/****************************************************************************
* Copyright (C) 2015 Dimok
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see .
****************************************************************************/
#include "GuiImage.h"
#include "video/CVideo.h"
#include "video/shaders/Texture2DShader.h"
#include "video/shaders/ColorShader.h"
static const f32 fPiDiv180 = ((f32)M_PI / 180.0f);
GuiImage::GuiImage(GuiImageData * img)
{
if(img && img->getTexture())
{
width = img->getWidth();
height = img->getHeight();
}
internalInit(width, height);
imageData = img;
}
GuiImage::GuiImage(int w, int h, const GX2Color & c, int type)
{
internalInit(w, h);
imgType = type;
colorCount = ColorShader::cuColorVtxsSize / ColorShader::cuColorAttrSize;
colorVtxs = (u8 *) memalign(GX2_VERTEX_BUFFER_ALIGNMENT, colorCount * ColorShader::cuColorAttrSize);
if(colorVtxs)
{
for(u32 i = 0; i < colorCount; i++)
setImageColor(c, i);
}
}
GuiImage::GuiImage(int w, int h, const GX2Color *c, u32 color_count, int type)
{
internalInit(w, h);
imgType = type;
colorCount = ColorShader::cuColorVtxsSize / ColorShader::cuColorAttrSize;
if(colorCount < color_count)
colorCount = color_count;
colorVtxs = (u8 *) memalign(GX2_VERTEX_BUFFER_ALIGNMENT, colorCount * ColorShader::cuColorAttrSize);
if(colorVtxs)
{
for(u32 i = 0; i < colorCount; i++)
{
// take the last as reference if not enough colors defined
int idx = (i < color_count) ? i : (color_count - 1);
setImageColor(c[idx], i);
}
}
}
/**
* Destructor for the GuiImage class.
*/
GuiImage::~GuiImage()
{
if(colorVtxs) {
free(colorVtxs);
colorVtxs = NULL;
}
}
void GuiImage::internalInit(int w, int h)
{
imageData = NULL;
width = w;
height = h;
tileHorizontal = -1;
tileVertical = -1;
imgType = IMAGE_TEXTURE;
colorVtxsDirty = false;
colorVtxs = NULL;
colorCount = 0;
posVtxs = NULL;
texCoords = NULL;
vtxCount = 4;
primitive = GX2_PRIMITIVE_QUADS;
imageAngle = 0.0f;
blurDirection = glm::vec3(0.0f);
positionOffsets = glm::vec3(0.0f);
scaleFactor = glm::vec3(1.0f);
colorIntensity = glm::vec4(1.0f);
}
void GuiImage::setImageData(GuiImageData * img)
{
imageData = img;
width = 0;
height = 0;
if(img && img->getTexture())
{
width = img->getWidth();
height = img->getHeight();
}
imgType = IMAGE_TEXTURE;
}
GX2Color GuiImage::getPixel(int x, int y)
{
if(!imageData || this->getWidth() <= 0 || x < 0 || y < 0 || x >= this->getWidth() || y >= this->getHeight())
return (GX2Color){0, 0, 0, 0};
u32 pitch = imageData->getTexture()->surface.pitch;
u32 *imagePtr = (u32*)imageData->getTexture()->surface.image_data;
u32 color_u32 = imagePtr[y * pitch + x];
GX2Color color;
color.r = (color_u32 >> 24) & 0xFF;
color.g = (color_u32 >> 16) & 0xFF;
color.b = (color_u32 >> 8) & 0xFF;
color.a = (color_u32 >> 0) & 0xFF;
return color;
}
void GuiImage::setPixel(int x, int y, const GX2Color & color)
{
if(!imageData || this->getWidth() <= 0 || x < 0 || y < 0 || x >= this->getWidth() || y >= this->getHeight())
return;
u32 pitch = imageData->getTexture()->surface.pitch;
u32 *imagePtr = (u32*)imageData->getTexture()->surface.image_data;
imagePtr[y * pitch + x] = (color.r << 24) | (color.g << 16) | (color.b << 8) | (color.a << 0);
}
void GuiImage::setImageColor(const GX2Color & c, int idx)
{
if(!colorVtxs) {
return;
}
if(idx >= 0 && idx < (int)colorCount)
{
colorVtxs[(idx << 2) + 0] = c.r;
colorVtxs[(idx << 2) + 1] = c.g;
colorVtxs[(idx << 2) + 2] = c.b;
colorVtxs[(idx << 2) + 3] = c.a;
colorVtxsDirty = true;
}
else if(colorVtxs)
{
for(u32 i = 0; i < (ColorShader::cuColorVtxsSize / sizeof(u8)); i += 4)
{
colorVtxs[i + 0] = c.r;
colorVtxs[i + 1] = c.g;
colorVtxs[i + 2] = c.b;
colorVtxs[i + 3] = c.a;
}
colorVtxsDirty = true;
}
}
void GuiImage::setSize(int w, int h)
{
width = w;
height = h;
}
void GuiImage::setPrimitiveVertex(s32 prim, const f32 *posVtx, const f32 *texCoord, u32 vtxcount)
{
primitive = prim;
vtxCount = vtxcount;
posVtxs = posVtx;
texCoords = texCoord;
if(imgType == IMAGE_COLOR)
{
u8 * newColorVtxs = (u8 *) memalign(0x40, ColorShader::cuColorAttrSize * vtxCount);
for(u32 i = 0; i < vtxCount; i++)
{
int newColorIdx = (i << 2);
int colorIdx = (i < colorCount) ? (newColorIdx) : ((colorCount - 1) << 2);
newColorVtxs[newColorIdx + 0] = colorVtxs[colorIdx + 0];
newColorVtxs[newColorIdx + 1] = colorVtxs[colorIdx + 1];
newColorVtxs[newColorIdx + 2] = colorVtxs[colorIdx + 2];
newColorVtxs[newColorIdx + 3] = colorVtxs[colorIdx + 3];
}
free(colorVtxs);
colorVtxs = newColorVtxs;
colorCount = vtxCount;
colorVtxsDirty = true;
}
}
void GuiImage::draw(CVideo *pVideo)
{
if(!this->isVisible() || tileVertical == 0 || tileHorizontal == 0)
return;
f32 currScaleX = getScaleX();
f32 currScaleY = getScaleY();
positionOffsets[0] = getCenterX() * pVideo->getWidthScaleFactor() * 2.0f;
positionOffsets[1] = getCenterY() * pVideo->getHeightScaleFactor() * 2.0f;
positionOffsets[2] = getDepth() * pVideo->getDepthScaleFactor() * 2.0f;
scaleFactor[0] = currScaleX * getWidth() * pVideo->getWidthScaleFactor();
scaleFactor[1] = currScaleY * getHeight() * pVideo->getHeightScaleFactor();
scaleFactor[2] = getScaleZ();
//! add other colors intensities parameters
colorIntensity[3] = getAlpha();
//! angle of the object
imageAngle = DegToRad(getAngle());
// if(image && tileHorizontal > 0 && tileVertical > 0)
// {
// for(int n=0; n 0)
// {
// for(int i=0; i 0)
// {
// for(int i=0; isetShaders();
ColorShader::instance()->setAttributeBuffer(colorVtxs, posVtxs, vtxCount);
ColorShader::instance()->setAngle(imageAngle);
ColorShader::instance()->setOffset(positionOffsets);
ColorShader::instance()->setScale(scaleFactor);
ColorShader::instance()->setColorIntensity(colorIntensity);
ColorShader::instance()->draw(primitive, vtxCount);
}
else if(imageData)
{
Texture2DShader::instance()->setShaders();
Texture2DShader::instance()->setAttributeBuffer(texCoords, posVtxs, vtxCount);
Texture2DShader::instance()->setAngle(imageAngle);
Texture2DShader::instance()->setOffset(positionOffsets);
Texture2DShader::instance()->setScale(scaleFactor);
Texture2DShader::instance()->setColorIntensity(colorIntensity);
Texture2DShader::instance()->setBlurring(blurDirection);
Texture2DShader::instance()->setTextureAndSampler(imageData->getTexture(), imageData->getSampler());
Texture2DShader::instance()->draw(primitive, vtxCount);
}
}