229 lines
10 KiB
C++
229 lines
10 KiB
C++
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/*
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* Copyright (c) 2010-2011 OTClient <https://github.com/edubart/otclient>
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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* THE SOFTWARE.
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*/
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#include "painter.h"
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#include "texture.h"
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#include "paintershadersources.h"
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#include "paintershaderprogram.h"
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#include "shaderprogram.h"
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#include "graphics.h"
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Painter g_painter;
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void Painter::init()
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{
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setColor(Fw::white);
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setOpacity(255);
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setCompositionMode(CompositionMode_SourceOver);
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PainterShaderProgramPtr program = PainterShaderProgramPtr(new PainterShaderProgram);
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program->addShaderFromSourceCode(Shader::Vertex, glslMainWithTexCoordsVertexShader);
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program->addShaderFromSourceCode(Shader::Vertex, glslPositionOnlyVertexShader);
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program->addShaderFromSourceCode(Shader::Fragment, glslMainFragmentShader);
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program->addShaderFromSourceCode(Shader::Fragment, glslTextureSrcFragmentShader);
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program->bindAttributeLocation(VERTEX_COORDS_ATTR, "vertexCoord");
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program->bindAttributeLocation(TEXTURE_COORDS_ATTR, "textureCoord");
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assert(program->link());
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program->bindUniformLocation(PainterShaderProgram::PROJECTION_MATRIX_UNIFORM, "projectionMatrix");
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program->bindUniformLocation(PainterShaderProgram::TEXTURE_TRANSFORM_MATRIX_UNIFORM, "textureTransformMatrix");
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program->bindUniformLocation(PainterShaderProgram::COLOR_UNIFORM, "color");
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program->bindUniformLocation(PainterShaderProgram::OPACITY_UNIFORM, "opacity");
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program->bindUniformLocation(PainterShaderProgram::TEXTURE_UNIFORM, "texture");
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m_drawTexturedProgram = program;
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program = PainterShaderProgramPtr(new PainterShaderProgram);
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program->addShaderFromSourceCode(Shader::Vertex, glslMainVertexShader);
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program->addShaderFromSourceCode(Shader::Vertex, glslPositionOnlyVertexShader);
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program->addShaderFromSourceCode(Shader::Fragment, glslMainFragmentShader);
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program->addShaderFromSourceCode(Shader::Fragment, glslSolidColorFragmentShader);
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program->bindAttributeLocation(VERTEX_COORDS_ATTR, "vertexCoord");
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assert(program->link());
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program->bindUniformLocation(PainterShaderProgram::PROJECTION_MATRIX_UNIFORM, "projectionMatrix");
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program->bindUniformLocation(PainterShaderProgram::COLOR_UNIFORM, "color");
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program->bindUniformLocation(PainterShaderProgram::OPACITY_UNIFORM, "opacity");
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m_drawSolidColorProgram = program;
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}
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void Painter::terminate()
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{
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m_drawTexturedProgram.reset();
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m_drawSolidColorProgram.reset();
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}
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void Painter::updateProjectionMatrix(const Size& viewportSize, bool inverseYAxis)
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{
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// The projection matrix converts from Painter's coordinate system to GL's coordinate system
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// * GL's viewport is 2x2, Painter's is width x height
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// * GL has +y -> -y going from bottom -> top, Painter is the other way round
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// * GL has [0,0] in the center, Painter has it in the top-left
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//
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// This results in the Projection matrix below, which is multiplied by the painter's
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// transformation matrix, as shown below:
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//
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// Projection Matrix Painter Coord GL Coord
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// ------------------------------------------------ --------- ---------
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// | 2.0 / width | 0.0 | -1.0 | | x | | y' |
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// | 0.0 | -2.0 / height | 1.0 | * | y | = | x' |
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// | 0.0 | 0.0 | 0.0 | | 1 | | 0 |
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// ------------------------------------------------ --------- ---------
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float w = viewportSize.width();
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float h = viewportSize.height();
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if(inverseYAxis) {
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m_projectionMatrix[0][0] = 2.0f/w; m_projectionMatrix[0][1] = 0.0f; m_projectionMatrix[0][2] =-1.0f;
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m_projectionMatrix[1][0] = 0.0f; m_projectionMatrix[1][1] = 2.0f/h; m_projectionMatrix[1][2] =-1.0f;
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m_projectionMatrix[2][0] = 0.0f; m_projectionMatrix[2][1] = 0.0f; m_projectionMatrix[2][2] = 0.0f;
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} else {
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m_projectionMatrix[0][0] = 2.0f/w; m_projectionMatrix[0][1] = 0.0f; m_projectionMatrix[0][2] =-1.0f;
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m_projectionMatrix[1][0] = 0.0f; m_projectionMatrix[1][1] =-2.0f/h; m_projectionMatrix[1][2] = 1.0f;
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m_projectionMatrix[2][0] = 0.0f; m_projectionMatrix[2][1] = 0.0f; m_projectionMatrix[2][2] = 0.0f;
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}
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}
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void Painter::drawTexturedRect(const Rect& dest, const TexturePtr& texture)
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{
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drawTexturedRect(dest, texture, Rect(Point(0,0), texture->getSize()));
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}
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void Painter::drawTexturedRect(const Rect& dest, const TexturePtr& texture, const Rect& src)
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{
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if(dest.isEmpty() || src.isEmpty() || !texture->getId())
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return;
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GLfloat vertexCoords[] = { (float)dest.left(), (float)dest.top(),
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(float)dest.right()+1, (float)dest.top(),
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(float)dest.left(), (float)dest.bottom()+1,
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(float)dest.right()+1, (float)dest.bottom()+1 };
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GLfloat textureCoords[] = { (float)src.left(), (float)src.top(),
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(float)src.right()+1, (float)src.top(),
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(float)src.left(), (float)src.bottom()+1,
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(float)src.right()+1, (float)src.bottom()+1 };
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m_drawTexturedProgram->prepareForDraw();
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m_drawTexturedProgram->setProjectionMatrix(m_projectionMatrix);
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m_drawTexturedProgram->setOpacity(m_currentOpacity);
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m_drawTexturedProgram->setColor(m_currentColor);
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m_drawTexturedProgram->setTexture(texture);
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m_drawTexturedProgram->setVertexCoords(vertexCoords);
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m_drawTexturedProgram->setTextureCoords(textureCoords);
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m_drawTexturedProgram->drawTriangleStrip(4);
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m_drawTexturedProgram->releaseFromDraw();
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}
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void Painter::drawRepeatedTexturedRect(const Rect& dest, const TexturePtr& texture, const Rect& src)
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{
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if(dest.isEmpty() || src.isEmpty() || !texture->getId())
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return;
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//TODO: use vertex arrays..
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Rect virtualDest(0, 0, dest.size());
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for(int y = 0; y <= virtualDest.height(); y += src.height()) {
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for(int x = 0; x <= virtualDest.width(); x += src.width()) {
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Rect partialDest(x, y, src.size());
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Rect partialSrc = src;
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// partialCoords to screenCoords bottomRight
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if(partialDest.bottom() > virtualDest.bottom()) {
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partialSrc.setBottom(partialSrc.bottom() + (virtualDest.bottom() - partialDest.bottom()));
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partialDest.setBottom(virtualDest.bottom());
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}
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if(partialDest.right() > virtualDest.right()) {
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partialSrc.setRight(partialSrc.right() + (virtualDest.right() - partialDest.right()));
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partialDest.setRight(virtualDest.right());
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}
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partialDest.translate(dest.topLeft());
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drawTexturedRect(partialDest, texture, partialSrc);
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}
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}
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}
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void Painter::drawFilledRect(const Rect& dest)
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{
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if(dest.isEmpty())
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return;
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GLfloat right = dest.right()+1;
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GLfloat bottom = dest.bottom()+1;
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GLfloat top = dest.top();
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GLfloat left = dest.left();
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GLfloat vertexCoords[] = { left, top,
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right, top,
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left, bottom,
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right, bottom };
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m_drawSolidColorProgram->prepareForDraw();
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m_drawSolidColorProgram->setProjectionMatrix(m_projectionMatrix);
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m_drawSolidColorProgram->setOpacity(m_currentOpacity);
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m_drawSolidColorProgram->setColor(m_currentColor);
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m_drawSolidColorProgram->setVertexCoords(vertexCoords);
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m_drawSolidColorProgram->drawTriangleStrip(4);
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m_drawSolidColorProgram->releaseFromDraw();
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}
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void Painter::drawBoundingRect(const Rect& dest, int innerLineWidth)
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{
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if(dest.isEmpty() || innerLineWidth == 0)
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return;
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GLfloat right = dest.right()+1;
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GLfloat bottom = dest.bottom()+1;
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GLfloat top = dest.top();
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GLfloat left = dest.left();
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GLfloat w = innerLineWidth;
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GLfloat vertexCoords[] = { left, top,
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right, top,
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left, top+w,
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right, top+w,
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right-w, top+w,
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right, bottom,
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right-w, bottom,
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right-w, bottom-w,
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left, bottom,
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left, bottom-w,
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left+w, bottom-w,
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left, top+w,
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left+w, top+w };
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m_drawSolidColorProgram->prepareForDraw();
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m_drawSolidColorProgram->setProjectionMatrix(m_projectionMatrix);
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m_drawSolidColorProgram->setOpacity(m_currentOpacity);
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m_drawSolidColorProgram->setColor(m_currentColor);
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m_drawSolidColorProgram->setVertexCoords(vertexCoords);
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m_drawSolidColorProgram->drawTriangleStrip(13);
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m_drawSolidColorProgram->releaseFromDraw();
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}
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void Painter::setCompositionMode(Painter::CompositionMode compositionMode)
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{
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switch(compositionMode) {
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case CompositionMode_SourceOver:
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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break;
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case CompositionMode_ColorizeDest:
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glBlendFunc(GL_DST_COLOR, GL_ONE_MINUS_SRC_ALPHA);
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break;
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}
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}
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