tibia-client/src/framework/graphics/painterogl2.cpp

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/*
* Copyright (c) 2010-2013 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 "painterogl2.h"
#include "texture.h"
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#include "graphics.h"
#include "painterogl2_shadersources.h"
#include <framework/platform/platformwindow.h>
PainterOGL2 *g_painterOGL2 = nullptr;
PainterOGL2::PainterOGL2()
{
m_drawProgram = nullptr;
resetState();
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m_drawTexturedProgram = PainterShaderProgramPtr(new PainterShaderProgram);
assert(m_drawTexturedProgram);
m_drawTexturedProgram->addShaderFromSourceCode(Shader::Vertex, glslMainWithTexCoordsVertexShader + glslPositionOnlyVertexShader);
m_drawTexturedProgram->addShaderFromSourceCode(Shader::Fragment, glslMainFragmentShader + glslTextureSrcFragmentShader);
m_drawTexturedProgram->link();
m_drawSolidColorProgram = PainterShaderProgramPtr(new PainterShaderProgram);
assert(m_drawSolidColorProgram);
m_drawSolidColorProgram->addShaderFromSourceCode(Shader::Vertex, glslMainVertexShader + glslPositionOnlyVertexShader);
m_drawSolidColorProgram->addShaderFromSourceCode(Shader::Fragment, glslMainFragmentShader + glslSolidColorFragmentShader);
m_drawSolidColorProgram->link();
PainterShaderProgram::release();
}
void PainterOGL2::bind()
{
Painter::bind();
// vertex and texture coord attributes are always enabled
// to avoid massive enable/disables, thus improving frame rate
PainterShaderProgram::enableAttributeArray(PainterShaderProgram::VERTEX_ATTR);
PainterShaderProgram::enableAttributeArray(PainterShaderProgram::TEXCOORD_ATTR);
}
void PainterOGL2::unbind()
{
PainterShaderProgram::disableAttributeArray(PainterShaderProgram::VERTEX_ATTR);
PainterShaderProgram::disableAttributeArray(PainterShaderProgram::TEXCOORD_ATTR);
PainterShaderProgram::release();
}
void PainterOGL2::drawCoords(CoordsBuffer& coordsBuffer, DrawMode drawMode)
{
int vertexCount = coordsBuffer.getVertexCount();
if(vertexCount == 0)
return;
bool textured = coordsBuffer.getTextureCoordCount() > 0 && m_texture;
// skip drawing of empty textures
if(textured && m_texture->isEmpty())
return;
// update shader with the current painter state
m_drawProgram->bind();
m_drawProgram->setProjectionMatrix(m_projectionMatrix);
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if(textured) {
m_drawProgram->setTextureMatrix(m_textureMatrix);
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m_drawProgram->bindMultiTextures();
}
m_drawProgram->setOpacity(m_opacity);
m_drawProgram->setColor(m_color);
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m_drawProgram->setResolution(m_resolution);
m_drawProgram->updateTime();
// update coords buffer hardware caches if enabled
coordsBuffer.updateCaches();
bool hardwareCached = coordsBuffer.isHardwareCached();
// only set texture coords arrays when needed
if(textured) {
if(hardwareCached) {
coordsBuffer.getHardwareTextureCoordArray()->bind();
m_drawProgram->setAttributeArray(PainterShaderProgram::TEXCOORD_ATTR, nullptr, 2);
} else
m_drawProgram->setAttributeArray(PainterShaderProgram::TEXCOORD_ATTR, coordsBuffer.getTextureCoordArray(), 2);
} else
PainterShaderProgram::disableAttributeArray(PainterShaderProgram::TEXCOORD_ATTR);
// set vertex array
if(hardwareCached) {
coordsBuffer.getHardwareVertexArray()->bind();
m_drawProgram->setAttributeArray(PainterShaderProgram::VERTEX_ATTR, nullptr, 2);
HardwareBuffer::unbind(HardwareBuffer::VertexBuffer);
} else
m_drawProgram->setAttributeArray(PainterShaderProgram::VERTEX_ATTR, coordsBuffer.getVertexArray(), 2);
// draw the element in coords buffers
glDrawArrays(drawMode, 0, vertexCount);
if(!textured)
PainterShaderProgram::enableAttributeArray(PainterShaderProgram::TEXCOORD_ATTR);
}
void PainterOGL2::drawTextureCoords(CoordsBuffer& coordsBuffer, const TexturePtr& texture)
{
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if(texture && texture->isEmpty())
return;
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setDrawProgram(m_shaderProgram ? m_shaderProgram : m_drawTexturedProgram.get());
setTexture(texture);
drawCoords(coordsBuffer);
}
void PainterOGL2::drawTexturedRect(const Rect& dest, const TexturePtr& texture, const Rect& src)
{
if(dest.isEmpty() || src.isEmpty() || texture->isEmpty())
return;
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setDrawProgram(m_shaderProgram ? m_shaderProgram : m_drawTexturedProgram.get());
setTexture(texture);
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m_coordsBuffer.clear();
m_coordsBuffer.addQuad(dest, src);
drawCoords(m_coordsBuffer, TriangleStrip);
}
void PainterOGL2::drawUpsideDownTexturedRect(const Rect& dest, const TexturePtr& texture, const Rect& src)
{
if(dest.isEmpty() || src.isEmpty() || texture->isEmpty())
return;
setDrawProgram(m_shaderProgram ? m_shaderProgram : m_drawTexturedProgram.get());
setTexture(texture);
m_coordsBuffer.clear();
m_coordsBuffer.addUpsideDownQuad(dest, src);
drawCoords(m_coordsBuffer, TriangleStrip);
}
void PainterOGL2::drawRepeatedTexturedRect(const Rect& dest, const TexturePtr& texture, const Rect& src)
{
if(dest.isEmpty() || src.isEmpty() || texture->isEmpty())
return;
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setDrawProgram(m_shaderProgram ? m_shaderProgram : m_drawTexturedProgram.get());
setTexture(texture);
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m_coordsBuffer.clear();
m_coordsBuffer.addRepeatedRects(dest, src);
drawCoords(m_coordsBuffer);
}
void PainterOGL2::drawFilledRect(const Rect& dest)
{
if(dest.isEmpty())
return;
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setDrawProgram(m_shaderProgram ? m_shaderProgram : m_drawSolidColorProgram.get());
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m_coordsBuffer.clear();
m_coordsBuffer.addRect(dest);
drawCoords(m_coordsBuffer);
}
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void PainterOGL2::drawFilledTriangle(const Point& a, const Point& b, const Point& c)
{
if(a == b || a == c || b == c)
return;
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setDrawProgram(m_shaderProgram ? m_shaderProgram : m_drawSolidColorProgram.get());
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m_coordsBuffer.clear();
m_coordsBuffer.addTriangle(a, b, c);
drawCoords(m_coordsBuffer);
}
void PainterOGL2::drawBoundingRect(const Rect& dest, int innerLineWidth)
{
if(dest.isEmpty() || innerLineWidth == 0)
return;
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setDrawProgram(m_shaderProgram ? m_shaderProgram : m_drawSolidColorProgram.get());
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m_coordsBuffer.clear();
m_coordsBuffer.addBoudingRect(dest, innerLineWidth);
drawCoords(m_coordsBuffer);
}