162 lines
4.4 KiB
C++
162 lines
4.4 KiB
C++
#ifndef RENDERER_H
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#define RENDERER_H
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#include <vector>
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#ifdef OGLR
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#include "OpenGLHeaders.h"
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#endif
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#include "Config.h"
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#include "client/Client.h"
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#include "simulation/Simulation.h"
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#include "Graphics.h"
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#include "interface/Point.h"
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class Simulation;
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class Graphics;
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struct gcache_item
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{
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int isready;
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int pixel_mode;
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int cola, colr, colg, colb;
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int firea, firer, fireg, fireb;
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};
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typedef struct gcache_item gcache_item;
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class Renderer
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{
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public:
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std::vector<unsigned int> render_modes;
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unsigned int render_mode;
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unsigned int colour_mode;
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std::vector<unsigned int> display_modes;
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unsigned int display_mode;
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//
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unsigned char fire_r[YRES/CELL][XRES/CELL];
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unsigned char fire_g[YRES/CELL][XRES/CELL];
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unsigned char fire_b[YRES/CELL][XRES/CELL];
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unsigned int fire_alpha[CELL*3][CELL*3];
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char * flm_data;
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char * plasma_data;
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int emp_decor;
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//
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bool gravityZonesEnabled;
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bool gravityFieldEnabled;
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int decorations_enable;
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Simulation * sim;
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Graphics * g;
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gcache_item *graphicscache;
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//Mouse position for debug information
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int mousePosX, mousePosY;
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//Zoom window
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ui::Point zoomWindowPosition;
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ui::Point zoomScopePosition;
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int zoomScopeSize;
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bool zoomEnabled;
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int ZFACTOR;
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//Renderers
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void RenderBegin();
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void RenderEnd();
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void RenderZoom();
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void DrawWalls();
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void DrawSigns();
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void render_gravlensing(pixel * source);
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void render_fire();
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void prepare_alpha(int size, float intensity);
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void render_parts();
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void draw_grav_zones();
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void draw_air();
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void draw_grav();
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void draw_other();
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void FinaliseParts();
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void ClearAccumulation();
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void clearScreen(float alpha);
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//class SolidsRenderer;
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#ifdef OGLR
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void checkShader(GLuint shader, char * shname);
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void checkProgram(GLuint program, char * progname);
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void loadShaders();
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#endif
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pixel * vid;
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pixel * persistentVid;
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pixel * warpVid;
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void blendpixel(int x, int y, int r, int g, int b, int a);
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void addpixel(int x, int y, int r, int g, int b, int a);
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void draw_icon(int x, int y, Icon icon);
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int drawtext(int x, int y, const char *s, int r, int g, int b, int a);
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int drawtext(int x, int y, std::string s, int r, int g, int b, int a);
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int drawchar(int x, int y, int c, int r, int g, int b, int a);
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int addchar(int x, int y, int c, int r, int g, int b, int a);
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void xor_pixel(int x, int y);
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void xor_line(int x, int y, int x2, int y2);
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void xor_rect(int x, int y, int width, int height);
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void xor_bitmap(unsigned char * bitmap, int x, int y, int w, int h);
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void draw_line(int x, int y, int x2, int y2, int r, int g, int b, int a);
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void drawrect(int x, int y, int width, int height, int r, int g, int b, int a);
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void fillrect(int x, int y, int width, int height, int r, int g, int b, int a);
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void clearrect(int x, int y, int width, int height);
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void gradientrect(int x, int y, int width, int height, int r, int g, int b, int a, int r2, int g2, int b2, int a2);
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void draw_image(pixel *img, int x, int y, int w, int h, int a);
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VideoBuffer DumpFrame();
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void drawblob(int x, int y, unsigned char cr, unsigned char cg, unsigned char cb);
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//...
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//Display mode modifiers
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void CompileDisplayMode();
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void CompileRenderMode();
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void AddRenderMode(unsigned int mode);
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void SetRenderMode(std::vector<unsigned int> render);
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std::vector<unsigned int> GetRenderMode();
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void RemoveRenderMode(unsigned int mode);
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void AddDisplayMode(unsigned int mode);
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void RemoveDisplayMode(unsigned int mode);
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void SetDisplayMode(std::vector<unsigned int> display);
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std::vector<unsigned int> GetDisplayMode();
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void SetColourMode(unsigned int mode);
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unsigned int GetColourMode();
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static VideoBuffer * WallIcon(int wallID, int width, int height);
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Renderer(Graphics * g, Simulation * sim);
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~Renderer();
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private:
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#ifdef OGLR
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GLuint zoomTex, airBuf, fireAlpha, glowAlpha, blurAlpha, partsFboTex, partsFbo, partsTFX, partsTFY, airPV, airVY, airVX;
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GLuint fireProg, airProg_Pressure, airProg_Velocity, airProg_Cracker, lensProg;
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GLuint fireV[(YRES*XRES)*2];
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GLfloat fireC[(YRES*XRES)*4];
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GLuint smokeV[(YRES*XRES)*2];
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GLfloat smokeC[(YRES*XRES)*4];
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GLuint blobV[(YRES*XRES)*2];
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GLfloat blobC[(YRES*XRES)*4];
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GLuint blurV[(YRES*XRES)*2];
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GLfloat blurC[(YRES*XRES)*4];
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GLuint glowV[(YRES*XRES)*2];
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GLfloat glowC[(YRES*XRES)*4];
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GLuint flatV[(YRES*XRES)*2];
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GLfloat flatC[(YRES*XRES)*4];
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GLuint addV[(YRES*XRES)*2];
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GLfloat addC[(YRES*XRES)*4];
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GLfloat lineV[(((YRES*XRES)*2)*6)];
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GLfloat lineC[(((YRES*XRES)*2)*6)];
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#endif
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};
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#endif
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