0ad/source/graphics/Canvas2D.cpp
vladislavbelov 2f3837e0b5 Adds Canvas2D to encapsulate low level GL calls for 2D rendering.
Implements DrawLine for charts.

Differential Revision: https://code.wildfiregames.com/D4024
This was SVN commit r25588.
2021-05-28 16:35:57 +00:00

64 lines
1.9 KiB
C++

/* 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 <http://www.gnu.org/licenses/>.
*/
#include "precompiled.h"
#include "Canvas2D.h"
#include "graphics/Color.h"
#include "graphics/ShaderManager.h"
#include "gui/GUIMatrix.h"
#include "maths/Vector2D.h"
#include "ps/CStrInternStatic.h"
#include "renderer/Renderer.h"
void CCanvas2D::DrawLine(const std::vector<CVector2D>& points, const float width, const CColor& color)
{
std::vector<float> 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[0]);
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();
}