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- /*
- ** Command & Conquer Renegade(tm)
- ** Copyright 2025 Electronic Arts Inc.
- **
- ** This program is free software: you can redistribute it and/or modify
- ** it under the terms of the GNU 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 General Public License for more details.
- **
- ** You should have received a copy of the GNU General Public License
- ** along with this program. If not, see <http://www.gnu.org/licenses/>.
- */
- /***********************************************************************************************
- *** 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 ***
- ***********************************************************************************************
- * *
- * Project Name : WW3D *
- * *
- * $Archive:: /Commando/Code/ww3d2/render2d.h $*
- * *
- * Author:: Greg Hjelstrom *
- * *
- * $Modtime:: 12/17/01 11:47a $*
- * *
- * $Revision:: 26 $*
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #if defined(_MSC_VER)
- #pragma once
- #endif
- #ifndef RENDER2D_H
- #define RENDER2D_H
- #include "always.h"
- //#include "simplevec.h"
- #include "vector.h"
- #include "vector2.h"
- #include "shader.h"
- #include "widestring.h"
- #include "rect.h"
- #include "bittype.h"
- class Font3DInstanceClass;
- class TextureClass;
- class Vector3;
- class Vector4;
- /*
- ** Macros
- */
- //
- // Vector RGB to INT32 methods (normalized components)
- //
- #define VRGB_TO_INT32(rgb) (unsigned(rgb[0]*255.0f)<<16)|(unsigned(rgb[1]*255.0f)<<8)|(unsigned(rgb[2]*255.0f))|0xFF000000
- #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))
- //
- // RGB to INT32 methods (each component is a value from 0 - 255)
- //
- #define RGB_TO_INT32(r,g,b) (unsigned(r)<<16)|(unsigned(g)<<8)|(unsigned(b))|0xFF000000
- #define RGBA_TO_INT32(r,g,b,a) (unsigned(a)<<24)|(unsigned(r)<<16)|(unsigned(g)<<8)|(unsigned(b))
- //
- // Float RGB to INT32 methods (each component is a float between 0.0 and 1.0)
- //
- #define FRGB_TO_INT32(r,g,b) (unsigned(r*255.0f)<<16)|(unsigned(g*255.0f)<<8)|(unsigned(b*255.0f))|0xFF000000
- #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))
- //
- // INT32 to Vector RGB methods
- //
- #define INT32_TO_VRGB(color, vrgb) \
- vrgb[0] = ((color & 0x00FF0000) >> 16) / 256.0F; \
- vrgb[1] = ((color & 0x0000FF00) >> 8) / 256.0F; \
- vrgb[2] = ((color & 0x000000FF)) / 256.0F;
- #define INT32_TO_VRGBA(color, vrgba) \
- vrgba[0] = ((color & 0x00FF0000) >> 16) / 256.0F; \
- vrgba[1] = ((color & 0x0000FF00) >> 8) / 256.0F; \
- vrgba[2] = ((color & 0x000000FF)) / 256.0F; \
- vrgba[3] = ((color & 0xFF000000) >> 24) / 256.0F;
- /*
- ** Render2DClass
- */
- class Render2DClass {
- public:
- Render2DClass( TextureClass* tex = NULL );
- virtual ~Render2DClass(void);
- virtual void Reset(void);
- void Render(void);
- void Set_Coordinate_Range( const RectClass & range );
- void Set_Texture(TextureClass* tex);
- TextureClass * Peek_Texture( void ) { return Texture; }
- void Set_Texture( const char * filename );
- void Enable_Additive(bool b);
- void Enable_Alpha(bool b);
- void Enable_Texturing(bool b);
-
- ShaderClass * Get_Shader( void ) { return &Shader; }
- static ShaderClass Get_Default_Shader( void );
- // Add Quad
- void Add_Quad( const Vector2 & v0, const Vector2 & v1, const Vector2 & v2, const Vector2 & v3, const RectClass & uv, unsigned long color = 0xFFFFFFFF );
- void Add_Quad_Backfaced( const Vector2 & v0, const Vector2 & v1, const Vector2 & v2, const Vector2 & v3, const RectClass & uv, unsigned long color = 0xFFFFFFFF );
- void Add_Quad( const RectClass & screen, const RectClass & uv, unsigned long color = 0xFFFFFFFF );
- void Add_Quad( const Vector2 & v0, const Vector2 & v1, const Vector2 & v2, const Vector2 & v3, unsigned long color = 0xFFFFFFFF );
- void Add_Quad( const RectClass & screen, unsigned long color = 0xFFFFFFFF );
- void Add_Quad_VGradient( const RectClass & screen, unsigned long top_color, unsigned long bottom_color );
- void Add_Quad_HGradient( const RectClass & screen, unsigned long left_color, unsigned long right_color );
- // Add Tri
- 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 );
- // Primitive support
- void Add_Line( const Vector2 & a, const Vector2 & b, float width, unsigned long color = 0xFFFFFFFF );
- void Add_Line( const Vector2 & a, const Vector2 & b, float width, const RectClass & uv, unsigned long color = 0xFFFFFFFF );
- void Add_Outline( const RectClass & rect, float width = 1.0F, unsigned long color = 0xFFFFFFFF );
- void Add_Outline( const RectClass & rect, float width, const RectClass & uv, unsigned long color = 0xFFFFFFFF );
- void Add_Rect( const RectClass & rect, float border_width = 1.0F, uint32 border_color = 0xFF000000, uint32 fill_color = 0xFFFFFFFF);
- void Set_Hidden( bool hide ) { IsHidden = hide; }
- // Z-value support (this is usefull for playing tricks with the z-buffer)
- void Set_Z_Value (float z_value) { ZValue = z_value; }
- // Move all verts
- void Move( const Vector2 & a );
- // Force all alphas
- void Force_Alpha( float alpha );
- void Force_Color( int color );
- // Color access
- DynamicVectorClass<unsigned long> & Get_Color_Array (void) { return Colors; }
- // statics to access the Screen Resolution in Pixels
- static void Set_Screen_Resolution( const RectClass & screen );
- static const RectClass & Get_Screen_Resolution( void ) { return ScreenResolution; }
- protected:
- Vector2 CoordinateScale;
- Vector2 CoordinateOffset;
- Vector2 BiasedCoordinateOffset;
- TextureClass * Texture;
- ShaderClass Shader;
- DynamicVectorClass<unsigned short> Indices;
- unsigned short PreAllocatedIndices[60];
- DynamicVectorClass<Vector2> Vertices;
- Vector2 PreAllocatedVertices[60];
- DynamicVectorClass<Vector2> UVCoordinates;
- Vector2 PreAllocatedUVCoordinates[60];
- DynamicVectorClass<unsigned long> Colors;
- unsigned long PreAllocatedColors[60];
- bool IsHidden;
- float ZValue;
- static RectClass ScreenResolution;
- Vector2 Convert_Vert( const Vector2 & v );
- void Convert_Vert( Vector2 & vert_out, const Vector2 & vert_in );
- void Convert_Vert( Vector2 & vert_out, float x_in, float y_in );
- void Update_Bias( void );
- void Internal_Add_Quad_Vertices( const Vector2 & v0, const Vector2 & v1, const Vector2 & v2, const Vector2 & v3 );
- void Internal_Add_Quad_Vertices( const RectClass & screen );
- void Internal_Add_Quad_UVs( const RectClass & uv );
- void Internal_Add_Quad_Colors( unsigned long color );
- void Internal_Add_Quad_VColors( unsigned long color1, unsigned long color2 );
- void Internal_Add_Quad_HColors( unsigned long color1, unsigned long color2 );
- void Internal_Add_Quad_Indicies( int start_vert_index, bool backfaced = false );
- };
- /*
- ** Render2DTextClass
- */
- class Render2DTextClass : public Render2DClass {
- public:
- Render2DTextClass(Font3DInstanceClass *font=NULL);
- ~Render2DTextClass();
- virtual void Reset(void);
- Font3DInstanceClass * Peek_Font( void ) { return Font; }
- void Set_Font( Font3DInstanceClass *font );
- void Set_Location( const Vector2 & loc ) { Location = loc; Cursor = loc; }
- void Set_Wrapping_Width (float width) { WrapWidth = width; }
-
- // Clipping support
- void Set_Clipping_Rect( const RectClass &rect ) { ClipRect = rect; IsClippedEnabled = true; }
- bool Is_Clipping_Enabled( void ) const { return IsClippedEnabled; }
- void Enable_Clipping( bool onoff ) { IsClippedEnabled = onoff; }
- void Draw_Text( const char * text, unsigned long color = 0xFFFFFFFF );
- void Draw_Text( const WCHAR * text, unsigned long color = 0xFFFFFFFF );
- void Draw_Block( const RectClass & screen, unsigned long color = 0xFFFFFFFF );
- const RectClass & Get_Draw_Extents( void ) { return DrawExtents; }
- const RectClass & Get_Total_Extents( void ) { return TotalExtents; }
- const Vector2 & Get_Cursor( void ) { return Cursor; }
- Vector2 Get_Text_Extents( const WCHAR * text );
- private:
- Font3DInstanceClass* Font;
- Vector2 Location;
- Vector2 Cursor;
- float WrapWidth;
- RectClass DrawExtents;
- RectClass TotalExtents;
- RectClass BlockUV;
- RectClass ClipRect;
- bool IsClippedEnabled;
- void Draw_Char( WCHAR ch, unsigned long color );
- };
- #endif // RENDER2D_H
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