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path: root/src/RoundedRectangle.cpp
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#include "../include/RoundedRectangle.hpp"
#include <SFML/Graphics/Shader.hpp>
#include <SFML/Graphics/RenderTarget.hpp>
#include <atomic>
#include <assert.h>

namespace QuickMedia {
    static const float shadow_radius = 20.0f; // Has to match the shadow offset in rounded_rectangle.glsl
    static std::atomic<float> cached_radius = 0.0f;
    static std::atomic<float> cached_resolution_x = 0.0f;
    static std::atomic<float> 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);
    }
}