#include "../include/RoundedRectangle.hpp" #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; 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) { 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); } void RoundedRectangle::set_position(sf::Vector2f 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); } void RoundedRectangle::set_size(sf::Vector2f size) { this->size = size; set_position(pos); } void RoundedRectangle::set_color(sf::Color color) { for(size_t i = 0; i < 4; ++i) vertices[i].color = color; } sf::Vector2f RoundedRectangle::get_position() const { return pos; } sf::Vector2f 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); // 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); 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)); cached_resolution_x = resolution.x; cached_resolution_y = resolution.y; } target.draw(vertices, 4, sf::Quads, rounded_rectangle_shader); } }