Imarok
2877ae1c38
Reviewed by: bb Refs: #4722 Differential Revision: https://code.wildfiregames.com/D1072 This was SVN commit r20544.
171 lines
4.6 KiB
C++
171 lines
4.6 KiB
C++
/* Copyright (C) 2017 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 "CChart.h"
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#include "graphics/ShaderManager.h"
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#include "lib/ogl.h"
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#include "ps/CLogger.h"
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#include "renderer/Renderer.h"
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#include <cmath>
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CChart::CChart()
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{
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AddSetting(GUIST_CGUIList, "series_color");
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AddSetting(GUIST_CGUISeries, "series");
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}
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CChart::~CChart()
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{
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}
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void CChart::HandleMessage(SGUIMessage& Message)
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{
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// TODO: implement zoom
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switch (Message.type)
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{
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case GUIM_SETTINGS_UPDATED:
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{
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UpdateSeries();
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break;
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}
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}
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}
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void CChart::DrawLine(const CShaderProgramPtr& shader, const CColor& color, const std::vector<float>& vertices) const
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{
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shader->Uniform(str_color, color);
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shader->VertexPointer(3, GL_FLOAT, 0, &vertices[0]);
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shader->AssertPointersBound();
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glEnable(GL_LINE_SMOOTH);
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glLineWidth(1.1f);
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if (!g_Renderer.m_SkipSubmit)
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glDrawArrays(GL_LINE_STRIP, 0, vertices.size() / 3);
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glLineWidth(1.0f);
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glDisable(GL_LINE_SMOOTH);
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}
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void CChart::Draw()
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{
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PROFILE3("render chart");
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if (!GetGUI())
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return;
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if (m_Series.empty())
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return;
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const float bz = GetBufferedZ();
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CRect rect = GetChartRect();
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const float width = rect.GetWidth();
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const float height = rect.GetHeight();
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// Disable depth updates to prevent apparent z-fighting-related issues
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// with some drivers causing units to get drawn behind the texture.
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glDepthMask(0);
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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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CVector2D leftBottom, rightTop;
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leftBottom = rightTop = m_Series[0].m_Points[0];
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for (const CChartData& data : m_Series)
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for (const CVector2D& point : data.m_Points)
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{
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if (fabs(point.X) != std::numeric_limits<float>::infinity() && point.X < leftBottom.X)
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leftBottom.X = point.X;
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if (fabs(point.Y) != std::numeric_limits<float>::infinity() && point.Y < leftBottom.Y)
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leftBottom.Y = point.Y;
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if (fabs(point.X) != std::numeric_limits<float>::infinity() && point.X > rightTop.X)
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rightTop.X = point.X;
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if (fabs(point.Y) != std::numeric_limits<float>::infinity() && point.Y > rightTop.Y)
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rightTop.Y = point.Y;
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}
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if (rightTop.Y == leftBottom.Y)
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rightTop.Y += 1;
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if (rightTop.X == leftBottom.X)
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rightTop.X += 1;
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CVector2D scale(width / (rightTop.X - leftBottom.X), height / (rightTop.Y - leftBottom.Y));
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for (const CChartData& data : m_Series)
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{
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if (data.m_Points.empty())
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continue;
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std::vector<float> vertices;
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for (const CVector2D& point : data.m_Points)
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{
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if (fabs(point.X) != std::numeric_limits<float>::infinity() && fabs(point.Y) != std::numeric_limits<float>::infinity())
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{
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vertices.push_back(rect.left + (point.X - leftBottom.X) * scale.X);
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vertices.push_back(rect.bottom - (point.Y - leftBottom.Y) * scale.Y);
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vertices.push_back(bz + 0.5f);
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}
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else
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{
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DrawLine(shader, data.m_Color, vertices);
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vertices.clear();
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}
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}
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if (!vertices.empty())
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DrawLine(shader, data.m_Color, vertices);
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}
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tech->EndPass();
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// Reset depth mask
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glDepthMask(1);
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}
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CRect CChart::GetChartRect() const
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{
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return m_CachedActualSize;
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}
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void CChart::UpdateSeries()
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{
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CGUISeries* pSeries;
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GUI<CGUISeries>::GetSettingPointer(this, "series", pSeries);
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CGUIList* pSeriesColor;
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GUI<CGUIList>::GetSettingPointer(this, "series_color", pSeriesColor);
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m_Series.clear();
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m_Series.resize(pSeries->m_Series.size());
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for (size_t i = 0; i < pSeries->m_Series.size(); ++i)
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{
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CChartData& data = m_Series[i];
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if (i < pSeriesColor->m_Items.size() && !GUI<int>::ParseColor(pSeriesColor->m_Items[i].GetOriginalString(), data.m_Color, 0))
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LOGWARNING("GUI: Error parsing 'series_color' (\"%s\")", utf8_from_wstring(pSeriesColor->m_Items[i].GetOriginalString()));
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data.m_Points = pSeries->m_Series[i];
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}
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}
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