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Merge branch 'revgraphics'
Conflicts: src/framework/CMakeLists.txt src/framework/application.cpp src/framework/graphics/graphics.cpp
This commit is contained in:
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src/framework/graphics/painter.cpp
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src/framework/graphics/painter.cpp
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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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#include "vertexarray.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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m_drawTexturedProgram = PainterShaderProgramPtr(new PainterShaderProgram);
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m_drawTexturedProgram->addShaderFromSourceCode(Shader::Vertex, glslMainWithTexCoordsVertexShader + glslPositionOnlyVertexShader);
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m_drawTexturedProgram->addShaderFromSourceCode(Shader::Fragment, glslMainFragmentShader + glslTextureSrcFragmentShader);
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assert(m_drawTexturedProgram->link());
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m_drawSolidColorProgram = PainterShaderProgramPtr(new PainterShaderProgram);
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m_drawSolidColorProgram->addShaderFromSourceCode(Shader::Vertex, glslMainVertexShader + glslPositionOnlyVertexShader);
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m_drawSolidColorProgram->addShaderFromSourceCode(Shader::Fragment, glslMainFragmentShader + glslSolidColorFragmentShader);
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assert(m_drawSolidColorProgram->link());
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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::drawProgram(const PainterShaderProgramPtr& program, CoordsBuffer& coordsBuffer, PainterShaderProgram::DrawMode drawMode)
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{
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coordsBuffer.cacheVertexArrays();
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if(coordsBuffer.getVertexCount() == 0)
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return;
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program->setProjectionMatrix(m_projectionMatrix);
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program->setOpacity(m_currentOpacity);
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program->setColor(m_currentColor);
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program->draw(coordsBuffer, drawMode);
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}
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void Painter::drawTextureCoords(CoordsBuffer& coordsBuffer, const TexturePtr& texture)
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{
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PainterShaderProgramPtr program = m_customProgram ? m_customProgram : m_drawTexturedProgram;
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program->setTexture(texture);
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drawProgram(program, coordsBuffer);
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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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m_coordsBuffer.clear();
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m_coordsBuffer.addRect(dest, src);
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drawTextureCoords(m_coordsBuffer, texture);
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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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m_coordsBuffer.clear();
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m_coordsBuffer.addRepeatedRects(dest, src);
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drawTextureCoords(m_coordsBuffer, texture);
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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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m_coordsBuffer.clear();
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m_coordsBuffer.addRect(dest);
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drawProgram(m_customProgram ? m_customProgram : m_drawSolidColorProgram, m_coordsBuffer);
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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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m_coordsBuffer.clear();
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m_coordsBuffer.addBoudingRect(dest, innerLineWidth);
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drawProgram(m_customProgram ? m_customProgram : m_drawSolidColorProgram, m_coordsBuffer);
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}
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void Painter::setCustomProgram(PainterShaderProgramPtr program)
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{
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m_customProgram = program;
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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_ColorizeSource:
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glBlendFunc(GL_DST_COLOR, GL_ONE_MINUS_SRC_ALPHA);
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break;
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case CompositionMode_AdditiveSource:
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glBlendFunc(GL_SRC_ALPHA, GL_ONE);
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break;
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}
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}
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