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"
Painter g_painter;
void Painter::init()
{
setColor(Fw::white);
setOpacity(255);
setCompositionMode(CompositionMode_SourceOver);
PainterShaderProgramPtr program = PainterShaderProgramPtr(new PainterShaderProgram);
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program->addShaderFromSourceCode(Shader::Vertex, glslMainWithTexCoordsVertexShader + glslPositionOnlyVertexShader);
program->addShaderFromSourceCode(Shader::Fragment, glslMainFragmentShader + glslTextureSrcFragmentShader);
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program->bindAttributeLocation(VERTEX_COORDS_ATTR, "vertexCoord");
program->bindAttributeLocation(TEXTURE_COORDS_ATTR, "textureCoord");
assert(program->link());
program->bindUniformLocation(PainterShaderProgram::PROJECTION_MATRIX_UNIFORM, "projectionMatrix");
program->bindUniformLocation(PainterShaderProgram::TEXTURE_TRANSFORM_MATRIX_UNIFORM, "textureTransformMatrix");
program->bindUniformLocation(PainterShaderProgram::COLOR_UNIFORM, "color");
program->bindUniformLocation(PainterShaderProgram::OPACITY_UNIFORM, "opacity");
program->bindUniformLocation(PainterShaderProgram::TEXTURE_UNIFORM, "texture");
m_drawTexturedProgram = program;
program = PainterShaderProgramPtr(new PainterShaderProgram);
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program->addShaderFromSourceCode(Shader::Vertex, glslMainVertexShader + glslPositionOnlyVertexShader);
program->addShaderFromSourceCode(Shader::Fragment, glslMainFragmentShader + glslSolidColorFragmentShader);
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program->bindAttributeLocation(VERTEX_COORDS_ATTR, "vertexCoord");
assert(program->link());
program->bindUniformLocation(PainterShaderProgram::PROJECTION_MATRIX_UNIFORM, "projectionMatrix");
program->bindUniformLocation(PainterShaderProgram::COLOR_UNIFORM, "color");
program->bindUniformLocation(PainterShaderProgram::OPACITY_UNIFORM, "opacity");
m_drawSolidColorProgram = program;
}
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;
}
}
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;
GLfloat vertexCoords[] = { (float)dest.left(), (float)dest.top(),
(float)dest.right()+1, (float)dest.top(),
(float)dest.left(), (float)dest.bottom()+1,
(float)dest.right()+1, (float)dest.bottom()+1 };
GLfloat textureCoords[] = { (float)src.left(), (float)src.top(),
(float)src.right()+1, (float)src.top(),
(float)src.left(), (float)src.bottom()+1,
(float)src.right()+1, (float)src.bottom()+1 };
m_drawTexturedProgram->prepareForDraw();
m_drawTexturedProgram->setProjectionMatrix(m_projectionMatrix);
m_drawTexturedProgram->setOpacity(m_currentOpacity);
m_drawTexturedProgram->setColor(m_currentColor);
m_drawTexturedProgram->setTexture(texture);
m_drawTexturedProgram->setVertexCoords(vertexCoords);
m_drawTexturedProgram->setTextureCoords(textureCoords);
m_drawTexturedProgram->drawTriangleStrip(4);
m_drawTexturedProgram->releaseFromDraw();
}
void Painter::drawRepeatedTexturedRect(const Rect& dest, const TexturePtr& texture, const Rect& src)
{
if(dest.isEmpty() || src.isEmpty() || !texture->getId())
return;
//TODO: use vertex arrays..
Rect virtualDest(0, 0, dest.size());
for(int y = 0; y <= virtualDest.height(); y += src.height()) {
for(int x = 0; x <= virtualDest.width(); x += src.width()) {
Rect partialDest(x, y, src.size());
Rect partialSrc = src;
// partialCoords to screenCoords bottomRight
if(partialDest.bottom() > virtualDest.bottom()) {
partialSrc.setBottom(partialSrc.bottom() + (virtualDest.bottom() - partialDest.bottom()));
partialDest.setBottom(virtualDest.bottom());
}
if(partialDest.right() > virtualDest.right()) {
partialSrc.setRight(partialSrc.right() + (virtualDest.right() - partialDest.right()));
partialDest.setRight(virtualDest.right());
}
partialDest.translate(dest.topLeft());
drawTexturedRect(partialDest, texture, partialSrc);
}
}
}
void Painter::drawFilledRect(const Rect& dest)
{
if(dest.isEmpty())
return;
GLfloat right = dest.right()+1;
GLfloat bottom = dest.bottom()+1;
GLfloat top = dest.top();
GLfloat left = dest.left();
GLfloat vertexCoords[] = { left, top,
right, top,
left, bottom,
right, bottom };
m_drawSolidColorProgram->prepareForDraw();
m_drawSolidColorProgram->setProjectionMatrix(m_projectionMatrix);
m_drawSolidColorProgram->setOpacity(m_currentOpacity);
m_drawSolidColorProgram->setColor(m_currentColor);
m_drawSolidColorProgram->setVertexCoords(vertexCoords);
m_drawSolidColorProgram->drawTriangleStrip(4);
m_drawSolidColorProgram->releaseFromDraw();
}
void Painter::drawBoundingRect(const Rect& dest, int innerLineWidth)
{
if(dest.isEmpty() || innerLineWidth == 0)
return;
GLfloat right = dest.right()+1;
GLfloat bottom = dest.bottom()+1;
GLfloat top = dest.top();
GLfloat left = dest.left();
GLfloat w = innerLineWidth;
GLfloat vertexCoords[] = { left, top,
right, top,
left, top+w,
right, top+w,
right-w, top+w,
right, bottom,
right-w, bottom,
right-w, bottom-w,
left, bottom,
left, bottom-w,
left+w, bottom-w,
left, top+w,
left+w, top+w };
m_drawSolidColorProgram->prepareForDraw();
m_drawSolidColorProgram->setProjectionMatrix(m_projectionMatrix);
m_drawSolidColorProgram->setOpacity(m_currentOpacity);
m_drawSolidColorProgram->setColor(m_currentColor);
m_drawSolidColorProgram->setVertexCoords(vertexCoords);
m_drawSolidColorProgram->drawTriangleStrip(13);
m_drawSolidColorProgram->releaseFromDraw();
}
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;
}
}