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- //
- // Urho3D Engine
- // Copyright (c) 2008-2012 Lasse Öörni
- //
- // 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.
- //
- #pragma once
- #include "Color.h"
- #include "GraphicsDefs.h"
- #include "Rect.h"
- class PixelShader;
- class Graphics;
- class ShaderVariation;
- class Texture;
- class UIElement;
- /// %UI rendering quad.
- struct UIQuad
- {
- /// Left coordinate.
- int left_;
- /// Top coordinate.
- int top_;
- /// Right coordinate.
- int right_;
- /// Bottom coordinate.
- int bottom_;
- /// Left texture coordinate.
- short leftUV_;
- /// Top texture coordinate.
- short topUV_;
- /// Right texture coordinate.
- short rightUV_;
- /// Bottom texture coordinate.
- short bottomUV_;
- /// Top left color.
- unsigned topLeftColor_;
- /// Top right color.
- unsigned topRightColor_;
- /// Bottom left color.
- unsigned bottomLeftColor_;
- /// Bottom right color.
- unsigned bottomRightColor_;
- };
- /// %UI rendering draw call.
- class UIBatch
- {
- public:
- /// Construct with defaults.
- UIBatch() :
- texture_(0),
- quads_(0),
- quadStart_(0),
- quadCount_(0)
- {
- }
-
- /// Begin adding quads.
- void Begin(PODVector<UIQuad>* quads);
- /// Add a quad.
- void AddQuad(UIElement& element, int x, int y, int width, int height, int texOffsetX, int texOffsetY);
- /// Add a quad with scaled texture.
- void AddQuad(UIElement& element, int x, int y, int width, int height, int texOffsetX, int texOffsetY, int texWidth, int texHeight);
- /// Add a quad with custom color.
- void AddQuad(UIElement& element, int x, int y, int width, int height, int texOffsetX, int texOffsetY, int texWidth, int texHeight, const Color& color);
- /// Merge with another batch.
- bool Merge(const UIBatch& batch);
- /// Update the vertex data.
- void UpdateGeometry(Graphics* graphics, void* lockedData);
-
- /// Add or merge a batch.
- static void AddOrMerge(const UIBatch& batch, PODVector<UIBatch>& batches);
- /// Return an interpolated color for an UI element.
- static unsigned GetInterpolatedColor(UIElement& element, int x, int y);
-
- /// Blending mode.
- BlendMode blendMode_;
- /// Scissor rectangle.
- IntRect scissor_;
- /// Texture.
- Texture* texture_;
- /// Quads.
- PODVector<UIQuad>* quads_;
- /// Quad start index.
- unsigned quadStart_;
- /// Number of quads.
- unsigned quadCount_;
- };
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