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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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+#pragma once
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+
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+#include "Matrix4x4.h"
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+#include "RendererTypes.h"
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+
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+// FIXME FIXME FIXME
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+// #include "Device.h"
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+// #include "ResourceManager.h"
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+// #include "Material.h"
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+
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+namespace crown
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+{
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+
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+struct GuiImage
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+{
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+ //-------------------------------------------------------------------------
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+ GuiImage(RenderWorld& render_world, Renderer& r, ResourceId material, const Vector3& pos, const Vector2& size)
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+ : m_render_world(render_world)
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+ , m_r(r)
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+ {
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+ update(pos, size);
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+
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+ // FIXME FIXME FIXME
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+/* MaterialResource* mat = (MaterialResource*) device()->resource_manager()->data(material);
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+ m_material = m_render_world.create_material(mat);*/
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+
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+ m_vb = m_r.create_vertex_buffer(4, VertexFormat::P2_C4, m_vertices);
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+ m_ib = m_r.create_index_buffer(8, m_indices);
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+ }
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+
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+ //-------------------------------------------------------------------------
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+ ~GuiImage()
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+ {
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+ m_r.destroy_vertex_buffer(m_vb);
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+ m_r.destroy_index_buffer(m_ib);
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+
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+ // m_render_world.destroy_material(m_material);
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+ }
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+
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+ //-------------------------------------------------------------------------
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+ void update(const Vector3& pos, const Vector2& size)
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+ {
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+ // m_vertices[0] = pos.x; m_vertices[1] = pos.y;
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+ // m_vertices[2] = 0; m_vertices[3] = 0;
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+
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+ // m_vertices[4] = pos.x + size.x; m_vertices[5] = pos.y;
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+ // m_vertices[6] = 1; m_vertices[7] = 0;
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+
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+ // m_vertices[8] = pos.x + size.x; m_vertices[9] = pos.y - size.y;
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+ // m_vertices[10] = 1; m_vertices[11] = 1;
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+
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+ // m_vertices[12] = pos.x; m_vertices[13] = pos.y - size.y;
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+ // m_vertices[14] = 0; m_vertices[15] = 1;
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+
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+ // m_indices[0] = 0; m_indices[1] = 1;
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+ // m_indices[2] = 1; m_indices[3] = 2;
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+ // m_indices[4] = 2; m_indices[5] = 3;
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+ // m_indices[6] = 3; m_indices[7] = 0;
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+
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+ m_vertices[0] = pos.x; m_vertices[1] = pos.y;
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+ m_vertices[2] = 1.0f; m_vertices[3] = 0.0f;
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+ m_vertices[4] = 1.0f; m_vertices[5] = 1.0f;
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+ m_vertices[6] = pos.x + size.x; m_vertices[7] = pos.y;
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+ m_vertices[8] = 1.0f; m_vertices[9] = 0.0f;
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+ m_vertices[10] = 0.0f; m_vertices[11] = 1.0f;
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+ m_vertices[12] = pos.x + size.x; m_vertices[13] = pos.y - size.y;
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+ m_vertices[14] = 1.0f; m_vertices[15] = 0.0f;
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+ m_vertices[16] = 0.0f; m_vertices[17] = 1.0f;
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+ m_vertices[18] = pos.x; m_vertices[19] = pos.y - size.y;
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+ m_vertices[20] = 1.0f; m_vertices[21] = 0.0f;
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+ m_vertices[22] = 0.0f; m_vertices[23] = 1.0f;
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+
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+ m_indices[0] = 0; m_indices[1] = 1;
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+ m_indices[2] = 1; m_indices[3] = 2;
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+ m_indices[4] = 2; m_indices[5] = 3;
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+ m_indices[6] = 3; m_indices[7] = 0;
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+ }
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+
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+ //-------------------------------------------------------------------------
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+ void render(UniformId /*uniform*/)
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+ {
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+ // Material* material = m_render_world.lookup_material(m_material);
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+ // material->bind(m_r, uniform);
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+
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+ m_r.set_vertex_buffer(m_vb);
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+ m_r.set_index_buffer(m_ib);
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+ m_r.commit(1);
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+ }
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+
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+public:
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+
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+ RenderWorld& m_render_world;
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+ Renderer& m_r;
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+
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+ float m_vertices[/*4*4*/6*4];
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+ uint16_t m_indices[2*4];
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+
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+ // MaterialId m_material;
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+ VertexBufferId m_vb;
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+ IndexBufferId m_ib;
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+};
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+
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+} // namespace crown
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