void ImageProvider::init() { designRenderer()->boundsOnElement(QString()); objectRenderer()->boundsOnElement(QString()); countablesRenderer()->boundsOnElement(QString()); clocksRenderer()->boundsOnElement(QString()); notesRenderer()->boundsOnElement(QString()); lessonIconsRenderer()->boundsOnElement(QString()); buttonVariations(); frameVariations(); }
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; }
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 ); }