/* * Copyright (c) 2010-2012 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(Color::white); setOpacity(1.0f); setCompositionMode(CompositionMode_Normal); m_drawTexturedProgram = PainterShaderProgramPtr(new PainterShaderProgram); m_drawTexturedProgram->addShaderFromSourceCode(Shader::Vertex, glslMainWithTexCoordsVertexShader + glslPositionOnlyVertexShader); m_drawTexturedProgram->addShaderFromSourceCode(Shader::Fragment, glslMainFragmentShader + glslTextureSrcFragmentShader); m_drawTexturedProgram->link(); m_drawSolidColorProgram = PainterShaderProgramPtr(new PainterShaderProgram); m_drawSolidColorProgram->addShaderFromSourceCode(Shader::Vertex, glslMainVertexShader + glslPositionOnlyVertexShader); m_drawSolidColorProgram->addShaderFromSourceCode(Shader::Fragment, glslMainFragmentShader + glslSolidColorFragmentShader); m_drawSolidColorProgram->link(); } void Painter::terminate() { m_drawTexturedProgram.reset(); m_drawSolidColorProgram.reset(); } 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_opacity); program->setColor(m_color); 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, 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_Add: glBlendFunc(GL_ONE, GL_ONE); break; case CompositionMode_Replace: glBlendFunc(GL_ONE, GL_ZERO); break; case CompositionMode_DestBlending: glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_DST_ALPHA); break; } m_compostionMode = compositionMode; } void Painter::saveAndResetState() { m_oldCustomProgram = m_customProgram; m_oldProjectionMatrix = m_projectionMatrix; m_oldColor = m_color; m_oldOpacity = m_opacity; m_oldCompostionMode = m_compostionMode; releaseCustomProgram(); setColor(Color::white); setOpacity(1); setCompositionMode(CompositionMode_Normal); } void Painter::restoreSavedState() { setCustomProgram(m_oldCustomProgram); setColor(m_oldColor); setOpacity(m_oldOpacity); setCompositionMode(m_oldCompostionMode); m_oldCustomProgram = nullptr; m_oldColor = Color::white; m_oldOpacity = 1; m_oldCompostionMode = CompositionMode_Normal; }