/* 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 "GuiRect.h" #include "GuiTriangle.h" #include "GuiImage.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; static const char* default_vertex = "uniform mat4 u_model;" "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 = "varying vec4 color;" "void main(void)" "{" " gl_FragColor = color;" "}"; static const char* texture_fragment = "varying vec2 tex_coord0;" "varying vec4 color;" "uniform sampler2D u_albedo_0;" "void main(void)" "{" " gl_FragColor = texture2D(u_albedo_0, tex_coord0);" "}"; //----------------------------------------------------------------------------- Gui::Gui(RenderWorld& render_world, GuiResource* gr, Renderer& r) : m_render_world(render_world) , m_resource(gr) , m_r(r) , m_rect_pool(default_allocator(), MAX_GUI_RECTS, sizeof(GuiRect), CE_ALIGNOF(GuiRect)) , m_triangle_pool(default_allocator(), MAX_GUI_TRIANGLES, sizeof(GuiTriangle), CE_ALIGNOF(GuiTriangle)) , m_image_pool(default_allocator(), MAX_GUI_IMAGES, sizeof(GuiImage), CE_ALIGNOF(GuiImage)) { // orthographic projection Vector2 size = m_resource->gui_size(); 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); // FIXME FIXME FIXME -- Shaders init should not be here 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); // 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); } 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); } 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_resource->num_rects(); i++) { CE_DELETE(m_rect_pool, m_rects[i]); } for (uint32_t i = 0; i < m_resource->num_triangles(); i++) { CE_DELETE(m_triangle_pool, m_triangles[i]); } for (uint32_t i = 0; i < m_resource->num_images(); i++) { CE_DELETE(m_image_pool, m_images[i]); } // FIXME FIXME FIXME -- Shaders destruction should not be here 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); } //----------------------------------------------------------------------------- void Gui::move(const Vector3& pos) { m_pose.load_identity(); m_pose.set_translation(pos); } //----------------------------------------------------------------------------- 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); } //----------------------------------------------------------------------------- void Gui::render() { Vector2 size = m_resource->gui_size(); 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, size.x, size.y); // 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(); } 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); } } } // namespace crown