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- //
- // Copyright (c) 2008-2014 the Urho3D project.
- // Copyright (c) 2014-2015, THUNDERBEAST GAMES LLC All rights reserved
- //
- // Permission is hereby granted, free of charge, to any person obtaining a copy
- // of this software and associated documentation files (the "Software"), to deal
- // in the Software without restriction, including without limitation the rights
- // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
- // copies of the Software, and to permit persons to whom the Software is
- // furnished to do so, subject to the following conditions:
- //
- // The above copyright notice and this permission notice shall be included in
- // all copies or substantial portions of the Software.
- //
- // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
- // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
- // THE SOFTWARE.
- //
- #include "Precompiled.h"
- #include "../Graphics/Graphics.h"
- #include "../Math/Matrix3x4.h"
- #include "../Graphics/ShaderVariation.h"
- #include "../Graphics/Texture.h"
- #include "../UI/UIBatch.h"
- #include "../DebugNew.h"
- namespace Atomic
- {
- #ifdef ATOMIC_OPENGL
- static const float posAdjust = 0.0f;
- #else
- static const float posAdjust = 0.5f;
- #endif
- static const Vector3 posAdjustVec(posAdjust, posAdjust, 0.0f);
- UIBatch::UIBatch() :
- blendMode_(BLEND_REPLACE),
- texture_(0),
- invTextureSize_(Vector2::ONE),
- vertexData_(0),
- vertexStart_(0),
- vertexEnd_(0)
- {
- SetDefaultColor();
- }
- UIBatch::UIBatch(BlendMode blendMode, const IntRect& scissor, Texture* texture, PODVector<float>* vertexData) :
- blendMode_(blendMode),
- scissor_(scissor),
- texture_(texture),
- invTextureSize_(texture ? Vector2(1.0f / (float)texture->GetWidth(), 1.0f / (float)texture->GetHeight()) : Vector2::ONE),
- vertexData_(vertexData),
- vertexStart_(vertexData->Size()),
- vertexEnd_(vertexData->Size())
- {
- SetDefaultColor();
- }
- void UIBatch::SetColor(const Color& color, bool overrideAlpha)
- {
- useGradient_ = false;
- color_ = color.ToUInt();
- }
- void UIBatch::SetDefaultColor()
- {
- color_ = 0xffffffff;
- useGradient_ = false;
- }
- void UIBatch::AddQuad(int x, int y, int width, int height, int texOffsetX, int texOffsetY, int texWidth, int texHeight)
- {
- // If alpha is 0, nothing will be rendered, so do not add the quad
- if (!(color_ & 0xff000000))
- return;
- //const IntVector2& screenPos = element_->GetScreenPosition();
- IntVector2 screenPos(0, 0);
- float left = (float)(x + screenPos.x_) - posAdjust;
- float right = left + (float)width;
- float top = (float)(y + screenPos.y_) - posAdjust;
- float bottom = top + (float)height;
- float leftUV = texOffsetX * invTextureSize_.x_;
- float topUV = texOffsetY * invTextureSize_.y_;
- float rightUV = (texOffsetX + (texWidth ? texWidth : width)) * invTextureSize_.x_;
- float bottomUV = (texOffsetY + (texHeight ? texHeight : height)) * invTextureSize_.y_;
- unsigned begin = vertexData_->Size();
- vertexData_->Resize(begin + 6 * UI_VERTEX_SIZE);
- float* dest = &(vertexData_->At(begin));
- vertexEnd_ = vertexData_->Size();
- dest[0] = left; dest[1] = top; dest[2] = 0.0f;
- ((unsigned&)dest[3]) = color_;
- dest[4] = leftUV; dest[5] = topUV;
- dest[6] = right; dest[7] = top; dest[8] = 0.0f;
- ((unsigned&)dest[9]) = color_;
- dest[10] = rightUV; dest[11] = topUV;
- dest[12] = left; dest[13] = bottom; dest[14] = 0.0f;
- ((unsigned&)dest[15]) = color_;
- dest[16] = leftUV; dest[17] = bottomUV;
- dest[18] = right; dest[19] = top; dest[20] = 0.0f;
- ((unsigned&)dest[21]) = color_;
- dest[22] = rightUV; dest[23] = topUV;
- dest[24] = right; dest[25] = bottom; dest[26] = 0.0f;
- ((unsigned&)dest[27]) = color_;
- dest[28] = rightUV; dest[29] = bottomUV;
- dest[30] = left; dest[31] = bottom; dest[32] = 0.0f;
- ((unsigned&)dest[33]) = color_;
- dest[34] = leftUV; dest[35] = bottomUV;
- dest += 36;
- }
- void UIBatch::AddQuad(const Matrix3x4& transform, int x, int y, int width, int height, int texOffsetX, int texOffsetY,
- int texWidth, int texHeight)
- {
- Vector3 v1 = (transform * Vector3((float)x, (float)y, 0.0f)) - posAdjustVec;
- Vector3 v2 = (transform * Vector3((float)x + (float)width, (float)y, 0.0f)) - posAdjustVec;
- Vector3 v3 = (transform * Vector3((float)x, (float)y + (float)height, 0.0f)) - posAdjustVec;
- Vector3 v4 = (transform * Vector3((float)x + (float)width, (float)y + (float)height, 0.0f)) - posAdjustVec;
- float leftUV = ((float)texOffsetX) * invTextureSize_.x_;
- float topUV = ((float)texOffsetY) * invTextureSize_.y_;
- float rightUV = ((float)(texOffsetX + (texWidth ? texWidth : width))) * invTextureSize_.x_;
- float bottomUV = ((float)(texOffsetY + (texHeight ? texHeight : height))) * invTextureSize_.y_;
- unsigned begin = vertexData_->Size();
- vertexData_->Resize(begin + 6 * UI_VERTEX_SIZE);
- float* dest = &(vertexData_->At(begin));
- vertexEnd_ = vertexData_->Size();
- dest[0] = v1.x_; dest[1] = v1.y_; dest[2] = 0.0f;
- ((unsigned&)dest[3]) = color_;
- dest[4] = leftUV; dest[5] = topUV;
- dest[6] = v2.x_; dest[7] = v2.y_; dest[8] = 0.0f;
- ((unsigned&)dest[9]) = color_;
- dest[10] = rightUV; dest[11] = topUV;
- dest[12] = v3.x_; dest[13] = v3.y_; dest[14] = 0.0f;
- ((unsigned&)dest[15]) = color_;
- dest[16] = leftUV; dest[17] = bottomUV;
- dest[18] = v2.x_; dest[19] = v2.y_; dest[20] = 0.0f;
- ((unsigned&)dest[21]) = color_;
- dest[22] = rightUV; dest[23] = topUV;
- dest[24] = v4.x_; dest[25] = v4.y_; dest[26] = 0.0f;
- ((unsigned&)dest[27]) = color_;
- dest[28] = rightUV; dest[29] = bottomUV;
- dest[30] = v3.x_; dest[31] = v3.y_; dest[32] = 0.0f;
- ((unsigned&)dest[33]) = color_;
- dest[34] = leftUV; dest[35] = bottomUV;
- }
- void UIBatch::AddQuad(int x, int y, int width, int height, int texOffsetX, int texOffsetY, int texWidth, int texHeight, bool tiled)
- {
- if (!tiled)
- {
- AddQuad(x, y, width, height, texOffsetX, texOffsetY, texWidth, texHeight);
- return;
- }
- int tileX = 0;
- int tileY = 0;
- int tileW = 0;
- int tileH = 0;
- while (tileY < height)
- {
- tileX = 0;
- tileH = Min(height - tileY, texHeight);
- while (tileX < width)
- {
- tileW = Min(width - tileX, texWidth);
- AddQuad(x + tileX, y + tileY, tileW, tileH, texOffsetX, texOffsetY, tileW, tileH);
- tileX += tileW;
- }
- tileY += tileH;
- }
- }
- bool UIBatch::Merge(const UIBatch& batch)
- {
- if (batch.blendMode_ != blendMode_ ||
- batch.scissor_ != scissor_ ||
- batch.texture_ != texture_ ||
- batch.vertexData_ != vertexData_ ||
- batch.vertexStart_ != vertexEnd_)
- return false;
- vertexEnd_ = batch.vertexEnd_;
- return true;
- }
- void UIBatch::AddOrMerge(const UIBatch& batch, PODVector<UIBatch>& batches)
- {
- if (batch.vertexEnd_ == batch.vertexStart_)
- return;
- if (!batches.Empty() && batches.Back().Merge(batch))
- return;
- batches.Push(batch);
- }
- }
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