mirror of
https://github.com/electronicarts/CnC_Renegade.git
synced 2025-12-16 07:31:40 -05:00
Initial commit of Command & Conquer Renegade source code.
This commit is contained in:
239
Code/ww3d2/render2d.h
Normal file
239
Code/ww3d2/render2d.h
Normal file
@@ -0,0 +1,239 @@
|
||||
/*
|
||||
** 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
|
||||
Reference in New Issue
Block a user