forked from Mirrors/openclonk
Fix headless build
Several rendering changes have resulted in a non-rendering build that failed to build from source. Dummy out all of these functions to make it work again. Cherry-picked. Author: Nicolas Hake <isilkor@openclonk.org> Date: Wed Jun 17 21:30:56 2015 +0200 Conflicts: src/lib/StdMesh.hstable-6.1
parent
07f02800ef
commit
652c7e43e2
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@ -22,7 +22,7 @@ CStdNoGfx::CStdNoGfx()
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Default();
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}
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bool CStdNoGfx::CreatePrimarySurfaces(bool Fullscreen, unsigned int iXRes, unsigned int iYRes, int iColorDepth, unsigned int iMonitor)
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bool CStdNoGfx::CreatePrimarySurfaces(unsigned int iXRes, unsigned int iYRes, int iColorDepth, unsigned int iMonitor)
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{
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Log("Graphics disabled.");
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// Save back color depth
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@ -41,8 +41,12 @@ public:
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virtual bool InvalidateDeviceObjects() { return true; }
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virtual bool DeleteDeviceObjects() { return true; }
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virtual bool DeviceReady() { return true; }
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virtual bool CreatePrimarySurfaces(bool, unsigned int, unsigned int, int, unsigned int);
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virtual bool CreatePrimarySurfaces(unsigned int, unsigned int, int, unsigned int);
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virtual bool SetOutputAdapter(unsigned int) { return true; }
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virtual void PerformMultiPix(C4Surface *, const C4BltVertex *, unsigned int) {}
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virtual void PerformMultiLines(C4Surface *, const C4BltVertex *, unsigned int, float) {}
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virtual void PerformMultiTris(C4Surface *, const C4BltVertex *, unsigned int, const C4BltTransform *, C4TexRef *, C4TexRef *, C4TexRef *, DWORD) {}
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};
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#endif
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@ -186,6 +186,7 @@ bool C4GraphicsResource::Init()
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return false;
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}
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#ifndef USE_CONSOLE
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// Pre-load all shader files
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Files.PreCacheEntries(C4CFN_ShaderFiles);
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if (!pGL->InitShaders(&Files))
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@ -193,6 +194,7 @@ bool C4GraphicsResource::Init()
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LogFatal(LoadResStr("IDS_ERR_GFX_INITSHADERS"));
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return false;
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}
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#endif
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Game.SetInitProgress(11.0f);
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ProgressStart = 12.0f; ProgressIncrement = 0.35f; // TODO: This should be changed so that it stops at 25%, no matter how many graphics we load.
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@ -39,8 +39,10 @@ C4ShaderPosName C4SH_PosNames[] = {
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C4Shader::C4Shader()
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: iTexCoords(0)
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#ifndef USE_CONSOLE
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, hVert(0), hFrag(0), hProg(0)
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, pUniforms(NULL)
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#endif
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{
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}
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@ -260,6 +262,7 @@ void C4Shader::AddVertexDefaults()
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AddVertexSlice(C4Shader_Vertex_PositionPos, "gl_Position = ftransform();\n");
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}
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#ifndef USE_CONSOLE
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GLenum C4Shader::AddTexCoord(const char *szName)
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{
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// Make sure we have enough space
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@ -275,6 +278,7 @@ GLenum C4Shader::AddTexCoord(const char *szName)
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return GL_TEXTURE0 + iTexCoords++;
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}
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#endif
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void C4Shader::ClearSlices()
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{
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@ -285,6 +289,7 @@ void C4Shader::ClearSlices()
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void C4Shader::Clear()
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{
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#ifndef USE_CONSOLE
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if (!hProg) return;
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// Need to be detached, then deleted
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glDetachObjectARB(hProg, hFrag);
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@ -296,11 +301,12 @@ void C4Shader::Clear()
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// Clear uniform data
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delete[] pUniforms; pUniforms = NULL;
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iUniformCount = 0;
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#endif
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}
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bool C4Shader::Init(const char *szWhat, const char **szUniforms)
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{
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#ifndef USE_CONSOLE
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// No support?
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if(!GLEW_ARB_fragment_program)
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{
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@ -310,6 +316,7 @@ bool C4Shader::Init(const char *szWhat, const char **szUniforms)
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// Clear old shader first
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if (hProg) Clear();
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#endif
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// Dump
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if (C4Shader::IsLogging())
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@ -320,6 +327,7 @@ bool C4Shader::Init(const char *szWhat, const char **szUniforms)
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ShaderLog(Build(FragmentSlices, true).getData());
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}
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#ifndef USE_CONSOLE
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// Attempt to create shaders
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StdStrBuf VertexShader = Build(VertexSlices),
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FragmentShader = Build(FragmentSlices);
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@ -363,6 +371,7 @@ bool C4Shader::Init(const char *szWhat, const char **szUniforms)
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// because the respective uniforms got optimized out!
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for (int i = 0; i < iUniformCount; i++)
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pUniforms[i] = glGetUniformLocationARB(hProg, szUniforms[i]);
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#endif
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return true;
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}
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@ -420,9 +429,13 @@ StdStrBuf C4Shader::Build(const ShaderSliceList &Slices, bool fDebug)
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// At the start of the shader set the #version and number of
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// available uniforms
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StdStrBuf Buf;
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#ifndef USE_CONSOLE
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GLint iMaxFrags = 0, iMaxVerts = 0;
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glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &iMaxFrags);
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glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &iMaxVerts);
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#else
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int iMaxFrags = INT_MAX, iMaxVerts = INT_MAX;
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#endif
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Buf.Format("#version %d\n"
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"#define MAX_FRAGMENT_UNIFORM_COMPONENTS %d\n"
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"#define MAX_VERTEX_UNIFORM_COMPONENTS %d\n",
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@ -468,6 +481,7 @@ StdStrBuf C4Shader::Build(const ShaderSliceList &Slices, bool fDebug)
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return Buf;
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}
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#ifndef USE_CONSOLE
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GLhandleARB C4Shader::Create(GLenum iShaderType, const char *szWhat, const char *szShader)
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{
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// Create shader
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@ -515,9 +529,11 @@ int C4Shader::GetObjectStatus(GLhandleARB hObj, GLenum type)
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glGetObjectParameterivARB(hObj, type, &iStatus);
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return iStatus;
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}
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#endif
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bool C4Shader::IsLogging() { return !!Application.isEditor; }
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#ifndef USE_CONSOLE
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GLint C4ShaderCall::AllocTexUnit(int iUniform, GLenum iType)
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{
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// Want to bind uniform automatically? If not, the caller will take
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@ -550,7 +566,6 @@ void C4ShaderCall::Start()
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// Activate shader
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glUseProgramObjectARB(pShader->hProg);
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fStarted = true;
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}
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void C4ShaderCall::Finish()
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@ -569,3 +584,5 @@ void C4ShaderCall::Finish()
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iUnits = 0;
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fStarted = false;
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}
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#endif
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@ -68,11 +68,13 @@ private:
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// Used texture coordinates
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int iTexCoords;
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#ifndef USE_CONSOLE
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// shaders
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GLhandleARB hVert, hFrag, hProg;
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// shader variables
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int iUniformCount;
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GLint *pUniforms;
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#endif
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public:
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enum VertexAttribIndex
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@ -93,15 +95,35 @@ public:
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VAI_BoneIndicesMax = VAI_BoneIndices + VAI_BoneWeightsMax - VAI_BoneWeights
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};
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bool Initialised() const { return hVert != 0; }
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bool Initialised() const
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{
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#ifndef USE_CONSOLE
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return hVert != 0;
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#else
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return true;
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#endif
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}
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// Uniform getters
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GLint GetUniform(int iUniform) const {
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#ifndef USE_CONSOLE
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GLint GetUniform(int iUniform) const
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{
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return iUniform >= 0 && iUniform < iUniformCount ? pUniforms[iUniform] : -1;
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}
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bool HaveUniform(int iUniform) const {
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bool HaveUniform(int iUniform) const
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{
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return GetUniform(iUniform) != GLint(-1);
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}
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#else
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int GetUniform(int iUniform) const
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{
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return -1;
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}
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bool HaveUniform(int iUniform) const
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{
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return false;
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}
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#endif
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// Shader is composed from various slices
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void AddVertexSlice(int iPos, const char *szText);
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// Add default vertex code (2D - no transformation)
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void AddVertexDefaults();
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#ifndef USE_CONSOLE
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// Allocate a texture coordinate, returning its ID to be used with glMultiTexCoord.
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// The texture coordinate will be visible to both shaders under the given name.
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// Note that in contrast to uniforms, these will not disappear if not used!
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GLenum AddTexCoord(const char *szName);
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#endif
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// Assemble and link the shader. Should be called again after new slices are added.
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bool Init(const char *szWhat, const char **szUniforms);
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int ParsePosition(const char *szWhat, const char **ppPos);
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StdStrBuf Build(const ShaderSliceList &Slices, bool fDebug = false);
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#ifndef USE_CONSOLE
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GLhandleARB Create(GLenum iShaderType, const char *szWhat, const char *szShader);
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void DumpInfoLog(const char *szWhat, GLhandleARB hShader);
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int GetObjectStatus(GLhandleARB hObj, GLenum type);
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#endif
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public:
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static bool IsLogging();
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};
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#ifndef USE_CONSOLE
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class C4ShaderCall
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{
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public:
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C4ShaderCall(const C4Shader *pShader)
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C4ShaderCall(const C4Shader *pShader)
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: fStarted(false), pShader(pShader), iUnits(0)
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{ }
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~C4ShaderCall() { Finish(); }
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void Start();
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void Finish();
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};
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#endif
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#endif // INC_C4Shader
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@ -26,6 +26,7 @@ C4FoW::C4FoW()
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C4Shader *C4FoW::GetFramebufShader()
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{
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#ifndef USE_CONSOLE
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// Not created yet?
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if (!FramebufShader.Initialised())
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{
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}
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return &FramebufShader;
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#else
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return NULL;
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#endif
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}
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void C4FoW::Add(C4Object *pObj)
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{
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#ifndef USE_CONSOLE
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// No view range? Probably want to remove instead
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if(!pObj->lightRange && !pObj->lightFadeoutRange)
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{
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pLight->pNext = pLights;
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pLights = pLight;
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}
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#endif
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}
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void C4FoW::Remove(C4Object *pObj)
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{
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#ifndef USE_CONSOLE
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// Look for matching light
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C4FoWLight *pPrev = NULL, *pLight;
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for (pLight = pLights; pLight; pPrev = pLight, pLight = pLight->getNext())
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// Remove
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(pPrev ? pPrev->pNext : pLights) = pLight->getNext();
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delete pLight;
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#endif
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}
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void C4FoW::Invalidate(C4Rect r)
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{
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#ifndef USE_CONSOLE
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for (C4FoWLight *pLight = pLights; pLight; pLight = pLight->getNext())
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pLight->Invalidate(r);
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#endif
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}
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void C4FoW::Update(C4Rect r, C4Player *pPlr)
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{
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#ifndef USE_CONSOLE
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for (C4FoWLight *pLight = pLights; pLight; pLight = pLight->getNext())
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if (pLight->IsVisibleForPlayer(pPlr))
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pLight->Update(r);
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#endif
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}
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void C4FoW::Render(C4FoWRegion *pRegion, const C4TargetFacet *pOnScreen, C4Player *pPlr)
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{
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#ifndef USE_CONSOLE
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for (C4FoWLight *pLight = pLights; pLight; pLight = pLight->getNext())
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if (pLight->IsVisibleForPlayer(pPlr))
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pLight->Render(pRegion, pOnScreen);
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#endif
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}
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void Render(class C4FoWRegion *pRegion, const C4TargetFacet *pOnScreen, C4Player *pPlr);
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private:
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#ifndef USE_CONSOLE
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// Shader for updating the frame buffer
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C4Shader FramebufShader;
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#endif
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};
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#endif // C4FOW_H
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@ -84,7 +84,10 @@ struct LightMapZoom {
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} // anonymous namespace
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C4FoWAmbient::C4FoWAmbient() :
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Tex(0), Resolution(0.), Radius(0.), FullCoverage(0.),
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#ifndef USE_CONSOLE
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Tex(0),
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#endif
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Resolution(0.), Radius(0.), FullCoverage(0.),
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SizeX(0), LandscapeX(0), SizeY(0), LandscapeY(0),
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Brightness(1.)
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{
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void C4FoWAmbient::Clear()
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{
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#ifndef USE_CONSOLE
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if(Tex != 0) glDeleteTextures(1, &Tex);
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Tex = 0;
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#endif
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Resolution = Radius = FullCoverage = 0.;
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SizeX = SizeY = 0;
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LandscapeX = LandscapeY = 0;
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assert(full_coverage > 0 && full_coverage <= 1.);
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// Clear old map
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if(Tex != 0) Clear();
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Clear();
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Resolution = resolution;
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Radius = radius;
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SizeX = Min<unsigned int>(static_cast<unsigned int>(ceil(LandscapeX / resolution)), pDraw->MaxTexSize);
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SizeY = Min<unsigned int>(static_cast<unsigned int>(ceil(LandscapeY / resolution)), pDraw->MaxTexSize);
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#ifndef USE_CONSOLE
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glGenTextures(1, &Tex);
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glBindTexture(GL_TEXTURE_2D, Tex);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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UpdateFromLandscape(landscape, C4Rect(0, 0, landscape.Width, landscape.Height));
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uint32_t dt = C4TimeMilliseconds::Now() - begin;
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LogF("Created %ux%u ambient map in %g secs", SizeX, SizeY, dt / 1000.);
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#endif
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}
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void C4FoWAmbient::UpdateFromLandscape(const C4Landscape& landscape, const C4Rect& update)
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{
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#ifndef USE_CONSOLE
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// Nothing to do?
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if(update.Wdt == 0 || update.Hgt == 0) return;
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glBindTexture(GL_TEXTURE_2D, Tex);
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glTexSubImage2D(GL_TEXTURE_2D, 0, left, top, (right - left), (bottom - top), GL_RED, GL_FLOAT, ambient);
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delete[] ambient;
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#endif
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}
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void C4FoWAmbient::GetFragTransform(const FLOAT_RECT& vpRect, const C4Rect& clipRect, const C4Rect& outRect, float ambientTransform[6]) const
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C4FoWAmbient();
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~C4FoWAmbient();
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#ifndef USE_CONSOLE
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GLuint Tex;
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#endif
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private:
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// Parameters
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@ -14,6 +14,8 @@
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*/
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#include "C4Include.h"
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#ifndef USE_CONSOLE
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#include "C4FoWBeam.h"
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// Maximum error allowed while merging beams.
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@ -48,7 +50,7 @@ bool C4FoWBeam::MergeRight(int32_t x, int32_t y)
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// Calculate error. Note that simply summing up errors is not correct,
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// strictly speaking (as new and old error surfaces might overlap). Still,
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// this is quite elaborate already, no need to make it even more
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// this is quite elaborate already, no need to make it even more
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int32_t iErr = getDoubleTriangleSurface(
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getLeftEndX(), iLeftEndY,
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getRightEndX(), iRightEndY,
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@ -193,3 +195,5 @@ void C4FoWBeam::CompileFunc(StdCompiler *pComp)
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pComp->Value(mkNamingAdapt(iError, "iError"));
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pComp->Value(mkNamingAdapt(fDirty, "fDirty"));
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}
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#endif
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@ -16,6 +16,7 @@
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#ifndef C4FOWBEAM_H
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#define C4FOWBEAM_H
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#ifndef USE_CONSOLE
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#include "StdBuf.h"
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/** This class represents one beam. A beam is a triangle spanned by two rays: one going from the origin to the
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@ -133,4 +134,6 @@ public:
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};
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#endif // C4FOWBEAM
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#endif
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#endif // C4FOWBEAM
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@ -14,6 +14,9 @@
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*/
|
||||
|
||||
#include "C4Include.h"
|
||||
|
||||
#ifndef USE_CONSOLE
|
||||
|
||||
#include "C4FoWDrawStrategy.h"
|
||||
#include "C4FoWLight.h"
|
||||
#include "C4FoWRegion.h"
|
||||
|
@ -151,3 +154,4 @@ void C4FoWDrawWireframeStrategy::DrawLightVertex(float x, float y)
|
|||
DrawVertex(x, y);
|
||||
}
|
||||
|
||||
#endif
|
||||
|
|
|
@ -16,6 +16,8 @@
|
|||
#ifndef C4FOWDRAWSTRATEGY_H
|
||||
#define C4FOWDRAWSTRATEGY_H
|
||||
|
||||
#ifndef USE_CONSOLE
|
||||
|
||||
#include "C4DrawGL.h"
|
||||
#include <list>
|
||||
|
||||
|
@ -122,3 +124,5 @@ private:
|
|||
};
|
||||
|
||||
#endif
|
||||
|
||||
#endif
|
||||
|
|
|
@ -14,6 +14,9 @@
|
|||
*/
|
||||
|
||||
#include "C4Include.h"
|
||||
|
||||
#ifndef USE_CONSOLE
|
||||
|
||||
#include "C4FoWLight.h"
|
||||
#include "C4FoWLightSection.h"
|
||||
#include "C4FoWBeamTriangle.h"
|
||||
|
@ -344,3 +347,5 @@ bool C4FoWLight::IsVisibleForPlayer(C4Player *player) const
|
|||
if (!pObj || !player) return true;
|
||||
return !::Hostile(pObj->Owner,player->Number);
|
||||
}
|
||||
|
||||
#endif
|
||||
|
|
|
@ -15,6 +15,8 @@
|
|||
#ifndef C4FOWLIGHT_H
|
||||
#define C4FOWLIGHT_H
|
||||
|
||||
#ifndef USE_CONSOLE
|
||||
|
||||
#include "C4Object.h"
|
||||
#include "C4Surface.h"
|
||||
#include "C4FacetEx.h"
|
||||
|
@ -95,4 +97,6 @@ private:
|
|||
|
||||
};
|
||||
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#endif
|
||||
|
|
|
@ -14,6 +14,9 @@
|
|||
*/
|
||||
|
||||
#include "C4Include.h"
|
||||
|
||||
#ifndef USE_CONSOLE
|
||||
|
||||
#include "C4FoWLightSection.h"
|
||||
#include "C4FoWBeamTriangle.h"
|
||||
#include "C4FoWBeam.h"
|
||||
|
@ -856,3 +859,5 @@ void C4FoWLightSection::CompileFunc(StdCompiler *pComp)
|
|||
}
|
||||
}
|
||||
}
|
||||
|
||||
#endif
|
||||
|
|
|
@ -16,6 +16,8 @@
|
|||
#ifndef C4FOWLIGHTSECTION_H
|
||||
#define C4FOWLIGHTSECTION_H
|
||||
|
||||
#ifndef USE_CONSOLE
|
||||
|
||||
#include "C4Rect.h"
|
||||
#include <list>
|
||||
|
||||
|
@ -134,4 +136,6 @@ public:
|
|||
|
||||
};
|
||||
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#endif
|
||||
|
|
|
@ -16,6 +16,7 @@
|
|||
#include "C4Include.h"
|
||||
#include "C4FoWRegion.h"
|
||||
|
||||
#ifndef USE_CONSOLE
|
||||
bool glCheck() {
|
||||
if (int err = glGetError()) {
|
||||
LogF("GL error %d: %s", err, gluErrorString(err));
|
||||
|
@ -23,6 +24,7 @@ bool glCheck() {
|
|||
}
|
||||
return true;
|
||||
}
|
||||
#endif
|
||||
|
||||
C4FoWRegion::~C4FoWRegion()
|
||||
{
|
||||
|
@ -31,7 +33,7 @@ C4FoWRegion::~C4FoWRegion()
|
|||
|
||||
bool C4FoWRegion::BindFramebuf()
|
||||
{
|
||||
|
||||
#ifndef USE_CONSOLE
|
||||
// Flip texture
|
||||
C4Surface *pSfc = pSurface;
|
||||
pSurface = pBackSurface;
|
||||
|
@ -79,6 +81,7 @@ bool C4FoWRegion::BindFramebuf()
|
|||
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
|
||||
return false;
|
||||
}
|
||||
#endif
|
||||
|
||||
// Worked!
|
||||
return true;
|
||||
|
@ -86,11 +89,13 @@ bool C4FoWRegion::BindFramebuf()
|
|||
|
||||
void C4FoWRegion::Clear()
|
||||
{
|
||||
#ifndef USE_CONSOLE
|
||||
if (hFrameBufDraw) {
|
||||
glDeleteFramebuffersEXT(1, &hFrameBufDraw);
|
||||
glDeleteFramebuffersEXT(1, &hFrameBufRead);
|
||||
}
|
||||
hFrameBufDraw = hFrameBufRead = 0;
|
||||
#endif
|
||||
delete pSurface; pSurface = NULL;
|
||||
delete pBackSurface; pBackSurface = NULL;
|
||||
}
|
||||
|
@ -104,6 +109,7 @@ void C4FoWRegion::Update(C4Rect r, const FLOAT_RECT& vp)
|
|||
|
||||
void C4FoWRegion::Render(const C4TargetFacet *pOnScreen)
|
||||
{
|
||||
#ifndef USE_CONSOLE
|
||||
// Update FoW at interesting location
|
||||
pFoW->Update(Region, pPlayer);
|
||||
|
||||
|
@ -199,7 +205,7 @@ void C4FoWRegion::Render(const C4TargetFacet *pOnScreen)
|
|||
glCheck();
|
||||
|
||||
OldRegion = Region;
|
||||
|
||||
#endif
|
||||
}
|
||||
|
||||
void C4FoWRegion::GetFragTransform(const C4Rect& clipRect, const C4Rect& outRect, float lightTransform[6]) const
|
||||
|
@ -229,7 +235,9 @@ void C4FoWRegion::GetFragTransform(const C4Rect& clipRect, const C4Rect& outRect
|
|||
C4FoWRegion::C4FoWRegion(C4FoW *pFoW, C4Player *pPlayer)
|
||||
: pFoW(pFoW)
|
||||
, pPlayer(pPlayer)
|
||||
#ifndef USE_CONSOLE
|
||||
, hFrameBufDraw(0), hFrameBufRead(0)
|
||||
#endif
|
||||
, Region(0,0,0,0), OldRegion(0,0,0,0)
|
||||
, pSurface(NULL), pBackSurface(NULL)
|
||||
{
|
||||
|
|
|
@ -31,10 +31,13 @@ public:
|
|||
private:
|
||||
C4FoW *pFoW;
|
||||
C4Player *pPlayer;
|
||||
C4Surface *pSurface, *pBackSurface;
|
||||
C4Rect Region, OldRegion;
|
||||
FLOAT_RECT ViewportRegion; // Region covered by visible viewport
|
||||
C4Surface *pSurface, *pBackSurface;
|
||||
|
||||
#ifndef USE_CONSOLE
|
||||
GLuint hFrameBufDraw, hFrameBufRead;
|
||||
#endif
|
||||
|
||||
public:
|
||||
const C4FoW* getFoW() const { return pFoW; }
|
||||
|
|
|
@ -534,7 +534,11 @@ StdSubMesh::StdSubMesh() :
|
|||
{
|
||||
}
|
||||
|
||||
StdMesh::StdMesh() : Skeleton(new StdMeshSkeleton), vbo(0)
|
||||
StdMesh::StdMesh() :
|
||||
Skeleton(new StdMeshSkeleton)
|
||||
#ifndef USE_CONSOLE
|
||||
, vbo(0)
|
||||
#endif
|
||||
{
|
||||
BoundingBox.x1 = BoundingBox.y1 = BoundingBox.z1 = 0.0f;
|
||||
BoundingBox.x2 = BoundingBox.y2 = BoundingBox.z2 = 0.0f;
|
||||
|
@ -543,17 +547,22 @@ StdMesh::StdMesh() : Skeleton(new StdMeshSkeleton), vbo(0)
|
|||
|
||||
StdMesh::~StdMesh()
|
||||
{
|
||||
#ifndef USE_CONSOLE
|
||||
if (vbo)
|
||||
glDeleteBuffers(1, &vbo);
|
||||
#endif
|
||||
}
|
||||
|
||||
void StdMesh::PostInit()
|
||||
{
|
||||
#ifndef USE_CONSOLE
|
||||
// Order submeshes so that opaque submeshes come before non-opaque ones
|
||||
std::sort(SubMeshes.begin(), SubMeshes.end(), StdMeshSubMeshVisibilityCmpPred());
|
||||
UpdateVBO();
|
||||
#endif
|
||||
}
|
||||
|
||||
#ifndef USE_CONSOLE
|
||||
void StdMesh::UpdateVBO()
|
||||
{
|
||||
// We're only uploading vertices once, so there shouldn't be a VBO so far
|
||||
|
@ -603,18 +612,21 @@ void StdMesh::UpdateVBO()
|
|||
// Unbind the buffer so following rendering calls do not use it
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
StdSubMeshInstance::StdSubMeshInstance(StdMeshInstance& instance, const StdSubMesh& submesh, float completion):
|
||||
base(&submesh), Material(NULL), CurrentFaceOrdering(FO_Fixed)
|
||||
{
|
||||
#ifndef USE_CONSOLE
|
||||
LoadFacesForCompletion(instance, submesh, completion);
|
||||
#endif
|
||||
|
||||
SetMaterial(submesh.GetMaterial());
|
||||
}
|
||||
|
||||
void StdSubMeshInstance::LoadFacesForCompletion(StdMeshInstance& instance, const StdSubMesh& submesh, float completion)
|
||||
{
|
||||
#ifndef USE_CONSOLE
|
||||
// First: Copy all faces
|
||||
Faces.resize(submesh.GetNumFaces());
|
||||
for (unsigned int i = 0; i < submesh.GetNumFaces(); ++i)
|
||||
|
@ -637,12 +649,14 @@ void StdSubMeshInstance::LoadFacesForCompletion(StdMeshInstance& instance, const
|
|||
assert(submesh.GetNumFaces() >= 1);
|
||||
Faces.resize(Clamp<unsigned int>(static_cast<unsigned int>(completion * submesh.GetNumFaces() + 0.5), 1, submesh.GetNumFaces()));
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
void StdSubMeshInstance::SetMaterial(const StdMeshMaterial& material)
|
||||
{
|
||||
Material = &material;
|
||||
|
||||
#ifndef USE_CONSOLE
|
||||
// Setup initial texture animation data
|
||||
assert(Material->BestTechniqueIndex >= 0);
|
||||
const StdMeshMaterialTechnique& technique = Material->Techniques[Material->BestTechniqueIndex];
|
||||
|
@ -664,10 +678,12 @@ void StdSubMeshInstance::SetMaterial(const StdMeshMaterial& material)
|
|||
}
|
||||
|
||||
// TODO: Reset face ordering
|
||||
#endif
|
||||
}
|
||||
|
||||
void StdSubMeshInstance::SetFaceOrdering(const StdSubMesh& submesh, FaceOrdering ordering)
|
||||
{
|
||||
#ifndef USE_CONSOLE
|
||||
if (CurrentFaceOrdering != ordering)
|
||||
{
|
||||
CurrentFaceOrdering = ordering;
|
||||
|
@ -677,10 +693,12 @@ void StdSubMeshInstance::SetFaceOrdering(const StdSubMesh& submesh, FaceOrdering
|
|||
Faces[i] = submesh.GetFace(i);
|
||||
}
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
void StdSubMeshInstance::SetFaceOrderingForClrModulation(const StdSubMesh& submesh, uint32_t clrmod)
|
||||
{
|
||||
#ifndef USE_CONSOLE
|
||||
bool opaque = Material->IsOpaque();
|
||||
|
||||
if(!opaque)
|
||||
|
@ -689,6 +707,7 @@ void StdSubMeshInstance::SetFaceOrderingForClrModulation(const StdSubMesh& subme
|
|||
SetFaceOrdering(submesh, FO_NearestToFarthest);
|
||||
else
|
||||
SetFaceOrdering(submesh, FO_Fixed);
|
||||
#endif
|
||||
}
|
||||
|
||||
void StdSubMeshInstance::CompileFunc(StdCompiler* pComp)
|
||||
|
@ -1050,6 +1069,7 @@ StdMeshInstance::~StdMeshInstance()
|
|||
|
||||
void StdMeshInstance::SetFaceOrdering(FaceOrdering ordering)
|
||||
{
|
||||
#ifndef USE_CONSOLE
|
||||
for (unsigned int i = 0; i < Mesh->GetNumSubMeshes(); ++i)
|
||||
SubMeshInstances[i]->SetFaceOrdering(Mesh->GetSubMesh(i), ordering);
|
||||
|
||||
|
@ -1058,10 +1078,12 @@ void StdMeshInstance::SetFaceOrdering(FaceOrdering ordering)
|
|||
for (AttachedMeshIter iter = AttachChildren.begin(); iter != AttachChildren.end(); ++iter)
|
||||
if ((*iter)->OwnChild)
|
||||
(*iter)->Child->SetFaceOrdering(ordering);
|
||||
#endif
|
||||
}
|
||||
|
||||
void StdMeshInstance::SetFaceOrderingForClrModulation(uint32_t clrmod)
|
||||
{
|
||||
#ifndef USE_CONSOLE
|
||||
for (unsigned int i = 0; i < Mesh->GetNumSubMeshes(); ++i)
|
||||
SubMeshInstances[i]->SetFaceOrderingForClrModulation(Mesh->GetSubMesh(i), clrmod);
|
||||
|
||||
|
@ -1070,16 +1092,19 @@ void StdMeshInstance::SetFaceOrderingForClrModulation(uint32_t clrmod)
|
|||
for (AttachedMeshIter iter = AttachChildren.begin(); iter != AttachChildren.end(); ++iter)
|
||||
if ((*iter)->OwnChild)
|
||||
(*iter)->Child->SetFaceOrderingForClrModulation(clrmod);
|
||||
#endif
|
||||
}
|
||||
|
||||
void StdMeshInstance::SetCompletion(float completion)
|
||||
{
|
||||
Completion = completion;
|
||||
|
||||
#ifndef USE_CONSOLE
|
||||
// TODO: Load all submesh faces and then determine the ones to use from the
|
||||
// full pool.
|
||||
for(unsigned int i = 0; i < Mesh->GetNumSubMeshes(); ++i)
|
||||
SubMeshInstances[i]->LoadFacesForCompletion(*this, Mesh->GetSubMesh(i), completion);
|
||||
#endif
|
||||
}
|
||||
|
||||
StdMeshInstance::AnimationNode* StdMeshInstance::PlayAnimation(const StdStrBuf& animation_name, int slot, AnimationNode* sibling, ValueProvider* position, ValueProvider* weight)
|
||||
|
@ -1210,6 +1235,7 @@ void StdMeshInstance::ExecuteAnimation(float dt)
|
|||
if(!ExecuteAnimationNode(AnimationStack[i-1]))
|
||||
StopAnimation(AnimationStack[i-1]);
|
||||
|
||||
#ifndef USE_CONSOLE
|
||||
// Update animated textures
|
||||
for (unsigned int i = 0; i < SubMeshInstances.size(); ++i)
|
||||
{
|
||||
|
@ -1240,6 +1266,7 @@ void StdMeshInstance::ExecuteAnimation(float dt)
|
|||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
// Update animation for attached meshes
|
||||
for (AttachedMeshList::iterator iter = AttachChildren.begin(); iter != AttachChildren.end(); ++iter)
|
||||
|
@ -1321,7 +1348,9 @@ void StdMeshInstance::SetMaterial(size_t i, const StdMeshMaterial& material)
|
|||
{
|
||||
assert(i < SubMeshInstances.size());
|
||||
SubMeshInstances[i]->SetMaterial(material);
|
||||
#ifndef USE_CONSOLE
|
||||
std::stable_sort(SubMeshInstancesOrdered.begin(), SubMeshInstancesOrdered.end(), StdMeshSubMeshInstanceVisibilityCmpPred());
|
||||
#endif
|
||||
}
|
||||
|
||||
const StdMeshMatrix& StdMeshInstance::GetBoneTransform(size_t i) const
|
||||
|
@ -1433,6 +1462,7 @@ bool StdMeshInstance::UpdateBoneTransforms()
|
|||
|
||||
void StdMeshInstance::ReorderFaces(StdMeshMatrix* global_trans)
|
||||
{
|
||||
#ifndef USE_CONSOLE
|
||||
for (unsigned int i = 0; i < SubMeshInstances.size(); ++i)
|
||||
{
|
||||
StdSubMeshInstance& inst = *SubMeshInstances[i];
|
||||
|
@ -1450,6 +1480,7 @@ void StdMeshInstance::ReorderFaces(StdMeshMatrix* global_trans)
|
|||
}
|
||||
|
||||
// TODO: Also reorder submeshes, attached meshes and include AttachTransformation for attached meshes...
|
||||
#endif
|
||||
}
|
||||
|
||||
void StdMeshInstance::CompileFunc(StdCompiler* pComp, AttachedMesh::DenumeratorFactoryFunc Factory)
|
||||
|
|
|
@ -197,11 +197,15 @@ public:
|
|||
|
||||
void PostInit();
|
||||
|
||||
const GLuint GetVBO() const { return vbo; }
|
||||
#ifndef USE_CONSOLE
|
||||
GLuint GetVBO() const { return vbo; }
|
||||
#endif
|
||||
|
||||
private:
|
||||
#ifndef USE_CONSOLE
|
||||
GLuint vbo;
|
||||
void UpdateVBO();
|
||||
#endif
|
||||
|
||||
StdMesh(const StdMesh& other); // non-copyable
|
||||
StdMesh& operator=(const StdMesh& other); // non-assignable
|
||||
|
|
|
@ -849,7 +849,9 @@ bool StdMeshMaterialProgram::CompileShader(StdMeshMaterialLoader& loader, C4Shad
|
|||
shader.AddVertexSlices(VertexShader->GetFilename(), VertexShader->GetCode(), VertexShader->GetFilename());
|
||||
shader.AddFragmentSlices(FragmentShader->GetFilename(), FragmentShader->GetCode(), FragmentShader->GetFilename());
|
||||
// Construct the list of uniforms
|
||||
std::vector<const char*> uniformNames(C4SSU_Count + ParameterNames.size() + 1);
|
||||
std::vector<const char*> uniformNames;
|
||||
#ifndef USE_CONSOLE
|
||||
uniformNames.resize(C4SSU_Count + ParameterNames.size() + 1);
|
||||
uniformNames[C4SSU_ClrMod] = "clrMod";
|
||||
uniformNames[C4SSU_BaseTex] = "baseTex"; // unused
|
||||
uniformNames[C4SSU_OverlayTex] = "overlayTex"; // unused
|
||||
|
@ -864,25 +866,31 @@ bool StdMeshMaterialProgram::CompileShader(StdMeshMaterialLoader& loader, C4Shad
|
|||
for (unsigned int i = 0; i < ParameterNames.size(); ++i)
|
||||
uniformNames[C4SSU_Count + i] = ParameterNames[i].getData();
|
||||
uniformNames[C4SSU_Count + ParameterNames.size()] = NULL;
|
||||
#endif
|
||||
// Compile the shader
|
||||
StdCopyStrBuf name(Name);
|
||||
#ifndef USE_CONSOLE
|
||||
if (ssc != 0) name.Append(":");
|
||||
if (ssc & C4SSC_LIGHT) name.Append("Light");
|
||||
if (ssc & C4SSC_MOD2) name.Append("Mod2");
|
||||
#endif
|
||||
return shader.Init(name.getData(), &uniformNames[0]);
|
||||
}
|
||||
|
||||
bool StdMeshMaterialProgram::Compile(StdMeshMaterialLoader& loader)
|
||||
{
|
||||
#ifndef USE_CONSOLE
|
||||
if (!CompileShader(loader, Shader, 0)) return false;
|
||||
if (!CompileShader(loader, ShaderMod2, C4SSC_MOD2)) return false;
|
||||
if (!CompileShader(loader, ShaderLight, C4SSC_LIGHT)) return false;
|
||||
if (!CompileShader(loader, ShaderLightMod2, C4SSC_LIGHT | C4SSC_MOD2)) return false;
|
||||
#endif
|
||||
return true;
|
||||
}
|
||||
|
||||
const C4Shader* StdMeshMaterialProgram::GetShader(int ssc) const
|
||||
{
|
||||
#ifndef USE_CONSOLE
|
||||
const C4Shader* shaders[4] = {
|
||||
&Shader,
|
||||
&ShaderMod2,
|
||||
|
@ -896,13 +904,20 @@ const C4Shader* StdMeshMaterialProgram::GetShader(int ssc) const
|
|||
|
||||
assert(index < 4);
|
||||
return shaders[index];
|
||||
#else
|
||||
return NULL;
|
||||
#endif
|
||||
}
|
||||
|
||||
int StdMeshMaterialProgram::GetParameterIndex(const char* name) const
|
||||
{
|
||||
#ifndef USE_CONSOLE
|
||||
std::vector<StdCopyStrBuf>::const_iterator iter = std::find(ParameterNames.begin(), ParameterNames.end(), name);
|
||||
if(iter == ParameterNames.end()) return -1;
|
||||
return C4SSU_Count + std::distance(ParameterNames.begin(), iter);
|
||||
#else
|
||||
return -1;
|
||||
#endif
|
||||
}
|
||||
|
||||
double StdMeshMaterialTextureUnit::Transformation::GetWaveXForm(double t) const
|
||||
|
@ -1515,12 +1530,14 @@ void StdMeshMatManager::Parse(const char* mat_script, const char* filename, StdM
|
|||
|
||||
Materials[material_name] = mat;
|
||||
|
||||
#ifndef USE_CONSOLE
|
||||
// To Gfxspecific setup of the material; choose working techniques
|
||||
if (!pDraw->PrepareMaterial(*this, loader, Materials[material_name]))
|
||||
{
|
||||
Materials.erase(material_name);
|
||||
ctx.Error(StdCopyStrBuf("No working technique for material '") + material_name + "'");
|
||||
}
|
||||
#endif
|
||||
}
|
||||
else if (token_name == "vertex_program")
|
||||
{
|
||||
|
|
|
@ -59,6 +59,7 @@ public:
|
|||
|
||||
virtual void AddShaderSlices(C4Shader& shader, int ssc)
|
||||
{
|
||||
#ifndef USE_CONSOLE
|
||||
// Add mesh-independent slices
|
||||
shader.AddFragmentSlice(-1, "#define OPENCLONK");
|
||||
shader.AddVertexSlice(-1, "#define OPENCLONK");
|
||||
|
@ -80,6 +81,7 @@ public:
|
|||
|
||||
if (ssc & C4SSC_BASE) shader.LoadSlices(&::GraphicsResource.Files, "SpriteTextureShader.glsl");
|
||||
if (ssc & C4SSC_OVERLAY) shader.LoadSlices(&::GraphicsResource.Files, "SpriteOverlayShader.glsl");
|
||||
#endif
|
||||
}
|
||||
|
||||
private:
|
||||
|
|
Loading…
Reference in New Issue