/* * Copyright (c) 2010-2011 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" #include "vertexarray.h" Painter g_painter; void Painter::init() { setColor(Fw::white); setOpacity(255); setCompositionMode(CompositionMode_Normal); 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()); } 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::drawProgram(const PainterShaderProgramPtr& program, CoordsBuffer& coordsBuffer, PainterShaderProgram::DrawMode drawMode) { coordsBuffer.cacheVertexArrays(); if(coordsBuffer.getVertexCount() == 0) return; program->setProjectionMatrix(m_projectionMatrix); program->setOpacity(m_currentOpacity); program->setColor(m_currentColor); program->draw(coordsBuffer, drawMode); } void Painter::drawTextureCoords(CoordsBuffer& coordsBuffer, const TexturePtr& texture) { PainterShaderProgramPtr program = m_customProgram ? m_customProgram : m_drawTexturedProgram; program->setTexture(texture); drawProgram(program, coordsBuffer); } 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); } void Painter::drawRepeatedTexturedRect(const Rect& dest, const TexturePtr& texture, const Rect& src) { if(dest.isEmpty() || src.isEmpty() || !texture->getId()) return; m_coordsBuffer.clear(); m_coordsBuffer.addRepeatedRects(dest, src); drawTextureCoords(m_coordsBuffer, texture); } void Painter::drawFilledRect(const Rect& dest) { if(dest.isEmpty()) return; m_coordsBuffer.clear(); m_coordsBuffer.addRect(dest); drawProgram(m_customProgram ? m_customProgram : m_drawSolidColorProgram, m_coordsBuffer); } void Painter::drawBoundingRect(const Rect& dest, int innerLineWidth) { if(dest.isEmpty() || innerLineWidth == 0) return; m_coordsBuffer.clear(); m_coordsBuffer.addBoudingRect(dest, innerLineWidth); drawProgram(m_customProgram ? m_customProgram : m_drawSolidColorProgram, m_coordsBuffer); } void Painter::setCustomProgram(PainterShaderProgramPtr program) { m_customProgram = program; } void Painter::setCompositionMode(Painter::CompositionMode compositionMode) { switch(compositionMode) { case CompositionMode_Normal: glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); break; case CompositionMode_Multiply: glBlendFunc(GL_DST_COLOR, GL_ONE_MINUS_SRC_ALPHA); break; case CompositionMode_Addition: glBlendFunc(GL_SRC_ALPHA, GL_ONE); break; } }