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- /*
- 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 "ResourceManager.h"
- #include "TextureResource.h"
- #include "MaterialResource.h"
- namespace crown
- {
- using namespace matrix4x4;
- //-------------------------------------------------------------------------
- struct VertexData
- {
- float x;
- float y;
- float u;
- float v;
- };
- //-------------------------------------------------------------------------
- struct IndexData
- {
- uint16_t a;
- uint16_t b;
- };
- #define UTF8_ACCEPT 0
- //-------------------------------------------------------------------------
- static const uint8_t s_utf8d[364] =
- {
- // The first part of the table maps bytes to character classes that
- // to reduce the size of the transition table and create bitmasks.
- 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
- 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
- 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
- 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
- 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1, 9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,
- 7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7, 7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,
- 8,8,2,2,2,2,2,2,2,2,2,2,2,2,2,2, 2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,
- 10,3,3,3,3,3,3,3,3,3,3,3,3,4,3,3, 11,6,6,6,5,8,8,8,8,8,8,8,8,8,8,8,
- // The second part is a transition table that maps a combination
- // of a state of the automaton and a character class to a state.
- 0,12,24,36,60,96,84,12,12,12,48,72, 12,12,12,12,12,12,12,12,12,12,12,12,
- 12, 0,12,12,12,12,12, 0,12, 0,12,12, 12,24,12,12,12,12,12,24,12,24,12,12,
- 12,12,12,12,12,12,12,24,12,12,12,12, 12,24,12,12,12,12,12,12,12,24,12,12,
- 12,12,12,12,12,12,12,36,12,36,12,12, 12,36,12,12,12,12,12,36,12,36,12,12,
- 12,36,12,12,12,12,12,12,12,12,12,12
- };
- //-------------------------------------------------------------------------
- static uint32_t utf8_decode(uint32_t* state, uint32_t* code_point, uint8_t character)
- {
- uint32_t byte = character;
- uint32_t type = s_utf8d[byte];
- *code_point = (*state != UTF8_ACCEPT) ? (byte & 0x3fu) | (*code_point << 6) : (0xff >> type) & (byte);
- *state = s_utf8d[256 + *state + type];
- return *state;
- }
- //-----------------------------------------------------------------------------
- Gui::Gui(RenderWorld& render_world, uint16_t width, uint16_t height)
- : m_render_world(render_world)
- , m_width(width)
- , m_height(height)
- , m_visible(true)
- {
- set_orthographic_rh(m_projection, 0, width, 0, height, -0.01f, 100.0f);
- }
- //-----------------------------------------------------------------------------
- const GuiId Gui::id() const
- {
- return m_id;
- }
- //-----------------------------------------------------------------------------
- void Gui::set_id(const GuiId id)
- {
- m_id = id;
- }
- //-----------------------------------------------------------------------------
- Vector2 Gui::resolution() const
- {
- return Vector2(m_width, m_height);
- }
- //-----------------------------------------------------------------------------
- void Gui::move(const Vector2& pos)
- {
- set_identity(m_pose);
- set_translation(m_pose, Vector3(pos.x, pos.y, 0));
- }
- //-----------------------------------------------------------------------------
- Vector2 Gui::screen_to_gui(const Vector2& pos)
- {
- return Vector2(pos.x, m_height - pos.y);
- }
- //-----------------------------------------------------------------------------
- void Gui::show()
- {
- m_visible = true;
- }
- //-----------------------------------------------------------------------------
- void Gui::hide()
- {
- m_visible = false;
- }
- //-----------------------------------------------------------------------------
- void Gui::draw_rectangle(const Vector3& pos, const Vector2& size, const Color4& color)
- {
- Renderer* r = device()->renderer();
- TransientVertexBuffer tvb;
- TransientIndexBuffer tib;
- r->reserve_transient_vertex_buffer(&tvb, 4, VertexFormat::P2);
- r->reserve_transient_index_buffer(&tib, 6);
- float* verts = (float*) tvb.data;
- verts[0] = pos.x;
- verts[1] = pos.y;
- verts[2] = pos.x + size.x;
- verts[3] = pos.y;
- verts[4] = pos.x + size.x;
- verts[5] = pos.y + size.y;
- verts[6] = pos.x;
- verts[7] = pos.y + size.y;
- uint16_t* inds = (uint16_t*) tib.data;
- inds[0] = 0;
- inds[1] = 1;
- inds[2] = 2;
- inds[3] = 0;
- inds[4] = 2;
- inds[5] = 3;
- r->set_layer_view(1, matrix4x4::IDENTITY);
- r->set_layer_projection(1, m_projection);
- r->set_layer_viewport(1, 0, 0, m_width, m_height);
- r->set_state(STATE_COLOR_WRITE
- | STATE_CULL_CW
- | STATE_BLEND_EQUATION_ADD
- | STATE_BLEND_FUNC(STATE_BLEND_FUNC_SRC_ALPHA, STATE_BLEND_FUNC_ONE_MINUS_SRC_ALPHA));
- r->set_pose(m_pose);
- r->set_program(render_world_globals::default_color_program());
- r->set_uniform(render_world_globals::default_color_uniform(), UniformType::FLOAT_4, color4::to_float_ptr(color), 1);
- r->set_vertex_buffer(tvb);
- r->set_index_buffer(tib);
- r->commit(1);
- }
- //-----------------------------------------------------------------------------
- void Gui::draw_image(const char* material, const Vector3& pos, const Vector2& size, const Color4& color)
- {
- Renderer* r = device()->renderer();
- TransientVertexBuffer tvb;
- TransientIndexBuffer tib;
- r->reserve_transient_vertex_buffer(&tvb, 4, VertexFormat::P2_T2);
- r->reserve_transient_index_buffer(&tib, 6);
- float* verts = (float*) tvb.data;
- verts[0] = pos.x;
- verts[1] = pos.y;
- verts[2] = 0;
- verts[3] = 0;
- verts[4] = pos.x + size.x;
- verts[5] = pos.y;
- verts[6] = 1;
- verts[7] = 0;
- verts[8] = pos.x + size.x;
- verts[9] = pos.y + size.y;
- verts[10] = 1;
- verts[11] = 1;
- verts[12] = pos.x;
- verts[13] = pos.y + size.y;
- verts[14] = 0;
- verts[15] = 1;
- uint16_t* inds = (uint16_t*) tib.data;
- inds[0] = 0;
- inds[1] = 1;
- inds[2] = 2;
- inds[3] = 0;
- inds[4] = 2;
- inds[5] = 3;
- const MaterialResource* mr = (MaterialResource*) device()->resource_manager()->get("material", material);
- const TextureResource* tr = (TextureResource*) device()->resource_manager()->get(mr->get_texture_layer(0));
- r->set_layer_view(1, matrix4x4::IDENTITY);
- r->set_layer_projection(1, m_projection);
- r->set_layer_viewport(1, 0, 0, m_width, m_height);
- r->set_state(STATE_COLOR_WRITE
- | STATE_CULL_CW
- | STATE_BLEND_EQUATION_ADD
- | STATE_BLEND_FUNC(STATE_BLEND_FUNC_SRC_ALPHA, STATE_BLEND_FUNC_ONE_MINUS_SRC_ALPHA));
- r->set_pose(m_pose);
- r->set_program(render_world_globals::default_texture_program());
- r->set_texture(0, render_world_globals::default_albedo_uniform(), tr->texture(),
- TEXTURE_FILTER_LINEAR | TEXTURE_WRAP_U_CLAMP_REPEAT | TEXTURE_WRAP_V_CLAMP_REPEAT);
- r->set_uniform(render_world_globals::default_color_uniform(), UniformType::FLOAT_4, color4::to_float_ptr(color), 1);
- r->set_vertex_buffer(tvb);
- r->set_index_buffer(tib);
- r->commit(1);
- }
- //-----------------------------------------------------------------------------
- void Gui::draw_text(const char* str, const char* font, uint32_t font_size, const Vector3& pos, const Color4& color)
- {
- Renderer* r = device()->renderer();
- const FontResource* resource = (FontResource*) device()->resource_manager()->get("font", font);
- Vector2 m_pen;
- const float scale = ((float)font_size / (float)resource->font_size());
- const uint32_t str_len = string::strlen(str);
- TransientVertexBuffer vb;
- TransientIndexBuffer ib;
- r->reserve_transient_vertex_buffer(&vb, 4 * str_len, VertexFormat::P2_T2);
- r->reserve_transient_index_buffer(&ib, 6 * str_len);
- uint16_t index = 0;
- float x_pen_advance = 0.0f;
- float y_pen_advance = 0.0f;
- uint32_t state = 0;
- uint32_t code_point = 0;
- for (uint32_t i = 0; i < str_len; i++)
- {
- switch (str[i])
- {
- case '\n':
- {
- x_pen_advance = 0.0f;
- y_pen_advance -= resource->font_size();
- continue;
- }
- case '\t':
- {
- x_pen_advance += font_size * 4;
- continue;
- }
- }
-
- if (utf8_decode(&state, &code_point, str[i]) == UTF8_ACCEPT)
- {
- FontGlyphData g = resource->get_glyph(code_point);
- const float baseline = g.height - g.y_offset;
- // Set pen position
- m_pen.x = pos.x + g.x_offset;
- m_pen.y = pos.y - baseline;
- // Position coords
- const float x0 = (m_pen.x + x_pen_advance) * scale;
- const float y0 = (m_pen.y + y_pen_advance) * scale;
- const float x1 = (m_pen.x + g.width + x_pen_advance) * scale;
- const float y1 = (m_pen.y + g.height + y_pen_advance) * scale;
- // Texture coords
- const float u0 = (float) g.x / 512;
- const float v0 = (float) g.y / 512;
- const float u1 = u0 + ((float) g.width) / 512;
- const float v1 = v0 - ((float) g.height) / 512;
- // Fill vertex buffer
- (*(VertexData*)(vb.data)).x = x0;
- (*(VertexData*)(vb.data)).y = y0;
- (*(VertexData*)(vb.data)).u = u0;
- (*(VertexData*)(vb.data)).v = v1;
- vb.data += sizeof(VertexData);
- (*(VertexData*)(vb.data)).x = x1;
- (*(VertexData*)(vb.data)).y = y0;
- (*(VertexData*)(vb.data)).u = u1;
- (*(VertexData*)(vb.data)).v = v1;
- vb.data += sizeof(VertexData);
- (*(VertexData*)(vb.data)).x = x1;
- (*(VertexData*)(vb.data)).y = y1;
- (*(VertexData*)(vb.data)).u = u1;
- (*(VertexData*)(vb.data)).v = v0;
- vb.data += sizeof(VertexData);
- (*(VertexData*)(vb.data)).x = x0;
- (*(VertexData*)(vb.data)).y = y1;
- (*(VertexData*)(vb.data)).u = u0;
- (*(VertexData*)(vb.data)).v = v0;
- vb.data += sizeof(VertexData);
- // Fill index buffer
- (*(IndexData*)(ib.data)).a = index;
- (*(IndexData*)(ib.data)).b = index + 1;
- ib.data += sizeof(IndexData);
- (*(IndexData*)(ib.data)).a = index + 2;
- (*(IndexData*)(ib.data)).b = index;
- ib.data += sizeof(IndexData);
- (*(IndexData*)(ib.data)).a = index + 2;
- (*(IndexData*)(ib.data)).b = index + 3;
- ib.data += sizeof(IndexData);
- // Advance pen position
- x_pen_advance += g.x_advance;
- index += 4;
- }
- }
- const MaterialResource* mr = (MaterialResource*) device()->resource_manager()->get(resource->material());
- const TextureResource* tr = (TextureResource*) device()->resource_manager()->get(mr->get_texture_layer(0));
- r->set_layer_view(1, matrix4x4::IDENTITY);
- r->set_layer_projection(1, m_projection);
- r->set_layer_viewport(1, 0, 0, 1000, 625);
- r->set_state(STATE_COLOR_WRITE
- | STATE_CULL_CW
- | STATE_BLEND_EQUATION_ADD
- | STATE_BLEND_FUNC(STATE_BLEND_FUNC_SRC_ALPHA, STATE_BLEND_FUNC_ONE_MINUS_SRC_ALPHA));
- r->set_pose(m_pose);
- r->set_program(render_world_globals::default_font_program());
- r->set_texture(0, render_world_globals::default_font_uniform(), tr->texture(),
- TEXTURE_FILTER_LINEAR | TEXTURE_WRAP_U_CLAMP_REPEAT | TEXTURE_WRAP_V_CLAMP_REPEAT);
- r->set_uniform(render_world_globals::default_color_uniform(), UniformType::FLOAT_4, color4::to_float_ptr(color), 1);
- r->set_vertex_buffer(vb);
- r->set_index_buffer(ib);
- r->commit(1);
- }
- } // namespace crown
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