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355 lines
10 KiB
C++
355 lines
10 KiB
C++
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/**
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* \file nelrenderer.cpp
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* \date November 2004
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* \author Matt Raykowski
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* \author Henri Kuuste
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*/
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// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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/************************************************************************
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purpose: Implementation of Renderer class for Nevrax engine
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For use with GUI Library:
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Crazy Eddie's GUI System (http://crayzedsgui.sourceforge.net)
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Copyright (C)2004 Paul D Turner (crayzed@users.sourceforge.net)
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This file contains code that is specific to NeL (http://www.nevrax.org)
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*************************************************************************/
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#include "CEGUIImagesetManager.h"
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#include "CEGUIImageset.h"
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#include "CEGUIImage.h"
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#include "CEGUIExceptions.h"
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#include "CEGUISystem.h"
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#include "CEGUIEventArgs.h"
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#include "CEGUIImageCodec.h"
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#include "CEGUIDynamicModule.h"
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#include <nel/misc/dynloadlib.h>
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//#include <nel/cegui/inelrenderer.h>
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#include <nel/cegui/nelrenderer.h>
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#include <nel/cegui/neltexture.h>
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#include <nel/cegui/nelresourceprovider.h>
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#include <nel/3d/u_material.h>
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#include <nel/3d/u_driver.h>
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#include <nel/cegui/inellibrary.h>
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#include <algorithm>
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#ifdef NL_OS_WINDOWS
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# define NOMINMAX
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# include <windows.h>
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#endif
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#define S_(X) #X
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#define STRINGIZE(X) S_(X)
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#ifndef NL_STATIC
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//class CCeguiRendererNelLibrary : public NLMISC::INelLibrary {
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// void onLibraryLoaded(bool /* firstTime */) { }
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// void onLibraryUnloaded(bool /* lastTime */) { }
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//};
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NLMISC_DECL_PURE_LIB(CCeguiRendererNelLibrary)
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#endif /* #ifndef NL_STATIC */
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/*
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* Sound driver instance creation
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*/
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#ifdef NL_OS_WINDOWS
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// ******************************************************************
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#ifdef NL_STATIC
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Renderer* createNeLRendererInstance
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#else
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__declspec(dllexport) CEGUI::Renderer *createNeLRendererInstance
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#endif
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(NL3D::UDriver *driver, bool withRP=true)
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{
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return new CEGUI::NeLRenderer(driver, withRP);
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}
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// ******************************************************************
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#elif defined (NL_OS_UNIX)
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extern "C"
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{
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CEGUI::Renderer *createNeLRendererInstance(NL3D::UDriver *driver, bool withRP=true)
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{
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return new CEGUI::NeLRenderer(driver, withRP);
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}
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} // extern "C"
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#endif // NL_OS_UNIX
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// Start of CEGUI namespace section
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namespace CEGUI
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{
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class NeLTexture;
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/*************************************************************************
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Constants definitions
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*************************************************************************/
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const int NeLRenderer::VERTEX_PER_QUAD = 4;
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const int NeLRenderer::VERTEX_PER_TRIANGLE = 3;
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const int NeLRenderer::VERTEXBUFFER_CAPACITY = 4096;
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NeLRenderer::NeLRenderer(NL3D::UDriver *driver, bool withRP, ImageCodec* codec)
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{
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m_Driver=driver;
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d_queueing=true;
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NL3D::UDriver::CMode mode;
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driver->getCurrentScreenMode(mode);
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d_display_area.d_left=0;
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d_display_area.d_top=0;
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d_display_area.d_right=(float)driver->getWindowWidth();
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d_display_area.d_bottom=(float)driver->getWindowHeight();
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m_InputDriver.addToServer(m_Driver->EventServer);
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m_InputDriver.setScreenMode(d_display_area.getWidth(),d_display_area.getHeight(),(float)mode.Depth);
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m_InputDriver.setDriver(m_Driver);
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NLMISC::CHTimer::startBench();
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m_NelProvider=withRP;
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m_FrameCount=0;
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m_ImageCodec = codec;
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m_ImageCodecModule = NULL;
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if(!m_ImageCodec)
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setupImageCodec("");
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}
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NeLRenderer::~NeLRenderer(void)
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{
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destroyAllTextures();
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cleanupImageCodec();
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m_InputDriver.removeFromServer(m_Driver->EventServer);
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NLMISC::CHTimer::clear();
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}
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// void NeLRenderer::addSearchPath(const std::string &path, bool recurse, bool alternative, class NLMISC::IProgressCallback *progressCallBack) {
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// NLMISC::CPath::addSearchPath(path.c_str(),recurse,alternative,progressCallBack);
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// }
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void NeLRenderer::addQuad(const Rect& dest_rect, float z, const Texture* tex, const Rect& texture_rect, const ColourRect& colours, QuadSplitMode quad_split_mode)
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{
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using namespace NLMISC;
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H_AUTO(NeLRenderer_addQuad);
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/*
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* Special note: quad splitting is not yet supported.
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*/
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NLMISC::CQuadColorUV nelquad;
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NeLTexture *text=(NeLTexture *)tex;
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// set quad position, flipping y co-ordinates, and applying appropriate texel origin offset
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Rect position=dest_rect;
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position.offset(Point(-0.5f, -0.5f));
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// upper left
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nelquad.V0.set(position.d_left, position.d_top, z);
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nelquad.Uv0.set(texture_rect.d_left, texture_rect.d_top);
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nelquad.Color0=colorToNeL(colours.d_bottom_left);
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// upper right
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nelquad.V1.set(position.d_right, position.d_top, z);
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nelquad.Uv1.set(texture_rect.d_right, texture_rect.d_top);
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nelquad.Color1=colorToNeL(colours.d_bottom_right);
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// lower right
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nelquad.V2.set(position.d_right, position.d_bottom, z);
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nelquad.Uv2.set(texture_rect.d_right, texture_rect.d_bottom);
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nelquad.Color2=colorToNeL(colours.d_top_right);
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// lower left
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nelquad.V3.set(position.d_left, position.d_bottom, z);
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nelquad.Uv3.set(texture_rect.d_left, texture_rect.d_bottom);
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nelquad.Color3=colorToNeL(colours.d_top_left);
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if(!d_queueing) {
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renderQuad(nelquad,text->getNeLTexture());
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} else {
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QuadVector::reverse_iterator itr = d_quadlist.rbegin();
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if((d_quadlist.size() > 0) && ((*itr).texture == text)) {
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(*itr).quads.push_back(nelquad);
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} else {
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QuadInfo qI;
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qI.texture = text;
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qI.quads.push_back(nelquad);
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d_quadlist.push_back(qI);
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}
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}
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}
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void NeLRenderer::renderQuad(NLMISC::CQuadColorUV quad, NL3D::UMaterial mat) {
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using namespace NLMISC;
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H_AUTO(NeLRenderer_renderQuad);
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m_Driver->setFrustum(NL3D::CFrustum(0, d_display_area.getWidth(), d_display_area.getHeight(), 0, -1, 1, false));
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m_Driver->drawQuad(quad,mat);
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}
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void NeLRenderer::doRender(void)
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{
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using namespace NLMISC;
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H_AUTO(NeLRenderer_doRender);
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// set the culling frustrum
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m_Driver->setFrustum(NL3D::CFrustum(0, d_display_area.getWidth(), d_display_area.getHeight(), 0, -1, 1, false));
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// and go through the list.
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for(QuadVector::iterator itr=d_quadlist.begin();itr!=d_quadlist.end();itr++) {
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NL3D::UMaterial mat = (*itr).texture->getNeLTexture();
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m_Driver->drawQuads((*itr).quads,mat);
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}
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m_FrameCount++;
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if(m_FrameCount==200) {
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#ifdef _DEBUG
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NLMISC::CHTimer::displaySummary();
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nlinfo("Quad list size: %d", d_quadlist.size());
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#endif
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m_FrameCount=0;
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}
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}
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void NeLRenderer::clearRenderList(void)
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{
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d_quadlist.clear();
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}
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Texture *NeLRenderer::createTexture(void)
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{
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NeLTexture *tex=new NeLTexture(this);
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d_texturelist.push_back((NeLTexture *const)tex);
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return tex;
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}
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Texture *NeLRenderer::createTexture(const String &filename, const String &resourceGroup)
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{
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NeLTexture *tex=(NeLTexture*)createTexture();
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tex->loadFromFile(filename, resourceGroup);
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return tex;
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}
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Texture *NeLRenderer::createTexture(float size)
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{
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NeLTexture* tex = (NeLTexture*)createTexture();
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return tex;
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}
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void NeLRenderer::destroyTexture(Texture* texture)
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{
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if (texture != NULL)
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{
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NeLTexture *tex=(NeLTexture *)texture;
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d_texturelist.remove((NeLTexture *const)tex);
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delete tex;
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}
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}
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void NeLRenderer::destroyAllTextures(void)
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{
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while(!d_texturelist.empty())
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{
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destroyTexture((Texture *)*(d_texturelist.begin()));
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}
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}
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void NeLRenderer::sortQuads(void)
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{
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;
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}
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void NeLRenderer::setQueueingEnabled(bool setting) {
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d_queueing = setting;
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}
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bool NeLRenderer::isQueueingEnabled(void) const {
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return d_queueing;
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}
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NLMISC::CRGBA NeLRenderer::colorToNeL(CEGUI::colour color) {
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NLMISC::CRGBA ctmp;
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ctmp.set((uint8)(color.getRed()*255),(uint8)(color.getGreen()*255),(uint8)(color.getBlue()*255),(uint8)(color.getAlpha()*255));
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return ctmp;
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}
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ResourceProvider* NeLRenderer::createResourceProvider(void)
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{
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if(d_resourceProvider==0) {
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//if(m_NelProvider) {
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d_resourceProvider = new NeLResourceProvider();
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//} else {
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// d_resourceProvider = new DefaultResourceProvider();
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//}
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}
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return d_resourceProvider;
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}
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ImageCodec &NeLRenderer::getImageCodec(void) {
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return *m_ImageCodec;
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}
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void NeLRenderer::setImageCodec(const String &codecName) {
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setupImageCodec(codecName);
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}
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void NeLRenderer::setImageCodec(ImageCodec *codec) {
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if(codec) {
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cleanupImageCodec();
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m_ImageCodec = codec;
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m_ImageCodecModule = 0;
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}
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}
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void NeLRenderer::setupImageCodec(const String& codecName) {
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// Cleanup the old image codec
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if(m_ImageCodec)
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cleanupImageCodec();
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// Test whether we should use the default codec or not
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if(codecName.empty())
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m_ImageCodecModule = new DynamicModule(String("CEGUI") + m_DefaultImageCodecName);
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else
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m_ImageCodecModule = new DynamicModule(String("CEGUI") + codecName);
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// Create the codec object itself
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ImageCodec* (*createFunc)(void) = (ImageCodec* (*)(void))m_ImageCodecModule->getSymbolAddress("createImageCodec");
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m_ImageCodec = createFunc();
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}
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void NeLRenderer::cleanupImageCodec() {
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if (m_ImageCodec && m_ImageCodecModule) {
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void(*deleteFunc)(ImageCodec*) = (void(*)(ImageCodec*))m_ImageCodecModule->getSymbolAddress("destroyImageCodec");
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deleteFunc(m_ImageCodec);
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m_ImageCodec = 0;
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delete m_ImageCodecModule;
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m_ImageCodecModule = 0;
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}
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}
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String NeLRenderer::m_DefaultImageCodecName("DevILImageCodec");
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} // end namespace CEGUI
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