Merge with ryzomcore/v0.11.0

--HG--
branch : compatibility
hg/compatibility
kaetemi 10 years ago
commit 53b3a51b54

@ -260,3 +260,5 @@ code/web/public_php/role_support
code/web/public_php/role_domain
code/web/public_php/db_version_ring
code/web/public_php/config_user.php
code/nel/tools/build_gamedata/processes/pz/build_world_packed_col.cfg
code/nel/tools/build_gamedata/processes/cartographer/island_screenshots.cfg

@ -2,3 +2,4 @@
00d9b6e29e95f56785fbf85abe60afd34674f402 ryzomcore/v0.9.0
79776c337176dd5b02e1a74fe5dfb703b91747aa ryzomcore/v0.9.1
fedf2aa443d09707beed814b0f499c6a5519cc84 ryzomcore/v0.10.0
edaa3624a56420b02ccc64c26059801a389927ee ryzomcore/v0.11.0

@ -2,7 +2,7 @@
#
# NeL
# Authors: Nevrax and the NeL Community
# Version: 0.10.0
# Version: 0.11.0
#
# Notes:
# * Changing install location: add -DCMAKE_INSTALL_PREFIX:PATH=/my/new/path
@ -47,7 +47,7 @@ CHECK_OUT_OF_SOURCE()
CMAKE_MINIMUM_REQUIRED(VERSION 2.6)
PROJECT(RyzomCore CXX C)
SET(NL_VERSION_MAJOR 0)
SET(NL_VERSION_MINOR 10)
SET(NL_VERSION_MINOR 11)
SET(NL_VERSION_PATCH 0)
SET(NL_VERSION "${NL_VERSION_MAJOR}.${NL_VERSION_MINOR}.${NL_VERSION_PATCH}")

@ -52,12 +52,6 @@ IF(DXSDK_DIR)
FIND_DXSDK_LIBRARY(DXSDK_XAUDIO_LIBRARY x3daudio)
FIND_DXSDK_LIBRARY(DXSDK_D3DX9_LIBRARY d3dx9)
FIND_DXSDK_LIBRARY(DXSDK_D3D9_LIBRARY d3d9)
#FIND_DXSDK_LIBRARY(DXSDK_MESH_LIBRARY mesh)
#FIND_DXSDK_LIBRARY(DXSDK_MAXUTIL_LIBRARY maxutil)
#FIND_DXSDK_LIBRARY(DXSDK_MAXSCRIPT_LIBRARY maxscrpt)
#FIND_DXSDK_LIBRARY(DXSDK_PARAMBLK2_LIBRARY paramblk2)
#FIND_DXSDK_LIBRARY(DXSDK_BMM_LIBRARY bmm)
ENDIF(DXSDK_DIR)
# Handle the QUIETLY and REQUIRED arguments and set DXSDK_FOUND to TRUE if

@ -12,6 +12,12 @@ MACRO(FIND_CORRECT_LUA_VERSION)
SET(LUA52_LIBRARY "liblua5.2")
CHECK_LINKED_LIBRARY(LUABIND_LIBRARY_RELEASE LUA52_LIBRARY LUALIB_FOUND)
IF(NOT LUALIB_FOUND)
# fedora (v20)
SET(LUA52_LIBRARY "liblua-5.2")
CHECK_LINKED_LIBRARY(LUABIND_LIBRARY_RELEASE LUA52_LIBRARY LUALIB_FOUND)
ENDIF(NOT LUALIB_FOUND)
IF(LUALIB_FOUND)
MESSAGE(STATUS "Luabind is using Lua 5.2")
FIND_PACKAGE(Lua52 REQUIRED)

@ -71,7 +71,7 @@ public:
// For clipTrav. cleared at beginning of CClipTrav::traverse
void clearVisibleList();
// For ClipTrav only. NB: list is cleared at begininng of traverse(). NB: only CTransform are supported
// For ClipTrav only. NB: list is cleared at beginning of traverse(). NB: only CTransform are supported
void addVisibleModel(CTransform *model)
{
_VisibleList[_CurrentNumVisibleModels]= model;

@ -31,6 +31,7 @@ namespace NL3D
class UDriver;
class UScene;
class CTextureUser;
//-----------------------------------------------------------------------------------------------------------
//---------------------------------------- CBloomEffect -----------------------------------------------------
@ -52,19 +53,14 @@ public:
// Destructor
~CBloomEffect();
// Called after the Driver initialization to indicate if OpenGL or Direct3D is used.
// They are some differences in bloom algorithm depending on this API choice.
// If bloom effect is activated and supported, private method init() is called to initialize
// textures and materials.
// initBloomEffect = false => directx
// initBloomEffect = true => opengl
void init(bool initBloomEffect);
// Called after the Driver initialization.
void init();
// must be called before init
void setDriver(UDriver *driver) { _Driver = driver; }
UDriver* getDriver() const { return _Driver; }
// must be called before initBloom
// must be called before applyBloom
void setScene(UScene *scene) { _Scene = scene; }
UScene* getScene() const { return _Scene; }
@ -76,6 +72,9 @@ public:
void setDensityBloom(uint8 densityBloom) { _DensityBloom = densityBloom; }
uint8 getDensityBloom() const { return _DensityBloom; }
// Applies bloom to the current render target
void applyBloom();
// Called at the beginning of renderAll method in the main loop, if window has been resized,
// reinitialize bloom textures according to new window size.
// The bloom texture (_InitText attribute) which is used as render target during scene render
@ -83,11 +82,11 @@ public:
// If window size exceeds 256*256 the textures used to apply blur are reinitialized with
// 256*256 size. If a dimension is less than 256, the texture is initialized with the nearer
// power of 2, lower than this window dimension.
void initBloom();
// void initBloom();
// Called at the end of renderAll method in the main loop, recover stretched texture, apply
// both blur passes, and the blending operation between initial render target and the blured one.
void endBloom();
// void endBloom();
// In OpenGL, the use of FBO implies that Z buffer values of scene render have been stored in
// a depth render target. Then, to display 3D interfaces, we must display them in the same FBO,
@ -95,15 +94,12 @@ public:
// This method is called at the end of interfaces display in the main loop, to display final render target
// (with added interfaces) in the color frame buffer.
// NB : In Direct3D, the final render target is displayed at the end of endBloom call.
void endInterfacesDisplayBloom();
// void endInterfacesDisplayBloom();
private:
// Initialize textures and materials.
void init();
// Initialize a bloom texture with new dimensions.
void initTexture(NLMISC::CSmartPtr<NL3D::ITexture> & tex, bool isMode2D, uint32 width, uint32 height);
// void initTexture(NLMISC::CSmartPtr<NL3D::ITexture> & tex, bool isMode2D, uint32 width, uint32 height);
// Called in endBloom method to build a blurred texture. Two passes (then two calls)
// are necessary : horizontal and vertical.
@ -130,6 +126,7 @@ private:
// density of bloom
uint8 _DensityBloom;
/*
// render target textures
// used to display scene
NLMISC::CSmartPtr<NL3D::ITexture> _InitText;
@ -140,13 +137,12 @@ private:
NLMISC::CSmartPtr<NL3D::ITexture> _BlurHorizontalTex;
// original render target
NLMISC::CSmartPtr<NL3D::ITexture> _OriginalRenderTarget;
*/
// materials
// used to display first texture in doBlur passes.
NL3D::UMaterial _BlurMat;
// used to display final render target texture in endInterfacesDisplayBloom call (OpenGL).
NL3D::UMaterial _DisplayInitMat;
// used to blend initial scene render target texture and blur texture according to a
// dest+src - dest*src blend operation.
NL3D::UMaterial _DisplayBlurMat;
@ -156,21 +152,24 @@ private:
// quads
NLMISC::CQuadUV _BlurQuad;
NLMISC::CQuadUV _DisplayQuad;
// openGL or Direct3D?
bool _InitBloomEffect;
// textures and materials already initialized?
bool _Init;
// current window dimensions
uint32 _WndWidth;
uint32 _WndHeight;
/*uint32 _WndWidth;
uint32 _WndHeight;*/
// Temporary variables used during applyBloom(...) ->
// current blur texture dimensions
uint32 _BlurWidth;
uint32 _BlurHeight;
// used as stretched texture from _InitText, as displayed texture in first blur pass,
// and as render target in second blur pass.
CTextureUser *_BlurFinalTex;
// used as render target in first blur pass, and as displayed texture on second blur pass.
CTextureUser *_BlurHorizontalTex;
// <-
};
} // NL3D

@ -42,9 +42,6 @@
namespace NLMISC
{
class IEventEmitter;
struct IMouseDevice;
struct IKeyboardDevice;
struct IInputDeviceManager;
class CRect;
class CLog;
}
@ -75,6 +72,7 @@ struct IOcclusionQuery;
/// A Graphic Mode descriptor.
struct GfxMode
{
std::string DisplayDevice;
bool OffScreen;
bool Windowed;
uint16 Width;
@ -93,7 +91,7 @@ struct GfxMode
Frequency = 0;
AntiAlias = -1;
}
GfxMode(uint16 w, uint16 h, uint8 d, bool windowed = true, bool offscreen = false, uint frequency = 0, sint8 aa = -1);
GfxMode(uint16 w, uint16 h, uint8 d, bool windowed = true, bool offscreen = false, uint frequency = 0, sint8 aa = -1, const std::string &displayDevice = std::string());
};
// ****************************************************************************
@ -869,29 +867,6 @@ public:
/// x and y must be between 0.0 and 1.0
virtual void setMousePos(float x, float y) = 0;
/** Enable / disable low level mouse. This allow to take advantage of some options (speed of the mouse, automatic wrapping)
* It returns a interface to these parameters when it is supported, or NULL otherwise
* The interface pointer is valid as long as the low level mouse is enabled.
* A call to disable the mouse returns NULL, and restore the default mouse behavior
* NB : - In this mode the mouse cursor isn't drawn.
* - Calls to showCursor have no effects
* - Calls to setCapture have no effects
*/
virtual NLMISC::IMouseDevice *enableLowLevelMouse(bool enable, bool exclusive) = 0;
/** Enable / disable a low level keyboard.
* Such a keyboard can only send KeyDown and KeyUp event. It just consider the keyboard as a
* gamepad with lots of buttons...
* This returns a interface to some parameters when it is supported, or NULL otherwise.
* The interface pointer is valid as long as the low level keyboard is enabled.
* A call to disable the keyboard returns NULL, and restore the default keyboard behavior
*/
virtual NLMISC::IKeyboardDevice *enableLowLevelKeyboard(bool enable) = 0;
/** Get the delay in ms for mouse double clicks.
*/
virtual uint getDoubleClickDelay(bool hardwareMouse) = 0;
/** If true, capture the mouse to force it to stay under the window.
* NB : this has no effects if a low level mouse is used
*/
@ -908,11 +883,6 @@ public:
// Change default scale for all cursors
virtual void setCursorScale(float scale) = 0;
/** Check whether there is a low level device manager available, and get its interface. Return NULL if not available
* From this interface you can deal with mouse and keyboard as above, but you can also manage game device (joysticks, joypads ...)
*/
virtual NLMISC::IInputDeviceManager *getLowLevelInputDeviceManager() = 0;
// @}
@ -1005,6 +975,9 @@ public:
) = 0;
// @}
/// Hack for bloom
virtual bool textureCoordinateAlternativeMode() const = 0;
/// \name Render state: Polygon mode

@ -34,7 +34,7 @@
#include "nel/3d/vertex_stream_manager.h"
#include "nel/3d/async_texture_manager.h"
#include "nel/3d/lod_character_manager.h"
#include "nel/3d/render_target_manager.h"
namespace NL3D
{
@ -71,6 +71,7 @@ protected:
bool _WindowInit;
CMatrixContext _CurrentMatrixContext;
CFontManager _FontManager;
CRenderTargetManager _RenderTargetManager;
// Components List.
typedef CPtrSet<CTextureUser> TTextureSet;
typedef CPtrSet<CTextContextUser> TTextContextSet;
@ -108,6 +109,11 @@ protected:
CMaterial _MatTextInternal;
CMaterial _MatTextStretchInternal;
// Default render target for effect pipeline
CTextureUser *_EffectRenderTarget;
UMaterial _MatRenderTarget;
CMaterial _MatRenderTargetInt;
NLMISC::CQuadUV _RenderTargetQuad;
// StaticInit
static bool _StaticInit;
@ -241,6 +247,16 @@ public:
// @}
/// Get the render target manager
virtual CRenderTargetManager &getRenderTargetManager() { return _RenderTargetManager; }
/// Set a texture the size of the window as render target
virtual void beginDefaultRenderTarget(uint32 width = 0, uint32 height = 0);
/// Draw the render target to the back buffer
virtual void endDefaultRenderTarget(UScene *scene);
/// \name Components gestion for Interface 2D/3D.
// @{
@ -410,21 +426,6 @@ public:
virtual bool fillBuffer (CBitmap &bitmap);
// @}
/// \name Mouse / Keyboards / Game devices
// @{
virtual NLMISC::IMouseDevice *enableLowLevelMouse(bool enable, bool exclusive);
//
virtual NLMISC::IKeyboardDevice *enableLowLevelKeyboard(bool enable);
virtual NLMISC::IInputDeviceManager *getLowLevelInputDeviceManager();
/**
* wrapper for IEventEmitter::emulateMouseRawMode()
*/
virtual void emulateMouseRawMode(bool enable);
virtual uint getDoubleClickDelay(bool hardwareMouse);
/// show cursor if b is true, or hide it if b is false
virtual void showCursor (bool b);
/// x and y must be between 0.0 and 1.0

@ -0,0 +1,84 @@
/**
* \file fxaa.h
* \brief CFXAA
* \date 2014-08-03 21:41GMT
* \author Jan Boon (Kaetemi)
* CFXAA
*/
/*
* Copyright (C) 2014 by authors
*
* This file is part of NL3D.
* NL3D 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.
*
* NL3D 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 NL3D. If not, see
* <http://www.gnu.org/licenses/>.
*/
#ifndef NL3D_FXAA_H
#define NL3D_FXAA_H
#include <nel/misc/types_nl.h>
// STL includes
// NeL includes
#include <nel/misc/smart_ptr.h>
#include <nel/misc/geom_ext.h>
// Project includes
#include <nel/3d/u_material.h>
#include <nel/3d/vertex_buffer.h>
#define NL_STEREO_MAX_USER_CAMERAS 8
namespace NL3D {
class ITexture;
class CTextureUser;
class CPixelProgram;
class CVertexProgram;
/**
* \brief CFXAA
* \date 2014-08-03 21:41GMT
* \author Jan Boon (Kaetemi)
* CFXAA
*/
class CFXAA
{
public:
CFXAA(NL3D::UDriver *driver);
virtual ~CFXAA();
/// Apply effect to current render target. Render target must be managed by render target manager
virtual void applyEffect();
private:
UDriver *m_Driver;
NL3D::UMaterial m_Mat;
// NL3D::CVertexBuffer m_VB;
NLMISC::CQuadUV m_QuadUV;
CVertexProgram *m_VP;
CPixelProgram *m_PP;
uint m_Width;
uint m_Height;
}; /* class CFXAA */
} /* namespace NL3D */
#endif /* #ifndef NL3D_FXAA_H */
/* end of file */

@ -0,0 +1,83 @@
/**
* \file render_target_manager.h
* \brief CRenderTargetManager
* \date 2014-07-30 21:30GMT
* \author Jan Boon (Kaetemi)
* CRenderTargetManager
*/
/*
* Copyright (C) 2013 by authors
*
* This file is part of NL3D.
* NL3D 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.
*
* NL3D 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 NL3D. If not, see
* <http://www.gnu.org/licenses/>.
*/
#ifndef NL3D_RENDER_TARGET_MANAGER_H
#define NL3D_RENDER_TARGET_MANAGER_H
#include <nel/misc/types_nl.h>
// STL includes
// NeL includes
#include <nel/misc/smart_ptr.h>
#include <nel/misc/geom_ext.h>
// Project includes
#include <nel/3d/u_texture.h>
namespace NL3D {
class UDriver;
class ITexture;
class CTextureUser;
class CDriverUser;
struct CRenderTargetDescInt;
/**
* \brief CRenderTargetManager
* \date 2013-07-03 20:17GMT
* \author Jan Boon (Kaetemi)
* CRenderTargetManager
* Usage: Call 'getRenderTarget' when you start using a render target,
* call 'recycledRenderTarget' when the render target can be recycled.
* At end of frame call cleanup.
* Assumes semi-constant render target quantity between frames,
* except on changes of resolution or feature settings.
*/
class CRenderTargetManager
{
public:
CRenderTargetManager();
~CRenderTargetManager();
NL3D::CTextureUser *getRenderTarget(uint width, uint height, bool mode2D = false, UTexture::TUploadFormat format = UTexture::Auto);
void recycleRenderTarget(NL3D::CTextureUser *renderTarget);
void cleanup();
private:
friend class CDriverUser;
NL3D::UDriver *m_Driver;
std::vector<CRenderTargetDescInt *> m_RenderTargets;
}; /* class CRenderTargetManager */
} /* namespace NL3D */
#endif /* #ifndef NL3D_RENDER_TARGET_MANAGER_H */
/* end of file */

@ -139,7 +139,7 @@ public:
* \param renderPart : The part of the scene that must be rendered
* \param newRender true If scene render is beginning. Otherwise other parts of the scene have already been rendered.
*/
void traverse(UScene::TRenderPart renderPart, bool newRender);
void traverse(UScene::TRenderPart renderPart, bool newRender, bool generateShadows);
//@}
/// \name RenderList.

@ -157,7 +157,7 @@ public:
* \param doHrcPass set it to false to indicate that the CHrcTrav have not to be traversed. Useful to optimize if
* you know that NONE of your models have moved (a good example is a shoot of the scene from different cameras).
*/
void render(bool doHrcPass=true);
void render(bool doHrcPass = true);
/** Begin Part Rendering
* During beginPartRender()/endPartRender(), you can ask other scene to render their part, but you should
@ -171,10 +171,10 @@ public:
* WARNING: always must begin rendering with at least UScene::RenderOpaque, else shadows won't work
* WARNING: assert-crash if a part in 'rp' has already been rendered since the last beginPartRender()
*/
void renderPart(UScene::TRenderPart rp, bool doHrcPass=true);
void renderPart(UScene::TRenderPart rp, bool doHrcPass = true, bool doTrav = true, bool keepTrav = false);
/** End Part Rendering (commit model creation and deletion that were asked during rendering)
*/
void endPartRender();
void endPartRender(bool keepTrav = false);
//@}

@ -96,8 +96,8 @@ public:
// render methods
virtual void render(bool updateWaitingInstances = true, bool restoreMatrixContextAfterRender = true);
virtual void beginPartRender();
virtual void renderPart(TRenderPart rp);
virtual void endPartRender(bool updateWaitingInstances = true, bool restoreMatrixContextAfterRender = true);
virtual void renderPart(TRenderPart rp, bool doHrcPass = true, bool doTrav = true, bool keepTrav = false);
virtual void endPartRender(bool updateWaitingInstances = true, bool restoreMatrixContextAfterRender = true, bool keepTrav = true);
// update async loading whithout a call to render
virtual void updateWaitingInstances(double ellapsedTime);

@ -65,10 +65,17 @@ public:
/// Sets driver and generates necessary render targets
virtual void setDriver(NL3D::UDriver *driver);
void releaseTextures();
/*void releaseTextures();
void initTextures();
void setTextures();
void verifyTextures();
void verifyTextures();*/
void getTextures();
void recycleTextures();
/// Attach the driver to the display
virtual bool attachToDisplay();
/// Detach the driver from the display
virtual void detachFromDisplay();
/// Gets the required screen resolution for this device
virtual bool getScreenResolution(uint &width, uint &height);
@ -76,6 +83,8 @@ public:
virtual void updateCamera(uint cid, const NL3D::UCamera *camera);
/// Get the frustum to use for clipping
virtual void getClippingFrustum(uint cid, NL3D::UCamera *camera) const;
/// Get the original frustum of the camera
virtual void getOriginalFrustum(uint cid, NL3D::UCamera *camera) const;
/// Is there a next pass
virtual bool nextPass();
@ -92,11 +101,18 @@ public:
virtual bool wantClear();
/// The 3D scene
virtual bool wantScene();
/// Scene post processing effects
virtual bool wantSceneEffects();
/// Interface within the 3D scene
virtual bool wantInterface3D();
/// 2D Interface
virtual bool wantInterface2D();
/// Is this the first 3D scene of the frame
virtual bool isSceneFirst();
/// Is this the last 3D scene of the frame
virtual bool isSceneLast();
/// Returns true if a new render target was set, always fase if not using render targets
virtual bool beginRenderTarget();
/// Returns true if a render target was fully drawn, always false if not using render targets
@ -116,9 +132,7 @@ private:
CFrustum m_Frustum[NL_STEREO_MAX_USER_CAMERAS];
CMatrix m_CameraMatrix[NL_STEREO_MAX_USER_CAMERAS];
NLMISC::CSmartPtr<NL3D::ITexture> m_LeftTex;
NL3D::CTextureUser *m_LeftTexU;
NLMISC::CSmartPtr<NL3D::ITexture> m_RightTex;
NL3D::CTextureUser *m_RightTexU;
NL3D::UMaterial m_Mat;
NLMISC::CQuadUV m_QuadUV;

@ -95,12 +95,19 @@ public:
/// Sets driver and generates necessary render targets
virtual void setDriver(NL3D::UDriver *driver) = 0;
/// Attach the driver to the display, return true if attached
virtual bool attachToDisplay() = 0;
/// Detach the driver from the display
virtual void detachFromDisplay() = 0;
/// Gets the required screen resolution for this device
virtual bool getScreenResolution(uint &width, uint &height) = 0;
/// Set latest camera position etcetera
virtual void updateCamera(uint cid, const NL3D::UCamera *camera) = 0;
/// Get the frustum to use for clipping
virtual void getClippingFrustum(uint cid, NL3D::UCamera *camera) const = 0;
/// Get the original frustum of the camera
virtual void getOriginalFrustum(uint cid, NL3D::UCamera *camera) const = 0;
/// Is there a next pass
virtual bool nextPass() = 0;
@ -117,17 +124,25 @@ public:
virtual bool wantClear() = 0;
/// The 3D scene
virtual bool wantScene() = 0;
/// Scene post processing effects
virtual bool wantSceneEffects() = 0;
/// Interface within the 3D scene
virtual bool wantInterface3D() = 0;
/// 2D Interface
virtual bool wantInterface2D() = 0;
/// Is this the first 3D scene of the frame
virtual bool isSceneFirst() = 0;
/// Is this the last 3D scene of the frame
virtual bool isSceneLast() = 0;
/// Returns true if a new render target was set, always fase if not using render targets
virtual bool beginRenderTarget() = 0;
/// Returns true if a render target was fully drawn, always false if not using render targets
virtual bool endRenderTarget() = 0;
static const char *getLibraryName(CStereoDeviceInfo::TStereoDeviceLibrary library);
// List all devices. Device creation factories are no longer valid after re-calling this function
static void listDevices(std::vector<CStereoDeviceInfo> &devicesOut);
static IStereoDisplay *createDevice(const CStereoDeviceInfo &deviceInfo);
static void releaseUnusedLibraries();

@ -53,6 +53,9 @@ public:
/// Get the HMD orientation
virtual NLMISC::CQuat getOrientation() const = 0;
/// Set the GUI reference
virtual void setInterfaceMatrix(const NL3D::CMatrix &matrix) = 0;
/// Get GUI center (1 = width, 1 = height, 0 = center)
virtual void getInterface2DShift(uint cid, float &x, float &y, float distance) const = 0;

@ -44,7 +44,7 @@
#ifndef NL3D_STEREO_OVR_H
#define NL3D_STEREO_OVR_H
#ifdef HAVE_LIBOVR
#ifdef HAVE_LIBOVR_02
#include <nel/misc/types_nl.h>
@ -91,6 +91,8 @@ public:
virtual void updateCamera(uint cid, const NL3D::UCamera *camera);
/// Get the frustum to use for clipping
virtual void getClippingFrustum(uint cid, NL3D::UCamera *camera) const;
/// Get the original frustum of the camera
virtual void getOriginalFrustum(uint cid, NL3D::UCamera *camera) const;
/// Is there a next pass
virtual bool nextPass();
@ -121,6 +123,9 @@ public:
/// Get the HMD orientation
virtual NLMISC::CQuat getOrientation() const;
/// Set the GUI reference
virtual void setInterfaceMatrix(const NL3D::CMatrix &matrix);
/// Get GUI center (1 = width, 1 = height, 0 = center)
virtual void getInterface2DShift(uint cid, float &x, float &y, float distance) const;
@ -132,33 +137,37 @@ public:
/// Set the scale of the game in units per meter
virtual void setScale(float s);
static void listDevices(std::vector<CStereoDeviceInfo> &devicesOut);
static bool isLibraryInUse();
static void releaseLibrary();
/// Calculates internal camera information based on the reference camera
void initCamera(uint cid, const NL3D::UCamera *camera);
/// Render GUI
void renderGUI();
/// Checks if the device used by this class was actually created
bool isDeviceCreated();
static void listDevices(std::vector<CStereoDeviceInfo> &devicesOut);
static bool isLibraryInUse();
static void releaseLibrary();
private:
CStereoOVRDevicePtr *m_DevicePtr;
int m_Stage;
int m_SubStage;
CViewport m_RegularViewport;
CViewport m_LeftViewport;
CViewport m_RightViewport;
CFrustum m_ClippingFrustum[NL_STEREO_MAX_USER_CAMERAS];
CFrustum m_LeftFrustum[NL_STEREO_MAX_USER_CAMERAS];
CFrustum m_RightFrustum[NL_STEREO_MAX_USER_CAMERAS];
CFrustum m_OriginalFrustum[NL_STEREO_MAX_USER_CAMERAS];
CMatrix m_CameraMatrix[NL_STEREO_MAX_USER_CAMERAS];
CMatrix m_InterfaceCameraMatrix;
mutable bool m_OrientationCached;
mutable NLMISC::CQuat m_OrientationCache;
UDriver *m_Driver;
NLMISC::CSmartPtr<NL3D::ITexture> m_BarrelTex;
NL3D::CTextureUser *m_BarrelTexU;
NL3D::CTextureUser *m_SceneTexture;
NL3D::UMaterial m_BarrelMat;
NL3D::CTextureUser *m_GUITexture;
NLMISC::CQuadUV m_BarrelQuadLeft;
NLMISC::CQuadUV m_BarrelQuadRight;
NLMISC::CRefPtr<CPixelProgramOVR> m_PixelProgram;

@ -0,0 +1,225 @@
/**
* \file stereo_ovr.h
* \brief CStereoOVR
* \date 2014-08-04 16:21GMT
* \author Jan Boon (Kaetemi)
* CStereoOVR
*/
/*
* Copyright (C) 2014 by authors
*
* This file is part of NL3D.
* NL3D 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.
*
* NL3D 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 NL3D. If not, see
* <http://www.gnu.org/licenses/>.
*
* Linking this library statically or dynamically with other modules
* is making a combined work based on this library. Thus, the terms
* and conditions of the GNU General Public License cover the whole
* combination.
*
* As a special exception, the copyright holders of this library give
* you permission to link this library with the Oculus SDK to produce
* an executable, regardless of the license terms of the Oculus SDK,
* and distribute linked combinations including the two, provided that
* you also meet the terms and conditions of the license of the Oculus
* SDK. You must obey the GNU General Public License in all respects
* for all of the code used other than the Oculus SDK. If you modify
* this file, you may extend this exception to your version of the
* file, but you are not obligated to do so. If you do not wish to do
* so, delete this exception statement from your version.
*/
#ifndef NL3D_STEREO_OVR_04_H
#define NL3D_STEREO_OVR_04_H
#ifdef HAVE_LIBOVR
#include <nel/misc/types_nl.h>
// STL includes
// NeL includes
#include <nel/misc/smart_ptr.h>
#include <nel/misc/geom_ext.h>
// Project includes
#include <nel/3d/stereo_hmd.h>
#include <nel/3d/frustum.h>
#include <nel/3d/viewport.h>
#include <nel/3d/u_material.h>
#include <nel/3d/u_driver.h>
#include <nel/3d/index_buffer.h>
#include <nel/3d/vertex_buffer.h>
struct ovrHmdDesc_;
typedef const ovrHmdDesc_ *ovrHmd;
namespace NL3D {
class ITexture;
class CTextureUser;
class CStereoOVRDeviceFactory;
#define NL_STEREO_MAX_USER_CAMERAS 8
#define NL_OVR_EYE_COUNT 2
/**
* \brief CStereoOVR
* \date 2014-08-04 16:21GMT
* \author Jan Boon (Kaetemi)
* CStereoOVR
*/
class CStereoOVR : public IStereoHMD
{
public:
CStereoOVR(const CStereoOVRDeviceFactory *factory);
virtual ~CStereoOVR();
/// Sets driver and generates necessary render targets
virtual void setDriver(NL3D::UDriver *driver);
/// Attach the driver to the display
virtual bool attachToDisplay();
/// Detach the driver from the display
virtual void detachFromDisplay();
/// Gets the required screen resolution for this device
virtual bool getScreenResolution(uint &width, uint &height);
/// Set latest camera position etcetera
virtual void updateCamera(uint cid, const NL3D::UCamera *camera);
/// Get the frustum to use for clipping
virtual void getClippingFrustum(uint cid, NL3D::UCamera *camera) const;
/// Get the original frustum of the camera
virtual void getOriginalFrustum(uint cid, NL3D::UCamera *camera) const;
/// Is there a next pass
virtual bool nextPass();
/// Gets the current viewport
virtual const NL3D::CViewport &getCurrentViewport() const;
/// Gets the current camera frustum
virtual const NL3D::CFrustum &getCurrentFrustum(uint cid) const;
/// Gets the current camera frustum
virtual void getCurrentFrustum(uint cid, NL3D::UCamera *camera) const;
/// Gets the current camera matrix
virtual void getCurrentMatrix(uint cid, NL3D::UCamera *camera) const;
/// At the start of a new render target
virtual bool wantClear();
/// The 3D scene
virtual bool wantScene();
/// Scene post processing effects
virtual bool wantSceneEffects();
/// Interface within the 3D scene
virtual bool wantInterface3D();
/// 2D Interface
virtual bool wantInterface2D();
/// Is this the first 3D scene of the frame
virtual bool isSceneFirst();
/// Is this the last 3D scene of the frame
virtual bool isSceneLast();
/// Returns true if a new render target was set, always fase if not using render targets
virtual bool beginRenderTarget();
/// Returns true if a render target was fully drawn, always false if not using render targets
virtual bool endRenderTarget();
/// Get the HMD orientation
virtual NLMISC::CQuat getOrientation() const;
/// Set the GUI reference
virtual void setInterfaceMatrix(const NL3D::CMatrix &matrix);
/// Get GUI center (1 = width, 1 = height, 0 = center)
virtual void getInterface2DShift(uint cid, float &x, float &y, float distance) const;
/// Set the head model, eye position relative to orientation point
virtual void setEyePosition(const NLMISC::CVector &v);
/// Get the head model, eye position relative to orientation point
virtual const NLMISC::CVector &getEyePosition() const;
/// Set the scale of the game in units per meter
virtual void setScale(float s);
/// Calculates internal camera information based on the reference camera
void initCamera(uint cid, const NL3D::UCamera *camera);
/// Render GUI
void renderGUI();
/// Checks if the device used by this class was actually created
bool isDeviceCreated();
static void listDevices(std::vector<CStereoDeviceInfo> &devicesOut);
static bool isLibraryInUse();
static void releaseLibrary();
private:
ovrHmd m_DevicePtr;
bool m_DebugDevice;
int m_Stage;
int m_SubStage;
CViewport m_RegularViewport;
CViewport m_EyeViewport[NL_OVR_EYE_COUNT];
CFrustum m_EyeFrustumBase[NL_OVR_EYE_COUNT];
uint m_RenderTargetWidth;
uint m_RenderTargetHeight;
NLMISC::CVector2f m_EyeUVScaleOffset[NL_OVR_EYE_COUNT][2];
float m_EyeViewAdjustX[NL_OVR_EYE_COUNT];
CVertexBuffer m_VB[NL_OVR_EYE_COUNT];
CIndexBuffer m_IB[NL_OVR_EYE_COUNT];
uint32 m_NbTris[NL_OVR_EYE_COUNT];
CFrustum m_ClippingFrustum[NL_STEREO_MAX_USER_CAMERAS];
CFrustum m_LeftFrustum[NL_STEREO_MAX_USER_CAMERAS];
CFrustum m_RightFrustum[NL_STEREO_MAX_USER_CAMERAS];
CFrustum m_OriginalFrustum[NL_STEREO_MAX_USER_CAMERAS];
CMatrix m_CameraMatrix[NL_STEREO_MAX_USER_CAMERAS];
CMatrix m_InterfaceCameraMatrix;
mutable bool m_OrientationCached;
mutable NLMISC::CQuat m_OrientationCache;
UDriver *m_Driver;
CTextureUser *m_GUITexture;
NL3D::CTextureUser *m_SceneTexture;
UMaterial m_UnlitMat;
UDriver::CMode m_OriginalMode;
sint32 m_OriginalWinPosX;
sint32 m_OriginalWinPosY;
bool m_AttachedDisplay;
/*
NL3D::UMaterial m_BarrelMat;
NLMISC::CQuadUV m_BarrelQuadLeft;
NLMISC::CQuadUV m_BarrelQuadRight;
NLMISC::CRefPtr<CPixelProgramOVR> m_PixelProgram;*/
NLMISC::CVector m_EyePosition;
float m_Scale;
}; /* class CStereoOVR */
} /* namespace NL3D */
#endif /* HAVE_LIBOVR */
#endif /* #ifndef NL3D_STEREO_OVR_04_H */
/* end of file */

@ -82,6 +82,8 @@ public:
void setShaded (bool b) { _Shaded = b; }
void setShadeOutline (bool b) { _ShadeOutline = b; }
void setShadeExtent (float shext) { _ShadeExtent = shext; }
/// The alpha of the shade is multiplied at each draw with the alpha of the color. Default: (0,0,0,255)
@ -107,6 +109,8 @@ public:
bool getShaded() const { return _Shaded; }
bool getShadeOutline() const { return _ShadeOutline; }
bool getKeep800x600Ratio() const {return _Keep800x600Ratio;}
NLMISC::CRGBA getShadeColor () const { return _ShadeColor; }
@ -138,15 +142,30 @@ public:
{
nlassert (index < _CacheStrings.size());
CComputedString &rCS = _CacheStrings[index];
if(_Shaded)
if (_Shaded)
{
CRGBA bkup = rCS.Color;
rCS.Color = _ShadeColor;
rCS.Color.A = (uint8)((uint(bkup.A) * uint(_ShadeColor.A)+1)>>8);
rCS.render2D (*_Driver, x+_ShadeExtent, z-_ShadeExtent, _HotSpot, _ScaleX, _ScaleZ);
if (_ShadeOutline)
{
float rext = _ShadeExtent * 0.7071f;
rCS.render2D(*_Driver, x+rext, z-rext, _HotSpot, _ScaleX, _ScaleZ);
rCS.render2D(*_Driver, x-rext, z-rext, _HotSpot, _ScaleX, _ScaleZ);
rCS.render2D(*_Driver, x-rext, z+rext, _HotSpot, _ScaleX, _ScaleZ);
rCS.render2D(*_Driver, x+rext, z+rext, _HotSpot, _ScaleX, _ScaleZ);
rCS.render2D(*_Driver, x+_ShadeExtent, z, _HotSpot, _ScaleX, _ScaleZ);
rCS.render2D(*_Driver, x-_ShadeExtent, z, _HotSpot, _ScaleX, _ScaleZ);
rCS.render2D(*_Driver, x, z-_ShadeExtent, _HotSpot, _ScaleX, _ScaleZ);
rCS.render2D(*_Driver, x, z-_ShadeExtent, _HotSpot, _ScaleX, _ScaleZ);
}
else
{
rCS.render2D(*_Driver, x+_ShadeExtent, z-_ShadeExtent, _HotSpot, _ScaleX, _ScaleZ);
}
rCS.Color= bkup;
}
rCS.render2D (*_Driver, x, z, _HotSpot, _ScaleX, _ScaleZ);
rCS.render2D(*_Driver, x, z, _HotSpot, _ScaleX, _ScaleZ);
}
/** Clip and print a string that is in the cache (it leaves the string in the cache)
@ -161,7 +180,22 @@ public:
CRGBA bkup = rCS.Color;
rCS.Color= _ShadeColor;
rCS.Color.A = (uint8)((uint(bkup.A) * uint(_ShadeColor.A)+1)>>8);
if (_ShadeOutline)
{
float rext = _ShadeExtent * 0.7071f;
rCS.render2DClip(*_Driver, rdrBuffer, x+rext, z-rext, xmin, ymin, xmax, ymax);
rCS.render2DClip(*_Driver, rdrBuffer, x-rext, z-rext, xmin, ymin, xmax, ymax);
rCS.render2DClip(*_Driver, rdrBuffer, x-rext, z+rext, xmin, ymin, xmax, ymax);
rCS.render2DClip(*_Driver, rdrBuffer, x+rext, z+rext, xmin, ymin, xmax, ymax);
rCS.render2DClip(*_Driver, rdrBuffer, x+_ShadeExtent, z, xmin, ymin, xmax, ymax);
rCS.render2DClip(*_Driver, rdrBuffer, x-_ShadeExtent, z, xmin, ymin, xmax, ymax);
rCS.render2DClip(*_Driver, rdrBuffer, x, z+_ShadeExtent, xmin, ymin, xmax, ymax);
rCS.render2DClip(*_Driver, rdrBuffer, x, z-_ShadeExtent, xmin, ymin, xmax, ymax);
}
else
{
rCS.render2DClip(*_Driver, rdrBuffer, x+_ShadeExtent, z-_ShadeExtent, xmin, ymin, xmax, ymax);
}
rCS.Color= bkup;
}
rCS.render2DClip (*_Driver, rdrBuffer, x, z, xmin, ymin, xmax, ymax);
@ -174,12 +208,27 @@ public:
{
nlassert (index < _CacheStrings.size());
CComputedString &rCS = _CacheStrings[index];
if(_Shaded)
if (_Shaded)
{
CRGBA bkup = rCS.Color;
rCS.Color= _ShadeColor;
rCS.Color.A = (uint8)((uint(bkup.A) * uint(_ShadeColor.A)+1)>>8);
if (_ShadeOutline)
{
float rext = _ShadeExtent * 0.7071f;
rCS.render2DUnProjected (*_Driver, renderBuffer, frustum, scaleMatrix, x+rext, y-rext, depth, xmin, ymin, xmax, ymax);
rCS.render2DUnProjected (*_Driver, renderBuffer, frustum, scaleMatrix, x-rext, y-rext, depth, xmin, ymin, xmax, ymax);
rCS.render2DUnProjected (*_Driver, renderBuffer, frustum, scaleMatrix, x-rext, y+rext, depth, xmin, ymin, xmax, ymax);
rCS.render2DUnProjected (*_Driver, renderBuffer, frustum, scaleMatrix, x+rext, y+rext, depth, xmin, ymin, xmax, ymax);
rCS.render2DUnProjected (*_Driver, renderBuffer, frustum, scaleMatrix, x+_ShadeExtent, y, depth, xmin, ymin, xmax, ymax);
rCS.render2DUnProjected (*_Driver, renderBuffer, frustum, scaleMatrix, x-_ShadeExtent, y, depth, xmin, ymin, xmax, ymax);
rCS.render2DUnProjected (*_Driver, renderBuffer, frustum, scaleMatrix, x, y+_ShadeExtent, depth, xmin, ymin, xmax, ymax);
rCS.render2DUnProjected (*_Driver, renderBuffer, frustum, scaleMatrix, x, y-_ShadeExtent, depth, xmin, ymin, xmax, ymax);
}
else
{
rCS.render2DUnProjected (*_Driver, renderBuffer, frustum, scaleMatrix, x+_ShadeExtent, y-_ShadeExtent, depth, xmin, ymin, xmax, ymax);
}
rCS.Color= bkup;
}
rCS.render2DUnProjected (*_Driver, renderBuffer, frustum, scaleMatrix, x, y, depth, xmin, ymin, xmax, ymax);
@ -194,17 +243,32 @@ public:
_FontManager->computeString (ucstr, _FontGen, _Color, _FontSize, _Driver, _TempString, _Keep800x600Ratio);
// draw shaded
if(_Shaded)
if (_Shaded)
{
CRGBA bkup = _TempString.Color;
_TempString.Color= _ShadeColor;
_TempString.Color = _ShadeColor;
_TempString.Color.A = (uint8)((uint(bkup.A) * uint(_ShadeColor.A)+1)>>8);
_TempString.render2D (*_Driver,x+_ShadeExtent,z-_ShadeExtent,_HotSpot,_ScaleX,_ScaleZ);
_TempString.Color= bkup;
if (_ShadeOutline)
{
float rext = _ShadeExtent * 0.7071f;
_TempString.render2D(*_Driver,x+rext,z-rext,_HotSpot,_ScaleX,_ScaleZ);
_TempString.render2D(*_Driver,x-rext,z-rext,_HotSpot,_ScaleX,_ScaleZ);
_TempString.render2D(*_Driver,x-rext,z+rext,_HotSpot,_ScaleX,_ScaleZ);
_TempString.render2D(*_Driver,x+rext,z+rext,_HotSpot,_ScaleX,_ScaleZ);
_TempString.render2D(*_Driver,x+_ShadeExtent,z,_HotSpot,_ScaleX,_ScaleZ);
_TempString.render2D(*_Driver,x-_ShadeExtent,z,_HotSpot,_ScaleX,_ScaleZ);
_TempString.render2D(*_Driver,x,z+_ShadeExtent,_HotSpot,_ScaleX,_ScaleZ);
_TempString.render2D(*_Driver,x,z-_ShadeExtent,_HotSpot,_ScaleX,_ScaleZ);
}
else
{
_TempString.render2D(*_Driver,x+_ShadeExtent,z-_ShadeExtent,_HotSpot,_ScaleX,_ScaleZ);
}
_TempString.Color = bkup;
}
// draw
_TempString.render2D (*_Driver, x, z, _HotSpot, _ScaleX, _ScaleZ);
_TempString.render2D(*_Driver, x, z, _HotSpot, _ScaleX, _ScaleZ);
}
/// Directly print a string
@ -218,17 +282,32 @@ public:
_FontManager->computeString (str, _FontGen, _Color, _FontSize, _Driver, _TempString, _Keep800x600Ratio);
// draw shaded
if(_Shaded)
if (_Shaded)
{
CRGBA bkup = _TempString.Color;
_TempString.Color = _ShadeColor;
_TempString.Color.A = (uint8)((uint(bkup.A) * uint(_ShadeColor.A)+1)>>8);
_TempString.render2D (*_Driver,x+_ShadeExtent,z-_ShadeExtent,_HotSpot,_ScaleX,_ScaleZ);
_TempString.Color= bkup;
if (_ShadeOutline)
{
float rext = _ShadeExtent * 0.7071f;
_TempString.render2D(*_Driver,x+rext,z-rext,_HotSpot,_ScaleX,_ScaleZ);
_TempString.render2D(*_Driver,x-rext,z-rext,_HotSpot,_ScaleX,_ScaleZ);
_TempString.render2D(*_Driver,x-rext,z+rext,_HotSpot,_ScaleX,_ScaleZ);
_TempString.render2D(*_Driver,x+rext,z+rext,_HotSpot,_ScaleX,_ScaleZ);
_TempString.render2D(*_Driver,x+_ShadeExtent,z,_HotSpot,_ScaleX,_ScaleZ);
_TempString.render2D(*_Driver,x-_ShadeExtent,z,_HotSpot,_ScaleX,_ScaleZ);
_TempString.render2D(*_Driver,x,z+_ShadeExtent,_HotSpot,_ScaleX,_ScaleZ);
_TempString.render2D(*_Driver,x,z-_ShadeExtent,_HotSpot,_ScaleX,_ScaleZ);
}
else
{
_TempString.render2D(*_Driver,x+_ShadeExtent,z-_ShadeExtent,_HotSpot,_ScaleX,_ScaleZ);
}
_TempString.Color = bkup;
}
// draw
_TempString.render2D (*_Driver, x, z, _HotSpot, _ScaleX, _ScaleZ);
_TempString.render2D(*_Driver, x, z, _HotSpot, _ScaleX, _ScaleZ);
}
/// Get computed string from index
@ -317,6 +396,9 @@ private:
/// true if text is shaded
bool _Shaded;
/// true if shade appears as an outline
bool _ShadeOutline;
/// shade's extent (shadow size)
float _ShadeExtent;

@ -64,16 +64,18 @@ public:
/// \name Text look.
// @{
void setColor(NLMISC::CRGBA color);
void setFontSize(uint32 fontSize) ;
uint32 getFontSize() const ;
void setHotSpot(THotSpot hotSpot) ;
THotSpot getHotSpot() const ;
void setScaleX(float scaleX) ;
void setScaleY(float scaleY) ;
float getScaleX() const ;
float getScaleY() const ;
void setShaded(bool b) ;
bool getShaded() const ;
void setFontSize(uint32 fontSize);
uint32 getFontSize() const;
void setHotSpot(THotSpot hotSpot);
THotSpot getHotSpot() const;
void setScaleX(float scaleX);
void setScaleY(float scaleY);
float getScaleX() const;
float getScaleY() const;
void setShaded(bool b);
bool getShaded() const;
void setShadeOutline(bool b);
bool getShadeOutline() const;
void setShadeExtent(float shext) ;
void setShadeColor (NLMISC::CRGBA sc);
NLMISC::CRGBA getShadeColor () const;

@ -35,9 +35,6 @@
namespace NLMISC
{
struct IMouseDevice;
struct IKeyboardDevice;
struct IInputDeviceManager;
class CLog;
}
@ -63,6 +60,7 @@ class U3dMouseListener;
class ULight;
class UAnimationSet;
class UWaterEnvMap;
class CRenderTargetManager;
typedef void (*emptyProc)(void);
@ -94,6 +92,7 @@ public:
/// A Graphic Mode descriptor.
struct CMode
{
std::string DisplayDevice;
bool Windowed;
uint16 Width;
uint16 Height;
@ -110,8 +109,9 @@ public:
Frequency = 0;
AntiAlias = -1;
}
CMode(uint16 w, uint16 h, uint8 d, bool windowed= true, uint frequency = 0, sint8 aa = -1)
CMode(uint16 w, uint16 h, uint8 d, bool windowed= true, uint frequency = 0, sint8 aa = -1, const std::string &displayDevice = std::string())
{
DisplayDevice = displayDevice;
Windowed = windowed;
Width = w;
Height = h;
@ -309,6 +309,16 @@ public:
// @}
/// Get the render target manager
virtual CRenderTargetManager &getRenderTargetManager() =0;
/// Set a texture of specified size or of the size of the window as render target
virtual void beginDefaultRenderTarget(uint32 width = 0, uint32 height = 0) =0;
/// Draw the render target to the back buffer
virtual void endDefaultRenderTarget(UScene *scene) =0;
/// \name Components gestion for Interface 2D/3D.
// @{
@ -556,36 +566,6 @@ public:
/// \name Mouse / Keyboard / Gamedevices
// @{
/** Enable / disable low level mouse. This allow to take advantage of some options (speed of the mouse, automatic wrapping)
* It returns a interface to these parameters when it is supported, or NULL otherwise
* The interface pointer is valid as long as the low level mouse is enabled.
* A call to disable the mouse returns NULL, and restore the default mouse behaviour
* NB : - In this mode the mouse cursor isn't drawn.
* - Calls to showCursor have no effects
* - Calls to setCapture have no effects
*/
virtual NLMISC::IMouseDevice *enableLowLevelMouse(bool enable, bool hardware) = 0;
/** Enable / disable a low level keyboard.
* This returns a interface to some parameters when it is supported, or NULL otherwise.
* The interface pointer is valid as long as the low level keyboard is enabled.
* A call to disable the keyboard returns NULL, and restore the default keyboard behaviour.
*/
virtual NLMISC::IKeyboardDevice *enableLowLevelKeyboard(bool enable) = 0;
/** Check whether there is a low level device manager available, and get its interface. Return NULL if not available.
* From this interface you can deal with mouse and keyboard as above, but you can also manage game devices (joysticks, joypads ...)
*/
virtual NLMISC::IInputDeviceManager *getLowLevelInputDeviceManager() = 0;
/**
* wrapper for IEventEmitter::emulateMouseRawMode()
*/
virtual void emulateMouseRawMode(bool enable) = 0;
// get delay used for mouse double click
virtual uint getDoubleClickDelay(bool hardwareMouse) = 0;
/** show cursor if b is true, or hide it if b is false
* NB: This has no effects if a low level mouse is used.
*/

@ -134,14 +134,17 @@ public:
/** Render a part (see render() for what it does)
* beginPartRender() must have been called
* \param renderPart a combination of UScene::TRenderPart flags, allow to choose which part of the scene must be rendered
* \param doHrcPass set it to false to indicate that the CHrcTrav have not to be traversed. Useful to optimize if
* you know that NONE of your models have moved (a good example is a shoot of the scene from different cameras).
* \param doTrav set to false when processing a second frame for stereo rending to avoid unnecessary traversals.
* WARNING: always must begin rendering with at least UScene::RenderOpaque, else shadows won't work
* WARNING: assert-crash if a part in 'rp' has already been rendered since the last beginPartRender()
*/
virtual void renderPart(UScene::TRenderPart rp) =0;
virtual void renderPart(UScene::TRenderPart rp, bool doHrcPass = true, bool doTrav = true, bool keepTrav = false) =0;
/** End Part Rendering (commit model creation and deletion that were asked during rendering)
*/
virtual void endPartRender(bool updateWaitingInstances = true, bool restoreMatrixContextAfterRender = true) =0;
virtual void endPartRender(bool updateWaitingInstances = true, bool restoreMatrixContextAfterRender = true, bool keepTrav = false) =0;
/** Update waiting instances and igs that are loaded asynchronously

@ -174,6 +174,15 @@ public:
* \return the shade state
*/
virtual bool getShaded () const = 0;
/**
* set the shade states
* \param the shade state
*/
virtual void setShadeOutline (bool b) = 0;
/**
* \return the shade state
*/
virtual bool getShadeOutline () const = 0;
/**
* set the shadow's size
* \param the shade extent

@ -126,6 +126,7 @@ namespace NLGUI
void onRemoved();
void onWidgetDeleted( CInterfaceElement *e );
void moveBy( sint32 x, sint32 y );
protected:

@ -15,6 +15,7 @@
// along with this program. If not, see <http://www.gnu.org/licenses/>.
#include <string>
#include <vector>
namespace NLGUI
{
@ -24,7 +25,7 @@ namespace NLGUI
public:
/// Notifies the watcher about the change
virtual void selectionChanged( std::string &newSelection ) = 0;
virtual void selectionChanged() = 0;
};
}

@ -285,7 +285,7 @@ namespace NLGUI
void addImage(const char *image, bool globalColor, bool reloadImg=false);
// Add a text area in the current paragraph
CInterfaceGroup *addTextArea (const std::string &templateName, const char *name, uint rows, uint cols, bool multiLine, const ucstring &content);
CInterfaceGroup *addTextArea (const std::string &templateName, const char *name, uint rows, uint cols, bool multiLine, const ucstring &content, uint maxlength);
// Add a combo box in the current paragraph
CDBGroupComboBox *addComboBox(const std::string &templateName, const char *name);
@ -528,7 +528,7 @@ namespace NLGUI
CCellParams () : BgColor(0,0,0,0)
{
Align = CGroupCell::Left;
VAlign = CGroupCell::Top;
VAlign = CGroupCell::Middle;
LeftMargin = 0;
NoWrap = false;
}
@ -557,6 +557,7 @@ namespace NLGUI
std::string _TextAreaName;
uint _TextAreaRow;
uint _TextAreaCols;
uint _TextAreaMaxLength;
// current mode is in select option
bool _SelectOption;

@ -381,6 +381,7 @@ namespace NLGUI
bool _CloseSubMenuUsingPopModal;
bool _Shadow;
bool _ShadowOutline;
bool _Formatted;
uint8 _Space;
sint32 _FontSize;

@ -78,6 +78,9 @@ namespace NLGUI
// The Width you want in pixel. This is the <td width="100"> parameter
sint32 WidthWanted;
sint32 ColSpan;
sint32 RowSpan;
sint32 TableColumnIndex;
// The min height of the cell
sint32 Height;
@ -142,6 +145,7 @@ namespace NLGUI
// Table borders
sint32 Border;
NLMISC::CRGBA BorderColor;
sint32 CellPadding;
sint32 CellSpacing;
@ -191,13 +195,14 @@ namespace NLGUI
WidthMax = 0;
WidthWanted = 0;
TableRatio = 0;
Height = 0;
RowSpan = 1;
}
sint32 Width;
sint32 Height;
sint32 WidthWanted;
sint32 WidthMax;
float TableRatio;
sint32 RowSpan;
};
// Table row

@ -233,6 +233,9 @@ namespace NLGUI
virtual void setActive (bool state);
void setXReal( sint32 x ){ _XReal = x; }
void setYReal( sint32 y ){ _YReal = y; }
void setX (sint32 x) { _X = x; }
void setXAndInvalidateCoords (sint32 x) { _X = x; invalidateCoords(); }
@ -488,8 +491,12 @@ namespace NLGUI
void setEditorSelected( bool b ){ editorSelected = b; }
bool isEditorSelected() const{ return editorSelected; }
void parsePosParent( const std::string &id );
void setPosParent( const std::string &id );
void getPosParent( std::string &id ) const;
void parseSizeParent( const std::string &id );
void setSizeParent( const std::string &id );
void getSizeParent( std::string &id ) const;
void setSerializable( bool b ){ serializable = b; }
bool IsSerializable() const{ return serializable; }
@ -505,7 +512,24 @@ namespace NLGUI
/// Called when the widget is deleted,
/// so other widgets in the group can check if it belongs to them
virtual void onWidgetDeleted( CInterfaceElement *e ){}
virtual void onWidgetDeleted( CInterfaceElement *e );
/// Move the element by x in the X direction and y in the Y direction
// Uses real coordinates
virtual void moveBy( sint32 x, sint32 y )
{
_XReal += x;
_YReal += y;
}
/// Retrieves the coordinates of the specified hotspot
void getHSCoords( const THotSpot &hs, sint32 &x, sint32 &y ) const;
/// Tells which hotspot is the closest to the specified element
void getClosestHotSpot( const CInterfaceElement *other, THotSpot &hs );
/// Aligns the element to the other element specified
void alignTo( CInterfaceElement *other );
protected:

@ -14,19 +14,22 @@
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
#ifndef WIDGET_ADD_WATCHER
#define WIDGET_ADD_WATCHER
#ifndef IFACE_FACTORY
#define IFACE_FACTORY
#include <string>
namespace NLGUI
{
class IWidgetAdditionWatcher
class CViewBase;
/// Simple interface element ( widget ) factory
class CInterfaceFactory
{
public:
virtual void widgetAdded( const std::string &name ) = 0;
static CViewBase* createClass( const std::string &name );
};
}
#endif
#endif

@ -57,6 +57,7 @@ namespace NLGUI
CInterfaceElement* findFromShortId(const std::string &id);
/// Dynamic creation
virtual void addElement (CInterfaceElement *child, sint eltOrder = -1 );
virtual void addView (CViewBase *child , sint eltOrder = -1);
virtual void addCtrl (CCtrlBase *child, sint eltOrder = -1);
virtual void addGroup (CInterfaceGroup *child, sint eltOrder = -1);
@ -79,6 +80,9 @@ namespace NLGUI
bool delElement (const std::string &id, bool noWarning=false);
bool delElement (CInterfaceElement *pIE, bool noWarning=false);
// Take the element from the group, but don't delete it!
CInterfaceElement* takeElement( CInterfaceElement *e );
uint getNumGroup() const { return (uint)_ChildrenGroups.size(); }
CInterfaceGroup *getGroup(uint index) const;
@ -324,6 +328,17 @@ namespace NLGUI
void onWidgetDeleted( CInterfaceElement *e );
void moveBy( sint32 x, sint32 y );
// Blows up the group, moves it's children to it's parent
bool explode();
/// Adjusts the group's size so that all elements are fully inside the borders
void spanElements();
/// Aligns the elements - used for forming groups
void alignElements();
protected:
void makeNewClip (sint32 &oldClipX, sint32 &oldClipY, sint32 &oldClipW, sint32 &oldClipH);

@ -150,16 +150,17 @@ namespace NLGUI
sint32 TxId_E_Open, W_E_Open, H_E_Open;
sint32 TxId_M_Open, W_M_Open, H_M_Open;
sint32 TxId_TL_HighLight;
sint32 TxId_T_HighLight;
sint32 TxId_TR_HighLight;
sint32 TxId_L_HighLight;
sint32 TxId_R_HighLight;
sint32 TxId_BL_HighLight;
sint32 TxId_B_HighLight;
sint32 TxId_BR_HighLight;
sint32 TxId_TL_HighLight, W_TL_HighLight, H_TL_HighLight;
sint32 TxId_T_HighLight, W_T_HighLight, H_T_HighLight;
sint32 TxId_TR_HighLight, W_TR_HighLight, H_TR_HighLight;
sint32 TxId_L_HighLight, W_L_HighLight, H_L_HighLight;
sint32 TxId_R_HighLight, W_R_HighLight, H_R_HighLight;
sint32 TxId_BL_HighLight, W_BL_HighLight, H_BL_HighLight;
sint32 TxId_B_HighLight, W_B_HighLight, H_B_HighLight;
sint32 TxId_BR_HighLight, W_BR_HighLight, H_BR_HighLight;
sint32 HeaderH;
sint32 InsetT; // Offset height of top texture
};
// ***************************************************************************

@ -28,6 +28,7 @@
#include "nel/gui/proc.h"
#include "nel/gui/widget_manager.h"
#include "nel/gui/link_data.h"
#include "nel/gui/variable_data.h"
namespace NLGUI
{
@ -100,20 +101,6 @@ namespace NLGUI
virtual void setupOptions() = 0;
};
struct VariableData
{
std::string entry;
std::string type;
std::string value;
uint32 size;
VariableData()
{
size = 0;
}
};
CInterfaceParser();
virtual ~CInterfaceParser();
@ -353,7 +340,15 @@ namespace NLGUI
std::map< std::string, std::string > pointerSettings;
std::map< std::string, std::map< std::string, std::string > > keySettings;
std::string _WorkDir;
public:
/// Sets the working directory, where files should be looked for
void setWorkDir( const std::string &workdir ){ _WorkDir = workdir; }
/// Looks up a file in either the working directory or using CPath::lookup
std::string lookup( const std::string &file );
void initLUA();
void uninitLUA();
bool isLuaInitialized() const{ return luaInitialized; }
@ -378,6 +373,7 @@ namespace NLGUI
void setEditorMode( bool b ){ editorMode = b; }
void setVariable( const VariableData &v );
bool serializeVariables( xmlNodePtr parentNode ) const;
bool serializeProcs( xmlNodePtr parentNode ) const;
bool serializePointerSettings( xmlNodePtr parentNode ) const;

@ -79,6 +79,7 @@ namespace NLGUI
HTML_ATTR(TABLE,ALIGN) = 0,
HTML_ATTR(TABLE,BGCOLOR),
HTML_ATTR(TABLE,BORDER),
HTML_ATTR(TABLE,BORDERCOLOR),
HTML_ATTR(TABLE,CELLPADDING),
HTML_ATTR(TABLE,CELLSPACING),
HTML_ATTR(TABLE,CLASS),
@ -189,6 +190,7 @@ namespace NLGUI
HTML_ATTR(TEXTAREA,DISABLED),
HTML_ATTR(TEXTAREA,ID),
HTML_ATTR(TEXTAREA,LANG),
HTML_ATTR(TEXTAREA,MAXLENGTH),
HTML_ATTR(TEXTAREA,NAME),
HTML_ATTR(TEXTAREA,READONLY),
HTML_ATTR(TEXTAREA,ROWS),

@ -23,6 +23,7 @@
#include "nel/misc/types_nl.h"
#include "nel/gui/proc.h"
#include "nel/gui/link_data.h"
#include "nel/gui/variable_data.h"
namespace NLGUI
{
@ -83,11 +84,13 @@ namespace NLGUI
virtual void removeLinkData( uint32 id ) = 0;
virtual bool getLinkData( uint32 id, SLinkData &linkData ) = 0;
virtual void updateLinkData( uint32 id, const SLinkData &linkData ) = 0;
virtual void setVariable( const VariableData &v ) = 0;
virtual bool serializeVariables( xmlNodePtr parentNode ) const = 0;
virtual bool serializeProcs( xmlNodePtr parentNode ) const = 0;
virtual bool serializePointerSettings( xmlNodePtr parentNode ) const = 0;
virtual bool serializeKeySettings( xmlNodePtr parentNode ) const = 0;
virtual CViewBase* createClass( const std::string &name ) = 0;
virtual void setWorkDir( const std::string &workdir ) = 0;
};
}

@ -0,0 +1,46 @@
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// 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 <http://www.gnu.org/licenses/>.
#ifndef ROOT_GROUP_H
#define ROOT_GROUP_H
#include <string>
#include <map>
#include "nel/gui/interface_group.h"
namespace NLGUI
{
class CRootGroup : public CInterfaceGroup
{
public:
CRootGroup(const TCtorParam &param);
virtual ~CRootGroup();
virtual CInterfaceElement* getElement (const std::string &id);
virtual void addGroup (CInterfaceGroup *child, sint eltOrder = -1);
virtual bool delGroup (CInterfaceGroup *child, bool dontDelete = false);
private:
std::map< std::string, CInterfaceGroup* > _Accel;
};
}
#endif

@ -1,4 +1,4 @@
// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// Copyright (C) 2010 Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
@ -14,20 +14,28 @@
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
#include "stdmisc.h"
#include "nel/misc/game_device_events.h"
#ifndef VARIABLE_DATA_H
#define VARIABLE_DATA_H
#include "nel/misc/types_nl.h"
#ifdef DEBUG_NEW
#define new DEBUG_NEW
#endif
namespace NLMISC
namespace NLGUI
{
struct VariableData
{
std::string entry;
std::string type;
std::string value;
uint32 size;
void dummyToAvoidStupidCompilerWarning_game_device_events_cpp()
{
VariableData()
{
size = 0;
}
};
}
} // NLMISC
#endif

@ -48,7 +48,7 @@ namespace NLGUI
/// Constructor
CViewText (const std::string& id, const std::string Text="", sint FontSize=12,
NLMISC::CRGBA Color=NLMISC::CRGBA(255,255,255), bool Shadow=false);
NLMISC::CRGBA Color=NLMISC::CRGBA(255,255,255), bool Shadow=false, bool ShadowOutline=false);
virtual ~CViewText();
@ -83,6 +83,7 @@ namespace NLGUI
void setFontSize (sint nFontSize);
void setColor (const NLMISC::CRGBA &color);
void setShadow (bool bShadow);
void setShadowOutline (bool bShadowOutline);
void setShadowColor (const NLMISC::CRGBA &color);
void setLineMaxW (sint nMaxW, bool invalidate=true);
void setMultiLine (bool bMultiLine);
@ -102,6 +103,7 @@ namespace NLGUI
sint getFontSize() const;
NLMISC::CRGBA getColor() { return _Color; }
bool getShadow() { return _Shadow; }
bool getShadowOutline() { return _ShadowOutline; }
NLMISC::CRGBA getShadowColor() { return _ShadowColor; }
sint getLineMaxW() const { return _LineMaxW; }
bool getMultiLine() const { return _MultiLine; }
@ -204,6 +206,10 @@ namespace NLGUI
virtual void serial(NLMISC::IStream &f);
// Sets the parent element
// See the comment at the field
void setParentElm( CInterfaceElement *parent ){ _ParentElm = parent; }
protected:
std::string _HardtextFormat;
/// Text to display.
@ -225,6 +231,7 @@ namespace NLGUI
NLMISC::CRGBA _Color;
/// the shadow mode
bool _Shadow;
bool _ShadowOutline;
/// the case mode
TCaseMode _CaseMode;
/// the text shadow color
@ -379,6 +386,9 @@ namespace NLGUI
/// Dynamic tooltips
std::vector<CCtrlToolTip*> _Tooltips;
// Parent element is the element where this text belongs to
// For example: text button
CInterfaceElement *_ParentElm;
private:
void setup ();

@ -75,6 +75,16 @@ namespace NLGUI
virtual void process() = 0;
};
// Interface for event handlers that can be called when widgets are added or moved
class IWidgetWatcher
{
public:
IWidgetWatcher(){}
virtual ~IWidgetWatcher(){}
virtual void onWidgetAdded( const std::string &name ) = 0;
virtual void onWidgetMoved( const std::string &oldid, const std::string &newid ) = 0;
};
/// Frame render times
struct SInterfaceTimes
{
@ -333,6 +343,12 @@ namespace NLGUI
bool handleEvent( const CEventDescriptor &evnt );
bool handleSystemEvent( const CEventDescriptor &evnt );
bool handleKeyboardEvent( const CEventDescriptor &evnt );
bool handleMouseEvent( const CEventDescriptor &evnt );
bool handleMouseMoveEvent( const CEventDescriptor &eventDesc );
// Relative move of pointer
@ -487,18 +503,34 @@ namespace NLGUI
IParser* getParser() const{ return parser; }
std::string& getCurrentEditorSelection(){ return currentEditorSelection; }
void setCurrentEditorSelection( const std::string &name );
/// Retrieves the Id of the currently selected widgets
void getEditorSelection( std::vector< std::string > &selection );
/// Adds the widget with the specified Id to the selected widgets
void selectWidget( const std::string &name );
/// Clears the selection
void clearEditorSelection();
void notifySelectionWatchers();
void registerSelectionWatcher( IEditorSelectionWatcher *watcher );
void unregisterSelectionWatcher( IEditorSelectionWatcher *watcher );
void notifyAdditionWatchers( const std::string &widgetName );
void registerAdditionWatcher( IWidgetAdditionWatcher *watcher );
void unregisterAdditionWatcher( IWidgetAdditionWatcher *watcher );
void onWidgetAdded( const std::string &id );
void onWidgetMoved( const std::string &oldid, const std::string &newid );
void registerWidgetWatcher( IWidgetWatcher *watcher );
void unregisterWidgetWatcher( IWidgetWatcher *watcher );
CInterfaceElement* addWidgetToGroup( std::string &group, std::string &widgetClass, std::string &widgetName );
void setGroupSelection( bool b ){ _GroupSelection = b; }
bool groupSelection();
bool unGroupSelection();
void setMultiSelection( bool b ){ multiSelection = b; }
bool createNewGUI( const std::string &project, const std::string &window );
private:
CWidgetManager();
~CWidgetManager();
@ -526,6 +558,11 @@ namespace NLGUI
NLMISC::CRefPtr< CViewBase > _CapturedView;
NLMISC::CRefPtr< CInterfaceElement > draggedElement; // the element that we're currently dragging
bool startDragging();
void stopDragging();
// What is under pointer
std::vector< CViewBase* > _ViewsUnderPointer;
std::vector< CCtrlBase* > _CtrlsUnderPointer;
@ -583,10 +620,12 @@ namespace NLGUI
std::vector< INewScreenSizeHandler* > newScreenSizeHandlers;
std::vector< IOnWidgetsDrawnHandler* > onWidgetsDrawnHandlers;
std::vector< IEditorSelectionWatcher* > selectionWatchers;
std::vector< IWidgetAdditionWatcher* > additionWatchers;
std::vector< IWidgetWatcher* > widgetWatchers;
std::string currentEditorSelection;
std::vector< std::string > editorSelection;
bool _GroupSelection;
bool multiSelection;
uint32 _WidgetCount;
};
}

@ -0,0 +1,327 @@
/*
Copyright (c) 2009-2014, Jan BOON
All rights reserved.
Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions are met:
* Redistributions of source code must retain the above copyright notice, this
list of conditions and the following disclaimer.
* Redistributions in binary form must reproduce the above copyright notice,
this list of conditions and the following disclaimer in the documentation
and/or other materials provided with the distribution.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE
FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,
OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
#ifndef NLMISC_CALLBACK_H
#define NLMISC_CALLBACK_H
#include <nel/misc/types_nl.h>
// STL includes
// NeL includes
#include <nel/misc/debug.h>
// Project includes
namespace NLMISC {
#define NLMISC_CALLBACK_TEMPLATE \
/** \
* \brief NLMISC_CALLBACK_ARGS_CLASS \
* \date 2009-03-03 18:09GMT \
* \author Jan BOON \
* Callback template \
*/ \
template<typename TReturn NLMISC_CALLBACK_ARGS_TYPENAME> \
class NLMISC_CALLBACK_ARGS_CLASS \
{ \
/* Very simple reference counting callback base */ \
class CCallbackBase \
{ \
public: \
CCallbackBase() : m_RefCount(0) \
{ \
\
} \
\
virtual ~CCallbackBase() \
{ \
nlassert(!m_RefCount); \
} \
\
void refAdd() \
{ \
++m_RefCount; \
} \
\
void refRemove() \
{ \
--m_RefCount; \
if (!m_RefCount) \
delete this; \
} \
\
virtual TReturn callback(NLMISC_CALLBACK_ARGS_DECL) = 0; \
\
virtual bool equals(const CCallbackBase *callbackBase) = 0; \
\
/* disable copy */ \
CCallbackBase(const CCallbackBase &); \
CCallbackBase &operator=(const CCallbackBase &); \
\
private: \
uint m_RefCount; \
}; \
\
typedef TReturn TCallbackFunction(NLMISC_CALLBACK_ARGS_DECL); \
class CCallbackFunction : public CCallbackBase \
{ \
public: \
CCallbackFunction(TCallbackFunction *callbackFunction) : m_CallbackFunction(callbackFunction) \
{ \
nlassert(m_CallbackFunction); \
} \
\
virtual ~CCallbackFunction() \
{ \
m_CallbackFunction = NULL; \
} \
\
virtual TReturn callback(NLMISC_CALLBACK_ARGS_DECL) \
{ \
return m_CallbackFunction(NLMISC_CALLBACK_ARGS_IMPL); \
} \
\
virtual bool equals(const CCallbackBase *callbackBase) \
{ \
const CCallbackFunction *callbackFunction = \
dynamic_cast<const CCallbackFunction *>(callbackBase); \
if (!callbackFunction) return false; \
return m_CallbackFunction == callbackFunction->m_CallbackFunction; \
} \
\
private: \
TCallbackFunction *m_CallbackFunction; \
}; \
\
template<typename TClass> \
class CCallbackMethod : public CCallbackBase \
{ \
typedef TReturn (TClass::*TCallbackMethod)(NLMISC_CALLBACK_ARGS_DECL); \
public: \
CCallbackMethod(TClass *callbackObject, TCallbackMethod callbackMethod) : m_CallbackObject(callbackObject), m_CallbackMethod(callbackMethod) \
{ \
nlassert(m_CallbackObject); \
nlassert(m_CallbackMethod); \
} \
\
virtual ~CCallbackMethod() \
{ \
m_CallbackObject = NULL; \
m_CallbackMethod = NULL; \
} \
\
virtual TReturn callback(NLMISC_CALLBACK_ARGS_DECL) \
{ \
return (m_CallbackObject->*m_CallbackMethod)(NLMISC_CALLBACK_ARGS_IMPL); \
} \
\
virtual bool equals(const CCallbackBase *callbackBase) \
{ \
const CCallbackMethod *callbackMethod = \
dynamic_cast<const CCallbackMethod *>(callbackBase); \
if (!callbackMethod) return false; \
return m_CallbackObject == callbackMethod->m_CallbackObject \
&& m_CallbackMethod == callbackMethod->m_CallbackMethod; \
} \
\
private: \
TClass *m_CallbackObject; \
TCallbackMethod m_CallbackMethod; \
}; \
\
public: \
CCallback() : m_CallbackBase(NULL) \
{ \
\
} \
\
CCallback(TCallbackFunction *callbackFunction) : m_CallbackBase(new CCallbackFunction(callbackFunction)) \
{ \
nlassert(m_CallbackBase); \
m_CallbackBase->refAdd(); \
} \
\
template<typename TClass> \
CCallback(TClass *callbackObject, TReturn (TClass::*callbackMethod)(NLMISC_CALLBACK_ARGS_DECL)) : m_CallbackBase(new CCallbackMethod<TClass>(callbackObject, callbackMethod)) \
{ \
nlassert(m_CallbackBase); \
m_CallbackBase->refAdd(); \
} \
\
CCallback(const CCallback &callback) \
{ \
m_CallbackBase = callback.m_CallbackBase; \
if (m_CallbackBase) \
m_CallbackBase->refAdd(); \
} \
\
CCallback &operator=(const CCallback &callback) \
{ \
if (m_CallbackBase != callback.m_CallbackBase) \
{ \
if (m_CallbackBase) \
m_CallbackBase->refRemove(); \
m_CallbackBase = callback.m_CallbackBase; \
if (m_CallbackBase) \
m_CallbackBase->refAdd(); \
} \
return *this; \
} \
\
~CCallback() \
{ \
if (m_CallbackBase) \
{ \
m_CallbackBase->refRemove(); \
m_CallbackBase = NULL; \
} \
} \
\
TReturn callback(NLMISC_CALLBACK_ARGS_DECL) \
{ \
nlassert(m_CallbackBase); \
return m_CallbackBase->callback(NLMISC_CALLBACK_ARGS_IMPL); \
} \
\
TReturn operator()(NLMISC_CALLBACK_ARGS_DECL) \
{ \
nlassert(m_CallbackBase); \
return m_CallbackBase->callback(NLMISC_CALLBACK_ARGS_IMPL); \
} \
\
bool valid() const \
{ \
return m_CallbackBase != NULL; \
} \
\
operator bool() const \
{ \
return m_CallbackBase != NULL; \
} \
\
bool operator==(const CCallback &callback) \
{ \
return m_CallbackBase->equals(callback.m_CallbackBase); \
} \
\
private: \
CCallbackBase *m_CallbackBase; \
\
}; /* class CCallback */ \
template<typename TReturn, typename TArgsA = void, typename TArgsB = void, typename TArgsC = void, typename TArgsD = void, typename TArgsE = void, typename TArgsF = void, typename TArgsG = void, typename TDummy = void>
class CCallback;
#define NLMISC_CALLBACK_ARGS_CLASS CCallback<TReturn, void, void, void, void, void, void, void, void>
#define NLMISC_CALLBACK_ARGS_TYPENAME
#define NLMISC_CALLBACK_ARGS_DECL
#define NLMISC_CALLBACK_ARGS_IMPL
NLMISC_CALLBACK_TEMPLATE
#undef NLMISC_CALLBACK_ARGS_CLASS
#undef NLMISC_CALLBACK_ARGS_TYPENAME
#undef NLMISC_CALLBACK_ARGS_DECL
#undef NLMISC_CALLBACK_ARGS_IMPL
#define NLMISC_CALLBACK_ARGS_CLASS CCallback<TReturn, TArgsA, void, void, void, void, void, void, void>
#define NLMISC_CALLBACK_ARGS_TYPENAME , typename TArgsA
#define NLMISC_CALLBACK_ARGS_DECL TArgsA argsA
#define NLMISC_CALLBACK_ARGS_IMPL argsA
NLMISC_CALLBACK_TEMPLATE
#undef NLMISC_CALLBACK_ARGS_CLASS
#undef NLMISC_CALLBACK_ARGS_TYPENAME
#undef NLMISC_CALLBACK_ARGS_DECL
#undef NLMISC_CALLBACK_ARGS_IMPL
#define NLMISC_CALLBACK_ARGS_CLASS CCallback<TReturn, TArgsA, TArgsB, void, void, void, void, void, void>
#define NLMISC_CALLBACK_ARGS_TYPENAME , typename TArgsA, typename TArgsB
#define NLMISC_CALLBACK_ARGS_DECL TArgsA argsA, TArgsB argsB
#define NLMISC_CALLBACK_ARGS_IMPL argsA, argsB
NLMISC_CALLBACK_TEMPLATE
#undef NLMISC_CALLBACK_ARGS_CLASS
#undef NLMISC_CALLBACK_ARGS_TYPENAME
#undef NLMISC_CALLBACK_ARGS_DECL
#undef NLMISC_CALLBACK_ARGS_IMPL
#define NLMISC_CALLBACK_ARGS_CLASS CCallback<TReturn, TArgsA, TArgsB, TArgsC, void, void, void, void, void>
#define NLMISC_CALLBACK_ARGS_TYPENAME , typename TArgsA, typename TArgsB, typename TArgsC
#define NLMISC_CALLBACK_ARGS_DECL TArgsA argsA, TArgsB argsB, TArgsC argsC
#define NLMISC_CALLBACK_ARGS_IMPL argsA, argsB, argsC
NLMISC_CALLBACK_TEMPLATE
#undef NLMISC_CALLBACK_ARGS_CLASS
#undef NLMISC_CALLBACK_ARGS_TYPENAME
#undef NLMISC_CALLBACK_ARGS_DECL
#undef NLMISC_CALLBACK_ARGS_IMPL
#define NLMISC_CALLBACK_ARGS_CLASS CCallback<TReturn, TArgsA, TArgsB, TArgsC, TArgsD, void, void, void, void>
#define NLMISC_CALLBACK_ARGS_TYPENAME , typename TArgsA, typename TArgsB, typename TArgsC, typename TArgsD
#define NLMISC_CALLBACK_ARGS_DECL TArgsA argsA, TArgsB argsB, TArgsC argsC, TArgsD argsD
#define NLMISC_CALLBACK_ARGS_IMPL argsA, argsB, argsC, argsD
NLMISC_CALLBACK_TEMPLATE
#undef NLMISC_CALLBACK_ARGS_CLASS
#undef NLMISC_CALLBACK_ARGS_TYPENAME
#undef NLMISC_CALLBACK_ARGS_DECL
#undef NLMISC_CALLBACK_ARGS_IMPL
#define NLMISC_CALLBACK_ARGS_CLASS CCallback<TReturn, TArgsA, TArgsB, TArgsC, TArgsD, TArgsE, void, void, void>
#define NLMISC_CALLBACK_ARGS_TYPENAME , typename TArgsA, typename TArgsB, typename TArgsC, typename TArgsD, typename TArgsE
#define NLMISC_CALLBACK_ARGS_DECL TArgsA argsA, TArgsB argsB, TArgsC argsC, TArgsD argsD, TArgsE argsE
#define NLMISC_CALLBACK_ARGS_IMPL argsA, argsB, argsC, argsD, argsE
NLMISC_CALLBACK_TEMPLATE
#undef NLMISC_CALLBACK_ARGS_CLASS
#undef NLMISC_CALLBACK_ARGS_TYPENAME
#undef NLMISC_CALLBACK_ARGS_DECL
#undef NLMISC_CALLBACK_ARGS_IMPL
#define NLMISC_CALLBACK_ARGS_CLASS CCallback<TReturn, TArgsA, TArgsB, TArgsC, TArgsD, TArgsE, TArgsF, void, void>
#define NLMISC_CALLBACK_ARGS_TYPENAME , typename TArgsA, typename TArgsB, typename TArgsC, typename TArgsD, typename TArgsE, typename TArgsF
#define NLMISC_CALLBACK_ARGS_DECL TArgsA argsA, TArgsB argsB, TArgsC argsC, TArgsD argsD, TArgsE argsE, TArgsF argsF
#define NLMISC_CALLBACK_ARGS_IMPL argsA, argsB, argsC, argsD, argsE, argsF
NLMISC_CALLBACK_TEMPLATE
#undef NLMISC_CALLBACK_ARGS_CLASS
#undef NLMISC_CALLBACK_ARGS_TYPENAME
#undef NLMISC_CALLBACK_ARGS_DECL
#undef NLMISC_CALLBACK_ARGS_IMPL
#define NLMISC_CALLBACK_ARGS_CLASS CCallback<TReturn, TArgsA, TArgsB, TArgsC, TArgsD, TArgsE, TArgsF, TArgsG, void>
#define NLMISC_CALLBACK_ARGS_TYPENAME , typename TArgsA, typename TArgsB, typename TArgsC, typename TArgsD, typename TArgsE, typename TArgsF, typename TArgsG
#define NLMISC_CALLBACK_ARGS_DECL TArgsA argsA, TArgsB argsB, TArgsC argsC, TArgsD argsD, TArgsE argsE, TArgsF argsF, TArgsG argsG
#define NLMISC_CALLBACK_ARGS_IMPL argsA, argsB, argsC, argsD, argsE, argsF, argsG
NLMISC_CALLBACK_TEMPLATE
#undef NLMISC_CALLBACK_ARGS_CLASS
#undef NLMISC_CALLBACK_ARGS_TYPENAME
#undef NLMISC_CALLBACK_ARGS_DECL
#undef NLMISC_CALLBACK_ARGS_IMPL
#undef NLMISC_CALLBACK_ARGS_CLASSNAME
#undef NLMISC_CALLBACK_TEMPLATE
} /* namespace NLMISC */
#endif /* #ifndef NLMISC_CALLBACK_H */
/* end of file */

@ -1,204 +0,0 @@
// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
// 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 <http://www.gnu.org/licenses/>.
#ifndef NL_DI_EVENT_EMITTER_H
#define NL_DI_EVENT_EMITTER_H
#include "types_nl.h"
#ifdef NL_OS_WINDOWS
#define DIRECTINPUT_VERSION 0x0800
#include "input_device_server.h"
#include "input_device_manager.h"
#include "event_emitter.h"
#include "smart_ptr.h"
#include "events.h"
#include "rect.h"
#include "game_device.h"
#ifndef NL_COMP_MINGW
# define NOMINMAX
#endif
#include <windows.h>
#include <dinput.h>
namespace NLMISC
{
class CWinEventEmitter;
class CDIKeyboard;
class CDIMouse;
struct IMouseDevice;
struct IKeyboardDevice;
//
struct EDirectInput : public EInputDevice
{
EDirectInput(const char *reason) : EInputDevice(reason) {}
};
//
struct EDirectInputLibNotFound : public EDirectInput
{
EDirectInputLibNotFound() : EDirectInput("can't found the direct input dll") {}
};
//
struct EDirectInputInitFailed : public EDirectInput
{
EDirectInputInitFailed() : EDirectInput("Direct input initialization failed") {}
};
//
struct EDirectInputCooperativeLevelFailed : public EDirectInput
{
EDirectInputCooperativeLevelFailed() : EDirectInput("Direct Input Device Cooperative level couldn't be set") {}
};
// Class to represent Direct Inputs events
struct CDIEvent : public IInputDeviceEvent
{
virtual bool operator < (const IInputDeviceEvent &ide) const
{
// just compare the dates
return Datas.dwTimeStamp < (safe_cast<const CDIEvent *>(&ide))->Datas.dwTimeStamp;
}
DIDEVICEOBJECTDATA Datas;
};
/**
* This manage events by using DirectInput8.
* This should be polled regularly.
* This can be mixed with a CWinEmitter (for example, you may have mouse using direct input, and keyboard using standard messages)
* \author Nicolas Vizerie
* \author Nevrax France
* \date 2002
*/
class CDIEventEmitter : public IEventEmitter, public IInputDeviceManager
{
public:
/** Build a Direct Input Event Emitter object. An exception containing the reason is thrown if the initialization failed.
* The obtained object must be released by deleting it.
* \param hinst the instance of the application.
* \param hwnd the main window of the application.
* \param we A windows eventsemitter. Can be NULL. Needed if you want to mix WIN32 events and Direct Input events
* (for example, a Direct Input Mouse and a Win32 Keyboard)
*/
static CDIEventEmitter *create(HINSTANCE hinst, HWND hwnd, CWinEventEmitter *we) throw(EDirectInput);
~CDIEventEmitter();
public:
/// This poll the direct input state, directly storing the result in the given server, or keeping the result in internal server if NULL.
void poll(CEventServer *server = NULL);
///\name From IDeviceManager, access to devices
//@{
// Test if a mouse has been created (by a call to getMouseDeivce)
virtual bool isMouseCreated() { return _Mouse != NULL; }
/** Create the mouse device if needed (one active at a time for that object, repeated calls returns the same pointer) and get an interface on it. An exception if thrown if it couldn't be obtained.
* If this object has a pointer on a win32 emiter, Win32 mouse messages are replaced by this mouse messages.
*/
virtual IMouseDevice *getMouseDevice(bool hardware) throw(EInputDevice);
/// remove the direct input mouse
virtual void releaseMouse();
/** Create the keyboard device if needed (one active at a time for that object, repeated calls returns the same pointer) and get an interface on it.
* If this object has a pointer on a win32 emiter, Win32 keyboard messages are replaced by this keyboard messages.
* NB: A direct input has no notion of localization or key combinations. See keyboard_device.h for more infos
*/
virtual IKeyboardDevice *getKeyboardDevice() throw(EInputDevice);
/// remove the direct input keyboard
virtual void releaseKeyboard();
// Enumerates current game devices (gamepads, joystick etc.). The result is stored in the given vector
virtual void enumerateGameDevice(TDeviceDescVect &descs) throw(EInputDevice);
// Create the given game device from its instance name. It also means that it will begin to sends inputs
virtual IGameDevice *createGameDevice(const std::string &instanceName) throw(EInputDevice);
// Release the given game device
virtual void releaseGameDevice(IGameDevice *);
//@}
/// from IEventEmitter
virtual void submitEvents(CEventServer &server, bool allWindows);
virtual void emulateMouseRawMode(bool enable);
// Build a TMouseButton value from the current buttons state
TMouseButton buildButtonsFlags() const;
// Build a TMouseButton value (but with no mouse values)
TMouseButton buildKeyboardButtonFlags() const
{
return (TMouseButton) (buildButtonsFlags() & (ctrlButton|shiftButton|altButton));
}
//================================================================
//================================================================
//================================================================
private:
typedef HRESULT (WINAPI * TPDirectInput8Create) (HINSTANCE hinst, DWORD dwVersion, REFIID riidltf, LPVOID* ppvOut, LPUNKNOWN punkOuter);
// Private internal server message, used to stored all messages internally before to dispatch them, when no server is supplied to poll(...
class CDIEventServer : CEventServer
{
friend class CDIEventEmitter;
public:
void setServer (CEventServer *server)
{
_Server = server;
}
private:
bool pumpEvent(CEvent *event)
{
CEventServer::pumpEvent(event);
_Server->postEvent (event);
return false;
}
private:
CEventServer *_Server;
};
private:
HWND _hWnd;
TMouseButton _ButtonsFlags;
NLMISC::CRefPtr<CWinEventEmitter> _WE;
static HMODULE _DirectInputLibHandle;
static TPDirectInput8Create _PDirectInput8Create;
static uint _NumCreatedInterfaces;
private:
static bool loadLib();
static void unloadLib();
//====
private:
CDIEventServer _InternalServer;
CInputDeviceServer _DeviceServer;
IDirectInput8 *_DInput8;
CDIMouse *_Mouse;
CDIKeyboard *_Keyboard;
private:
CDIEventEmitter(HWND hwnd, CWinEventEmitter *we);
};
} // NLMISC
#endif // NL_WINDOWS
#endif // NL_DX_EVENT_EMITTER_H
/* End of dx_event_emitter.h */

@ -49,19 +49,6 @@ public:
* \param server
*/
virtual void submitEvents(CEventServer & server, bool allWindows) = 0;
/**
* Instruct the event emitter to send CGDMouseMove instead of CEventMouseMove.
*
* On windows, the mouse device can be set into RawMode. Using this mode,
* CGDMouseMove events (only containing the raw movement delta) are emitted
* instead of the normal CEventMouseMove events (containing the mouse position).
*
* On Linux and Mac OS X, there is no MouseDevice implementation, all the
* events are created by the event emitter. So the event emitter has to
* emulate the mouse raw mode.
*/
virtual void emulateMouseRawMode(bool) = 0;
};

@ -47,7 +47,6 @@ public:
const IEventEmitter *getEmitter(uint index) const;
/// From IEventEmitter. This call submitEvents on all the emitters
virtual void submitEvents(CEventServer &server, bool allWindows);
virtual void emulateMouseRawMode(bool enable);
virtual bool copyTextToClipboard(const ucstring &text);
virtual bool pasteTextFromClipboard(ucstring &text);

@ -1,114 +0,0 @@
// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
// 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 <http://www.gnu.org/licenses/>.
#ifndef NL_GAME_DEVICE_H
#define NL_GAME_DEVICE_H
#include "types_nl.h"
#include "input_device.h"
#include <string>
#include <vector>
namespace NLMISC
{
/// Describe a game device
struct CGameDeviceDesc
{
// type of the device
enum TDevType { GamePad, Joystick, DontKnow, DevTypeLast } DevType;
// Friendly name for the instance. For example, "Joystick 1."
std::string InstanceName;
// Friendly name for the product
std::string ProductName;
// Tells whether this device is connected
bool Connected;
};
// a list of game device description
typedef std::vector<CGameDeviceDesc> TDeviceDescVect;
/// for devices comparison. The 'Connected' field is ignored.
inline bool operator == (const CGameDeviceDesc &lhs, const CGameDeviceDesc &rhs)
{
return lhs.InstanceName == rhs.InstanceName && lhs.ProductName == rhs.ProductName;
}
//
inline bool operator != (const CGameDeviceDesc &lhs, const CGameDeviceDesc &rhs)
{
return !(lhs == rhs);
}
/**
* This abstract a joystick or gamepad
* \author Nicolas Vizerie
* \author Nevrax France
* \date 2002
*/
struct IGameDevice : public IInputDevice
{
enum TAxis { XAxis = 0, YAxis, ZAxis, /* translation */
RXAxis, RYAxis, RZAxis, /* rotations */
MaxNumAxis
};
/// Get a general description of this device
virtual const CGameDeviceDesc &getDescription() const = 0;
///\name Controls presence
//@{
// returns the number of buttons available on this game device
virtual uint getNumButtons() const = 0;
/** Check if the given axe is present on this game device
* NB : only absolute axis are managed
*/
virtual bool hasAxis(TAxis axis) const = 0;
// Check the number of sliders presents on this game device
virtual uint getNumSliders() const = 0;
// Check the number of point of views controls present on this game device
virtual uint getNumPOV() const = 0;
//@}
///\name Controls names. Must ensure that controls are present before calling these methods.
//@{
virtual const char *getButtonName(uint index) const = 0;
virtual const char *getAxisName(TAxis axis) const = 0;
virtual const char *getSliderName(uint index) const = 0;
virtual const char *getPOVName(uint index) const = 0;
//@}
///\name Controls state. Must ensure that controls are present before calling these methods.
//@{
// Return true if the given button is pushed.
virtual bool getButtonState(uint index) const = 0;
// Return a value in [-1, 1] for a translation axis, or an orientation.
virtual float getAxisValue(TAxis axis) const = 0;
// Return a value in [0, 1]
virtual float getSliderPos(uint index) const = 0;
// Return a CCW angle in degrees
virtual float getPOVAngle(uint index) const = 0;
//@}
};
} // NLMISC
#endif // NL_GAME_DEVICE_H
/* End of GAME_device.h */

@ -1,209 +0,0 @@
// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
// 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 <http://www.gnu.org/licenses/>.
#ifndef NL_GAME_DEVICE_EVENT_H
#define NL_GAME_DEVICE_EVENT_H
#include "types_nl.h"
#include "events.h"
#include "game_device.h"
namespace NLMISC
{
struct IMouseDevice;
struct IGameDevice;
const CClassId EventGDMouseMove(0x12142bc4, 0x43c73e74);
const CClassId EventGDButtonDownId(0x57141957, 0x3efb143a);
const CClassId EventGDButtonUpId(0x16105e06, 0x302536b2);
const CClassId EventGDAxisMovedId(0x073306, 0x41173626);
const CClassId EventGDSliderMovedId(0x68776586, 0x394a6916);
const CClassId EventGDPOVChanged(0x362851b9, 0x395c4d61);
//==========================================================================================
/// A raw mouse move message, expressed in mickeys (relative values)
class CGDMouseMove : public CEvent
{
public:
IMouseDevice *MD;
sint X, Y;
public:
CGDMouseMove(IEventEmitter *emitter, IMouseDevice *md, sint x, sint y) : CEvent(emitter, EventGDMouseMove), MD(md), X(x), Y(y)
{}
virtual CEvent *clone() const {return new CGDMouseMove(*this);}
};
//==========================================================================================
/**
* An event from a game device (joystick, joypad ...)
*/
class CGameDeviceEvent : public CEvent
{
public:
/// the game device this event come from
IGameDevice *GameDevice;
public:
CGameDeviceEvent(
IGameDevice *gameDevice,
IEventEmitter *emitter,
const CClassId &classId
)
: CEvent(emitter, classId),
GameDevice(gameDevice)
{}
};
//==========================================================================================
/** A button state has changed
*/
class CGDButton : public CGameDeviceEvent
{
public:
// index of the buttons that has been pushed
uint ButtonIndex;
bool Pushed;
public:
///
CGDButton(
uint buttonIndex,
bool pushed,
IGameDevice *gameDevice,
IEventEmitter *emitter,
const CClassId &classId
)
: CGameDeviceEvent(gameDevice, emitter, classId),
ButtonIndex(buttonIndex),
Pushed(pushed)
{}
};
//==========================================================================================
/** A button has been pushed
*/
class CGDButtonDown : public CGDButton
{
public:
///
CGDButtonDown(uint buttonIndex, IGameDevice *gameDevice, IEventEmitter *emitter)
: CGDButton(buttonIndex, true, gameDevice, emitter, EventGDButtonDownId)
{}
virtual CEvent *clone() const {return new CGDButtonDown(*this);}
};
//==========================================================================================
/** A button has been released
*/
class CGDButtonUp : public CGDButton
{
public:
///
CGDButtonUp(uint buttonIndex, IGameDevice *gameDevice, IEventEmitter *emitter)
: CGDButton(buttonIndex, false, gameDevice, emitter, EventGDButtonUpId)
{}
virtual CEvent *clone() const {return new CGDButtonUp(*this);}
};
//==========================================================================================
/// An axis has moved
class CGDAxisMoved : public CGameDeviceEvent
{
public:
IGameDevice::TAxis Axis;
// current position of the axis, ranges from -1.f to 1.f
float Value;
public:
CGDAxisMoved(
IGameDevice::TAxis axis,
float value,
IGameDevice *gameDevice,
IEventEmitter *emitter
)
: CGameDeviceEvent(gameDevice, emitter, EventGDAxisMovedId),
Axis(axis),
Value(value)
{}
virtual CEvent *clone() const {return new CGDAxisMoved(*this);}
};
//==========================================================================================
/// A slider position has changed
class CGDSliderMoved : public CGameDeviceEvent
{
public:
uint SliderIndex;
// current position of the slider, ranges from 0.f to 1.f
float SliderPos;
public:
CGDSliderMoved(
float sliderPos,
uint sliderIndex,
IGameDevice *gameDevice,
IEventEmitter *emitter
)
: CGameDeviceEvent(gameDevice, emitter, EventGDSliderMovedId),
SliderIndex(sliderIndex),
SliderPos(sliderPos)
{}
virtual CEvent *clone() const {return new CGDSliderMoved(*this);}
};
//==========================================================================================
/// A point of view control changed
class CGDPOVChanged : public CGameDeviceEvent
{
public:
uint POVIndex;
bool Centered;
// The POV angle, in degrees (CW)
float POVAngle;
public:
CGDPOVChanged(
bool centered,
float povAngle,
uint povIndex,
IGameDevice *gameDevice,
IEventEmitter *emitter
)
: CGameDeviceEvent(gameDevice, emitter, EventGDPOVChanged),
POVIndex(povIndex),
Centered(centered),
POVAngle(povAngle)
{}
virtual CEvent *clone() const {return new CGDPOVChanged(*this);}
};
} // NLMISC
#endif // NL_GAME_DEVICE_EVENT_H
/* End of game_device_event.h */

@ -1,84 +0,0 @@
// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
// 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 <http://www.gnu.org/licenses/>.
#ifndef NL_INPUT_DEVICE_H
#define NL_INPUT_DEVICE_H
#include "types_nl.h"
namespace NLMISC
{
class CEventServer;
class CInputDeviceServer;
struct IInputDeviceEvent;
/**
* Base class that wrap to a device
* \author Nicolas Vizerie
* \author Nevrax France
* \date 2002
*/
struct IInputDevice
{
/** Set the buffer size for this device (the number of samples it can retains).
* This return true if the size could be set
*/
virtual bool setBufferSize(uint size) = 0;
/// Get the buffer size for this device
virtual uint getBufferSize() const = 0;
///\name Device server specifics. You usually don't want to call these
//@{
/** For device server usage :
* Called at the beginning of each events retrieval.
* If a device doesn't support buffered datas, the state changes can be directly send to the event server.
* The default does nothing.
*/
virtual void begin(CEventServer * /* server */) {}
/** For device server usage :
* Poll all events from that device, and notify them to the given device server, so that they can be sorted between devices.
* This retrieves messages, but do not process them.
*/
virtual void poll(CInputDeviceServer *dev) = 0;
/** For device server usage :
* Process an event (eventually update this device state), and translate the message to a IEventServerMessage
*/
virtual void submit(IInputDeviceEvent *deviceEvent, CEventServer *server) = 0;
/** For device server usage :
* Says that the next message is for another device, or that it is the last message that will be received.
* This allow to pack several messages in one (for example, to sum up mouse moves until a click occurs)
* The default does nothing.
* The next message can be used to get a time stamp for example. It may be NULL is no next message is available
*/
virtual void transitionOccured(CEventServer * /* server */, const IInputDeviceEvent * /* nextMessage */) {}
//@}
// dtor
virtual ~IInputDevice() {}
};
} // NLMISC
#endif // NL_INPUT_DEVICE_H
/* End of input_device.h */

@ -1,69 +0,0 @@
// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
// 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 <http://www.gnu.org/licenses/>.
#ifndef NL_INPUT_DEVICE_MANAGER_H
#define NL_INPUT_DEVICE_MANAGER_H
#include "types_nl.h"
#include "game_device.h"
#include "common.h"
namespace NLMISC
{
struct IMouseDevice;
struct IKeyboardDevice;
struct EInputDevice : public Exception
{
EInputDevice(const char *reason) : Exception(reason) {}
};
/** Interface for objects that give low level access to devices (mouse, keyboard, joypads and joysticks).
* Generally an object implementing this interface will send the appropriate events when a device is 'created'.
* (Example of implementation : a direct input event emitter)
*/
struct IInputDeviceManager
{
// Test if a mouse has been created (by a call to getMouseDeivce)
virtual bool isMouseCreated() = 0;
/// Create the low level mouse device if needed (one active at a time for that object, repeated calls returns the same pointer). An exception if thrown if it couldn't be obtained.
virtual IMouseDevice *getMouseDevice(bool hardware) throw(EInputDevice) = 0;
/// remove the low level mouse
virtual void releaseMouse() = 0;
/// Create the low level keyboard device if needed (one active at a time for that object, repeated calls returns the same pointer). An exception if thrown if it couldn't be obtained.
virtual IKeyboardDevice *getKeyboardDevice() throw(EInputDevice) = 0;
/// remove the low level keyboard
virtual void releaseKeyboard() = 0;
// Enumerates current game devices (gamepads, joystick etc.). The result is stored in the given vector
virtual void enumerateGameDevice(TDeviceDescVect &descs) throw(EInputDevice) = 0;
// Create the given game device interface from its instance name. It also means that it will begin to sends events.
virtual IGameDevice *createGameDevice(const std::string &instanceName) throw(EInputDevice) = 0;
// Release the given game device.
virtual void releaseGameDevice(IGameDevice *gd) = 0;
};
} // NLMISC
#endif // NL_INPUT_DEVICE_MANAGER_H
/* End of device_manager.h */

@ -1,84 +0,0 @@
// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
// 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 <http://www.gnu.org/licenses/>.
#ifndef NL_INPUT_DEVICE_SERVER_H
#define NL_INPUT_DEVICE_SERVER_H
#include "types_nl.h"
#include <vector>
namespace NLMISC
{
class CEventServer;
struct IInputDevice;
struct IInputDeviceEvent;
/** Base class for an input device server. Unlike an event server, it manages several devices, and can sort their events (by date for example).
* It keeps a list of active devices.
* It can poll datas from every active device.
* It can sort devices messages to submit them in correct order to a CEventServer.
*/
class CInputDeviceServer
{
public:
/// register a device into this device server.
void registerDevice(IInputDevice *device);
/// remove a device from this server (but does not delete it).
void removeDevice(IInputDevice *device);
// returns the number of registered devices
uint getNumDevices() const { return (uint)_Devices.size(); }
// return a device
IInputDevice *getDevice(uint index) { return _Devices[index]; }
/// Test whether the given device is handled by this server.
bool isDevice(IInputDevice *device) const;
/// Retrieve datas from the devices, and submit them to the given CEventServer.
void poll(CEventServer *server);
/// Allow an input device to register an event. The event will then be deleted by this server
void submitEvent(IInputDeviceEvent *deviceEvent);
// dtor
virtual ~CInputDeviceServer() {}
private:
typedef std::vector<IInputDevice *> TDeviceCont;
typedef std::vector<IInputDeviceEvent *> TEventCont;
private:
TDeviceCont _Devices;
TEventCont _Events;
};
/** An event from an input device.
*/
struct IInputDeviceEvent
{
IInputDevice *Emitter; // the input device that emitted that event
// Used to sort events by time stamp.
virtual bool operator < (const IInputDeviceEvent &IInputDeviceEvent) const = 0;
virtual ~IInputDeviceEvent() {}
};
} // NLMISC
#endif // NL_INPUT_DEVICE_SERVER_H
/* End of input_device_server.h */

@ -1,63 +0,0 @@
// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
// 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 <http://www.gnu.org/licenses/>.
#ifndef NL_KEYBOARD_DEVICE_H
#define NL_KEYBOARD_DEVICE_H
#include "types_nl.h"
#include "events.h"
#include "input_device.h"
namespace NLMISC
{
/** Gives access to low level keyboard parameters
* - 'Shift' messages are replaced by RShift and LShift msg.
* - 'Control' messages are replaced by 'RControl' and 'LControl' msg.
* - 'Menu' (alternate) messages are replaced by 'RMenu' and 'LMenu' msg.
*/
struct IKeyboardDevice : public IInputDevice
{
/// Max number of supported keys
enum { NumKeys = 256 };
/// Get the delay before key repeat, in milliseconds
virtual uint getKeyRepeatDelay() const = 0;
/// Get the delay before key repeat, in milliseconds
virtual void setKeyRepeatDelay(uint delay) = 0;
/// Get the period before key repeat, in milliseconds
virtual uint getKeyRepeatPeriod() const = 0;
/// Get the period before key repeat, in milliseconds
virtual void setKeyRepeatPeriod(uint period) = 0;
/// Set a set of keys for which repetition is disabled
virtual void disableRepetition(const TKey *keyTab, uint numKey) = 0;
/// Get the number of disabled keys
virtual uint getNumDisabledRepetition() const = 0;
/** Get the disabled keys and stores in the given tab.
* NB: must ensure the destination table has the right size
* \see getNumDisabledKeys()
*/
virtual void getDisabledRepetitions(TKey *destTab) const = 0;
};
} // NLMISC
#endif // NL_KEYBOARD_DEVICE_H
/* End of keyboard_device.h */

@ -1,130 +0,0 @@
// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
// 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 <http://www.gnu.org/licenses/>.
#ifndef NL_MOUSE_DEVICE_H
#define NL_MOUSE_DEVICE_H
#include "types_nl.h"
#include "input_device.h"
namespace NLMISC
{
class CRect;
/// An interface to a low level mouse device
struct IMouseDevice : public IInputDevice
{
enum TAxisMode { Raw, Clamped, AxisModeLast };
enum TAxis { XAxis = 0, YAxis = 1, AxisLast };
enum TMessageMode { NormalMode, RawMode, MessageModeLast };
///\name Messages
//@{
/** Tells what messages should be sent :
* DEFAULT is 'raw' messages
* Raw messages : - no clamping nor frames applied
* - no speed applied
* - no factor applied
* - CGDMouseMove messages are sent
* - Move expressed in mickeys
* Normal messages : - CEventMouseMove messages are sent
* - A frame may clamp one or both axis
* - The mouse speed can be changed
*/
virtual void setMessagesMode(TMessageMode mode) = 0;
/// retrieve what kinds of messages are sent
virtual TMessageMode getMessagesMode() const = 0;
//@}
///\name Mouse MOVE, valid only
//@{
/** Set the mode of axis of the mouse. This can be raw, or clamped. In clamped mode, a frame is used to limit the move.
* NB : invalid in raw message mode
* \see setMouseFrame(const CRect &rect)
*/
virtual void setMouseMode(TAxis axis, TAxisMode axisMode) = 0;
/** returns the mode of the mouse for the given axis.
* NB : invalid in raw message mode
*/
virtual TAxisMode getMouseMode(TAxis axis) const = 0;
/** Set the mouse speed. It must be in the ]0, +inf] range, 1 gives the natural mouse speed.
* NB : invalid in raw message mode
*/
virtual void setMouseSpeed(float speed) = 0;
/** Get the mouse speed.
* NB : invalid in raw message mode
*/
virtual float getMouseSpeed() const = 0;
/** Set the mouse acceleration. It is the threshold in mickey, when start the acceleration. 0 means not acceleration.
*/
virtual void setMouseAcceleration(uint speed) = 0;
/** Get the mouse acceleration.
*/
virtual uint getMouseAcceleration() const = 0;
/** Set the current frame in which the mouse can move, expressed in pixels.
* NB do not forget to call setMouseFactors if you want the results to be reported in the 0-1 range.
* NB : invalid in raw message mode.
* \see setMouseFactors
*/
virtual void setMouseFrame(const CRect &rect) = 0;
/** Gives factor by which the mouse coordinates must be multiplied before an event is sent.
* The default factor is 1.
* NB : invalid in raw message mode.
*
* Example : this set a frame of 800x600 and reports event in the [0, 1] range.
* \code
* mouse->setMouseFrame(800, 600);
* mouse->setMouseMode(XAxis, IMouseDevice::Clamped);
* mouse->setMouseMode(YAxis, IMouseDevice::Clamped);
* mouse->setFactors(1.f / 800, 1.f / 600);
* \endcode
*/
virtual void setFactors(float xFactor, float yFactor) = 0;
/** Get the x factor, use to multiply the mouse position before an event is sent.
* NB : invalid in raw message mode.
* \see setFactors()
*/
virtual float getXFactor() const = 0;
/** Get the y factor, use to multiply the mouse position before an event is sent.
* NB : invalid in raw message mode.
* \see setFactors()
*/
virtual float getYFactor() const = 0;
//@}
// Get the current frame used for limiting mouse movements
virtual const CRect &getMouseFrame() const = 0;
// Set the maximum delay for a double click to be taken in account (in ms).
virtual void setDoubleClickDelay(uint ms) = 0;
// Get the maximum delay for double click (in ms)
virtual uint getDoubleClickDelay() const = 0;
// Force the position of the mouse, expressed in pixels
virtual void setMousePos(float x, float y) = 0;
/// From a delta of a mouse position input (eg from CEventMouseMove), deduce delta in mickeys (eg: like received from a CGDMouseMove)
virtual void convertStdMouseMoveInMickeys(float &dx, float &dy) const = 0;
};
} // NLMISC
#endif // NL_MOUSE_DEVICE_H
/* End of u_mouse_device.h */

@ -100,8 +100,6 @@ public:
*/
bool processMessage (HWND hWnd, uint32 msg, WPARAM wParam, LPARAM lParam, CEventServer *server=NULL);
void emulateMouseRawMode(bool enable);
private:
CWinEventServer _InternalServer;
HWND _HWnd;

@ -1,3 +1,4 @@
ADD_SUBDIRECTORY(callback)
ADD_SUBDIRECTORY(command)
ADD_SUBDIRECTORY(configfile)
ADD_SUBDIRECTORY(debug)

@ -0,0 +1,9 @@
FILE(GLOB SRC *.cpp)
ADD_EXECUTABLE(nl_sample_callback ${SRC})
TARGET_LINK_LIBRARIES(nl_sample_callback nelmisc)
NL_DEFAULT_PROPS(nl_sample_callback "NeL, Samples, Misc: Callback")
NL_ADD_RUNTIME_FLAGS(nl_sample_callback)
INSTALL(TARGETS nl_sample_callback RUNTIME DESTINATION ${NL_BIN_PREFIX} COMPONENT samplesmisc)

@ -0,0 +1,62 @@
/*
Copyright (c) 2014, Jan BOON
All rights reserved.
Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions are met:
* Redistributions of source code must retain the above copyright notice, this
list of conditions and the following disclaimer.
* Redistributions in binary form must reproduce the above copyright notice,
this list of conditions and the following disclaimer in the documentation
and/or other materials provided with the distribution.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE
FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,
OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
#include <nel/misc/callback.h>
#include <nel/misc/debug.h>
class CTestClass
{
public:
void helloWorld(int y)
{
nldebug("Method call: %i, %i", y, x);
}
int x;
};
void functionCall(int i)
{
nldebug("Function call: %i", i);
}
typedef NLMISC::CCallback<void, int> TCallbackType;
int main(int argc, char **argv)
{
CTestClass tc;
tc.x = 42;
TCallbackType cbMethod = TCallbackType(&tc, &CTestClass::helloWorld);
TCallbackType cbFunction = TCallbackType(functionCall);
cbMethod(100);
cbFunction(99);
getchar();
return EXIT_SUCCESS;
}

@ -562,8 +562,13 @@ SOURCE_GROUP(Fx\\Particles\\lights FILES
ps_light.cpp
../../include/nel/3d/ps_light.h)
SOURCE_GROUP(Fx\\2d FILES
render_target_manager.cpp
../../include/nel/3d/render_target_manager.h
bloom_effect.cpp
../../include/nel/3d/bloom_effect.h
fxaa.cpp
fxaa_program.h
../../include/nel/3d/fxaa.h
deform_2d.cpp
../../include/nel/3d/deform_2d.h
heat_haze.cpp
@ -700,6 +705,9 @@ SOURCE_GROUP(Stereo FILES
stereo_ovr.cpp
stereo_ovr_fp.cpp
../../include/nel/3d/stereo_ovr.h
stereo_ovr_04.cpp
stereo_ovr_04_program.h
../../include/nel/3d/stereo_ovr_04.h
stereo_libvr.cpp
../../include/nel/3d/stereo_libvr.h
stereo_debugger.cpp

@ -72,79 +72,47 @@ CBloomEffect::CBloomEffect()
_SquareBloom = true;
_DensityBloom = 128;
_Init = false;
_InitBloomEffect = false;
_BlurFinalTex = NULL;
_BlurHorizontalTex = NULL;
}
//-----------------------------------------------------------------------------------------------------------
CBloomEffect::~CBloomEffect()
{
if(_Init)
if (_Init)
{
if(!_DisplayInitMat.empty())
{
_DisplayInitMat.getObjectPtr()->setTexture(0, NULL);
if (_Driver) _Driver->deleteMaterial(_DisplayInitMat);
}
_InitText = NULL;
if(!_DisplayBlurMat.empty())
if (!_DisplayBlurMat.empty())
{
_DisplayBlurMat.getObjectPtr()->setTexture(0, NULL);
if (_Driver) _Driver->deleteMaterial(_DisplayBlurMat);
}
if(!_DisplaySquareBlurMat.empty())
if (!_DisplaySquareBlurMat.empty())
{
_DisplaySquareBlurMat.getObjectPtr()->setTexture(0, NULL);
_DisplaySquareBlurMat.getObjectPtr()->setTexture(1, NULL);
if (_Driver) _Driver->deleteMaterial(_DisplaySquareBlurMat);
}
if(!_BlurMat.empty())
if (!_BlurMat.empty())
{
_BlurMat.getObjectPtr()->setTexture(0, NULL);
_BlurMat.getObjectPtr()->setTexture(1, NULL);
_BlurMat.getObjectPtr()->setTexture(2, NULL);
_BlurMat.getObjectPtr()->setTexture(3, NULL);
if (_Driver) _Driver->deleteMaterial(_BlurMat);
}
_BlurHorizontalTex = NULL;
_BlurFinalTex = NULL;
}
}
//-----------------------------------------------------------------------------------------------------------
void CBloomEffect::init(bool initBloomEffect)
{
_InitBloomEffect = initBloomEffect;
if(((CDriverUser *)_Driver)->getDriver()->supportBloomEffect())
init();
}
//-----------------------------------------------------------------------------------------------------------
void CBloomEffect::init()
{
_WndWidth = _Driver->getWindowWidth();
_WndHeight = _Driver->getWindowHeight();
if (!((CDriverUser *)_Driver)->getDriver()->supportBloomEffect())
return;
CDriverUser *dru = static_cast<CDriverUser *>(_Driver);
IDriver *drv = dru->getDriver();
_BlurWidth = 256;
_BlurHeight = 256;
// initialize textures
_InitText = NULL;
_BlurHorizontalTex = NULL;
_BlurFinalTex = NULL;
if(_InitBloomEffect)
{
initTexture(_InitText, false, _WndWidth, _WndHeight);
}
initTexture(_BlurFinalTex, true, _BlurWidth, _BlurHeight);
initTexture(_BlurHorizontalTex, true, _BlurWidth, _BlurHeight);
// initialize blur material
_BlurMat = _Driver->createMaterial();
CMaterial * matObject = _BlurMat.getObjectPtr();
@ -187,22 +155,6 @@ void CBloomEffect::init()
matObject->texEnvArg1RGB(3, CMaterial::Constant, CMaterial::SrcColor);
matObject->texEnvArg2RGB(3, CMaterial::Previous, CMaterial::SrcColor);
// initialize display materials
if(_InitBloomEffect)
{
_DisplayInitMat = _Driver->createMaterial();
CMaterial * matObjectInit = _DisplayInitMat.getObjectPtr();
_DisplayInitMat.initUnlit();
_DisplayInitMat.setColor(CRGBA::White);
_DisplayInitMat.setBlend (false);
_DisplayInitMat.setAlphaTest (false);
matObjectInit->setBlendFunc (CMaterial::one, CMaterial::zero);
matObjectInit->setZWrite(false);
matObjectInit->setZFunc(CMaterial::always);
matObjectInit->setDoubleSided(true);
matObjectInit->setTexture(0, _InitText);
}
// initialize linear blur material
_DisplayBlurMat = _Driver->createMaterial();
CMaterial * matObjectFinal = _DisplayBlurMat.getObjectPtr();
@ -214,7 +166,7 @@ void CBloomEffect::init()
matObjectFinal->setZFunc(CMaterial::always);
matObjectFinal->setDoubleSided(true);
matObjectFinal->setTexture(0, _BlurFinalTex);
// matObjectFinal->setTexture(0, _BlurFinalTex);
matObjectFinal->texEnvOpRGB(0, CMaterial::Modulate);
matObjectFinal->texEnvArg0RGB(0, CMaterial::Texture, CMaterial::SrcColor);
matObjectFinal->texEnvArg1RGB(0, CMaterial::Constant, CMaterial::SrcColor);
@ -230,163 +182,93 @@ void CBloomEffect::init()
matObjectFinal->setZFunc(CMaterial::always);
matObjectFinal->setDoubleSided(true);
matObjectFinal->setTexture(0, _BlurFinalTex);
matObjectFinal->texEnvOpRGB(0, CMaterial::Modulate);
matObjectFinal->texEnvArg0RGB(0, CMaterial::Texture, CMaterial::SrcColor);
matObjectFinal->texEnvArg1RGB(0, CMaterial::Constant, CMaterial::SrcColor);
matObjectFinal->setTexture(1, _BlurFinalTex);
matObjectFinal->texEnvOpRGB(1, CMaterial::Modulate);
matObjectFinal->texEnvArg0RGB(1, CMaterial::Texture, CMaterial::SrcColor);
matObjectFinal->texEnvArg1RGB(1, CMaterial::Previous, CMaterial::SrcColor);
// initialize quads
_DisplayQuad.V0 = CVector(0.f, 0.f, 0.5f);
_DisplayQuad.V1 = CVector(1.f, 0.f, 0.5f);
_DisplayQuad.V2 = CVector(1.f, 1.f, 0.5f);
_DisplayQuad.V3 = CVector(0.f, 1.f, 0.5f);
_BlurQuad.V0 = CVector(-1.f, -1.f, 0.5f);
_BlurQuad.V1 = CVector(1.f, -1.f, 0.5f);
_BlurQuad.V2 = CVector(1.f, 1.f, 0.5f);
_BlurQuad.V3 = CVector(-1.f, 1.f, 0.5f);
_Init = true;
}
//-----------------------------------------------------------------------------------------------------------
void CBloomEffect::initTexture(CSmartPtr<ITexture> & tex, bool isMode2D, uint32 width, uint32 height)
{
NL3D::IDriver *drvInternal = ((CDriverUser *) _Driver)->getDriver();
tex = new CTextureBloom();
tex->setReleasable(false);
tex->resize(width, height);
tex->setFilterMode(ITexture::Linear, ITexture::LinearMipMapOff);
tex->setWrapS(ITexture::Clamp);
tex->setWrapT(ITexture::Clamp);
((CTextureBloom *)tex.getPtr())->mode2D(isMode2D);
if(tex->TextureDrvShare==NULL || tex->TextureDrvShare->DrvTexture.getPtr()==NULL)
if (drv->textureCoordinateAlternativeMode())
{
tex->setRenderTarget(true);
drvInternal->setupTexture(*tex);
_BlurQuad.Uv0 = CUV(0.f, 1.f);
_BlurQuad.Uv1 = CUV(1.f, 1.f);
_BlurQuad.Uv2 = CUV(1.f, 0.f);
_BlurQuad.Uv3 = CUV(0.f, 0.f);
}
else
{
_BlurQuad.Uv0 = CUV(0.f, 0.f);
_BlurQuad.Uv1 = CUV(1.f, 0.f);
_BlurQuad.Uv2 = CUV(1.f, 1.f);
_BlurQuad.Uv3 = CUV(0.f, 1.f);
}
_Init = true;
}
//-----------------------------------------------------------------------------------------------------------
void CBloomEffect::initBloom() // clientcfg
void CBloomEffect::applyBloom()
{
if(!((CDriverUser *)_Driver)->getDriver()->supportBloomEffect())
if (!((CDriverUser *)_Driver)->getDriver()->supportBloomEffect())
return;
// don't activate bloom when PolygonMode is different from Filled
if (_Driver->getPolygonMode() != UDriver::Filled) return;
if(_Driver->getWindowWidth()==0 || _Driver->getWindowHeight()==0)
if (_Driver->getWindowWidth()==0 || _Driver->getWindowHeight()==0)
return;
if(!_Init)
if (!_Init)
init();
_OriginalRenderTarget = static_cast<CDriverUser *>(_Driver)->getDriver()->getRenderTarget();
// if window resize, reinitialize textures
if(_WndWidth!=_Driver->getWindowWidth() || _WndHeight!=_Driver->getWindowHeight())
{
_WndWidth = _Driver->getWindowWidth();
_WndHeight = _Driver->getWindowHeight();
if(_InitBloomEffect)
{
// release old SmartPtr
_DisplayInitMat.getObjectPtr()->setTexture(0, NULL);
_InitText = NULL;
initTexture(_InitText, false, _WndWidth, _WndHeight);
_DisplayInitMat.getObjectPtr()->setTexture(0, _InitText);
}
bool reinitBlurTextures = false;
if(_WndWidth<_BlurWidth || _WndHeight<_BlurHeight)
{
_BlurWidth = raiseToNextPowerOf2(_WndWidth)/2;
_BlurHeight = raiseToNextPowerOf2(_WndHeight)/2;
reinitBlurTextures = true;
}
if(_WndWidth>256 && _BlurWidth!=256)
{
_BlurWidth = 256;
reinitBlurTextures = true;
}
if(_WndHeight>256 && _BlurHeight!=256)
{
_BlurHeight = 256;
reinitBlurTextures = true;
}
CDriverUser *dru = static_cast<CDriverUser *>(_Driver);
IDriver *drv = dru->getDriver();
if(reinitBlurTextures)
{
// release old SmartPtr
_DisplayBlurMat.getObjectPtr()->setTexture(0, NULL);
// backup
bool fogEnabled = _Driver->fogEnabled();
_Driver->enableFog(false);
_DisplaySquareBlurMat.getObjectPtr()->setTexture(0, NULL);
_DisplaySquareBlurMat.getObjectPtr()->setTexture(1, NULL);
NL3D::ITexture *renderTarget = drv->getRenderTarget();
nlassert(renderTarget);
nlassert(renderTarget->isBloomTexture());
_BlurMat.getObjectPtr()->setTexture(0, NULL);
_BlurMat.getObjectPtr()->setTexture(1, NULL);
_BlurMat.getObjectPtr()->setTexture(2, NULL);
_BlurMat.getObjectPtr()->setTexture(3, NULL);
uint width = renderTarget->getWidth();
uint height = renderTarget->getHeight();
bool mode2D = static_cast<CTextureBloom *>(renderTarget)->isMode2D();
nlassert(renderTarget->getUploadFormat() == ITexture::Auto);
_BlurHorizontalTex = NULL;
_BlurFinalTex = NULL;
if (width >= 256) _BlurWidth = 256;
else _BlurWidth = raiseToNextPowerOf2(width) / 2;
if (height >= 256) _BlurHeight = 256;
else _BlurHeight = raiseToNextPowerOf2(height) / 2;
initTexture(_BlurFinalTex, true, _BlurWidth, _BlurHeight);
initTexture(_BlurHorizontalTex, true, _BlurWidth, _BlurHeight);
nlassert(!_BlurFinalTex);
_BlurFinalTex = _Driver->getRenderTargetManager().getRenderTarget(_BlurWidth, _BlurHeight, true);
nlassert(!_BlurHorizontalTex);
_BlurHorizontalTex = _Driver->getRenderTargetManager().getRenderTarget(_BlurWidth, _BlurHeight, true);
_DisplayBlurMat.getObjectPtr()->setTexture(0, _BlurFinalTex);
_DisplayBlurMat.getObjectPtr()->setTexture(0, _BlurFinalTex->getITexture());
_DisplaySquareBlurMat.getObjectPtr()->setTexture(0, _BlurFinalTex->getITexture());
_DisplaySquareBlurMat.getObjectPtr()->setTexture(1, _BlurFinalTex->getITexture());
_DisplaySquareBlurMat.getObjectPtr()->setTexture(0, _BlurFinalTex);
_DisplaySquareBlurMat.getObjectPtr()->setTexture(1, _BlurFinalTex);
}
}
CTextureUser texNull;
dru->setRenderTarget(texNull);
if (!_OriginalRenderTarget)
{
NL3D::CTextureUser txt = (_InitBloomEffect) ? (CTextureUser(_InitText)) : (CTextureUser());
if(!(static_cast<CDriverUser *>(_Driver)->setRenderTarget(txt, 0, 0, _WndWidth, _WndHeight)))
{
nlwarning("setRenderTarget return false with initial texture for bloom effect\n");
return;
}
}
}
//-----------------------------------------------------------------------------------------------------------
void CBloomEffect::endBloom() // clientcfg
{
if(!_Driver->supportBloomEffect() || !_Init)
return;
// don't activate bloom when PolygonMode is different from Filled
if (_Driver->getPolygonMode() != UDriver::Filled) return;
if(_Driver->getWindowWidth()==0 || _Driver->getWindowHeight()==0)
return;
CTextureUser txt1 = _OriginalRenderTarget ? CTextureUser(_OriginalRenderTarget) : ((_InitBloomEffect) ? (CTextureUser(_InitText)) : (CTextureUser()));
CTextureUser txt2(_BlurFinalTex);
CRect rect1(0, 0, _WndWidth, _WndHeight);
// Stretch original render target into blur texture
CTextureUser txt1(renderTarget);
CTextureUser txt2(_BlurFinalTex->getITexture());
CRect rect1(0, 0, width, height);
CRect rect2(0, 0, _BlurWidth, _BlurHeight);
// stretch rect
((CDriverUser *) _Driver)->stretchRect(_Scene, txt1 , rect1,
txt2, rect2);
dru->stretchRect(_Scene, txt1, rect1, txt2, rect2);
_Driver->setMatrixMode2D11();
// horizontal blur pass
doBlur(true);
@ -395,7 +277,27 @@ void CBloomEffect::endBloom() // clientcfg
doBlur(false);
// apply blur with a blend operation
drv->setRenderTarget(renderTarget);
_Driver->setMatrixMode2D11();
applyBlur();
// cleanup material texture references
_DisplayBlurMat.getObjectPtr()->setTexture(0, NULL);
_DisplaySquareBlurMat.getObjectPtr()->setTexture(0, NULL);
_DisplaySquareBlurMat.getObjectPtr()->setTexture(1, NULL);
_BlurMat.getObjectPtr()->setTexture(0, NULL);
_BlurMat.getObjectPtr()->setTexture(1, NULL);
_BlurMat.getObjectPtr()->setTexture(2, NULL);
_BlurMat.getObjectPtr()->setTexture(3, NULL);
// restore
_Driver->enableFog(fogEnabled);
// recycle render targets
_Driver->getRenderTargetManager().recycleRenderTarget(_BlurFinalTex);
_BlurFinalTex = NULL;
_Driver->getRenderTargetManager().recycleRenderTarget(_BlurHorizontalTex);
_BlurHorizontalTex = NULL;
}
//-----------------------------------------------------------------------------------------------------------
@ -404,49 +306,6 @@ void CBloomEffect::applyBlur()
{
NL3D::IDriver *drvInternal = ((CDriverUser *) _Driver)->getDriver();
/*if (_OriginalRenderTarget)
{
CTextureUser txt(_OriginalRenderTarget);
if(!(static_cast<CDriverUser *>(_Driver)->setRenderTarget(txt, 0, 0, _WndWidth, _WndHeight)))
{
nlwarning("setRenderTarget return false with original render target for bloom effect\n");
return;
}
}
// in opengl, display in init texture
else if(_InitBloomEffect)
{
CTextureUser txt(_InitText);
if(!(static_cast<CDriverUser *>(_Driver)->setRenderTarget(txt, 0, 0, _WndWidth, _WndHeight)))
{
nlwarning("setRenderTarget return false with initial texture for bloom effect\n");
return;
}
}*/
CTextureUser txtApply = _OriginalRenderTarget ? CTextureUser(_OriginalRenderTarget) : ((_InitBloomEffect) ? (CTextureUser(_InitText)) : (CTextureUser()));
if(!(static_cast<CDriverUser *>(_Driver)->setRenderTarget(txtApply, 0, 0, _WndWidth, _WndHeight)))
{
nlwarning("setRenderTarget return false with initial texture for bloom effect\n");
return;
}
// display blur texture
// initialize blur texture coordinates
if(_InitBloomEffect)
{
_BlurQuad.Uv0 = CUV(0.f, 0.f);
_BlurQuad.Uv1 = CUV(1.f, 0.f);
_BlurQuad.Uv2 = CUV(1.f, 1.f);
_BlurQuad.Uv3 = CUV(0.f, 1.f);
}
else
{
_BlurQuad.Uv0 = CUV(0.f, 1.f);
_BlurQuad.Uv1 = CUV(1.f, 1.f);
_BlurQuad.Uv2 = CUV(1.f, 0.f);
_BlurQuad.Uv3 = CUV(0.f, 0.f);
}
// initialize vertex program
drvInternal->activeVertexProgram(TextureOffsetVertexProgram);
drvInternal->setUniform4f(IDriver::VertexProgram, 8, 255.f, 255.f, 255.f, 255.f);
@ -469,59 +328,12 @@ void CBloomEffect::applyBlur()
matObjectFinal->texConstantColor(0, constCoeff);
// display quad
UCamera pCam = _Scene->getCam();
_Driver->setMatrixMode2D11();
_Driver->drawQuad(_BlurQuad, displayBlurMat);
_Driver->setMatrixMode3D(pCam);
// disable vertex program
drvInternal->activeVertexProgram(NULL);
}
//-----------------------------------------------------------------------------------------------------------
void CBloomEffect::endInterfacesDisplayBloom() // clientcfg
{
// Render from render target to screen if necessary.
// Don't do this when the blend was done to the screen or when rendering to a user provided rendertarget.
if ((_OriginalRenderTarget.getPtr() == NULL) && _InitBloomEffect)
{
if(!_Driver->supportBloomEffect() || !_Init)
return;
// don't activate bloom when PolygonMode is different from Filled
if (_Driver->getPolygonMode() != UDriver::Filled) return;
if(_Driver->getWindowWidth()==0 || _Driver->getWindowHeight()==0)
return;
NL3D::IDriver *drvInternal = ((CDriverUser *) _Driver)->getDriver();
CTextureUser txtNull;
((CDriverUser *)_Driver)->setRenderTarget(txtNull, 0, 0, 0, 0);
// initialize texture coordinates
float newU = drvInternal->isTextureRectangle(_InitText) ? (float)_WndWidth : 1.f;
float newV = drvInternal->isTextureRectangle(_InitText) ? (float)_WndHeight : 1.f;
_DisplayQuad.Uv0 = CUV(0.f, 0.f);
_DisplayQuad.Uv1 = CUV(newU, 0.f);
_DisplayQuad.Uv2 = CUV(newU, newV);
_DisplayQuad.Uv3 = CUV(0.f, newV);
// init material texture
// CMaterial * matObjectInit = _DisplayInitMat.getObjectPtr();
// display
UCamera pCam = _Scene->getCam();
_Driver->setMatrixMode2D11();
_Driver->drawQuad(_DisplayQuad, _DisplayInitMat);
_Driver->setMatrixMode3D(pCam);
}
_OriginalRenderTarget = NULL;
}
//-----------------------------------------------------------------------------------------------------------
void CBloomEffect::doBlur(bool horizontalBlur)
@ -531,17 +343,17 @@ void CBloomEffect::doBlur(bool horizontalBlur)
ITexture * endTexture;
// set displayed texture and render target texture of the pass
if(horizontalBlur)
if (horizontalBlur)
{
blurVec = CVector2f(1.f, 0.f);
startTexture = _BlurFinalTex;
endTexture = _BlurHorizontalTex;
startTexture = _BlurFinalTex->getITexture();
endTexture = _BlurHorizontalTex->getITexture();
}
else
{
blurVec = CVector2f(0.f, 1.f);
startTexture = _BlurHorizontalTex;
endTexture = _BlurFinalTex;
startTexture = _BlurHorizontalTex->getITexture();
endTexture = _BlurFinalTex->getITexture();
}
NL3D::IDriver *drvInternal = ((CDriverUser *) _Driver)->getDriver();
@ -552,6 +364,7 @@ void CBloomEffect::doBlur(bool horizontalBlur)
nlwarning("setRenderTarget return false with blur texture for bloom effect\n");
return;
}
_Driver->setMatrixMode2D11();
// initialize vertex program
drvInternal->activeVertexProgram(TextureOffsetVertexProgram);
@ -561,20 +374,30 @@ void CBloomEffect::doBlur(bool horizontalBlur)
// set several decal constants in order to obtain in the render target texture a mix of color
// of a texel and its neighbored texels on the axe of the pass.
float decalL, decal2L, decalR, decal2R;
if(_InitBloomEffect)
if (drvInternal->textureCoordinateAlternativeMode())
{
if (horizontalBlur)
{
decalL = 0.5f;
decal2L = -0.5f;
decalR = 1.5f;
decal2R = 2.5f;
}
else
{
decalL = 0.0f;
decal2L = -1.0f;
decalR = 1.0f;
decal2R = 2.0f;
}
}
else
{
decalL = -0.5f;
decal2L = -1.5f;
decalR = 0.5f;
decal2R = 1.5f;
}
else
{
decalL = 0.f;
decal2L = -1.f;
decalR = 1.f;
decal2R = 2.f;
}
drvInternal->setUniform2f(IDriver::VertexProgram, 10, (decalR/(float)_BlurWidth)*blurVec.x, (decalR/(float)_BlurHeight)*blurVec.y);
drvInternal->setUniform2f(IDriver::VertexProgram, 11, (decal2R/(float)_BlurWidth)*blurVec.x, (decal2R/(float)_BlurHeight)*blurVec.y);
drvInternal->setUniform2f(IDriver::VertexProgram, 12, (decalL/(float)_BlurWidth)*blurVec.x, (decalL/(float)_BlurHeight)*blurVec.y);
@ -587,22 +410,13 @@ void CBloomEffect::doBlur(bool horizontalBlur)
matObject->setTexture(2, startTexture);
matObject->setTexture(3, startTexture);
// initialize quad
_BlurQuad.Uv0 = CUV(0.0f, 0.0f);
_BlurQuad.Uv1 = CUV(1.f, 0.0f);
_BlurQuad.Uv2 = CUV(1.f, 1.f);
_BlurQuad.Uv3 = CUV(0.0f, 1.f);
// display
UCamera pCam = _Scene->getCam();
_Driver->setMatrixMode2D11();
_Driver->drawQuad(_BlurQuad, _BlurMat);
// disable render target and vertex program
drvInternal->activeVertexProgram(NULL);
CTextureUser cu;
((CDriverUser *)_Driver)->setRenderTarget(cu, 0, 0, 0, 0);
_Driver->setMatrixMode3D(pCam);
}
}; // NL3D

@ -32,7 +32,7 @@ namespace NL3D
{
// ***************************************************************************
const uint32 IDriver::InterfaceVersion = 0x6d; // gpu program interface
const uint32 IDriver::InterfaceVersion = 0x6e; // gpu program interface
// ***************************************************************************
IDriver::IDriver() : _SyncTexDrvInfos( "IDriver::_SyncTexDrvInfos" )
@ -123,8 +123,9 @@ bool IDriver::release(void)
// ***************************************************************************
GfxMode::GfxMode(uint16 w, uint16 h, uint8 d, bool windowed, bool offscreen, uint frequency, sint8 aa)
GfxMode::GfxMode(uint16 w, uint16 h, uint8 d, bool windowed, bool offscreen, uint frequency, sint8 aa, const std::string &displayDevice)
{
DisplayDevice = displayDevice;
Windowed = windowed;
Width = w;
Height = h;

@ -25,8 +25,6 @@
#include "nel/3d/light.h"
#include "nel/3d/index_buffer.h"
#include "nel/misc/rect.h"
#include "nel/misc/di_event_emitter.h"
#include "nel/misc/mouse_device.h"
#include "nel/misc/dynloadlib.h"
#include "nel/3d/viewport.h"
#include "nel/3d/scissor.h"
@ -1511,6 +1509,7 @@ bool CDriverD3D::setDisplay(nlWindow wnd, const GfxMode& mode, bool show, bool r
}
}
// _D3D->CreateDevice (adapter, _Rasterizer, _HWnd, D3DCREATE_SOFTWARE_VERTEXPROCESSING, &parameters, &_DeviceInterface);
// Check some caps
@ -1637,20 +1636,6 @@ bool CDriverD3D::setDisplay(nlWindow wnd, const GfxMode& mode, bool show, bool r
// Setup the event emitter, and try to retrieve a direct input interface
_EventEmitter.addEmitter(we, true /*must delete*/); // the main emitter
// Try to get direct input
try
{
NLMISC::CDIEventEmitter *diee = NLMISC::CDIEventEmitter::create(GetModuleHandle(NULL), _HWnd, we);
if (diee)
{
_EventEmitter.addEmitter(diee, true);
}
}
catch(const EDirectInput &e)
{
nlinfo(e.what());
}
// Init some variables
_ForceDXTCCompression = false;
_AnisotropicFilter = 0;
@ -2010,13 +1995,6 @@ bool CDriverD3D::swapBuffers()
// todo hulud volatile
//_DeviceInterface->SetStreamSource(0, _VolatileVertexBufferRAM[1]->VertexBuffer, 0, 12);
// Is direct input running ?
if (_EventEmitter.getNumEmitters() > 1)
{
// flush direct input messages if any
NLMISC::safe_cast<NLMISC::CDIEventEmitter *>(_EventEmitter.getEmitter(1))->poll();
}
// End now
if (!endScene())
{

@ -944,6 +944,7 @@ public:
virtual ITexture *getRenderTarget() const;
virtual bool copyTargetToTexture (ITexture *tex, uint32 offsetx, uint32 offsety, uint32 x, uint32 y, uint32 width,
uint32 height, uint32 mipmapLevel);
virtual bool textureCoordinateAlternativeMode() const { return true; };
virtual bool getRenderTargetSize (uint32 &width, uint32 &height);
virtual bool fillBuffer (CBitmap &bitmap);
@ -1033,11 +1034,6 @@ public:
// Change default scale for all cursors
virtual void setCursorScale(float scale);
virtual NLMISC::IMouseDevice *enableLowLevelMouse(bool enable, bool exclusive);
virtual NLMISC::IKeyboardDevice *enableLowLevelKeyboard(bool enable);
virtual NLMISC::IInputDeviceManager *getLowLevelInputDeviceManager();
virtual uint getDoubleClickDelay(bool hardwareMouse);
// Lights
virtual uint getMaxLight () const;
virtual void setLight (uint8 num, const CLight& light);

@ -19,8 +19,6 @@
#include "nel/3d/index_buffer.h"
#include "nel/3d/light.h"
#include "nel/misc/rect.h"
#include "nel/misc/di_event_emitter.h"
#include "nel/misc/mouse_device.h"
#include "nel/3d/viewport.h"
#include "nel/3d/scissor.h"
#include "nel/3d/u_driver.h"

@ -17,9 +17,6 @@
#include "stddirect3d.h"
#include "driver_direct3d.h"
#include "nel/misc/di_event_emitter.h"
#include "nel/misc/mouse_device.h"
using namespace std;
using namespace NLMISC;
@ -466,121 +463,6 @@ bool CDriverD3D::isSystemCursorCaptured()
return GetCapture() == _HWnd;
}
// ***************************************************************************
NLMISC::IMouseDevice* CDriverD3D::enableLowLevelMouse(bool enable, bool exclusive)
{
H_AUTO_D3D(CDriverD3D_enableLowLevelMouse);
NLMISC::IMouseDevice *res = NULL;
NLMISC::CDIEventEmitter *diee = NULL;
if (_EventEmitter.getNumEmitters() > 1)
diee = NLMISC::safe_cast<CDIEventEmitter *>(_EventEmitter.getEmitter(1));
if (enable)
{
try
{
if (diee)
res = diee->getMouseDevice(exclusive);
}
catch (const EDirectInput &)
{
}
}
else
{
if (diee)
diee->releaseMouse();
}
return res;
}
// ***************************************************************************
NLMISC::IKeyboardDevice* CDriverD3D::enableLowLevelKeyboard(bool enable)
{
H_AUTO_D3D(CDriverD3D_enableLowLevelKeyboard);
NLMISC::IKeyboardDevice *res = NULL;
NLMISC::CDIEventEmitter *diee = NULL;
if (_EventEmitter.getNumEmitters() > 1)
diee = NLMISC::safe_cast<NLMISC::CDIEventEmitter *>(_EventEmitter.getEmitter(1));
if (enable)
{
try
{
if (diee)
res = diee->getKeyboardDevice();
}
catch (const EDirectInput &)
{
}
}
else
{
if (diee)
diee->releaseKeyboard();
}
return res;
}
// ***************************************************************************
NLMISC::IInputDeviceManager* CDriverD3D::getLowLevelInputDeviceManager()
{
H_AUTO_D3D(CDriverD3D_getLowLevelInputDeviceManager);
NLMISC::IInputDeviceManager *res = NULL;
if (_EventEmitter.getNumEmitters() > 1)
res = NLMISC::safe_cast<NLMISC::CDIEventEmitter *>(_EventEmitter.getEmitter(1));
return res;
}
// ***************************************************************************
uint CDriverD3D::getDoubleClickDelay(bool hardwareMouse)
{
H_AUTO_D3D(CDriverD3D_getDoubleClickDelay);
uint res = 250;
NLMISC::IMouseDevice *md = NULL;
if (_EventEmitter.getNumEmitters() >= 2)
{
NLMISC::CDIEventEmitter *diee = NLMISC::safe_cast<CDIEventEmitter *>(_EventEmitter.getEmitter(1));
if (diee->isMouseCreated())
{
try
{
md = diee->getMouseDevice(hardwareMouse);
}
catch (const EDirectInput &)
{
// could not get device ..
}
}
}
if (md)
{
res = md->getDoubleClickDelay();
}
else
{
// try to read the good value from windows
res = ::GetDoubleClickTime();
}
return res;
}
bool CDriverD3D::convertBitmapToCursor(const NLMISC::CBitmap &bitmap, nlCursor &cursor, uint iconWidth, uint iconHeight, uint iconDepth, const NLMISC::CRGBA &col, sint hotSpotX, sint hotSpotY)
{
return convertBitmapToIcon(bitmap, cursor, iconWidth, iconHeight, iconDepth, col, hotSpotX, hotSpotY, true);

@ -20,8 +20,6 @@
#include "nel/3d/light.h"
#include "nel/3d/index_buffer.h"
#include "nel/misc/rect.h"
#include "nel/misc/di_event_emitter.h"
#include "nel/misc/mouse_device.h"
#include "nel/3d/viewport.h"
#include "nel/3d/scissor.h"
#include "nel/3d/u_driver.h"

@ -21,8 +21,6 @@
#include "nel/3d/index_buffer.h"
#include "nel/3d/texture_bump.h"
#include "nel/misc/rect.h"
#include "nel/misc/di_event_emitter.h"
#include "nel/misc/mouse_device.h"
#include "nel/3d/viewport.h"
#include "nel/3d/scissor.h"
#include "nel/3d/u_driver.h"

@ -20,8 +20,6 @@
#include "nel/3d/light.h"
#include "nel/3d/index_buffer.h"
#include "nel/misc/rect.h"
#include "nel/misc/di_event_emitter.h"
#include "nel/misc/mouse_device.h"
#include "nel/3d/viewport.h"
#include "nel/3d/scissor.h"
#include "nel/3d/u_driver.h"

@ -20,8 +20,6 @@
#include "nel/3d/light.h"
#include "nel/3d/index_buffer.h"
#include "nel/misc/rect.h"
#include "nel/misc/di_event_emitter.h"
#include "nel/misc/mouse_device.h"
#include "nel/misc/fast_mem.h"
#include "nel/3d/viewport.h"
#include "nel/3d/scissor.h"

@ -20,8 +20,6 @@
#include "nel/3d/light.h"
#include "nel/3d/index_buffer.h"
#include "nel/misc/rect.h"
#include "nel/misc/di_event_emitter.h"
#include "nel/misc/mouse_device.h"
#include "nel/3d/viewport.h"
#include "nel/3d/scissor.h"
#include "nel/3d/u_driver.h"

@ -20,8 +20,6 @@
#include "nel/3d/light.h"
#include "nel/3d/index_buffer.h"
#include "nel/misc/rect.h"
#include "nel/misc/di_event_emitter.h"
#include "nel/misc/mouse_device.h"
#include "nel/3d/viewport.h"
#include "nel/3d/scissor.h"
#include "nel/3d/u_driver.h"

@ -28,8 +28,6 @@
#include "nel/3d/light.h"
#include "nel/3d/index_buffer.h"
#include "nel/misc/rect.h"
#include "nel/misc/di_event_emitter.h"
#include "nel/misc/mouse_device.h"
#include "nel/misc/hierarchical_timer.h"
#include "nel/misc/dynloadlib.h"
#include "driver_opengl_vertex_buffer_hard.h"
@ -936,14 +934,6 @@ bool CDriverGL::swapBuffers()
}
#endif
#ifdef NL_OS_WINDOWS
if (_EventEmitter.getNumEmitters() > 1) // is direct input running ?
{
// flush direct input messages if any
NLMISC::safe_cast<NLMISC::CDIEventEmitter *>(_EventEmitter.getEmitter(1))->poll();
}
#endif
if (!_WndActive)
{
if (_AGPVertexArrayRange) _AGPVertexArrayRange->updateLostBuffers();
@ -1042,6 +1032,8 @@ bool CDriverGL::release()
// Call IDriver::release() before, to destroy textures, shaders and VBs...
IDriver::release();
nlassert(_DepthStencilFBOs.empty());
_SwapBufferCounter = 0;
// delete querries
@ -1085,7 +1077,7 @@ void CDriverGL::setupViewport (const class CViewport& viewport)
// Setup gl viewport
uint32 clientWidth, clientHeight;
getWindowSize(clientWidth, clientHeight);
getRenderTargetSize(clientWidth, clientHeight);
// Backup the viewport
_CurrViewport = viewport;
@ -1140,7 +1132,7 @@ void CDriverGL::setupScissor (const class CScissor& scissor)
// Setup gl viewport
uint32 clientWidth, clientHeight;
getWindowSize(clientWidth, clientHeight);
getRenderTargetSize(clientWidth, clientHeight);
// Backup the scissor
_CurrScissor= scissor;

@ -146,6 +146,23 @@ public:
virtual uint getVisibleCount();
};
// ***************************************************************************
class CDepthStencilFBO : public NLMISC::CRefCount
{
public:
CDepthStencilFBO(CDriverGL *driver, uint width, uint height);
~CDepthStencilFBO();
uint Width;
uint Height;
GLuint DepthFBOId;
GLuint StencilFBOId;
private:
CDriverGL *m_Driver;
};
// ***************************************************************************
class CTextureDrvInfosGL : public ITextureDrvInfos
{
@ -173,12 +190,9 @@ public:
GLuint FBOId;
// depth stencil FBO id
GLuint DepthFBOId;
GLuint StencilFBOId;
bool InitFBO;
bool AttachDepthStencil;
bool UsePackedDepthStencil;
NLMISC::CSmartPtr<CDepthStencilFBO> DepthStencilFBO;
bool InitFBO;
// The current wrap modes assigned to the texture.
ITexture::TWrapMode WrapS;
@ -527,14 +541,6 @@ public:
// Change default scale for all cursors
virtual void setCursorScale(float scale);
virtual NLMISC::IMouseDevice *enableLowLevelMouse(bool enable, bool exclusive);
virtual NLMISC::IKeyboardDevice *enableLowLevelKeyboard(bool enable);
virtual NLMISC::IInputDeviceManager *getLowLevelInputDeviceManager();
virtual uint getDoubleClickDelay(bool hardwareMouse);
virtual void getWindowSize (uint32 &width, uint32 &height);
virtual void getWindowPos (sint32 &x, sint32 &y);
@ -566,6 +572,8 @@ public:
virtual bool copyTargetToTexture (ITexture *tex, uint32 offsetx, uint32 offsety, uint32 x, uint32 y,
uint32 width, uint32 height, uint32 mipmapLevel);
virtual bool textureCoordinateAlternativeMode() const { return false; };
virtual bool getRenderTargetSize (uint32 &width, uint32 &height);
@ -693,6 +701,7 @@ private:
friend class CTextureDrvInfosGL;
friend class CVertexProgamDrvInfosGL;
friend class CPixelProgamDrvInfosGL;
friend class CDepthStencilFBO;
private:
// Version of the driver. Not the interface version!! Increment when implementation of the driver change.
@ -888,8 +897,11 @@ private:
// viewport before call to setRenderTarget, if BFO extension is supported
CViewport _OldViewport;
// Current FBO render target
CSmartPtr<ITexture> _RenderTargetFBO;
// Share the same backbuffer for FBO render targets with window size
std::vector<CDepthStencilFBO *> _DepthStencilFBOs;
// Num lights return by GL_MAX_LIGHTS
uint _MaxDriverLight;

@ -27,8 +27,6 @@
# endif // HAVE_XCURSOR
#endif // defined(NL_OS_UNIX) && !defined(NL_OS_MAC)
#include "nel/misc/mouse_device.h"
#include "nel/misc/di_event_emitter.h"
#include "nel/3d/u_driver.h"
#include "nel/misc/file.h"
@ -666,149 +664,6 @@ bool CDriverGL::isSystemCursorCaptured()
#endif
}
// ***************************************************************************
NLMISC::IMouseDevice* CDriverGL::enableLowLevelMouse(bool enable, bool exclusive)
{
H_AUTO_OGL(CDriverGL_enableLowLevelMouse);
NLMISC::IMouseDevice *res = NULL;
#ifdef NL_OS_WINDOWS
NLMISC::CDIEventEmitter *diee = NULL;
if (_EventEmitter.getNumEmitters() > 1)
diee = NLMISC::safe_cast<CDIEventEmitter *>(_EventEmitter.getEmitter(1));
if (enable)
{
try
{
if (diee)
res = diee->getMouseDevice(exclusive);
}
catch (const EDirectInput &)
{
}
}
else
{
if (diee)
diee->releaseMouse();
}
#elif defined(NL_OS_MAC)
#elif defined (NL_OS_UNIX)
#endif
return res;
}
// ***************************************************************************
NLMISC::IKeyboardDevice* CDriverGL::enableLowLevelKeyboard(bool enable)
{
H_AUTO_OGL(CDriverGL_enableLowLevelKeyboard);
NLMISC::IKeyboardDevice *res = NULL;
#ifdef NL_OS_WINDOWS
NLMISC::CDIEventEmitter *diee = NULL;
if (_EventEmitter.getNumEmitters() > 1)
diee = NLMISC::safe_cast<NLMISC::CDIEventEmitter *>(_EventEmitter.getEmitter(1));
if (enable)
{
try
{
if (diee)
res = diee->getKeyboardDevice();
}
catch (const EDirectInput &)
{
}
}
else
{
if (diee)
diee->releaseKeyboard();
}
#elif defined(NL_OS_MAC)
#elif defined (NL_OS_UNIX)
#endif
return res;
}
// ***************************************************************************
NLMISC::IInputDeviceManager* CDriverGL::getLowLevelInputDeviceManager()
{
H_AUTO_OGL(CDriverGL_getLowLevelInputDeviceManager);
NLMISC::IInputDeviceManager *res = NULL;
#ifdef NL_OS_WINDOWS
if (_EventEmitter.getNumEmitters() > 1)
res = NLMISC::safe_cast<NLMISC::CDIEventEmitter *>(_EventEmitter.getEmitter(1));
#elif defined(NL_OS_MAC)
#elif defined (NL_OS_UNIX)
#endif
return res;
}
// ***************************************************************************
uint CDriverGL::getDoubleClickDelay(bool hardwareMouse)
{
H_AUTO_OGL(CDriverGL_getDoubleClickDelay);
uint res = 250;
#ifdef NL_OS_WINDOWS
NLMISC::IMouseDevice *md = NULL;
if (_EventEmitter.getNumEmitters() >= 2)
{
NLMISC::CDIEventEmitter *diee = NLMISC::safe_cast<CDIEventEmitter *>(_EventEmitter.getEmitter(1));
if (diee->isMouseCreated())
{
try
{
md = diee->getMouseDevice(hardwareMouse);
}
catch (const EDirectInput &)
{
// could not get device ..
}
}
}
if (md)
{
res = md->getDoubleClickDelay();
}
else
{
// try to read the good value from windows
res = ::GetDoubleClickTime();
}
#elif defined(NL_OS_MAC)
// TODO: Missing Mac Implementation for getDoubleClickDelay
#elif defined (NL_OS_UNIX)
// TODO for Linux
#endif
return res;
}
bool CDriverGL::getBestCursorSize(uint srcWidth, uint srcHeight, uint &dstWidth, uint &dstHeight)
{
#ifdef NL_OS_WINDOWS

@ -2087,14 +2087,16 @@ void CDriverGL::setupCloudPass (uint /* pass */)
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND3_ALPHA_NV, GL_SRC_ALPHA);
activateTexEnvColor (1, mat.getColor());
}
else
else if (ATICloudShaderHandle)
{
// TODO : for now the state is not cached in _CurrentTexEnvSpecial
nglBindFragmentShaderATI(ATICloudShaderHandle);
glEnable(GL_FRAGMENT_SHADER_ATI);
float cst[4] = { 0.f, 0.f, 0.f, mat.getColor().A / 255.f };
nglSetFragmentShaderConstantATI(GL_CON_0_ATI, cst);
/*
}
else
{
_DriverGLStates.activeTextureARB(0);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
// Operator.
@ -2130,7 +2132,6 @@ void CDriverGL::setupCloudPass (uint /* pass */)
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_EXT, GL_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_EXT, GL_CONSTANT_EXT );
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_EXT, GL_SRC_ALPHA);
*/
}
#endif
}

@ -73,12 +73,8 @@ CTextureDrvInfosGL::CTextureDrvInfosGL(IDriver *drv, ItTexDrvInfoPtrMap it, CDri
#endif
FBOId = 0;
DepthFBOId = 0;
StencilFBOId = 0;
InitFBO = false;
AttachDepthStencil = true;
UsePackedDepthStencil = drvGl->supportPackedDepthStencil();
TextureUsedIdx = 0;
}
@ -98,9 +94,9 @@ CTextureDrvInfosGL::~CTextureDrvInfosGL()
_Driver->_TextureUsed[TextureUsedIdx] = NULL;
}
if(InitFBO)
{
#ifdef USE_OPENGLES
if (InitFBO)
{
nglDeleteFramebuffersOES(1, &FBOId);
if(AttachDepthStencil)
{
@ -108,24 +104,73 @@ CTextureDrvInfosGL::~CTextureDrvInfosGL()
if(!UsePackedDepthStencil)
nglDeleteRenderbuffersOES(1, &StencilFBOId);
}
#else
nglDeleteFramebuffersEXT(1, &FBOId);
if(AttachDepthStencil)
}
#endif
}
CDepthStencilFBO::CDepthStencilFBO(CDriverGL *driver, uint width, uint height)
{
nldebug("3D: Init shared FBO");
m_Driver = driver;
Width = width;
Height = height;
bool packedDepthStencil = driver->supportPackedDepthStencil();
nglGenRenderbuffersEXT(1, &DepthFBOId);
if (packedDepthStencil)
StencilFBOId = DepthFBOId;
else
nglGenRenderbuffersEXT(1, &StencilFBOId);
if (packedDepthStencil)
{
//nldebug("3D: using packed depth stencil");
nglBindRenderbufferEXT(GL_RENDERBUFFER_EXT, StencilFBOId);
nglRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH24_STENCIL8_EXT, width, height);
}
else
{
nglBindRenderbufferEXT(GL_RENDERBUFFER_EXT, DepthFBOId);
nglRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT24, width, height);
/*
nglBindRenderbufferEXT(GL_RENDERBUFFER_EXT, StencilFBOId);
nglRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_STENCIL_INDEX8_EXT, width, height);
*/
}
nlassert(DepthFBOId);
nlassert(StencilFBOId);
driver->_DepthStencilFBOs.push_back(this);
}
CDepthStencilFBO::~CDepthStencilFBO()
{
// driver remove
m_Driver->_DepthStencilFBOs.erase(std::find(m_Driver->_DepthStencilFBOs.begin(), m_Driver->_DepthStencilFBOs.end(), this));
if (DepthFBOId)
{
nldebug("3D: Release shared FBO");
nglDeleteRenderbuffersEXT(1, &DepthFBOId);
if(!UsePackedDepthStencil)
nglDeleteRenderbuffersEXT(1, &StencilFBOId);
if (StencilFBOId == DepthFBOId)
StencilFBOId = 0;
DepthFBOId = 0;
}
#endif
if (StencilFBOId)
{
nglDeleteRenderbuffersEXT(1, &StencilFBOId);
StencilFBOId = 0;
}
}
// ***************************************************************************
bool CTextureDrvInfosGL::initFrameBufferObject(ITexture * tex)
{
if(!InitFBO)
if (!InitFBO)
{
if(tex->isBloomTexture())
if (tex->isBloomTexture())
{
AttachDepthStencil = !((CTextureBloom*)tex)->isMode2D();
}
@ -179,14 +224,6 @@ bool CTextureDrvInfosGL::initFrameBufferObject(ITexture * tex)
#else
// generate IDs
nglGenFramebuffersEXT(1, &FBOId);
if(AttachDepthStencil)
{
nglGenRenderbuffersEXT(1, &DepthFBOId);
if(UsePackedDepthStencil)
StencilFBOId = DepthFBOId;
else
nglGenRenderbuffersEXT(1, &StencilFBOId);
}
//nldebug("3D: using depth %d and stencil %d", DepthFBOId, StencilFBOId);
@ -194,34 +231,26 @@ bool CTextureDrvInfosGL::initFrameBufferObject(ITexture * tex)
nglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, FBOId);
nglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, TextureMode, ID, 0);
// attach depth/stencil render to FBO
// note: for some still unkown reason it's impossible to add
// a stencil buffer as shown in the respective docs (see
// opengl.org extension registry). Until a safe approach to add
// them is found, there will be no attached stencil for the time
// being, aside of using packed depth+stencil buffers.
if(AttachDepthStencil)
// attach depth stencil
if (AttachDepthStencil)
{
if(UsePackedDepthStencil)
for (std::vector<CDepthStencilFBO *>::iterator it(_Driver->_DepthStencilFBOs.begin()), end(_Driver->_DepthStencilFBOs.end()); it != end; ++it)
{
//nldebug("3D: using packed depth stencil");
nglBindRenderbufferEXT(GL_RENDERBUFFER_EXT, StencilFBOId);
nglRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH24_STENCIL8_EXT, tex->getWidth(), tex->getHeight());
if ((*it)->Width == tex->getWidth() && (*it)->Height == tex->getHeight())
{
DepthStencilFBO = (*it);
break;
}
else
}
if (!DepthStencilFBO)
{
nglBindRenderbufferEXT(GL_RENDERBUFFER_EXT, DepthFBOId);
nglRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT24, tex->getWidth(), tex->getHeight());
/*
nglBindRenderbufferEXT(GL_RENDERBUFFER_EXT, StencilFBOId);
nglRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_STENCIL_INDEX8_EXT, tex->getWidth(), tex->getHeight());
*/
DepthStencilFBO = new CDepthStencilFBO(_Driver, tex->getWidth(), tex->getHeight());
}
nglFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT,
GL_RENDERBUFFER_EXT, DepthFBOId);
GL_RENDERBUFFER_EXT, DepthStencilFBO->DepthFBOId);
nldebug("3D: glFramebufferRenderbufferExt(depth:24) = %X", nglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT));
nglFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT,
GL_RENDERBUFFER_EXT, StencilFBOId);
GL_RENDERBUFFER_EXT, DepthStencilFBO->StencilFBOId);
nldebug("3D: glFramebufferRenderbufferExt(stencil:8) = %X", nglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT));
}
#endif
@ -339,17 +368,7 @@ bool CTextureDrvInfosGL::initFrameBufferObject(ITexture * tex)
#endif
if (AttachDepthStencil)
{
#ifdef USE_OPENGLES
nglDeleteRenderbuffersOES(1, &DepthFBOId);
#else
nglDeleteRenderbuffersEXT(1, &DepthFBOId);
#endif
if(!UsePackedDepthStencil)
#ifdef USE_OPENGLES
nglDeleteRenderbuffersOES(1, &StencilFBOId);
#else
nglDeleteRenderbuffersEXT(1, &StencilFBOId);
#endif
DepthStencilFBO = NULL;
}
}
@ -2260,11 +2279,8 @@ void CDriverGL::swapTextureHandle(ITexture &tex0, ITexture &tex1)
swap(t0->MinFilter, t1->MinFilter);
swap(t0->TextureMode, t1->TextureMode);
swap(t0->FBOId, t1->FBOId);
swap(t0->DepthFBOId, t1->DepthFBOId);
swap(t0->StencilFBOId, t1->StencilFBOId);
swap(t0->DepthStencilFBO, t1->DepthStencilFBO);
swap(t0->InitFBO, t1->InitFBO);
swap(t0->AttachDepthStencil, t1->AttachDepthStencil);
swap(t0->UsePackedDepthStencil, t1->UsePackedDepthStencil);
}
@ -2314,11 +2330,16 @@ bool CDriverGL::setRenderTarget (ITexture *tex, uint32 x, uint32 y, uint32 width
if(tex->isBloomTexture() && supportBloomEffect())
{
// NOTE: No support for mip map level here!
uint32 w, h;
getWindowSize(w, h);
getViewport(_OldViewport);
if (!width) width = tex->getWidth();
if (!height) height = tex->getHeight();
CViewport newVP;
newVP.init(0, 0, ((float)width/(float)w), ((float)height/(float)h));
setupViewport(newVP);
@ -2401,10 +2422,11 @@ bool CDriverGL::copyTargetToTexture (ITexture *tex,
bool CDriverGL::getRenderTargetSize (uint32 &width, uint32 &height)
{
H_AUTO_OGL(CDriverGL_getRenderTargetSize)
if (_TextureTarget)
NLMISC::CSmartPtr<ITexture> tex = _RenderTargetFBO ? _RenderTargetFBO : (_TextureTarget ? _TextureTarget : NULL);
if (tex)
{
width = _TextureTarget->getWidth();
height = _TextureTarget->getHeight();
width = tex->getWidth();
height = tex->getHeight();
}
else
{

@ -38,8 +38,6 @@
# define _NET_WM_STATE_ADD 1
#endif // NL_OS_UNIX
#include "nel/misc/mouse_device.h"
#include "nel/misc/di_event_emitter.h"
#include "nel/3d/u_driver.h"
#include "nel/misc/file.h"
@ -940,20 +938,6 @@ bool CDriverGL::setDisplay(nlWindow wnd, const GfxMode &mode, bool show, bool re
// setup the event emitter, and try to retrieve a direct input interface
_EventEmitter.addEmitter(we, true /*must delete*/); // the main emitter
/// try to get direct input
try
{
NLMISC::CDIEventEmitter *diee = NLMISC::CDIEventEmitter::create(GetModuleHandle(NULL), _win, we);
if (diee)
{
_EventEmitter.addEmitter(diee, true);
}
}
catch(const EDirectInput &e)
{
nlinfo(e.what());
}
#elif defined(NL_OS_MAC)
if (wnd == EmptyWindow)
@ -1864,6 +1848,19 @@ bool CDriverGL::setMode(const GfxMode& mode)
if (!_DestroyWindow)
return true;
#if defined(NL_OS_WINDOWS)
// save relative cursor
POINT cursorPos;
cursorPos.x = 0;
cursorPos.y = 0;
BOOL cursorPosOk = isSystemCursorInClientArea()
&& GetCursorPos(&cursorPos)
&& ScreenToClient(_win, &cursorPos);
sint curX = (sint)cursorPos.x * (sint)mode.Width;
sint curY = (sint)cursorPos.y * (sint)mode.Height;
#endif
if (!setScreenMode(mode))
return false;
@ -1883,6 +1880,17 @@ bool CDriverGL::setMode(const GfxMode& mode)
case 32: _ColorDepth = ColorDepth32; break;
}
#if defined(NL_OS_WINDOWS)
// restore relative cursor
if (cursorPosOk)
{
cursorPos.x = curX / (sint)mode.Width;
cursorPos.y = curY / (sint)mode.Height;
ClientToScreen(_win, &cursorPos);
SetCursorPos(cursorPos.x, cursorPos.y);
}
#endif
// set color depth for custom cursor
updateCursor(true);
@ -2298,7 +2306,19 @@ void CDriverGL::setWindowPos(sint32 x, sint32 y)
#ifdef NL_OS_WINDOWS
SetWindowPos(_win, NULL, x, y, 0, 0, SWP_NOZORDER | SWP_NOACTIVATE | SWP_NOSIZE);
// save relative cursor
POINT cursorPos;
BOOL cursorPosOk = isSystemCursorInClientArea()
&& GetCursorPos(&cursorPos)
&& ScreenToClient(_win, &cursorPos);
SetWindowPos(_win, NULL, x, y, 0, 0, /*SWP_NOZORDER | SWP_NOACTIVATE |*/ SWP_NOSIZE);
if (cursorPosOk)
{
ClientToScreen(_win, &cursorPos);
SetCursorPos(cursorPos.x, cursorPos.y);
}
#elif defined(NL_OS_MAC)
// get the rect (position, size) of the screen with menu bar

@ -20,7 +20,6 @@
#include "nel/misc/event_emitter.h"
#include "nel/misc/event_server.h"
#include "nel/misc/events.h"
#include "nel/misc/game_device_events.h"
#include "nel/3d/driver.h"
#import "cocoa_opengl_view.h"
@ -52,7 +51,6 @@ public:
void init(NL3D::IDriver*, CocoaOpenGLView*, bool eventLoop);
bool processMessage(NSEvent* event, CEventServer* server = NULL);
virtual void submitEvents(CEventServer& server, bool allWindows);
virtual void emulateMouseRawMode(bool enable);
bool handleQuitRequest();
virtual bool copyTextToClipboard(const ucstring &text);

@ -83,7 +83,6 @@
#include "nel/misc/event_emitter_multi.h"
#include "nel/misc/time_nl.h"
#include "nel/misc/rect.h"
#include "nel/misc/mouse_device.h"
#include "nel/misc/dynloadlib.h"
#include "nel/misc/file.h"

@ -37,7 +37,7 @@ static Atom XA_WM_DELETE_WINDOW = 0;
namespace NLMISC {
CUnixEventEmitter::CUnixEventEmitter ():_dpy(NULL), _win(0), _emulateRawMode(false), _driver(NULL)
CUnixEventEmitter::CUnixEventEmitter ():_dpy(NULL), _win(0), _driver(NULL)
{
_im = 0;
_ic = 0;
@ -158,25 +158,6 @@ static Bool isMouseMoveEvent(Display *display, XEvent *event, XPointer arg)
return (event->type == MotionNotify);
}
void CUnixEventEmitter::emulateMouseRawMode(bool enable)
{
_emulateRawMode = enable;
if(_emulateRawMode)
{
XWindowAttributes xwa;
XGetWindowAttributes(_dpy, _win, &xwa);
XWarpPointer(_dpy, None, _win, None, None, None, None,
(xwa.width / 2), (xwa.height / 2));
// remove all outstanding mouse move events, they happened before the mouse
// was pulled back to 0.5 / 0.5, so a wrong movement delta would be
// reported otherwise
XEvent event;
while(XCheckIfEvent(_dpy, &event, &isMouseMoveEvent, NULL)) { };
}
}
#ifndef AltMask
# ifdef NL_OS_MAC
# define AltMask (8192)
@ -512,33 +493,13 @@ bool CUnixEventEmitter::processMessage (XEvent &event, CEventServer *server)
{
TMouseButton button=getMouseButton (event.xbutton.state);
// if raw mode should be emulated
if(_emulateRawMode)
{
// when we just wrapped back the pointer to 0.5 / 0.5, ignore event
if(event.xbutton.x == xwa.width / 2 && event.xbutton.y == xwa.height / 2)
break;
// post a CGDMouseMove with the movement delta to the event server
server->postEvent(
new CGDMouseMove(this, NULL /* no mouse device */,
event.xbutton.x - (xwa.width / 2),
(xwa.height / 2) - event.xbutton.y));
// move the pointer back to the center of the window
XWarpPointer(_dpy, None, _win, None, None, None, None,
(xwa.width / 2), (xwa.height / 2));
}
// if in normal mouse mode
else
{
// get the relative mouse position
float fX = (float) event.xbutton.x / (float) xwa.width;
float fY = 1.0f - (float) event.xbutton.y / (float) xwa.height;
// post a normal mouse move event to the event server
server->postEvent (new CEventMouseMove (fX, fY, button, this));
}
break;
}
case KeyPress:

@ -20,7 +20,6 @@
#include "nel/misc/types_nl.h"
#include "nel/misc/event_emitter.h"
#include "nel/misc/events.h"
#include "nel/misc/game_device_events.h"
#include "nel/3d/driver.h"
@ -56,11 +55,6 @@ public:
*/
virtual void submitEvents(CEventServer & server, bool allWindows);
/**
* enable or disable mouse raw mode
*/
virtual void emulateMouseRawMode(bool emulate);
/**
* process input-related events (mouse and keyboard)
*/

@ -192,8 +192,11 @@ CDriverUser::CDriverUser (uintptr_t windowIcon, TDriver driver, emptyProc exitFu
_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");
}
@ -246,7 +249,7 @@ bool CDriverUser::setDisplay(nlWindow wnd, const CMode &mode, bool show, bool
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))
if (_Driver->setDisplay(wnd, GfxMode(mode.Width, mode.Height, mode.Depth, mode.Windowed, false, mode.Frequency, mode.AntiAlias, mode.DisplayDevice), show, resizeable))
{
// Always true
nlverify (activate());
@ -290,7 +293,7 @@ bool CDriverUser::setDisplay(nlWindow wnd, const CMode &mode, bool show, bool
// ***************************************************************************
bool CDriverUser::setMode(const CMode& mode)
{
return _Driver->setMode(GfxMode(mode.Width, mode.Height, mode.Depth, mode.Windowed, false, mode.Frequency, mode.AntiAlias));
return _Driver->setMode(GfxMode(mode.Width, mode.Height, mode.Depth, mode.Windowed, false, mode.Frequency, mode.AntiAlias, mode.DisplayDevice));
}
// ----------------------------------------------------------------------------
@ -316,7 +319,7 @@ bool CDriverUser::getModes(std::vector<CMode> &modes)
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));
modes.push_back(CMode(vTmp[i].Width, vTmp[i].Height, vTmp[i].Depth, vTmp[i].Windowed, vTmp[i].Frequency, vTmp[i].AntiAlias, vTmp[i].DisplayDevice));
std::sort(modes.begin(), modes.end(), CModeSorter());
@ -1357,6 +1360,7 @@ void CDriverUser::swapBuffers()
NL3D_HAUTO_SWAP_DRIVER;
_Driver->swapBuffers();
_RenderTargetManager.cleanup();
}
// ***************************************************************************
@ -1609,36 +1613,6 @@ bool CDriverUser::fillBuffer (CBitmap &bitmap)
// ***************************************************************************
// ***************************************************************************
NLMISC::IMouseDevice *CDriverUser::enableLowLevelMouse(bool enable, bool exclusive)
{
NL3D_HAUTO_UI_DRIVER;
return _Driver->enableLowLevelMouse(enable, exclusive);
}
NLMISC::IKeyboardDevice *CDriverUser::enableLowLevelKeyboard(bool enable)
{
NL3D_HAUTO_UI_DRIVER;
return _Driver->enableLowLevelKeyboard(enable);
}
void CDriverUser::emulateMouseRawMode(bool enable)
{
_Driver->getEventEmitter()->emulateMouseRawMode(enable);
}
uint CDriverUser::getDoubleClickDelay(bool hardwareMouse)
{
NL3D_HAUTO_UI_DRIVER;
return _Driver->getDoubleClickDelay(hardwareMouse);
}
NLMISC::IInputDeviceManager *CDriverUser::getLowLevelInputDeviceManager()
{
NL3D_HAUTO_UI_DRIVER;
return _Driver->getLowLevelInputDeviceManager();
}
void CDriverUser::showCursor (bool b)
{
NL3D_HAUTO_UI_DRIVER;
@ -1974,9 +1948,7 @@ bool CDriverUser::setRenderTarget(class UTexture & uTex, uint32 x, uint32 y, uin
bool result = _Driver->setRenderTarget(tex, x, y, width, height, mipmapLevel, cubeFace);
CViewport currentViewport;
_Driver->getViewport(currentViewport);
setViewport(currentViewport);
setupMatrixContext();
return result;
}

@ -73,6 +73,77 @@ void CDriverUser::deleteScene(UScene *scene)
_Scenes.erase((CSceneUser*)scene, "deleteScene(): Bad scene ptr");
}
// ***************************************************************************
void CDriverUser::beginDefaultRenderTarget(uint32 width, uint32 height)
{
if (_MatRenderTarget.empty())
{
_MatRenderTarget.attach(&_MatRenderTargetInt);
UMaterial &umat = _MatRenderTarget;
CMaterial &mat = _MatRenderTargetInt;
umat.initUnlit();
umat.setColor(CRGBA::White);
umat.setBlend(false);
umat.setAlphaTest(false);
mat.setBlendFunc(CMaterial::one, CMaterial::zero);
mat.setZWrite(false);
mat.setZFunc(CMaterial::always);
mat.setDoubleSided(true);
_RenderTargetQuad.V0 = CVector(0.f, 0.f, 0.5f);
_RenderTargetQuad.V1 = CVector(1.f, 0.f, 0.5f);
_RenderTargetQuad.V2 = CVector(1.f, 1.f, 0.5f);
_RenderTargetQuad.V3 = CVector(0.f, 1.f, 0.5f);
_RenderTargetQuad.Uv0 = CUV(0.f, 0.f);
_RenderTargetQuad.Uv1 = CUV(1.f, 0.f);
_RenderTargetQuad.Uv2 = CUV(1.f, 1.f);
_RenderTargetQuad.Uv3 = CUV(0.f, 1.f);
}
nlassert(!_EffectRenderTarget);
if (width == 0 || height == 0)
getWindowSize(width, height);
_EffectRenderTarget = getRenderTargetManager().getRenderTarget(width, height);
setRenderTarget(*_EffectRenderTarget);
}
// ***************************************************************************
void CDriverUser::endDefaultRenderTarget(UScene *scene)
{
nlassert(_EffectRenderTarget);
CTextureUser texNull;
setRenderTarget(texNull);
_MatRenderTarget.getObjectPtr()->setTexture(0, _EffectRenderTarget->getITexture());
UCamera pCam;
if (scene)
{
pCam = scene->getCam();
}
CViewport oldVp = getViewport();
CViewport vp = CViewport();
setViewport(vp);
setMatrixMode2D11();
bool fog = fogEnabled();
enableFog(false);
drawQuad(_RenderTargetQuad, _MatRenderTarget);
enableFog(fog);
setViewport(oldVp);
if (scene)
{
setMatrixMode3D(pCam);
}
_MatRenderTarget.getObjectPtr()->setTexture(0, NULL);
getRenderTargetManager().recycleRenderTarget(_EffectRenderTarget);
_EffectRenderTarget = NULL;
}
// ***************************************************************************
UTextContext *CDriverUser::createTextContext(const std::string fontFileName, const std::string fontExFileName)
{

@ -0,0 +1,291 @@
/**
* \file fxaa.cpp
* \brief CFXAA
* \date 2014-08-03 21:41GMT
* \author Jan Boon (Kaetemi)
* CFXAA
*/
/*
* Copyright (C) 2014 by authors
*
* This file is part of NL3D.
* NL3D 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.
*
* NL3D 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 NL3D. If not, see
* <http://www.gnu.org/licenses/>.
*/
#include <nel/misc/types_nl.h>
#include <nel/3d/fxaa.h>
// STL includes
// NeL includes
// #include <nel/misc/debug.h>
// Project includes
#include <nel/3d/u_camera.h>
#include <nel/3d/u_driver.h>
#include <nel/3d/material.h>
#include <nel/3d/texture_bloom.h>
#include <nel/3d/texture_user.h>
#include <nel/3d/driver_user.h>
#include <nel/3d/u_texture.h>
#include <nel/3d/render_target_manager.h>
using namespace std;
// using namespace NLMISC;
namespace NL3D {
namespace {
#include "fxaa_program.h"
} /* anonymous namespace */
CFXAA::CFXAA(NL3D::UDriver *driver) : m_Driver(driver), m_PP(NULL), m_VP(NULL), m_Width(~0), m_Height(~0)
{
nldebug("3D: Create FXAA");
CDriverUser *dru = static_cast<CDriverUser *>(driver);
NL3D::IDriver *drv = (dru)->getDriver();
if (drv->supportBloomEffect() && drv->supportNonPowerOfTwoTextures())
{
m_PP = new CPixelProgram();
// arbfp1
{
IProgram::CSource *source = new IProgram::CSource();
source->Features.MaterialFlags = CProgramFeatures::TextureStages;
source->Profile = IProgram::arbfp1;
source->setSourcePtr(a_arbfp1);
m_PP->addSource(source);
}
// ps_2_0
{
IProgram::CSource *source = new IProgram::CSource();
source->Features.MaterialFlags = CProgramFeatures::TextureStages;
source->Profile = IProgram::ps_2_0;
source->setSourcePtr(a_ps_2_0);
m_PP->addSource(source);
}
if (!drv->compilePixelProgram(m_PP))
{
nlwarning("3D: No supported pixel program for FXAA effect");
delete m_PP;
m_PP = NULL;
}
else
{
nldebug("3D: FXAA pixel program available");
}
}
if (!m_PP)
{
return;
}
// create vp
{
m_VP = new CVertexProgram();
// nelvp
{
IProgram::CSource *source = new IProgram::CSource();
source->Features.MaterialFlags = CProgramFeatures::TextureStages;
source->Profile = IProgram::nelvp;
source->setSourcePtr(a_nelvp);
m_VP->addSource(source);
}
if (!drv->compileVertexProgram(m_VP))
{
nlwarning("3D: No supported vertex program for FXAA effect");
delete m_VP;
m_VP = NULL;
delete m_PP;
m_PP = NULL;
}
else
{
nldebug("3D: FXAA vertex program available");
}
}
if (!m_VP)
{
return;
}
// create material and vb
{
m_Mat = m_Driver->createMaterial();
m_Mat.initUnlit();
m_Mat.setColor(CRGBA::White);
m_Mat.setBlend (false);
m_Mat.setAlphaTest (false);
NL3D::CMaterial *mat = m_Mat.getObjectPtr();
mat->setShader(NL3D::CMaterial::Normal);
mat->setBlendFunc(CMaterial::one, CMaterial::zero);
mat->setZWrite(false);
mat->setZFunc(CMaterial::always);
mat->setDoubleSided(true);
m_QuadUV.V0 = CVector(0.f, 0.f, 0.5f);
m_QuadUV.V1 = CVector(1.f, 0.f, 0.5f);
m_QuadUV.V2 = CVector(1.f, 1.f, 0.5f);
m_QuadUV.V3 = CVector(0.f, 1.f, 0.5f);
/*if (drv->textureCoordinateAlternativeMode())
{
m_QuadUV.Uv0 = CUV(0.f, 1.f);
m_QuadUV.Uv1 = CUV(1.f, 1.f);
m_QuadUV.Uv2 = CUV(1.f, 0.f);
m_QuadUV.Uv3 = CUV(0.f, 0.f);
}
else
{*/
m_QuadUV.Uv0 = CUV(0.f, 0.f);
m_QuadUV.Uv1 = CUV(1.f, 0.f);
m_QuadUV.Uv2 = CUV(1.f, 1.f);
m_QuadUV.Uv3 = CUV(0.f, 1.f);
/*}*/
/*CVertexBuffer &vb = m_VB;
vb.clearValueEx();
vb.addValueEx(CVertexBuffer::Position, CVertexBuffer::Float3);
vb.addValueEx(CVertexBuffer::TexCoord0, CVertexBuffer::Float2);
vb.addValueEx(CVertexBuffer::TexCoord1, CVertexBuffer::Float4);
vb.initEx();
vb.setPreferredMemory(CVertexBuffer::RAMVolatile, false);
vb.setNumVertices(4);*/
}
}
CFXAA::~CFXAA()
{
nldebug("3D: Destroy FXAA");
if (!m_Mat.empty())
{
m_Driver->deleteMaterial(m_Mat);
}
delete m_VP;
m_VP = NULL;
delete m_PP;
m_PP = NULL;
m_Driver = NULL;
}
void CFXAA::applyEffect()
{
if (!m_PP)
return;
CDriverUser *dru = static_cast<CDriverUser *>(m_Driver);
IDriver *drv = dru->getDriver();
// backup
bool fogEnabled = m_Driver->fogEnabled();
m_Driver->enableFog(false);
NL3D::ITexture *renderTarget = drv->getRenderTarget();
nlassert(renderTarget);
nlassert(renderTarget->isBloomTexture());
uint width = renderTarget->getWidth();
uint height = renderTarget->getHeight();
bool mode2D = static_cast<CTextureBloom *>(renderTarget)->isMode2D();
nlassert(renderTarget->getUploadFormat() == ITexture::Auto);
float fwidth = (float)width;
float fheight = (float)height;
float pwidth = 1.0f / fwidth;
float pheight = 1.0f / fheight;
float hpwidth = pwidth * 0.5f;
float hpheight = pheight * 0.5f;
float n = 0.5f;
//if (width != m_Width || height != m_Height)
/*{
// Build VB
m_Width = width;
m_Height = height;
CVertexBufferReadWrite vba;
m_VB.lock(vba);
vba.setValueFloat3Ex(CVertexBuffer::Position, 0, 0.f, 0.f, 0.5f); // BL
vba.setValueFloat3Ex(CVertexBuffer::Position, 1, 1.f, 0.f, 0.5f); // BR
vba.setValueFloat3Ex(CVertexBuffer::Position, 2, 1.f, 1.f, 0.5f); // TR
vba.setValueFloat3Ex(CVertexBuffer::Position, 3, 0.f, 1.f, 0.5f); // TL
vba.setValueFloat2Ex(CVertexBuffer::TexCoord0, 0, 0.f, 0.f);
vba.setValueFloat2Ex(CVertexBuffer::TexCoord0, 1, 1.f, 0.f);
vba.setValueFloat2Ex(CVertexBuffer::TexCoord0, 2, 1.f, 1.f);
vba.setValueFloat2Ex(CVertexBuffer::TexCoord0, 3, 0.f, 1.f);
vba.setValueFloat4Ex(CVertexBuffer::TexCoord1, 0, 0.f - hpwidth, 0.f - hpheight, 0.f + hpwidth, 0.f + hpheight);
vba.setValueFloat4Ex(CVertexBuffer::TexCoord1, 1, 1.f - hpwidth, 0.f - hpheight, 1.f + hpwidth, 0.f + hpheight);
vba.setValueFloat4Ex(CVertexBuffer::TexCoord1, 2, 1.f - hpwidth, 1.f - hpheight, 1.f + hpwidth, 1.f + hpheight);
vba.setValueFloat4Ex(CVertexBuffer::TexCoord1, 3, 0.f - hpwidth, 1.f - hpheight, 0.f + hpwidth, 1.f + hpheight);
}*/
// create render target
CTextureUser *otherRenderTarget = m_Driver->getRenderTargetManager().getRenderTarget(width, height, mode2D);
// swap render target
CTextureUser texNull;
dru->setRenderTarget(texNull);
drv->swapTextureHandle(*renderTarget, *otherRenderTarget->getITexture());
drv->setRenderTarget(renderTarget);
m_Driver->setMatrixMode2D11();
// debug
// m_Driver->clearBuffers(CRGBA(128, 128, 128, 128));
// activate program
bool vpok = drv->activeVertexProgram(m_VP);
nlassert(vpok);
bool ppok = drv->activePixelProgram(m_PP);
nlassert(ppok);
/*drv->setUniform4f(IDriver::PixelProgram, 0, -n / fwidth, -n / fheight, n / fwidth, n / fheight); // fxaaConsoleRcpFrameOpt
drv->setUniform4f(IDriver::PixelProgram, 1, -2.0f / fwidth, -2.0f / fheight, 2.0f / fwidth, 2.0f / fheight); // fxaaConsoleRcpFrameOpt2*/
drv->setUniform2f(IDriver::PixelProgram, 0, 1.0f / fwidth, 1.0f / fheight); // fxaaQualityRcpFrame
drv->setUniform1f(IDriver::PixelProgram, 1, 0.75f); // fxaaQualitySubpix
drv->setUniform1f(IDriver::PixelProgram, 2, 0.166f); // fxaaQualityEdgeThreshold
drv->setUniform1f(IDriver::PixelProgram, 3, 0.0833f); // fxaaQualityEdgeThresholdMin
drv->setUniformMatrix(IDriver::VertexProgram, 0, IDriver::ModelViewProjection, IDriver::Identity);
// drv->setUniform4f(IDriver::VertexProgram, 9, -hpwidth, -hpheight, hpwidth, hpheight);
// render effect
m_Mat.getObjectPtr()->setTexture(0, otherRenderTarget->getITexture());
/*drv->activeVertexBuffer(m_VB);
drv->renderRawQuads(*m_Mat.getObjectPtr(), 0, 1);*/
m_Driver->drawQuad(m_QuadUV, m_Mat);
m_Mat.getObjectPtr()->setTexture(0, NULL);
// deactivate program
drv->activeVertexProgram(NULL);
drv->activePixelProgram(NULL);
// restore
m_Driver->enableFog(fogEnabled);
// recycle render target
m_Driver->getRenderTargetManager().recycleRenderTarget(otherRenderTarget);
}
} /* namespace NL3D */
/* end of file */

@ -0,0 +1,994 @@
const char *a_nelvp =
"!!VP1.0\n"
"DP4 o[HPOS].x, c[0], v[OPOS];\n"
"DP4 o[HPOS].y, c[1], v[OPOS];\n"
"DP4 o[HPOS].z, c[2], v[OPOS];\n"
"DP4 o[HPOS].w, c[3], v[OPOS];\n"
"MOV o[TEX0].xy, v[TEX0];\n"
// "ADD o[TEX1], v[TEX0].xyxy, c[9];\n"
"END\n";
const char *a_arbfp1_test =
"!!ARBfp1.0\n"
"OPTION ARB_precision_hint_fastest;\n"
"TEX result.color, fragment.texcoord[1].zwzw, texture[0], 2D;\n"
"END\n";
const char *a_arbfp1 =
"!!ARBfp1.0\n"
"OPTION ARB_precision_hint_fastest;\n"
/*"# cgc version 3.1.0013, build date Apr 18 2012\n"
"# command line args: -profile arbfp1 -O3 -fastmath -fastprecision\n"
"# source file: fxaa_pp.cg\n"
"#vendor NVIDIA Corporation\n"
"#version 3.1.0.13\n"
"#profile arbfp1\n"
"#program fxaa_pp\n"
"#semantic fxaa_pp.fxaaQualityRcpFrame\n"
"#semantic fxaa_pp.fxaaQualitySubpix\n"
"#semantic fxaa_pp.fxaaQualityEdgeThreshold\n"
"#semantic fxaa_pp.fxaaQualityEdgeThresholdMin\n"
"#semantic fxaa_pp.nlTex0 : TEX0\n"
"#var float2 pos : $vin.TEXCOORD0 : TEX0 : 0 : 1\n"
"#var float2 fxaaQualityRcpFrame : : c[0] : 2 : 1\n"
"#var float fxaaQualitySubpix : : c[1] : 3 : 1\n"
"#var float fxaaQualityEdgeThreshold : : c[2] : 4 : 1\n"
"#var float fxaaQualityEdgeThresholdMin : : c[3] : 5 : 1\n"
"#var sampler2D nlTex0 : TEX0 : texunit 0 : 6 : 1\n"
"#var float4 oCol : $vout.COLOR : COL : 7 : 1\n"
"#const c[4] = 0 -1 1 -2\n"
"#const c[5] = 2 0.5 0.25 1.5\n"
"#const c[6] = 4 12 0.083333336 3\n"*/
"PARAM c[7] = { program.env[0..3],\n"
" { 0, -1, 1, -2 },\n"
" { 2, 0.5, 0.25, 1.5 },\n"
" { 4, 12, 0.083333336, 3 } };\n"
"TEMP R0;\n"
"TEMP R1;\n"
"TEMP R2;\n"
"TEMP R3;\n"
"TEMP R4;\n"
"TEMP R5;\n"
"TEMP R6;\n"
"TEMP R7;\n"
"TEMP R8;\n"
"TEMP R9;\n"
"MOV R3.xyz, c[4];\n"
"MAD R2.zw, R3.xyyz, c[0].xyxy, fragment.texcoord[0].xyxy;\n"
"MAD R0.xy, R3, c[0], fragment.texcoord[0];\n"
"MAD R1.xy, R3.zyzw, c[0], fragment.texcoord[0];\n"
"TEX R5.y, R1, texture[0], 2D;\n"
"MAD R1.xy, R3.zxzw, c[0], fragment.texcoord[0];\n"
"ADD R0.zw, fragment.texcoord[0].xyxy, -c[0].xyxy;\n"
"TEX R4.y, R0.zwzw, texture[0], 2D;\n"
"TEX R6.y, R2.zwzw, texture[0], 2D;\n"
"TEX R8, fragment.texcoord[0], texture[0], 2D;\n"
"TEX R1.y, R1, texture[0], 2D;\n"
"TEX R0.y, R0, texture[0], 2D;\n"
"ADD R0.z, R4.y, R5.y;\n"
"MAD R1.z, R0.y, c[4].w, R0;\n"
"MAD R0.zw, R3.xyyx, c[0].xyxy, fragment.texcoord[0].xyxy;\n"
"TEX R2.y, R0.zwzw, texture[0], 2D;\n"
"ADD R0.x, R2.y, R1.y;\n"
"ABS R0.w, R1.z;\n"
"ADD R1.zw, fragment.texcoord[0].xyxy, c[0].xyxy;\n"
"TEX R7.y, R1.zwzw, texture[0], 2D;\n"
"MAD R0.z, R8.y, c[4].w, R0.x;\n"
"ABS R0.z, R0;\n"
"MAD R2.x, R0.z, c[5], R0.w;\n"
"MAD R0.zw, R3.xyxz, c[0].xyxy, fragment.texcoord[0].xyxy;\n"
"TEX R3.y, R0.zwzw, texture[0], 2D;\n"
"ADD R0.z, R0.y, R3.y;\n"
"ADD R1.x, R6.y, R7.y;\n"
"MAD R0.w, R3.y, c[4], R1.x;\n"
"MAD R1.x, R8.y, c[4].w, R0.z;\n"
"ABS R0.w, R0;\n"
"ADD R2.x, R0.w, R2;\n"
"ADD R2.w, R4.y, R6.y;\n"
"ADD R0.w, R5.y, R7.y;\n"
"ABS R1.z, R1.x;\n"
"MAD R1.x, R1.y, c[4].w, R0.w;\n"
"ABS R1.w, R1.x;\n"
"MAD R1.x, R2.y, c[4].w, R2.w;\n"
"MAD R1.z, R1, c[5].x, R1.w;\n"
"ABS R1.x, R1;\n"
"ADD R1.x, R1, R1.z;\n"
"SGE R4.x, R1, R2;\n"
"MAX R1.x, R3.y, R8.y;\n"
"MAX R1.z, R1.y, R1.x;\n"
"MAX R1.x, R0.y, R2.y;\n"
"MAX R1.x, R1, R1.z;\n"
"MIN R1.z, R3.y, R8.y;\n"
"MIN R1.w, R1.y, R1.z;\n"
"MIN R1.z, R0.y, R2.y;\n"
"MIN R1.z, R1, R1.w;\n"
"MUL R2.x, R1, c[2];\n"
"ADD R3.z, R1.x, -R1;\n"
"ABS R3.w, R4.x;\n"
"MAX R1.w, R2.x, c[3].x;\n"
"ADD R2.z, R3, -R1.w;\n"
"CMP R2.x, R2.z, c[4], c[4].z;\n"
"CMP R1.x, -R3.w, c[4], c[4].z;\n"
"MUL R3.w, R2.x, R1.x;\n"
"CMP R1.z, -R3.w, R1.y, R3.y;\n"
"ADD R1.y, -R8, R1.z;\n"
"CMP R1.w, -R3, R2.y, R0.y;\n"
"ADD R0.y, -R8, R1.w;\n"
"MUL R4.x, R2, R4;\n"
"CMP R3.y, -R3.w, c[0], R3.x;\n"
"ABS R4.w, R1.y;\n"
"ABS R4.z, R0.y;\n"
"SGE R0.y, R4.z, R4.w;\n"
"MUL R1.y, R2.x, R0;\n"
"ABS R0.y, R0;\n"
"CMP R4.y, -R0, c[4].x, c[4].z;\n"
"ABS R0.y, R1.x;\n"
"CMP R0.y, -R0, c[4].x, c[4].z;\n"
"MUL R1.x, R2, R0.y;\n"
"CMP R2.y, -R4.x, c[0], c[0].x;\n"
"CMP R2.y, -R1, -R2, R2;\n"
"MAD R1.y, R2, c[5], fragment.texcoord[0];\n"
"CMP R5.z, -R4.x, R1.y, fragment.texcoord[0].y;\n"
"ADD R5.y, R5.z, -R3;\n"
"MAD R0.y, R2, c[5], fragment.texcoord[0].x;\n"
"CMP R3.x, -R1, c[0], R3;\n"
"CMP R6.x, -R3.w, R0.y, fragment.texcoord[0];\n"
"ADD R5.w, R5.z, R3.y;\n"
"ADD R1.x, R6, -R3;\n"
"MOV R1.y, R5;\n"
"TEX R0.y, R1, texture[0], 2D;\n"
"MUL R1.y, R2.x, R4;\n"
"ADD R0.x, R0.z, R0;\n"
"ADD R0.w, R2, R0;\n"
"MAD R0.z, R0.x, c[5].x, R0.w;\n"
"ADD R1.w, R8.y, R1;\n"
"ADD R1.z, R8.y, R1;\n"
"CMP R4.y, -R1, R1.z, R1.w;\n"
"ADD R1.z, R6.x, R3.x;\n"
"MAD R5.x, -R4.y, c[5].y, R0.y;\n"
"MOV R1.w, R5;\n"
"TEX R0.y, R1.zwzw, texture[0], 2D;\n"
"MAX R1.w, R4.z, R4;\n"
"MAD R1.y, -R4, c[5], R0;\n"
"MUL R4.z, R1.w, c[5];\n"
"ABS R0.y, R1;\n"
"SGE R1.w, R0.y, R4.z;\n"
"ABS R6.y, R5.x;\n"
"SGE R0.y, R6, R4.z;\n"
"ABS R1.w, R1;\n"
"CMP R6.y, -R1.w, c[4].x, c[4].z;\n"
"ABS R0.y, R0;\n"
"CMP R5.z, -R0.y, c[4].x, c[4];\n"
"ADD_SAT R0.y, R5.z, R6;\n"
"MUL R4.w, R2.x, R0.y;\n"
"MUL R0.y, R2.x, R6;\n"
"MAD R1.w, R3.y, c[5], R5;\n"
"CMP R6.x, -R0.y, R1.w, R5.w;\n"
"MAD R6.z, R3.x, c[5].w, R1;\n"
"CMP R1.z, -R0.y, R6, R1;\n"
"MOV R1.w, R6.x;\n"
"TEX R0.y, R1.zwzw, texture[0], 2D;\n"
"MUL R1.w, R4, R6.y;\n"
"CMP R6.y, -R1.w, R0, R1;\n"
"MUL R0.y, R2.x, R5.z;\n"
"MAD R1.y, -R3, c[5].w, R5;\n"
"CMP R5.w, -R0.y, R1.y, R5.y;\n"
"MAD R6.z, -R3.x, c[5].w, R1.x;\n"
"CMP R1.x, -R0.y, R6.z, R1;\n"
"MOV R1.y, R5.w;\n"
"TEX R0.y, R1, texture[0], 2D;\n"
"MUL R5.y, R4.w, R5.z;\n"
"CMP R0.y, -R5, R0, R5.x;\n"
"MAD R5.x, -R4.y, c[5].y, R0.y;\n"
"CMP R5.z, -R5.y, R5.x, R0.y;\n"
"MAD R1.y, -R4, c[5], R6;\n"
"CMP R1.y, -R1.w, R1, R6;\n"
"ABS R1.w, R1.y;\n"
"SGE R1.w, R1, R4.z;\n"
"ABS R0.y, R5.z;\n"
"SGE R0.y, R0, R4.z;\n"
"ABS R1.w, R1;\n"
"CMP R6.y, -R1.w, c[4].x, c[4].z;\n"
"ABS R0.y, R0;\n"
"CMP R5.y, -R0, c[4].x, c[4].z;\n"
"ADD_SAT R0.y, R5, R6;\n"
"MUL R5.x, R4.w, R0.y;\n"
"MUL R0.y, R4.w, R6;\n"
"MAD R1.w, R3.y, c[5].x, R6.x;\n"
"CMP R6.x, -R0.y, R1.w, R6;\n"
"MAD R6.z, R3.x, c[5].x, R1;\n"
"CMP R1.z, -R0.y, R6, R1;\n"
"MOV R1.w, R6.x;\n"
"TEX R0.y, R1.zwzw, texture[0], 2D;\n"
"MUL R1.w, R5.x, R6.y;\n"
"CMP R6.y, -R1.w, R0, R1;\n"
"MUL R0.y, R4.w, R5;\n"
"MAD R1.y, -R3, c[5].x, R5.w;\n"
"CMP R4.w, -R0.y, R1.y, R5;\n"
"MAD R6.z, -R3.x, c[5].x, R1.x;\n"
"CMP R1.x, -R0.y, R6.z, R1;\n"
"MOV R1.y, R4.w;\n"
"TEX R0.y, R1, texture[0], 2D;\n"
"MUL R5.y, R5.x, R5;\n"
"CMP R0.y, -R5, R0, R5.z;\n"
"MAD R5.z, -R4.y, c[5].y, R0.y;\n"
"CMP R5.w, -R5.y, R5.z, R0.y;\n"
"MAD R1.y, -R4, c[5], R6;\n"
"CMP R1.y, -R1.w, R1, R6;\n"
"ABS R1.w, R1.y;\n"
"SGE R1.w, R1, R4.z;\n"
"ABS R1.w, R1;\n"
"CMP R6.y, -R1.w, c[4].x, c[4].z;\n"
"ABS R0.y, R5.w;\n"
"SGE R0.y, R0, R4.z;\n"
"ABS R0.y, R0;\n"
"CMP R5.y, -R0, c[4].x, c[4].z;\n"
"ADD_SAT R0.y, R5, R6;\n"
"MUL R5.z, R5.x, R0.y;\n"
"MUL R0.y, R5.x, R6;\n"
"MAD R1.w, R3.y, c[6].x, R6.x;\n"
"CMP R6.x, -R0.y, R1.w, R6;\n"
"MAD R6.z, R3.x, c[6].x, R1;\n"
"CMP R1.z, -R0.y, R6, R1;\n"
"MOV R1.w, R6.x;\n"
"TEX R0.y, R1.zwzw, texture[0], 2D;\n"
"MUL R1.w, R5.z, R6.y;\n"
"CMP R6.y, -R1.w, R0, R1;\n"
"MUL R0.y, R5.x, R5;\n"
"MAD R1.y, -R3, c[6].x, R4.w;\n"
"CMP R4.w, -R0.y, R1.y, R4;\n"
"MAD R5.x, -R3, c[6], R1;\n"
"CMP R1.x, -R0.y, R5, R1;\n"
"MOV R1.y, R4.w;\n"
"TEX R0.y, R1, texture[0], 2D;\n"
"MUL R1.y, R5.z, R5;\n"
"CMP R5.x, -R1.y, R0.y, R5.w;\n"
"MAD R5.y, -R4, c[5], R5.x;\n"
"CMP R1.y, -R1, R5, R5.x;\n"
"MAD R0.y, -R4, c[5], R6;\n"
"CMP R0.y, -R1.w, R0, R6;\n"
"ABS R5.x, R0.y;\n"
"ABS R1.w, R1.y;\n"
"SGE R1.w, R1, R4.z;\n"
"SGE R5.x, R5, R4.z;\n"
"ABS R4.z, R5.x;\n"
"ABS R1.w, R1;\n"
"CMP R4.z, -R4, c[4].x, c[4];\n"
"CMP R1.w, -R1, c[4].x, c[4].z;\n"
"MUL R4.z, R5, R4;\n"
"MAD R5.y, R3.x, c[6], R1.z;\n"
"CMP R5.y, -R4.z, R5, R1.z;\n"
"MAD R5.x, R3.y, c[6].y, R6;\n"
"CMP R1.z, -R4, R5.x, R6.x;\n"
"MUL R1.w, R5.z, R1;\n"
"ADD R4.z, -fragment.texcoord[0].x, R5.y;\n"
"ADD R1.z, -fragment.texcoord[0].y, R1;\n"
"CMP R1.z, -R3.w, R1, R4;\n"
"MAD R4.z, -R3.x, c[6].y, R1.x;\n"
"MAD R3.x, -R3.y, c[6].y, R4.w;\n"
"CMP R3.y, -R1.w, R4.z, R1.x;\n"
"CMP R1.x, -R1.w, R3, R4.w;\n"
"ADD R1.w, fragment.texcoord[0].x, -R3.y;\n"
"ADD R1.x, fragment.texcoord[0].y, -R1;\n"
"CMP R1.x, -R3.w, R1, R1.w;\n"
"SLT R1.w, R1.x, R1.z;\n"
"ADD R3.x, R1, R1.z;\n"
"ABS R1.w, R1;\n"
"MIN R1.x, R1, R1.z;\n"
"CMP R1.w, -R1, c[4].x, c[4].z;\n"
"MUL R1.z, R2.x, R1.w;\n"
"RCP R3.x, R3.x;\n"
"MAD R1.x, R1, -R3, c[5].y;\n"
"MUL R1.w, R4.y, c[5].y;\n"
"SLT R3.x, R1.y, c[4];\n"
"SLT R1.y, R8, R1.w;\n"
"SLT R0.y, R0, c[4].x;\n"
"ADD R0.y, R0, -R1;\n"
"ADD R1.y, -R1, R3.x;\n"
"ABS R0.y, R0;\n"
"ABS R1.y, R1;\n"
"CMP R0.y, -R0, c[4].z, c[4].x;\n"
"CMP R1.y, -R1, c[4].z, c[4].x;\n"
"CMP R0.x, -R1.z, R0.y, R1.y;\n"
"MAD R0.y, R0.z, c[6].z, -R8;\n"
"ABS R0.x, R0;\n"
"CMP R0.x, -R0, c[4], c[4].z;\n"
"MUL R0.x, R2, R0;\n"
"CMP R0.x, -R0, c[4], R1;\n"
"RCP R0.z, R3.z;\n"
"ABS R0.y, R0;\n"
"MUL_SAT R0.y, R0, R0.z;\n"
"MUL R0.z, R0.y, c[4].w;\n"
"ADD R0.z, R0, c[6].w;\n"
"MUL R0.y, R0, R0;\n"
"MUL R0.y, R0.z, R0;\n"
"MUL R0.y, R0, R0;\n"
"MUL R0.y, R0, c[1].x;\n"
"MAX R0.x, R0, R0.y;\n"
"MAD R0.y, R0.x, R2, fragment.texcoord[0];\n"
"MAD R0.z, R0.x, R2.y, fragment.texcoord[0].x;\n"
"CMP R0.x, -R3.w, R0.z, fragment.texcoord[0];\n"
"CMP R0.y, -R4.x, R0, fragment.texcoord[0];\n"
"TEX R0.xyz, R0, texture[0], 2D;\n"
"CMP R1, R2.z, R8, R9;\n"
"MOV R0.w, R8.y;\n"
"CMP result.color, -R2.x, R0, R1;\n"
"END\n";
/*"# 260 instructions, 10 R-regs\n"
"\n"*/
const char *a_arbfp1_ps3 =
"!!ARBfp1.0\n"
"OPTION ARB_precision_hint_fastest;\n"
//# cgc version 3.1.0013, build date Apr 18 2012
//# command line args: -profile arbfp1 -O3 -fastmath -fastprecision
//# source file: fxaa_fp.cg
//#vendor NVIDIA Corporation
//#version 3.1.0.13
//#profile arbfp1
//#program fxaa_fp
//#semantic fxaa_fp.fxaaConsoleRcpFrameOpt
//#semantic fxaa_fp.fxaaConsoleRcpFrameOpt2
//#semantic fxaa_fp.nlTex0 : TEX0
//#var float2 pos : $vin.TEXCOORD0 : TEX0 : 0 : 1
//#var float4 fxaaConsolePosPos : $vin.TEXCOORD1 : TEX1 : 1 : 1
//#var float4 fxaaConsoleRcpFrameOpt : : c[0] : 2 : 1
//#var float4 fxaaConsoleRcpFrameOpt2 : : c[1] : 3 : 1
//#var sampler2D nlTex0 : TEX0 : texunit 0 : 4 : 1
//#var float4 oCol : $vout.COLOR : COL : 5 : 1
//#const c[2] = 0.125 0 -2 2
//#const c[3] = 0.001953125 0.5
"PARAM c[4] = { program.env[0..1],\n"
" { 0.125, 0, -2, 2 },\n"
" { 0.001953125, 0.5 } };\n"
"TEMP R0;\n"
"TEMP R1;\n"
"TEMP R2;\n"
"TEMP R3;\n"
"TEMP R4;\n"
"TEMP R5;\n"
"TEX R1.w, fragment.texcoord[1].zyzw, texture[0], 2D;\n"
"ADD R0.x, R1.w, c[3];\n"
"TEX R0.w, fragment.texcoord[1].xwzw, texture[0], 2D;\n"
"TEX R1.w, fragment.texcoord[1], texture[0], 2D;\n"
"ADD R0.y, -R0.x, R0.w;\n"
"ADD R0.z, R1.w, R0.y;\n"
"TEX R2.w, fragment.texcoord[1].zwzw, texture[0], 2D;\n"
"ADD R0.y, -R1.w, R0;\n"
"ADD R1.x, R2.w, R0.y;\n"
"ADD R1.y, R0.z, -R2.w;\n"
"MUL R2.xy, R1, R1;\n"
"ADD R0.y, R2.x, R2;\n"
"RSQ R0.y, R0.y;\n"
"MUL R2.xy, R0.y, R1;\n"
"MAD R3.xy, R2, c[0].zwzw, fragment.texcoord[0];\n"
"ABS R0.z, R2.y;\n"
"ABS R0.y, R2.x;\n"
"MIN R0.y, R0, R0.z;\n"
"RCP R0.y, R0.y;\n"
"MUL R1.xy, R0.y, R2;\n"
"MUL R1.xy, R1, c[2].x;\n"
"MIN R1.xy, R1, c[2].w;\n"
"TEX R4, R3, texture[0], 2D;\n"
"MAD R2.xy, -R2, c[0].zwzw, fragment.texcoord[0];\n"
"TEX R3, R2, texture[0], 2D;\n"
"ADD R3, R3, R4;\n"
"MAX R1.xy, R1, c[2].z;\n"
"MAD R2.xy, R1, c[1].zwzw, fragment.texcoord[0];\n"
"MUL R5, R3, c[3].y;\n"
"MAD R1.xy, -R1, c[1].zwzw, fragment.texcoord[0];\n"
"MIN R0.z, R0.x, R2.w;\n"
"MIN R0.y, R0.w, R1.w;\n"
"MIN R0.y, R0, R0.z;\n"
"MAX R0.z, R0.x, R2.w;\n"
"MAX R0.x, R0.w, R1.w;\n"
"MAX R0.x, R0, R0.z;\n"
"TEX R4, R2, texture[0], 2D;\n"
"TEX R3, R1, texture[0], 2D;\n"
"ADD R3, R3, R4;\n"
"MAD R3, R3, c[3].y, R5;\n"
"MUL R3, R3, c[3].y;\n"
"SLT R0.z, R0.x, R3.w;\n"
"SLT R0.x, R3.w, R0.y;\n"
"ADD_SAT R0.x, R0, R0.z;\n"
"CMP result.color, -R0.x, R5, R3;\n"
"END\n";
//# 45 instructions, 6 R-regs
const char *a_arbfp1_earlyexit =
"!!ARBfp1.0\n"
"OPTION ARB_precision_hint_fastest;\n"
//"# cgc version 3.1.0013, build date Apr 18 2012\n"
//"# command line args: -profile arbfp1\n"
//"# source file: fxaa_fp.cg\n"
//"#vendor NVIDIA Corporation\n"
//"#version 3.1.0.13\n"
//"#profile arbfp1\n"
//"#program fxaa_fp\n"
//"#semantic fxaa_fp.fxaaConsoleRcpFrameOpt\n"
//"#semantic fxaa_fp.fxaaConsoleRcpFrameOpt2\n"
//"#semantic fxaa_fp.nlTex0 : TEX0\n"
//"#var float2 pos : $vin.TEXCOORD0 : TEX0 : 0 : 1\n"
//"#var float4 fxaaConsolePosPos : $vin.TEXCOORD1 : TEX1 : 1 : 1\n"
//"#var float4 fxaaConsoleRcpFrameOpt : : c[0] : 2 : 1\n"
//"#var float4 fxaaConsoleRcpFrameOpt2 : : c[1] : 3 : 1\n"
//"#var sampler2D nlTex0 : TEX0 : texunit 0 : 4 : 1\n"
//"#var float4 oCol : $vout.COLOR : COL : 5 : 1\n"
//"#const c[2] = 0.125 0 8 0.001953125\n"
//"#const c[3] = -2 2 0.5\n"
"PARAM c[4] = { program.env[0..1],\n"
" { 0.125, 0, 8, 0.001953125 },\n"
" { -2, 2, 0.5 } };\n"
"TEMP R0;\n"
"TEMP R1;\n"
"TEMP R2;\n"
"TEMP R3;\n"
"TEMP R4;\n"
"TEMP R5;\n"
"TEX R0.w, fragment.texcoord[1].zyzw, texture[0], 2D;\n"
"ADD R0.x, R0.w, c[2].w;\n"
"TEX R1.w, fragment.texcoord[1].xwzw, texture[0], 2D;\n"
"TEX R0.w, fragment.texcoord[1], texture[0], 2D;\n"
"ADD R0.y, R1.w, -R0.x;\n"
"ADD R0.z, R0.w, R0.y;\n"
"TEX R2.w, fragment.texcoord[1].zwzw, texture[0], 2D;\n"
"ADD R0.y, -R0.w, R0;\n"
"ADD R1.z, -R2.w, R0;\n"
"ADD R1.x, R2.w, R0.y;\n"
"MOV R1.y, c[2];\n"
"DP3 R0.y, R1, R1;\n"
"RSQ R0.y, R0.y;\n"
"MUL R2.xy, R0.y, R1.xzzw;\n"
"MAD R3.xy, R2, c[0].zwzw, fragment.texcoord[0];\n"
"ABS R0.z, R2.y;\n"
"ABS R0.y, R2.x;\n"
"MIN R0.y, R0, R0.z;\n"
"RCP R0.y, R0.y;\n"
"MUL R1.xy, R0.y, R2;\n"
"MUL R1.xy, R1, c[2].x;\n"
"MIN R1.xy, R1, c[3].y;\n"
"MIN R0.y, R0.w, R1.w;\n"
"TEX R4, R3, texture[0], 2D;\n"
"MAD R2.xy, -R2, c[0].zwzw, fragment.texcoord[0];\n"
"TEX R3, R2, texture[0], 2D;\n"
"ADD R3, R3, R4;\n"
"MAX R1.xy, R1, c[3].x;\n"
"MAD R2.xy, R1, c[1].zwzw, fragment.texcoord[0];\n"
"MAD R1.xy, -R1, c[1].zwzw, fragment.texcoord[0];\n"
"MUL R5, R3, c[3].z;\n"
"TEX R4, R2, texture[0], 2D;\n"
"TEX R3, R1, texture[0], 2D;\n"
"MIN R0.z, R0.x, R2.w;\n"
"MIN R1.x, R0.y, R0.z;\n"
"MAX R0.y, R0.x, R2.w;\n"
"MAX R0.x, R0.w, R1.w;\n"
"MAX R2.x, R0, R0.y;\n"
"ADD R3, R3, R4;\n"
"MAD R3, R3, c[3].z, R5;\n"
"MUL R3, R3, c[3].z;\n"
"SLT R1.z, R2.x, R3.w;\n"
"SLT R1.y, R3.w, R1.x;\n"
"TEX R0, fragment.texcoord[0], texture[0], 2D;\n"
"ADD_SAT R1.y, R1, R1.z;\n"
"MIN R1.z, R0.w, R1.x;\n"
"MAX R1.x, R2, R0.w;\n"
"ADD R2.y, R1.x, -R1.z;\n"
"CMP R1, -R1.y, R5, R3;\n"
"MAD R2.x, R2.y, c[2].z, -R2;\n"
"CMP result.color, R2.x, R0, R1;\n"
"END\n";
//"# 51 instructions, 6 R-regs\n"
const char *a_ps_2_0_test_t0 =
"ps_2_x\n"
"dcl_2d s0\n"
"dcl t0.xyz\n"
"mov r0.xy, t0.xy\n"
"texld r0, r0, s0\n"
"mov oC0, r0\n";
const char *a_ps_2_0_test_avg =
"ps_2_x\n"
"dcl_2d s0\n"
"def c0, 0.25000000, 0, 0, 0\n"
"dcl t1\n"
"mov r0.xy, t1.xwzw\n"
"mov r1.xy, t1.zyzw\n"
"texld r0, r0, s0\n"
"texld r1, r1, s0\n"
"add r2, r1, r0\n"
"mov r0.xy, t1.zwzw\n"
"texld r1, t1, s0\n"
"texld r0, r0, s0\n"
"add r1, r2, r1\n"
"add r0, r1, r0\n"
"mul r0, r0, c0.x\n"
"mov oC0, r0\n";
const char *a_ps_2_0 =
"ps_2_x\n"
/*"// cgc version 3.1.0013, build date Apr 18 2012\n"
"// command line args: -profile ps_2_x -O3 -fastmath -fastprecision\n"
"// source file: fxaa_pp.cg\n"
"//vendor NVIDIA Corporation\n"
"//version 3.1.0.13\n"
"//profile ps_2_x\n"
"//program fxaa_pp\n"
"//semantic fxaa_pp.fxaaQualityRcpFrame\n"
"//semantic fxaa_pp.fxaaQualitySubpix\n"
"//semantic fxaa_pp.fxaaQualityEdgeThreshold\n"
"//semantic fxaa_pp.fxaaQualityEdgeThresholdMin\n"
"//semantic fxaa_pp.nlTex0 : TEX0\n"
"//var float2 pos : $vin.TEXCOORD0 : TEX0 : 0 : 1\n"
"//var float2 fxaaQualityRcpFrame : : c[0] : 2 : 1\n"
"//var float fxaaQualitySubpix : : c[1] : 3 : 1\n"
"//var float fxaaQualityEdgeThreshold : : c[2] : 4 : 1\n"
"//var float fxaaQualityEdgeThresholdMin : : c[3] : 5 : 1\n"
"//var sampler2D nlTex0 : TEX0 : texunit 0 : 6 : 1\n"
"//var float4 oCol : $vout.COLOR : COL : 7 : 1\n"
"//const c[4] = 0 -1 1 -2\n"
"//const c[5] = 2 0.5 0.25 1.5\n"
"//const c[6] = 4 12 0.083333336\n"
"//const c[7] = -2 3\n"*/
"dcl_2d s0\n"
"def c4, 0.00000000, -1.00000000, 1.00000000, -2.00000000\n"
"def c5, 2.00000000, 0.50000000, 0.25000000, 1.50000000\n"
"def c6, 4.00000000, 12.00000000, 0.08333334, 0\n"
"def c7, -2.00000000, 3.00000000, 0, 0\n"
"dcl t0.xy\n"
"mov r0.zw, c0.xyxy\n"
"mad r3.xy, c4.zxzw, r0.zwzw, t0\n"
"texld r7, r3, s0\n"
"texld r1, t0, s0\n"
"mov r0.xy, c0\n"
"mad r0.xy, c4.yxzw, r0, t0\n"
"texld r8, r0, s0\n"
"mov r0.xy, c0\n"
"mad r0.xy, c4, r0, t0\n"
"texld r9, r0, s0\n"
"add r0.xy, t0, -c0\n"
"texld r5, r0, s0\n"
"mov r3.xy, c0\n"
"mad r3.xy, c4.zyzw, r3, t0\n"
"texld r3, r3, s0\n"
"add r7.x, r8.y, r7.y\n"
"mad r0.z, r1.y, c4.w, r7.x\n"
"add r0.x, r5.y, r3.y\n"
"mad r0.w, r9.y, c4, r0.x\n"
"mov r0.xy, c0\n"
"mad r0.xy, c4.xzzw, r0, t0\n"
"texld r6, r0, s0\n"
"add r5.x, r9.y, r6.y\n"
"abs r0.z, r0\n"
"abs r0.w, r0\n"
"mad r3.x, r0.z, c5, r0.w\n"
"mov r0.zw, c0.xyxy\n"
"mad r4.xy, c4.yzzw, r0.zwzw, t0\n"
"texld r4, r4, s0\n"
"add r0.xy, t0, c0\n"
"texld r0, r0, s0\n"
"add r4.x, r5.y, r4.y\n"
"add r5.y, r3, r0\n"
"add r0.x, r4.y, r0.y\n"
"mad r0.x, r6.y, c4.w, r0\n"
"abs r0.x, r0\n"
"add r0.w, r0.x, r3.x\n"
"mad r0.x, r8.y, c4.w, r4\n"
"mad r0.z, r7.y, c4.w, r5.y\n"
"mad r0.y, r1, c4.w, r5.x\n"
"abs r0.z, r0\n"
"abs r0.y, r0\n"
"mad r0.y, r0, c5.x, r0.z\n"
"abs r0.x, r0\n"
"add r0.x, r0, r0.y\n"
"add r0.x, r0, -r0.w\n"
"cmp r3.y, r0.x, c4.z, c4.x\n"
"max r0.y, r6, r1\n"
"max r0.z, r7.y, r0.y\n"
"max r0.y, r9, r8\n"
"max r0.y, r0, r0.z\n"
"min r0.z, r6.y, r1.y\n"
"min r0.w, r7.y, r0.z\n"
"min r0.z, r9.y, r8.y\n"
"min r0.z, r0, r0.w\n"
"mul r3.x, r0.y, c2\n"
"abs_pp r0.x, r3.y\n"
"add r4.y, r0, -r0.z\n"
"max r0.w, r3.x, c3.x\n"
"add r4.z, r4.y, -r0.w\n"
"cmp_pp r4.w, r4.z, c4.z, c4.x\n"
"mul_pp r5.w, r4, r3.y\n"
"cmp_pp r0.y, -r0.x, c4.z, c4.x\n"
"mul_pp r5.z, r4.w, r0.y\n"
"cmp_pp r3.x, -r0, c4, c4.z\n"
"cmp r6.w, -r5.z, r6.y, r7.y\n"
"cmp r7.w, -r5.z, r9.y, r8.y\n"
"add r0.z, -r1.y, r6.w\n"
"add r0.y, -r1, r7.w\n"
"abs r9.z, r0\n"
"abs r7.y, r0\n"
"add r0.y, r7, -r9.z\n"
"cmp r0.y, r0, c4.z, c4.x\n"
"max r7.y, r7, r9.z\n"
"mul_pp r0.z, r4.w, r0.y\n"
"cmp r0.w, -r5, c0.x, c0.y\n"
"cmp r6.x, -r0.z, r0.w, -r0.w\n"
"mov r0.z, c0.y\n"
"cmp r6.y, -r5.z, c4.x, r0.z\n"
"mad r0.w, r6.x, c5.y, t0.y\n"
"cmp r0.z, -r5.w, t0.y, r0.w\n"
"add r8.z, r0, r6.y\n"
"add r7.z, r0, -r6.y\n"
"mov r9.y, r7.z\n"
"mov r8.y, r8.z\n"
"mad r0.w, r6.x, c5.y, t0.x\n"
"mov r0.x, c0\n"
"mul_pp r3.x, r4.w, r3\n"
"cmp r6.z, -r3.x, c4.x, r0.x\n"
"cmp r0.x, -r5.z, t0, r0.w\n"
"add r9.x, r0, -r6.z\n"
"texld r3, r9, s0\n"
"add r8.x, r0, r6.z\n"
"abs_pp r3.x, r0.y\n"
"texld r0, r8, s0\n"
"cmp_pp r0.x, -r3, c4.z, c4\n"
"add r0.w, r1.y, r6\n"
"add r0.z, r1.y, r7.w\n"
"mul_pp r0.x, r4.w, r0\n"
"cmp r6.w, -r0.x, r0.z, r0\n"
"mad r7.w, -r6, c5.y, r0.y\n"
"mad r8.w, -r6, c5.y, r3.y\n"
"abs r0.y, r7.w\n"
"abs r0.x, r8.w\n"
"mad r0.x, -r7.y, c5.z, r0\n"
"mad r0.y, -r7, c5.z, r0\n"
"cmp r0.x, r0, c4.z, c4\n"
"abs_pp r0.x, r0\n"
"cmp_pp r9.z, -r0.x, c4, c4.x\n"
"cmp r0.y, r0, c4.z, c4.x\n"
"abs_pp r0.y, r0\n"
"cmp_pp r9.w, -r0.y, c4.z, c4.x\n"
"mul_pp r0.x, r4.w, r9.z\n"
"mad r0.y, -r6, c5.w, r7.z\n"
"cmp r7.z, -r0.x, r7, r0.y\n"
"mad r0.z, -r6, c5.w, r9.x\n"
"cmp r9.x, -r0, r9, r0.z\n"
"mov r9.y, r7.z\n"
"texld r3, r9, s0\n"
"add_pp_sat r3.z, r9, r9.w\n"
"mul_pp r0.x, r4.w, r9.w\n"
"mad r0.y, r6, c5.w, r8.z\n"
"cmp r3.x, -r0, r8.z, r0.y\n"
"mad r0.z, r6, c5.w, r8.x\n"
"mul_pp r8.z, r4.w, r3\n"
"cmp r8.x, -r0, r8, r0.z\n"
"mov r8.y, r3.x\n"
"texld r0, r8, s0\n"
"mul_pp r0.w, r8.z, r9\n"
"cmp r3.z, -r0.w, r7.w, r0.y\n"
"mul_pp r0.x, r8.z, r9.z\n"
"cmp r0.y, -r0.x, r8.w, r3\n"
"mad r0.z, -r6.w, c5.y, r0.y\n"
"cmp r8.w, -r0.x, r0.y, r0.z\n"
"mad r3.y, -r6.w, c5, r3.z\n"
"cmp r9.w, -r0, r3.z, r3.y\n"
"abs r0.y, r9.w\n"
"abs r0.x, r8.w\n"
"mad r0.y, -r7, c5.z, r0\n"
"mad r0.x, -r7.y, c5.z, r0\n"
"cmp r0.y, r0, c4.z, c4.x\n"
"abs_pp r0.y, r0\n"
"cmp_pp r10.x, -r0.y, c4.z, c4\n"
"cmp r0.x, r0, c4.z, c4\n"
"abs_pp r0.x, r0\n"
"cmp_pp r9.z, -r0.x, c4, c4.x\n"
"mul_pp r0.x, r8.z, r10\n"
"mad r0.y, r6, c5.x, r3.x\n"
"cmp r7.w, -r0.x, r3.x, r0.y\n"
"mad r0.z, r6, c5.x, r8.x\n"
"cmp r8.x, -r0, r8, r0.z\n"
"mov r8.y, r7.w\n"
"texld r0, r8, s0\n"
"mul_pp r0.w, r8.z, r9.z\n"
"mad r3.x, -r6.z, c5, r9\n"
"mad r0.x, -r6.y, c5, r7.z\n"
"cmp r0.x, -r0.w, r7.z, r0\n"
"add_pp_sat r0.z, r9, r10.x\n"
"mul_pp r7.z, r8, r0\n"
"cmp r9.x, -r0.w, r9, r3\n"
"mov r9.y, r0.x\n"
"texld r3, r9, s0\n"
"mul_pp r0.z, r7, r9\n"
"cmp r0.w, -r0.z, r8, r3.y\n"
"mul_pp r3.x, r7.z, r10\n"
"cmp r3.y, -r3.x, r9.w, r0\n"
"mad r0.y, -r6.w, c5, r0.w\n"
"cmp r8.z, -r0, r0.w, r0.y\n"
"mad r3.z, -r6.w, c5.y, r3.y\n"
"cmp r9.z, -r3.x, r3.y, r3\n"
"abs r0.y, r8.z\n"
"abs r0.z, r9\n"
"mad r0.y, -r7, c5.z, r0\n"
"mad r0.z, -r7.y, c5, r0\n"
"cmp r0.y, r0, c4.z, c4.x\n"
"abs_pp r0.y, r0\n"
"cmp_pp r8.w, -r0.y, c4.z, c4.x\n"
"cmp r0.z, r0, c4, c4.x\n"
"abs_pp r0.z, r0\n"
"cmp_pp r9.w, -r0.z, c4.z, c4.x\n"
"mul_pp r0.y, r7.z, r8.w\n"
"mad r0.z, -r6.y, c6.x, r0.x\n"
"cmp r10.x, -r0.y, r0, r0.z\n"
"mad r0.w, -r6.z, c6.x, r9.x\n"
"cmp r9.x, -r0.y, r9, r0.w\n"
"mov r9.y, r10.x\n"
"texld r3, r9, s0\n"
"mul_pp r0.x, r7.z, r9.w\n"
"mad r0.z, r6, c6.x, r8.x\n"
"mad r0.y, r6, c6.x, r7.w\n"
"cmp r3.x, -r0, r7.w, r0.y\n"
"cmp r8.x, -r0, r8, r0.z\n"
"mov r8.y, r3.x\n"
"texld r0, r8, s0\n"
"add_pp_sat r3.z, r8.w, r9.w\n"
"mul_pp r0.x, r7.z, r3.z\n"
"mul_pp r3.z, r0.x, r9.w\n"
"cmp r0.y, -r3.z, r9.z, r0\n"
"mul_pp r0.z, r0.x, r8.w\n"
"cmp r0.w, -r0.z, r8.z, r3.y\n"
"mad r3.w, -r6, c5.y, r0.y\n"
"cmp r0.y, -r3.z, r0, r3.w\n"
"mad r3.y, -r6.w, c5, r0.w\n"
"cmp r0.z, -r0, r0.w, r3.y\n"
"abs r3.y, r0\n"
"abs r0.w, r0.z\n"
"mad r3.y, -r7, c5.z, r3\n"
"mad r0.w, -r7.y, c5.z, r0\n"
"cmp r3.y, r3, c4.z, c4.x\n"
"abs_pp r3.y, r3\n"
"cmp r0.w, r0, c4.z, c4.x\n"
"cmp_pp r3.z, -r3.y, c4, c4.x\n"
"abs_pp r0.w, r0\n"
"cmp_pp r3.y, -r0.w, c4.z, c4.x\n"
"mul_pp r0.w, r0.x, r3.z\n"
"mul_pp r0.x, r0, r3.y\n"
"mad r3.w, r6.y, c6.y, r3.x\n"
"cmp r3.x, -r0.w, r3, r3.w\n"
"mad r3.z, r6, c6.y, r8.x\n"
"cmp r0.w, -r0, r8.x, r3.z\n"
"mad r3.y, -r6, c6, r10.x\n"
"cmp r3.y, -r0.x, r10.x, r3\n"
"add r3.x, -t0.y, r3\n"
"add r0.w, -t0.x, r0\n"
"cmp r0.w, -r5.z, r0, r3.x\n"
"mad r3.x, -r6.z, c6.y, r9\n"
"cmp r0.x, -r0, r9, r3\n"
"add r3.x, t0.y, -r3.y\n"
"add r0.x, t0, -r0\n"
"cmp r0.x, -r5.z, r0, r3\n"
"add r3.x, r0, -r0.w\n"
"add r3.y, r0.x, r0.w\n"
"cmp r3.x, r3, c4, c4.z\n"
"abs_pp r3.x, r3\n"
"min r0.x, r0, r0.w\n"
"cmp_pp r3.x, -r3, c4.z, c4\n"
"mul_pp r0.w, r4, r3.x\n"
"rcp r3.y, r3.y\n"
"mad r0.x, r0, -r3.y, c5.y\n"
"cmp r3.y, r0, c4.x, c4.z\n"
"mad r3.x, -r6.w, c5.y, r1.y\n"
"cmp r3.x, r3, c4, c4.z\n"
"cmp r0.y, r0.z, c4.x, c4.z\n"
"add_pp r0.z, -r3.x, r3.y\n"
"add_pp r0.y, r0, -r3.x\n"
"abs_pp r0.y, r0\n"
"abs_pp r0.z, r0\n"
"cmp_pp r0.z, -r0, c4.x, c4\n"
"cmp_pp r0.y, -r0, c4.x, c4.z\n"
"cmp_pp r0.y, -r0.w, r0, r0.z\n"
"abs_pp r0.y, r0\n"
"cmp_pp r0.y, -r0, c4.z, c4.x\n"
"mul_pp r0.y, r4.w, r0\n"
"rcp r0.w, r4.y\n"
"cmp r0.x, -r0.y, r0, c4\n"
"add r3.y, r4.x, r5\n"
"add r3.x, r5, r7\n"
"mad r3.x, r3, c5, r3.y\n"
"mad r0.z, r3.x, c6, -r1.y\n"
"abs r0.z, r0\n"
"mul_sat r0.z, r0, r0.w\n"
"mul r0.w, r0.z, r0.z\n"
"mad r0.z, r0, c7.x, c7.y\n"
"mul r0.z, r0, r0.w\n"
"mul r0.z, r0, r0\n"
"mul r0.z, r0, c1.x\n"
"max r0.x, r0, r0.z\n"
"mad r0.y, r0.x, r6.x, t0\n"
"mad r0.z, r0.x, r6.x, t0.x\n"
"cmp r0.x, -r5.z, t0, r0.z\n"
"cmp r0.y, -r5.w, t0, r0\n"
"texld r0, r0, s0\n"
"mov r0.w, r1.y\n"
"cmp r1, r4.z, r2, r1\n"
"cmp r0, -r4.w, r1, r0\n"
"mov oC0, r0\n";
const char *a_ps_2_0_ps3 =
"ps_2_0\n"
// cgc version 3.1.0013, build date Apr 18 2012
// command line args: -profile ps_2_0 -O3 -fastmath -fastprecision
// source file: fxaa_pp.cg
//vendor NVIDIA Corporation
//version 3.1.0.13
//profile ps_2_0
//program fxaa_pp
//semantic fxaa_pp.fxaaConsoleRcpFrameOpt
//semantic fxaa_pp.fxaaConsoleRcpFrameOpt2
//semantic fxaa_pp.nlTex0 : TEX0
//var float2 pos : $vin.TEXCOORD0 : TEX0 : 0 : 1
//var float4 fxaaConsolePosPos : $vin.TEXCOORD1 : TEX1 : 1 : 1
//var float4 fxaaConsoleRcpFrameOpt : : c[0] : 2 : 1
//var float4 fxaaConsoleRcpFrameOpt2 : : c[1] : 3 : 1
//var sampler2D nlTex0 : TEX0 : texunit 0 : 4 : 1
//var float4 oCol : $vout.COLOR : COL : 5 : 1
//const c[2] = 0.001953125 0.125 2 -2
//const c[3] = 0.5 0 1
"dcl_2d s0\n"
"def c2, 0.00195313, 0.12500000, 2.00000000, -2.00000000\n"
"def c3, 0.50000000, 0.00000000, 1.00000000, 0\n"
"dcl t1\n"
"dcl t0.xy\n"
"texld r5, t1, s0\n"
"mov r1.y, t1.w\n"
"mov r1.x, t1.z\n"
"mov r2.xy, r1\n"
"mov r0.y, t1.w\n"
"mov r0.x, t1\n"
"mov r1.y, t1\n"
"mov r1.x, t1.z\n"
"texld r1, r1, s0\n"
"texld r0, r0, s0\n"
"texld r6, r2, s0\n"
"add r0.x, r1.w, c2\n"
"add r2.x, -r0, r0.w\n"
"add r1.x, r5.w, r2\n"
"add r2.z, r1.x, -r6.w\n"
"add r2.x, -r5.w, r2\n"
"add r2.x, r6.w, r2\n"
"mov r3.x, r2\n"
"mov r3.y, r2.z\n"
"mov r2.y, r2.z\n"
"mov r1.y, r2.z\n"
"mov r1.x, r2\n"
"mul r1.xy, r3, r1\n"
"add r1.x, r1, r1.y\n"
"rsq r1.x, r1.x\n"
"mul r4.xy, r1.x, r2\n"
"abs r2.x, r4.y\n"
"abs r1.x, r4\n"
"min r1.x, r1, r2\n"
"rcp r1.x, r1.x\n"
"mul r1.xy, r1.x, r4\n"
"mul r1.xy, r1, c2.y\n"
"min r1.xy, r1, c2.z\n"
"max r2.xy, r1, c2.w\n"
"mov r1.y, c1.w\n"
"mov r1.x, c1.z\n"
"mad r3.xy, r2, r1, t0\n"
"mov r1.y, c1.w\n"
"mov r1.x, c1.z\n"
"mad r5.xy, -r2, r1, t0\n"
"mov r1.y, c0.w\n"
"mov r1.x, c0.z\n"
"mad r2.xy, -r4, r1, t0\n"
"mov r1.y, c0.w\n"
"mov r1.x, c0.z\n"
"mad r1.xy, r4, r1, t0\n"
"texld r4, r5, s0\n"
"texld r3, r3, s0\n"
"texld r1, r1, s0\n"
"texld r2, r2, s0\n"
"add r1, r2, r1\n"
"mul r2, r1, c3.x\n"
"add r1, r4, r3\n"
"max r3.x, r0, r6.w\n"
"mad r1, r1, c3.x, r2\n"
"mul r4, r1, c3.x\n"
"max r1.x, r0.w, r5.w\n"
"max r1.x, r1, r3\n"
"add r1.x, -r4.w, r1\n"
"min r3.x, r0.w, r5.w\n"
"min r0.x, r0, r6.w\n"
"min r0.x, r3, r0\n"
"add r0.x, r4.w, -r0\n"
"cmp r1.x, r1, c3.y, c3.z\n"
"cmp r0.x, r0, c3.y, c3.z\n"
"add_pp_sat r0.x, r0, r1\n"
"cmp r0, -r0.x, r4, r2\n"
"mov oC0, r0\n";
const char *a_ps_2_0_earlyexit =
"ps_2_x\n"
// cgc version 3.1.0013, build date Apr 18 2012
// command line args: -profile ps_2_x
// source file: fxaa_fp.cg
//vendor NVIDIA Corporation
//version 3.1.0.13
//profile ps_2_x
//program fxaa_fp
//semantic fxaa_fp.fxaaConsoleRcpFrameOpt
//semantic fxaa_fp.fxaaConsoleRcpFrameOpt2
//semantic fxaa_fp.nlTex0 : TEX0
//var float2 pos : $vin.TEXCOORD0 : TEX0 : 0 : 1
//var float4 fxaaConsolePosPos : $vin.TEXCOORD1 : TEX1 : 1 : 1
//var float4 fxaaConsoleRcpFrameOpt : : c[0] : 2 : 1
//var float4 fxaaConsoleRcpFrameOpt2 : : c[1] : 3 : 1
//var sampler2D nlTex0 : TEX0 : texunit 0 : 4 : 1
//var float4 oCol : $vout.COLOR : COL : 5 : 1
//const c[2] = 0.001953125 0 0.125 2
//const c[3] = -2 0.5 0 1
//const c[4] = 8
"dcl_2d s0\n"
"def c2, 0.00195313, 0.00000000, 0.12500000, 2.00000000\n"
"def c3, -2.00000000, 0.50000000, 0.00000000, 1.00000000\n"
"def c4, 8.00000000, 0, 0, 0\n"
"dcl t1\n"
"dcl t0.xy\n"
"mov r0.xy, t1.zyzw\n"
"texld r0, r0, s0\n"
"mov r0.xy, t1.xwzw\n"
"texld r5, t1, s0\n"
"texld r4, r0, s0\n"
"add r4.x, r0.w, c2\n"
"mov r0.xy, t1.zwzw\n"
"texld r3, r0, s0\n"
"add r0.w, r4, -r4.x\n"
"add r0.x, r5.w, r0.w\n"
"add r0.z, -r3.w, r0.x\n"
"add r0.x, -r5.w, r0.w\n"
"add r0.x, r3.w, r0\n"
"mov r0.y, c2\n"
"dp3 r0.y, r0, r0\n"
"rsq r0.y, r0.y\n"
"mul r0.zw, r0.y, r0.xyxz\n"
"mad r1.xy, -r0.zwzw, c0.zwzw, t0\n"
"texld r1, r1, s0\n"
"abs r0.y, r0.w\n"
"abs r0.x, r0.z\n"
"min r0.x, r0, r0.y\n"
"rcp r0.x, r0.x\n"
"mul r0.xy, r0.x, r0.zwzw\n"
"mul r0.xy, r0, c2.z\n"
"min r2.xy, r0, c2.w\n"
"mad r0.xy, r0.zwzw, c0.zwzw, t0\n"
"texld r0, r0, s0\n"
"add r0, r1, r0\n"
"max r1.xy, r2, c3.x\n"
"mul r2, r0, c3.y\n"
"mad r0.xy, r1, c1.zwzw, t0\n"
"mad r1.xy, -r1, c1.zwzw, t0\n"
"texld r0, r0, s0\n"
"texld r1, r1, s0\n"
"add r0, r1, r0\n"
"mad r0, r0, c3.y, r2\n"
"mul r1, r0, c3.y\n"
"min r0.y, r4.x, r3.w\n"
"min r0.x, r5.w, r4.w\n"
"min r3.y, r0.x, r0\n"
"add r0.x, -r3.y, r1.w\n"
"max r0.z, r4.x, r3.w\n"
"max r0.y, r5.w, r4.w\n"
"max r3.x, r0.y, r0.z\n"
"cmp r3.z, r0.x, c3, c3.w\n"
"add r3.w, r3.x, -r1\n"
"cmp r3.w, r3, c3.z, c3\n"
"add_pp_sat r3.z, r3, r3.w\n"
"texld r0, t0, s0\n"
"min r3.w, r0, r3.y\n"
"max r3.y, r3.x, r0.w\n"
"cmp r1, -r3.z, r1, r2\n"
"add r3.y, r3, -r3.w\n"
"mad r2.x, r3.y, c4, -r3\n"
"cmp r0, r2.x, r1, r0\n"
"mov oC0, r0\n";

@ -422,6 +422,11 @@ void CParticleSystem::step(TPass pass, TAnimationTime ellapsedTime, CParticleSys
NL_PS_FUNC_MAIN(CParticleSystem_step)
CHECK_INTEGRITY
OwnerModel = &model;
if (!_CoordSystemInfo.Matrix)
{
nlwarning("3D: BUG: CParticleSystem::step -> !_CoordSystemInfo.Matrix");
return;
}
nlassert(_CoordSystemInfo.Matrix); // matrix not set for position of system
if (_UserCoordSystemInfo)
{

@ -0,0 +1,162 @@
/**
* \file render_target_manager.cpp
* \brief CRenderTargetManager
* \date 2014-07-30 21:30GMT
* \author Jan Boon (Kaetemi)
* CRenderTargetManager
*/
/*
* Copyright (C) 2014 by authors
*
* This file is part of NL3D.
* NL3D 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.
*
* NL3D 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 NL3D. If not, see
* <http://www.gnu.org/licenses/>.
*/
#include <nel/misc/types_nl.h>
#include <nel/3d/render_target_manager.h>
// STL includes
#include <sstream>
// NeL includes
// #include <nel/misc/debug.h>
#include <nel/3d/u_camera.h>
#include <nel/3d/u_driver.h>
#include <nel/3d/material.h>
#include <nel/3d/texture_bloom.h>
#include <nel/3d/texture_user.h>
#include <nel/3d/driver_user.h>
#include <nel/3d/u_texture.h>
// Project includes
using namespace std;
// using namespace NLMISC;
namespace NL3D {
struct CRenderTargetDescInt
{
public:
// Options
uint Width;
uint Height;
bool Mode2D;
UTexture::TUploadFormat Format;
// Data
NL3D::CTextureUser *TextureUser;
NLMISC::CSmartPtr<NL3D::ITexture> TextureInterface;
bool InUse;
bool Used;
};
CRenderTargetManager::CRenderTargetManager() : m_Driver(NULL)
{
}
CRenderTargetManager::~CRenderTargetManager()
{
// Call twice to reset counters and cleanup
cleanup();
cleanup();
}
NL3D::CTextureUser *CRenderTargetManager::getRenderTarget(uint width, uint height, bool mode2D, UTexture::TUploadFormat format)
{
// Find or create a render target, short loop so no real optimization
for (std::vector<CRenderTargetDescInt *>::iterator it(m_RenderTargets.begin()), end(m_RenderTargets.end()); it != end; ++it)
{
CRenderTargetDescInt *desc = *it;
if (!desc->InUse && desc->Width == width && desc->Height == height && desc->Mode2D == mode2D && desc->Format == format)
{
desc->InUse = true;
desc->Used = true;
return desc->TextureUser;
}
}
nldebug("3D: Create new render target (%u x %u)", width, height);
NL3D::IDriver *drvInternal = (static_cast<CDriverUser *>(m_Driver))->getDriver();
CRenderTargetDescInt *desc = new CRenderTargetDescInt();
CTextureBloom *tex = new CTextureBloom(); // LOL
tex->mode2D(mode2D);
desc->TextureInterface = tex;
desc->TextureInterface->setRenderTarget(true);
desc->TextureInterface->setReleasable(false);
desc->TextureInterface->setUploadFormat((ITexture::TUploadFormat)(uint32)format);
desc->TextureInterface->resize(width, height);
desc->TextureInterface->setFilterMode(ITexture::Linear, ITexture::LinearMipMapOff);
desc->TextureInterface->setWrapS(ITexture::Clamp);
desc->TextureInterface->setWrapT(ITexture::Clamp);
drvInternal->setupTexture(*desc->TextureInterface);
desc->TextureUser = new CTextureUser(desc->TextureInterface);
nlassert(!drvInternal->isTextureRectangle(desc->TextureInterface)); // Not allowed, we only support NPOT for render targets now.
desc->Width = width;
desc->Height = height;
desc->Mode2D = mode2D;
desc->Format = format;
desc->Used = true;
desc->InUse = true;
m_RenderTargets.push_back(desc);
return desc->TextureUser;
}
void CRenderTargetManager::recycleRenderTarget(NL3D::CTextureUser *renderTarget)
{
for (std::vector<CRenderTargetDescInt *>::iterator it(m_RenderTargets.begin()), end(m_RenderTargets.end()); it != end; ++it)
{
CRenderTargetDescInt *desc = *it;
if (desc->TextureUser == renderTarget)
{
desc->InUse = false;
return;
}
}
nlerror("3D: Render target not found");
}
void CRenderTargetManager::cleanup()
{
for (sint i = 0; i < (sint)m_RenderTargets.size(); ++i)
{
CRenderTargetDescInt *desc = m_RenderTargets[i];
nlassert(!desc->InUse); // Assert for debugging, to not allow textures being carried over between frames. Optional assert
if (!desc->InUse)
{
if (!desc->Used)
{
// No longer in use
nldebug("3D: Release render target (%u x %u)", desc->Width, desc->Height);
delete desc->TextureUser;
desc->TextureUser = NULL;
desc->TextureInterface = NULL; // CSmartPtr
m_RenderTargets.erase(m_RenderTargets.begin() + i);
--i;
}
else
{
// Flag for next round
desc->Used = false;
}
}
}
}
} /* namespace NL3D */
/* end of file */

@ -92,7 +92,7 @@ CRenderTrav::CRenderTrav()
// ***************************************************************************
void CRenderTrav::traverse(UScene::TRenderPart renderPart, bool newRender)
void CRenderTrav::traverse(UScene::TRenderPart renderPart, bool newRender, bool generateShadows)
{
#ifdef NL_DEBUG_RENDER_TRAV
nlwarning("Render trave begin");
@ -279,6 +279,7 @@ void CRenderTrav::traverse(UScene::TRenderPart renderPart, bool newRender)
*/
// Generate ShadowMaps
if (generateShadows)
_ShadowMapManager.renderGenerate(Scene);
// Render the Landscape

@ -353,12 +353,14 @@ void CScene::beginPartRender()
// ***************************************************************************
void CScene::endPartRender()
void CScene::endPartRender(bool keepTrav)
{
nlassert(_IsRendering);
_IsRendering = false;
if (!keepTrav)
{
// Delete model deleted during the rendering
_IsRendering = false;
uint i;
for (i=0; i<_ToDelete.size(); i++)
deleteModel (_ToDelete[i]);
@ -375,6 +377,7 @@ void CScene::endPartRender()
double deltaT = _DeltaSystemTimeBetweenRender;
clamp (deltaT, 0.01, 0.1);
updateWaitingInstances(deltaT);
}
// Reset profiling
_NextRenderProfile= false;
@ -555,7 +558,7 @@ void CScene::endPartRender()
// ***************************************************************************
void CScene::renderPart(UScene::TRenderPart rp, bool doHrcPass)
void CScene::renderPart(UScene::TRenderPart rp, bool doHrcPass, bool doTrav, bool keepTrav)
{
nlassert(_IsRendering);
@ -568,10 +571,13 @@ void CScene::renderPart(UScene::TRenderPart rp, bool doHrcPass)
// if first part to be rendered, do the start stuff
if (_RenderedPart == UScene::RenderNothing)
{
RenderTrav.clearWaterModelList();
if (doTrav)
{
// update water envmap
//updateWaterEnvmap();
RenderTrav.clearWaterModelList();
_FirstFlare = NULL;
double fNewGlobalSystemTime = NLMISC::CTime::ticksToSecond(NLMISC::CTime::getPerformanceTime());
@ -580,14 +586,17 @@ void CScene::renderPart(UScene::TRenderPart rp, bool doHrcPass)
else
_DeltaSystemTimeBetweenRender= fNewGlobalSystemTime - _GlobalSystemTime;
_GlobalSystemTime = fNewGlobalSystemTime;
}
//
++ _NumRender;
//
nlassert(CurrentCamera);
// update models.
updateModels();
// Use the camera to setup Clip / Render pass.
float left, right, bottom, top, znear, zfar;
CurrentCamera->getFrustum(left, right, bottom, top, znear, zfar);
@ -609,36 +618,49 @@ void CScene::renderPart(UScene::TRenderPart rp, bool doHrcPass)
// **** For all render traversals, traverse them (except the Hrc one), in ascending order.
if( doHrcPass )
HrcTrav.traverse();
else
HrcTrav._MovingObjects.clear();
// Set Cam World Matrix for all trav that need it
ClipTrav.setCamMatrix(CurrentCamera->getWorldMatrix());
RenderTrav.setCamMatrix (CurrentCamera->getWorldMatrix());
LoadBalancingTrav.setCamMatrix (CurrentCamera->getWorldMatrix());
// clip
ClipTrav.traverse();
// animDetail
AnimDetailTrav.traverse();
// loadBalance
LoadBalancingTrav.traverse();
if (doTrav)
{
//
if (_RequestParticlesAnimate)
{
_ParticleSystemManager.processAnimate(_EllapsedTime); // deals with permanently animated particle systems
_RequestParticlesAnimate = false;
}
}
// Light
LightTrav.traverse();
}
// render
RenderTrav.traverse(rp, _RenderedPart == UScene::RenderNothing);
RenderTrav.traverse(rp, (_RenderedPart == UScene::RenderNothing), doTrav);
if (!keepTrav)
{
// Always must clear shadow caster (if render did not work because of IDriver::isLost())
RenderTrav.getShadowMapManager().clearAllShadowCasters();
}
// render flare
if (rp & UScene::RenderFlare)
{
if (doTrav)
{
if (_FirstFlare)
{
@ -654,6 +676,11 @@ void CScene::renderPart(UScene::TRenderPart rp, bool doHrcPass)
CFlareModel::updateOcclusionQueryEnd(drv);
}
}
else
{
_FirstFlare = NULL;
}
}
_RenderedPart = (UScene::TRenderPart) (_RenderedPart | rp);
}

@ -517,7 +517,7 @@ void CSceneUser::beginPartRender()
}
// ***************************************************************************
void CSceneUser::renderPart(TRenderPart rp)
void CSceneUser::renderPart(TRenderPart rp, bool doHrcPass, bool doTrav, bool keepTrav)
{
// render the scene.
@ -526,18 +526,18 @@ void CSceneUser::renderPart(TRenderPart rp)
if(_Scene.getCam() == NULL)
nlerror("render(): try to render with no camera linked (may have been deleted)");
_Scene.renderPart(rp, true);
_Scene.renderPart(rp, doHrcPass, doTrav, keepTrav);
}
}
// ***************************************************************************
void CSceneUser::endPartRender(bool updateWaitingInstancesFlag, bool restoreMatrixContextAfterRender)
void CSceneUser::endPartRender(bool updateWaitingInstancesFlag, bool restoreMatrixContextAfterRender, bool keepTrav)
{
// render the scene.
{
NL3D_HAUTO_RENDER_SCENE_END
_Scene.endPartRender();
_Scene.endPartRender(keepTrav);
}
if (updateWaitingInstancesFlag) updateWaitingInstances();

@ -0,0 +1,3 @@
cgc -entry fxaa_pp fxaa_pp.cg -profile arbfp1 -O3 -fastmath -fastprecision -o fxaa_pp_arbfp1.txt
cgc -entry fxaa_pp fxaa_pp.cg -profile ps_2_x -O3 -fastmath -fastprecision -o fxaa_pp_ps_2_0.txt
cgc -entry fxaa_vp fxaa_vp.cg -profile arbvp1 -fastmath -fastprecision -o fxaa_vp_arbvp1.txt

File diff suppressed because it is too large Load Diff

@ -0,0 +1,91 @@
#define FXAA_PC 1
#define FXAA_HLSL_3 1
#define FXAA_QUALITY__PRESET 12
#define FXAA_EARLY_EXIT 0
#define FXAA_GREEN_AS_LUMA 1
#define h4tex2Dlod tex2Dlod
#define half4 float4
#define half3 float3
#define half2 float2
#define half float
#include "fxaa3_11.h"
void fxaa_pp(
// Per fragment parameters
float2 pos : TEXCOORD0,
#if (FXAA_PS3 == 1)
float4 fxaaConsolePosPos : TEXCOORD1,
#endif
// Fragment program constants
#if (FXAA_PC == 1)
uniform float2 fxaaQualityRcpFrame,
uniform float fxaaQualitySubpix,
uniform float fxaaQualityEdgeThreshold,
uniform float fxaaQualityEdgeThresholdMin,
#else
uniform float4 fxaaConsoleRcpFrameOpt,
uniform float4 fxaaConsoleRcpFrameOpt2,
#endif
uniform sampler2D nlTex0 : TEX0,
// Output color
out float4 oCol : COLOR
)
{
#if (FXAA_PC == 1)
oCol = FxaaPixelShader(
pos,
nlTex0,
fxaaQualityRcpFrame,
fxaaQualitySubpix,
fxaaQualityEdgeThreshold,
fxaaQualityEdgeThresholdMin
);
#else
oCol = FxaaPixelShader(
pos,
fxaaConsolePosPos,
nlTex0,
fxaaConsoleRcpFrameOpt,
fxaaConsoleRcpFrameOpt2
);
#endif
}
/*
Have FXAA vertex shader run as a full screen triangle,
and output "pos" and "fxaaConsolePosPos"
such that inputs in the pixel shader provide,
// {xy} = center of pixel
FxaaFloat2 pos,
// {xy__} = upper left of pixel
// {__zw} = lower right of pixel
FxaaFloat4 fxaaConsolePosPos,
*/
// fxaaConsoleRcpFrameOpt:
// Only used on FXAA Console.
// This must be from a constant/uniform.
// This effects sub-pixel AA quality and inversely sharpness.
// Where N ranges between,
// N = 0.50 (default)
// N = 0.33 (sharper)
// {x___} = -N/screenWidthInPixels
// {_y__} = -N/screenHeightInPixels
// {__z_} = N/screenWidthInPixels
// {___w} = N/screenHeightInPixels
// fxaaConsoleRcpFrameOpt2:
// Only used on FXAA Console.
// Not used on 360, but used on PS3 and PC.
// This must be from a constant/uniform.
// {x___} = -2.0/screenWidthInPixels
// {_y__} = -2.0/screenHeightInPixels
// {__z_} = 2.0/screenWidthInPixels
// {___w} = 2.0/screenHeightInPixels

@ -0,0 +1,300 @@
!!ARBfp1.0
OPTION ARB_precision_hint_fastest;
# cgc version 3.1.0013, build date Apr 18 2012
# command line args: -profile arbfp1 -O3 -fastmath -fastprecision
# source file: fxaa_pp.cg
#vendor NVIDIA Corporation
#version 3.1.0.13
#profile arbfp1
#program fxaa_pp
#semantic fxaa_pp.fxaaQualityRcpFrame
#semantic fxaa_pp.fxaaQualitySubpix
#semantic fxaa_pp.fxaaQualityEdgeThreshold
#semantic fxaa_pp.fxaaQualityEdgeThresholdMin
#semantic fxaa_pp.nlTex0 : TEX0
#var float2 pos : $vin.TEXCOORD0 : TEX0 : 0 : 1
#var float2 fxaaQualityRcpFrame : : c[0] : 1 : 1
#var float fxaaQualitySubpix : : c[1] : 2 : 1
#var float fxaaQualityEdgeThreshold : : c[2] : 3 : 1
#var float fxaaQualityEdgeThresholdMin : : c[3] : 4 : 1
#var sampler2D nlTex0 : TEX0 : texunit 0 : 5 : 1
#var float4 oCol : $vout.COLOR : COL : 6 : 1
#const c[4] = 0 -1 1 -2
#const c[5] = 2 0.5 0.25 1.5
#const c[6] = 4 12 0.083333336 3
PARAM c[7] = { program.local[0..3],
{ 0, -1, 1, -2 },
{ 2, 0.5, 0.25, 1.5 },
{ 4, 12, 0.083333336, 3 } };
TEMP R0;
TEMP R1;
TEMP R2;
TEMP R3;
TEMP R4;
TEMP R5;
TEMP R6;
TEMP R7;
TEMP R8;
TEMP R9;
MOV R3.xyz, c[4];
MAD R2.zw, R3.xyyz, c[0].xyxy, fragment.texcoord[0].xyxy;
MAD R0.xy, R3, c[0], fragment.texcoord[0];
MAD R1.xy, R3.zyzw, c[0], fragment.texcoord[0];
TEX R5.y, R1, texture[0], 2D;
MAD R1.xy, R3.zxzw, c[0], fragment.texcoord[0];
ADD R0.zw, fragment.texcoord[0].xyxy, -c[0].xyxy;
TEX R4.y, R0.zwzw, texture[0], 2D;
TEX R6.y, R2.zwzw, texture[0], 2D;
TEX R8, fragment.texcoord[0], texture[0], 2D;
TEX R1.y, R1, texture[0], 2D;
TEX R0.y, R0, texture[0], 2D;
ADD R0.z, R4.y, R5.y;
MAD R1.z, R0.y, c[4].w, R0;
MAD R0.zw, R3.xyyx, c[0].xyxy, fragment.texcoord[0].xyxy;
TEX R2.y, R0.zwzw, texture[0], 2D;
ADD R0.x, R2.y, R1.y;
ABS R0.w, R1.z;
ADD R1.zw, fragment.texcoord[0].xyxy, c[0].xyxy;
TEX R7.y, R1.zwzw, texture[0], 2D;
MAD R0.z, R8.y, c[4].w, R0.x;
ABS R0.z, R0;
MAD R2.x, R0.z, c[5], R0.w;
MAD R0.zw, R3.xyxz, c[0].xyxy, fragment.texcoord[0].xyxy;
TEX R3.y, R0.zwzw, texture[0], 2D;
ADD R0.z, R0.y, R3.y;
ADD R1.x, R6.y, R7.y;
MAD R0.w, R3.y, c[4], R1.x;
MAD R1.x, R8.y, c[4].w, R0.z;
ABS R0.w, R0;
ADD R2.x, R0.w, R2;
ADD R2.w, R4.y, R6.y;
ADD R0.w, R5.y, R7.y;
ABS R1.z, R1.x;
MAD R1.x, R1.y, c[4].w, R0.w;
ABS R1.w, R1.x;
MAD R1.x, R2.y, c[4].w, R2.w;
MAD R1.z, R1, c[5].x, R1.w;
ABS R1.x, R1;
ADD R1.x, R1, R1.z;
SGE R4.x, R1, R2;
MAX R1.x, R3.y, R8.y;
MAX R1.z, R1.y, R1.x;
MAX R1.x, R0.y, R2.y;
MAX R1.x, R1, R1.z;
MIN R1.z, R3.y, R8.y;
MIN R1.w, R1.y, R1.z;
MIN R1.z, R0.y, R2.y;
MIN R1.z, R1, R1.w;
MUL R2.x, R1, c[2];
ADD R3.z, R1.x, -R1;
ABS R3.w, R4.x;
MAX R1.w, R2.x, c[3].x;
ADD R2.z, R3, -R1.w;
CMP R2.x, R2.z, c[4], c[4].z;
CMP R1.x, -R3.w, c[4], c[4].z;
MUL R3.w, R2.x, R1.x;
CMP R1.z, -R3.w, R1.y, R3.y;
ADD R1.y, -R8, R1.z;
CMP R1.w, -R3, R2.y, R0.y;
ADD R0.y, -R8, R1.w;
MUL R4.x, R2, R4;
CMP R3.y, -R3.w, c[0], R3.x;
ABS R4.w, R1.y;
ABS R4.z, R0.y;
SGE R0.y, R4.z, R4.w;
MUL R1.y, R2.x, R0;
ABS R0.y, R0;
CMP R4.y, -R0, c[4].x, c[4].z;
ABS R0.y, R1.x;
CMP R0.y, -R0, c[4].x, c[4].z;
MUL R1.x, R2, R0.y;
CMP R2.y, -R4.x, c[0], c[0].x;
CMP R2.y, -R1, -R2, R2;
MAD R1.y, R2, c[5], fragment.texcoord[0];
CMP R5.z, -R4.x, R1.y, fragment.texcoord[0].y;
ADD R5.y, R5.z, -R3;
MAD R0.y, R2, c[5], fragment.texcoord[0].x;
CMP R3.x, -R1, c[0], R3;
CMP R6.x, -R3.w, R0.y, fragment.texcoord[0];
ADD R5.w, R5.z, R3.y;
ADD R1.x, R6, -R3;
MOV R1.y, R5;
TEX R0.y, R1, texture[0], 2D;
MUL R1.y, R2.x, R4;
ADD R0.x, R0.z, R0;
ADD R0.w, R2, R0;
MAD R0.z, R0.x, c[5].x, R0.w;
ADD R1.w, R8.y, R1;
ADD R1.z, R8.y, R1;
CMP R4.y, -R1, R1.z, R1.w;
ADD R1.z, R6.x, R3.x;
MAD R5.x, -R4.y, c[5].y, R0.y;
MOV R1.w, R5;
TEX R0.y, R1.zwzw, texture[0], 2D;
MAX R1.w, R4.z, R4;
MAD R1.y, -R4, c[5], R0;
MUL R4.z, R1.w, c[5];
ABS R0.y, R1;
SGE R1.w, R0.y, R4.z;
ABS R6.y, R5.x;
SGE R0.y, R6, R4.z;
ABS R1.w, R1;
CMP R6.y, -R1.w, c[4].x, c[4].z;
ABS R0.y, R0;
CMP R5.z, -R0.y, c[4].x, c[4];
ADD_SAT R0.y, R5.z, R6;
MUL R4.w, R2.x, R0.y;
MUL R0.y, R2.x, R6;
MAD R1.w, R3.y, c[5], R5;
CMP R6.x, -R0.y, R1.w, R5.w;
MAD R6.z, R3.x, c[5].w, R1;
CMP R1.z, -R0.y, R6, R1;
MOV R1.w, R6.x;
TEX R0.y, R1.zwzw, texture[0], 2D;
MUL R1.w, R4, R6.y;
CMP R6.y, -R1.w, R0, R1;
MUL R0.y, R2.x, R5.z;
MAD R1.y, -R3, c[5].w, R5;
CMP R5.w, -R0.y, R1.y, R5.y;
MAD R6.z, -R3.x, c[5].w, R1.x;
CMP R1.x, -R0.y, R6.z, R1;
MOV R1.y, R5.w;
TEX R0.y, R1, texture[0], 2D;
MUL R5.y, R4.w, R5.z;
CMP R0.y, -R5, R0, R5.x;
MAD R5.x, -R4.y, c[5].y, R0.y;
CMP R5.z, -R5.y, R5.x, R0.y;
MAD R1.y, -R4, c[5], R6;
CMP R1.y, -R1.w, R1, R6;
ABS R1.w, R1.y;
SGE R1.w, R1, R4.z;
ABS R0.y, R5.z;
SGE R0.y, R0, R4.z;
ABS R1.w, R1;
CMP R6.y, -R1.w, c[4].x, c[4].z;
ABS R0.y, R0;
CMP R5.y, -R0, c[4].x, c[4].z;
ADD_SAT R0.y, R5, R6;
MUL R5.x, R4.w, R0.y;
MUL R0.y, R4.w, R6;
MAD R1.w, R3.y, c[5].x, R6.x;
CMP R6.x, -R0.y, R1.w, R6;
MAD R6.z, R3.x, c[5].x, R1;
CMP R1.z, -R0.y, R6, R1;
MOV R1.w, R6.x;
TEX R0.y, R1.zwzw, texture[0], 2D;
MUL R1.w, R5.x, R6.y;
CMP R6.y, -R1.w, R0, R1;
MUL R0.y, R4.w, R5;
MAD R1.y, -R3, c[5].x, R5.w;
CMP R4.w, -R0.y, R1.y, R5;
MAD R6.z, -R3.x, c[5].x, R1.x;
CMP R1.x, -R0.y, R6.z, R1;
MOV R1.y, R4.w;
TEX R0.y, R1, texture[0], 2D;
MUL R5.y, R5.x, R5;
CMP R0.y, -R5, R0, R5.z;
MAD R5.z, -R4.y, c[5].y, R0.y;
CMP R5.w, -R5.y, R5.z, R0.y;
MAD R1.y, -R4, c[5], R6;
CMP R1.y, -R1.w, R1, R6;
ABS R1.w, R1.y;
SGE R1.w, R1, R4.z;
ABS R1.w, R1;
CMP R6.y, -R1.w, c[4].x, c[4].z;
ABS R0.y, R5.w;
SGE R0.y, R0, R4.z;
ABS R0.y, R0;
CMP R5.y, -R0, c[4].x, c[4].z;
ADD_SAT R0.y, R5, R6;
MUL R5.z, R5.x, R0.y;
MUL R0.y, R5.x, R6;
MAD R1.w, R3.y, c[6].x, R6.x;
CMP R6.x, -R0.y, R1.w, R6;
MAD R6.z, R3.x, c[6].x, R1;
CMP R1.z, -R0.y, R6, R1;
MOV R1.w, R6.x;
TEX R0.y, R1.zwzw, texture[0], 2D;
MUL R1.w, R5.z, R6.y;
CMP R6.y, -R1.w, R0, R1;
MUL R0.y, R5.x, R5;
MAD R1.y, -R3, c[6].x, R4.w;
CMP R4.w, -R0.y, R1.y, R4;
MAD R5.x, -R3, c[6], R1;
CMP R1.x, -R0.y, R5, R1;
MOV R1.y, R4.w;
TEX R0.y, R1, texture[0], 2D;
MUL R1.y, R5.z, R5;
CMP R5.x, -R1.y, R0.y, R5.w;
MAD R5.y, -R4, c[5], R5.x;
CMP R1.y, -R1, R5, R5.x;
MAD R0.y, -R4, c[5], R6;
CMP R0.y, -R1.w, R0, R6;
ABS R5.x, R0.y;
ABS R1.w, R1.y;
SGE R1.w, R1, R4.z;
SGE R5.x, R5, R4.z;
ABS R4.z, R5.x;
ABS R1.w, R1;
CMP R4.z, -R4, c[4].x, c[4];
CMP R1.w, -R1, c[4].x, c[4].z;
MUL R4.z, R5, R4;
MAD R5.y, R3.x, c[6], R1.z;
CMP R5.y, -R4.z, R5, R1.z;
MAD R5.x, R3.y, c[6].y, R6;
CMP R1.z, -R4, R5.x, R6.x;
MUL R1.w, R5.z, R1;
ADD R4.z, -fragment.texcoord[0].x, R5.y;
ADD R1.z, -fragment.texcoord[0].y, R1;
CMP R1.z, -R3.w, R1, R4;
MAD R4.z, -R3.x, c[6].y, R1.x;
MAD R3.x, -R3.y, c[6].y, R4.w;
CMP R3.y, -R1.w, R4.z, R1.x;
CMP R1.x, -R1.w, R3, R4.w;
ADD R1.w, fragment.texcoord[0].x, -R3.y;
ADD R1.x, fragment.texcoord[0].y, -R1;
CMP R1.x, -R3.w, R1, R1.w;
SLT R1.w, R1.x, R1.z;
ADD R3.x, R1, R1.z;
ABS R1.w, R1;
MIN R1.x, R1, R1.z;
CMP R1.w, -R1, c[4].x, c[4].z;
MUL R1.z, R2.x, R1.w;
RCP R3.x, R3.x;
MAD R1.x, R1, -R3, c[5].y;
MUL R1.w, R4.y, c[5].y;
SLT R3.x, R1.y, c[4];
SLT R1.y, R8, R1.w;
SLT R0.y, R0, c[4].x;
ADD R0.y, R0, -R1;
ADD R1.y, -R1, R3.x;
ABS R0.y, R0;
ABS R1.y, R1;
CMP R0.y, -R0, c[4].z, c[4].x;
CMP R1.y, -R1, c[4].z, c[4].x;
CMP R0.x, -R1.z, R0.y, R1.y;
MAD R0.y, R0.z, c[6].z, -R8;
ABS R0.x, R0;
CMP R0.x, -R0, c[4], c[4].z;
MUL R0.x, R2, R0;
CMP R0.x, -R0, c[4], R1;
RCP R0.z, R3.z;
ABS R0.y, R0;
MUL_SAT R0.y, R0, R0.z;
MUL R0.z, R0.y, c[4].w;
ADD R0.z, R0, c[6].w;
MUL R0.y, R0, R0;
MUL R0.y, R0.z, R0;
MUL R0.y, R0, R0;
MUL R0.y, R0, c[1].x;
MAX R0.x, R0, R0.y;
MAD R0.y, R0.x, R2, fragment.texcoord[0];
MAD R0.z, R0.x, R2.y, fragment.texcoord[0].x;
CMP R0.x, -R3.w, R0.z, fragment.texcoord[0];
CMP R0.y, -R4.x, R0, fragment.texcoord[0];
TEX R0.xyz, R0, texture[0], 2D;
CMP R1, R2.z, R8, R9;
MOV R0.w, R8.y;
CMP result.color, -R2.x, R0, R1;
END
# 260 instructions, 10 R-regs

@ -0,0 +1,306 @@
ps_2_x
// cgc version 3.1.0013, build date Apr 18 2012
// command line args: -profile ps_2_x -O3 -fastmath -fastprecision
// source file: fxaa_pp.cg
//vendor NVIDIA Corporation
//version 3.1.0.13
//profile ps_2_x
//program fxaa_pp
//semantic fxaa_pp.fxaaQualityRcpFrame
//semantic fxaa_pp.fxaaQualitySubpix
//semantic fxaa_pp.fxaaQualityEdgeThreshold
//semantic fxaa_pp.fxaaQualityEdgeThresholdMin
//semantic fxaa_pp.nlTex0 : TEX0
//var float2 pos : $vin.TEXCOORD0 : TEX0 : 0 : 1
//var float2 fxaaQualityRcpFrame : : c[0] : 1 : 1
//var float fxaaQualitySubpix : : c[1] : 2 : 1
//var float fxaaQualityEdgeThreshold : : c[2] : 3 : 1
//var float fxaaQualityEdgeThresholdMin : : c[3] : 4 : 1
//var sampler2D nlTex0 : TEX0 : texunit 0 : 5 : 1
//var float4 oCol : $vout.COLOR : COL : 6 : 1
//const c[4] = 0 -1 1 -2
//const c[5] = 2 0.5 0.25 1.5
//const c[6] = 4 12 0.083333336
//const c[7] = -2 3
dcl_2d s0
def c4, 0.00000000, -1.00000000, 1.00000000, -2.00000000
def c5, 2.00000000, 0.50000000, 0.25000000, 1.50000000
def c6, 4.00000000, 12.00000000, 0.08333334, 0
def c7, -2.00000000, 3.00000000, 0, 0
dcl t0.xy
mov r0.zw, c0.xyxy
mad r3.xy, c4.zxzw, r0.zwzw, t0
texld r7, r3, s0
texld r1, t0, s0
mov r0.xy, c0
mad r0.xy, c4.yxzw, r0, t0
texld r8, r0, s0
mov r0.xy, c0
mad r0.xy, c4, r0, t0
texld r9, r0, s0
add r0.xy, t0, -c0
texld r5, r0, s0
mov r3.xy, c0
mad r3.xy, c4.zyzw, r3, t0
texld r3, r3, s0
add r7.x, r8.y, r7.y
mad r0.z, r1.y, c4.w, r7.x
add r0.x, r5.y, r3.y
mad r0.w, r9.y, c4, r0.x
mov r0.xy, c0
mad r0.xy, c4.xzzw, r0, t0
texld r6, r0, s0
add r5.x, r9.y, r6.y
abs r0.z, r0
abs r0.w, r0
mad r3.x, r0.z, c5, r0.w
mov r0.zw, c0.xyxy
mad r4.xy, c4.yzzw, r0.zwzw, t0
texld r4, r4, s0
add r0.xy, t0, c0
texld r0, r0, s0
add r4.x, r5.y, r4.y
add r5.y, r3, r0
add r0.x, r4.y, r0.y
mad r0.x, r6.y, c4.w, r0
abs r0.x, r0
add r0.w, r0.x, r3.x
mad r0.x, r8.y, c4.w, r4
mad r0.z, r7.y, c4.w, r5.y
mad r0.y, r1, c4.w, r5.x
abs r0.z, r0
abs r0.y, r0
mad r0.y, r0, c5.x, r0.z
abs r0.x, r0
add r0.x, r0, r0.y
add r0.x, r0, -r0.w
cmp r3.y, r0.x, c4.z, c4.x
max r0.y, r6, r1
max r0.z, r7.y, r0.y
max r0.y, r9, r8
max r0.y, r0, r0.z
min r0.z, r6.y, r1.y
min r0.w, r7.y, r0.z
min r0.z, r9.y, r8.y
min r0.z, r0, r0.w
mul r3.x, r0.y, c2
abs_pp r0.x, r3.y
add r4.y, r0, -r0.z
max r0.w, r3.x, c3.x
add r4.z, r4.y, -r0.w
cmp_pp r4.w, r4.z, c4.z, c4.x
mul_pp r5.w, r4, r3.y
cmp_pp r0.y, -r0.x, c4.z, c4.x
mul_pp r5.z, r4.w, r0.y
cmp_pp r3.x, -r0, c4, c4.z
cmp r6.w, -r5.z, r6.y, r7.y
cmp r7.w, -r5.z, r9.y, r8.y
add r0.z, -r1.y, r6.w
add r0.y, -r1, r7.w
abs r9.z, r0
abs r7.y, r0
add r0.y, r7, -r9.z
cmp r0.y, r0, c4.z, c4.x
max r7.y, r7, r9.z
mul_pp r0.z, r4.w, r0.y
cmp r0.w, -r5, c0.x, c0.y
cmp r6.x, -r0.z, r0.w, -r0.w
mov r0.z, c0.y
cmp r6.y, -r5.z, c4.x, r0.z
mad r0.w, r6.x, c5.y, t0.y
cmp r0.z, -r5.w, t0.y, r0.w
add r8.z, r0, r6.y
add r7.z, r0, -r6.y
mov r9.y, r7.z
mov r8.y, r8.z
mad r0.w, r6.x, c5.y, t0.x
mov r0.x, c0
mul_pp r3.x, r4.w, r3
cmp r6.z, -r3.x, c4.x, r0.x
cmp r0.x, -r5.z, t0, r0.w
add r9.x, r0, -r6.z
texld r3, r9, s0
add r8.x, r0, r6.z
abs_pp r3.x, r0.y
texld r0, r8, s0
cmp_pp r0.x, -r3, c4.z, c4
add r0.w, r1.y, r6
add r0.z, r1.y, r7.w
mul_pp r0.x, r4.w, r0
cmp r6.w, -r0.x, r0.z, r0
mad r7.w, -r6, c5.y, r0.y
mad r8.w, -r6, c5.y, r3.y
abs r0.y, r7.w
abs r0.x, r8.w
mad r0.x, -r7.y, c5.z, r0
mad r0.y, -r7, c5.z, r0
cmp r0.x, r0, c4.z, c4
abs_pp r0.x, r0
cmp_pp r9.z, -r0.x, c4, c4.x
cmp r0.y, r0, c4.z, c4.x
abs_pp r0.y, r0
cmp_pp r9.w, -r0.y, c4.z, c4.x
mul_pp r0.x, r4.w, r9.z
mad r0.y, -r6, c5.w, r7.z
cmp r7.z, -r0.x, r7, r0.y
mad r0.z, -r6, c5.w, r9.x
cmp r9.x, -r0, r9, r0.z
mov r9.y, r7.z
texld r3, r9, s0
add_pp_sat r3.z, r9, r9.w
mul_pp r0.x, r4.w, r9.w
mad r0.y, r6, c5.w, r8.z
cmp r3.x, -r0, r8.z, r0.y
mad r0.z, r6, c5.w, r8.x
mul_pp r8.z, r4.w, r3
cmp r8.x, -r0, r8, r0.z
mov r8.y, r3.x
texld r0, r8, s0
mul_pp r0.w, r8.z, r9
cmp r3.z, -r0.w, r7.w, r0.y
mul_pp r0.x, r8.z, r9.z
cmp r0.y, -r0.x, r8.w, r3
mad r0.z, -r6.w, c5.y, r0.y
cmp r8.w, -r0.x, r0.y, r0.z
mad r3.y, -r6.w, c5, r3.z
cmp r9.w, -r0, r3.z, r3.y
abs r0.y, r9.w
abs r0.x, r8.w
mad r0.y, -r7, c5.z, r0
mad r0.x, -r7.y, c5.z, r0
cmp r0.y, r0, c4.z, c4.x
abs_pp r0.y, r0
cmp_pp r10.x, -r0.y, c4.z, c4
cmp r0.x, r0, c4.z, c4
abs_pp r0.x, r0
cmp_pp r9.z, -r0.x, c4, c4.x
mul_pp r0.x, r8.z, r10
mad r0.y, r6, c5.x, r3.x
cmp r7.w, -r0.x, r3.x, r0.y
mad r0.z, r6, c5.x, r8.x
cmp r8.x, -r0, r8, r0.z
mov r8.y, r7.w
texld r0, r8, s0
mul_pp r0.w, r8.z, r9.z
mad r3.x, -r6.z, c5, r9
mad r0.x, -r6.y, c5, r7.z
cmp r0.x, -r0.w, r7.z, r0
add_pp_sat r0.z, r9, r10.x
mul_pp r7.z, r8, r0
cmp r9.x, -r0.w, r9, r3
mov r9.y, r0.x
texld r3, r9, s0
mul_pp r0.z, r7, r9
cmp r0.w, -r0.z, r8, r3.y
mul_pp r3.x, r7.z, r10
cmp r3.y, -r3.x, r9.w, r0
mad r0.y, -r6.w, c5, r0.w
cmp r8.z, -r0, r0.w, r0.y
mad r3.z, -r6.w, c5.y, r3.y
cmp r9.z, -r3.x, r3.y, r3
abs r0.y, r8.z
abs r0.z, r9
mad r0.y, -r7, c5.z, r0
mad r0.z, -r7.y, c5, r0
cmp r0.y, r0, c4.z, c4.x
abs_pp r0.y, r0
cmp_pp r8.w, -r0.y, c4.z, c4.x
cmp r0.z, r0, c4, c4.x
abs_pp r0.z, r0
cmp_pp r9.w, -r0.z, c4.z, c4.x
mul_pp r0.y, r7.z, r8.w
mad r0.z, -r6.y, c6.x, r0.x
cmp r10.x, -r0.y, r0, r0.z
mad r0.w, -r6.z, c6.x, r9.x
cmp r9.x, -r0.y, r9, r0.w
mov r9.y, r10.x
texld r3, r9, s0
mul_pp r0.x, r7.z, r9.w
mad r0.z, r6, c6.x, r8.x
mad r0.y, r6, c6.x, r7.w
cmp r3.x, -r0, r7.w, r0.y
cmp r8.x, -r0, r8, r0.z
mov r8.y, r3.x
texld r0, r8, s0
add_pp_sat r3.z, r8.w, r9.w
mul_pp r0.x, r7.z, r3.z
mul_pp r3.z, r0.x, r9.w
cmp r0.y, -r3.z, r9.z, r0
mul_pp r0.z, r0.x, r8.w
cmp r0.w, -r0.z, r8.z, r3.y
mad r3.w, -r6, c5.y, r0.y
cmp r0.y, -r3.z, r0, r3.w
mad r3.y, -r6.w, c5, r0.w
cmp r0.z, -r0, r0.w, r3.y
abs r3.y, r0
abs r0.w, r0.z
mad r3.y, -r7, c5.z, r3
mad r0.w, -r7.y, c5.z, r0
cmp r3.y, r3, c4.z, c4.x
abs_pp r3.y, r3
cmp r0.w, r0, c4.z, c4.x
cmp_pp r3.z, -r3.y, c4, c4.x
abs_pp r0.w, r0
cmp_pp r3.y, -r0.w, c4.z, c4.x
mul_pp r0.w, r0.x, r3.z
mul_pp r0.x, r0, r3.y
mad r3.w, r6.y, c6.y, r3.x
cmp r3.x, -r0.w, r3, r3.w
mad r3.z, r6, c6.y, r8.x
cmp r0.w, -r0, r8.x, r3.z
mad r3.y, -r6, c6, r10.x
cmp r3.y, -r0.x, r10.x, r3
add r3.x, -t0.y, r3
add r0.w, -t0.x, r0
cmp r0.w, -r5.z, r0, r3.x
mad r3.x, -r6.z, c6.y, r9
cmp r0.x, -r0, r9, r3
add r3.x, t0.y, -r3.y
add r0.x, t0, -r0
cmp r0.x, -r5.z, r0, r3
add r3.x, r0, -r0.w
add r3.y, r0.x, r0.w
cmp r3.x, r3, c4, c4.z
abs_pp r3.x, r3
min r0.x, r0, r0.w
cmp_pp r3.x, -r3, c4.z, c4
mul_pp r0.w, r4, r3.x
rcp r3.y, r3.y
mad r0.x, r0, -r3.y, c5.y
cmp r3.y, r0, c4.x, c4.z
mad r3.x, -r6.w, c5.y, r1.y
cmp r3.x, r3, c4, c4.z
cmp r0.y, r0.z, c4.x, c4.z
add_pp r0.z, -r3.x, r3.y
add_pp r0.y, r0, -r3.x
abs_pp r0.y, r0
abs_pp r0.z, r0
cmp_pp r0.z, -r0, c4.x, c4
cmp_pp r0.y, -r0, c4.x, c4.z
cmp_pp r0.y, -r0.w, r0, r0.z
abs_pp r0.y, r0
cmp_pp r0.y, -r0, c4.z, c4.x
mul_pp r0.y, r4.w, r0
rcp r0.w, r4.y
cmp r0.x, -r0.y, r0, c4
add r3.y, r4.x, r5
add r3.x, r5, r7
mad r3.x, r3, c5, r3.y
mad r0.z, r3.x, c6, -r1.y
abs r0.z, r0
mul_sat r0.z, r0, r0.w
mul r0.w, r0.z, r0.z
mad r0.z, r0, c7.x, c7.y
mul r0.z, r0, r0.w
mul r0.z, r0, r0
mul r0.z, r0, c1.x
max r0.x, r0, r0.z
mad r0.y, r0.x, r6.x, t0
mad r0.z, r0.x, r6.x, t0.x
cmp r0.x, -r5.z, t0, r0.z
cmp r0.y, -r5.w, t0, r0
texld r0, r0, s0
mov r0.w, r1.y
cmp r1, r4.z, r2, r1
cmp r0, -r4.w, r1, r0
mov oC0, r0

@ -0,0 +1,20 @@
void fxaa_vp(
// Per vertex parameters
float3 position : POSITION,
float2 texCoord0 : TEXCOORD0,
// Vertex program constants
uniform float4x4 modelViewProjection,
uniform float4 fxaaConsolePosPos,
// Output position
out float4 oPosition : POSITION,
out float2 oTexCoord0 : TEXCOORD0,
out float4 oTexCoord1 : TEXCOORD1
)
{
oPosition = mul(modelViewProjection, float4(position, 0.0));
oTexCoord0 = texCoord0;
oTexCoord1 = texCoord0.xyxy + fxaaConsolePosPos;
}

@ -0,0 +1,31 @@
!!ARBvp1.0
# cgc version 3.1.0013, build date Apr 18 2012
# command line args: -profile arbvp1 -fastmath -fastprecision
# source file: fxaa_vp.cg
#vendor NVIDIA Corporation
#version 3.1.0.13
#profile arbvp1
#program fxaa_vp
#semantic fxaa_vp.modelViewProjection
#semantic fxaa_vp.fxaaConsolePosPos
#var float3 position : $vin.POSITION : POSITION : 0 : 1
#var float2 texCoord0 : $vin.TEXCOORD0 : TEXCOORD0 : 1 : 1
#var float4x4 modelViewProjection : : c[1], 4 : 2 : 1
#var float4 fxaaConsolePosPos : : c[5] : 3 : 1
#var float4 oPosition : $vout.POSITION : HPOS : 4 : 1
#var float2 oTexCoord0 : $vout.TEXCOORD0 : TEX0 : 5 : 1
#var float4 oTexCoord1 : $vout.TEXCOORD1 : TEX1 : 6 : 1
#const c[0] = 0
PARAM c[6] = { { 0 },
program.local[1..5] };
TEMP R0;
MOV R0.w, c[0].x;
MOV R0.xyz, vertex.position;
DP4 result.position.w, R0, c[4];
DP4 result.position.z, R0, c[3];
DP4 result.position.y, R0, c[2];
DP4 result.position.x, R0, c[1];
ADD result.texcoord[1], vertex.texcoord[0].xyxy, c[5];
MOV result.texcoord[0].xy, vertex.texcoord[0];
END
# 8 instructions, 1 R-regs

@ -0,0 +1,4 @@
Compiled shaders are embedded in the source.
Must compile and re-embed manually.
FXAA is in public domain.

@ -26,7 +26,7 @@
*/
#if !FINAL_VERSION
#include <nel/misc/types_nl.h>
#include "std3d.h"
#include <nel/3d/stereo_debugger.h>
// STL includes
@ -42,6 +42,7 @@
#include <nel/3d/texture_user.h>
#include <nel/3d/driver_user.h>
#include <nel/3d/u_texture.h>
#include <nel/3d/render_target_manager.h>
using namespace std;
// using namespace NLMISC;
@ -137,8 +138,6 @@ CStereoDebugger::CStereoDebugger() : m_Driver(NULL), m_Stage(0), m_SubStage(0),
CStereoDebugger::~CStereoDebugger()
{
releaseTextures();
if (!m_Mat.empty())
{
m_Driver->deleteMaterial(m_Mat);
@ -188,8 +187,6 @@ void CStereoDebugger::setDriver(NL3D::UDriver *driver)
if (m_PixelProgram)
{
initTextures();
m_Mat = m_Driver->createMaterial();
m_Mat.initUnlit();
m_Mat.setColor(CRGBA::White);
@ -202,8 +199,6 @@ void CStereoDebugger::setDriver(NL3D::UDriver *driver)
mat->setZFunc(CMaterial::always);
mat->setDoubleSided(true);
setTextures();
m_QuadUV.V0 = CVector(0.f, 0.f, 0.5f);
m_QuadUV.V1 = CVector(1.f, 0.f, 0.5f);
m_QuadUV.V2 = CVector(1.f, 1.f, 0.5f);
@ -216,6 +211,42 @@ void CStereoDebugger::setDriver(NL3D::UDriver *driver)
}
}
bool CStereoDebugger::attachToDisplay()
{
return false;
}
void CStereoDebugger::detachFromDisplay()
{
}
void CStereoDebugger::getTextures()
{
nlassert(!m_LeftTexU);
nlassert(!m_RightTexU);
uint32 width, height;
m_Driver->getWindowSize(width, height);
m_LeftTexU = m_Driver->getRenderTargetManager().getRenderTarget(width, height);
m_RightTexU = m_Driver->getRenderTargetManager().getRenderTarget(width, height);
NL3D::CMaterial *mat = m_Mat.getObjectPtr();
mat->setTexture(0, m_LeftTexU->getITexture());
mat->setTexture(1, m_RightTexU->getITexture());
}
void CStereoDebugger::recycleTextures()
{
nlassert(m_LeftTexU);
nlassert(m_RightTexU);
m_Mat.getObjectPtr()->setTexture(0, NULL);
m_Mat.getObjectPtr()->setTexture(1, NULL);
m_Driver->getRenderTargetManager().recycleRenderTarget(m_LeftTexU);
m_Driver->getRenderTargetManager().recycleRenderTarget(m_RightTexU);
m_LeftTexU = NULL;
m_RightTexU = NULL;
}
/*
void CStereoDebugger::releaseTextures()
{
if (!m_Mat.empty())
@ -233,7 +264,7 @@ void CStereoDebugger::releaseTextures()
m_RightTexU = NULL;
m_RightTex = NULL; // CSmartPtr
}
*//*
void CStereoDebugger::initTextures()
{
uint32 width, height;
@ -261,15 +292,15 @@ void CStereoDebugger::initTextures()
drvInternal->setupTexture(*m_RightTex);
m_RightTexU = new CTextureUser(m_RightTex);
nlassert(!drvInternal->isTextureRectangle(m_RightTex)); // not allowed
}
}*/
/*
void CStereoDebugger::setTextures()
{
NL3D::CMaterial *mat = m_Mat.getObjectPtr();
mat->setTexture(0, m_LeftTex);
mat->setTexture(1, m_RightTex);
}
}*/
/*
void CStereoDebugger::verifyTextures()
{
if (m_Driver)
@ -287,7 +318,7 @@ void CStereoDebugger::verifyTextures()
setTextures();
}
}
}
}*/
/// Gets the required screen resolution for this device
bool CStereoDebugger::getScreenResolution(uint &width, uint &height)
@ -307,6 +338,12 @@ void CStereoDebugger::getClippingFrustum(uint cid, NL3D::UCamera *camera) const
// do nothing
}
/// Get the original frustum of the camera
void CStereoDebugger::getOriginalFrustum(uint cid, NL3D::UCamera *camera) const
{
// do nothing, as we never modified it
}
/// Is there a next pass
bool CStereoDebugger::nextPass()
{
@ -388,6 +425,12 @@ bool CStereoDebugger::wantScene()
return m_Stage != 3;
}
/// The 3D scene end (after multiple wantScene)
bool CStereoDebugger::wantSceneEffects()
{
return m_Stage != 3;
}
/// Interface within the 3D scene
bool CStereoDebugger::wantInterface3D()
{
@ -402,11 +445,22 @@ bool CStereoDebugger::wantInterface2D()
return m_Stage == 3;
}
bool CStereoDebugger::isSceneFirst()
{
return m_Stage != 3;
}
bool CStereoDebugger::isSceneLast()
{
return m_Stage != 3;
}
/// Returns true if a new render target was set, always fase if not using render targets
bool CStereoDebugger::beginRenderTarget()
{
if (m_Stage != 3 && m_Driver && (m_Driver->getPolygonMode() == UDriver::Filled))
{
if (!m_LeftTexU) getTextures();
if (m_Stage % 2) static_cast<CDriverUser *>(m_Driver)->setRenderTarget(*m_RightTexU, 0, 0, 0, 0);
else static_cast<CDriverUser *>(m_Driver)->setRenderTarget(*m_LeftTexU, 0, 0, 0, 0);
return true;
@ -430,14 +484,15 @@ bool CStereoDebugger::endRenderTarget()
uint32 width, height;
NL3D::IDriver *drvInternal = (static_cast<CDriverUser *>(m_Driver))->getDriver();
NL3D::CMaterial *mat = m_Mat.getObjectPtr();
mat->setTexture(0, m_LeftTex);
mat->setTexture(1, m_RightTex);
mat->setTexture(0, m_LeftTexU->getITexture());
mat->setTexture(1, m_RightTexU->getITexture());
drvInternal->activePixelProgram(m_PixelProgram);
m_Driver->drawQuad(m_QuadUV, m_Mat);
drvInternal->activePixelProgram(NULL);
m_Driver->enableFog(fogEnabled);
recycleTextures();
return true;
}

@ -25,7 +25,7 @@
* <http://www.gnu.org/licenses/>.
*/
#include <nel/misc/types_nl.h>
#include "std3d.h"
#include <nel/3d/stereo_display.h>
// STL includes
@ -35,6 +35,7 @@
// Project includes
#include <nel/3d/stereo_ovr.h>
#include <nel/3d/stereo_ovr_04.h>
#include <nel/3d/stereo_libvr.h>
#include <nel/3d/stereo_debugger.h>

@ -25,7 +25,7 @@
* <http://www.gnu.org/licenses/>.
*/
#include <nel/misc/types_nl.h>
#include "std3d.h"
#include <nel/3d/stereo_hmd.h>
// STL includes

@ -27,7 +27,7 @@
#ifdef HAVE_LIBVR
#include <nel/misc/types_nl.h>
#include "std3d.h"
#include <nel/misc/time_nl.h>
#include <nel/3d/stereo_libvr.h>

@ -41,15 +41,16 @@
* so, delete this exception statement from your version.
*/
#ifdef HAVE_LIBOVR
#ifdef HAVE_LIBOVR_02
#include <nel/misc/types_nl.h>
#include "std3d.h"
#include <nel/3d/stereo_ovr.h>
// STL includes
#include <sstream>
// External includes
#define OVR_NO_STDINT
#include <OVR.h>
// NeL includes
@ -169,7 +170,7 @@ public:
OVR::HMDInfo HMDInfo;
};
CStereoOVR::CStereoOVR(const CStereoOVRDeviceHandle *handle) : m_Stage(0), m_SubStage(0), m_OrientationCached(false), m_Driver(NULL), m_BarrelTexU(NULL), m_PixelProgram(NULL), m_EyePosition(0.0f, 0.09f, 0.15f), m_Scale(1.0f)
CStereoOVR::CStereoOVR(const CStereoOVRDeviceHandle *handle) : m_Stage(0), m_SubStage(0), m_OrientationCached(false), m_Driver(NULL), m_SceneTexture(NULL), m_GUITexture(NULL), m_PixelProgram(NULL), m_EyePosition(0.0f, 0.09f, 0.15f), m_Scale(1.0f)
{
++s_DeviceCounter;
m_DevicePtr = new CStereoOVRDevicePtr();
@ -213,9 +214,6 @@ CStereoOVR::~CStereoOVR()
m_BarrelMat.getObjectPtr()->setTexture(0, NULL);
m_Driver->deleteMaterial(m_BarrelMat);
}
delete m_BarrelTexU;
m_BarrelTexU = NULL;
m_BarrelTex = NULL; // CSmartPtr
delete m_PixelProgram;
m_PixelProgram = NULL;
@ -340,7 +338,7 @@ void CStereoOVR::setDriver(NL3D::UDriver *driver)
{
m_Driver = driver;
m_BarrelTex = new CTextureBloom(); // lol bloom
/*m_BarrelTex = new CTextureBloom(); // lol bloom
m_BarrelTex->setRenderTarget(true);
m_BarrelTex->setReleasable(false);
m_BarrelTex->resize(m_DevicePtr->HMDInfo.HResolution, m_DevicePtr->HMDInfo.VResolution);
@ -348,7 +346,7 @@ void CStereoOVR::setDriver(NL3D::UDriver *driver)
m_BarrelTex->setWrapS(ITexture::Clamp);
m_BarrelTex->setWrapT(ITexture::Clamp);
drvInternal->setupTexture(*m_BarrelTex);
m_BarrelTexU = new CTextureUser(m_BarrelTex);
m_BarrelTexU = new CTextureUser(m_BarrelTex);*/
m_BarrelMat = m_Driver->createMaterial();
m_BarrelMat.initUnlit();
@ -361,7 +359,7 @@ void CStereoOVR::setDriver(NL3D::UDriver *driver)
barrelMat->setZWrite(false);
barrelMat->setZFunc(CMaterial::always);
barrelMat->setDoubleSided(true);
barrelMat->setTexture(0, m_BarrelTex);
// barrelMat->setTexture(0, m_BarrelTex);
m_BarrelQuadLeft.V0 = CVector(0.f, 0.f, 0.5f);
m_BarrelQuadLeft.V1 = CVector(0.5f, 0.f, 0.5f);
@ -373,7 +371,7 @@ void CStereoOVR::setDriver(NL3D::UDriver *driver)
m_BarrelQuadRight.V2 = CVector(1.f, 1.f, 0.5f);
m_BarrelQuadRight.V3 = CVector(0.5f, 1.f, 0.5f);
nlassert(!drvInternal->isTextureRectangle(m_BarrelTex)); // not allowed
// nlassert(!drvInternal->isTextureRectangle(m_BarrelTex)); // not allowed
m_BarrelQuadLeft.Uv0 = CUV(0.f, 0.f);
m_BarrelQuadLeft.Uv1 = CUV(0.5f, 0.f);
@ -400,6 +398,8 @@ bool CStereoOVR::getScreenResolution(uint &width, uint &height)
void CStereoOVR::initCamera(uint cid, const NL3D::UCamera *camera)
{
m_OriginalFrustum[cid] = camera->getFrustum();
float ar = (float)m_DevicePtr->HMDInfo.HResolution / ((float)m_DevicePtr->HMDInfo.VResolution * 2.0f);
float fov = 2.0f * atanf((m_DevicePtr->HMDInfo.HScreenSize * 0.5f * 0.5f) / (m_DevicePtr->HMDInfo.EyeToScreenDistance)); //(float)NLMISC::Pi/2.f; // 2.0f * atanf(m_DevicePtr->HMDInfo.VScreenSize / 2.0f * m_DevicePtr->HMDInfo.EyeToScreenDistance);
m_LeftFrustum[cid].initPerspective(fov, ar, camera->getFrustum().Near, camera->getFrustum().Far);
@ -427,6 +427,12 @@ void CStereoOVR::getClippingFrustum(uint cid, NL3D::UCamera *camera) const
camera->setFrustum(m_ClippingFrustum[cid]);
}
/// Get the original frustum of the camera
void CStereoOVR::getOriginalFrustum(uint cid, NL3D::UCamera *camera) const
{
camera->setFrustum(m_OriginalFrustum[cid]);
}
void CStereoOVR::updateCamera(uint cid, const NL3D::UCamera *camera)
{
if (camera->getFrustum().Near != m_LeftFrustum[cid].Near
@ -440,53 +446,59 @@ bool CStereoOVR::nextPass()
// Do not allow weird stuff.
uint32 width, height;
m_Driver->getWindowSize(width, height);
nlassert(width == m_DevicePtr->HMDInfo.HResolution);
nlassert(height == m_DevicePtr->HMDInfo.VResolution);
// nlassert(width == m_DevicePtr->HMDInfo.HResolution);
// nlassert(height == m_DevicePtr->HMDInfo.VResolution);
if (m_Driver->getPolygonMode() == UDriver::Filled)
{
switch (m_Stage)
switch (m_Stage) // Previous stage
{
case 0:
m_Stage += 2;
m_SubStage = 0;
// stage 2:
// draw interface 2d (onto render target)
return true;
case 2:
++m_Stage;
m_SubStage = 0;
// stage 1:
// stage 3:
// (initBloom)
// clear buffer
// draw scene left
return true;
case 1:
case 3:
++m_Stage;
m_SubStage = 0;
// stage 2:
// stage 4:
// draw scene right
return true;
case 2:
case 4:
++m_Stage;
m_SubStage = 0;
// stage 3:
// stage 5:
// (endBloom)
// draw interface 3d left
return true;
case 3:
case 5:
++m_Stage;
m_SubStage = 0;
// stage 4:
// stage 6:
// draw interface 3d right
return true;
case 4:
/*case 6:
++m_Stage;
m_SubStage = 0;
// stage 5:
// stage 7:
// (endInterfacesDisplayBloom)
// draw interface 2d left
return true;
case 5:
case 7:
++m_Stage;
m_SubStage = 0;
// stage 6:
// stage 8:
// draw interface 2d right
return true;
return true;*/
case 6:
m_Stage = 0;
m_SubStage = 0;
@ -518,26 +530,30 @@ bool CStereoOVR::nextPass()
const NL3D::CViewport &CStereoOVR::getCurrentViewport() const
{
if (m_Stage % 2) return m_LeftViewport;
if (m_Stage == 2) return m_RegularViewport;
else if (m_Stage % 2) return m_LeftViewport;
else return m_RightViewport;
}
const NL3D::CFrustum &CStereoOVR::getCurrentFrustum(uint cid) const
{
if (m_Stage % 2) return m_LeftFrustum[cid];
if (m_Stage == 2) return m_OriginalFrustum[cid];
else if (m_Stage % 2) return m_LeftFrustum[cid];
else return m_RightFrustum[cid];
}
void CStereoOVR::getCurrentFrustum(uint cid, NL3D::UCamera *camera) const
{
if (m_Stage % 2) camera->setFrustum(m_LeftFrustum[cid]);
if (m_Stage == 2) camera->setFrustum(m_OriginalFrustum[cid]);
else if (m_Stage % 2) camera->setFrustum(m_LeftFrustum[cid]);
else camera->setFrustum(m_RightFrustum[cid]);
}
void CStereoOVR::getCurrentMatrix(uint cid, NL3D::UCamera *camera) const
{
CMatrix translate;
if (m_Stage % 2) translate.translate(CVector((m_DevicePtr->HMDInfo.InterpupillaryDistance * m_Scale) * -0.5f, 0.f, 0.f));
if (m_Stage == 2) { }
else if (m_Stage % 2) translate.translate(CVector((m_DevicePtr->HMDInfo.InterpupillaryDistance * m_Scale) * -0.5f, 0.f, 0.f));
else translate.translate(CVector((m_DevicePtr->HMDInfo.InterpupillaryDistance * m_Scale) * 0.5f, 0.f, 0.f));
CMatrix mat = m_CameraMatrix[cid] * translate;
if (camera->getTransformMode() == NL3D::UTransformable::RotQuat)
@ -556,7 +572,7 @@ bool CStereoOVR::wantClear()
{
switch (m_Stage)
{
case 1:
case 3:
m_SubStage = 1;
return true;
}
@ -567,8 +583,8 @@ bool CStereoOVR::wantScene()
{
switch (m_Stage)
{
case 1:
case 2:
case 3:
case 4:
m_SubStage = 2;
return true;
}
@ -579,8 +595,8 @@ bool CStereoOVR::wantInterface3D()
{
switch (m_Stage)
{
case 3:
case 4:
case 5:
case 6:
m_SubStage = 3;
return true;
}
@ -591,37 +607,225 @@ bool CStereoOVR::wantInterface2D()
{
switch (m_Stage)
{
case 5:
case 6:
case 2:
m_SubStage = 4;
return true;
}
return m_Driver->getPolygonMode() != UDriver::Filled;
}
/// Returns non-NULL if a new render target was set
bool CStereoOVR::beginRenderTarget()
{
// render target always set before driver clear
// nlassert(m_SubStage <= 1);
if (m_Driver && m_Stage == 1 && (m_Driver->getPolygonMode() == UDriver::Filled))
// Set GUI render target
if (m_Driver && m_Stage == 2 && (m_Driver->getPolygonMode() == UDriver::Filled))
{
static_cast<CDriverUser *>(m_Driver)->setRenderTarget(*m_BarrelTexU, 0, 0, 0, 0);
nlassert(!m_GUITexture);
uint32 width, height;
m_Driver->getWindowSize(width, height);
m_GUITexture = m_Driver->getRenderTargetManager().getRenderTarget(width, height, true, UTexture::RGBA8888);
static_cast<CDriverUser *>(m_Driver)->setRenderTarget(*m_GUITexture);
m_Driver->clearBuffers(NLMISC::CRGBA(0, 0, 0, 0));
return true;
}
// Begin 3D scene render target
if (m_Driver && m_Stage == 3 && (m_Driver->getPolygonMode() == UDriver::Filled))
{
nlassert(!m_SceneTexture);
uint32 width, height;
m_Driver->getWindowSize(width, height); // Temporary limitation, TODO: scaling!
m_SceneTexture = m_Driver->getRenderTargetManager().getRenderTarget(width, height);
static_cast<CDriverUser *>(m_Driver)->setRenderTarget(*m_SceneTexture);
return true;
}
return false;
}
void CStereoOVR::setInterfaceMatrix(const NL3D::CMatrix &matrix)
{
m_InterfaceCameraMatrix = matrix;
}
void CStereoOVR::renderGUI()
{
/*CMatrix mat;
mat.translate(m_InterfaceCameraMatrix.getPos());
CVector dir = m_InterfaceCameraMatrix.getJ();
dir.z = 0;
dir.normalize();
if (dir.y < 0)
mat.rotateZ(float(NLMISC::Pi+asin(dir.x)));
else
mat.rotateZ(float(NLMISC::Pi+NLMISC::Pi-asin(dir.x)));
m_Driver->setModelMatrix(mat);*/
m_Driver->setModelMatrix(m_InterfaceCameraMatrix);
{
NLMISC::CLine line(NLMISC::CVector(0, 5, 2), NLMISC::CVector(0, 5, 3));
NL3D::UMaterial mat = m_Driver->createMaterial();
mat.setZWrite(false);
// mat.setZFunc(UMaterial::always); // Not nice!
mat.setDoubleSided(true);
mat.setColor(NLMISC::CRGBA::Red);
mat.setBlend(false);
m_Driver->drawLine(line, mat);
m_Driver->deleteMaterial(mat);
}
{
nlassert(m_GUITexture);
NLMISC::CQuadUV quad;
NL3D::UMaterial umat = m_Driver->createMaterial();
umat.initUnlit();
umat.setColor(NLMISC::CRGBA::White);
umat.setDoubleSided(true);
umat.setBlend(true);
umat.setAlphaTest(false);
NL3D::CMaterial *mat = umat.getObjectPtr();
mat->setShader(NL3D::CMaterial::Normal);
mat->setBlendFunc(CMaterial::one, CMaterial::TBlend::invsrcalpha);
mat->setZWrite(false);
// mat->setZFunc(CMaterial::always); // Not nice
mat->setDoubleSided(true);
mat->setTexture(0, m_GUITexture->getITexture());
// user options
float scale = 1.0f;
float distance = 1.5f;
float offcenter = 0.75f;
float height = scale * distance * 2.0f;
uint32 winw, winh;
m_Driver->getWindowSize(winw, winh);
float width = height * (float)winw / (float)winh;
float bottom = -(height * 0.5f);
float top = (height * 0.5f);
NLMISC::CQuadUV quadUV;
quadUV.V0 = CVector(-(width * 0.5f), distance, -(height * 0.5f));
quadUV.V1 = CVector((width * 0.5f), distance, -(height * 0.5f));
quadUV.V2 = CVector((width * 0.5f), distance, (height * 0.5f));
quadUV.V3 = CVector(-(width * 0.5f), distance, (height * 0.5f));
quadUV.Uv0 = CUV(0.f, 0.f);
quadUV.Uv1 = CUV(1.f, 0.f);
quadUV.Uv2 = CUV(1.f, 1.f);
quadUV.Uv3 = CUV(0.f, 1.f);
const uint nbQuads = 128;
static CVertexBuffer vb;
static CIndexBuffer ib;
vb.setVertexFormat(CVertexBuffer::PositionFlag | CVertexBuffer::TexCoord0Flag);
vb.setPreferredMemory(CVertexBuffer::RAMVolatile, false);
vb.setNumVertices((nbQuads + 1) * 2);
{
CVertexBufferReadWrite vba;
vb.lock(vba);
float radius = distance + offcenter;
float relWidth = width / radius;
float quadWidth = relWidth / (float)nbQuads;
for (uint i = 0; i < nbQuads + 1; ++i)
{
uint vi0 = i * 2;
uint vi1 = vi0 + 1;
float lineH = -(relWidth * 0.5f) + quadWidth * (float)i;
float lineUV = (float)i / (float)(nbQuads);
float left = sin(lineH) * radius;
float forward = cos(lineH) * radius;
vba.setVertexCoord(vi0, left, forward - offcenter, bottom);
vba.setTexCoord(vi0, 0, lineUV, 0.0f);
vba.setVertexCoord(vi1, left, forward - offcenter, top);
vba.setTexCoord(vi1, 0, lineUV, 1.0f);
}
}
ib.setFormat(NL_DEFAULT_INDEX_BUFFER_FORMAT);
ib.setPreferredMemory(CIndexBuffer::RAMVolatile, false);
ib.setNumIndexes(nbQuads * 6);
{
CIndexBufferReadWrite iba;
ib.lock(iba);
for (uint i = 0; i < nbQuads; ++i)
{
uint ti0 = i * 2;
uint ti1 = ti0 + 1;
uint bl = ti0;
uint tl = ti0 + 1;
uint br = ti0 + 2;
uint tr = ti0 + 3;
iba.setTri(ti0 * 3, bl, tl, br);
iba.setTri(ti1 * 3, br, tl, tr);
}
}
IDriver *driver = static_cast<CDriverUser *>(m_Driver)->getDriver();
// m_Driver->setPolygonMode(UDriver::Line);
driver->activeVertexBuffer(vb);
driver->activeIndexBuffer(ib);
driver->renderTriangles(*umat.getObjectPtr(), 0, nbQuads * 2); //renderRawQuads(umat, 0, 128);
// m_Driver->setPolygonMode(UDriver::Filled);
// m_Driver->drawQuad(quadUV, umat);
m_Driver->deleteMaterial(umat);
}
}
/// Returns true if a render target was fully drawn
bool CStereoOVR::endRenderTarget()
{
// after rendering of course
// nlassert(m_SubStage > 1);
// End GUI render target
if (m_Driver && m_Stage == 2 && (m_Driver->getPolygonMode() == UDriver::Filled))
{
// End GUI render target
nlassert(m_GUITexture);
CTextureUser texNull;
(static_cast<CDriverUser *>(m_Driver))->setRenderTarget(texNull);
}
// End of 3D Interface pass left
if (m_Driver && m_Stage == 5 && (m_Driver->getPolygonMode() == UDriver::Filled))
{
// Render 2D GUI in 3D space, assume existing camera is OK
renderGUI();
}
// End of 3D Interface pass right
if (m_Driver && m_Stage == 6 && (m_Driver->getPolygonMode() == UDriver::Filled))
{
// Render 2D GUI in 3D space, assume existing camera is OK
renderGUI();
// Recycle render target
m_Driver->getRenderTargetManager().recycleRenderTarget(m_GUITexture);
m_GUITexture = NULL;
}
// End 3D scene render target
if (m_Driver && m_Stage == 6 && (m_Driver->getPolygonMode() == UDriver::Filled)) // set to 4 to turn off distortion of 2d gui
{
CTextureUser cu;
(static_cast<CDriverUser *>(m_Driver))->setRenderTarget(cu);
nlassert(m_SceneTexture);
CTextureUser texNull;
(static_cast<CDriverUser *>(m_Driver))->setRenderTarget(texNull);
bool fogEnabled = m_Driver->fogEnabled();
m_Driver->enableFog(false);
@ -632,7 +836,7 @@ bool CStereoOVR::endRenderTarget()
m_Driver->getWindowSize(width, height);
NL3D::IDriver *drvInternal = (static_cast<CDriverUser *>(m_Driver))->getDriver();
NL3D::CMaterial *barrelMat = m_BarrelMat.getObjectPtr();
barrelMat->setTexture(0, m_BarrelTex);
barrelMat->setTexture(0, m_SceneTexture->getITexture());
drvInternal->activePixelProgram(m_PixelProgram);
@ -697,8 +901,13 @@ bool CStereoOVR::endRenderTarget()
drvInternal->activePixelProgram(NULL);
m_Driver->enableFog(fogEnabled);
// Recycle render target
m_Driver->getRenderTargetManager().recycleRenderTarget(m_SceneTexture);
m_SceneTexture = NULL;
return true;
}
return false;
}

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