forked from 0ad/0ad
Removes low level GL code from GUI sprite rendering and switches to Canvas2D.
Tested By: Langbart Differential Revision: https://code.wildfiregames.com/D4031 This was SVN commit r25603.
This commit is contained in:
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c388ef64ad
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1f192f1593
@ -3,11 +3,23 @@
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TEMP colorTex;
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TEX colorTex, fragment.texcoord[0], texture[0], 2D;
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TEMP grayscale;
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MOV grayscale.r, 0.3;
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MOV grayscale.g, 0.59;
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MOV grayscale.b, 0.11;
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MOV grayscale.a, 0.0;
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PARAM colorAdd = program.local[1];
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PARAM colorMul = program.local[2];
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PARAM grayscaleFactor = program.local[3];
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TEMP colorGray;
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DP3 colorGray.rgb, colorTex, grayscale;
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MOV colorGray.a, colorTex.a;
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TEMP color;
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MUL color, colorTex, colorMul;
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LRP color, grayscaleFactor, colorGray, colorTex;
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MUL color, color, colorMul;
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ADD color, color, colorAdd;
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MOV result.color, color;
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@ -11,6 +11,7 @@
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<uniform name="tex" loc="0" type="sampler2D"/>
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<uniform name="colorAdd" loc="1" type="vec4"/>
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<uniform name="colorMul" loc="2" type="vec4"/>
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<uniform name="grayscaleFactor" loc="3" type="float"/>
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</fragment>
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</program>
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@ -1,12 +1,15 @@
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#version 110
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uniform sampler2D tex;
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uniform vec4 colorAdd;
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uniform vec4 colorMul;
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uniform sampler2D tex;
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uniform float grayscaleFactor;
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varying vec2 v_uv;
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void main()
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{
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gl_FragColor = clamp(texture2D(tex, v_uv) * colorMul + colorAdd, 0.0, 1.0);
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vec4 colorTex = texture2D(tex, v_uv);
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vec3 grayColor = vec3(dot(vec3(0.3, 0.59, 0.11), colorTex.rgb));
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gl_FragColor = clamp(mix(colorTex, vec4(grayColor, colorTex.a), grayscaleFactor) * colorMul + colorAdd, 0.0, 1.0);
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}
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@ -38,7 +38,7 @@ 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)
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const CColor& multiply, const CColor& add, const float grayscaleFactor)
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{
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CShaderDefines defines;
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CShaderTechniquePtr tech = g_Renderer.GetShaderManager().LoadEffect(
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@ -58,6 +58,7 @@ inline void DrawTextureImpl(CTexturePtr texture,
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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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@ -121,19 +122,19 @@ void CCanvas2D::DrawRect(const CRect& rect, const CColor& color)
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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);
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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));
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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)
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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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@ -148,5 +149,5 @@ void CCanvas2D::DrawTexture(
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destination.left, destination.top
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};
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DrawTextureImpl(texture, vertices, uvs, multiply, add);
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DrawTextureImpl(texture, vertices, uvs, multiply, add, grayscaleFactor);
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}
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@ -48,10 +48,12 @@ public:
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* Draws a piece of the texture from the source rect into the
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* destination rect. The result color is set by the following formula:
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* TEXTURE_COLOR * COLOR_MULTIPLY + COLOR_ADD
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* The texture color is blended with its own grayscale version according to
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* the grayscale factor.
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*/
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void DrawTexture(CTexturePtr texture,
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const CRect& destination, const CRect& source,
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const CColor& multiply, const CColor& add);
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const CColor& multiply, const CColor& add, const float grayscaleFactor);
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/**
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* A simpler version of the previous one, draws the texture into the
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@ -20,7 +20,6 @@
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#include "GUIRenderer.h"
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#include "graphics/Canvas2D.h"
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#include "graphics/ShaderManager.h"
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#include "graphics/TextureManager.h"
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#include "gui/CGUI.h"
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#include "gui/CGUISprite.h"
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@ -206,25 +205,22 @@ void GUIRenderer::UpdateDrawCallCache(const CGUI& pGUI, DrawCalls& Calls, const
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Call.m_Vertices.bottom = (int)(Call.m_Vertices.bottom + 0.5f);
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}
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bool hasTexture = false;
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if (!(*cit)->m_TextureName.empty())
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{
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CTextureProperties textureProps(g_L10n.LocalizePath((*cit)->m_TextureName));
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textureProps.SetWrap((*cit)->m_WrapMode);
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CTexturePtr texture = g_Renderer.GetTextureManager().CreateTexture(textureProps);
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texture->Prefetch();
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Call.m_HasTexture = true;
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hasTexture = true;
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Call.m_Texture = texture;
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Call.m_ObjectSize = ObjectSize;
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}
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else
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{
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Call.m_HasTexture = false;
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}
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Call.m_BackColor = &(*cit)->m_BackColor;
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if (!Call.m_HasTexture)
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Call.m_GrayscaleFactor = 0.0f;
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if (!hasTexture)
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{
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Call.m_Material = str_gui_solid;
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Call.m_ColorAdd = *Call.m_BackColor;
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Call.m_ColorMultiply = CColor(0.0f, 0.0f, 0.0f, 0.0f);
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Call.m_Texture = g_Renderer.GetTextureManager().GetTransparentTexture();
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@ -233,33 +229,30 @@ void GUIRenderer::UpdateDrawCallCache(const CGUI& pGUI, DrawCalls& Calls, const
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{
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if ((*cit)->m_Effects->m_AddColor != CGUIColor())
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{
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Call.m_Material = str_gui_add;
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const CColor color = (*cit)->m_Effects->m_AddColor;
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Call.m_ColorAdd = CColor(color.r, color.g, color.b, 0.0f);
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Call.m_ColorMultiply = CColor(1.0f, 1.0f, 1.0f, 1.0f);
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}
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else if ((*cit)->m_Effects->m_Greyscale)
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{
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Call.m_Shader = g_Renderer.GetShaderManager().LoadEffect(str_gui_grayscale);
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Call.m_Material = str_gui_grayscale;
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Call.m_ColorAdd = CColor(0.0f, 0.0f, 0.0f, 0.0f);
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Call.m_ColorMultiply = CColor(1.0f, 1.0f, 1.0f, 1.0f);
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Call.m_GrayscaleFactor = 1.0f;
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}
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else if ((*cit)->m_Effects->m_SolidColor != CGUIColor())
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{
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Call.m_Material = str_gui_solid_mask;
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const CColor color = (*cit)->m_Effects->m_SolidColor;
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Call.m_ColorAdd = CColor(color.r, color.g, color.b, 0.0f);
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Call.m_ColorMultiply = CColor(0.0f, 0.0f, 0.0f, color.a);
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}
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else /* Slight confusion - why no effects? */
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{
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Call.m_Material = str_gui_basic;
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Call.m_ColorAdd = CColor(0.0f, 0.0f, 0.0f, 0.0f);
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Call.m_ColorMultiply = CColor(1.0f, 1.0f, 1.0f, 1.0f);
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}
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}
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else
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{
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Call.m_Material = str_gui_basic;
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Call.m_ColorAdd = CColor(0.0f, 0.0f, 0.0f, 0.0f);
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Call.m_ColorMultiply = CColor(1.0f, 1.0f, 1.0f, 1.0f);
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}
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@ -334,15 +327,11 @@ void GUIRenderer::Draw(DrawCalls& Calls, CCanvas2D& canvas)
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// TODO: batching by shader/texture/etc would be nice
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CMatrix3D matrix = GetDefaultGuiMatrix();
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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// Iterate through each DrawCall, and execute whatever drawing code is being called
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for (DrawCalls::const_iterator cit = Calls.begin(); cit != Calls.end(); ++cit)
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{
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if (cit->m_HasTexture && (cit->m_Material == str_gui_basic || cit->m_Material == str_gui_solid_mask || cit->m_Material == str_gui_add))
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{
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// A hack to preload the handle to get a correct texture size.
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GLuint h;
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@ -365,60 +354,7 @@ void GUIRenderer::Draw(DrawCalls& Calls, CCanvas2D& canvas)
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}
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canvas.DrawTexture(cit->m_Texture,
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rect, texCoords, cit->m_ColorMultiply, cit->m_ColorAdd);
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}
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else if (cit->m_HasTexture)
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{
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cit->m_Shader->BeginPass();
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CShaderProgramPtr shader = cit->m_Shader->GetShader();
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shader->Uniform(str_transform, matrix);
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shader->Uniform(str_color, cit->m_ShaderColorParameter);
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shader->BindTexture(str_tex, cit->m_Texture);
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CRect TexCoords = cit->ComputeTexCoords();
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// Ensure the quad has the correct winding order, and update texcoords to match
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CRect Verts = cit->m_Vertices;
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if (Verts.right < Verts.left)
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{
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std::swap(Verts.right, Verts.left);
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std::swap(TexCoords.right, TexCoords.left);
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}
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if (Verts.bottom < Verts.top)
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{
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std::swap(Verts.bottom, Verts.top);
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std::swap(TexCoords.bottom, TexCoords.top);
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}
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std::vector<float> data;
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#define ADD(u, v, x, y, z) STMT(data.push_back(u); data.push_back(v); data.push_back(x); data.push_back(y); data.push_back(z))
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ADD(TexCoords.left, TexCoords.bottom, Verts.left, Verts.bottom, 0.0f);
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ADD(TexCoords.right, TexCoords.bottom, Verts.right, Verts.bottom, 0.0f);
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ADD(TexCoords.right, TexCoords.top, Verts.right, Verts.top, 0.0f);
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ADD(TexCoords.right, TexCoords.top, Verts.right, Verts.top, 0.0f);
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ADD(TexCoords.left, TexCoords.top, Verts.left, Verts.top, 0.0f);
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ADD(TexCoords.left, TexCoords.bottom, Verts.left, Verts.bottom, 0.0f);
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#undef ADD
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shader->TexCoordPointer(GL_TEXTURE0, 2, GL_FLOAT, 5*sizeof(float), &data[0]);
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shader->VertexPointer(3, GL_FLOAT, 5*sizeof(float), &data[2]);
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glDrawArrays(GL_TRIANGLES, 0, 6);
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cit->m_Shader->EndPass();
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}
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else
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{
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// Ensure the quad has the correct winding order
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CRect rect = cit->m_Vertices;
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if (rect.right < rect.left)
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std::swap(rect.right, rect.left);
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if (rect.bottom < rect.top)
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std::swap(rect.bottom, rect.top);
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canvas.DrawTexture(cit->m_Texture,
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rect, CRect(0, 0, cit->m_Texture->GetWidth(), cit->m_Texture->GetHeight()),
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cit->m_ColorMultiply, cit->m_ColorAdd);
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}
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rect, texCoords, cit->m_ColorMultiply, cit->m_ColorAdd, cit->m_GrayscaleFactor);
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}
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glDisable(GL_BLEND);
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@ -44,23 +44,16 @@ namespace GUIRenderer
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const SGUIImage* m_Image;
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bool m_HasTexture;
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CTexturePtr m_Texture;
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CRect m_ObjectSize;
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CShaderTechniquePtr m_Shader;
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CColor m_ShaderColorParameter;
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CRect m_Vertices;
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CGUIColor* m_BackColor;
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// Temporary type to make a soft transition to canvas rendering.
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CStrIntern m_Material;
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CColor m_ColorAdd;
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CColor m_ColorMultiply;
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float m_GrayscaleFactor;
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};
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class DrawCalls : public std::vector<SDrawCall>
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@ -102,6 +102,7 @@ X(foamTex)
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X(fogColor)
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X(fogParams)
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X(foreground_overlay)
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X(grayscaleFactor)
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X(gui_add)
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X(gui_basic)
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X(gui_grayscale)
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