You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.

126 lines
4.2 KiB

/*
* Copyright (c) 2010-2012 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 "paintershaderprogram.h"
#include "painter.h"
#include "texture.h"
#include "texturemanager.h"
#include <framework/core/clock.h>
bool PainterShaderProgram::link()
{
bindAttributeLocation(VERTEX_COORDS_ATTR, "vertexCoord");
bindAttributeLocation(TEXTURE_COORDS_ATTR, "textureCoord");
if(ShaderProgram::link()) {
bindUniformLocation(PROJECTION_MATRIX_UNIFORM, "projectionMatrix");
bindUniformLocation(TEXTURE_TRANSFORM_MATRIX_UNIFORM, "textureTransformMatrix");
bindUniformLocation(COLOR_UNIFORM, "color");
bindUniformLocation(OPACITY_UNIFORM, "opacity");
bindUniformLocation(TEXTURE_UNIFORM, "texture");
bindUniformLocation(TIME_UNIFORM, "ticks");
return true;
}
m_startTimer.restart();
return false;
}
void PainterShaderProgram::setProjectionMatrix(const Matrix3& projectionMatrix)
{
bind();
setUniformValue(PROJECTION_MATRIX_UNIFORM, projectionMatrix);
}
void PainterShaderProgram::setColor(const Color& color)
{
bind();
setUniformValue(COLOR_UNIFORM, color);
}
void PainterShaderProgram::setOpacity(float opacity)
{
bind();
setUniformValue(OPACITY_UNIFORM, opacity);
}
void PainterShaderProgram::setUniformTexture(int location, const TexturePtr& texture, int index)
{
if(index > 0)
glActiveTexture(GL_TEXTURE0 + index);
glBindTexture(GL_TEXTURE_2D, texture ? texture->getId() : 0);
if(index > 0)
glActiveTexture(GL_TEXTURE0);
setUniformValue(location, index);
}
void PainterShaderProgram::setTexture(const TexturePtr& texture)
{
if(!texture)
return;
float w = texture->getWidth();
float h = texture->getHeight();
Matrix2 textureTransformMatrix = { 1.0f/w, 0.0f,
0.0f, 1.0f/h };
textureTransformMatrix.transpose();
bind();
setUniformTexture(TEXTURE_UNIFORM, texture, 0);
setUniformValue(TEXTURE_TRANSFORM_MATRIX_UNIFORM, textureTransformMatrix);
}
void PainterShaderProgram::draw(const CoordsBuffer& coordsBuffer, DrawMode drawMode)
{
assert(bind());
setUniformValue(TIME_UNIFORM, (float)m_startTimer.timeElapsed());
int numVertices = coordsBuffer.getVertexCount();
if(numVertices == 0)
return;
bool mustDisableVertexArray = false;
if(coordsBuffer.getVertexCount() > 0) {
enableAttributeArray(PainterShaderProgram::VERTEX_COORDS_ATTR);
setAttributeArray(PainterShaderProgram::VERTEX_COORDS_ATTR, coordsBuffer.getVertices(), 2);
mustDisableVertexArray = true;
}
bool mustDisableTexCoordsArray = false;
if(coordsBuffer.getTextureCoordsCount() > 0) {
enableAttributeArray(PainterShaderProgram::TEXTURE_COORDS_ATTR);
setAttributeArray(PainterShaderProgram::TEXTURE_COORDS_ATTR, coordsBuffer.getTextureCoords(), 2);
mustDisableTexCoordsArray = true;
}
glDrawArrays(drawMode, 0, numVertices);
if(mustDisableVertexArray)
disableAttributeArray(PainterShaderProgram::VERTEX_COORDS_ATTR);
if(mustDisableTexCoordsArray)
disableAttributeArray(PainterShaderProgram::TEXTURE_COORDS_ATTR);
//release();
}