/* 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" namespace crown { static const char* default_vertex = "uniform mat4 u_model;" "uniform mat4 u_model_view_projection;" "attribute vec4 a_position;" "attribute vec4 a_normal;" "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 = "varying vec2 tex_coord0;" "varying vec4 color;" "uniform sampler2D u_albedo_0;" "void main(void)" "{" " gl_FragColor = color;" "}"; //----------------------------------------------------------------------------- Gui::Gui(RenderWorld& render_world, GuiResource* gr, Renderer& r) : m_render_world(render_world) , m_resource(gr) , m_r(r) { Vector2 size = m_resource->gui_size(); // orthographic projection m_projection.build_projection_ortho_rh(0, size.x, size.y, 0, -0.01f, 100.0f); // pose Vector3 pos = m_resource->gui_position(); m_pose.load_identity(); m_pose.set_translation(pos); m_default_vs = m_r.create_shader(ShaderType::VERTEX, default_vertex); m_default_fs = m_r.create_shader(ShaderType::FRAGMENT, default_fragment); m_default_program = m_r.create_gpu_program(m_default_vs, m_default_fs); } //----------------------------------------------------------------------------- Gui::~Gui() { m_r.destroy_gpu_program(m_default_program); m_r.destroy_shader(m_default_fs); m_r.destroy_shader(m_default_vs); } //----------------------------------------------------------------------------- void Gui::move(const Vector3& pos) { m_pose.load_identity(); m_pose.set_translation(pos); } //----------------------------------------------------------------------------- void Gui::render(Renderer& r, UniformId uniform) { Vector2 size = m_resource->gui_size(); r.set_layer_view(1, Matrix4x4::IDENTITY); r.set_layer_projection(1, m_projection); r.set_layer_viewport(1, m_pose.translation().x, m_pose.translation().y, size.x, size.y); r.set_program(m_default_program); r.set_state(STATE_DEPTH_WRITE | STATE_COLOR_WRITE | STATE_ALPHA_WRITE | STATE_CULL_CW | STATE_PRIMITIVE_LINES); r.set_pose(m_pose); // draw gui's rects r.set_vertex_buffer(m_resource->rect_vertex_buffer()); r.set_index_buffer(m_resource->rect_index_buffer()); r.commit(1); r.set_program(m_default_program); r.set_state(STATE_DEPTH_WRITE | STATE_COLOR_WRITE | STATE_ALPHA_WRITE | STATE_CULL_CW | STATE_PRIMITIVE_LINES); r.set_pose(m_pose); // draw gui's triangles r.set_vertex_buffer(m_resource->triangle_vertex_buffer()); r.set_index_buffer(m_resource->triangle_index_buffer()); r.commit(1); } } // namespace crown