From c7e10b0910473c99dbc139f514220b134093c9f0 Mon Sep 17 00:00:00 2001
From: dec05eba <dec05eba@protonmail.com>
Date: Sat, 12 Jun 2021 18:39:32 +0200
Subject: Add show in shader instead of sf::Vertex

---
 src/RoundedRectangle.cpp | 87 +++++-------------------------------------------
 1 file changed, 8 insertions(+), 79 deletions(-)

(limited to 'src')

diff --git a/src/RoundedRectangle.cpp b/src/RoundedRectangle.cpp
index f9b79c4..20abe14 100644
--- a/src/RoundedRectangle.cpp
+++ b/src/RoundedRectangle.cpp
@@ -4,6 +4,8 @@
 #include <assert.h>
 
 namespace QuickMedia {
+    static const float shadow_radius = 20.0f; // Has to match the shadow offset in rounded_rectangle.glsl
+
     RoundedRectangle::RoundedRectangle(sf::Vector2f size, float radius, sf::Color color, sf::Shader *rounded_rectangle_shader) :
         radius(radius), pos(0.0f, 0.0f), size(size), rounded_rectangle_shader(rounded_rectangle_shader), band_color(sf::Color::Transparent)
     {
@@ -13,84 +15,14 @@ namespace QuickMedia {
         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);
-
-        const sf::Color shadow_color(0, 0, 0, 50);
-
-        // Sides
-        for(size_t i = 0; i < 16; i += 4) {
-            drop_shadow_vertices[i + 0].color = sf::Color(shadow_color.r, shadow_color.g, shadow_color.b, 0);
-            drop_shadow_vertices[i + 1].color = sf::Color(shadow_color.r, shadow_color.g, shadow_color.b, 0);
-            drop_shadow_vertices[i + 2].color = shadow_color;
-            drop_shadow_vertices[i + 3].color = shadow_color;
-        }
-
-        // Corners
-        for(size_t i = 16; i < 32; i += 4) {
-            drop_shadow_vertices[i + 0].color = sf::Color(shadow_color.r, shadow_color.g, shadow_color.b, 0);
-            drop_shadow_vertices[i + 1].color = sf::Color(shadow_color.r, shadow_color.g, shadow_color.b, 0);
-            drop_shadow_vertices[i + 2].color = sf::Color(shadow_color.r, shadow_color.g, shadow_color.b, 0);
-            drop_shadow_vertices[i + 3].color = sf::Color(shadow_color.r, shadow_color.g, shadow_color.b, 100);
-        }
     }
 
     void RoundedRectangle::set_position(sf::Vector2f pos) {
         this->pos = pos;
-        vertices[0].position = pos;
-        vertices[1].position = pos + sf::Vector2f(size.x, 0.0f);
-        vertices[2].position = pos + sf::Vector2f(size.x, size.y);
-        vertices[3].position = pos + sf::Vector2f(0.0f, size.y);
-
-        const float shadow_radius = 5.0f;
-
-        // Top
-        drop_shadow_vertices[0].position = pos + sf::Vector2f(radius*0.5f, 0.0f) - sf::Vector2f(0.0f, shadow_radius);
-        drop_shadow_vertices[1].position = pos + sf::Vector2f(size.x - radius*0.5f, 0.0f) - sf::Vector2f(0.0f, shadow_radius);
-        drop_shadow_vertices[2].position = pos + sf::Vector2f(size.x - radius*0.5f, 0.0f);
-        drop_shadow_vertices[3].position = pos + sf::Vector2f(radius*0.5f, 0.0f);
-
-        // Bottom
-        drop_shadow_vertices[4].position = pos + sf::Vector2f(size.x - radius*0.5f, size.y + shadow_radius);
-        drop_shadow_vertices[5].position = pos + sf::Vector2f(radius*0.5f, size.y + shadow_radius);
-        drop_shadow_vertices[6].position = pos + sf::Vector2f(radius*0.5f, size.y);
-        drop_shadow_vertices[7].position = pos + sf::Vector2f(size.x - radius*0.5f, size.y);
-
-        // Left
-        drop_shadow_vertices[8].position = pos + sf::Vector2f(-shadow_radius, size.y - radius*0.5f);
-        drop_shadow_vertices[9].position = pos + sf::Vector2f(-shadow_radius, radius*0.5f);
-        drop_shadow_vertices[10].position = pos + sf::Vector2f(0.0f, radius*0.5f);
-        drop_shadow_vertices[11].position = pos + sf::Vector2f(0.0f, size.y - radius*0.5f);
-
-        // Right
-        drop_shadow_vertices[12].position = pos + sf::Vector2f(size.x + shadow_radius, radius*0.5f);
-        drop_shadow_vertices[13].position = pos + sf::Vector2f(size.x + shadow_radius, size.y - radius*0.5f);
-        drop_shadow_vertices[14].position = pos + sf::Vector2f(size.x, size.y - radius*0.5f);
-        drop_shadow_vertices[15].position = pos + sf::Vector2f(size.x, radius*0.5f);
-
-        const float overshoot = 1.7f;
-
-        // Top left
-        drop_shadow_vertices[16].position = pos + sf::Vector2f(-shadow_radius, radius*0.5f);
-        drop_shadow_vertices[17].position = pos + sf::Vector2f(-shadow_radius*overshoot, -shadow_radius*overshoot);
-        drop_shadow_vertices[18].position = pos + sf::Vector2f(radius*0.5f, -shadow_radius);
-        drop_shadow_vertices[19].position = pos + sf::Vector2f(radius*0.5f, radius*0.5f);
-
-        // Top right
-        drop_shadow_vertices[20].position = pos + sf::Vector2f(size.x - radius*0.5f, -shadow_radius);
-        drop_shadow_vertices[21].position = pos + sf::Vector2f(size.x + shadow_radius*overshoot, -shadow_radius*overshoot);
-        drop_shadow_vertices[22].position = pos + sf::Vector2f(size.x + shadow_radius, radius*0.5f);
-        drop_shadow_vertices[23].position = pos + sf::Vector2f(size.x - radius*0.5f, radius*0.5f);
-
-        // Bottom right
-        drop_shadow_vertices[24].position = pos + sf::Vector2f(size.x + shadow_radius, size.y - radius*0.5f);
-        drop_shadow_vertices[25].position = pos + sf::Vector2f(size.x + shadow_radius*overshoot, size.y + shadow_radius*overshoot);
-        drop_shadow_vertices[26].position = pos + sf::Vector2f(size.x - radius*0.5f, size.y + shadow_radius);
-        drop_shadow_vertices[27].position = pos + sf::Vector2f(size.x - radius*0.5f, size.y - radius*0.5f);
-
-        // Bottom left
-        drop_shadow_vertices[28].position = pos + sf::Vector2f(radius*0.5f, size.y + shadow_radius);
-        drop_shadow_vertices[29].position = pos + sf::Vector2f(-shadow_radius*overshoot, size.y + shadow_radius*overshoot);
-        drop_shadow_vertices[30].position = pos + sf::Vector2f(-shadow_radius, size.y - radius*0.5f);
-        drop_shadow_vertices[31].position = pos + sf::Vector2f(radius*0.5f, size.y - radius*0.5f);
+        vertices[0].position = pos + sf::Vector2f(-shadow_radius, -shadow_radius);
+        vertices[1].position = pos + sf::Vector2f(shadow_radius, -shadow_radius) + sf::Vector2f(size.x, 0.0f);
+        vertices[2].position = pos + sf::Vector2f(shadow_radius, shadow_radius) + sf::Vector2f(size.x, size.y);
+        vertices[3].position = pos + sf::Vector2f(-shadow_radius, shadow_radius) + sf::Vector2f(0.0f, size.y);
     }
 
     void RoundedRectangle::set_size(sf::Vector2f size) {
@@ -121,15 +53,12 @@ namespace QuickMedia {
     }
 
     void RoundedRectangle::draw(sf::RenderTarget &target) {
-        if(drop_shadow_enabled)
-            target.draw(drop_shadow_vertices, 32, sf::Quads);
-
         // TODO: Remove these for optimizations. Also do the same in other places where setUniform is called
         rounded_rectangle_shader->setUniform("radius", radius);
-        rounded_rectangle_shader->setUniform("band_pos", band_pos);
+        rounded_rectangle_shader->setUniform("band_pos", band_pos + sf::Vector2f(shadow_radius, shadow_radius));
         rounded_rectangle_shader->setUniform("band_size", band_size);
         rounded_rectangle_shader->setUniform("band_color", sf::Glsl::Vec4(band_color.r/255.0f, band_color.g/255.0f, band_color.b/255.0f, band_color.a/255.0f));
-        rounded_rectangle_shader->setUniform("resolution", size);
+        rounded_rectangle_shader->setUniform("resolution", size + sf::Vector2f(shadow_radius*2.0f, shadow_radius*2.0f));
         target.draw(vertices, 4, sf::Quads, rounded_rectangle_shader);
     }
 }
\ No newline at end of file
-- 
cgit v1.2.3-70-g09d2