/* Copyright (C) 2021 Wildfire Games. * This file is part of 0 A.D. * * 0 A.D. is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 2 of the License, or * (at your option) any later version. * * 0 A.D. is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with 0 A.D. If not, see . */ #include "precompiled.h" #include "Canvas2D.h" #include "graphics/Color.h" #include "graphics/ShaderManager.h" #include "graphics/TextureManager.h" #include "gui/GUIMatrix.h" #include "maths/Rect.h" #include "maths/Vector2D.h" #include "ps/CStrInternStatic.h" #include "renderer/Renderer.h" #include void CCanvas2D::DrawLine(const std::vector& points, const float width, const CColor& color) { std::vector vertices; vertices.reserve(points.size() * 3); for (const CVector2D& point : points) { vertices.emplace_back(point.X); vertices.emplace_back(point.Y); vertices.emplace_back(0.0f); } // Setup the render state CMatrix3D transform = GetDefaultGuiMatrix(); CShaderDefines lineDefines; CShaderTechniquePtr tech = g_Renderer.GetShaderManager().LoadEffect(str_gui_solid, g_Renderer.GetSystemShaderDefines(), lineDefines); tech->BeginPass(); CShaderProgramPtr shader = tech->GetShader(); shader->Uniform(str_transform, transform); shader->Uniform(str_color, color); shader->VertexPointer(3, GL_FLOAT, 0, vertices.data()); shader->AssertPointersBound(); #if !CONFIG2_GLES glEnable(GL_LINE_SMOOTH); #endif glLineWidth(width); if (!g_Renderer.DoSkipSubmit()) glDrawArrays(GL_LINE_STRIP, 0, vertices.size() / 3); glLineWidth(1.0f); #if !CONFIG2_GLES glDisable(GL_LINE_SMOOTH); #endif tech->EndPass(); } void CCanvas2D::DrawRect(const CRect& rect, const CColor& color) { const std::array uvs = { 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f }; const std::array vertices = { rect.left, rect.bottom, rect.right, rect.bottom, rect.right, rect.top, rect.left, rect.top }; CShaderDefines defines; CShaderTechniquePtr tech = g_Renderer.GetShaderManager().LoadEffect( str_canvas2d, g_Renderer.GetSystemShaderDefines(), defines); tech->BeginPass(); CShaderProgramPtr shader = tech->GetShader(); shader->BindTexture(str_tex, g_Renderer.GetTextureManager().GetWhiteTexture()); shader->Uniform(str_transform, GetDefaultGuiMatrix()); shader->Uniform(str_colorAdd, color); shader->Uniform(str_colorMul, CColor(0.0f, 0.0f, 0.0f, 0.0f)); shader->VertexPointer(2, GL_FLOAT, 0, vertices.data()); shader->TexCoordPointer(GL_TEXTURE0, 2, GL_FLOAT, 0, uvs.data()); shader->AssertPointersBound(); if (!g_Renderer.DoSkipSubmit()) glDrawArrays(GL_TRIANGLE_FAN, 0, vertices.size() / 2); tech->EndPass(); }