From 453eac7f1f5ef70390ec51087fc1f190811a7507 Mon Sep 17 00:00:00 2001 From: dec05eba Date: Wed, 17 Nov 2021 09:47:45 +0100 Subject: Replace sfml with mgl --- src/RoundedRectangle.cpp | 61 +++++++++++++++++++++++++----------------------- 1 file changed, 32 insertions(+), 29 deletions(-) (limited to 'src/RoundedRectangle.cpp') diff --git a/src/RoundedRectangle.cpp b/src/RoundedRectangle.cpp index fc56823..587560c 100644 --- a/src/RoundedRectangle.cpp +++ b/src/RoundedRectangle.cpp @@ -1,68 +1,71 @@ #include "../include/RoundedRectangle.hpp" -#include -#include -#include +#include +#include #include namespace QuickMedia { static const float shadow_radius = 20.0f; // Has to match the shadow offset in rounded_rectangle.glsl - static std::atomic cached_radius = 0.0f; - static std::atomic cached_resolution_x = 0.0f; - static std::atomic cached_resolution_y = 0.0f; + static float cached_radius = 0.0f; + static float cached_resolution_x = 0.0f; + static float cached_resolution_y = 0.0f; - RoundedRectangle::RoundedRectangle(sf::Vector2f size, float radius, sf::Color color, sf::Shader *rounded_rectangle_shader) : + static float abs(float value) { + return value >= 0.0f ? value : -value; + } + + RoundedRectangle::RoundedRectangle(mgl::vec2f size, float radius, mgl::Color color, mgl::Shader *rounded_rectangle_shader) : radius(radius), pos(0.0f, 0.0f), size(size), rounded_rectangle_shader(rounded_rectangle_shader) { assert(rounded_rectangle_shader); set_color(color); - vertices[0].texCoords = sf::Vector2f(0.0f, 0.0f); - vertices[1].texCoords = sf::Vector2f(1.0f, 0.0f); - vertices[2].texCoords = sf::Vector2f(1.0f, 1.0f); - vertices[3].texCoords = sf::Vector2f(0.0f, 1.0f); + vertices[0].texcoords = mgl::vec2f(0.0f, 0.0f); + vertices[1].texcoords = mgl::vec2f(1.0f, 0.0f); + vertices[2].texcoords = mgl::vec2f(1.0f, 1.0f); + vertices[3].texcoords = mgl::vec2f(0.0f, 1.0f); } - void RoundedRectangle::set_position(sf::Vector2f pos) { + void RoundedRectangle::set_position(mgl::vec2f pos) { this->pos = pos; - const float shadow_radius_ins = rounded_rectangle_shader->getNativeHandle() == 0 ? 0.0f : shadow_radius; - vertices[0].position = pos + sf::Vector2f(-shadow_radius_ins, -shadow_radius_ins); - vertices[1].position = pos + sf::Vector2f(shadow_radius_ins, -shadow_radius_ins) + sf::Vector2f(size.x, 0.0f); - vertices[2].position = pos + sf::Vector2f(shadow_radius_ins, shadow_radius_ins) + sf::Vector2f(size.x, size.y); - vertices[3].position = pos + sf::Vector2f(-shadow_radius_ins, shadow_radius_ins) + sf::Vector2f(0.0f, size.y); + const float shadow_radius_ins = rounded_rectangle_shader->is_valid() ? shadow_radius : 0.0f; + vertices[0].position = pos + mgl::vec2f(-shadow_radius_ins, -shadow_radius_ins); + vertices[1].position = pos + mgl::vec2f(shadow_radius_ins, -shadow_radius_ins) + mgl::vec2f(size.x, 0.0f); + vertices[2].position = pos + mgl::vec2f(shadow_radius_ins, shadow_radius_ins) + mgl::vec2f(size.x, size.y); + vertices[3].position = pos + mgl::vec2f(-shadow_radius_ins, shadow_radius_ins) + mgl::vec2f(0.0f, size.y); } - void RoundedRectangle::set_size(sf::Vector2f size) { + void RoundedRectangle::set_size(mgl::vec2f size) { this->size = size; set_position(pos); } - void RoundedRectangle::set_color(sf::Color color) { + void RoundedRectangle::set_color(mgl::Color color) { for(size_t i = 0; i < 4; ++i) vertices[i].color = color; } - sf::Vector2f RoundedRectangle::get_position() const { + mgl::vec2f RoundedRectangle::get_position() const { return pos; } - sf::Vector2f RoundedRectangle::get_size() const { + mgl::vec2f RoundedRectangle::get_size() const { return size; } - void RoundedRectangle::draw(sf::RenderTarget &target) { - const sf::Vector2f resolution = size + sf::Vector2f(shadow_radius*2.0f, shadow_radius*2.0f); + void RoundedRectangle::draw(mgl::Window &target) { + const mgl::vec2f resolution = size + mgl::vec2f(shadow_radius*2.0f, shadow_radius*2.0f); - // TODO: Remove these for optimizations. Also do the same in other places where setUniform is called - if(std::abs(cached_radius - radius) > 0.01f) { - rounded_rectangle_shader->setUniform("radius", radius); + if(abs(cached_radius - radius) > 0.01f) { + // TODO: Remove these for optimizations. Also do the same in other places where set_uniform is called + rounded_rectangle_shader->set_uniform("radius", radius); cached_radius = radius; } - if(std::abs(cached_resolution_x - resolution.x) > 0.01f || std::abs(cached_resolution_y - resolution.y) > 0.01f) { - rounded_rectangle_shader->setUniform("resolution", size + sf::Vector2f(shadow_radius*2.0f, shadow_radius*2.0f)); + if(abs(cached_resolution_x - resolution.x) > 0.01f || abs(cached_resolution_y - resolution.y) > 0.01f) { + rounded_rectangle_shader->set_uniform("resolution", size + mgl::vec2f(shadow_radius*2.0f, shadow_radius*2.0f)); cached_resolution_x = resolution.x; cached_resolution_y = resolution.y; } - target.draw(vertices, 4, sf::Quads, rounded_rectangle_shader); + target.draw(vertices, 4, mgl::PrimitiveType::Quads, rounded_rectangle_shader); } } \ No newline at end of file -- cgit v1.2.3