/* Copyright (C) 2017 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 "CChart.h" #include "graphics/ShaderManager.h" #include "lib/ogl.h" #include "ps/CLogger.h" #include "renderer/Renderer.h" #include CChart::CChart() { AddSetting(GUIST_CGUIList, "series_color"); AddSetting(GUIST_CGUISeries, "series"); } CChart::~CChart() { } void CChart::HandleMessage(SGUIMessage& Message) { // TODO: implement zoom switch (Message.type) { case GUIM_SETTINGS_UPDATED: { UpdateSeries(); break; } } } void CChart::Draw() { PROFILE3("render chart"); if (!GetGUI()) return; if (m_Series.empty()) return; const float bz = GetBufferedZ(); CRect rect = GetChartRect(); const float width = rect.GetWidth(); const float height = rect.GetHeight(); // Disable depth updates to prevent apparent z-fighting-related issues // with some drivers causing units to get drawn behind the texture. glDepthMask(0); // 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); CVector2D leftBottom, rightTop; leftBottom = rightTop = m_Series[0].m_Points[0]; for (const CChartData& data : m_Series) for (const CVector2D& point : data.m_Points) { if (point.X < leftBottom.X) leftBottom.X = point.X; if (point.Y < leftBottom.Y) leftBottom.Y = point.Y; if (point.X > rightTop.X) rightTop.X = point.X; if (point.Y > rightTop.Y) rightTop.Y = point.Y; } CVector2D scale(width / (rightTop.X - leftBottom.X), height / (rightTop.Y - leftBottom.Y)); for (const CChartData& data : m_Series) { if (data.m_Points.empty()) continue; std::vector vertices; vertices.reserve(data.m_Points.size() * 3); for (const CVector2D& point : data.m_Points) { vertices.push_back(rect.left + (point.X - leftBottom.X) * scale.X); vertices.push_back(rect.bottom - (point.Y - leftBottom.Y) * scale.Y); vertices.push_back(bz + 0.5f); } shader->Uniform(str_color, data.m_Color); shader->VertexPointer(3, GL_FLOAT, 0, &vertices[0]); shader->AssertPointersBound(); glEnable(GL_LINE_SMOOTH); glLineWidth(1.1f); if (!g_Renderer.m_SkipSubmit) glDrawArrays(GL_LINE_STRIP, 0, vertices.size() / 3); glLineWidth(1.0f); glDisable(GL_LINE_SMOOTH); } tech->EndPass(); // Reset depth mask glDepthMask(1); } CRect CChart::GetChartRect() const { return m_CachedActualSize; } void CChart::UpdateSeries() { CGUISeries* pSeries; GUI::GetSettingPointer(this, "series", pSeries); CGUIList* pSeriesColor; GUI::GetSettingPointer(this, "series_color", pSeriesColor); m_Series.clear(); m_Series.resize(pSeries->m_Series.size()); for (size_t i = 0; i < pSeries->m_Series.size(); ++i) { CChartData& data = m_Series[i]; if (i < pSeriesColor->m_Items.size() && !GUI::ParseColor(pSeriesColor->m_Items[i].GetOriginalString(), data.m_Color, 0)) LOGWARNING("GUI: Error parsing 'series_color' (\"%s\")", utf8_from_wstring(pSeriesColor->m_Items[i].GetOriginalString())); data.m_Points = pSeries->m_Series[i]; } }