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#include "../include/RoundedRectangle.hpp"
#include <mglpp/graphics/Shader.hpp>
#include <mglpp/window/Window.hpp>
#include <assert.h>
namespace QuickMedia {
static const float shadow_radius = 20.0f; // Has to match the shadow offset in rounded_rectangle.glsl
static float cached_radius = 0.0f;
static float cached_resolution_x = 0.0f;
static float cached_resolution_y = 0.0f;
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 = 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(mgl::vec2f pos) {
this->pos = pos;
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(mgl::vec2f size) {
this->size = size;
set_position(pos);
}
void RoundedRectangle::set_color(mgl::Color color) {
for(size_t i = 0; i < 4; ++i)
vertices[i].color = color;
}
mgl::vec2f RoundedRectangle::get_position() const {
return pos;
}
mgl::vec2f RoundedRectangle::get_size() const {
return size;
}
void RoundedRectangle::draw(mgl::Window &target) {
const mgl::vec2f resolution = size + mgl::vec2f(shadow_radius*2.0f, shadow_radius*2.0f);
if(rounded_rectangle_shader && rounded_rectangle_shader->is_valid()) {
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(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, mgl::PrimitiveType::Quads, rounded_rectangle_shader);
}
}
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