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forked from 0ad/0ad
0ad/source/graphics/Canvas2D.cpp
2021-05-30 13:48:58 +00:00

154 lines
4.5 KiB
C++

/* Copyright (C) 2021 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#include "precompiled.h"
#include "Canvas2D.h"
#include "graphics/Color.h"
#include "graphics/ShaderManager.h"
#include "graphics/TextureManager.h"
#include "gui/GUIMatrix.h"
#include "maths/Rect.h"
#include "maths/Vector2D.h"
#include "ps/CStrInternStatic.h"
#include "renderer/Renderer.h"
#include <array>
namespace
{
// Array of 2D elements unrolled into 1D array.
using PlaneArray2D = std::array<float, 8>;
inline void DrawTextureImpl(CTexturePtr texture,
const PlaneArray2D& vertices, PlaneArray2D uvs,
const CColor& multiply, const CColor& add, const float grayscaleFactor)
{
CShaderDefines defines;
CShaderTechniquePtr tech = g_Renderer.GetShaderManager().LoadEffect(
str_canvas2d, g_Renderer.GetSystemShaderDefines(), defines);
tech->BeginPass();
CShaderProgramPtr shader = tech->GetShader();
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_colorAdd, add);
shader->Uniform(str_colorMul, multiply);
shader->Uniform(str_grayscaleFactor, grayscaleFactor);
shader->VertexPointer(2, GL_FLOAT, 0, vertices.data());
shader->TexCoordPointer(GL_TEXTURE0, 2, GL_FLOAT, 0, uvs.data());
shader->AssertPointersBound();
if (!g_Renderer.DoSkipSubmit())
glDrawArrays(GL_TRIANGLE_FAN, 0, vertices.size() / 2);
tech->EndPass();
}
} // anonymous namespace
void CCanvas2D::DrawLine(const std::vector<CVector2D>& points, const float width, const CColor& color)
{
std::vector<float> vertices;
vertices.reserve(points.size() * 3);
for (const CVector2D& point : points)
{
vertices.emplace_back(point.X);
vertices.emplace_back(point.Y);
vertices.emplace_back(0.0f);
}
// Setup the render state
CMatrix3D transform = GetDefaultGuiMatrix();
CShaderDefines lineDefines;
CShaderTechniquePtr tech = g_Renderer.GetShaderManager().LoadEffect(str_gui_solid, g_Renderer.GetSystemShaderDefines(), lineDefines);
tech->BeginPass();
CShaderProgramPtr shader = tech->GetShader();
shader->Uniform(str_transform, transform);
shader->Uniform(str_color, color);
shader->VertexPointer(3, GL_FLOAT, 0, vertices.data());
shader->AssertPointersBound();
#if !CONFIG2_GLES
glEnable(GL_LINE_SMOOTH);
#endif
glLineWidth(width);
if (!g_Renderer.DoSkipSubmit())
glDrawArrays(GL_LINE_STRIP, 0, vertices.size() / 3);
glLineWidth(1.0f);
#if !CONFIG2_GLES
glDisable(GL_LINE_SMOOTH);
#endif
tech->EndPass();
}
void CCanvas2D::DrawRect(const CRect& rect, const CColor& color)
{
const PlaneArray2D uvs = {
0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f
};
const PlaneArray2D vertices = {
rect.left, rect.bottom,
rect.right, rect.bottom,
rect.right, rect.top,
rect.left, rect.top
};
DrawTextureImpl(
g_Renderer.GetTextureManager().GetTransparentTexture(),
vertices, uvs, CColor(0.0f, 0.0f, 0.0f, 0.0f), color, 0.0f);
}
void CCanvas2D::DrawTexture(CTexturePtr texture, const CRect& destination)
{
DrawTexture(texture,
destination, CRect(0, 0, texture->GetWidth(), texture->GetHeight()),
CColor(1.0f, 1.0f, 1.0f, 1.0f), CColor(0.0f, 0.0f, 0.0f, 0.0f), 0.0f);
}
void CCanvas2D::DrawTexture(
CTexturePtr texture, const CRect& destination, const CRect& source,
const CColor& multiply, const CColor& add, const float grayscaleFactor)
{
const PlaneArray2D uvs = {
source.left, source.bottom,
source.right, source.bottom,
source.right, source.top,
source.left, source.top
};
const PlaneArray2D vertices = {
destination.left, destination.bottom,
destination.right, destination.bottom,
destination.right, destination.top,
destination.left, destination.top
};
DrawTextureImpl(texture, vertices, uvs, multiply, add, grayscaleFactor);
}