idSegments.first() == QStringLiteral("lessonicon")) {
        if (idSegments.count() != 3) {
            qDebug() << Q_FUNC_INFO << "Wrong number of parameters for lessonicon:" << id;
            return QImage();
        }
        result = renderedLessonIcon(idSegments.at(1), idSegments.at(2).toInt(), size, requestedSize);
    } else if (idSegments.first() == QStringLiteral("color")) {
        if (idSegments.count() != 3) {
            qDebug() << Q_FUNC_INFO << "Wrong number of parameters for color:" << id;
            return QImage();
        }
        const QColor color(idSegments.at(1));
        result = colorBlot(color, idSegments.at(2).toInt(), size, requestedSize);
    } else {
        qDebug() << Q_FUNC_INFO << "invalid image Id:" << id;
    }
#if 0
    if (idSegments.first() == QStringLiteral("object")) {
        QPainter p(&result);
        QPolygon points;
        for (int i = 0; i < result.width(); i += 2)
            for (int j = 0; j < result.height(); j += 2)
                points.append(QPoint(i, j));
        p.drawPoints(points);
        p.setPen(Qt::white);
        p.translate(1, 1);
        p.drawPoints(points);
    }
#endif
    return result;
}
Exemplo n.º 3
0
void GameRenderer::renderWorld(GameWorld* world, const ViewCamera &camera, float alpha)
{
	_renderAlpha = alpha;
	_renderWorld = world;

	// Store the input camera,
	_camera = camera;

	setupRender();

	glBindVertexArray( vao );

	float tod = world->getHour() + world->getMinute()/60.f;

	// Requires a float 0-24
	auto weatherID = static_cast<WeatherLoader::WeatherCondition>(world->state->basic.nextWeather * 24);
	auto weather = world->data->weatherLoader.getWeatherData(weatherID, tod);

	glm::vec3 skyTop = weather.skyTopColor;
	glm::vec3 skyBottom = weather.skyBottomColor;
	glm::vec3 ambient = weather.ambientColor;
	glm::vec3 dynamic = weather.directLightColor;

	float theta = (tod/(60.f * 24.f) - 0.5f) * 2 * 3.14159265;
	glm::vec3 sunDirection{
		sin(theta),
		0.0,
		cos(theta),
	};
	sunDirection = glm::normalize(sunDirection);

	_camera.frustum.near = world->state->cameraNear;
	_camera.frustum.far = weather.farClipping;

	auto view = _camera.getView();
	auto proj = _camera.frustum.projection();

	Renderer::SceneUniformData sceneParams {
		proj,
		view,
		glm::vec4{ambient, 0.0f},
		glm::vec4{dynamic, 0.0f},
		glm::vec4(skyBottom, 1.f),
		glm::vec4(camera.position, 0.f),
		weather.fogStart,
		camera.frustum.far
	};

	renderer->setSceneParameters(sceneParams);
	
	renderer->clear(glm::vec4(skyBottom, 1.f));

	_camera.frustum.update(proj * view);
	if (cullOverride)
	{
		cullingCamera.frustum.update(
					cullingCamera.frustum.projection() * cullingCamera.getView());
	}
	
	culled = 0;

	renderer->useProgram(worldProg);

	//===============================================================
	//	Render List Construction
	//---------------------------------------------------------------

	RW_PROFILE_BEGIN("RenderList");

	// This is sequential at the moment, it should be easy to make it
	// run in parallel with a good threading system.
	RenderList renderList;
	// Naive optimisation, assume 10% hitrate
	renderList.reserve(world->allObjects.size() * 0.5f);

	RW_PROFILE_BEGIN("Build");

	ObjectRenderer objectRenderer(_renderWorld,
					  (cullOverride ? cullingCamera : _camera),
					  _renderAlpha,
					  getMissingTexture());

	// World Objects
	for (auto object : world->allObjects) {
		objectRenderer.buildRenderList(object, renderList);
	}
	RW_PROFILE_END();

	renderer->pushDebugGroup("Objects");
	renderer->pushDebugGroup("RenderList");

	// Also parallelizable
	RW_PROFILE_BEGIN("Sort");
	std::sort(renderList.begin(), renderList.end(),
			  [](const Renderer::RenderInstruction& a,
				 const Renderer::RenderInstruction&b) {
					return a.sortKey < b.sortKey;
				});
	RW_PROFILE_END();

	RW_PROFILE_BEGIN("Draw");
	renderer->drawBatched(renderList);
	RW_PROFILE_END();

	renderer->popDebugGroup();
	profObjects = renderer->popDebugGroup();

	RW_PROFILE_END();

	// Render arrows above anything that isn't radar only (or hidden)
	ModelRef& arrowModel = world->data->models["arrow"];
	if( arrowModel && arrowModel->resource )
	{
		auto arrowTex = world->data->textures[{"copblue",""}];
		auto arrowFrame = arrowModel->resource->findFrame( "arrow" );
		for( auto& blip : world->state->radarBlips )
		{
			if( blip.second.display == BlipData::Show )
			{
				glm::mat4 model;

				if( blip.second.target > 0 )
				{
					// TODO restore arrows
					/*auto& pool = world->getTypeObjectPool(blip.second.target);
					auto object = pool.find(blip.second.target);
					if( object )
					{
						model = object->getTimeAdjustedTransform( _renderAlpha );
					}*/
				}
				else
				{
					model = glm::translate( model, blip.second.coord );
				}

				float a = world->getGameTime() * glm::pi<float>();
				model = glm::translate( model, glm::vec3(0.f, 0.f, 2.5f + glm::sin( a ) * 0.5f) );
				model = glm::rotate( model, a, glm::vec3(0.f, 0.f, 1.f) );
				model = glm::scale( model, glm::vec3(1.5f, 1.5f, 1.5f) );

				Renderer::DrawParameters dp;
				dp.textures = {arrowTex->getName()};
				dp.ambient = 1.f;
				dp.colour = glm::u8vec4(255, 255, 255, 255);

				auto geom = arrowModel->resource->geometries[arrowFrame->getGeometries()[0]];
				Model::SubGeometry& sg = geom->subgeom[0];

				dp.start = sg.start;
				dp.count = sg.numIndices;
				dp.diffuse = 1.f;

				renderer->draw( model, &geom->dbuff, dp );
			}
		}
	}

	// Draw goal indicators
	glDepthMask(GL_FALSE);
	renderer->useProgram( particleProg );
	for(auto& i : world->getAreaIndicators())
	{
		renderAreaIndicator( &i );
	}
	glDepthMask(GL_TRUE);

	renderer->pushDebugGroup("Water");

	water.render(this, world);

	profWater = renderer->popDebugGroup();

	renderer->pushDebugGroup("Sky");

	glBindVertexArray( vao );

	Renderer::DrawParameters dp;
	dp.start = 0;
	dp.count = skydomeSegments * skydomeRows * 6;

	renderer->useProgram(skyProg);
	renderer->setUniform(skyProg, "TopColor", glm::vec4(skyTop, 1.f));
	renderer->setUniform(skyProg, "BottomColor", glm::vec4(skyBottom, 1.f));

	renderer->draw(glm::mat4(), &skyDbuff, dp);

	profSky = renderer->popDebugGroup();

	renderer->pushDebugGroup("Effects");
	renderEffects(world);
	profEffects = renderer->popDebugGroup();

	glDisable(GL_DEPTH_TEST);

	GLuint splashTexName = 0;
	auto fc = world->state->fadeColour;
	if((fc.r + fc.g + fc.b) == 0 && world->state->currentSplash.size() > 0) {
		auto splash = world->data->findTexture(world->state->currentSplash);
		if ( splash )
		{
			splashTexName = splash->getName();
		}
	}

	if( (world->state->isCinematic || world->state->currentCutscene ) && splashTexName != 0 ) {
		renderLetterbox();
	}

	float fadeTimer = world->getGameTime() - world->state->fadeStart;
	if( fadeTimer < world->state->fadeTime || !world->state->fadeOut ) {
		glUseProgram(ssRectProgram);
		glUniform2f(ssRectOffset, 0.f, 0.f);
		glUniform2f(ssRectSize, 1.f, 1.f);

		glUniform1i(ssRectTexture, 0);

		if(splashTexName != 0) {
			glBindTexture(GL_TEXTURE_2D, splashTexName);
			fc = glm::u16vec3(0, 0, 0);
		}
		else {
			glBindTexture(GL_TEXTURE_2D, 0);
		}

		float fadeFrac = 0.f;
		if( world->state->fadeTime > 0.f ) {
			fadeFrac = std::min(fadeTimer / world->state->fadeTime, 1.f);
		}

		float a = world->state->fadeOut ? 1.f - fadeFrac : fadeFrac;

		glm::vec4 fadeNormed(fc.r / 255.f, fc.g/ 255.f, fc.b/ 255.f, a);

		glUniform4fv(ssRectColour, 1, glm::value_ptr(fadeNormed));

		glBindVertexArray( ssRectDraw.getVAOName() );
		glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
	}

	if( (world->state->isCinematic || world->state->currentCutscene ) && splashTexName == 0 ) {
		renderLetterbox();
	}

	renderPostProcess();

	glUseProgram(0);
	glBindBuffer(GL_ARRAY_BUFFER, 0);
	glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
	glBindVertexArray( 0 );
}