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