Files
fs2open.github.com/code/scripting/api/libs/graphics.cpp
T
Goober5000andClaude Fable 5.1 12323ef3f6 Fix the offscreen target indicator drawing with uninitialized position and direction
HudGaugeOffscreen::calculatePosition could return without writing its
outputs, either when the eye vertex overflowed or when the clipped
point landed a pixel or two inside the clip rectangle. The caller drew
anyway, so the indicator appeared at a random spot with a random
orientation that changed every frame. This showed up when targeting a
subsystem on a distant ship, where the clip loses enough precision to
hit the second case.

calculatePosition now returns whether it found a position, and both
callers skip drawing when it did not. The inside case falls back to
the nearest screen edge, since the point is already known to be off
screen, so the indicator stays steady instead of blinking.

Co-Authored-By: Claude Fable 5.1 <[email protected]>
2026-09-18 00:50:39 -04:00

2469 lines
71 KiB
C++

//
//
#include "graphics.h"
#include "scripting/api/objs/camera.h"
#include "scripting/api/objs/color.h"
#include "scripting/api/objs/enums.h"
#include "scripting/api/objs/font.h"
#include "scripting/api/objs/model.h"
#include "scripting/api/objs/movie_player.h"
#include "scripting/api/objs/object.h"
#include "scripting/api/objs/particle.h"
#include "scripting/api/objs/streaminganim.h"
#include "scripting/api/objs/subsystem.h"
#include "scripting/api/objs/texture.h"
#include "scripting/api/objs/vecmath.h"
#include "scripting/global_hooks.h"
#include <asteroid/asteroid.h>
#include <camera/camera.h>
#include <cmdline/cmdline.h>
#include <debris/debris.h>
#include <freespace.h>
#include <globalincs/systemvars.h>
#include <graphics/2d.h>
#include <graphics/openxr.h>
#include <graphics/material.h>
#include <graphics/matrix.h>
#include <hud/hudbrackets.h>
#include <hud/hudtarget.h>
#include <jumpnode/jumpnode.h>
#include <model/modelrender.h>
#include <parse/parselo.h>
#include <particle/ParticleEffect.h>
#include <particle/volumes/ConeVolume.h>
#include <render/3d.h>
#include <render/3dinternal.h>
#include <render/batching.h>
#include <scripting/scripting.h>
#include <ship/ship.h>
#include <weapon/weapon.h>
#include <cmath>
namespace {
static const int NextDrawStringPosInitial[] = {0, 0};
static int NextDrawStringPos[] = {NextDrawStringPosInitial[0], NextDrawStringPosInitial[1]};
static fix PreviousFrametimeOverall = 0;
static bool WarnedBadThicknessLine = false;
}
namespace scripting {
namespace api {
// Sets the graphics context to the Lua context on creation and resets it back to the main context on destruction
// Ensures that no matter how the parent function is exited the context is reset properly
struct LuaScreenContext {
LuaScreenContext() noexcept
{
gr_lua_screen.active = true;
}
~LuaScreenContext() noexcept
{
gr_lua_screen.active = false;
}
LuaScreenContext(const LuaScreenContext&) = delete;
LuaScreenContext& operator=(const LuaScreenContext&) = delete;
};
model_draw_list *Current_scene = nullptr;
//**********LIBRARY: Graphics
ADE_LIB(l_Graphics, "Graphics", "gr", "Graphics Library");
static float lua_Opacity = 1.0f;
static int lua_Opacity_type = GR_ALPHABLEND_FILTER;
static int lua_ResizeMode = GR_RESIZE_NONE;
int get_resize_mode() { return lua_ResizeMode; }
//****SUBLIBRARY: Graphics/Cameras
ADE_LIB_DERIV(l_Graphics_Cameras, "Cameras", NULL, "Cameras", l_Graphics);
ADE_INDEXER(l_Graphics_Cameras, "number/string IndexOrName", "Gets camera", "camera", "Ship handle, or invalid ship handle if index was invalid")
{
const char* s = nullptr;
if(!ade_get_args(L, "*s", &s))
return ade_set_error(L, "o", l_Camera.Set(camid()));
camid cid = cam_lookup(s);
if(!cid.isValid())
{
int cn = atoi(s);
if(cn > 0)
{
//Lua-->FS2
cn--;
cid = cam_get_camera(cn);
}
}
return ade_set_args(L, "o", l_Camera.Set(cid));
}
ADE_FUNC(__len, l_Graphics_Cameras, NULL, "Gets number of cameras", "number", "Number of cameras")
{
return ade_set_args(L, "i", (int)cam_get_num());
}
//****SUBLIBRARY: Graphics/Fonts
ADE_LIB_DERIV(l_Graphics_Fonts, "Fonts", nullptr, "Font library", l_Graphics);
ADE_INDEXER(l_Graphics_Fonts, "number/string IndexOrFilename", "Array of loaded fonts", "font", "Font handle, or invalid font handle if index is invalid")
{
if (lua_isnumber(L, 2))
{
int index = -1;
if (!ade_get_args(L, "*i", &index))
return ade_set_error(L, "o", l_Font.Set(font_h()));
auto realIdx = index - 1;
if (realIdx < 0 || realIdx >= font::FontManager::numberOfFonts())
{
return ade_set_error(L, "o", l_Font.Set(font_h()));
}
return ade_set_args(L, "o", l_Font.Set(font_h(index - 1)));
}
else
{
const char* s = nullptr;
if(!ade_get_args(L, "*s", &s))
return ade_set_error(L, "o", l_Font.Set(font_h()));
return ade_set_args(L, "o", l_Font.Set(font_h(font::FontManager::getFontIndex(s))));
}
}
ADE_FUNC(__len, l_Graphics_Fonts, nullptr, "Number of loaded fonts", "number", "Number of loaded fonts")
{
return ade_set_args(L, "i", font::FontManager::numberOfFonts());
}
ADE_VIRTVAR(CurrentFont, l_Graphics, "font", "Current font", "font", nullptr)
{
font_h *newFh = nullptr;
if(!ade_get_args(L, "*|o", l_Font.GetPtr(&newFh)))
return ade_set_error(L, "o", l_Font.Set(font_h()));
LuaScreenContext context;
if(ADE_SETTING_VAR && newFh->isValid()) {
font::FontManager::setCurrentFontIndex(newFh->GetIndex());
}
int font = font::FontManager::getCurrentFontIndex();
return ade_set_args(L, "o", l_Font.Set(font_h(font)));
}
//****SUBLIBRARY: Graphics/PostEffects
ADE_LIB_DERIV(l_Graphics_Posteffects, "PostEffects", nullptr, "Post-processing effects", l_Graphics);
ADE_INDEXER(l_Graphics_Posteffects, "number index", "Gets the name of the specified post-processing index", "string", "post-processing name or empty string on error")
{
int index = -1;
if(!ade_get_args(L, "*i", &index))
return ade_set_error(L, "s", "");
index--; // Lua -> C/C++
if (index < 0)
return ade_set_error(L, "s", "");
SCP_vector<SCP_string> names;
gr_get_post_process_effect_names(names);
names.push_back(SCP_string("lightshafts"));
if (index >= (int) names.size())
return ade_set_error(L, "s", "");
return ade_set_args(L, "s", names[index].c_str());
}
ADE_FUNC(__len, l_Graphics_Posteffects, nullptr, "Gets the number of available post-processing effects", "number", "number of post-processing effects or 0 on error")
{
SCP_vector<SCP_string> names;
gr_get_post_process_effect_names(names);
// Add one for lightshafts
return ade_set_args(L, "i", ((int) names.size()) + 1);
}
ADE_FUNC(setPostEffect, l_Graphics, "string name, [number value=0, number red=0.0, number green=0.0, number blue=0.0]", "Sets the intensity of the specified post-processing effect. Optionally sets RGB values for effects that use them (valid values are 0.0 to 1.0)", "boolean", "true when successful, false otherwise")
{
const char* name = nullptr;
int intensity = 0;
vec3d rgb; rgb.xyz.x = 0.0f; rgb.xyz.y = 0.0f; rgb.xyz.z = 0.0f; // clang you are a PITA
if (!ade_get_args(L, "s|ifff", &name, &intensity, &rgb.xyz.x, &rgb.xyz.y, &rgb.xyz.z))
return ADE_RETURN_FALSE;
if (name == nullptr || intensity < 0)
return ADE_RETURN_FALSE;
CAP(rgb.xyz.x, 0.0f, 1.0f);
CAP(rgb.xyz.y, 0.0f, 1.0f);
CAP(rgb.xyz.z, 0.0f, 1.0f);
gr_post_process_set_effect(name, intensity, &rgb);
return ADE_RETURN_TRUE;
}
ADE_FUNC(resetPostEffects, l_Graphics, nullptr, "Resets all post-processing effects to their default values", "boolean", "true if successful, false otherwise")
{
gr_post_process_set_defaults();
return ADE_RETURN_TRUE;
}
ADE_VIRTVAR(CurrentOpacityType, l_Graphics, "enumeration", "Current alpha blending type; uses ALPHABLEND_* enumerations", "enumeration", NULL)
{
enum_h *alphatype = NULL;
if(!ade_get_args(L, "*|o", l_Enum.GetPtr(&alphatype)))
return ADE_RETURN_NIL;
if(ADE_SETTING_VAR)
{
if(alphatype != NULL && alphatype->index == LE_ALPHABLEND_FILTER)
lua_Opacity_type = GR_ALPHABLEND_FILTER;
else
lua_Opacity_type = GR_ALPHABLEND_NONE;
}
lua_enum rtn;
switch(lua_Opacity_type)
{
case GR_ALPHABLEND_FILTER:
rtn = LE_ALPHABLEND_FILTER;
break;
default:
rtn = LE_ALPHABLEND_NONE;
}
return ade_set_args(L, "o", l_Enum.Set(enum_h(rtn)));
}
ADE_VIRTVAR(CurrentRenderTarget, l_Graphics, "texture", "Current rendering target", "texture", "Current rendering target, or invalid texture handle if screen is render target")
{
texture_h* newtx = nullptr;
if(ADE_SETTING_VAR && lua_isnil(L, 2))
{
bm_set_render_target(-1);
return ade_set_args(L, "o", l_Texture.Set(texture_h(gr_screen.rendering_to_texture)));
}
else
{
if (!ade_get_args(L, "*|o", l_Texture.GetPtr(&newtx)))
return ade_set_error(L, "o", l_Texture.Set(texture_h()));
if(ADE_SETTING_VAR) {
if (newtx != nullptr && newtx->isValid())
bm_set_render_target(newtx->handle, 0);
else
bm_set_render_target(-1);
}
return ade_set_args(L, "o", l_Texture.Set(texture_h(gr_screen.rendering_to_texture)));
}
}
ADE_VIRTVAR(CurrentResizeMode, l_Graphics, "enumeration /* GR_RESIZE_* */", "Current resize mode; uses GR_RESIZE_* enumerations. This resize mode will be used by the gr.* drawing methods.", "enumeration", nullptr)
{
enum_h resize_arg;
if (!ade_get_args(L, "*|o", l_Enum.Get(&resize_arg)))
return ADE_RETURN_NIL;
if (ADE_SETTING_VAR)
{
if (!resize_arg.isValid() || resize_arg.index < LE_GR_RESIZE_NONE || resize_arg.index > LE_GR_RESIZE_MENU_NO_OFFSET)
{
Warning(LOCATION, "Invalid resize mode index %d", resize_arg.index);
return ADE_RETURN_NIL;
}
lua_ResizeMode = resize_arg.index - LE_GR_RESIZE_NONE;
}
return ade_set_args(L, "o", l_Enum.Set(enum_h(static_cast<lua_enum>(LE_GR_RESIZE_NONE + lua_ResizeMode))));
}
ADE_FUNC(clear, l_Graphics, nullptr, "Calls gr_clear(), which fills the entire screen with the currently active color. Useful if you want to have a fresh start for drawing things. (Call this between setClip and resetClip if you only want to clear part of the screen.)", nullptr, nullptr)
{
gr_clear();
SCP_UNUSED(L); // avoid unused parameter warning
return ADE_RETURN_NIL;
}
ADE_FUNC(clearScreen, l_Graphics, "[number|color /* red value or color object */, number green, number blue, number alpha]",
"Clears the screen to black, or the color specified.",
nullptr,
nullptr)
{
int r, g, b, a;
r = g = b = 0;
a = 255;
if (lua_isnumber(L, 1)) {
ade_get_args(L, "|iiii", &r, &g, &b, &a);
} else {
color col;
gr_init_alphacolor(&col, 0, 0, 0, 255);
ade_get_args(L, "|o", l_Color.Get(&col));
r = col.red;
g = col.green;
b = col.blue;
a = col.alpha;
}
//WMC - Set to valid values
if(r != 0 || g != 0 || b != 0 || a!= 255)
{
CAP(r,0,255);
CAP(g,0,255);
CAP(b,0,255);
CAP(a,0,255);
gr_set_clear_color(r,g,b);
gr_screen.current_clear_color.alpha = (ubyte)a;
gr_clear();
gr_set_clear_color(0,0,0);
return ADE_RETURN_NIL;
}
gr_clear();
return ADE_RETURN_NIL;
}
ADE_FUNC(createCamera, l_Graphics,
"string Name, [vector Position, orientation Orientation]",
"Creates a new camera using the specified position and orientation (World)",
"camera",
"Camera handle, or invalid camera handle if camera couldn't be created")
{
const char* s = nullptr;
vec3d *v = &vmd_zero_vector;
matrix_h *mh = NULL;
if(!ade_get_args(L, "s|oo", &s, l_Vector.GetPtr(&v), l_Matrix.GetPtr(&mh)))
return ADE_RETURN_NIL;
matrix *mtx = &vmd_identity_matrix;
if(mh != NULL)
mtx = mh->GetMatrix();
camid cid = cam_create(s, v, mtx);
//Set position
return ade_set_args(L, "o", l_Camera.Set(cid));
}
ADE_FUNC(isMenuStretched, l_Graphics, NULL, "Returns whether the standard interface is stretched", "boolean", "True if stretched, false if aspect ratio is maintained")
{
if(!Gr_inited)
return ade_set_error(L, "b", false);
return ade_set_args(L, "b", Cmdline_stretch_menu);
}
ADE_FUNC(getScreenWidth, l_Graphics, NULL, "Gets screen width", "number", "Width in pixels, or 0 if graphics are not initialized yet")
{
if(!Gr_inited)
return ade_set_error(L, "i", 0);
return ade_set_args(L, "i", gr_screen.max_w);
}
ADE_FUNC(getScreenHeight, l_Graphics, NULL, "Gets screen height", "number", "Height in pixels, or 0 if graphics are not initialized yet")
{
if(!Gr_inited)
return ade_set_error(L, "i", 0);
return ade_set_args(L, "i", gr_screen.max_h);
}
ADE_FUNC(getCenterWidth, l_Graphics, NULL, "Gets width of center monitor (should be used in conjunction with getCenterOffsetX)", "number", "Width of center monitor in pixels, or 0 if graphics are not initialized yet")
{
if(!Gr_inited)
return ade_set_error(L, "i", 0);
return ade_set_args(L, "i", gr_screen.center_w);
}
ADE_FUNC(getCenterHeight, l_Graphics, NULL, "Gets height of center monitor (should be used in conjunction with getCenterOffsetY)", "number", "Height of center monitor in pixels, or 0 if graphics are not initialized yet")
{
if(!Gr_inited)
return ade_set_error(L, "i", 0);
return ade_set_args(L, "i", gr_screen.center_h);
}
ADE_FUNC(getCenterOffsetX, l_Graphics, NULL, "Gets X offset of center monitor", "number", "X offset of center monitor in pixels")
{
if(!Gr_inited)
return ade_set_error(L, "i", 0);
return ade_set_args(L, "i", gr_screen.center_offset_x);
}
ADE_FUNC(getCenterOffsetY, l_Graphics, NULL, "Gets Y offset of center monitor", "number", "Y offset of center monitor in pixels")
{
if(!Gr_inited)
return ade_set_error(L, "i", 0);
return ade_set_args(L, "i", gr_screen.center_offset_y);
}
ADE_FUNC(getCurrentCamera, l_Graphics, "[boolean]", "Gets the current camera handle, if argument is <i>true</i> then it will also return the main camera when no custom camera is in use", "camera", "camera handle or invalid handle on error")
{
camid current;
bool rtnMain = false;
ade_get_args(L, "|b", &rtnMain);
if (!rtnMain || Viewer_mode & VM_FREECAMERA)
current = cam_get_current();
else
current = Main_camera;
return ade_set_args(L, "o", l_Camera.Set(current));
}
ADE_FUNC(getEyePosition, l_Graphics, nullptr, "Where the viewer's eye is at in World coordinates", "vector", "a vector containing the eye position")
{
return ade_set_args(L, "o", l_Vector.Set(Eye_position));
}
ADE_FUNC(getEyeOrientation, l_Graphics, nullptr, "Where the viewer's eye is pointing in World coordinates", "orientation", "a matrix containing the eye orientation")
{
return ade_set_args(L, "o", l_Matrix.Set(matrix_h(&Eye_matrix)));
}
ADE_FUNC(getEyeFOV, l_Graphics, "[boolean visible_fov=true]", "What the viewer's FOV is, in radians. If visible_fov is true, the visible field of view (for culling) "
"is returned; if false, the camera field of view (for rendering) is returned. For non-VR setups, these two numbers are the same.",
"number", "a number containing the eye fov")
{
bool visible_fov = true;
ade_get_args(L, "|b", &visible_fov);
return ade_set_args(L, "f", g3_get_hfov(Eye_fov, visible_fov));
}
ADE_FUNC(getVectorFromCoords, l_Graphics,
"[number X=center, number Y=center, number Depth, boolean normalize = false]",
"Returns a vector through screen coordinates x and y. "
"If depth is specified, vector is extended to Depth units into space"
"If normalize is true, vector will be normalized.",
"vector",
"Vector, or zero vector on failure")
{
int x = gr_screen.max_w/2;
int y = gr_screen.max_h/2;
float depth = 0.0f;
bool normalize = false;
ade_get_args(L, "|iifb", &x, &y, &depth, &normalize);
vec3d pos = vmd_zero_vector;
bool in_frame = g3_in_frame() > 0;
if(!in_frame) {
g3_start_frame(0);
vec3d cam_pos;
matrix cam_orient;
camid cid;
if (Viewer_mode & VM_FREECAMERA)
cid = cam_get_current();
else
cid = Main_camera;
camera *cam = cid.getCamera();
if (cam != NULL) {
cam->get_info(&cam_pos, &cam_orient);
g3_set_view_matrix(&cam_pos, &cam_orient, View_zoom);
} else {
g3_set_view_matrix(&Eye_position, &Eye_matrix, View_zoom);
}
gr_set_proj_matrix( Proj_fov, gr_screen.clip_aspect, Min_draw_distance, Max_draw_distance);
gr_set_view_matrix(&Eye_position, &Eye_matrix);
}
g3_point_to_vec(&pos, x, y);
if(!in_frame) {
gr_end_view_matrix();
gr_end_proj_matrix();
g3_end_frame();
}
if(depth)
vm_vec_scale(&pos, depth);
if (normalize)
vm_vec_normalize_quick(&pos);
vm_vec_add2(&pos, &View_position);
return ade_set_args(L, "o", l_Vector.Set(pos));
}
ADE_FUNC(setTarget, l_Graphics, "[texture Texture]",
"If texture is specified, sets current rendering surface to a texture."
"Otherwise, sets rendering surface back to screen.",
"boolean",
"True if successful, false otherwise")
{
if(!Gr_inited)
return ade_set_error(L, "b", false);
texture_h* idx = nullptr;
ade_get_args(L, "|o", l_Texture.GetPtr(&idx));
if (idx == nullptr) {
return ade_set_args(L, "b", bm_set_render_target(-1, 0));
}
else {
return ade_set_args(L, "b", bm_set_render_target(idx->isValid() ? idx->handle : -1, 0));
}
}
ADE_FUNC(setCamera, l_Graphics, "[camera Camera]", "Sets current camera, or resets camera if none specified", "boolean", "true if successful, false or nil otherwise")
{
camid cid;
if(!ade_get_args(L, "|o", l_Camera.Get(&cid)))
{
cam_reset_camera();
return ADE_RETURN_NIL;
}
if(!cid.isValid())
return ADE_RETURN_NIL;
cam_set_camera(cid);
return ADE_RETURN_TRUE;
}
ADE_FUNC(setColor,
l_Graphics,
"number|color /* red value or color object */, [number Green, number Blue, number Alpha]",
"Sets 2D drawing color for the active context; each color number should be from 0 (darkest) to 255 (brightest)",
nullptr,
nullptr)
{
if (!Gr_inited)
return ADE_RETURN_NIL;
int r, g, b, a = 255;
color col;
if (lua_isnumber(L, 1)) {
if (!ade_get_args(L, "iii|i", &r, &g, &b, &a))
return ADE_RETURN_NIL;
gr_init_alphacolor(&col, r, g, b, a);
} else {
gr_init_alphacolor(&col, 0, 0, 0, 255);
ade_get_args(L, "o", l_Color.Get(&col));
}
LuaScreenContext context;
gr_set_color_fast(&col);
return ADE_RETURN_NIL;
}
ADE_FUNC(getColor,
l_Graphics,
"[boolean]",
"Gets the active 2D drawing color from the active context. False to return raw rgb, true to return a color object. Defaults to false.",
"number, number, number, number | color",
"rgba color which is currently in use for 2D drawing")
{
if(!Gr_inited)
return ADE_RETURN_NIL;
bool rc = false;
ade_get_args(L, "|b", &rc);
LuaScreenContext context;
const color cur = GR_CURRENT_COLOR;
if (!rc) {
return ade_set_args(L, "iiii", static_cast<int>(cur.red), static_cast<int>(cur.green), static_cast<int>(cur.blue), static_cast<int>(cur.alpha));
} else {
return ade_set_args(L, "o", l_Color.Set(cur));
}
}
ADE_FUNC(setLineWidth, l_Graphics, "[number width=1.0]", "Sets the line width for lines for the active context. This call might fail if the specified width is not supported by the graphics implementation. Then the width will be the nearest supported value.", "boolean", "true if succeeded, false otherwise")
{
if(!Gr_inited)
return ADE_RETURN_FALSE;
float width = 1.0f;
ade_get_args(L, "|f", &width);
if (width <= 0.0f)
{
return ADE_RETURN_FALSE;
}
LuaScreenContext context;
gr_set_line_width(width);
return ADE_RETURN_TRUE;
}
ADE_FUNC(drawCircle, l_Graphics, "number Radius, number X, number Y, [boolean Filled=true]", "Draws a circle using active context values (like color or width).", nullptr, nullptr)
{
if(!Gr_inited)
return ADE_RETURN_NIL;
int x,y,ra;
bool fill = true;
if(!ade_get_args(L, "iii|b", &ra,&x,&y,&fill))
return ADE_RETURN_NIL;
LuaScreenContext context;
if (fill) {
//WMC - Circle takes...diameter.
gr_circle(x,y, ra*2, lua_ResizeMode);
} else {
gr_unfilled_circle(x,y, ra*2, lua_ResizeMode);
}
return ADE_RETURN_NIL;
}
ADE_FUNC(drawArc, l_Graphics, "number Radius, number X, number Y, number StartAngle, number EndAngle, [boolean Filled=true]", "Draws an arc using active context values (like color or width).", nullptr, nullptr)
{
if(!Gr_inited)
return ADE_RETURN_NIL;
int x,y;
float ra,angle_start,angle_end;
bool fill = true;
if(!ade_get_args(L, "fiiff|b", &ra,&x,&y,&angle_start,&angle_end,&fill)) {
return ADE_RETURN_NIL;
}
LuaScreenContext context;
gr_arc(x,y, ra, angle_start, angle_end, fill, lua_ResizeMode);
return ADE_RETURN_NIL;
}
ADE_FUNC(drawCurve, l_Graphics, "number X, number Y, number Radius", "Draws a curve using active context values (like color or width).", nullptr, nullptr)
{
if(!Gr_inited)
return ADE_RETURN_NIL;
int x,y,ra,dir = 0;
if(!ade_get_args(L, "iii|i", &x,&y,&ra, &dir))
return ADE_RETURN_NIL;
LuaScreenContext context;
//WMC - direction should be settable at a certain point via enumerations.
//Not gonna deal with it now.
gr_curve(x, y, ra, dir, lua_ResizeMode);
return ADE_RETURN_NIL;
}
ADE_FUNC(drawGradientLine, l_Graphics, "number X1, number Y1, number X2, number Y2", "Draws a line from (x1,y1) to (x2,y2) that steadily fades out using active context values (like color or width).", nullptr, nullptr)
{
if(!Gr_inited)
return 0;
int x1,y1,x2,y2;
if(!ade_get_args(L, "iiii", &x1, &y1, &x2, &y2))
return ADE_RETURN_NIL;
LuaScreenContext context;
gr_gradient(x1,y1,x2,y2,lua_ResizeMode);
return ADE_RETURN_NIL;
}
ADE_FUNC(drawLine, l_Graphics, "number X1, number Y1, number X2, number Y2", "Draws a line from (x1,y1) to (x2,y2) using active context values (like color or width).", nullptr, nullptr)
{
if(!Gr_inited)
return ADE_RETURN_NIL;
int x1,y1,x2,y2;
if(!ade_get_args(L, "iiii", &x1, &y1, &x2, &y2))
return ADE_RETURN_NIL;
LuaScreenContext context;
gr_line(x1,y1,x2,y2,lua_ResizeMode);
return ADE_RETURN_NIL;
}
ADE_FUNC(drawPixel, l_Graphics, "number X, number Y", "Draws a pixel using active context values (like color or width).", nullptr, nullptr)
{
if(!Gr_inited)
return ADE_RETURN_NIL;
int x,y;
if(!ade_get_args(L, "ii", &x, &y))
return ADE_RETURN_NIL;
LuaScreenContext context;
gr_pixel(x,y,lua_ResizeMode);
return ADE_RETURN_NIL;
}
ADE_FUNC(drawPolygon,
l_Graphics,
"texture Texture, [vector Position /* Default is null vector */, orientation Orientation=nil, number Width=1.0, "
"number Height=1.0]",
"Draws a polygon using active context values (like color or width). May not work properly in hooks other than On Object Render.",
nullptr,
nullptr)
{
texture_h* tdx = nullptr;
vec3d pos = vmd_zero_vector;
matrix_h *mh = NULL;
float width = 1.0f;
float height = 1.0f;
if (!ade_get_args(L, "o|ooff", l_Texture.GetPtr(&tdx), l_Vector.Get(&pos), l_Matrix.GetPtr(&mh), &width, &height))
return ADE_RETURN_NIL;
if (!tdx->isValid())
return ADE_RETURN_FALSE;
LuaScreenContext context;
matrix *orip = &vmd_identity_matrix;
if(mh != NULL)
orip = mh->GetMatrix();
//Do 3D stuff
bool in_frame = g3_in_frame() > 0;
if(!in_frame)
g3_start_frame(0);
//gr_set_bitmap(tdx, lua_Opacity_type, GR_BITBLT_MODE_NORMAL, lua_Opacity);
//g3_draw_polygon(&pos, orip, width, height, TMAP_FLAG_TEXTURED | TMAP_HTL_3D_UNLIT);
material mat_params;
material_set_unlit(&mat_params, tdx->handle, lua_Opacity, lua_Opacity_type == GR_ALPHABLEND_FILTER ? true : false,
false);
g3_render_rect_oriented(&mat_params, &pos, orip, width, height);
if(!in_frame)
g3_end_frame();
return ADE_RETURN_TRUE;
}
void drawRectInternal(int x1, int x2, int y1, int y2, bool f = true, float a = 0.f)
{
LuaScreenContext context;
if(f)
{
gr_set_bitmap(0); // gr_rect will use the last bitmaps info, so set to zero to flush any previous alpha state
gr_rect(x1, y1, x2-x1, y2-y1, lua_ResizeMode, a);
}
else
{
if (a != 0) {
float centerX = (x1 + x2) / 2.0f;
float centerY = (y1 + y2) / 2.0f;
//We need to calculate each point individually due to the rotation, as they won't always align horizontally and vertically.
float AX = cosf(a) * (x1 - centerX) - sinf(a) * (y1 - centerY) + centerX;
float AY = sinf(a) * (x1 - centerX) + cosf(a) * (y1 - centerY) + centerY;
float BX = cosf(a) * (x2 - centerX) - sinf(a) * (y1 - centerY) + centerX;
float BY = sinf(a) * (x2 - centerX) + cosf(a) * (y1 - centerY) + centerY;
float CX = cosf(a) * (x2 - centerX) - sinf(a) * (y2 - centerY) + centerX;
float CY = sinf(a) * (x2 - centerX) + cosf(a) * (y2 - centerY) + centerY;
float DX = cosf(a) * (x1 - centerX) - sinf(a) * (y2 - centerY) + centerX;
float DY = sinf(a) * (x1 - centerX) + cosf(a) * (y2 - centerY) + centerY;
gr_line(fl2i(AX), fl2i(AY), fl2i(BX), fl2i(BY), lua_ResizeMode);
gr_line(fl2i(BX), fl2i(BY), fl2i(CX), fl2i(CY), lua_ResizeMode);
gr_line(fl2i(CX), fl2i(CY), fl2i(DX), fl2i(DY), lua_ResizeMode);
gr_line(fl2i(DX), fl2i(DY), fl2i(AX), fl2i(AY), lua_ResizeMode);
}
else {
gr_line(x1, y1, x2, y1, lua_ResizeMode); //Top
gr_line(x1, y2, x2, y2, lua_ResizeMode); //Bottom
gr_line(x1, y1, x1, y2, lua_ResizeMode); //Left
gr_line(x2, y1, x2, y2, lua_ResizeMode); //Right
}
}
}
ADE_FUNC(drawRectangle, l_Graphics, "number X1, number Y1, number X2, number Y2, [boolean Filled=true, number angle=0.0]", "Draws a rectangle using active context values (like color or width). May be rotated by passing the angle parameter in radians.", nullptr, nullptr)
{
if(!Gr_inited)
return ADE_RETURN_NIL;
int x1,y1,x2,y2;
bool f=true;
float a = 0;
if(!ade_get_args(L, "iiii|bf", &x1, &y1, &x2, &y2, &f, &a))
return ADE_RETURN_NIL;
drawRectInternal(x1, x2, y1, y2, f, a);
return ADE_RETURN_NIL;
}
ADE_FUNC(drawRectangleCentered, l_Graphics,
"number X, number Y, number Width, number Height, [boolean Filled=true, number angle=0.0]",
"Draws a rectangle centered at X,Y using active context values (like color or width). May be rotated by passing the angle parameter in radians.", nullptr, nullptr)
{
if(!Gr_inited)
return ADE_RETURN_NIL;
int x,y,w,h;
bool f=true;
float a = 0;
if(!ade_get_args(L, "iiii|bf", &x, &y, &w, &h, &f, &a))
return ADE_RETURN_NIL;
int x1 = x - (w / 2);
int x2 = x + (w / 2);
int y1 = y - (h / 2);
int y2 = y + (h / 2);
drawRectInternal(x1, x2, y1, y2, f, a);
return ADE_RETURN_NIL;
}
ADE_FUNC(drawSphere, l_Graphics, "[number Radius = 1.0, vector Position]", "Draws a sphere with radius Radius at world vector Position using active context values (like color). May not work properly in hooks other than On Object Render.", "boolean", "True if successful, false or nil otherwise")
{
float rad = 1.0f;
vec3d pos = vmd_zero_vector;
ade_get_args(L, "|fo", &rad, l_Vector.Get(&pos));
LuaScreenContext context;
bool in_frame = g3_in_frame() > 0;
if(!in_frame) {
g3_start_frame(0);
vec3d cam_pos;
matrix cam_orient;
camid cid;
if (Viewer_mode & VM_FREECAMERA)
cid = cam_get_current();
else
cid = Main_camera;
camera *cam = cid.getCamera();
if (cam != NULL) {
cam->get_info(&cam_pos, &cam_orient);
g3_set_view_matrix(&cam_pos, &cam_orient, View_zoom);
} else {
g3_set_view_matrix(&Eye_position, &Eye_matrix, View_zoom);
}
gr_set_proj_matrix( Proj_fov, gr_screen.clip_aspect, Min_draw_distance, Max_draw_distance);
gr_set_view_matrix(&Eye_position, &Eye_matrix);
}
vertex vtx;
vtx.world = pos;
g3_rotate_vertex(&vtx, &pos);
g3_draw_sphere(&vtx, rad);
if(!in_frame) {
gr_end_view_matrix();
gr_end_proj_matrix();
g3_end_frame();
}
return ADE_RETURN_TRUE;
}
ADE_FUNC(draw3dLine, l_Graphics, "vector origin, vector destination, [boolean translucent=true, number thickness=1.0, number thicknessEnd=thickness]", "Draws a line from origin to destination using active context values (like color). "
"The line may be translucent or solid. Translucent lines will NOT use the alpha value, instead being more transparent the darker the color is. "
"The thickness at the start can be different from the thickness at the end, to draw a line that tapers or expands.", nullptr, nullptr)
{
vec3d *v1 = &vmd_zero_vector;
vec3d *v2 = &vmd_zero_vector;
bool translucent = true;
float thickness = 1.0f;
float thicknessEnd = -1.0f;
if (!ade_get_args(L, "oo|bff", l_Vector.GetPtr(&v1), l_Vector.GetPtr(&v2), &translucent, &thickness, &thicknessEnd))
return ADE_RETURN_NIL;
LuaScreenContext context;
if (thickness < 0) thickness = 0;
if (thicknessEnd < 0) thicknessEnd = thickness;
if (thickness <= 0 && thicknessEnd <= 0)
{
if (!WarnedBadThicknessLine)
{
LuaError(L, "At least one end of a 3D line must be greater than zero! The line won't be drawn!\nThis warning won't be shown again this play session.");
WarnedBadThicknessLine = true;
}
//While the batching_add_line function would also do this check, I feel that its good to return early here.
return ADE_RETURN_NIL;
}
batching_add_line(v1, v2, thickness, thicknessEnd, GR_CURRENT_COLOR, translucent);
return ADE_RETURN_NIL;
}
// Aardwolf's test code to render a model, supposed to emulate WMC's gr.drawModel function
ADE_FUNC(drawModel, l_Graphics, "model model, vector position, orientation orientation",
"Draws the given model with the specified position and orientation. "
"Note: this method does NOT use CurrentResizeMode.",
"number", "Zero if successful, otherwise an integer error code")
{
model_h *mdl = NULL;
vec3d *v = &vmd_zero_vector;
matrix_h *mh = NULL;
if(!ade_get_args(L, "ooo", l_Model.GetPtr(&mdl), l_Vector.GetPtr(&v), l_Matrix.GetPtr(&mh)))
return ade_set_args(L, "i", 1);
if(mdl == NULL)
return ade_set_args(L, "i", 2);
int model_num = mdl->GetID();
if(model_num < 0)
return ade_set_args(L, "i", 3);
// Make sure we have a scene to use
// Note that this is only relevant, and thus only expected to be set, in OBJECTRENDER hooks
if (scripting::hooks::OnObjectRender->isActive() && !Current_scene)
return ade_set_args(L, "i", 4);
//Handle angles
matrix *orient = mh->GetMatrix();
//Clip
gr_set_clip(0, 0, gr_screen.max_w, gr_screen.max_h, GR_RESIZE_NONE); // don't use lua_ResizeMode here since this function handles its own resizing
//Handle 3D init stuff
g3_start_frame(1);
vec3d cam_pos;
matrix cam_orient;
camid cid;
if (Viewer_mode & VM_FREECAMERA)
cid = cam_get_current();
else
cid = Main_camera;
camera *cam = cid.getCamera();
if (cam != NULL) {
cam->get_info(&cam_pos, &cam_orient);
g3_set_view_matrix(&cam_pos, &cam_orient, View_zoom);
} else {
g3_set_view_matrix(&Eye_position, &Eye_matrix, View_zoom);
}
gr_set_proj_matrix( Proj_fov, gr_screen.clip_aspect, Min_draw_distance, Max_draw_distance);
gr_set_view_matrix(&Eye_position, &Eye_matrix);
//Draw the ship!!
model_clear_instance(model_num);
model_set_detail_level(0);
model_render_params render_info;
render_info.set_detail_level_lock(0);
// If this function executes in OBJECTRENDER, and if the Current_scene is set, we can take advantage
// of some optimizations by adding this model to the global render queue.
// In all other circumstances, we need to render the model in immediate mode, which may be slow but
// is guaranteed to work.
if (scripting::hooks::OnObjectRender->isActive())
model_render_queue(&render_info, Current_scene, model_num, orient, v);
else
model_render_immediate(&render_info, model_num, orient, v);
//OK we're done
gr_end_view_matrix();
gr_end_proj_matrix();
//Bye!!
g3_end_frame();
gr_reset_clip();
return ade_set_args(L, "i", 0);
}
// Wanderer
ADE_FUNC(drawModelOOR, l_Graphics, "model Model, vector Position, orientation Orientation, [number Flags]",
"Draws the given model with the specified position and orientation",
"number", "Zero if successful, otherwise an integer error code")
{
model_h *mdl = NULL;
vec3d *v = &vmd_zero_vector;
matrix_h *mh = NULL;
int flags = MR_NORMAL;
if(!ade_get_args(L, "ooo|i", l_Model.GetPtr(&mdl), l_Vector.GetPtr(&v), l_Matrix.GetPtr(&mh), &flags))
return ade_set_args(L, "i", 1);
if(mdl == NULL)
return ade_set_args(L, "i", 2);
polymodel *pm = mdl->Get();
if (pm == NULL)
return ade_set_args(L, "i", 3);
int model_num = pm->id;
if(model_num < 0)
return ade_set_args(L, "i", 3);
// Make sure we have a scene to use
// Note that this is only relevant, and thus only expected to be set, in OBJECTRENDER hooks
if (scripting::hooks::OnObjectRender->isActive() && !Current_scene)
return ade_set_args(L, "i", 4);
//Handle angles
matrix *orient = mh->GetMatrix();
//Draw the ship!!
model_clear_instance(model_num);
model_render_params render_info;
render_info.set_flags(flags);
// If this function executes in OBJECTRENDER, and if the Current_scene is set, we can take advantage
// of some optimizations by adding this model to the global render queue.
// In all other circumstances, we need to render the model in immediate mode, which may be slow but
// is guaranteed to work.
if (scripting::hooks::OnObjectRender->isActive())
model_render_queue(&render_info, Current_scene, model_num, orient, v);
else
model_render_immediate(&render_info, model_num, orient, v);
return ade_set_args(L, "i", 0);
}
// Aardwolf's targeting brackets function
ADE_FUNC(drawTargetingBrackets, l_Graphics, "object Object, [boolean draw=true, number padding=5]",
"Gets the edge positions of targeting brackets for the specified object. The brackets will only be drawn if "
"draw is true or the default value of draw is used. Brackets are drawn with the current active context color. The brackets "
"will have a padding (distance from the actual bounding box); the default value (used elsewhere in FS2) is 5. "
"Note: this method does NOT use CurrentResizeMode.",
"number, number, number, number",
"Left, top, right, and bottom positions of the brackets, or nil if invalid")
{
if(!Gr_inited) {
return ADE_RETURN_NIL;
}
object_h *objh = nullptr;
bool draw_box = true;
int padding = 5;
if( !ade_get_args(L, "o|bi", l_Object.GetPtr(&objh), &draw_box, &padding) ) {
return ADE_RETURN_NIL;
}
// The following code is mostly copied from
// void hud_show_brackets(object *targetp, vertex *projected_v)
// in hudtarget.cpp
if( !objh->isValid()) {
return ADE_RETURN_NIL;
}
LuaScreenContext context;
object *targetp = objh->objp();
int x1,x2,y1,y2;
int bound_rc, pof;
int modelnum;
bool entered_frame = false;
if ( !(g3_in_frame( ) > 0 ) )
{
g3_start_frame( 0 );
entered_frame = true;
}
switch ( targetp->type ) {
case OBJ_SHIP:
modelnum = Ship_info[Ships[targetp->instance].ship_info_index].model_num;
bound_rc = model_find_2d_bound_min( modelnum, &targetp->orient, &targetp->pos,&x1,&y1,&x2,&y2 );
if ( bound_rc != 0 ) {
if ( entered_frame )
g3_end_frame( );
return ADE_RETURN_NIL;
}
break;
case OBJ_DEBRIS:
modelnum = Debris[targetp->instance].model_num;
bound_rc = submodel_find_2d_bound_min( modelnum, Debris[targetp->instance].submodel_num, &targetp->orient, &targetp->pos,&x1,&y1,&x2,&y2 );
if ( bound_rc != 0 ) {
if ( entered_frame )
g3_end_frame( );
return ADE_RETURN_NIL;
}
break;
case OBJ_WEAPON:
modelnum = Weapon_info[Weapons[targetp->instance].weapon_info_index].model_num;
if (modelnum != -1)
bound_rc = model_find_2d_bound_min(modelnum, &targetp->orient, &targetp->pos, &x1, &y1, &x2, &y2);
else {
vertex vtx;
g3_rotate_vertex(&vtx, &targetp->pos);
g3_project_vertex(&vtx);
x1 = x2 = (int)vtx.screen.xyw.x;
y1 = y2 = (int)vtx.screen.xyw.y;
}
break;
case OBJ_ASTEROID:
pof = Asteroids[targetp->instance].asteroid_subtype;
modelnum = Asteroid_info[Asteroids[targetp->instance].asteroid_type].subtypes[pof].model_number;
bound_rc = model_find_2d_bound_min( modelnum, &targetp->orient, &targetp->pos,&x1,&y1,&x2,&y2 );
break;
case OBJ_JUMP_NODE: {
auto jnp = jumpnode_get_by_objp(targetp);
if (!jnp) {
x1 = y1 = x2 = y2 = 0;
break;
}
modelnum = jnp->GetModelNumber();
bound_rc = model_find_2d_bound_min( modelnum, &targetp->orient, &targetp->pos,&x1,&y1,&x2,&y2 );
break;
}
default: //Someone passed an invalid pointer.
if ( entered_frame )
g3_end_frame( );
return ADE_RETURN_NIL;
}
x1 -= padding;
x2 += padding;
y1 -= padding;
y2 += padding;
if ( draw_box ) {
graphics::line_draw_list line_draw_list;
draw_brackets_square(&line_draw_list, x1, y1, x2, y2, GR_RESIZE_NONE); // don't use lua_ResizeMode here since this function handles its own resizing
line_draw_list.flush();
}
if ( entered_frame )
g3_end_frame( );
return ade_set_args(L, "iiii", x1, y1, x2, y2);
}
ADE_FUNC(
drawSubsystemTargetingBrackets, l_Graphics, "subsystem subsys, [boolean draw=true, boolean setColor=false]",
"Gets the edge position of the targeting brackets drawn for a subsystem as if they were drawn on the HUD. Only "
"actually draws the brackets if <i>draw</i> is true, optionally sets the color if it was drawn on the HUD using active context color",
"number, number, number, number",
"Left, top, right, and bottom positions of the brackets, or nil if invalid or off-screen")
{
if(!Gr_inited) {
return ADE_RETURN_NIL;
}
ship_subsys_h *sshp = nullptr;
bool draw = true;
bool set_color = false;
if( !ade_get_args(L, "o|bb", l_Subsystem.GetPtr(&sshp), &draw, &set_color) ) {
return ADE_RETURN_NIL;
}
if (!sshp->isValid())
{
return ADE_RETURN_NIL;
}
LuaScreenContext context;
bool entered_frame = false;
if ( !(g3_in_frame( ) > 0 ) )
{
g3_start_frame( 0 );
entered_frame = true;
}
int coords[4];
graphics::line_draw_list line_draw_list;
int in_sight = draw_subsys_brackets(&line_draw_list, sshp->ss, 24, 24, draw, set_color, coords);
line_draw_list.flush();
if ( entered_frame )
g3_end_frame( );
if (in_sight > 0)
{
return ade_set_args(L, "iiii", coords[0], coords[1], coords[2], coords[3]);
}
else
{
return ADE_RETURN_NIL;
}
}
ADE_FUNC(drawOffscreenIndicator, l_Graphics, "object Object, [boolean draw=true, boolean setColor=false]",
"Draws an off-screen indicator for the given object. The indicator will not be drawn if draw=false, but the "
"coordinates will be returned in either case. The indicator will be drawn using the current active context color. if "
"setColor=true and using the IFF color of the object if setColor=false.",
"number, number",
"Coordinates of the indicator (at the very edge of the screen), or nil if object is on-screen")
{
object_h *objh = NULL;
bool draw = false;
bool setcolor = false;
vec2d outpoint = { -1.0f, -1.0f };
if(!Gr_inited) {
return ADE_RETURN_NIL;
}
if( !ade_get_args(L, "o|bb", l_Object.GetPtr(&objh), &draw, &setcolor) ) {
return ADE_RETURN_NIL;
}
if( !objh->isValid()) {
return ADE_RETURN_NIL;
}
LuaScreenContext context;
object *targetp = objh->objp();
bool in_frame = g3_in_frame() > 0;
if (!in_frame)
g3_start_frame(0);
vertex target_point;
g3_rotate_vertex(&target_point, &targetp->pos);
g3_project_vertex(&target_point);
if (!in_frame)
g3_end_frame();
if(target_point.codes == 0)
return ADE_RETURN_NIL;
hud_target_clear_display_list();
hud_target_add_display_list(targetp, &target_point, &targetp->pos, 5, NULL, NULL, TARGET_DISPLAY_DIST);
size_t j, num_gauges;
num_gauges = default_hud_gauges.size();
for(j = 0; j < num_gauges; j++) {
if (default_hud_gauges[j]->getObjectType() == HUD_OBJECT_OFFSCREEN) {
HudGaugeOffscreen *offscreengauge = static_cast<HudGaugeOffscreen*>(default_hud_gauges[j].get());
int dir;
float tri_separation;
offscreengauge->resetClip();
if (!offscreengauge->calculatePosition(&target_point, &targetp->pos, &outpoint, &dir, &tri_separation)) {
break;
}
if (draw) {
// needs to be turned on so it can pass the canRender() condition
// but first make sure to record the original status to use to restore later
bool original_status = offscreengauge->canRender();
offscreengauge->updateActive(true);
// only draw if it can be rendered
if ( offscreengauge->canRender() ) {
offscreengauge->preprocess();
offscreengauge->onFrame(flFrametime);
offscreengauge->resetClip();
offscreengauge->setFont();
float distance = hud_find_target_distance(targetp, Player_obj);
if (!setcolor)
hud_set_iff_color(targetp, 1);
offscreengauge->renderOffscreenIndicator(&outpoint, dir, distance, tri_separation, true);
}
// now that the gauge is rendered restore the original status
offscreengauge->updateActive(original_status);
}
offscreengauge->resize(&outpoint.x, &outpoint.y);
break;
}
}
if (outpoint.x >= 0 && outpoint.y >=0)
return ade_set_args(L, "ii", (int)outpoint.x, (int)outpoint.y);
else
return ADE_RETURN_NIL;
}
#define MAX_TEXT_LINES 256
static const char *BooleanValues[] = {"False", "True"};
static int drawString_sub(lua_State *L, bool use_resize_arg)
{
if(!Gr_inited)
return ade_set_error(L, "i", 0);
int resize_mode = lua_ResizeMode;
LuaScreenContext context;
// if the frame has changed since the last drawString call, reset the string position
if (PreviousFrametimeOverall != game_get_overall_frametime())
{
PreviousFrametimeOverall = game_get_overall_frametime();
memcpy(NextDrawStringPos, NextDrawStringPosInitial, sizeof(NextDrawStringPos));
}
int x = NextDrawStringPos[0];
int y = NextDrawStringPos[1];
const char *s = "(null)";
int x2=-1,y2=-1;
int num_lines = 0;
if (use_resize_arg)
{
enum_h resize_arg;
if (!ade_get_args(L, "o", l_Enum.Get(&resize_arg)))
return ade_set_error(L, "i", 0);
if (!resize_arg.isValid() || resize_arg.index < LE_GR_RESIZE_NONE || resize_arg.index > LE_GR_RESIZE_MENU_NO_OFFSET)
{
Warning(LOCATION, "Invalid resize mode index %d", resize_arg.index);
return ade_set_error(L, "i", 0);
}
resize_mode = resize_arg.index - LE_GR_RESIZE_NONE;
// so that ade_get_args below will read the correct positions
internal::Ade_get_args_skip++;
}
if (lua_isboolean(L, 1 + internal::Ade_get_args_skip))
{
bool b = false;
if(!ade_get_args(L, "b|iiii", &b, &x, &y, &x2, &y2))
return ade_set_error(L, "i", 0);
if(b)
s = BooleanValues[1];
else
s = BooleanValues[0];
}
else if (lua_isstring(L, 1 + internal::Ade_get_args_skip))
{
if(!ade_get_args(L, "s|iiii", &s, &x, &y, &x2, &y2))
return ade_set_error(L, "i", 0);
}
else
{
ade_get_args(L, "|*iiii", &x, &y, &x2, &y2);
}
NextDrawStringPos[0] = x;
if(x2 < 0)
{
num_lines = 1;
gr_string(x,y,s,resize_mode);
int height = 0;
gr_get_string_size(NULL, &height, s);
NextDrawStringPos[1] = y+height;
}
else
{
// This would pass a <=0 value to split_str
if (x2 <= x)
{
static bool Warned_drawString_x_x2 = false;
if (!Warned_drawString_x_x2)
{
Warning(LOCATION, "Illegal values passed to gr.drawString: x2 (%d) must be greater than x (%d).", x2, x);
Warned_drawString_x_x2 = true;
}
std::swap(x, x2);
}
// Invalid y2 value
if (y2 >= 0 && y2 <= y)
{
static bool Warned_drawString_y_y2 = false;
if (!Warned_drawString_y_y2)
{
Warning(LOCATION, "Illegal y2 value passed to gr.drawString: y2 (%d) must be greater than y (%d).", y2, y);
Warned_drawString_y_y2 = true;
}
std::swap(y, y2);
}
auto lines = str_wrap_to_width(s, x2 - x, false);
//Make sure we don't go over size
int line_ht = gr_get_font_height();
if (y2 < 0)
y2 = y + line_ht;
size_t max_num_lines = (y2 - y) / line_ht;
if (max_num_lines < lines.size())
lines.resize(max_num_lines);
num_lines = static_cast<int>(lines.size());
int curr_y = y;
for(const auto &line: lines)
{
//Draw the string
gr_string(x, curr_y, s + line.first, resize_mode, 1.0f, line.second);
//Increment line height
curr_y += line_ht;
}
if (lines.empty())
{
// If no line was drawn then we need to add one so the next line is
// aligned right
curr_y += line_ht;
}
NextDrawStringPos[1] = curr_y;
}
return ade_set_error(L, "i", num_lines);
}
ADE_FUNC(drawString, l_Graphics, "string|boolean Message, [number X1, number Y1, number X2, number Y2]",
"Draws a string. Use x1/y1 to control position, x2/y2 to limit textbox size."
"Text will automatically move onto new lines, if x2/y2 is specified."
"Additionally, calling drawString with only a string argument will automatically"
"draw that string below the previously drawn string (or 0,0 if no strings"
"have been drawn yet. Uses active context values (like color and font).",
"number",
"Number of lines drawn, or 0 on failure")
{
return drawString_sub(L, false);
}
ADE_FUNC(drawStringResized, l_Graphics, "enumeration ResizeMode /* GR_RESIZE_* */, string|boolean Message, [number X1, number Y1, number X2, number Y2]",
"Draws a string, scaled according to the GR_RESIZE_* parameter. Use x1/y1 to control position, x2/y2 to limit textbox size."
"Text will automatically move onto new lines, if x2/y2 is specified, however the line spacing will probably not be correct."
"Additionally, calling drawString with only a string argument will automatically"
"draw that string below the previously drawn string (or 0,0 if no strings"
"have been drawn yet. Uses active context values (like color and font).",
"number",
"Number of lines drawn, or 0 on failure")
{
return drawString_sub(L, true);
}
ADE_FUNC(setScreenScale, l_Graphics, "number width, number height, [number zoom_x, number zoom_y, number max_x, number max_y, number center_x, number center_y, boolean force_stretch]",
"Calls gr_set_screen_scale with the specified parameters. This is useful for adjusting the drawing of graphics or text to be the same apparent size regardless of resolution.",
nullptr, nullptr)
{
if (!Gr_inited)
return ADE_RETURN_NIL;
int x, y;
int zoom_x = -1, zoom_y = -1;
int max_x = gr_screen.max_w, max_y = gr_screen.max_h;
int center_x = gr_screen.center_w, center_y = gr_screen.center_h;
bool force_stretch = false;
if (!ade_get_args(L, "ii|iiiiiib", &x, &y, &zoom_x, &zoom_y, &max_x, &max_y, &center_x, &center_y, &force_stretch))
return ADE_RETURN_NIL;
gr_set_screen_scale(x, y, zoom_x, zoom_y, max_x, max_y, center_x, center_y, force_stretch);
return ADE_RETURN_TRUE;
}
ADE_FUNC(resetScreenScale, l_Graphics, nullptr, "Rolls back the most recent call to setScreenScale.", nullptr, nullptr)
{
if (!Gr_inited)
return ADE_RETURN_NIL;
gr_reset_screen_scale();
return ADE_RETURN_TRUE;
}
ADE_FUNC(getStringWidth, l_Graphics, "string String", "Gets string width", "number", "String width, or 0 on failure")
{
if(!Gr_inited)
return ade_set_error(L, "i", 0);
const char* s;
if(!ade_get_args(L, "s", &s))
return ade_set_error(L, "i", 0);
LuaScreenContext context;
int w;
gr_get_string_size(&w, nullptr, s);
return ade_set_args(L, "i", w);
}
ADE_FUNC(getStringHeight, l_Graphics, "string String", "Gets string height", "number", "String height, or 0 on failure")
{
if(!Gr_inited)
return ade_set_error(L, "i", 0);
const char* s;
if(!ade_get_args(L, "s", &s))
return ade_set_error(L, "i", 0);
LuaScreenContext context;
int h;
gr_get_string_size(nullptr, &h, s);
return ade_set_args(L, "i", h);
}
ADE_FUNC(getStringSize, l_Graphics, "string String", "Gets string width and height", "number, number", "String width and height, or 0, 0 on failure")
{
if(!Gr_inited)
return ade_set_error(L, "ii", 0, 0);
const char* s;
if(!ade_get_args(L, "s", &s))
return ade_set_error(L, "ii", 0, 0);
LuaScreenContext context;
int w, h;
gr_get_string_size(&w, &h, s);
return ade_set_args(L, "ii", w, h);
}
ADE_FUNC(loadStreamingAnim, l_Graphics, "string Filename, [boolean loop, boolean reverse, boolean pause, boolean cache, boolean grayscale]",
"Plays a streaming animation, returning its handle. The optional booleans (except cache and grayscale) can also be set via the handle's virtvars<br>"
"cache is best set to false when loading animations that are only intended to play once, e.g. headz<br>"
"Remember to call the unload() function when you're finished using the animation to free up memory.",
"streaminganim",
"Streaming animation handle, or invalid handle if animation couldn't be loaded")
{
const char* s;
int rc = -1;
bool loop = false, reverse = false, pause = false, cache = true, grayscale = false;
if(!ade_get_args(L, "s|bbbbb", &s, &loop, &reverse, &pause, &cache, &grayscale))
return ADE_RETURN_NIL;
streaminganim_h sah(s);
if (!loop) {
sah.ga.direction |= GENERIC_ANIM_DIRECTION_NOLOOP;
}
if (reverse) {
sah.ga.direction |= GENERIC_ANIM_DIRECTION_BACKWARDS;
}
if (pause) {
sah.ga.direction |= GENERIC_ANIM_DIRECTION_PAUSED;
}
if (grayscale) {
sah.ga.use_hud_color = true;
}
rc = generic_anim_stream(&sah.ga, cache);
if(rc < 0)
return ade_set_args(
L, "o",
l_streaminganim.Set(std::move(sah))); // this object should be "invalid", matches loadTexture behaviour
return ade_set_args(L, "o", l_streaminganim.Set(std::move(sah)));
}
ADE_FUNC(createTexture, l_Graphics, "[number Width=512, number Height=512, enumeration Type=TEXTURE_DYNAMIC]",
"Creates a texture for rendering to."
"Types are TEXTURE_STATIC - for infrequent rendering - and TEXTURE_DYNAMIC - for frequent rendering.",
"texture",
"New texture handle, or invalid texture handle if texture couldn't be created")
{
int w=512;
int h=512;
enum_h *e = NULL;
//GET ARGS
ade_get_args(L, "|iio", &w, &h, l_Enum.GetPtr(&e));
int t = BMP_FLAG_RENDER_TARGET_DYNAMIC;
if(e != NULL)
{
if(e->index == LE_TEXTURE_STATIC)
t = BMP_FLAG_RENDER_TARGET_STATIC;
else if(e->index == LE_TEXTURE_DYNAMIC)
t = BMP_FLAG_RENDER_TARGET_DYNAMIC;
}
int idx = bm_make_render_target(w, h, t | BMP_FLAG_RENDER_TARGET_DEPTH_ATTACHMENT);
if(idx < 0)
return ade_set_error(L, "o", l_Texture.Set(texture_h()));
//Since creating a render target does not increase load count, when creating the scripting texture object we need to pass true to the constructor so that the constructor will increase the load count for us.
return ade_set_args(L, "o", l_Texture.Set(texture_h(idx, true)));
}
ADE_FUNC(loadTexture, l_Graphics, "string Filename, [boolean LoadIfAnimation, boolean NoDropFrames]",
"Gets a handle to a texture. If second argument is set to true, animations will also be loaded."
"If third argument is set to true, every other animation frame will not be loaded if system has less than 48 MB memory."
"<br><strong>IMPORTANT:</strong> Textures will not be unload themselves unless you explicitly tell them to do so."
"When you are done with a texture, call the unload() function to free up memory.",
"texture",
"Texture handle, or invalid texture handle if texture couldn't be loaded")
{
const char* s;
int idx=-1;
bool b=false;
bool d=false;
if(!ade_get_args(L, "s|bb", &s, &b, &d))
return ade_set_error(L, "o", l_Texture.Set(texture_h()));
if(b) {
idx = bm_load_animation(s, nullptr, nullptr, nullptr, nullptr, d);
}
if(idx < 0) {
idx = bm_load(s);
}
if(idx < 0)
return ade_set_error(L, "o", l_Texture.Set(texture_h()));
//Loading increases load count, so we must pass false to the texture scripting object, so that the constructor doesn't increase the load count by itself again.
return ade_set_args(L, "o", l_Texture.Set(texture_h(idx, false)));
}
ADE_FUNC(drawImage,
l_Graphics,
"string|texture fileNameOrTexture, [number X1=0, number Y1=0, number X2, number Y2, number UVX1 = 0.0, number UVY1 "
"= 0.0, number UVX2=1.0, number UVY2=1.0, number alpha=1.0, boolean aaImage = false, number angle = 0.0]",
"Draws an image file or texture. Any image extension passed will be ignored."
"The UV variables specify the UV value for each corner of the image. "
"In UV coordinates, (0,0) is the top left of the image; (1,1) is the lower right. If aaImage is true, image needs "
"to be monochrome and will be drawn tinted with the currently active color."
"The angle variable can be used to rotate the image in radians.",
"boolean",
"Whether image was drawn")
{
if(!Gr_inited)
return ade_set_error(L, "b", false);
LuaScreenContext context;
int idx;
int x1 = 0;
int y1 = 0;
int x2=INT_MAX;
int y2=INT_MAX;
float uv_x1=0.0f;
float uv_y1=0.0f;
float uv_x2=1.0f;
float uv_y2=1.0f;
float alpha=1.0f;
bool aabitmap = false;
float angle = 0.f;
if(lua_isstring(L, 1))
{
const char* s = nullptr;
if (!ade_get_args(L, "s|iiiifffffbf", &s, &x1, &y1, &x2, &y2, &uv_x1, &uv_y1, &uv_x2, &uv_y2, &alpha, &aabitmap, &angle))
return ade_set_error(L, "b", false);
idx = Script_system.LoadBm(s);
if(idx < 0)
return ADE_RETURN_FALSE;
}
else
{
texture_h* th = nullptr;
if (!ade_get_args(L,
"o|iiiifffffbf",
l_Texture.GetPtr(&th),
&x1,
&y1,
&x2,
&y2,
&uv_x1,
&uv_y1,
&uv_x2,
&uv_y2,
&alpha,
&aabitmap,
&angle))
return ade_set_error(L, "b", false);
if (!th->isValid()) {
return ade_set_error(L, "b", false);
}
idx = th->handle;
}
if(!bm_is_valid(idx))
return ade_set_error(L, "b", false);
int w, h;
if(bm_get_info(idx, &w, &h) < 0)
return ADE_RETURN_FALSE;
if(x2!=INT_MAX)
w = x2-x1;
if(y2!=INT_MAX)
h = y2-y1;
gr_set_bitmap(idx, lua_Opacity_type, GR_BITBLT_MODE_NORMAL, alpha);
bitmap_rect_list brl = bitmap_rect_list(x1, y1, w, h, uv_x1, uv_y1, uv_x2, uv_y2);
if (aabitmap) {
gr_aabitmap_list(&brl, 1, lua_ResizeMode, angle);
} else {
gr_bitmap_list(&brl, 1, lua_ResizeMode, angle);
}
return ADE_RETURN_TRUE;
}
ADE_FUNC(drawImageCentered,
l_Graphics,
"string|texture fileNameOrTexture, [number X=0, number Y=0, number W, number H, number UVX1 = 0.0, number UVY1 "
"= 0.0, number UVX2=1.0, number UVY2=1.0, number alpha=1.0, boolean aaImage = false, number angle = 0.0]",
"Draws an image file or texture centered on the X,Y position. Any image extension passed will be ignored."
"The UV variables specify the UV value for each corner of the image. "
"In UV coordinates, (0,0) is the top left of the image; (1,1) is the lower right. If aaImage is true, image needs "
"to be monochrome and will be drawn tinted with the currently active color."
"The angle variable can be used to rotate the image in radians.",
"boolean",
"Whether image was drawn") {
if(!Gr_inited)
return ade_set_error(L, "b", false);
LuaScreenContext context;
int idx;
int x = 0;
int y = 0;
int w=INT_MAX;
int h=INT_MAX;
float uv_x1=0.0f;
float uv_y1=0.0f;
float uv_x2=1.0f;
float uv_y2=1.0f;
float alpha=1.0f;
bool aabitmap = false;
float angle = 0.f;
if(lua_isstring(L, 1))
{
const char* s = nullptr;
if (!ade_get_args(L, "s|iiiifffffbf", &s, &x, &y, &w, &h, &uv_x1, &uv_y1, &uv_x2, &uv_y2, &alpha, &aabitmap, &angle))
return ade_set_error(L, "b", false);
idx = Script_system.LoadBm(s);
if(idx < 0)
return ADE_RETURN_FALSE;
}
else
{
texture_h* th = nullptr;
if (!ade_get_args(L,
"o|iiiifffffbf",
l_Texture.GetPtr(&th),
&x,
&y,
&w,
&h,
&uv_x1,
&uv_y1,
&uv_x2,
&uv_y2,
&alpha,
&aabitmap,
&angle))
return ade_set_error(L, "b", false);
if (!th->isValid()) {
return ade_set_error(L, "b", false);
}
idx = th->handle;
}
if(!bm_is_valid(idx))
return ade_set_error(L, "b", false);
int original_w, original_h;
if(bm_get_info(idx, &original_w, &original_h) < 0)
return ADE_RETURN_FALSE;
if(w==INT_MAX)
w = original_w;
if(h==INT_MAX)
h = original_h;
gr_set_bitmap(idx, lua_Opacity_type, GR_BITBLT_MODE_NORMAL, alpha);
bitmap_rect_list brl = bitmap_rect_list(x-(w/2), y-(h/2), w, h, uv_x1, uv_y1, uv_x2, uv_y2);
if (aabitmap) {
gr_aabitmap_list(&brl, 1, lua_ResizeMode, angle);
} else {
gr_bitmap_list(&brl, 1, lua_ResizeMode, angle);
}
return ADE_RETURN_TRUE;
}
ADE_FUNC_DEPRECATED(drawMonochromeImage,
l_Graphics,
"string|texture fileNameOrTexture, number X1, number Y1, [number X2, number Y2, number alpha=1.0]",
"Draws a monochrome image from a texture or file using the current color",
"boolean",
"Whether image was drawn",
gameversion::version(21, 0),
"gr.drawImage now has support for drawing monochrome images with full UV scaling support")
{
if(!Gr_inited)
return ade_set_error(L, "b", false);
LuaScreenContext context;
int idx;
int x,y;
int x2=INT_MAX;
int y2=INT_MAX;
int sx=0;
int sy=0;
bool m = false;
float alpha=1.0;
if(lua_isstring(L, 1))
{
const char* s = nullptr;
if(!ade_get_args(L, "sii|iif", &s,&x,&y,&x2,&y2,&alpha))
return ade_set_error(L, "b", false);
idx = Script_system.LoadBm(s);
if(idx < 0)
return ADE_RETURN_FALSE;
}
else
{
texture_h* th = nullptr;
if(!ade_get_args(L, "oii|iif", l_Texture.GetPtr(&th),&x,&y,&x2,&y2,&alpha))
return ade_set_error(L, "b", false);
if (!th->isValid()) {
return ade_set_error(L, "b", false);
}
idx = th->handle;
}
if(!bm_is_valid(idx))
return ade_set_error(L, "b", false);
int w, h;
if(bm_get_info(idx, &w, &h) < 0)
return ADE_RETURN_FALSE;
if(sx < 0)
sx = w + sx;
if(sy < 0)
sy = h + sy;
if(x2!=INT_MAX)
w = x2-x;
if(y2!=INT_MAX)
h = y2-y;
gr_set_bitmap(idx, lua_Opacity_type, GR_BITBLT_MODE_NORMAL,alpha);
gr_aabitmap_ex(x, y, w, h, sx, sy, lua_ResizeMode, m);
return ADE_RETURN_TRUE;
}
ADE_FUNC(getImageWidth, l_Graphics, "string Filename", "Gets image width", "number", "Image width, or 0 if filename is invalid")
{
const char* s;
if(!ade_get_args(L, "s", &s))
return ade_set_error(L, "i", 0);
int w;
int idx = bm_load(s);
if(idx < 0)
return ade_set_error(L, "i", 0);
bm_get_info(idx, &w);
return ade_set_args(L, "i", w);
}
ADE_FUNC(getImageHeight, l_Graphics, "string name", "Gets image height", "number", "Image height, or 0 if filename is invalid")
{
const char* s;
if(!ade_get_args(L, "s", &s))
return ade_set_error(L, "i", 0);
int h;
int idx = bm_load(s);
if(idx < 0)
return ade_set_error(L, "i", 0);
bm_get_info(idx, NULL, &h);
return ade_set_args(L, "i", h);
}
ADE_FUNC(flashScreen,
l_Graphics,
"number|color /* red value or color object */, number Green, number Blue",
"Flashes the screen",
nullptr,
nullptr)
{
if(!Gr_inited)
return ADE_RETURN_NIL;
int r, g, b;
if (lua_isnumber(L, 1)) {
if (!ade_get_args(L, "iii", &r, &g, &b))
return ADE_RETURN_NIL;
} else {
color col;
gr_init_alphacolor(&col, 0, 0, 0, 255);
if (!ade_get_args(L, "o", l_Color.Get(&col)))
return ADE_RETURN_NIL;
r = col.red;
g = col.green;
b = col.blue;
}
gr_flash(r,g,b);
return ADE_RETURN_NIL;
}
ADE_FUNC(loadModel, l_Graphics, "string Filename", "Loads the model - will not setup subsystem data, DO NOT USE FOR LOADING SHIP MODELS", "model", "Handle to a model")
{
const char* s;
int model_num = -1;
if(!ade_get_args(L, "s", &s))
return ade_set_error(L, "o", l_Model.Set(model_h(-1)));
if (s[0] == '\0')
return ade_set_error(L, "o", l_Model.Set(model_h(-1)));
model_num = model_load(s);
return ade_set_args(L, "o", l_Model.Set(model_h(model_num)));
}
ADE_FUNC(hasViewmode, l_Graphics, "enumeration /* VM_* */", "Specifies if the current viewmode has the specified flag.", "boolean", "true if flag is present, false otherwise")
{
enum_h *type = NULL;
if (!ade_get_args(L, "o", l_Enum.GetPtr(&type)))
return ade_set_error(L, "b", false);
if (type == NULL || !type->isValid())
return ade_set_error(L, "b", false);
int bit = 0;
static bool VM_EXTERNAL_CAMERA_LOCKED_WARNED = false;
switch(type->index)
{
case LE_VM_INTERNAL:
return ade_set_args(L, "b", (Viewer_mode & ~(VM_CAMERA_LOCKED | VM_CENTERING)) == 0); // z64: Ignore camera lock state and centering state
break;
case LE_VM_EXTERNAL:
bit = VM_EXTERNAL;
break;
case LE_VM_OTHER_SHIP:
bit = VM_OTHER_SHIP;
break;
case LE_VM_CHASE:
bit = VM_CHASE;
break;
case LE_VM_DEAD_VIEW:
bit = VM_DEAD_VIEW;
break;
case LE_VM_EXTERNAL_CAMERA_LOCKED:
if (!VM_EXTERNAL_CAMERA_LOCKED_WARNED) {
Warning(LOCATION, "The enumeration VM_EXTERNAL_CAMERA_LOCKED has been deprecated for lua function "
"hasViewmode()! To ensure future compatibility, please check for either "
"VM_CAMERA_LOCKED, VM_EXTERNAL, or both, instead.");
VM_EXTERNAL_CAMERA_LOCKED_WARNED = true;
}
return ade_set_args(L, "b", ((Viewer_mode & VM_CAMERA_LOCKED) && (Viewer_mode & VM_EXTERNAL)) != 0);
break;
case LE_VM_CAMERA_LOCKED:
bit = VM_CAMERA_LOCKED;
break;
case LE_VM_FREECAMERA:
bit = VM_FREECAMERA;
break;
case LE_VM_PADLOCK_LEFT:
bit = VM_PADLOCK_LEFT;
break;
case LE_VM_PADLOCK_REAR:
bit = VM_PADLOCK_REAR;
break;
case LE_VM_PADLOCK_RIGHT:
bit = VM_PADLOCK_RIGHT;
break;
case LE_VM_PADLOCK_UP:
bit = VM_PADLOCK_UP;
break;
case LE_VM_TOPDOWN:
bit = VM_TOPDOWN;
break;
case LE_VM_TRACK:
bit = VM_TRACK;
break;
case LE_VM_WARP_CHASE:
bit = VM_WARP_CHASE;
break;
case LE_VM_WARPIN_ANCHOR:
bit = VM_WARPIN_ANCHOR;
break;
case LE_VM_CENTERING:
bit = VM_CENTERING;
break;
default:
LuaError(L, "Attempted to use hasViewmode with an invalid enumeration! Only VM_* enumerations are allowed!");
return ade_set_error(L, "b", false);
break;
}
return ade_set_args(L, "b", (Viewer_mode & bit) != 0);
}
ADE_FUNC(setClip, l_Graphics, "number x, number y, number width, number height, [enumeration /* GR_RESIZE_* */]", "Sets the clipping region to the specified rectangle using GR_RESIZE_* enumerations. Most drawing functions are able to handle the offset.", "boolean", "true if successful, false otherwise")
{
int x, y, width, height;
enum_h resize_arg;
if (!ade_get_args(L, "iiii|o", &x, &y, &width, &height, l_Enum.Get(&resize_arg)))
return ADE_RETURN_FALSE;
int resize_mode = lua_ResizeMode;
if (resize_arg.isValid() && resize_arg.index >= LE_GR_RESIZE_NONE && resize_arg.index <= LE_GR_RESIZE_MENU_NO_OFFSET)
resize_mode = resize_arg.index - LE_GR_RESIZE_NONE;
gr_set_clip(x, y, width, height, resize_mode);
return ADE_RETURN_TRUE;
}
ADE_FUNC(resetClip, l_Graphics, NULL, "Resets the clipping region that might have been set", "boolean", "true if successful, false otherwise")
{
gr_reset_clip();
return ADE_RETURN_TRUE;
}
ADE_FUNC(openMovie, l_Graphics, "string name, [boolean looping = false, boolean withAudio = false]",
"Opens the movie with the specified name. If the name has an extension it will be removed. This function will "
"try all movie formats supported by the engine and use the first that is found.",
"movie_player", "The cutscene player handle or invalid handle if cutscene could not be opened.")
{
const char* name = nullptr;
bool looping = false;
bool with_audio = false;
if (!ade_get_args(L, "s|bb", &name, &looping, &with_audio)) {
return ade_set_error(L, "o", l_MoviePlayer.Set(movie_player_h()));
}
cutscene::PlaybackProperties props;
props.with_audio = with_audio;
props.looping = looping;
auto player = cutscene::Player::newPlayer(name, props);
if (!player) {
return ade_set_args(L, "o", l_MoviePlayer.Set(movie_player_h()));
}
return ade_set_args(L, "o", l_MoviePlayer.Set(movie_player_h(std::move(player))));
}
particle::ParticleEffectHandle getLegacyScriptingParticleEffect(int bitmap, bool reversed) {
static SCP_map<std::pair<int, bool>, particle::ParticleEffectHandle> custom_texture_effects;
bool is_builtin_bitmap = bitmap == particle::Anim_bitmap_id_fire || bitmap == particle::Anim_bitmap_id_smoke || bitmap == particle::Anim_bitmap_id_smoke2;
if (!is_builtin_bitmap) {
auto it = custom_texture_effects.find(std::make_pair(bitmap, reversed));
if (it != custom_texture_effects.end())
return it->second;
}
particle::ParticleEffect effect(
"", //Name
::util::UniformFloatRange(1.f), //Particle num
particle::ParticleEffect::Duration::ONETIME, //Single Particle Emission
::util::UniformFloatRange(), //No duration
::util::UniformFloatRange (-1.f), //Single particle only
particle::ParticleEffect::ShapeDirection::ALIGNED, //Particle direction
::util::UniformFloatRange(1.f), //Velocity Inherit
false, //Velocity Inherit absolute?
nullptr, //Velocity volume
::util::UniformFloatRange(), //Velocity volume multiplier
particle::ParticleEffect::VelocityScaling::NONE, //Velocity directional scaling
std::nullopt, //Orientation-based velocity
std::nullopt, //Position-based velocity
nullptr, //Position volume
particle::ParticleEffectHandle::invalid(), //Trail
1.f, //Chance
false, //Affected by detail
-1.f, //Culling range multiplier
false, //Disregard Animation Length. Must be true for everything using particle::Anim_bitmap_X
reversed, //Is reversed?
false, //parent local
false, //ignore velocity inherit if parented
false, //position velocity inherit absolute?
std::nullopt, //Local velocity offset
std::nullopt, //Local offset
::util::UniformFloatRange(1.f), //Lifetime
::util::UniformFloatRange(1.f), //Radius
bitmap);
effect.m_parent_local = true;
effect.m_parentLifetime = true;
effect.m_parentScale = true;
particle::ParticleEffectHandle handle = particle::ParticleManager::get()->addEffect(std::move(effect));
if (!is_builtin_bitmap) {
custom_texture_effects.emplace(std::make_pair(bitmap, reversed), handle);
}
return handle;
}
static int spawnParticles(lua_State *L, bool persistent) {
vec3d pos, vel;
float lifetime, rad;
// Need to consume tracer_length parameter but it isn't used anymore
float temp;
if (Is_standalone) {
return persistent ? ADE_RETURN_NIL : ADE_RETURN_FALSE;
}
enum_h* type = nullptr;
bool rev = false;
object_h* objh = nullptr;
texture_h* texture = nullptr;
if (!ade_get_args(L, "ooff|ofboo", l_Vector.Get(&pos), l_Vector.Get(&vel), &lifetime, &rad,
l_Enum.GetPtr(&type), &temp, &rev, l_Texture.GetPtr(&texture), l_Object.GetPtr(&objh)))
return persistent ? ADE_RETURN_NIL : ADE_RETURN_FALSE;
particle::ParticleEffectHandle handle;
if (type != nullptr) {
switch (type->index) {
case LE_PARTICLE_DEBUG:
LuaError(L, "Debug particles are deprecated as of FSO 25.0.0!");
return persistent ? ADE_RETURN_NIL : ADE_RETURN_FALSE;
case LE_PARTICLE_FIRE: {
static auto fire_handle = getLegacyScriptingParticleEffect(particle::Anim_bitmap_id_fire, false);
static auto fire_handle_rev = getLegacyScriptingParticleEffect(particle::Anim_bitmap_id_fire, true);
handle = rev ? fire_handle_rev : fire_handle;
break;
}
case LE_PARTICLE_SMOKE: {
static auto smoke_handle = getLegacyScriptingParticleEffect(particle::Anim_bitmap_id_smoke, false);
static auto smoke_handle_rev = getLegacyScriptingParticleEffect(particle::Anim_bitmap_id_smoke, true);
handle = rev ? smoke_handle_rev : smoke_handle;
break;
}
case LE_PARTICLE_SMOKE2: {
static auto smoke2_handle = getLegacyScriptingParticleEffect(particle::Anim_bitmap_id_smoke2, false);
static auto smoke2_handle_rev = getLegacyScriptingParticleEffect(particle::Anim_bitmap_id_smoke2, true);
handle = rev ? smoke2_handle_rev : smoke2_handle;
break;
}
case LE_PARTICLE_BITMAP:
if (texture == nullptr || !texture->isValid()) {
LuaError(L, "Invalid texture specified for createParticle()!");
return persistent ? ADE_RETURN_NIL : ADE_RETURN_FALSE;
} else {
handle = getLegacyScriptingParticleEffect(texture->handle, rev);
}
break;
default:
LuaError(L, "Invalid particle enum for createParticle(). Can only support PARTICLE_* enums!");
return persistent ? ADE_RETURN_NIL : ADE_RETURN_FALSE;
}
}
std::unique_ptr<EffectHost> host;
if (objh != nullptr && objh->isValid()) {
host = std::make_unique<EffectHostObject>(objh->objp(), pos);
}
else {
host = std::make_unique<EffectHostVector>(pos, vmd_identity_matrix, vmd_zero_vector);
}
//Beware that manually creating a particle source like this is REALLY bad.
//The only reason I am doing it here is because of the following three reasons:
// 1. the effect guarantees to finish in a single frame
// 2. we NEED the return particle ptrs for the persistent path
// 3. Scripting gets to set certain values at runtime which are usually encoded as a behaviour in the particle effect and thus tabled statically.
auto attachment = host->getParentAttachment();
particle::ParticleSource source;
source.setEffect(handle);
source.setHost(std::move(host));
source.setTriggerRadius(rad);
source.setTriggerVelocity(lifetime);
if (persistent) {
auto spawned_particles = particle::ParticleManager::get()
->getEffect(handle)
.front()
.processSourcePersistent(0, source, 0, vel, attachment, lifetime, rad, 1);
Assertion(spawned_particles.size() == 1, "Did not spawn a single particle in createPersistentParticle");
const particle::WeakParticlePtr& p = spawned_particles.front();
if (!p.expired())
return ade_set_args(L, "o", l_Particle.Set(particle_h(p)));
else
return persistent ? ADE_RETURN_NIL : ADE_RETURN_FALSE;
}
else {
particle::ParticleManager::get()->getEffect(handle).front().processSource(0, source, 0, vel, attachment, lifetime, rad, 1);
return persistent ? ADE_RETURN_NIL : ADE_RETURN_FALSE;
}
}
ADE_FUNC(createPersistentParticle,
l_Graphics,
"vector Position, vector Velocity, number Lifetime, number Radius, [enumeration Type=PARTICLE_DEBUG, number TracerLength=-1, "
"boolean Reverse=false, texture Texture=Nil, object AttachedObject=Nil]",
"Creates a persistent particle. Persistent variables are handled specially by the engine so that this "
"function can return a handle to the caller. Only use this if you absolutely need it. Use createParticle if "
"the returned handle is not required. Use PARTICLE_* enumerations for type."
"Reverse reverse animation, if one is specified"
"Attached object specifies object that Position will be (and always be) relative to.",
"particle",
"Handle to the created particle")
{
return spawnParticles(L, true);
}
ADE_FUNC(createParticle,
l_Graphics,
"vector Position, vector Velocity, number Lifetime, number Radius, [enumeration Type=PARTICLE_DEBUG, number TracerLength=-1, "
"boolean Reverse=false, texture Texture=Nil, object AttachedObject=Nil]",
"Creates a non-persistent particle. Use PARTICLE_* enumerations for type."
"Reverse reverse animation, if one is specified"
"Attached object specifies object that Position will be (and always be) relative to.",
"boolean",
"true if particle was created, false otherwise")
{
return spawnParticles(L, false);
}
ADE_FUNC(killAllParticles, l_Graphics, nullptr, "Clears all particles from a mission", nullptr, nullptr)
{
SCP_UNUSED(L);
particle::kill_all();
return ADE_RETURN_NIL;
}
ADE_FUNC(screenToBlob, l_Graphics, nullptr, "Captures the current render target and encodes it into a blob-PNG", "string", "The png blob string")
{
if (!Gr_inited)
return ade_set_error(L, "s", "");
return ade_set_args(L, "s", gr_blob_screen().c_str());
}
ADE_FUNC(freeAllModels, l_Graphics, nullptr, "Releases all loaded models and frees the memory. Intended for use in UI situations "
"and not within missions. Do not use after mission parse. Use at your own risk!", nullptr, nullptr)
{
SCP_UNUSED(L);
model_free_all();
return ADE_RETURN_NIL;
}
ADE_FUNC(createColor,
l_Graphics,
"number Red, number Green, number Blue, [number Alpha]",
"Creates a color object. Values are capped 0-255. Alpha may be given either as 0-255 or as a "
"0-1 fraction (a value strictly between 0 and 1 is treated as a fraction and scaled up); it defaults to 255.",
"color",
"The color")
{
int r;
int g;
int b;
// Read alpha as a float so callers can pass either the historical 0-255 value or a 0-1 fraction.
float a_in = 255.0f;
if (!ade_get_args(L, "iii|f", &r, &g, &b, &a_in)) {
return ADE_RETURN_NIL;
}
// A value strictly between 0 and 1 can only be a fraction: as an integer it would previously have
// been truncated to 0 (never rendering), so scaling it to 0-255 only fixes that broken case and
// leaves every existing 0-255 integer usage untouched.
int a = (a_in > 0.0f && a_in < 1.0f) ? static_cast<int>(a_in * 255.0f + 0.5f) : static_cast<int>(a_in);
CLAMP(r, 0, 255);
CLAMP(g, 0, 255);
CLAMP(b, 0, 255);
CLAMP(a, 0, 255);
color thisColor;
gr_init_alphacolor(&thisColor, r, g, b, a);
return ade_set_args(L, "o", l_Color.Set(thisColor));
}
ADE_FUNC(isVR, l_Graphics, nullptr, "Queries whether or not FSO is currently trying to render to a head-mounted VR display.", "boolean", "true if FSO is currently outputting frames to a VR headset.")
{
return ade_set_args(L, "b", openxr_enabled());
}
ADE_VIRTVAR(FsoContextOverride, l_Graphics, "boolean", "Whether or not the lua graphics system uses FSO's context or its own. "
"This affects things like the current color, line width, and font. Use with caution.",
"boolean",
"True if using FSO's internal context, false if using the lua context")
{
bool val = false;
if (!ade_get_args(L, "*|b", &val))
return ade_set_error(L, "b", gr_lua_screen.force_fso_context);
if (ADE_SETTING_VAR) {
mprintf(("Lua graphics is now using %s context\n", val ? "FSO's" : "Lua's"));
gr_lua_screen.force_fso_context = val;
}
return ade_set_args(L, "b", gr_lua_screen.force_fso_context);
}
} // namespace api
} // namespace scripting