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forked from 0ad/0ad

Uses Canvas2D for str_gui_solid_mask material in GUIRenderer.

This was SVN commit r25597.
This commit is contained in:
Vladislav Belov 2021-05-30 00:30:55 +00:00
parent 9e611e11f8
commit bee5a4b3a6
2 changed files with 18 additions and 14 deletions

View File

@ -36,8 +36,8 @@ namespace
// Array of 2D elements unrolled into 1D array. // Array of 2D elements unrolled into 1D array.
using PlaneArray2D = std::array<float, 8>; using PlaneArray2D = std::array<float, 8>;
void DrawTextureImpl(CTexturePtr texture, inline void DrawTextureImpl(CTexturePtr texture,
const PlaneArray2D& vertices, const PlaneArray2D& uvs, const PlaneArray2D& vertices, PlaneArray2D uvs,
const CColor& multiply, const CColor& add) const CColor& multiply, const CColor& add)
{ {
CShaderDefines defines; CShaderDefines defines;
@ -47,6 +47,14 @@ void DrawTextureImpl(CTexturePtr texture,
CShaderProgramPtr shader = tech->GetShader(); CShaderProgramPtr shader = tech->GetShader();
shader->BindTexture(str_tex, texture); shader->BindTexture(str_tex, texture);
for (size_t idx = 0; idx < uvs.size(); idx += 2)
{
if (texture->GetWidth() > 0.0f)
uvs[idx + 0] /= texture->GetWidth();
if (texture->GetHeight() > 0.0f)
uvs[idx + 1] /= texture->GetHeight();
}
shader->Uniform(str_transform, GetDefaultGuiMatrix()); shader->Uniform(str_transform, GetDefaultGuiMatrix());
shader->Uniform(str_colorAdd, add); shader->Uniform(str_colorAdd, add);
shader->Uniform(str_colorMul, multiply); shader->Uniform(str_colorMul, multiply);
@ -127,17 +135,12 @@ void CCanvas2D::DrawTexture(
CTexturePtr texture, const CRect& destination, const CRect& source, CTexturePtr texture, const CRect& destination, const CRect& source,
const CColor& multiply, const CColor& add) const CColor& multiply, const CColor& add)
{ {
PlaneArray2D uvs = { const PlaneArray2D uvs = {
source.left, source.bottom, source.left, source.bottom,
source.right, source.bottom, source.right, source.bottom,
source.right, source.top, source.right, source.top,
source.left, source.top source.left, source.top
}; };
for (size_t idx = 0; idx < uvs.size() / 2; idx += 2)
{
uvs[idx + 0] /= texture->GetWidth();
uvs[idx + 1] /= texture->GetHeight();
}
const PlaneArray2D vertices = { const PlaneArray2D vertices = {
destination.left, destination.bottom, destination.left, destination.bottom,
destination.right, destination.bottom, destination.right, destination.bottom,

View File

@ -243,9 +243,10 @@ void GUIRenderer::UpdateDrawCallCache(const CGUI& pGUI, DrawCalls& Calls, const
} }
else if ((*cit)->m_Effects->m_SolidColor != CGUIColor()) else if ((*cit)->m_Effects->m_SolidColor != CGUIColor())
{ {
Call.m_Shader = g_Renderer.GetShaderManager().LoadEffect(str_gui_solid_mask);
Call.m_Material = str_gui_solid_mask; Call.m_Material = str_gui_solid_mask;
Call.m_ShaderColorParameter = (*cit)->m_Effects->m_SolidColor; const CColor color = (*cit)->m_Effects->m_SolidColor;
Call.m_ColorAdd = CColor(color.r, color.g, color.b, 0.0f);
Call.m_ColorMultiply = CColor(0.0f, 0.0f, 0.0f, color.a);
} }
else /* Slight confusion - why no effects? */ else /* Slight confusion - why no effects? */
{ {
@ -339,10 +340,10 @@ void GUIRenderer::Draw(DrawCalls& Calls, CCanvas2D& canvas)
// Iterate through each DrawCall, and execute whatever drawing code is being called // Iterate through each DrawCall, and execute whatever drawing code is being called
for (DrawCalls::const_iterator cit = Calls.begin(); cit != Calls.end(); ++cit) for (DrawCalls::const_iterator cit = Calls.begin(); cit != Calls.end(); ++cit)
{ {
if (cit->m_HasTexture && cit->m_Material == str_gui_basic) if (cit->m_HasTexture && (cit->m_Material == str_gui_basic || cit->m_Material == str_gui_solid_mask))
{ {
CRect texCoords = cit->ComputeTexCoords(); CRect texCoords = cit->ComputeTexCoords().Scale(
texCoords.Scale(cit->m_Texture->GetWidth(), cit->m_Texture->GetHeight()); cit->m_Texture->GetWidth(), cit->m_Texture->GetHeight());
// Ensure the quad has the correct winding order // Ensure the quad has the correct winding order
CRect rect = cit->m_Vertices; CRect rect = cit->m_Vertices;