/* Copyright (c) 2013 Daniele Bartolini, Michele Rossi Copyright (c) 2012 Daniele Bartolini, Simone Boscaratto 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 "Gui.h" #include "Assert.h" #include "Renderer.h" #include "Vector3.h" #include "Vector2.h" #include "GuiResource.h" #include "RenderWorld.h" #include "RendererTypes.h" #include "Vector3.h" #include "Vector2.h" #include "Color4.h" #include "FontResource.h" #include "Device.h" #include "OsWindow.h" #include "GuiRect.h" #include "GuiTriangle.h" #include "GuiImage.h" #include "GuiText.h" namespace crown { ShaderId gui_default_vs; ShaderId gui_default_fs; ShaderId gui_texture_fs; GPUProgramId gui_default_program; GPUProgramId gui_texture_program; UniformId gui_albedo_0; ShaderId font_vs; ShaderId font_fs; GPUProgramId font_program; UniformId font_uniform; static const char* default_vertex = "precision mediump float;" "uniform mat4 u_model_view_projection;" "attribute vec4 a_position;" "attribute vec2 a_tex_coord0;" "attribute vec4 a_color;" "varying vec2 tex_coord0;" "varying vec4 color;" "void main(void)" "{" " tex_coord0 = a_tex_coord0;" " color = a_color;" " gl_Position = u_model_view_projection * a_position;" "}"; static const char* default_fragment = "precision mediump float;" "varying vec4 color;" "void main(void)" "{" " gl_FragColor = color;" "}"; static const char* texture_fragment = "precision mediump float;" "varying vec2 tex_coord0;" "varying vec4 color;" "uniform sampler2D u_albedo_0;" "void main(void)" "{" " gl_FragColor = texture2D(u_albedo_0, tex_coord0);" "}"; static const char* sdf_vertex = "precision mediump float;" "uniform mat4 u_model_view_projection;" "attribute vec4 a_position;" "attribute vec2 a_tex_coord0;" "varying vec2 v_tex_coord;" "varying vec4 v_color;" "void main(void)" "{" " gl_Position = u_model_view_projection * a_position;" " v_tex_coord = a_tex_coord0;" " v_color = vec4(1, 1, 1, 1);" "}"; static const char* sdf_fragment = "precision mediump float;" "uniform sampler2D u_texture;" "varying vec4 v_color;" "varying vec2 v_tex_coord;" "const float smoothing = 1.0/16.0;" "void main() {" "float distance = texture2D(u_texture, v_tex_coord).a;" "float alpha = smoothstep(0.5 - smoothing, 0.5 + smoothing, distance);" "gl_FragColor = vec4(v_color.rgb, alpha);" "}"; //----------------------------------------------------------------------------- Gui::Gui(RenderWorld& render_world, GuiResource* gr, Renderer& r) : m_render_world(render_world) , m_resource(gr) , m_r(r) , m_resolution(1000, 625) , m_visible(true) , m_rect_pool(default_allocator(), CE_MAX_GUI_RECTS, sizeof(GuiRect), CE_ALIGNOF(GuiRect)) , m_triangle_pool(default_allocator(), CE_MAX_GUI_TRIANGLES, sizeof(GuiTriangle), CE_ALIGNOF(GuiTriangle)) , m_image_pool(default_allocator(), CE_MAX_GUI_IMAGES, sizeof(GuiImage), CE_ALIGNOF(GuiImage)) , m_text_pool(default_allocator(), CE_MAX_GUI_TEXTS, sizeof(GuiText), CE_ALIGNOF(GuiText)) { // orthographic projection m_projection.build_projection_ortho_rh(0, m_resolution.x, m_resolution.y, 0, -0.01f, 100.0f); // pose Vector3 pos = m_resource->gui_position(); m_pose.load_identity(); m_pose.set_translation(pos); create_gfx(); // Gui's rects creation for (uint32_t i = 0; i < m_resource->num_rects(); i++) { GuiRectData data = m_resource->get_rect(i); Vector3 pos(data.position[0], data.position[1], data.position[2]); Vector2 size(data.size[0], data.size[1]); Color4 color(data.color[0], data.color[1], data.color[2], data.color[3]); create_rect(pos, size, color); } // Gui's triangles creation for (uint32_t i = 0; i < m_resource->num_triangles(); i++) { GuiTriangleData data = m_resource->get_triangle(i); Vector2 p1(data.points[0], data.points[1]); Vector2 p2(data.points[2], data.points[3]); Vector2 p3(data.points[4], data.points[5]); Color4 color(data.color[0], data.color[1], data.color[2], data.color[3]); create_triangle(p1, p2, p3, color); } // Gui's images creation for (uint32_t i = 0; i < m_resource->num_images(); i++) { GuiImageData data = m_resource->get_image(i); ResourceId mat = data.material; Vector3 pos(data.position[0], data.position[1], 0); Vector2 size(data.size[0], data.size[1]); create_image(mat, pos, size); } } //----------------------------------------------------------------------------- Gui::~Gui() { for (uint32_t i = 0; i < m_rects.size(); i++) { CE_DELETE(m_rect_pool, m_rects[i]); } for (uint32_t i = 0; i < m_triangles.size(); i++) { CE_DELETE(m_triangle_pool, m_triangles[i]); } for (uint32_t i = 0; i < m_images.size(); i++) { CE_DELETE(m_image_pool, m_images[i]); } for (uint32_t i = 0; i < m_texts.size(); i++) { CE_DELETE(m_text_pool, m_texts[i]); } destroy_gfx(); } //----------------------------------------------------------------------------- const GuiId Gui::id() const { return m_id; } //----------------------------------------------------------------------------- void Gui::set_id(const GuiId id) { m_id = id; } //----------------------------------------------------------------------------- Vector2 Gui::resolution() const { return m_resolution; } //----------------------------------------------------------------------------- void Gui::move(const Vector3& pos) { m_pose.load_identity(); m_pose.set_translation(pos); } //----------------------------------------------------------------------------- void Gui::show() { m_visible = true; } //----------------------------------------------------------------------------- void Gui::hide() { m_visible = false; } //----------------------------------------------------------------------------- GuiRectId Gui::create_rect(const Vector3& pos, const Vector2& size, const Color4& color) { GuiRect* rect = CE_NEW(m_rect_pool, GuiRect)(m_r, pos, size, color); return m_rects.create(rect); } //----------------------------------------------------------------------------- void Gui::update_rect(GuiRectId id, const Vector3& pos, const Vector2& size, const Color4& color) { CE_ASSERT(m_rects.has(id), "GuiRect does not exists"); GuiRect* rect = m_rects.lookup(id); rect->update(pos, size, color); } //----------------------------------------------------------------------------- void Gui::destroy_rect(GuiRectId id) { CE_ASSERT(m_rects.has(id), "GuiRect does not exist"); GuiRect* rect = m_rects.lookup(id); CE_DELETE(m_rect_pool, rect); m_rects.destroy(id); } //----------------------------------------------------------------------------- GuiTriangleId Gui::create_triangle(const Vector2& p1, const Vector2& p2, const Vector2& p3, const Color4& color) { GuiTriangle* triangle = CE_NEW(m_triangle_pool, GuiTriangle)(m_r, p1, p2, p3, color); return m_triangles.create(triangle); } //----------------------------------------------------------------------------- void Gui::update_triangle(GuiTriangleId id, const Vector2& p1, const Vector2& p2, const Vector2& p3, const Color4& color) { CE_ASSERT(m_triangles.has(id), "GuiTriangle does not exists"); GuiTriangle* triangle = m_triangles.lookup(id); triangle->update(p1, p2, p3, color); } //----------------------------------------------------------------------------- void Gui::destroy_triangle(GuiTriangleId id) { CE_ASSERT(m_triangles.has(id), "GuiTriangle does not exist"); GuiTriangle* triangle = m_triangles.lookup(id); CE_DELETE(m_triangle_pool, triangle); m_triangles.destroy(id); } //----------------------------------------------------------------------------- GuiImageId Gui::create_image(ResourceId material, const Vector3& pos, const Vector2& size) { GuiImage* image = CE_NEW(m_image_pool, GuiImage)(m_render_world, m_r, material, pos, size); return m_images.create(image); } //----------------------------------------------------------------------------- void Gui::update_image(GuiImageId id, const Vector3& pos, const Vector2& size) { CE_ASSERT(m_images.has(id), "GuiImage does not exists"); GuiImage* image = m_images.lookup(id); image->update(pos, size); } //----------------------------------------------------------------------------- void Gui::destroy_image(GuiImageId id) { CE_ASSERT(m_images.has(id), "GuiImage does not exists"); GuiImage* image = m_images.lookup(id); CE_DELETE(m_image_pool, image); m_images.destroy(id); } //----------------------------------------------------------------------------- GuiTextId Gui::create_text(const char* str, const FontResource* font, uint32_t font_size, const Vector3& pos) { GuiText* text = CE_NEW(m_text_pool, GuiText)(m_render_world, m_r, str, font, font_size, pos); return m_texts.create(text); } //----------------------------------------------------------------------------- void Gui::update_text(GuiTextId id, const char* str, uint32_t font_size, const Vector3& pos) { CE_ASSERT(m_texts.has(id), "GuiText does not exists"); GuiText* text = m_texts.lookup(id); text->update(str, font_size, pos); } //----------------------------------------------------------------------------- void Gui::destroy_text(GuiTextId id) { CE_ASSERT(m_texts.has(id), "GuiText does not exists"); GuiText* text = m_texts.lookup(id); CE_DELETE(m_text_pool, text); m_texts.destroy(id); } //----------------------------------------------------------------------------- void Gui::render() { // resolution uint32_t width = 0; uint32_t height = 0; device()->window()->get_size(width, height); m_resolution.x = width; m_resolution.y = height; m_r.set_layer_view(1, Matrix4x4::IDENTITY); m_r.set_layer_projection(1, m_projection); m_r.set_layer_viewport(1, m_pose.translation().x, m_pose.translation().y, m_resolution.x, m_resolution.y); if (!m_visible) return; // Render all Rects for (uint32_t i = 0; i < m_rects.size(); i++) { m_r.set_program(gui_default_program); m_r.set_state(STATE_DEPTH_WRITE | STATE_COLOR_WRITE | STATE_ALPHA_WRITE | STATE_CULL_CW | STATE_PRIMITIVE_LINES | STATE_BLEND_EQUATION_ADD | STATE_BLEND_FUNC(STATE_BLEND_FUNC_SRC_ALPHA, STATE_BLEND_FUNC_ONE_MINUS_SRC_ALPHA)); m_r.set_pose(m_pose); m_rects[i]->render(); } // Render all Triangles for (uint32_t i = 0; i < m_triangles.size(); i++) { m_r.set_program(gui_default_program); m_r.set_state(STATE_DEPTH_WRITE | STATE_COLOR_WRITE | STATE_ALPHA_WRITE | STATE_CULL_CW | STATE_PRIMITIVE_LINES | STATE_BLEND_EQUATION_ADD | STATE_BLEND_FUNC(STATE_BLEND_FUNC_SRC_ALPHA, STATE_BLEND_FUNC_ONE_MINUS_SRC_ALPHA)); m_r.set_pose(m_pose); m_triangles[i]->render(); } // Render all Images for (uint32_t i = 0; i < m_images.size(); i++) { m_r.set_program(gui_texture_program); m_r.set_state(STATE_DEPTH_WRITE | STATE_COLOR_WRITE | STATE_ALPHA_WRITE | STATE_CULL_CW | STATE_PRIMITIVE_TRIANGLES | STATE_BLEND_EQUATION_ADD | STATE_BLEND_FUNC(STATE_BLEND_FUNC_SRC_ALPHA, STATE_BLEND_FUNC_ONE_MINUS_SRC_ALPHA)); m_r.set_pose(m_pose); m_images[i]->render(gui_albedo_0); } // Render all Texts for (uint32_t i = 0; i < m_texts.size(); i++) { m_r.set_program(font_program); m_r.set_state(STATE_DEPTH_WRITE | STATE_COLOR_WRITE | STATE_ALPHA_WRITE | STATE_CULL_CW | STATE_PRIMITIVE_TRIANGLES | STATE_BLEND_EQUATION_ADD | STATE_BLEND_FUNC(STATE_BLEND_FUNC_SRC_ALPHA, STATE_BLEND_FUNC_ONE_MINUS_SRC_ALPHA)); m_r.set_pose(m_pose); m_texts[i]->render(font_uniform); } } //----------------------------------------------------------------------------- void Gui::create_gfx() { gui_default_vs = m_r.create_shader(ShaderType::VERTEX, default_vertex); gui_default_fs = m_r.create_shader(ShaderType::FRAGMENT, default_fragment); gui_texture_fs = m_r.create_shader(ShaderType::FRAGMENT, texture_fragment); gui_default_program = m_r.create_gpu_program(gui_default_vs, gui_default_fs); gui_texture_program = m_r.create_gpu_program(gui_default_vs, gui_texture_fs); gui_albedo_0 = m_r.create_uniform("u_albedo_0", UniformType::INTEGER_1, 1); font_vs = m_r.create_shader(ShaderType::VERTEX, sdf_vertex); font_fs = m_r.create_shader(ShaderType::FRAGMENT, sdf_fragment); font_program = m_r.create_gpu_program(font_vs, font_fs); font_uniform = m_r.create_uniform("u_texture", UniformType::INTEGER_1, 1); } //----------------------------------------------------------------------------- void Gui::destroy_gfx() { m_r.destroy_uniform(gui_albedo_0); m_r.destroy_gpu_program(gui_texture_program); m_r.destroy_gpu_program(gui_default_program); m_r.destroy_shader(gui_texture_fs); m_r.destroy_shader(gui_default_fs); m_r.destroy_shader(gui_default_vs); m_r.destroy_uniform(font_uniform); m_r.destroy_gpu_program(font_program); m_r.destroy_shader(font_vs); m_r.destroy_shader(font_fs); } } // namespace crown