// NeL - MMORPG Framework // 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 . #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), 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)); } // ---------------------------------------------------------------------------- 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 &modes) { std::vector 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)); 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 &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 &q, UMaterial &mat) { H_AUTO2; const CQuadColorUV *qptr = &(q[0]); drawQuads(qptr , (uint32)q.size(), mat); } // *************************************************************************** void CDriverUser::drawQuads(const std::vector &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 &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 &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 &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(&srcUText))->getITexture(); ITexture * destText = (dynamic_cast(&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(&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