forked from 0ad/0ad
Implements DrawRect in Canvas2D, removes CConsole background drawing with low level GL calls.
This was SVN commit r25590.
This commit is contained in:
parent
2f3837e0b5
commit
283f524fcf
15
binaries/data/mods/mod/shaders/arb/canvas2d.fp
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15
binaries/data/mods/mod/shaders/arb/canvas2d.fp
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@ -0,0 +1,15 @@
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!!ARBfp1.0
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TEMP colorTex;
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TEX colorTex, fragment.texcoord[0], texture[0], 2D;
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PARAM colorAdd = program.local[1];
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PARAM colorMul = program.local[2];
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TEMP color;
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MUL color, colorTex, colorMul;
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ADD color, color, colorAdd;
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MOV result.color, color;
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END
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binaries/data/mods/mod/shaders/arb/canvas2d.vp
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binaries/data/mods/mod/shaders/arb/canvas2d.vp
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@ -0,0 +1,16 @@
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!!ARBvp1.0
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PARAM transform[4] = { program.local[0..3] };
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TEMP position;
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DP4 position.x, transform[0], vertex.position;
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DP4 position.y, transform[1], vertex.position;
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MOV position.z, 0.0;
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MOV position.w, 1.0;
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MOV result.position, position;
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MOV result.texcoord[0], vertex.texcoord[0];
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END
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16
binaries/data/mods/mod/shaders/arb/canvas2d.xml
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binaries/data/mods/mod/shaders/arb/canvas2d.xml
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@ -0,0 +1,16 @@
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<?xml version="1.0" encoding="utf-8"?>
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<program type="arb">
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<vertex file="arb/canvas2d.vp">
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<stream name="pos"/>
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<stream name="uv0"/>
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<uniform name="transform" loc="0" type="mat4"/>
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</vertex>
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<fragment file="arb/canvas2d.fp">
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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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</fragment>
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</program>
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14
binaries/data/mods/mod/shaders/effects/canvas2d.xml
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binaries/data/mods/mod/shaders/effects/canvas2d.xml
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@ -0,0 +1,14 @@
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<?xml version="1.0" encoding="utf-8"?>
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<effect>
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<technique>
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<require shaders="arb"/>
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<pass shader="arb/canvas2d"/>
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</technique>
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<technique>
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<require shaders="glsl"/>
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<pass shader="glsl/canvas2d"/>
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</technique>
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</effect>
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12
binaries/data/mods/mod/shaders/glsl/canvas2d.fs
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binaries/data/mods/mod/shaders/glsl/canvas2d.fs
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@ -0,0 +1,12 @@
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#version 110
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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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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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}
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14
binaries/data/mods/mod/shaders/glsl/canvas2d.vs
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binaries/data/mods/mod/shaders/glsl/canvas2d.vs
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@ -0,0 +1,14 @@
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#version 110
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uniform mat4 transform;
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attribute vec2 a_vertex;
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attribute vec2 a_uv0;
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varying vec2 v_uv;
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void main()
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{
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v_uv = a_uv0;
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gl_Position = transform * vec4(a_vertex, 0.0, 1.0);
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}
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13
binaries/data/mods/mod/shaders/glsl/canvas2d.xml
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binaries/data/mods/mod/shaders/glsl/canvas2d.xml
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@ -0,0 +1,13 @@
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<?xml version="1.0" encoding="utf-8"?>
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<program type="glsl">
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<vertex file="glsl/canvas2d.vs">
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<stream name="pos"/>
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<stream name="uv0"/>
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<attrib name="a_vertex" semantics="gl_Vertex"/>
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<attrib name="a_uv0" semantics="gl_MultiTexCoord0"/>
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</vertex>
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<fragment file="glsl/canvas2d.fs"/>
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</program>
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@ -21,11 +21,15 @@
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#include "graphics/Color.h"
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#include "graphics/ShaderManager.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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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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@ -45,8 +49,8 @@ void CCanvas2D::DrawLine(const std::vector<CVector2D>& points, const float width
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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[0]);
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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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@ -62,3 +66,35 @@ void CCanvas2D::DrawLine(const std::vector<CVector2D>& points, const float width
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tech->EndPass();
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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 std::array<float, 8> 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 std::array<float, 8> 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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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, g_Renderer.GetTextureManager().GetWhiteTexture());
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shader->Uniform(str_transform, GetDefaultGuiMatrix());
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shader->Uniform(str_colorAdd, color);
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shader->Uniform(str_colorMul, CColor(0.0f, 0.0f, 0.0f, 0.0f));
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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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}
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@ -22,6 +22,8 @@
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#include <vector>
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class CRect;
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struct CColor;
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// Encapsulates 2D drawing functionality to hide and optimize
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@ -30,6 +32,8 @@ class CCanvas2D
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{
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public:
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void DrawLine(const std::vector<CVector2D>& points, const float width, const CColor& color);
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void DrawRect(const CRect& rect, const CColor& color);
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};
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#endif // INCLUDED_CANVAS2D
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@ -19,6 +19,7 @@
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#include "TextureManager.h"
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#include "graphics/Color.h"
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#include "graphics/TextureConverter.h"
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#include "lib/allocators/shared_ptr.h"
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#include "lib/file/vfs/vfs_tree.h"
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@ -38,6 +39,53 @@
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#include <unordered_map>
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#include <unordered_set>
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class SingleColorTexture
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{
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public:
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SingleColorTexture(const CColor& color, PIVFS vfs, const VfsPath& pathPlaceholder, const bool disableGL, CTextureManagerImpl* textureManager)
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{
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const SColor4ub color32 = color.AsSColor4ub();
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// Construct 1x1 32-bit texture
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std::shared_ptr<u8> data(new u8[3], ArrayDeleter());
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data.get()[0] = color32.R;
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data.get()[1] = color32.G;
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data.get()[2] = color32.B;
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data.get()[3] = color32.A;
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Tex t;
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ignore_result(t.wrap(1, 1, 32, TEX_ALPHA, data, 0));
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m_Handle = ogl_tex_wrap(&t, vfs, pathPlaceholder);
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ignore_result(ogl_tex_set_filter(m_Handle, GL_LINEAR));
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if (!disableGL)
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ignore_result(ogl_tex_upload(m_Handle));
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CTextureProperties props(pathPlaceholder);
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m_Texture = CTexturePtr(new CTexture(m_Handle, props, textureManager));
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m_Texture->m_State = CTexture::LOADED;
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m_Texture->m_Self = m_Texture;
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}
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~SingleColorTexture()
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{
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ignore_result(ogl_tex_free(m_Handle));
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}
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CTexturePtr GetTexture()
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{
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return m_Texture;
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}
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Handle GetHandle()
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{
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return m_Handle;
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}
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private:
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Handle m_Handle;
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CTexturePtr m_Texture;
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};
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struct TPhash
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{
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std::size_t operator()(CTextureProperties const& a) const
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@ -80,8 +128,11 @@ class CTextureManagerImpl
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friend class CTexture;
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public:
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CTextureManagerImpl(PIVFS vfs, bool highQuality, bool disableGL) :
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m_VFS(vfs), m_CacheLoader(vfs, L".dds"), m_DisableGL(disableGL), m_TextureConverter(vfs, highQuality),
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m_DefaultHandle(0), m_ErrorHandle(0)
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m_VFS(vfs), m_CacheLoader(vfs, L".dds"), m_DisableGL(disableGL),
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m_TextureConverter(vfs, highQuality), m_DefaultHandle(0),
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m_ErrorTexture(CColor(1.0f, 0.0f, 1.0f, 1.0f), vfs, L"(error texture)", disableGL, this),
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m_WhiteTexture(CColor(1.0f, 1.0f, 1.0f, 1.0f), vfs, L"(white texture)", disableGL, this),
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m_TransparentTexture(CColor(0.0f, 0.0f, 0.0f, 0.0f), vfs, L"(transparent texture)", disableGL, this)
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{
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// Initialise some textures that will always be available,
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// without needing to load any files
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@ -103,29 +154,6 @@ public:
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ignore_result(ogl_tex_upload(m_DefaultHandle));
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}
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// Error texture (magenta)
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if (!m_DisableGL)
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{
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// Construct 1x1 24-bit texture
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std::shared_ptr<u8> data(new u8[3], ArrayDeleter());
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data.get()[0] = 255;
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data.get()[1] = 0;
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data.get()[2] = 255;
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Tex t;
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ignore_result(t.wrap(1, 1, 24, 0, data, 0));
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m_ErrorHandle = ogl_tex_wrap(&t, m_VFS, L"(error texture)");
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ignore_result(ogl_tex_set_filter(m_ErrorHandle, GL_LINEAR));
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if (!m_DisableGL)
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ignore_result(ogl_tex_upload(m_ErrorHandle));
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// Construct a CTexture to return to callers who want an error texture
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CTextureProperties props(L"(error texture)");
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m_ErrorTexture = CTexturePtr(new CTexture(m_ErrorHandle, props, this));
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m_ErrorTexture->m_State = CTexture::LOADED;
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m_ErrorTexture->m_Self = m_ErrorTexture;
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}
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// Allow hotloading of textures
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RegisterFileReloadFunc(ReloadChangedFileCB, this);
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}
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@ -135,12 +163,21 @@ public:
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UnregisterFileReloadFunc(ReloadChangedFileCB, this);
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ignore_result(ogl_tex_free(m_DefaultHandle));
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ignore_result(ogl_tex_free(m_ErrorHandle));
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}
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CTexturePtr GetErrorTexture()
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{
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return m_ErrorTexture;
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return m_ErrorTexture.GetTexture();
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}
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CTexturePtr GetWhiteTexture()
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{
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return m_WhiteTexture.GetTexture();
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}
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CTexturePtr GetTransparentTexture()
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{
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return m_TransparentTexture.GetTexture();
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}
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/**
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@ -182,7 +219,7 @@ public:
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LOGERROR("Texture failed to load; \"%s\"", texture->m_Properties.m_Path.string8());
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// Replace with error texture to make it obvious
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texture->SetHandle(m_ErrorHandle);
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texture->SetHandle(m_ErrorTexture.GetHandle());
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return;
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}
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@ -224,7 +261,7 @@ public:
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ogl_tex_free(h);
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// Replace with error texture to make it obvious
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texture->SetHandle(m_ErrorHandle);
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texture->SetHandle(m_ErrorTexture.GetHandle());
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return;
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}
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@ -279,7 +316,7 @@ public:
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// No source file or archive cache was found, so we can't load the
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// real texture at all - return the error texture instead
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LOGERROR("CCacheLoader failed to find archived or source file for: \"%s\"", texture->m_Properties.m_Path.string8());
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texture->SetHandle(m_ErrorHandle);
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texture->SetHandle(m_ErrorTexture.GetHandle());
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return true;
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}
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}
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@ -352,7 +389,7 @@ public:
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else
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{
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LOGERROR("Texture failed to convert: \"%s\"", texture->m_Properties.m_Path.string8());
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texture->SetHandle(m_ErrorHandle);
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texture->SetHandle(m_ErrorTexture.GetHandle());
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}
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texture->m_State = CTexture::LOADED;
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return true;
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@ -503,8 +540,9 @@ private:
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CTextureConverter m_TextureConverter;
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Handle m_DefaultHandle;
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Handle m_ErrorHandle;
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CTexturePtr m_ErrorTexture;
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SingleColorTexture m_ErrorTexture;
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SingleColorTexture m_WhiteTexture;
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SingleColorTexture m_TransparentTexture;
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// Cache of all loaded textures
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using TextureCache =
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@ -662,6 +700,16 @@ CTexturePtr CTextureManager::GetErrorTexture()
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return m->GetErrorTexture();
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}
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CTexturePtr CTextureManager::GetWhiteTexture()
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{
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return m->GetWhiteTexture();
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}
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CTexturePtr CTextureManager::GetTransparentTexture()
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{
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return m->GetTransparentTexture();
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}
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bool CTextureManager::MakeProgress()
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{
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return m->MakeProgress();
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@ -1,4 +1,4 @@
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/* Copyright (C) 2019 Wildfire Games.
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/* 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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@ -94,6 +94,16 @@ public:
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*/
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CTexturePtr GetErrorTexture();
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/**
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* Returns a single color RGBA texture with CColor(1.0f, 1.0f, 1.0f, 1.0f).
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*/
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CTexturePtr GetWhiteTexture();
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/**
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* Returns a single color RGBA texture with CColor(0.0f, 0.0f, 0.0f, 0.0f).
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*/
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CTexturePtr GetTransparentTexture();
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/**
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* Work on asynchronous texture loading operations, if any.
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* Returns true if it did any work.
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@ -209,6 +219,7 @@ private:
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class CTexture
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{
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friend class CTextureManagerImpl;
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friend class SingleColorTexture;
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friend struct TextureCacheCmp;
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friend struct TPequal_to;
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friend struct TPhash;
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@ -1,4 +1,4 @@
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/* Copyright (C) 2019 Wildfire Games.
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/* 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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|
@ -24,6 +24,7 @@
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#include "CConsole.h"
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#include "graphics/Canvas2D.h"
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#include "graphics/FontMetrics.h"
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#include "graphics/ShaderManager.h"
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#include "graphics/TextRenderer.h"
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@ -49,6 +50,8 @@
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#include "scriptinterface/ScriptInterface.h"
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#include "scriptinterface/JSON.h"
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#include <vector>
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namespace
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{
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@ -177,7 +180,6 @@ void CConsole::Update(const float deltaRealTime)
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}
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}
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//Render Manager.
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void CConsole::Render()
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{
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if (! (m_bVisible || m_bToggle) ) return;
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@ -187,25 +189,16 @@ void CConsole::Render()
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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CShaderTechniquePtr solidTech = g_Renderer.GetShaderManager().LoadEffect(str_gui_solid);
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solidTech->BeginPass();
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CShaderProgramPtr solidShader = solidTech->GetShader();
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CMatrix3D transform = GetDefaultGuiMatrix();
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// animation: slide in from top of screen
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const float DeltaY = (1.0f - m_fVisibleFrac) * m_fHeight;
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transform.PostTranslate(m_fX, m_fY - DeltaY, 0.0f); // move to window position
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solidShader->Uniform(str_transform, transform);
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DrawWindow(solidShader);
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|
||||
solidTech->EndPass();
|
||||
DrawWindow();
|
||||
|
||||
CShaderTechniquePtr textTech = g_Renderer.GetShaderManager().LoadEffect(str_gui_text);
|
||||
textTech->BeginPass();
|
||||
CTextRenderer textRenderer(textTech->GetShader());
|
||||
textRenderer.Font(CStrIntern(CONSOLE_FONT));
|
||||
// animation: slide in from top of screen
|
||||
CMatrix3D transform = GetDefaultGuiMatrix();
|
||||
const float DeltaY = (1.0f - m_fVisibleFrac) * m_fHeight;
|
||||
transform.PostTranslate(m_fX, m_fY - DeltaY, 0.0f); // move to window position
|
||||
textRenderer.SetTransform(transform);
|
||||
|
||||
DrawHistory(textRenderer);
|
||||
@ -218,43 +211,32 @@ void CConsole::Render()
|
||||
glDisable(GL_BLEND);
|
||||
}
|
||||
|
||||
|
||||
void CConsole::DrawWindow(CShaderProgramPtr& shader)
|
||||
void CConsole::DrawWindow()
|
||||
{
|
||||
float boxVerts[] = {
|
||||
m_fWidth, 0.0f,
|
||||
1.0f, 0.0f,
|
||||
1.0f, m_fHeight-1.0f,
|
||||
m_fWidth, m_fHeight-1.0f
|
||||
std::vector<CVector2D> points = {
|
||||
CVector2D{m_fWidth, 0.0f},
|
||||
CVector2D{1.0f, 0.0f},
|
||||
CVector2D{1.0f, m_fHeight - 1.0f},
|
||||
CVector2D{m_fWidth, m_fHeight - 1.0f},
|
||||
CVector2D{m_fWidth, 0.0f}
|
||||
};
|
||||
for (CVector2D& point : points)
|
||||
point += CVector2D{m_fX, m_fY - (1.0f - m_fVisibleFrac) * m_fHeight};
|
||||
|
||||
shader->VertexPointer(2, GL_FLOAT, 0, boxVerts);
|
||||
|
||||
// Draw Background
|
||||
// Set the color to a translucent blue
|
||||
shader->Uniform(str_color, 0.0f, 0.0f, 0.5f, 0.6f);
|
||||
shader->AssertPointersBound();
|
||||
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
|
||||
|
||||
// Draw Border
|
||||
// Set the color to a translucent yellow
|
||||
shader->Uniform(str_color, 0.5f, 0.5f, 0.0f, 0.6f);
|
||||
shader->AssertPointersBound();
|
||||
glDrawArrays(GL_LINE_LOOP, 0, 4);
|
||||
CCanvas2D canvas;
|
||||
canvas.DrawRect(CRect(points[1], points[3]), CColor(0.0f, 0.0f, 0.5f, 0.6f));
|
||||
canvas.DrawLine(points, 1.0f, CColor(0.5f, 0.5f, 0.0f, 0.6f));
|
||||
|
||||
if (m_fHeight > m_iFontHeight + 4)
|
||||
{
|
||||
float lineVerts[] = {
|
||||
0.0f, m_fHeight - (float)m_iFontHeight - 4.0f,
|
||||
m_fWidth, m_fHeight - (float)m_iFontHeight - 4.0f
|
||||
points = {
|
||||
CVector2D{0.0f, m_fHeight - static_cast<float>(m_iFontHeight) - 4.0f},
|
||||
CVector2D{m_fWidth, m_fHeight - static_cast<float>(m_iFontHeight) - 4.0f}
|
||||
};
|
||||
shader->VertexPointer(2, GL_FLOAT, 0, lineVerts);
|
||||
shader->AssertPointersBound();
|
||||
glDrawArrays(GL_LINES, 0, 2);
|
||||
canvas.DrawLine(points, 1.0f, CColor(0.5f, 0.5f, 0.0f, 0.6f));
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void CConsole::DrawHistory(CTextRenderer& textRenderer)
|
||||
{
|
||||
int i = 1;
|
||||
|
@ -111,7 +111,7 @@ private:
|
||||
bool m_bCursorVisState; // if the cursor should be drawn or not
|
||||
double m_cursorBlinkRate; // cursor blink rate in seconds, if greater than 0.0
|
||||
|
||||
void DrawWindow(CShaderProgramPtr& shader);
|
||||
void DrawWindow();
|
||||
void DrawHistory(CTextRenderer& textRenderer);
|
||||
void DrawBuffer(CTextRenderer& textRenderer);
|
||||
void DrawCursor(CTextRenderer& textRenderer);
|
||||
|
@ -90,6 +90,7 @@ X(blurTex4)
|
||||
X(blurTex8)
|
||||
X(brightness)
|
||||
X(cameraPos)
|
||||
X(canvas2d)
|
||||
X(color)
|
||||
X(colorAdd)
|
||||
X(colorMul)
|
||||
|
Loading…
Reference in New Issue
Block a user