khanat-code-old/code/nel/src/3d/driver_user.cpp
2014-09-17 19:51:14 +02:00

1965 lines
55 KiB
C++

// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
// Copyright (C) 2010 Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as
// published by the Free Software Foundation, either version 3 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
#include "std3d.h"
// ***************************************************************************
// THIS FILE IS DIVIDED IN TWO PARTS BECAUSE IT MAKES VISUAL CRASH.
// fatal error C1076: compiler limit : internal heap limit reached; use /Zm to specify a higher limit
// ***************************************************************************
#include "nel/3d/driver_user.h"
#include "nel/3d/u_driver.h"
#include "nel/3d/dru.h"
#include "nel/3d/scene.h"
#include "nel/3d/text_context_user.h"
#include "nel/3d/texture_user.h"
#include "nel/3d/texture_file.h"
#include "nel/3d/scene_user.h"
#include "nel/3d/init_3d.h"
#include "nel/3d/water_env_map_user.h"
#include "nel/3d/water_pool_manager.h"
#include "nel/3d/u_camera.h"
#include "nel/misc/hierarchical_timer.h"
#include "nel/misc/event_emitter.h"
using namespace NLMISC;
namespace NL3D
{
H_AUTO_DECL( NL3D_UI_Driver )
H_AUTO_DECL( NL3D_Render_DriverClearBuffer )
H_AUTO_DECL( NL3D_Render_DriverSwapBuffer )
H_AUTO_DECL( NL3D_Texture_Driver )
#define NL3D_HAUTO_UI_DRIVER H_AUTO_USE( NL3D_UI_Driver )
#define NL3D_HAUTO_CLEAR_DRIVER H_AUTO_USE( NL3D_Render_DriverClearBuffer )
#define NL3D_HAUTO_SWAP_DRIVER H_AUTO_USE( NL3D_Render_DriverSwapBuffer )
#define NL3D_HAUTO_TEX_DRIVER H_AUTO_USE( NL3D_Texture_Driver )
// ***************************************************************************
// ***************************************************************************
// UDriver implementation (gcc link bug force to not put them in .h).
// ***************************************************************************
// ***************************************************************************
// ***************************************************************************
UDriver::UDriver()
{
}
// ***************************************************************************
UDriver::~UDriver()
{
purgeMemory();
}
// ***************************************************************************
void UDriver::setMatrixMode2D11()
{
setMatrixMode2D(CFrustum(0.0f,1.0f,0.0f,1.0f,-1.0f,1.0f,false));
}
// ***************************************************************************
void UDriver::setMatrixMode2D43()
{
setMatrixMode2D(CFrustum(0.0f,4.0f/3.0f,0.0f,1.0f,-1.0f,1.0f,false));
}
// ***************************************************************************
UDriver *UDriver::createDriver(uintptr_t windowIcon, bool direct3d, emptyProc exitFunc)
{
return new CDriverUser (windowIcon, direct3d ? CDriverUser::Direct3d:CDriverUser::OpenGl, exitFunc);
}
// ***************************************************************************
UDriver *UDriver::createDriver(uintptr_t windowIcon, TDriver driver, emptyProc exitFunc)
{
return new CDriverUser (windowIcon, (CDriverUser::TDriver)driver, exitFunc);
}
// ***************************************************************************
void UDriver::purgeMemory()
{
CPointLight::purge ();
GetWaterPoolManager().reset();
contReset(CLandscapeGlobals::PassTriArray);
}
// ***************************************************************************
// ***************************************************************************
// WINDOWS Management.
// ***************************************************************************
// ***************************************************************************
// ***************************************************************************
bool CDriverUser::_StaticInit= false;
// ***************************************************************************
CDriverUser::CDriverUser (uintptr_t windowIcon, TDriver driver, emptyProc exitFunc)
{
// The enum of IDriver and UDriver MUST be the same!!!
nlassert((uint)IDriver::idCount == (uint)UDriver::idCount);
nlassert((uint)IDriver::typeCount == (uint)UDriver::typeCount);
nlassert((uint)IDriver::iconCount == (uint)UDriver::iconCount);
// Static Initialisation.
if(!_StaticInit)
{
_StaticInit= true;
// Register basic serial.
NL3D::registerSerial3d();
// Register basic csene.
CScene::registerBasics();
}
_Driver = NULL;
// Create/Init Driver.
#if defined(NL_OS_WINDOWS)
if (driver == Direct3d)
_Driver= CDRU::createD3DDriver();
#endif
if (!_Driver && driver == OpenGl)
_Driver= CDRU::createGlDriver();
if (!_Driver && driver == OpenGlEs)
_Driver= CDRU::createGlEsDriver();
nlassert(_Driver);
_Driver->init (windowIcon, exitFunc);
_WindowInit= false;
// Init of VBuffers/PBs for 2D/3D interface.
_VBFlat.setVertexFormat(CVertexBuffer::PositionFlag);
_VBColor.setVertexFormat(CVertexBuffer::PositionFlag | CVertexBuffer::PrimaryColorFlag);
_VBUv.setVertexFormat(CVertexBuffer::PositionFlag | CVertexBuffer::TexCoord0Flag);
_VBColorUv.setVertexFormat(CVertexBuffer::PositionFlag | CVertexBuffer::PrimaryColorFlag | CVertexBuffer::TexCoord0Flag);
_VBQuadsColUv.setVertexFormat(CVertexBuffer::PositionFlag | CVertexBuffer::PrimaryColorFlag | CVertexBuffer::TexCoord0Flag);
_VBTrisColUv.setVertexFormat(CVertexBuffer::PositionFlag | CVertexBuffer::PrimaryColorFlag | CVertexBuffer::TexCoord0Flag);
_VBQuadsColUv2.setVertexFormat(CVertexBuffer::PositionFlag | CVertexBuffer::PrimaryColorFlag | CVertexBuffer::TexCoord0Flag | CVertexBuffer::TexCoord1Flag);
// max is quad.
_VBFlat.setNumVertices(4);
_VBColor.setNumVertices(4);
_VBUv.setNumVertices(4);
_VBColorUv.setNumVertices(4);
// memory management
_VBFlat.setPreferredMemory(CVertexBuffer::RAMVolatile, false);
_VBColor.setPreferredMemory(CVertexBuffer::RAMVolatile, false);
_VBUv.setPreferredMemory(CVertexBuffer::RAMVolatile, false);
_VBColorUv.setPreferredMemory(CVertexBuffer::RAMVolatile, false);
_VBQuadsColUv.setPreferredMemory (CVertexBuffer::RAMVolatile, false);
_VBTrisColUv.setPreferredMemory (CVertexBuffer::RAMVolatile, false);
_VBQuadsColUv2.setPreferredMemory (CVertexBuffer::RAMVolatile, false);
// names
_VBFlat.setName("_VBFlat");
_VBColor.setName("_VBColor");
_VBUv.setName("_VBUv");
_VBColorUv.setName("_VBColorUv");
_VBQuadsColUv.setName("_VBQuadsColUv");
_VBTrisColUv.setName("_VBTrisColUv");
_VBQuadsColUv2.setName("_VBQuadsColUv2");
_PBLine.setFormat(NL_DEFAULT_INDEX_BUFFER_FORMAT);
_PBLine.setNumIndexes(2);
CIndexBufferReadWrite iba;
_PBLine.lock (iba);
iba.setLine(0, 0, 1);
_PBTri.setFormat(NL_DEFAULT_INDEX_BUFFER_FORMAT);
_PBTri.setNumIndexes(3);
_PBTri.lock (iba);
iba.setTri(0, 0, 1, 2);
_RenderTargetManager.m_Driver = this;
_ShapeBank._DriverUser = this;
_EffectRenderTarget = NULL;
NL_SET_IB_NAME(_PBLine, "CDriverUser::_PBLine");
NL_SET_IB_NAME(_PBTri, "CDriverUser::_PBTri");
}
// ***************************************************************************
CDriverUser::~CDriverUser()
{
release();
delete _Driver;
_Driver= NULL;
}
// ***************************************************************************
void CDriverUser::disableHardwareVertexProgram()
{
NL3D_HAUTO_UI_DRIVER;
_Driver->disableHardwareVertexProgram();
}
void CDriverUser::disableHardwarePixelProgram()
{
NL3D_HAUTO_UI_DRIVER;
_Driver->disableHardwarePixelProgram();
}
void CDriverUser::disableHardwareVertexArrayAGP()
{
NL3D_HAUTO_UI_DRIVER;
_Driver->disableHardwareVertexArrayAGP();
}
void CDriverUser::disableHardwareTextureShader()
{
NL3D_HAUTO_UI_DRIVER;
_Driver->disableHardwareTextureShader();
}
// ***************************************************************************
bool CDriverUser::setDisplay(const CMode &mode, bool show, bool resizeable)
{
NL3D_HAUTO_UI_DRIVER;
return setDisplay(EmptyWindow, mode, show, resizeable);
}
// ***************************************************************************
bool CDriverUser::setDisplay(nlWindow wnd, const CMode &mode, bool show, bool resizeable)
{
NL3D_HAUTO_UI_DRIVER;
// window init.
if (_Driver->setDisplay(wnd, GfxMode(mode.Width, mode.Height, mode.Depth, mode.Windowed, false, mode.Frequency, mode.AntiAlias, mode.DisplayDevice), show, resizeable))
{
// Always true
nlverify (activate());
_WindowInit= true;
// Event init.
AsyncListener.reset ();
EventServer.addEmitter(_Driver->getEventEmitter());
AsyncListener.addToServer(EventServer);
// Matrix Context (2D).
_CurrentMatrixContext.Viewport.initFullScreen();
_CurrentMatrixContext.Scissor.initFullScreen();
setMatrixMode2D11();
// 2D Material.
_MatFlat.attach (&_MatFlatInternal);
_MatFlat.initUnlit();
_MatFlat.setZFunc(UMaterial::always);
_MatFlat.setZWrite(false);
_MatText.attach (&_MatFlatInternal);
_MatText.initUnlit();
_MatText.setZFunc(UMaterial::always);
_MatText.setZWrite(false);
_MatStretchText.attach (&_MatTextStretchInternal);
_MatStretchText.initUnlit();
_MatStretchText.setZFunc(UMaterial::always);
_MatStretchText.setZWrite(false);
_MatTextStretchInternal.setDoubleSided(true);
// make CTextureFile aware if 3d driver support non power of two textures
NL3D::CTextureFile::setSupportNonPowerOfTwoTextures(_Driver->supportNonPowerOfTwoTextures());
// Done
return true;
}
return false;
}
// ***************************************************************************
bool CDriverUser::setMode(const CMode& mode)
{
return _Driver->setMode(GfxMode(mode.Width, mode.Height, mode.Depth, mode.Windowed, false, mode.Frequency, mode.AntiAlias, mode.DisplayDevice));
}
// ----------------------------------------------------------------------------
struct CModeSorter
{
bool operator()(const UDriver::CMode &mode1, const UDriver::CMode &mode2) const
{
if (mode1.Width == mode2.Width)
{
if (mode1.Height == mode2.Height) return mode1.Frequency < mode2.Frequency;
return mode1.Height < mode2.Height;
}
return mode1.Width < mode2.Width;
}
};
// ***************************************************************************
bool CDriverUser::getModes(std::vector<CMode> &modes)
{
std::vector<GfxMode> vTmp;
bool res = _Driver->getModes(vTmp);
modes.clear();
for (uint i = 0; i < vTmp.size(); ++i)
modes.push_back(CMode(vTmp[i].Width, vTmp[i].Height, vTmp[i].Depth, vTmp[i].Windowed, vTmp[i].Frequency, vTmp[i].AntiAlias, vTmp[i].DisplayDevice));
std::sort(modes.begin(), modes.end(), CModeSorter());
return res;
}
// ***************************************************************************
bool CDriverUser::getCurrentScreenMode(CMode &mode)
{
GfxMode gfxMode;
bool res= _Driver->getCurrentScreenMode(gfxMode);
mode.Windowed= gfxMode.Windowed;
mode.Width= gfxMode.Width;
mode.Height= gfxMode.Height;
mode.Depth= gfxMode.Depth;
mode.Frequency= gfxMode.Frequency;
mode.AntiAlias= gfxMode.AntiAlias;
return res;
}
// ***************************************************************************
void CDriverUser::setWindowTitle(const ucstring &title)
{
NL3D_HAUTO_UI_DRIVER;
_Driver->setWindowTitle(title);
}
// ***************************************************************************
void CDriverUser::setWindowIcon(const std::vector<NLMISC::CBitmap> &bitmaps)
{
NL3D_HAUTO_UI_DRIVER;
_Driver->setWindowIcon(bitmaps);
}
// ***************************************************************************
void CDriverUser::setWindowPos(sint32 x, sint32 y)
{
NL3D_HAUTO_UI_DRIVER;
_Driver->setWindowPos(x, y);
}
// ***************************************************************************
void CDriverUser::showWindow(bool show)
{
NL3D_HAUTO_UI_DRIVER;
_Driver->showWindow(show);
}
// ***************************************************************************
void CDriverUser::release()
{
NL3D_HAUTO_UI_DRIVER;
if(!_WindowInit)
return;
// 2D Material.
_MatFlat.initUnlit();
_MatText.initUnlit();
_MatStretchText.initUnlit();
// delete Texture, mat ... list.
_Textures.clear();
_TextContexts.clear();
_Scenes.clear();
// release event.
AsyncListener.removeFromServer(EventServer);
EventServer.removeEmitter(_Driver->getEventEmitter());
// release window.
_Driver->release();
_WindowInit= false;
}
// ***************************************************************************
bool CDriverUser::activate(void)
{
NL3D_HAUTO_UI_DRIVER;
return _Driver->activate();
}
// ***************************************************************************
bool CDriverUser::isActive()
{
NL3D_HAUTO_UI_DRIVER;
return _Driver->isActive();
}
// ***************************************************************************
nlWindow CDriverUser::getDisplay ()
{
NL3D_HAUTO_UI_DRIVER;
return _Driver->getDisplay ();
}
// ***************************************************************************
// ***************************************************************************
// Matrix context.
// ***************************************************************************
// ***************************************************************************
// ***************************************************************************
void CDriverUser::restoreMatrixContextMatrixOnly()
{
NL3D_HAUTO_UI_DRIVER;
CFrustum &f= _CurrentMatrixContext.Frustum;
_Driver->setFrustum(f.Left, f.Right, f.Bottom, f.Top, f.Near, f.Far, f.Perspective);
_Driver->setupViewMatrix(_CurrentMatrixContext.ViewMatrix);
_Driver->setupModelMatrix(_CurrentMatrixContext.ModelMatrix);
}
// ***************************************************************************
void CDriverUser::setupMatrixContext()
{
NL3D_HAUTO_UI_DRIVER;
_Driver->setupScissor(_CurrentMatrixContext.Scissor);
_Driver->setupViewport(_CurrentMatrixContext.Viewport);
CFrustum &f= _CurrentMatrixContext.Frustum;
_Driver->setFrustum(f.Left, f.Right, f.Bottom, f.Top, f.Near, f.Far, f.Perspective);
_Driver->setupViewMatrix(_CurrentMatrixContext.ViewMatrix);
_Driver->setupModelMatrix(_CurrentMatrixContext.ModelMatrix);
}
// ***************************************************************************
void CDriverUser::setScissor(const CScissor &sc)
{
NL3D_HAUTO_UI_DRIVER;
_CurrentMatrixContext.Scissor= sc;
setupMatrixContext();
}
// ***************************************************************************
CScissor CDriverUser::getScissor()
{
NL3D_HAUTO_UI_DRIVER;
return _CurrentMatrixContext.Scissor;
}
// ***************************************************************************
void CDriverUser::setViewport(const CViewport &vp)
{
NL3D_HAUTO_UI_DRIVER;
_CurrentMatrixContext.Viewport= vp;
setupMatrixContext();
}
// ***************************************************************************
CViewport CDriverUser::getViewport()
{
NL3D_HAUTO_UI_DRIVER;
return _CurrentMatrixContext.Viewport;
}
// ***************************************************************************
void CDriverUser::setFrustum(const CFrustum &frust)
{
NL3D_HAUTO_UI_DRIVER;
_CurrentMatrixContext.Frustum= frust;
setupMatrixContext();
}
// ***************************************************************************
CFrustum CDriverUser::getFrustum()
{
NL3D_HAUTO_UI_DRIVER;
return _CurrentMatrixContext.Frustum;
}
// ***************************************************************************
void CDriverUser::setFrustumMatrix(CMatrix &frust)
{
NL3D_HAUTO_UI_DRIVER;
_Driver->setFrustumMatrix(frust);
}
// ***************************************************************************
CMatrix CDriverUser::getFrustumMatrix()
{
NL3D_HAUTO_UI_DRIVER;
return _Driver->getFrustumMatrix();
}
// ***************************************************************************
float CDriverUser::getClipSpaceZMin() const
{
return _Driver->getClipSpaceZMin();
}
// ***************************************************************************
void CDriverUser::setViewMatrix(const CMatrix &mat)
{
NL3D_HAUTO_UI_DRIVER;
_CurrentMatrixContext.ViewMatrix= mat;
setupMatrixContext();
}
// ***************************************************************************
CMatrix CDriverUser::getViewMatrix()
{
NL3D_HAUTO_UI_DRIVER;
return _CurrentMatrixContext.ViewMatrix;
}
// ***************************************************************************
void CDriverUser::setModelMatrix(const CMatrix &mat)
{
NL3D_HAUTO_UI_DRIVER;
_CurrentMatrixContext.ModelMatrix= mat;
setupMatrixContext();
}
// ***************************************************************************
CMatrix CDriverUser::getModelMatrix()
{
NL3D_HAUTO_UI_DRIVER;
return _CurrentMatrixContext.ModelMatrix;
}
// ***************************************************************************
void CDriverUser::setMatrixMode2D(const CFrustum &frust)
{
NL3D_HAUTO_UI_DRIVER;
_CurrentMatrixContext.Frustum= frust;
// We still work in NL3D coordinates, so must convert y to z.
CVector I(1,0,0);
CVector J(0,0,1);
CVector K(0,-1,0);
_CurrentMatrixContext.ViewMatrix.identity();
_CurrentMatrixContext.ViewMatrix.setRot(I,J,K, true);
_CurrentMatrixContext.ModelMatrix.identity();
setupMatrixContext();
}
// ***************************************************************************
void CDriverUser::setMatrixMode3D(UCamera &camera)
{
NL3D_HAUTO_UI_DRIVER;
// Retrieve the matrix and frustum from the camera.
CMatrix viewMat;
viewMat= camera.getMatrix();
viewMat.invert();
setViewMatrix(viewMat);
setModelMatrix(CMatrix::Identity);
setFrustum(camera.getFrustum());
}
// ***************************************************************************
void CDriverUser::setDepthRange(float znear, float zfar)
{
NL3D_HAUTO_UI_DRIVER;
_Driver->setDepthRange(znear, zfar);
}
// ***************************************************************************
void CDriverUser::getDepthRange(float & znear, float & zfar)
{
NL3D_HAUTO_UI_DRIVER;
_Driver->getDepthRange(znear, zfar);
}
// ***************************************************************************
void CDriverUser::setColorMask (bool bRed, bool bGreen, bool bBlue, bool bAlpha)
{
_Driver->setColorMask(bRed, bGreen, bBlue, bAlpha);
}
// ***************************************************************************
// ***************************************************************************
// 2D/3D INTERFACE.
// ***************************************************************************
// ***************************************************************************
// ***************************************************************************
void CDriverUser::drawLine(const NLMISC::CLine &shp, UMaterial &mat)
{
H_AUTO2;
CVertexBuffer &vb= _VBFlat;
CIndexBuffer &pb= _PBLine;
{
CVertexBufferReadWrite vba;
vb.lock (vba);
vba.setVertexCoord (0, shp.V0);
vba.setVertexCoord (1, shp.V1);
}
_Driver->activeVertexBuffer(vb);
_Driver->activeIndexBuffer(pb);
_Driver->renderLines(convMat(mat), 0, 1);
}
// ***************************************************************************
void CDriverUser::drawLine(const NLMISC::CLineColor &shp, UMaterial &mat)
{
H_AUTO2;
CVertexBuffer &vb= _VBColor;
CIndexBuffer &pb= _PBLine;
{
CVertexBufferReadWrite vba;
vb.lock (vba);
vba.setVertexCoord (0, shp.V0);
vba.setVertexCoord (1, shp.V1);
vba.setColor(0, shp.Color0);
vba.setColor(1, shp.Color1);
}
_Driver->activeVertexBuffer(vb);
_Driver->activeIndexBuffer(pb);
_Driver->renderLines(convMat(mat), 0, 1);
}
// ***************************************************************************
void CDriverUser::drawLine(const NLMISC::CLineUV &shp, UMaterial &mat)
{
H_AUTO2;
CVertexBuffer &vb= _VBUv;
CIndexBuffer &pb= _PBLine;
{
CVertexBufferReadWrite vba;
vb.lock (vba);
vba.setVertexCoord (0, shp.V0);
vba.setVertexCoord (1, shp.V1);
vba.setTexCoord (0, 0, shp.Uv0);
vba.setTexCoord (1, 0, shp.Uv1);
}
_Driver->activeVertexBuffer(vb);
_Driver->activeIndexBuffer(pb);
_Driver->renderLines(convMat(mat), 0, 1);
}
// ***************************************************************************
void CDriverUser::drawLine(const NLMISC::CLineColorUV &shp, UMaterial &mat)
{
H_AUTO2;
CVertexBuffer &vb= _VBColorUv;
CIndexBuffer &pb= _PBLine;
{
CVertexBufferReadWrite vba;
vb.lock (vba);
vba.setVertexCoord (0, shp.V0);
vba.setVertexCoord (1, shp.V1);
vba.setColor(0, shp.Color0);
vba.setColor(1, shp.Color1);
vba.setTexCoord (0, 0, shp.Uv0);
vba.setTexCoord (1, 0, shp.Uv1);
}
_Driver->activeVertexBuffer(vb);
_Driver->activeIndexBuffer(pb);
_Driver->renderLines(convMat(mat), 0, 1);
}
// ***************************************************************************
void CDriverUser::drawTriangle(const NLMISC::CTriangle &shp, UMaterial &mat)
{
H_AUTO2;
CVertexBuffer &vb= _VBFlat;
CIndexBuffer &pb= _PBTri;
{
CVertexBufferReadWrite vba;
vb.lock (vba);
vba.setVertexCoord (0, shp.V0);
vba.setVertexCoord (1, shp.V1);
vba.setVertexCoord (2, shp.V2);
}
_Driver->activeVertexBuffer(vb);
_Driver->activeIndexBuffer(pb);
_Driver->renderTriangles(convMat(mat), 0, 1);
}
// ***************************************************************************
void CDriverUser::drawTriangle(const NLMISC::CTriangleColor &shp, UMaterial &mat)
{
H_AUTO2;
CVertexBuffer &vb= _VBColor;
CIndexBuffer &pb= _PBTri;
{
CVertexBufferReadWrite vba;
vb.lock (vba);
vba.setVertexCoord (0, shp.V0);
vba.setVertexCoord (1, shp.V1);
vba.setVertexCoord (2, shp.V2);
vba.setColor(0, shp.Color0);
vba.setColor(1, shp.Color1);
vba.setColor(2, shp.Color2);
}
_Driver->activeVertexBuffer(vb);
_Driver->activeIndexBuffer(pb);
_Driver->renderTriangles(convMat(mat), 0, 1);
}
// ***************************************************************************
void CDriverUser::drawTriangle(const NLMISC::CTriangleUV &shp, UMaterial &mat)
{
H_AUTO2;
CVertexBuffer &vb= _VBUv;
CIndexBuffer &pb= _PBTri;
{
CVertexBufferReadWrite vba;
vb.lock (vba);
vba.setVertexCoord (0, shp.V0);
vba.setVertexCoord (1, shp.V1);
vba.setVertexCoord (2, shp.V2);
vba.setTexCoord (0, 0, shp.Uv0);
vba.setTexCoord (1, 0, shp.Uv1);
vba.setTexCoord (2, 0, shp.Uv2);
}
_Driver->activeVertexBuffer(vb);
_Driver->activeIndexBuffer(pb);
_Driver->renderTriangles(convMat(mat), 0, 1);
}
// ***************************************************************************
void CDriverUser::drawTriangle(const NLMISC::CTriangleColorUV &shp, UMaterial &mat)
{
H_AUTO2;
CVertexBuffer &vb= _VBColorUv;
CIndexBuffer &pb= _PBTri;
{
CVertexBufferReadWrite vba;
vb.lock (vba);
vba.setVertexCoord (0, shp.V0);
vba.setVertexCoord (1, shp.V1);
vba.setVertexCoord (2, shp.V2);
vba.setColor(0, shp.Color0);
vba.setColor(1, shp.Color1);
vba.setColor(2, shp.Color2);
vba.setTexCoord (0, 0, shp.Uv0);
vba.setTexCoord (1, 0, shp.Uv1);
vba.setTexCoord (2, 0, shp.Uv2);
}
_Driver->activeVertexBuffer(vb);
_Driver->activeIndexBuffer(pb);
_Driver->renderTriangles(convMat(mat), 0, 1);
}
// ***************************************************************************
void CDriverUser::drawQuad(const NLMISC::CQuad &shp, UMaterial &mat)
{
H_AUTO2;
CVertexBuffer &vb= _VBFlat;
{
CVertexBufferReadWrite vba;
vb.lock (vba);
vba.setVertexCoord (0, shp.V0);
vba.setVertexCoord (1, shp.V1);
vba.setVertexCoord (2, shp.V2);
vba.setVertexCoord (3, shp.V3);
}
_Driver->activeVertexBuffer(vb);
_Driver->renderRawQuads(convMat(mat), 0, 1);
}
// ***************************************************************************
void CDriverUser::drawQuad(const NLMISC::CQuadColor &shp, UMaterial &mat)
{
H_AUTO2;
CVertexBuffer &vb= _VBColor;
{
CVertexBufferReadWrite vba;
vb.lock (vba);
vba.setVertexCoord (0, shp.V0);
vba.setVertexCoord (1, shp.V1);
vba.setVertexCoord (2, shp.V2);
vba.setVertexCoord (3, shp.V3);
vba.setColor(0, shp.Color0);
vba.setColor(1, shp.Color1);
vba.setColor(2, shp.Color2);
vba.setColor(3, shp.Color3);
}
_Driver->activeVertexBuffer(vb);
_Driver->renderRawQuads(convMat(mat), 0, 1);
}
// ***************************************************************************
void CDriverUser::drawQuad(const NLMISC::CQuadUV &shp, UMaterial &mat)
{
H_AUTO2;
CVertexBuffer &vb= _VBUv;
{
CVertexBufferReadWrite vba;
vb.lock (vba);
vba.setVertexCoord (0, shp.V0);
vba.setVertexCoord (1, shp.V1);
vba.setVertexCoord (2, shp.V2);
vba.setVertexCoord (3, shp.V3);
vba.setTexCoord (0, 0, shp.Uv0);
vba.setTexCoord (1, 0, shp.Uv1);
vba.setTexCoord (2, 0, shp.Uv2);
vba.setTexCoord (3, 0, shp.Uv3);
}
_Driver->activeVertexBuffer(vb);
_Driver->renderRawQuads(convMat(mat), 0, 1);
}
// ***************************************************************************
void CDriverUser::drawQuad(const NLMISC::CQuadColorUV &shp, UMaterial &mat)
{
H_AUTO2;
CVertexBuffer &vb= _VBColorUv;
{
CVertexBufferReadWrite vba;
vb.lock (vba);
vba.setVertexCoord (0, shp.V0);
vba.setVertexCoord (1, shp.V1);
vba.setVertexCoord (2, shp.V2);
vba.setVertexCoord (3, shp.V3);
vba.setColor(0, shp.Color0);
vba.setColor(1, shp.Color1);
vba.setColor(2, shp.Color2);
vba.setColor(3, shp.Color3);
vba.setTexCoord (0, 0, shp.Uv0);
vba.setTexCoord (1, 0, shp.Uv1);
vba.setTexCoord (2, 0, shp.Uv2);
vba.setTexCoord (3, 0, shp.Uv3);
}
_Driver->activeVertexBuffer(vb);
_Driver->renderRawQuads(convMat(mat), 0, 1);
}
// ***************************************************************************
void CDriverUser::drawQuads(const std::vector<NLMISC::CQuadColorUV> &q, UMaterial &mat)
{
H_AUTO2;
const CQuadColorUV *qptr = &(q[0]);
drawQuads(qptr , (uint32)q.size(), mat);
}
// ***************************************************************************
void CDriverUser::drawQuads(const std::vector<NLMISC::CQuadColorUV2> &q, UMaterial &mat)
{
H_AUTO2;
const CQuadColorUV2 *qptr = &(q[0]);
drawQuads(qptr , (uint32)q.size(), mat);
}
// ***************************************************************************
void CDriverUser::drawQuads(const NLMISC::CQuadColorUV *quads, uint32 nbQuads, UMaterial &mat)
{
H_AUTO2;
CVertexBuffer &vb = _VBQuadsColUv;
vb.setNumVertices (4*nbQuads);
{
CVertexBufferReadWrite vba;
vb.lock (vba);
uint8 *dstPtr= (uint8*)vba.getVertexCoordPointer();
uint32 colorOfs= vb.getColorOff();
uint32 uvOfs= vb.getTexCoordOff();
uint32 vSize= vb.getVertexSize();
if (vb.getVertexColorFormat() == CVertexBuffer::TRGBA)
{
for (uint32 i = 0; i < nbQuads; ++i)
{
const NLMISC::CQuadColorUV &qcuv = quads[i];
CHECK_VBA_RANGE(vba, dstPtr+0, sizeof(CVector))
*(CVector*)(dstPtr+0)= qcuv.V0;
CHECK_VBA_RANGE(vba, dstPtr+uvOfs, sizeof(CUV))
*(CUV*)(dstPtr+uvOfs)= qcuv.Uv0;
CHECK_VBA_RANGE(vba, dstPtr+colorOfs, sizeof(CRGBA))
*(CRGBA*)(dstPtr+colorOfs)= qcuv.Color0;
dstPtr+= vSize;
CHECK_VBA_RANGE(vba, dstPtr+0, sizeof(CVector))
*(CVector*)(dstPtr+0)= qcuv.V1;
CHECK_VBA_RANGE(vba, dstPtr+uvOfs, sizeof(CUV))
*(CUV*)(dstPtr+uvOfs)= qcuv.Uv1;
CHECK_VBA_RANGE(vba, dstPtr+colorOfs, sizeof(CRGBA))
*(CRGBA*)(dstPtr+colorOfs)= qcuv.Color1;
dstPtr+= vSize;
CHECK_VBA_RANGE(vba, dstPtr+0, sizeof(CVector))
*(CVector*)(dstPtr+0)= qcuv.V2;
CHECK_VBA_RANGE(vba, dstPtr+uvOfs, sizeof(CUV))
*(CUV*)(dstPtr+uvOfs)= qcuv.Uv2;
CHECK_VBA_RANGE(vba, dstPtr+colorOfs, sizeof(CRGBA))
*(CRGBA*)(dstPtr+colorOfs)= qcuv.Color2;
dstPtr+= vSize;
CHECK_VBA_RANGE(vba, dstPtr+0, sizeof(CVector))
*(CVector*)(dstPtr+0)= qcuv.V3;
CHECK_VBA_RANGE(vba, dstPtr+uvOfs, sizeof(CUV))
*(CUV*)(dstPtr+uvOfs)= qcuv.Uv3;
CHECK_VBA_RANGE(vba, dstPtr+colorOfs, sizeof(CRGBA))
*(CRGBA*)(dstPtr+colorOfs)= qcuv.Color3;
dstPtr+= vSize;
}
}
else
{
for (uint32 i = 0; i < nbQuads; ++i)
{
const NLMISC::CQuadColorUV &qcuv = quads[i];
CHECK_VBA_RANGE(vba, dstPtr+0, sizeof(CVector))
*(CVector*)(dstPtr+0)= qcuv.V0;
CHECK_VBA_RANGE(vba, dstPtr+uvOfs, sizeof(CUV))
*(CUV*)(dstPtr+uvOfs)= qcuv.Uv0;
CHECK_VBA_RANGE(vba, dstPtr+colorOfs, sizeof(CRGBA))
*(CBGRA*)(dstPtr+colorOfs)= qcuv.Color0;
dstPtr+= vSize;
CHECK_VBA_RANGE(vba, dstPtr+0, sizeof(CVector))
*(CVector*)(dstPtr+0)= qcuv.V1;
CHECK_VBA_RANGE(vba, dstPtr+uvOfs, sizeof(CUV))
*(CUV*)(dstPtr+uvOfs)= qcuv.Uv1;
CHECK_VBA_RANGE(vba, dstPtr+colorOfs, sizeof(CRGBA))
*(CBGRA*)(dstPtr+colorOfs)= qcuv.Color1;
dstPtr+= vSize;
CHECK_VBA_RANGE(vba, dstPtr+0, sizeof(CVector))
*(CVector*)(dstPtr+0)= qcuv.V2;
CHECK_VBA_RANGE(vba, dstPtr+uvOfs, sizeof(CUV))
*(CUV*)(dstPtr+uvOfs)= qcuv.Uv2;
CHECK_VBA_RANGE(vba, dstPtr+colorOfs, sizeof(CBGRA))
*(CBGRA*)(dstPtr+colorOfs)= qcuv.Color2;
dstPtr+= vSize;
CHECK_VBA_RANGE(vba, dstPtr+0, sizeof(CVector))
*(CVector*)(dstPtr+0)= qcuv.V3;
CHECK_VBA_RANGE(vba, dstPtr+uvOfs, sizeof(CUV))
*(CUV*)(dstPtr+uvOfs)= qcuv.Uv3;
CHECK_VBA_RANGE(vba, dstPtr+colorOfs, sizeof(CRGBA))
*(CBGRA*)(dstPtr+colorOfs)= qcuv.Color3;
dstPtr+= vSize;
}
}
}
_Driver->activeVertexBuffer(vb);
_Driver->renderRawQuads(convMat(mat), 0, nbQuads);
}
// ***************************************************************************
void CDriverUser::drawQuads(const NLMISC::CQuadColorUV2 *quads, uint32 nbQuads, UMaterial &mat)
{
H_AUTO2;
CVertexBuffer &vb = _VBQuadsColUv2;
vb.setNumVertices (4*nbQuads);
{
CVertexBufferReadWrite vba;
vb.lock (vba);
uint8 *dstPtr= (uint8*)vba.getVertexCoordPointer();
uint32 colorOfs= vb.getColorOff();
uint32 uvOfs0= vb.getTexCoordOff(0);
uint32 uvOfs1= vb.getTexCoordOff(1);
uint32 vSize= vb.getVertexSize();
if (vb.getVertexColorFormat() == CVertexBuffer::TRGBA)
{
for (uint32 i = 0; i < nbQuads; ++i)
{
const NLMISC::CQuadColorUV2 &qcuv = quads[i];
CHECK_VBA_RANGE(vba, dstPtr+0, sizeof(CVector))
*(CVector*)(dstPtr+0)= qcuv.V0;
CHECK_VBA_RANGE(vba, dstPtr+uvOfs0, sizeof(CUV))
*(CUV*)(dstPtr+uvOfs0)= qcuv.Uv0;
CHECK_VBA_RANGE(vba, dstPtr+uvOfs1, sizeof(CUV))
*(CUV*)(dstPtr+uvOfs1)= qcuv.Uv02;
CHECK_VBA_RANGE(vba, dstPtr+colorOfs, sizeof(CRGBA))
*(CRGBA*)(dstPtr+colorOfs)= qcuv.Color0;
dstPtr+= vSize;
CHECK_VBA_RANGE(vba, dstPtr+0, sizeof(CVector))
*(CVector*)(dstPtr+0)= qcuv.V1;
CHECK_VBA_RANGE(vba, dstPtr+uvOfs0, sizeof(CUV))
*(CUV*)(dstPtr+uvOfs0)= qcuv.Uv1;
CHECK_VBA_RANGE(vba, dstPtr+uvOfs1, sizeof(CUV))
*(CUV*)(dstPtr+uvOfs1)= qcuv.Uv12;
CHECK_VBA_RANGE(vba, dstPtr+colorOfs, sizeof(CRGBA))
*(CRGBA*)(dstPtr+colorOfs)= qcuv.Color1;
dstPtr+= vSize;
CHECK_VBA_RANGE(vba, dstPtr+0, sizeof(CVector))
*(CVector*)(dstPtr+0)= qcuv.V2;
CHECK_VBA_RANGE(vba, dstPtr+uvOfs0, sizeof(CUV))
*(CUV*)(dstPtr+uvOfs0)= qcuv.Uv2;
CHECK_VBA_RANGE(vba, dstPtr+uvOfs1, sizeof(CUV))
*(CUV*)(dstPtr+uvOfs1)= qcuv.Uv22;
CHECK_VBA_RANGE(vba, dstPtr+colorOfs, sizeof(CRGBA))
*(CRGBA*)(dstPtr+colorOfs)= qcuv.Color2;
dstPtr+= vSize;
CHECK_VBA_RANGE(vba, dstPtr+0, sizeof(CVector))
*(CVector*)(dstPtr+0)= qcuv.V3;
CHECK_VBA_RANGE(vba, dstPtr+uvOfs0, sizeof(CUV))
*(CUV*)(dstPtr+uvOfs0)= qcuv.Uv3;
CHECK_VBA_RANGE(vba, dstPtr+uvOfs1, sizeof(CUV))
*(CUV*)(dstPtr+uvOfs1)= qcuv.Uv32;
CHECK_VBA_RANGE(vba, dstPtr+colorOfs, sizeof(CRGBA))
*(CRGBA*)(dstPtr+colorOfs)= qcuv.Color3;
dstPtr+= vSize;
}
}
else
{
for (uint32 i = 0; i < nbQuads; ++i)
{
const NLMISC::CQuadColorUV2 &qcuv = quads[i];
CHECK_VBA_RANGE(vba, dstPtr+0, sizeof(CVector))
*(CVector*)(dstPtr+0)= qcuv.V0;
CHECK_VBA_RANGE(vba, dstPtr+uvOfs0, sizeof(CUV))
*(CUV*)(dstPtr+uvOfs0)= qcuv.Uv0;
CHECK_VBA_RANGE(vba, dstPtr+uvOfs1, sizeof(CUV))
*(CUV*)(dstPtr+uvOfs1)= qcuv.Uv02;
CHECK_VBA_RANGE(vba, dstPtr+colorOfs, sizeof(CRGBA))
*(CBGRA*)(dstPtr+colorOfs)= qcuv.Color0;
dstPtr+= vSize;
CHECK_VBA_RANGE(vba, dstPtr+0, sizeof(CVector))
*(CVector*)(dstPtr+0)= qcuv.V1;
CHECK_VBA_RANGE(vba, dstPtr+uvOfs0, sizeof(CUV))
*(CUV*)(dstPtr+uvOfs0)= qcuv.Uv1;
CHECK_VBA_RANGE(vba, dstPtr+uvOfs1, sizeof(CUV))
*(CUV*)(dstPtr+uvOfs1)= qcuv.Uv12;
CHECK_VBA_RANGE(vba, dstPtr+colorOfs, sizeof(CRGBA))
*(CBGRA*)(dstPtr+colorOfs)= qcuv.Color1;
dstPtr+= vSize;
CHECK_VBA_RANGE(vba, dstPtr+0, sizeof(CVector))
*(CVector*)(dstPtr+0)= qcuv.V2;
CHECK_VBA_RANGE(vba, dstPtr+uvOfs0, sizeof(CUV))
*(CUV*)(dstPtr+uvOfs0)= qcuv.Uv2;
CHECK_VBA_RANGE(vba, dstPtr+uvOfs1, sizeof(CUV))
*(CUV*)(dstPtr+uvOfs1)= qcuv.Uv22;
CHECK_VBA_RANGE(vba, dstPtr+colorOfs, sizeof(CRGBA))
*(CBGRA*)(dstPtr+colorOfs)= qcuv.Color2;
dstPtr+= vSize;
CHECK_VBA_RANGE(vba, dstPtr+0, sizeof(CVector))
*(CVector*)(dstPtr+0)= qcuv.V3;
CHECK_VBA_RANGE(vba, dstPtr+uvOfs0, sizeof(CUV))
*(CUV*)(dstPtr+uvOfs0)= qcuv.Uv3;
CHECK_VBA_RANGE(vba, dstPtr+uvOfs1, sizeof(CUV))
*(CUV*)(dstPtr+uvOfs1)= qcuv.Uv32;
CHECK_VBA_RANGE(vba, dstPtr+colorOfs, sizeof(CRGBA))
*(CBGRA*)(dstPtr+colorOfs)= qcuv.Color3;
dstPtr+= vSize;
}
}
}
_Driver->activeVertexBuffer(vb);
_Driver->renderRawQuads(convMat(mat), 0, nbQuads);
}
// ***************************************************************************
void CDriverUser::drawTriangles(const std::vector<NLMISC::CTriangleColorUV> &tris, UMaterial &mat)
{
drawTriangles(&tris[0], (uint32) tris.size(), mat);
}
// ***************************************************************************
void CDriverUser::drawTriangles(const NLMISC::CTriangleColorUV *tris, uint32 nbTris, UMaterial &mat)
{
if (nbTris == 0) return;
CVertexBuffer &vb= _VBTrisColUv;
vb.setNumVertices (3*nbTris);
{
CVertexBufferReadWrite vba;
vb.lock (vba);
uint8 *dstPtr= (uint8*)vba.getVertexCoordPointer();
uint32 colorOfs= vb.getColorOff();
uint32 uvOfs0= vb.getTexCoordOff(0);
uint32 vSize= vb.getVertexSize();
const NLMISC::CTriangleColorUV *lastTri = tris + nbTris;
if (vb.getVertexColorFormat() == CVertexBuffer::TRGBA)
{
do
{
//
CHECK_VBA_RANGE(vba, dstPtr+0, sizeof(CVector))
*(CVector*)(dstPtr+0)= tris->V0;
CHECK_VBA_RANGE(vba, dstPtr+uvOfs0, sizeof(CUV))
*(CUV*)(dstPtr+uvOfs0)= tris->Uv0;
CHECK_VBA_RANGE(vba, dstPtr+colorOfs, sizeof(CRGBA))
*(CRGBA*)(dstPtr+colorOfs)= tris->Color0;
dstPtr+= vSize;
//
CHECK_VBA_RANGE(vba, dstPtr+0, sizeof(CVector))
*(CVector*)(dstPtr+0)= tris->V1;
CHECK_VBA_RANGE(vba, dstPtr+uvOfs0, sizeof(CUV))
*(CUV*)(dstPtr+uvOfs0)= tris->Uv1;
CHECK_VBA_RANGE(vba, dstPtr+colorOfs, sizeof(CRGBA))
*(CRGBA*)(dstPtr+colorOfs)= tris->Color1;
dstPtr+= vSize;
//
CHECK_VBA_RANGE(vba, dstPtr+0, sizeof(CVector))
*(CVector*)(dstPtr+0)= tris->V2;
CHECK_VBA_RANGE(vba, dstPtr+uvOfs0, sizeof(CUV))
*(CUV*)(dstPtr+uvOfs0)= tris->Uv2;
CHECK_VBA_RANGE(vba, dstPtr+colorOfs, sizeof(CRGBA))
*(CRGBA*)(dstPtr+colorOfs)= tris->Color2;
dstPtr+= vSize;
++ tris;
}
while (tris != lastTri);
}
else
{
do
{
//
CHECK_VBA_RANGE(vba, dstPtr+0, sizeof(CVector))
*(CVector*)(dstPtr+0)= tris->V0;
CHECK_VBA_RANGE(vba, dstPtr+uvOfs0, sizeof(CUV))
*(CUV*)(dstPtr+uvOfs0)= tris->Uv0;
CHECK_VBA_RANGE(vba, dstPtr+colorOfs, sizeof(CRGBA))
*(CBGRA*)(dstPtr+colorOfs)= tris->Color0;
dstPtr+= vSize;
//
CHECK_VBA_RANGE(vba, dstPtr+0, sizeof(CVector))
*(CVector*)(dstPtr+0)= tris->V1;
CHECK_VBA_RANGE(vba, dstPtr+uvOfs0, sizeof(CUV))
*(CUV*)(dstPtr+uvOfs0)= tris->Uv1;
CHECK_VBA_RANGE(vba, dstPtr+colorOfs, sizeof(CRGBA))
*(CBGRA*)(dstPtr+colorOfs)= tris->Color1;
dstPtr+= vSize;
//
CHECK_VBA_RANGE(vba, dstPtr+0, sizeof(CVector))
*(CVector*)(dstPtr+0)= tris->V2;
CHECK_VBA_RANGE(vba, dstPtr+uvOfs0, sizeof(CUV))
*(CUV*)(dstPtr+uvOfs0)= tris->Uv2;
CHECK_VBA_RANGE(vba, dstPtr+colorOfs, sizeof(CRGBA))
*(CBGRA*)(dstPtr+colorOfs)= tris->Color2;
dstPtr+= vSize;
++ tris;
}
while (tris != lastTri);
}
}
_Driver->activeVertexBuffer(vb);
_Driver->renderRawTriangles(convMat(mat), 0, nbTris);
}
// ***************************************************************************
// ***************************************************************************
// 2D TOOLS.
// ***************************************************************************
// ***************************************************************************
// ***************************************************************************
void CDriverUser::drawBitmap (float x, float y, float width, float height, class UTexture& texture, bool blend, CRGBA col)
{
H_AUTO2;
_MatText.setTexture(0, &texture);
_MatText.setColor(col);
_MatText.setBlend(blend);
CQuadUV quad;
quad.V0.set(x,y,0);
quad.V1.set(x+width,y,0);
quad.V2.set(x+width,y+height,0);
quad.V3.set(x,y+height,0);
quad.Uv0.U= 0.f;
quad.Uv0.V= 1.f;
quad.Uv1.U= 1.f;
quad.Uv1.V= 1.f;
quad.Uv2.U= 1.f;
quad.Uv2.V= 0.f;
quad.Uv3.U= 0.f;
quad.Uv3.V= 0.f;
drawQuad(quad, _MatText);
}
// ***************************************************************************
void CDriverUser::drawLine (float x0, float y0, float x1, float y1, CRGBA col)
{
H_AUTO2;
_MatFlat.setColor(col);
_MatFlat.setBlend(true);
CLine line;
line.V0.set(x0,y0,0);
line.V1.set(x1,y1,0);
drawLine(line, _MatFlat);
}
// ***************************************************************************
void CDriverUser::drawTriangle (float x0, float y0, float x1, float y1, float x2, float y2, CRGBA col)
{
H_AUTO2;
_MatFlat.setColor(col);
_MatFlat.setBlend(true);
CTriangle tri;
tri.V0.set(x0,y0,0);
tri.V1.set(x1,y1,0);
tri.V2.set(x2,y2,0);
drawTriangle(tri, _MatFlat);
}
// ***************************************************************************
void CDriverUser::drawQuad (float x0, float y0, float x1, float y1, CRGBA col)
{
H_AUTO2;
_MatFlat.setColor(col);
_MatFlat.setBlend(true);
_MatFlat.setBlendFunc(UMaterial::srcalpha, UMaterial::invsrcalpha);
CQuad quad;
quad.V0.set(x0,y0,0);
quad.V1.set(x1,y0,0);
quad.V2.set(x1,y1,0);
quad.V3.set(x0,y1,0);
drawQuad(quad, _MatFlat);
}
// ***************************************************************************
void CDriverUser::drawQuad (float xcenter, float ycenter, float radius, CRGBA col)
{
H_AUTO2;
drawQuad(xcenter-radius, ycenter-radius, xcenter+radius, ycenter+radius, col);
}
// ***************************************************************************
void CDriverUser::drawWiredQuad (float x0, float y0, float x1, float y1, CRGBA col)
{
H_AUTO2;
// v-left
drawLine(x0,y0,x0,y1,col);
// v-right
drawLine(x1,y0,x1,y1,col);
// h-up
drawLine(x0,y1,x1,y1,col);
// h-bottom
drawLine(x0,y0,x1,y0,col);
}
// ***************************************************************************
void CDriverUser::drawWiredQuad (float xcenter, float ycenter, float radius, CRGBA col)
{
H_AUTO2;
drawWiredQuad(xcenter-radius, ycenter-radius, xcenter+radius, ycenter+radius, col);
}
// ***************************************************************************
// ***************************************************************************
// MISC.
// ***************************************************************************
// ***************************************************************************
// ***************************************************************************
UDriver::TMessageBoxId CDriverUser::systemMessageBox (const char* message, const char* title, TMessageBoxType type, TMessageBoxIcon icon)
{
IDriver::TMessageBoxId dret;
IDriver::TMessageBoxType dtype= (IDriver::TMessageBoxType)(uint32)type;
IDriver::TMessageBoxIcon dicon= (IDriver::TMessageBoxIcon)(uint32)icon;
dret= _Driver->systemMessageBox (message, title, dtype, dicon);
return (UDriver::TMessageBoxId)(uint32)dret;
}
// ***************************************************************************
CMaterial &CDriverUser::convMat(UMaterial &mat)
{
return *mat.getObjectPtr();
}
// ***************************************************************************
void CDriverUser::clearRGBABuffer(CRGBA col)
{
NL3D_HAUTO_CLEAR_DRIVER;
_Driver->clear2D(col);
}
// ***************************************************************************
void CDriverUser::clearZBuffer()
{
NL3D_HAUTO_CLEAR_DRIVER;
_Driver->clearZBuffer();
}
// ***************************************************************************
void CDriverUser::clearBuffers(CRGBA col)
{
NL3D_HAUTO_CLEAR_DRIVER;
_Driver->clear2D(col);
_Driver->clearZBuffer();
_Driver->clearStencilBuffer();
}
// ***************************************************************************
void CDriverUser::swapBuffers()
{
NL3D_HAUTO_SWAP_DRIVER;
_Driver->swapBuffers();
_RenderTargetManager.cleanup();
}
// ***************************************************************************
void CDriverUser::finish()
{
NL3D_HAUTO_SWAP_DRIVER;
_Driver->finish();
}
// ***************************************************************************
void CDriverUser::flush()
{
NL3D_HAUTO_SWAP_DRIVER;
_Driver->flush();
}
// ***************************************************************************
bool CDriverUser::fogEnabled()
{
NL3D_HAUTO_UI_DRIVER;
return _Driver->fogEnabled();
}
// ***************************************************************************
void CDriverUser::enableFog(bool enable)
{
NL3D_HAUTO_UI_DRIVER;
_Driver->enableFog(enable);
}
// ***************************************************************************
void CDriverUser::setupFog(float start, float end, CRGBA color)
{
NL3D_HAUTO_UI_DRIVER;
_Driver->setupFog(start, end, color);
}
// ***************************************************************************
void CDriverUser::setLight (uint8 num, const ULight& light)
{
NL3D_HAUTO_UI_DRIVER;
CLightUser *plight= (CLightUser*)&light;
_Driver->setLight (num, plight->_Light);
}
// ***************************************************************************
void CDriverUser::enableLight (uint8 num, bool enable)
{
NL3D_HAUTO_UI_DRIVER;
_Driver->enableLight (num, enable);
}
// ***************************************************************************
void CDriverUser::setAmbientColor (CRGBA color)
{
NL3D_HAUTO_UI_DRIVER;
_Driver->setAmbientColor (color);
}
// ***************************************************************************
void CDriverUser::setPolygonMode (TPolygonMode mode)
{
NL3D_HAUTO_UI_DRIVER;
IDriver::TPolygonMode dmode=IDriver::Filled;
switch(mode)
{
case Filled: dmode= IDriver::Filled; break;
case Line: dmode= IDriver::Line; break;
case Point: dmode= IDriver::Point; break;
default: nlstop;
};
_Driver->setPolygonMode (dmode);
}
U3dMouseListener* CDriverUser::create3dMouseListener ()
{
NL3D_HAUTO_UI_DRIVER;
// Alloc the listener
CEvent3dMouseListener *listener=new CEvent3dMouseListener();
// register it
listener->addToServer (EventServer);
return listener;
}
void CDriverUser::delete3dMouseListener (U3dMouseListener *listener)
{
NL3D_HAUTO_UI_DRIVER;
// Unregister
((CEvent3dMouseListener*)listener)->removeFromServer (EventServer);
delete (CEvent3dMouseListener*)listener;
}
UDriver::TPolygonMode CDriverUser::getPolygonMode ()
{
NL3D_HAUTO_UI_DRIVER;
IDriver::TPolygonMode dmode;
UDriver::TPolygonMode umode=UDriver::Filled;
dmode= _Driver->getPolygonMode();
switch(dmode)
{
case IDriver::Filled: umode= UDriver::Filled; break;
case IDriver::Line: umode= UDriver::Line; break;
case IDriver::Point: umode= UDriver::Point; break;
default: nlstop;
};
return umode;
}
void CDriverUser::forceDXTCCompression(bool dxtcComp)
{
NL3D_HAUTO_UI_DRIVER;
_Driver->forceDXTCCompression(dxtcComp);
}
void CDriverUser::setAnisotropicFilter(sint filter)
{
NL3D_HAUTO_UI_DRIVER;
_Driver->setAnisotropicFilter(filter);
}
void CDriverUser::forceTextureResize(uint divisor)
{
NL3D_HAUTO_UI_DRIVER;
_Driver->forceTextureResize(divisor);
}
bool CDriverUser::setMonitorColorProperties (const CMonitorColorProperties &properties)
{
NL3D_HAUTO_UI_DRIVER;
return _Driver->setMonitorColorProperties (properties);
}
// ***************************************************************************
// ***************************************************************************
/// Driver information/Queries
// ***************************************************************************
// ***************************************************************************
uint32 CDriverUser::getImplementationVersion () const
{
NL3D_HAUTO_UI_DRIVER;
return _Driver->getImplementationVersion ();
}
const char* CDriverUser::getDriverInformation ()
{
NL3D_HAUTO_UI_DRIVER;
return _Driver->getDriverInformation();
}
const char* CDriverUser::getVideocardInformation ()
{
NL3D_HAUTO_UI_DRIVER;
return _Driver->getVideocardInformation ();
}
uint CDriverUser::getNbTextureStages()
{
NL3D_HAUTO_UI_DRIVER;
return _Driver->getNbTextureStages();
}
void CDriverUser::getWindowSize (uint32 &width, uint32 &height)
{
NL3D_HAUTO_UI_DRIVER;
_Driver->getWindowSize (width, height);
}
uint CDriverUser::getWindowWidth ()
{
NL3D_HAUTO_UI_DRIVER;
uint32 width, height;
_Driver->getWindowSize (width, height);
return width;
}
uint CDriverUser::getWindowHeight ()
{
NL3D_HAUTO_UI_DRIVER;
uint32 width, height;
_Driver->getWindowSize (width, height);
return height;
}
void CDriverUser::getWindowPos (sint32 &x, sint32 &y)
{
NL3D_HAUTO_UI_DRIVER;
_Driver->getWindowPos (x, y);
}
uint32 CDriverUser::getAvailableVertexAGPMemory ()
{
return _Driver->getAvailableVertexAGPMemory ();
}
uint32 CDriverUser::getAvailableVertexVRAMMemory ()
{
return _Driver->getAvailableVertexVRAMMemory ();
}
void CDriverUser::getBuffer (CBitmap &bitmap)
{
NL3D_HAUTO_UI_DRIVER;
_Driver->getBuffer (bitmap) ;
}
void CDriverUser::getZBuffer (std::vector<float> &zbuffer)
{
NL3D_HAUTO_UI_DRIVER;
_Driver->getZBuffer (zbuffer) ;
}
void CDriverUser::getBufferPart (CBitmap &bitmap, NLMISC::CRect &rect)
{
NL3D_HAUTO_UI_DRIVER;
_Driver->getBufferPart (bitmap, rect) ;
}
void CDriverUser::getZBufferPart (std::vector<float> &zbuffer, NLMISC::CRect &rect)
{
NL3D_HAUTO_UI_DRIVER;
_Driver->getZBufferPart (zbuffer, rect) ;
}
bool CDriverUser::fillBuffer (CBitmap &bitmap)
{
NL3D_HAUTO_UI_DRIVER;
return _Driver->fillBuffer(bitmap);
}
// ***************************************************************************
// ***************************************************************************
// Mouse / Keyboards / Game devices
// ***************************************************************************
// ***************************************************************************
void CDriverUser::showCursor (bool b)
{
NL3D_HAUTO_UI_DRIVER;
_Driver->showCursor(b);
}
void CDriverUser::setMousePos (float x, float y)
{
NL3D_HAUTO_UI_DRIVER;
_Driver->setMousePos (x, y);
}
void CDriverUser::setCapture (bool b)
{
NL3D_HAUTO_UI_DRIVER;
_Driver->setCapture (b);
}
bool CDriverUser::isSystemCursorCaptured()
{
NL3D_HAUTO_UI_DRIVER;
return _Driver->isSystemCursorCaptured();
}
void CDriverUser::addCursor(const std::string &name, const NLMISC::CBitmap &bitmap)
{
NL3D_HAUTO_UI_DRIVER;
_Driver->addCursor(name, bitmap);
}
void CDriverUser::setCursor(const std::string &name, NLMISC::CRGBA col, uint8 rot, sint hotSpotX, sint hotSpotY, bool forceRebuild)
{
NL3D_HAUTO_UI_DRIVER;
_Driver->setCursor(name, col, rot, hotSpotX, hotSpotY, forceRebuild);
}
void CDriverUser::setCursorScale(float scale)
{
NL3D_HAUTO_UI_DRIVER;
_Driver->setCursorScale(scale);
}
// ***************************************************************************
// ***************************************************************************
// Async Texture loading mgt
// ***************************************************************************
// ***************************************************************************
// ***************************************************************************
void CDriverUser::setupAsyncTextureLod(uint baseLevel, uint maxLevel)
{
NL3D_HAUTO_TEX_DRIVER;
_AsyncTextureManager.setupLod(baseLevel, maxLevel);
}
// ***************************************************************************
void CDriverUser::setupAsyncTextureMaxUploadPerFrame(uint maxup)
{
NL3D_HAUTO_TEX_DRIVER;
_AsyncTextureManager.setupMaxUploadPerFrame(maxup);
}
// ***************************************************************************
void CDriverUser::updateAsyncTexture()
{
NL3D_HAUTO_TEX_DRIVER;
_AsyncTextureManager.update(getDriver());
}
// ***************************************************************************
void CDriverUser::setupMaxTotalAsyncTextureSize(uint maxText)
{
NL3D_HAUTO_TEX_DRIVER;
_AsyncTextureManager.setupMaxTotalTextureSize(maxText);
}
// ***************************************************************************
uint CDriverUser::getTotalAsyncTextureSizeAsked() const
{
NL3D_HAUTO_TEX_DRIVER;
return _AsyncTextureManager.getTotalTextureSizeAsked();
}
// ***************************************************************************
uint CDriverUser::getLastAsyncTextureSizeGot() const
{
NL3D_HAUTO_TEX_DRIVER;
return _AsyncTextureManager.getLastTextureSizeGot();
}
// ***************************************************************************
void CDriverUser::setupMaxHLSColoringPerFrame(uint maxCol)
{
NL3D_HAUTO_TEX_DRIVER;
_AsyncTextureManager.setupMaxHLSColoringPerFrame(maxCol);
}
// ***************************************************************************
void CDriverUser::loadHLSBank(const std::string &fileName)
{
NL3D_HAUTO_TEX_DRIVER;
// load it.
CHLSTextureBank *hlsBank= new CHLSTextureBank;
try
{
std::string path= CPath::lookup(fileName);
CIFile fIn;
if(!fIn.open(path))
throw EPathNotFound(path);
fIn.serial(*hlsBank);
}
catch(const Exception &)
{
delete hlsBank;
throw;
}
// add it to the manager.
_AsyncTextureManager.HLSManager.addBank(hlsBank);
}
// ***************************************************************************
void CDriverUser::setSwapVBLInterval(uint interval)
{
NL3D_HAUTO_UI_DRIVER
_Driver->setSwapVBLInterval(interval);
}
// ***************************************************************************
uint CDriverUser::getSwapVBLInterval()
{
NL3D_HAUTO_UI_DRIVER
return _Driver->getSwapVBLInterval();
}
// ***************************************************************************
bool CDriverUser::supportMADOperator() const
{
NL3D_HAUTO_UI_DRIVER
return _Driver->supportMADOperator();
}
// ***************************************************************************
bool CDriverUser::supportBloomEffect() const
{
NL3D_HAUTO_UI_DRIVER
return _Driver->supportBloomEffect();
}
// ***************************************************************************
void CDriverUser::startBench (bool wantStandardDeviation, bool quick, bool reset)
{
_Driver->startBench (wantStandardDeviation, quick, reset);
}
// ***************************************************************************
void CDriverUser::endBench ()
{
_Driver->endBench ();
}
// ***************************************************************************
void CDriverUser::displayBench (class NLMISC::CLog *log)
{
_Driver->displayBench (log);
}
// ***************************************************************************
UWaterEnvMap *CDriverUser::createWaterEnvMap()
{
CWaterEnvMapUser *wem = new CWaterEnvMapUser;
wem->EnvMap.Driver = this;
return wem;
}
// ***************************************************************************
void CDriverUser::deleteWaterEnvMap(UWaterEnvMap *map)
{
delete (CWaterEnvMapUser *) map;
}
// ***************************************************************************
void CDriverUser::setCullMode(TCullMode cullMode)
{
NL3D_HAUTO_UI_DRIVER
_Driver->setCullMode((IDriver::TCullMode) cullMode);
}
// ***************************************************************************
UDriver::TCullMode CDriverUser::getCullMode() const
{
NL3D_HAUTO_UI_DRIVER
return (TCullMode) _Driver->getCullMode();
}
// ***************************************************************************
bool CDriverUser::isLost() const
{
NL3D_HAUTO_UI_DRIVER
return _Driver->isLost();
}
// ***************************************************************************
void CDriverUser::beginDialogMode()
{
NL3D_HAUTO_UI_DRIVER
_Driver->beginDialogMode();
}
// ***************************************************************************
void CDriverUser::endDialogMode()
{
NL3D_HAUTO_UI_DRIVER
_Driver->endDialogMode();
}
// ***************************************************************************
void CDriverUser::enableStencilTest(bool enable)
{
NL3D_HAUTO_UI_DRIVER
_Driver->enableStencilTest(enable);
}
// ***************************************************************************
bool CDriverUser::isStencilTestEnabled() const
{
NL3D_HAUTO_UI_DRIVER
return _Driver->isStencilTestEnabled();
}
// ***************************************************************************
void CDriverUser::stencilFunc(TStencilFunc stencilFunc, int ref, uint mask)
{
NL3D_HAUTO_UI_DRIVER
_Driver->stencilFunc((IDriver::TStencilFunc)stencilFunc, ref, mask);
}
// ***************************************************************************
void CDriverUser::stencilOp(TStencilOp fail, TStencilOp zfail, TStencilOp zpass)
{
NL3D_HAUTO_UI_DRIVER
_Driver->stencilOp((IDriver::TStencilOp)fail, (IDriver::TStencilOp)zfail,
(IDriver::TStencilOp)zpass);
}
// ***************************************************************************
void CDriverUser::stencilMask(uint mask)
{
NL3D_HAUTO_UI_DRIVER
_Driver->stencilMask(mask);
}
// ***************************************************************************
uint64 CDriverUser::getSwapBufferCounter()
{
NL3D_HAUTO_UI_DRIVER
return _Driver->getSwapBufferCounter();
}
// ***************************************************************************
bool CDriverUser::stretchRect(UScene * scene, class UTexture & srcUText, NLMISC::CRect &srcRect,
class UTexture & destUText, NLMISC::CRect &destRect)
{
NL3D_HAUTO_UI_DRIVER
ITexture * srcText = (dynamic_cast<CTextureUser *>(&srcUText))->getITexture();
ITexture * destText = (dynamic_cast<CTextureUser *>(&destUText))->getITexture();
if(!_Driver->stretchRect(srcText, srcRect, destText, destRect))
{
setRenderTarget(destUText, 0, 0, destRect.Width, destRect.Height);
// init quad
NLMISC::CQuadUV quad;
quad.V0 = CVector(0.f, 0.f, 0.5f);
quad.V1 = CVector(1.f, 0.f, 0.5f);
quad.V2 = CVector(1.f, 1.f, 0.5f);
quad.V3 = CVector(0.f, 1.f, 0.5f);
float newU = _Driver->isTextureRectangle(srcText) ? (float)srcRect.Width : 1.f;
float newV = _Driver->isTextureRectangle(srcText) ? (float)srcRect.Height : 1.f;
quad.Uv0 = CUV(0.0f, 0.0f);
quad.Uv1 = CUV(newU, 0.0f);
quad.Uv2 = CUV(newU, newV);
quad.Uv3 = CUV(0.0f, newV);
// init material
_MatTextStretchInternal.setTexture(0, srcText);
// display
UCamera pCam = scene->getCam();
setMatrixMode2D11();
drawQuad(quad, _MatStretchText);
setMatrixMode3D(pCam);
_MatTextStretchInternal.setTexture(0, NULL);
CTextureUser cu;
setRenderTarget(cu, 0, 0, 0, 0);
}
return true;
}
// ***************************************************************************
bool CDriverUser::setRenderTarget(class UTexture & uTex, uint32 x, uint32 y, uint32 width, uint32 height, uint32 mipmapLevel, uint32 cubeFace)
{
ITexture * tex = (dynamic_cast<CTextureUser *>(&uTex))->getITexture();
if(tex!=NULL)
{
CTextureUser cu;
setRenderTarget(cu);
}
bool result = _Driver->setRenderTarget(tex, x, y, width, height, mipmapLevel, cubeFace);
setupMatrixContext();
return result;
}
bool CDriverUser::copyTextToClipboard(const ucstring &text)
{
return _Driver->copyTextToClipboard(text);
}
bool CDriverUser::pasteTextFromClipboard(ucstring &text)
{
return _Driver->pasteTextFromClipboard(text);
}
} // NL3D