239 lines
9.6 KiB
C++
239 lines
9.6 KiB
C++
/*
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** Command & Conquer Renegade(tm)
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** Copyright 2025 Electronic Arts Inc.
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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 General Public License as published by
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** the Free Software Foundation, either version 3 of the License, or
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** (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 General Public License for more details.
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**
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** You should have received a copy of the GNU 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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/***********************************************************************************************
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*** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
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***********************************************************************************************
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* *
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* Project Name : WW3D *
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* *
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* $Archive:: /Commando/Code/ww3d2/render2d.h $*
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* *
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* Author:: Greg Hjelstrom *
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* *
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* $Modtime:: 12/17/01 11:47a $*
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* *
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* $Revision:: 26 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#if defined(_MSC_VER)
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#pragma once
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#endif
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#ifndef RENDER2D_H
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#define RENDER2D_H
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#include "always.h"
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//#include "simplevec.h"
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#include "vector.h"
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#include "vector2.h"
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#include "shader.h"
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#include "widestring.h"
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#include "rect.h"
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#include "bittype.h"
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class Font3DInstanceClass;
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class TextureClass;
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class Vector3;
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class Vector4;
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/*
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** Macros
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*/
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//
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// Vector RGB to INT32 methods (normalized components)
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//
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#define VRGB_TO_INT32(rgb) (unsigned(rgb[0]*255.0f)<<16)|(unsigned(rgb[1]*255.0f)<<8)|(unsigned(rgb[2]*255.0f))|0xFF000000
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#define VRGBA_TO_INT32(rgb) (unsigned(rgb[3]*255.0f)<<24)|(unsigned(rgb[0]*255.0f)<<16)|(unsigned(rgb[1]*255.0f)<<8)|(unsigned(rgb[2]*255.0f))
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//
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// RGB to INT32 methods (each component is a value from 0 - 255)
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//
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#define RGB_TO_INT32(r,g,b) (unsigned(r)<<16)|(unsigned(g)<<8)|(unsigned(b))|0xFF000000
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#define RGBA_TO_INT32(r,g,b,a) (unsigned(a)<<24)|(unsigned(r)<<16)|(unsigned(g)<<8)|(unsigned(b))
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//
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// Float RGB to INT32 methods (each component is a float between 0.0 and 1.0)
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//
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#define FRGB_TO_INT32(r,g,b) (unsigned(r*255.0f)<<16)|(unsigned(g*255.0f)<<8)|(unsigned(b*255.0f))|0xFF000000
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#define FRGBA_TO_INT32(r,g,b,a) (unsigned(a*255.0f)<<24)|(unsigned(r*255.0f)<<16)|(unsigned(g*255.0f)<<8)|(unsigned(b*255.0f))
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//
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// INT32 to Vector RGB methods
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//
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#define INT32_TO_VRGB(color, vrgb) \
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vrgb[0] = ((color & 0x00FF0000) >> 16) / 256.0F; \
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vrgb[1] = ((color & 0x0000FF00) >> 8) / 256.0F; \
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vrgb[2] = ((color & 0x000000FF)) / 256.0F;
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#define INT32_TO_VRGBA(color, vrgba) \
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vrgba[0] = ((color & 0x00FF0000) >> 16) / 256.0F; \
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vrgba[1] = ((color & 0x0000FF00) >> 8) / 256.0F; \
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vrgba[2] = ((color & 0x000000FF)) / 256.0F; \
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vrgba[3] = ((color & 0xFF000000) >> 24) / 256.0F;
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/*
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** Render2DClass
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*/
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class Render2DClass {
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public:
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Render2DClass( TextureClass* tex = NULL );
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virtual ~Render2DClass(void);
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virtual void Reset(void);
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void Render(void);
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void Set_Coordinate_Range( const RectClass & range );
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void Set_Texture(TextureClass* tex);
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TextureClass * Peek_Texture( void ) { return Texture; }
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void Set_Texture( const char * filename );
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void Enable_Additive(bool b);
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void Enable_Alpha(bool b);
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void Enable_Texturing(bool b);
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ShaderClass * Get_Shader( void ) { return &Shader; }
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static ShaderClass Get_Default_Shader( void );
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// Add Quad
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void Add_Quad( const Vector2 & v0, const Vector2 & v1, const Vector2 & v2, const Vector2 & v3, const RectClass & uv, unsigned long color = 0xFFFFFFFF );
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void Add_Quad_Backfaced( const Vector2 & v0, const Vector2 & v1, const Vector2 & v2, const Vector2 & v3, const RectClass & uv, unsigned long color = 0xFFFFFFFF );
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void Add_Quad( const RectClass & screen, const RectClass & uv, unsigned long color = 0xFFFFFFFF );
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void Add_Quad( const Vector2 & v0, const Vector2 & v1, const Vector2 & v2, const Vector2 & v3, unsigned long color = 0xFFFFFFFF );
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void Add_Quad( const RectClass & screen, unsigned long color = 0xFFFFFFFF );
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void Add_Quad_VGradient( const RectClass & screen, unsigned long top_color, unsigned long bottom_color );
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void Add_Quad_HGradient( const RectClass & screen, unsigned long left_color, unsigned long right_color );
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// Add Tri
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void Add_Tri( const Vector2 & v0, const Vector2 & v1, const Vector2 & v2, const Vector2 & uv0, const Vector2 & uv1, const Vector2 & uv2, unsigned long color = 0xFFFFFFFF );
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// Primitive support
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void Add_Line( const Vector2 & a, const Vector2 & b, float width, unsigned long color = 0xFFFFFFFF );
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void Add_Line( const Vector2 & a, const Vector2 & b, float width, const RectClass & uv, unsigned long color = 0xFFFFFFFF );
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void Add_Outline( const RectClass & rect, float width = 1.0F, unsigned long color = 0xFFFFFFFF );
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void Add_Outline( const RectClass & rect, float width, const RectClass & uv, unsigned long color = 0xFFFFFFFF );
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void Add_Rect( const RectClass & rect, float border_width = 1.0F, uint32 border_color = 0xFF000000, uint32 fill_color = 0xFFFFFFFF);
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void Set_Hidden( bool hide ) { IsHidden = hide; }
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// Z-value support (this is usefull for playing tricks with the z-buffer)
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void Set_Z_Value (float z_value) { ZValue = z_value; }
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// Move all verts
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void Move( const Vector2 & a );
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// Force all alphas
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void Force_Alpha( float alpha );
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void Force_Color( int color );
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// Color access
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DynamicVectorClass<unsigned long> & Get_Color_Array (void) { return Colors; }
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// statics to access the Screen Resolution in Pixels
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static void Set_Screen_Resolution( const RectClass & screen );
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static const RectClass & Get_Screen_Resolution( void ) { return ScreenResolution; }
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protected:
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Vector2 CoordinateScale;
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Vector2 CoordinateOffset;
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Vector2 BiasedCoordinateOffset;
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TextureClass * Texture;
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ShaderClass Shader;
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DynamicVectorClass<unsigned short> Indices;
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unsigned short PreAllocatedIndices[60];
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DynamicVectorClass<Vector2> Vertices;
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Vector2 PreAllocatedVertices[60];
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DynamicVectorClass<Vector2> UVCoordinates;
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Vector2 PreAllocatedUVCoordinates[60];
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DynamicVectorClass<unsigned long> Colors;
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unsigned long PreAllocatedColors[60];
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bool IsHidden;
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float ZValue;
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static RectClass ScreenResolution;
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Vector2 Convert_Vert( const Vector2 & v );
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void Convert_Vert( Vector2 & vert_out, const Vector2 & vert_in );
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void Convert_Vert( Vector2 & vert_out, float x_in, float y_in );
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void Update_Bias( void );
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void Internal_Add_Quad_Vertices( const Vector2 & v0, const Vector2 & v1, const Vector2 & v2, const Vector2 & v3 );
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void Internal_Add_Quad_Vertices( const RectClass & screen );
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void Internal_Add_Quad_UVs( const RectClass & uv );
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void Internal_Add_Quad_Colors( unsigned long color );
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void Internal_Add_Quad_VColors( unsigned long color1, unsigned long color2 );
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void Internal_Add_Quad_HColors( unsigned long color1, unsigned long color2 );
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void Internal_Add_Quad_Indicies( int start_vert_index, bool backfaced = false );
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};
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/*
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** Render2DTextClass
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*/
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class Render2DTextClass : public Render2DClass {
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public:
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Render2DTextClass(Font3DInstanceClass *font=NULL);
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~Render2DTextClass();
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virtual void Reset(void);
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Font3DInstanceClass * Peek_Font( void ) { return Font; }
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void Set_Font( Font3DInstanceClass *font );
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void Set_Location( const Vector2 & loc ) { Location = loc; Cursor = loc; }
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void Set_Wrapping_Width (float width) { WrapWidth = width; }
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// Clipping support
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void Set_Clipping_Rect( const RectClass &rect ) { ClipRect = rect; IsClippedEnabled = true; }
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bool Is_Clipping_Enabled( void ) const { return IsClippedEnabled; }
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void Enable_Clipping( bool onoff ) { IsClippedEnabled = onoff; }
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void Draw_Text( const char * text, unsigned long color = 0xFFFFFFFF );
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void Draw_Text( const WCHAR * text, unsigned long color = 0xFFFFFFFF );
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void Draw_Block( const RectClass & screen, unsigned long color = 0xFFFFFFFF );
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const RectClass & Get_Draw_Extents( void ) { return DrawExtents; }
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const RectClass & Get_Total_Extents( void ) { return TotalExtents; }
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const Vector2 & Get_Cursor( void ) { return Cursor; }
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Vector2 Get_Text_Extents( const WCHAR * text );
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private:
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Font3DInstanceClass* Font;
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Vector2 Location;
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Vector2 Cursor;
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float WrapWidth;
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RectClass DrawExtents;
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RectClass TotalExtents;
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RectClass BlockUV;
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RectClass ClipRect;
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bool IsClippedEnabled;
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void Draw_Char( WCHAR ch, unsigned long color );
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};
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#endif // RENDER2D_H
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