#include "utils/utils.h" #include #include #include static const float bgRepeat = 1000.0f; static const float bgTexRotate = 39.0f; GridBackground::GridBackground(GuiImageData *img) : GuiImage(img) { colorIntensity = glm::vec4(1.0f, 1.0f, 1.0f, 0.9f); alphaFadeOut = glm::vec4(0.0f); distanceFadeOut = 0.15f; vtxCount = 4; //! texture and vertex coordinates float *m_posVtxs = (float *) memalign(GX2_VERTEX_BUFFER_ALIGNMENT, vtxCount * Shader3D::cuVertexAttrSize); float *m_texCoords = (float *) memalign(GX2_VERTEX_BUFFER_ALIGNMENT, vtxCount * Shader3D::cuTexCoordAttrSize); if (m_posVtxs) { int32_t i = 0; m_posVtxs[i++] = -1.0f; m_posVtxs[i++] = 0.0f; m_posVtxs[i++] = 1.0f; m_posVtxs[i++] = 1.0f; m_posVtxs[i++] = 0.0f; m_posVtxs[i++] = 1.0f; m_posVtxs[i++] = 1.0f; m_posVtxs[i++] = 0.0f; m_posVtxs[i++] = -1.0f; m_posVtxs[i++] = -1.0f; m_posVtxs[i++] = 0.0f; m_posVtxs[i++] = -1.0f; GX2Invalidate(GX2_INVALIDATE_MODE_CPU_ATTRIBUTE_BUFFER, m_posVtxs, vtxCount * Shader3D::cuVertexAttrSize); } if (m_texCoords) { glm::vec2 texCoordVec[4]; texCoordVec[0][0] = -0.5f * bgRepeat; texCoordVec[0][1] = 0.5f * bgRepeat; texCoordVec[1][0] = 0.5f * bgRepeat; texCoordVec[1][1] = 0.5f * bgRepeat; texCoordVec[2][0] = 0.5f * bgRepeat; texCoordVec[2][1] = -0.5f * bgRepeat; texCoordVec[3][0] = -0.5f * bgRepeat; texCoordVec[3][1] = -0.5f * bgRepeat; const float cosRot = cosf(DegToRad(bgTexRotate)); const float sinRot = sinf(DegToRad(bgTexRotate)); glm::mat2 texRotateMtx({cosRot, -sinRot, sinRot, cosRot}); for (int32_t i = 0; i < 4; i++) { texCoordVec[i] = texRotateMtx * texCoordVec[i]; m_texCoords[i * 2 + 0] = texCoordVec[i][0]; m_texCoords[i * 2 + 1] = texCoordVec[i][1]; } GX2Invalidate(GX2_INVALIDATE_MODE_CPU_ATTRIBUTE_BUFFER, m_texCoords, vtxCount * Shader3D::cuTexCoordAttrSize); } //! assign to internal variables which are const but oh well posVtxs = m_posVtxs; texCoords = m_texCoords; } GridBackground::~GridBackground() { //! remove image so it can not be drawn anymore from this point on imageData = NULL; //! main image vertexes if (posVtxs) { free((void *) posVtxs); posVtxs = NULL; } if (texCoords) { free((void *) texCoords); texCoords = NULL; } } void GridBackground::draw(CVideo *pVideo, const glm::mat4 &modelView) { //! first setup 2D GUI positions float currScaleX = bgRepeat * scaleX * (float) getWidth() * pVideo->getWidthScaleFactor(); float currScaleY = 1.0f; float currScaleZ = bgRepeat * scaleZ * (float) getHeight() * pVideo->getDepthScaleFactor(); m_modelView = glm::scale(modelView, glm::vec3(currScaleX, currScaleY, currScaleZ)); colorIntensity[3] = getAlpha(); Shader3D::instance()->setShaders(); Shader3D::instance()->setTextureAndSampler(imageData->getTexture(), imageData->getSampler()); Shader3D::instance()->setProjectionMtx(pVideo->getProjectionMtx()); Shader3D::instance()->setViewMtx(pVideo->getViewMtx()); Shader3D::instance()->setModelViewMtx(m_modelView); Shader3D::instance()->setDistanceFadeOut(distanceFadeOut); Shader3D::instance()->setAlphaFadeOut(alphaFadeOut); Shader3D::instance()->setColorIntensity(colorIntensity); Shader3D::instance()->setAttributeBuffer(vtxCount, posVtxs, texCoords); Shader3D::instance()->draw(GX2_PRIMITIVE_MODE_QUADS, vtxCount); }