tibia-client/src/framework/graphics/painter.cpp

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/*
* Copyright (c) 2010-2011 OTClient <https://github.com/edubart/otclient>
*
* 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 "painter.h"
#include "texture.h"
#include "paintershadersources.h"
#include "paintershaderprogram.h"
#include "shaderprogram.h"
#include "graphics.h"
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#include "vertexarray.h"
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Painter g_painter;
void Painter::init()
{
setColor(Fw::white);
setOpacity(255);
setCompositionMode(CompositionMode_SourceOver);
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m_drawTexturedProgram = PainterShaderProgramPtr(new PainterShaderProgram);
m_drawTexturedProgram->addShaderFromSourceCode(Shader::Vertex, glslMainWithTexCoordsVertexShader + glslPositionOnlyVertexShader);
m_drawTexturedProgram->addShaderFromSourceCode(Shader::Fragment, glslMainFragmentShader + glslTextureSrcFragmentShader);
assert(m_drawTexturedProgram->link());
m_drawSolidColorProgram = PainterShaderProgramPtr(new PainterShaderProgram);
m_drawSolidColorProgram->addShaderFromSourceCode(Shader::Vertex, glslMainVertexShader + glslPositionOnlyVertexShader);
m_drawSolidColorProgram->addShaderFromSourceCode(Shader::Fragment, glslMainFragmentShader + glslSolidColorFragmentShader);
assert(m_drawSolidColorProgram->link());
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}
void Painter::terminate()
{
m_drawTexturedProgram.reset();
m_drawSolidColorProgram.reset();
}
void Painter::updateProjectionMatrix(const Size& viewportSize, bool inverseYAxis)
{
// The projection matrix converts from Painter's coordinate system to GL's coordinate system
// * GL's viewport is 2x2, Painter's is width x height
// * GL has +y -> -y going from bottom -> top, Painter is the other way round
// * GL has [0,0] in the center, Painter has it in the top-left
//
// This results in the Projection matrix below, which is multiplied by the painter's
// transformation matrix, as shown below:
//
// Projection Matrix Painter Coord GL Coord
// ------------------------------------------------ --------- ---------
// | 2.0 / width | 0.0 | -1.0 | | x | | y' |
// | 0.0 | -2.0 / height | 1.0 | * | y | = | x' |
// | 0.0 | 0.0 | 0.0 | | 1 | | 0 |
// ------------------------------------------------ --------- ---------
float w = viewportSize.width();
float h = viewportSize.height();
if(inverseYAxis) {
m_projectionMatrix[0][0] = 2.0f/w; m_projectionMatrix[0][1] = 0.0f; m_projectionMatrix[0][2] =-1.0f;
m_projectionMatrix[1][0] = 0.0f; m_projectionMatrix[1][1] = 2.0f/h; m_projectionMatrix[1][2] =-1.0f;
m_projectionMatrix[2][0] = 0.0f; m_projectionMatrix[2][1] = 0.0f; m_projectionMatrix[2][2] = 0.0f;
} else {
m_projectionMatrix[0][0] = 2.0f/w; m_projectionMatrix[0][1] = 0.0f; m_projectionMatrix[0][2] =-1.0f;
m_projectionMatrix[1][0] = 0.0f; m_projectionMatrix[1][1] =-2.0f/h; m_projectionMatrix[1][2] = 1.0f;
m_projectionMatrix[2][0] = 0.0f; m_projectionMatrix[2][1] = 0.0f; m_projectionMatrix[2][2] = 0.0f;
}
}
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void Painter::drawProgram(const PainterShaderProgramPtr& program, CoordsBuffer& coordsBuffer, PainterShaderProgram::DrawMode drawMode)
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{
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coordsBuffer.cacheVertexArrays();
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if(coordsBuffer.getVertexCount() == 0)
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return;
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program->setProjectionMatrix(m_projectionMatrix);
program->setOpacity(m_currentOpacity);
program->setColor(m_currentColor);
program->draw(coordsBuffer, drawMode);
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}
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void Painter::drawTextureCoords(CoordsBuffer& coordsBuffer, const TexturePtr& texture)
{
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PainterShaderProgramPtr program = m_customProgram ? m_customProgram : m_drawTexturedProgram;
program->setTexture(texture);
drawProgram(program, coordsBuffer);
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}
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void Painter::drawTexturedRect(const Rect& dest, const TexturePtr& texture)
{
drawTexturedRect(dest, texture, Rect(Point(0,0), texture->getSize()));
}
void Painter::drawTexturedRect(const Rect& dest, const TexturePtr& texture, const Rect& src)
{
if(dest.isEmpty() || src.isEmpty() || !texture->getId())
return;
m_coordsBuffer.clear();
m_coordsBuffer.addRect(dest, src);
drawTextureCoords(m_coordsBuffer, texture);
}
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void Painter::drawRepeatedTexturedRect(const Rect& dest, const TexturePtr& texture, const Rect& src)
{
if(dest.isEmpty() || src.isEmpty() || !texture->getId())
return;
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m_coordsBuffer.clear();
m_coordsBuffer.addRepeatedRects(dest, src);
drawTextureCoords(m_coordsBuffer, texture);
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}
void Painter::drawFilledRect(const Rect& dest)
{
if(dest.isEmpty())
return;
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m_coordsBuffer.clear();
m_coordsBuffer.addRect(dest);
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drawProgram(m_customProgram ? m_customProgram : m_drawSolidColorProgram, m_coordsBuffer);
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}
void Painter::drawBoundingRect(const Rect& dest, int innerLineWidth)
{
if(dest.isEmpty() || innerLineWidth == 0)
return;
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m_coordsBuffer.clear();
m_coordsBuffer.addBoudingRect(dest, innerLineWidth);
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drawProgram(m_customProgram ? m_customProgram : m_drawSolidColorProgram, m_coordsBuffer);
}
void Painter::setCustomProgram(PainterShaderProgramPtr program)
{
m_customProgram = program;
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}
void Painter::setCompositionMode(Painter::CompositionMode compositionMode)
{
switch(compositionMode) {
case CompositionMode_SourceOver:
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
break;
case CompositionMode_ColorizeDest:
glBlendFunc(GL_DST_COLOR, GL_ONE_MINUS_SRC_ALPHA);
break;
}
}