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https://github.com/wiiu-env/libgui.git
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101 lines
3.5 KiB
C++
101 lines
3.5 KiB
C++
#include "GridBackground.h"
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#include "video/CVideo.h"
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#include "video/shaders/Shader3D.h"
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static const float bgRepeat = 1000.0f;
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static const float bgTexRotate = 39.0f;
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GridBackground::GridBackground(GuiImageData *img)
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: GuiImage(img)
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{
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colorIntensity = glm::vec4(1.0f, 1.0f, 1.0f, 0.9f);
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alphaFadeOut = glm::vec4(0.0f);
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distanceFadeOut = 0.15f;
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vtxCount = 4;
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//! texture and vertex coordinates
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f32 *m_posVtxs = (f32*)memalign(GX2_VERTEX_BUFFER_ALIGNMENT, vtxCount * Shader3D::cuVertexAttrSize);
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f32 *m_texCoords = (f32*)memalign(GX2_VERTEX_BUFFER_ALIGNMENT, vtxCount * Shader3D::cuTexCoordAttrSize);
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if(m_posVtxs)
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{
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s32 i = 0;
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m_posVtxs[i++] = -1.0f; m_posVtxs[i++] = 0.0f; m_posVtxs[i++] = 1.0f;
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m_posVtxs[i++] = 1.0f; m_posVtxs[i++] = 0.0f; m_posVtxs[i++] = 1.0f;
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m_posVtxs[i++] = 1.0f; m_posVtxs[i++] = 0.0f; m_posVtxs[i++] = -1.0f;
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m_posVtxs[i++] = -1.0f; m_posVtxs[i++] = 0.0f; m_posVtxs[i++] = -1.0f;
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GX2Invalidate(GX2_INVALIDATE_CPU_ATTRIB_BUFFER, m_posVtxs, vtxCount * Shader3D::cuVertexAttrSize);
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}
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if(m_texCoords)
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{
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glm::vec2 texCoordVec[4];
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texCoordVec[0][0] = -0.5f * bgRepeat; texCoordVec[0][1] = 0.5f * bgRepeat;
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texCoordVec[1][0] = 0.5f * bgRepeat; texCoordVec[1][1] = 0.5f * bgRepeat;
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texCoordVec[2][0] = 0.5f * bgRepeat; texCoordVec[2][1] = -0.5f * bgRepeat;
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texCoordVec[3][0] = -0.5f * bgRepeat; texCoordVec[3][1] = -0.5f * bgRepeat;
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const float cosRot = cosf(DegToRad(bgTexRotate));
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const float sinRot = sinf(DegToRad(bgTexRotate));
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glm::mat2 texRotateMtx({
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cosRot, -sinRot,
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sinRot, cosRot
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});
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for(s32 i = 0; i < 4; i++) {
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texCoordVec[i] = texRotateMtx * texCoordVec[i];
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m_texCoords[i*2 + 0] = texCoordVec[i][0];
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m_texCoords[i*2 + 1] = texCoordVec[i][1];
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}
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GX2Invalidate(GX2_INVALIDATE_CPU_ATTRIB_BUFFER, m_texCoords, vtxCount * Shader3D::cuTexCoordAttrSize);
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}
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//! assign to internal variables which are const but oh well
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posVtxs = m_posVtxs;
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texCoords = m_texCoords;
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}
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GridBackground::~GridBackground()
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{
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//! remove image so it can not be drawn anymore from this point on
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imageData = NULL;
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//! main image vertexes
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if(posVtxs)
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{
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free((void*)posVtxs);
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posVtxs = NULL;
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}
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if(texCoords)
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{
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free((void*)texCoords);
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texCoords = NULL;
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}
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}
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void GridBackground::draw(CVideo *pVideo, const glm::mat4 & modelView)
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{
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//! first setup 2D GUI positions
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f32 currScaleX = bgRepeat * scaleX * (f32)getWidth() * pVideo->getWidthScaleFactor();
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f32 currScaleY = 1.0f;
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f32 currScaleZ = bgRepeat * scaleZ * (f32)getHeight() * pVideo->getDepthScaleFactor();
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m_modelView = glm::scale(modelView, glm::vec3(currScaleX, currScaleY, currScaleZ));
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colorIntensity[3] = getAlpha();
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Shader3D::instance()->setShaders();
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Shader3D::instance()->setTextureAndSampler(imageData->getTexture(), imageData->getSampler());
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Shader3D::instance()->setProjectionMtx(pVideo->getProjectionMtx());
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Shader3D::instance()->setViewMtx(pVideo->getViewMtx());
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Shader3D::instance()->setModelViewMtx(m_modelView);
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Shader3D::instance()->setDistanceFadeOut(distanceFadeOut);
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Shader3D::instance()->setAlphaFadeOut(alphaFadeOut);
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Shader3D::instance()->setColorIntensity(colorIntensity);
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Shader3D::instance()->setAttributeBuffer(vtxCount, posVtxs, texCoords);
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Shader3D::instance()->draw(GX2_PRIMITIVE_QUADS, vtxCount);
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}
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