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+/*
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+Copyright (c) 2013 Daniele Bartolini, Michele Rossi
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+Copyright (c) 2012 Daniele Bartolini, Simone Boscaratto
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+
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+Permission is hereby granted, free of charge, to any person
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+obtaining a copy of this software and associated documentation
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+files (the "Software"), to deal in the Software without
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+restriction, including without limitation the rights to use,
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+copy, modify, merge, publish, distribute, sublicense, and/or sell
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+copies of the Software, and to permit persons to whom the
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+Software is furnished to do so, subject to the following
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+conditions:
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+
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+The above copyright notice and this permission notice shall be
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+included in all copies or substantial portions of the Software.
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+
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+THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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+EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
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+OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
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+NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
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+HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
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+WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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+FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
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+OTHER DEALINGS IN THE SOFTWARE.
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+*/
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+
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+#include "Gui.h"
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+#include "Assert.h"
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+#include "Renderer.h"
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+#include "Vector3.h"
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+#include "Vector2.h"
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+#include "GuiResource.h"
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+#include "RenderWorld.h"
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+
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+namespace crown
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+{
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+
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+static const char* default_vertex =
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+ "uniform mat4 u_model;"
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+ "uniform mat4 u_model_view_projection;"
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+
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+ "in vec4 a_position;"
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+ "in vec4 a_normal;"
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+ "in vec2 a_tex_coord0;"
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+ "in vec4 a_color;"
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+
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+ "varying out vec2 tex_coord0;"
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+ "varying out vec4 color;"
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+
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+ "void main(void)"
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+ "{"
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+ " tex_coord0 = a_tex_coord0;"
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+ " color = a_color;"
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+ " gl_Position = u_model_view_projection * a_position;"
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+ "}";
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+
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+static const char* default_fragment =
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+ "in vec2 tex_coord0;"
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+ "in vec4 color;"
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+
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+ "uniform sampler2D u_albedo_0;"
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+
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+ "void main(void)"
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+ "{"
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+ " gl_FragColor = color;"
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+ "}";
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+
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+//-----------------------------------------------------------------------------
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+Gui::Gui(RenderWorld& render_world, GuiResource* gr, Renderer& r)
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+ : m_render_world(render_world)
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+ , m_resource(gr)
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+ , m_r(r)
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+{
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+ Vector2 size = m_resource->gui_size();
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+ // orthographic projection
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+ m_projection.build_projection_ortho_rh(0, size.x, size.y, 0, -0.01f, 100.0f);
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+
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+ // pose
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+ Vector3 pos = m_resource->gui_position();
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+ m_pose.load_identity();
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+ m_pose.set_translation(pos);
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+
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+ m_default_vs = m_r.create_shader(ShaderType::VERTEX, default_vertex);
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+ m_default_fs = m_r.create_shader(ShaderType::FRAGMENT, default_fragment);
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+ m_default_program = m_r.create_gpu_program(m_default_vs, m_default_fs);
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+}
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+
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+//-----------------------------------------------------------------------------
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+Gui::~Gui()
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+{
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+ m_r.destroy_gpu_program(m_default_program);
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+ m_r.destroy_shader(m_default_fs);
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+ m_r.destroy_shader(m_default_vs);
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+}
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+
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+//-----------------------------------------------------------------------------
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+void Gui::move(const Vector3& pos)
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+{
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+ m_pose.load_identity();
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+ m_pose.set_translation(pos);
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+}
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+
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+//-----------------------------------------------------------------------------
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+void Gui::render(Renderer& r, UniformId uniform)
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+{
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+ Vector2 size = m_resource->gui_size();
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+
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+ r.set_layer_view(1, Matrix4x4::IDENTITY);
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+ r.set_layer_projection(1, m_projection);
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+ r.set_layer_viewport(1, m_pose.translation().x, m_pose.translation().y, size.x, size.y);
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+ r.set_program(m_default_program);
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+ r.set_state(STATE_DEPTH_WRITE | STATE_COLOR_WRITE | STATE_ALPHA_WRITE | STATE_CULL_CW | STATE_PRIMITIVE_LINES);
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+ r.set_pose(m_pose);
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+
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+ // draw gui's rects
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+ r.set_vertex_buffer(m_resource->rect_vertex_buffer());
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+ r.set_index_buffer(m_resource->rect_index_buffer());
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+ r.commit(1);
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+
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+ r.set_program(m_default_program);
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+ r.set_state(STATE_DEPTH_WRITE | STATE_COLOR_WRITE | STATE_ALPHA_WRITE | STATE_CULL_CW | STATE_PRIMITIVE_LINES);
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+ r.set_pose(m_pose);
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+
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+ // draw gui's triangles
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+ r.set_vertex_buffer(m_resource->triangle_vertex_buffer());
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+ r.set_index_buffer(m_resource->triangle_index_buffer());
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+ r.commit(1);
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+}
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+
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+} // namespace crown
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