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343 lines
11 KiB
C++
343 lines
11 KiB
C++
// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This source file has been modified by the following contributors:
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// Copyright (C) 2014 Jan BOON (Kaetemi) <jan.boon@kaetemi.be>
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#include "std3d.h"
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// ***************************************************************************
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// THIS FILE IS DIVIDED IN TWO PARTS BECAUSE IT MAKES VISUAL CRASH.
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// fatal error C1076: compiler limit : internal heap limit reached; use /Zm to specify a higher limit
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// ***************************************************************************
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#include "nel/3d/driver_user.h"
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#include "nel/3d/scene_user.h"
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#include "nel/3d/text_context_user.h"
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#include "nel/3d/u_driver.h"
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#include "nel/3d/dru.h"
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#include "nel/3d/scene.h"
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#include "nel/3d/texture_user.h"
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#include "nel/3d/u_camera.h"
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#include "nel/misc/file.h"
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#include "nel/misc/path.h"
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#include "nel/misc/hierarchical_timer.h"
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using namespace std;
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using namespace NLMISC;
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#ifdef DEBUG_NEW
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#define new DEBUG_NEW
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#endif
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namespace NL3D
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{
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// ***************************************************************************
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// ***************************************************************************
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// Component Management.
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// ***************************************************************************
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// ***************************************************************************
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// ***************************************************************************
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UScene *CDriverUser::createScene(bool bSmallScene)
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{
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CSceneUser *pSU = new CSceneUser(this, bSmallScene);
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// set the shape bank
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pSU->getScene().setShapeBank( &_ShapeBank._ShapeBank );
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// set the MeshSkin Vertex Streams
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pSU->getScene().getRenderTrav().setMeshSkinManager(&_MeshSkinManager);
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pSU->getScene().getRenderTrav().setShadowMeshSkinManager(&_ShadowMeshSkinManager);
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// set the AsyncTextureManager
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pSU->getScene().setAsyncTextureManager(&_AsyncTextureManager);
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// set the lodManager
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pSU->getScene().setLodCharacterManager(&_LodCharacterManager);
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return _Scenes.insert(pSU);
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}
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// ***************************************************************************
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void CDriverUser::deleteScene(UScene *scene)
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{
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_Scenes.erase((CSceneUser*)scene, "deleteScene(): Bad scene ptr");
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}
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// ***************************************************************************
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void CDriverUser::beginDefaultRenderTarget(uint32 width, uint32 height)
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{
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if (_MatRenderTarget.empty())
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{
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_MatRenderTarget.attach(&_MatRenderTargetInt);
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UMaterial &umat = _MatRenderTarget;
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CMaterial &mat = _MatRenderTargetInt;
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umat.initUnlit();
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umat.setColor(CRGBA::White);
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umat.setBlend(false);
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umat.setAlphaTest(false);
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mat.setBlendFunc(CMaterial::one, CMaterial::zero);
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mat.setZWrite(false);
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mat.setZFunc(CMaterial::always);
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mat.setDoubleSided(true);
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_RenderTargetQuad.V0 = CVector(0.f, 0.f, 0.5f);
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_RenderTargetQuad.V1 = CVector(1.f, 0.f, 0.5f);
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_RenderTargetQuad.V2 = CVector(1.f, 1.f, 0.5f);
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_RenderTargetQuad.V3 = CVector(0.f, 1.f, 0.5f);
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_RenderTargetQuad.Uv0 = CUV(0.f, 0.f);
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_RenderTargetQuad.Uv1 = CUV(1.f, 0.f);
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_RenderTargetQuad.Uv2 = CUV(1.f, 1.f);
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_RenderTargetQuad.Uv3 = CUV(0.f, 1.f);
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}
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nlassert(!_EffectRenderTarget);
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if (width == 0 || height == 0)
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getWindowSize(width, height);
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_EffectRenderTarget = getRenderTargetManager().getRenderTarget(width, height);
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setRenderTarget(*_EffectRenderTarget);
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}
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// ***************************************************************************
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void CDriverUser::endDefaultRenderTarget(UScene *scene)
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{
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nlassert(_EffectRenderTarget);
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CTextureUser texNull;
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setRenderTarget(texNull);
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_MatRenderTarget.getObjectPtr()->setTexture(0, _EffectRenderTarget->getITexture());
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UCamera pCam;
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if (scene)
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{
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pCam = scene->getCam();
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}
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CViewport oldVp = getViewport();
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CViewport vp = CViewport();
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setViewport(vp);
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setMatrixMode2D11();
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bool fog = fogEnabled();
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enableFog(false);
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drawQuad(_RenderTargetQuad, _MatRenderTarget);
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enableFog(fog);
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setViewport(oldVp);
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if (scene)
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{
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setMatrixMode3D(pCam);
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}
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_MatRenderTarget.getObjectPtr()->setTexture(0, NULL);
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getRenderTargetManager().recycleRenderTarget(_EffectRenderTarget);
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_EffectRenderTarget = NULL;
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}
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// ***************************************************************************
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UTextContext *CDriverUser::createTextContext(const std::string fontFileName, const std::string fontExFileName)
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{
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return _TextContexts.insert(new CTextContextUser(fontFileName, fontExFileName, this, &_FontManager));
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}
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// ***************************************************************************
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void CDriverUser::deleteTextContext(UTextContext *textContext)
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{
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_TextContexts.erase((CTextContextUser*)textContext, "deleteTextContext: Bad TextContext");
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}
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// ***************************************************************************
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void CDriverUser::setFontManagerMaxMemory(uint maxMem)
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{
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_FontManager.setMaxMemory(maxMem);
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}
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// ***************************************************************************
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std::string CDriverUser::getFontManagerCacheInformation() const
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{
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return _FontManager.getCacheInformation();
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}
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// ***************************************************************************
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UTextureFile *CDriverUser::createTextureFile(const std::string &file)
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{
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CTextureFileUser *text= new CTextureFileUser(file);
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_Textures.insert(text);
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return text;
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}
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// ***************************************************************************
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void CDriverUser::deleteTextureFile(UTextureFile *textfile)
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{
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_Textures.erase(dynamic_cast<CTextureFileUser*>(textfile), "deleteTextureFile: Bad textfile");
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}
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// ***************************************************************************
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UTextureMem *CDriverUser::createTextureMem(uint width, uint height, CBitmap::TType texType)
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{
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CTextureMemUser *pTx= new CTextureMemUser(width, height, texType);
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_Textures.insert(pTx);
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return pTx;
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}
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// ***************************************************************************
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void CDriverUser::deleteTextureMem(UTextureMem *pTx)
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{
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_Textures.erase(dynamic_cast<CTextureMemUser*>(pTx), "deleteTextureMem: Bad pTx");
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}
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// ***************************************************************************
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UMaterial CDriverUser::createMaterial()
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{
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return UMaterial(new CMaterial);
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}
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// ***************************************************************************
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void CDriverUser::deleteMaterial(UMaterial &umat)
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{
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delete umat.getObjectPtr();
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umat.detach();
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}
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// ***************************************************************************
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UAnimationSet *CDriverUser::createAnimationSet(bool headerOptim)
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{
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return _AnimationSets.insert(new CAnimationSetUser(this, headerOptim));
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}
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// ***************************************************************************
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UAnimationSet *CDriverUser::createAnimationSet(const std::string &animationSetFile)
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{
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H_AUTO( NL3D_Load_AnimationSet )
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NLMISC::CIFile f;
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// throw exception if not found.
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std::string path= CPath::lookup(animationSetFile);
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f.open(path);
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return _AnimationSets.insert(new CAnimationSetUser(this, f));
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}
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// ***************************************************************************
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void CDriverUser::deleteAnimationSet(UAnimationSet *animationSet)
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{
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_AnimationSets.erase((CAnimationSetUser*)animationSet, "deleteAnimationSet(): Bad AnimationSet ptr");
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}
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// ***************************************************************************
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// ***************************************************************************
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// Profile.
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// ***************************************************************************
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// ***************************************************************************
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// ***************************************************************************
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void CDriverUser::profileRenderedPrimitives(CPrimitiveProfile &pIn, CPrimitiveProfile &pOut)
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{
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_Driver->profileRenderedPrimitives(pIn, pOut);
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}
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// ***************************************************************************
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uint32 CDriverUser::profileAllocatedTextureMemory()
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{
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return _Driver->profileAllocatedTextureMemory();
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}
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// ***************************************************************************
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uint32 CDriverUser::profileSetupedMaterials() const
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{
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return _Driver->profileSetupedMaterials();
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}
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// ***************************************************************************
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uint32 CDriverUser::profileSetupedModelMatrix() const
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{
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return _Driver->profileSetupedModelMatrix();
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}
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// ***************************************************************************
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void CDriverUser::enableUsedTextureMemorySum (bool enable)
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{
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_Driver->enableUsedTextureMemorySum (enable);
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}
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// ***************************************************************************
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uint32 CDriverUser::getUsedTextureMemory () const
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{
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return _Driver->getUsedTextureMemory ();
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}
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// ***************************************************************************
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void CDriverUser::startProfileVBHardLock()
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{
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_Driver->startProfileVBHardLock();
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}
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// ***************************************************************************
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void CDriverUser::endProfileVBHardLock(std::vector<std::string> &result)
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{
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_Driver->endProfileVBHardLock(result);
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}
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// ***************************************************************************
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void CDriverUser::profileVBHardAllocation(std::vector<std::string> &result)
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{
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_Driver->profileVBHardAllocation(result);
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}
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// ***************************************************************************
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void CDriverUser::startProfileIBLock()
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{
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_Driver->startProfileIBLock();
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}
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// ***************************************************************************
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void CDriverUser::endProfileIBLock(std::vector<std::string> &result)
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{
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_Driver->endProfileIBLock(result);
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}
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// ***************************************************************************
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void CDriverUser::profileIBAllocation(std::vector<std::string> &result)
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{
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_Driver->profileIBAllocation(result);
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}
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// ***************************************************************************
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void CDriverUser::profileTextureUsage(std::vector<std::string> &result)
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{
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_Driver->profileTextureUsage(result);
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}
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} // NL3D
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