142 lines
4.0 KiB
C++
142 lines
4.0 KiB
C++
// Copyright (c) 2022 Dominic Masters
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//
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// This software is released under the MIT License.
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// https://opensource.org/licenses/MIT
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#include "UIBorder.hpp"
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#include "game/DawnGame.hpp"
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using namespace Dawn;
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UIBorder::UIBorder(UICanvas *canvas) : UIComponent(canvas) {
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this->mesh.createBuffers(QUAD_VERTICE_COUNT * 9, QUAD_INDICE_COUNT * 9);
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this->updatePositions();
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}
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void UIBorder::updatePositions() {
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UIComponent::updatePositions();
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glm::vec2 oneThird = this->uv1 / 3.0f;
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glm::vec2 overallDimensions = glm::vec2(this->getWidth(), this->getHeight());
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glm::vec2 innerDimensions = overallDimensions - (this->edgeDimensions * 2.0f);
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// Top Left.
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QuadMesh::bufferQuadMesh(&this->mesh,
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glm::vec2(0, 0),
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this->uv0,
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edgeDimensions,
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this->uv0 + oneThird,
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0, 0
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);
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// Top Center
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QuadMesh::bufferQuadMesh(&this->mesh,
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glm::vec2(edgeDimensions.x, 0),
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this->uv0 + glm::vec2(oneThird.x, 0),
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glm::vec2(edgeDimensions.x + innerDimensions.x, edgeDimensions.y),
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this->uv0 + glm::vec2(oneThird.x * 2.0f, oneThird.y),
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QUAD_VERTICE_COUNT, QUAD_INDICE_COUNT
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);
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// Top Right
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QuadMesh::bufferQuadMesh(&this->mesh,
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glm::vec2(edgeDimensions.x + innerDimensions.x, 0),
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this->uv0 + glm::vec2(oneThird.x * 2.0f, 0),
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glm::vec2(overallDimensions.x, edgeDimensions.y),
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glm::vec2(this->uv1.x, this->uv0.y + oneThird.y),
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QUAD_VERTICE_COUNT * 2, QUAD_INDICE_COUNT * 2
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);
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// Middle Left
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QuadMesh::bufferQuadMesh(&this->mesh,
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glm::vec2(0, edgeDimensions.y),
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this->uv0 + glm::vec2(0, oneThird.y),
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glm::vec2(edgeDimensions.x, edgeDimensions.y + innerDimensions.y),
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this->uv0 + glm::vec2(oneThird.x, oneThird.y * 2.0f),
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QUAD_VERTICE_COUNT * 3, QUAD_INDICE_COUNT * 3
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);
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// Center
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QuadMesh::bufferQuadMesh(&this->mesh,
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edgeDimensions,
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this->uv0 + oneThird,
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edgeDimensions + innerDimensions,
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this->uv0 + (oneThird * 2.0f),
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QUAD_VERTICE_COUNT * 4, QUAD_INDICE_COUNT * 4
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);
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// Middle Right
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QuadMesh::bufferQuadMesh(&this->mesh,
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edgeDimensions + glm::vec2(innerDimensions.x, 0),
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this->uv0 + glm::vec2(oneThird.x * 2.0f, oneThird.y),
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edgeDimensions + innerDimensions + glm::vec2(edgeDimensions.x, 0),
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this->uv1 - glm::vec2(0.0f, oneThird.y),
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QUAD_VERTICE_COUNT * 5, QUAD_INDICE_COUNT * 5
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);
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// Bottom Left
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QuadMesh::bufferQuadMesh(&this->mesh,
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glm::vec2(0.0f, edgeDimensions.y + innerDimensions.y),
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this->uv0 + glm::vec2(0.0f, uv1.y - oneThird.y),
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glm::vec2(edgeDimensions.x, overallDimensions.y),
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this->uv1 - glm::vec2(oneThird.x * 2.0f, 0.0f),
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QUAD_VERTICE_COUNT * 6, QUAD_INDICE_COUNT * 6
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);
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// Bottom Center
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QuadMesh::bufferQuadMesh(&this->mesh,
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edgeDimensions + glm::vec2(0.0f, innerDimensions.y),
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this->uv1 - oneThird,
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overallDimensions - glm::vec2(edgeDimensions.x, 0.0f),
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this->uv1 - glm::vec2(oneThird.x, 0.0f),
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QUAD_VERTICE_COUNT * 7, QUAD_INDICE_COUNT * 7
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);
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// Bottom Right
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QuadMesh::bufferQuadMesh(&this->mesh,
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overallDimensions - edgeDimensions,
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this->uv1 - oneThird,
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overallDimensions,
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this->uv1,
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QUAD_VERTICE_COUNT * 8, QUAD_INDICE_COUNT * 8
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);
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}
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std::vector<struct ShaderPassItem> UIBorder::getSelfPassItems(
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glm::mat4 projection,
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glm::mat4 view,
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glm::mat4 transform
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) {
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std::vector<struct ShaderPassItem> items;
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if(this->texture == nullptr) return items;
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items.push_back(this->getGame()->renderManager.uiShaderProgram.getUIPassItem(
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projection,
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view,
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transform,
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this->texture,
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COLOR_WHITE,
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&this->mesh,
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this->z
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));
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return items;
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}
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void UIBorder::setBorderSize(glm::vec2 borderSize) {
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this->edgeDimensions = borderSize;
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this->updatePositions();
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}
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glm::vec2 UIBorder::getInnerSize() {
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return glm::vec2(this->getWidth(), this->getHeight()) - this->edgeDimensions;
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}
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glm::vec2 UIBorder::getBorderSize() {
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return this->edgeDimensions;
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}
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UIBorder::~UIBorder() {
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} |