palladium/source/graphics/lithium.cpp
tobid7 f87c103d8d # Stage 1.8
- Renderer now vould use more screen Objects
- Register default Top and Bottom Screens (for Overlays and UI7)
- Make ToHex an Inline header func
- Add GetCompilerVersion
- Add Library Compile And Version Info to common
- Remove z of vertex object and shader in position
- Add Container base and SubContainers to UI7
- Add abillity to Join Multiple Objects in Same Line and Center them
- Fix LayerOrder Bug for updating texts in DrawList
2025-02-02 20:32:07 +01:00

748 lines
22 KiB
C++

/*
MIT License
Copyright (c) 2024 René Amthor (tobid7)
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
*/
#include <pd/external/stb_truetype.h>
#include <pd/common/io.hpp>
#include <pd/common/strings.hpp>
#include <pd/common/sys.hpp>
#include <pd/graphics/li7_shader.hpp>
#include <pd/graphics/lithium.hpp>
#include <pd/maths/color.hpp>
namespace PD::LI {
void Font::LoadTTF(const std::string& path, int height) {
sysfont = false;
TT::Scope st("LI_LoadTTF_" + path);
pixel_height = height;
int quad = height * 16;
stbtt_fontinfo inf;
std::ifstream loader(path, std::ios::binary);
if (!loader.is_open()) return;
loader.seekg(0, std::ios::end);
size_t len = loader.tellg();
loader.seekg(0, std::ios::beg);
unsigned char* buffer = new unsigned char[len];
loader.read(reinterpret_cast<char*>(buffer), len);
loader.close();
stbtt_InitFont(&inf, buffer, 0);
std::vector<unsigned char> font_tex(quad * quad);
float scale = stbtt_ScaleForPixelHeight(&inf, pixel_height);
int ascent, descent, lineGap;
stbtt_GetFontVMetrics(&inf, &ascent, &descent, &lineGap);
int baseline = static_cast<int>(ascent * scale);
std::map<u32, int> buf_cache;
auto tex = Texture::New();
vec2 off;
for (u32 ii = 0x0000; ii < 0xFFFF; ii++) {
int i = stbtt_FindGlyphIndex(&inf, ii);
if (i == 0) {
continue;
}
if (stbtt_IsGlyphEmpty(&inf, i)) {
continue;
}
Codepoint c;
int w = 0, h = 0, xo = 0, yo = 0;
unsigned char* bitmap =
stbtt_GetCodepointBitmap(&inf, scale, scale, i, &w, &h, &xo, &yo);
int x0, y0, x1, y1;
stbtt_GetCodepointBitmapBox(&inf, i, scale, scale, &x0, &y0, &x1, &y1);
u32 hashed_map = IO::HashMemory(std::vector<u8>(bitmap, bitmap + (w * h)));
if (buf_cache.find(hashed_map) != buf_cache.end()) {
c = GetCodepoint(buf_cache[hashed_map]);
c.cp(i);
cpmap[i] = c;
free(bitmap);
continue;
} else {
buf_cache[hashed_map] = i;
}
if (off[0] + w > quad) {
off[1] += pixel_height;
off[0] = 0;
}
vec4 uvs;
uvs[0] = static_cast<float>(off.x() / (float)quad);
uvs[1] = static_cast<float>(1.f - (off.y() / (float)quad));
uvs[2] = static_cast<float>((float)(off.x() + w) / (float)quad);
uvs[3] = static_cast<float>(1.f - (float)(off.y() + h) / (float)quad);
c.uv(uvs);
c.tex(tex);
c.size(vec2(w, h));
c.off(baseline + yo);
for (int y = 0; y < h; ++y) {
for (int x = 0; x < w; ++x) {
int map_pos = ((off[1] + y) * quad + (off[0] + x));
font_tex[map_pos] = bitmap[x + y * w];
}
}
free(bitmap);
cpmap[i] = c;
// Small Patch to avoid some possible artifacts
off[0] += w + 1;
if (off[0] + w > quad) {
off[1] += pixel_height;
if (off[1] + pixel_height > quad) {
break;
}
off[0] = 0;
}
}
tex->LoadPixels(font_tex, quad, quad, Texture::A8, Texture::LINEAR);
textures.push_back(tex);
}
Font::Codepoint& Font::GetCodepoint(u32 cp) {
auto res = cpmap.find(cp);
if (res == cpmap.end()) {
static Codepoint invalid;
return invalid.invalid(true);
}
return res->second;
}
void Font::LoadSystemFont() {
TT::Scope st("LI_SystemFont");
sysfont = true;
fontEnsureMapped();
const auto fnt = fontGetSystemFont();
const auto fnt_info = fontGetInfo(fnt);
const auto glyph_info = fontGetGlyphInfo(fnt);
this->textures.resize(glyph_info->nSheets + 1);
/// Modify the Pixel Height by 1.1f to fit the
/// Size og ttf font Rendering
pixel_height = glyph_info->cellHeight * 1.1f;
for (size_t i = 0; i < glyph_info->nSheets; i++) {
auto stex = Texture::New();
auto tx = new C3D_Tex;
tx->data = fontGetGlyphSheetTex(fnt, i);
tx->fmt = (GPU_TEXCOLOR)glyph_info->sheetFmt;
tx->size = glyph_info->sheetSize;
tx->width = glyph_info->sheetWidth;
tx->height = glyph_info->sheetHeight;
tx->param = GPU_TEXTURE_MAG_FILTER(GPU_LINEAR) |
GPU_TEXTURE_MIN_FILTER(GPU_LINEAR) |
GPU_TEXTURE_WRAP_S(GPU_REPEAT) | GPU_TEXTURE_WRAP_T(GPU_REPEAT);
tx->border = 0xffffffff;
tx->lodParam = 0;
stex->LoadExternal(tx, vec2(tx->width, tx->height), vec4(0, 1, 1, 0));
stex->AutoUnLoad(false);
textures[i] = stex;
}
std::vector<unsigned int> charSet;
for (auto cmap = fnt_info->cmap; cmap; cmap = cmap->next) {
if (cmap->mappingMethod == CMAP_TYPE_DIRECT) {
if (cmap->codeEnd >= cmap->codeBegin) {
charSet.reserve(charSet.size() + cmap->codeEnd - cmap->codeBegin + 1);
for (auto i = cmap->codeBegin; i <= cmap->codeEnd; ++i) {
if (cmap->indexOffset + (i - cmap->codeBegin) == 0xFFFF) break;
charSet.emplace_back(i);
}
}
} else if (cmap->mappingMethod == CMAP_TYPE_TABLE) {
if (cmap->codeEnd >= cmap->codeBegin) {
charSet.reserve(charSet.size() + cmap->codeEnd - cmap->codeBegin + 1);
for (auto i = cmap->codeBegin; i <= cmap->codeEnd; ++i) {
if (cmap->indexTable[i - cmap->codeBegin] == 0xFFFF) continue;
charSet.emplace_back(i);
}
}
} else if (cmap->mappingMethod == CMAP_TYPE_SCAN) {
charSet.reserve(charSet.size() + cmap->nScanEntries);
for (unsigned i = 0; i < cmap->nScanEntries; ++i) {
if (cmap->scanEntries[i].code >= cmap->codeBegin &&
cmap->scanEntries[i].code <= cmap->codeEnd) {
if (cmap->scanEntries[i].glyphIndex != 0xFFFF) {
charSet.emplace_back(cmap->scanEntries[i].code);
}
}
}
} else {
continue;
}
}
std::sort(charSet.begin(), charSet.end());
charSet.erase(std::unique(charSet.begin(), charSet.end()));
for (auto cp : charSet) {
int gidx = fontGlyphIndexFromCodePoint(fnt, cp);
if (gidx >= 0xFFFF) continue;
Codepoint codepoint;
fontGlyphPos_s dat;
fontCalcGlyphPos(&dat, fnt, gidx, GLYPH_POS_CALC_VTXCOORD, 1.f, 1.f);
codepoint.cp(cp);
codepoint.uv(vec4(dat.texcoord.left, dat.texcoord.top, dat.texcoord.right,
dat.texcoord.bottom));
if (dat.sheetIndex < (int)textures.size()) {
codepoint.tex(textures[dat.sheetIndex]);
} else {
codepoint.invalid(true);
}
codepoint.size(vec2(dat.vtxcoord.right, dat.vtxcoord.bottom));
codepoint.off(0);
cpmap[cp] = codepoint;
}
}
Renderer::Renderer(RenderFlags flags) {
vertex_buf.resize(4 * 4096, Vertex());
index_buf.resize(6 * 4096, 0);
/// Use 3ds u32 here
dvlb = DVLB_ParseFile((uint32_t*)li7_shader, li7_shader_size);
shaderProgramInit(&shader);
shaderProgramSetVsh(&shader, &dvlb->DVLE[0]);
uLoc_projection =
shaderInstanceGetUniformLocation(shader.vertexShader, "projection");
AttrInfo_Init(&attr);
AttrInfo_AddLoader(&attr, 0, GPU_FLOAT, 2);
AttrInfo_AddLoader(&attr, 1, GPU_FLOAT, 2);
AttrInfo_AddLoader(&attr, 2, GPU_UNSIGNED_BYTE, 4);
// Precalculate Projection (Never changes)
Mtx_OrthoTilt(&top_proj, 0.f, 400.f, 240.f, 0.f, 1.f, -1.f, false);
Mtx_OrthoTilt(&bot_proj, 0.f, 320.f, 240.f, 0.f, 1.f, -1.f, false);
std::vector<u8> pixels(16 * 16 * 4, 255);
white = Texture::New(pixels, 16, 16);
UseTex(white);
// Not Loading as Systemfont is freezing
// font = Font::New();
// font->LoadSystemFont();
}
Renderer::~Renderer() {
shaderProgramFree(&shader);
DVLB_Free(dvlb);
}
void Renderer::StaticText::Setup(Renderer* ren, const vec2& pos, u32 clr,
const std::string& text, LITextFlags flags,
const vec2& box) {
this->tdim = ren->GetTextDimensions(text);
this->pos = pos;
this->ren = ren;
this->text = StaticObject::New();
/// Ensure that it also renders Out of Screen i guess
ren->TextCommand(this->text->List(), pos, clr, text,
flags | LITextFlags_RenderOOS, box);
OptiCommandList(this->text->List());
}
void Renderer::StaticText::Draw() {
used = true;
for (auto& it : text->List()) {
ren->PushCommand(it);
}
text->ReCopy();
}
void Renderer::StaticText::SetColor(u32 col) { text->ReColor(col); }
void Renderer::StaticText::SetPos(const vec2& pos) {
text->MoveIt(pos - this->pos);
}
void Renderer::StaticText::SetLayer(int layer) { text->ReLayer(layer); }
bool Renderer::InBox(const vec2& pos, const vec2& szs, const vec4& rect) {
return (pos[0] < rect[2] || pos[1] < rect[3] || pos[0] + szs[0] > rect[0] ||
pos[1] + szs[1] > rect[1]);
}
bool Renderer::InBox(const vec2& pos, const vec4& rect) {
return (pos.x() > rect.x() && pos.x() < rect.x() + rect.z() &&
pos.y() > rect.y() && pos.y() < rect.y() + rect.w());
}
bool Renderer::InBox(const vec2& alpha, const vec2& bravo, const vec2& charlie,
const vec4& rect) {
return ((alpha[0] < rect[2] && bravo[0] < rect[2] && charlie[0] < rect[2]) ||
(alpha[1] < rect[3] && bravo[1] < rect[3] && charlie[1] < rect[3]) ||
(alpha[0] > 0 && bravo[0] > 0 && charlie[0] > 0) ||
(alpha[1] > 0 && bravo[1] > 0 && charlie[1] > 0));
}
void Renderer::RotateCorner(vec2& v, float s, float c) {
float x = v[0] * c - v[1] * s;
float y = v[1] * c + v[0] * s;
v = vec2(x, y);
}
Rect Renderer::CreateRect(const vec2& pos, const vec2& size, float angle) {
vec2 c = size * 0.5f; // Center
vec2 corner[4] = {
vec2(-c[0], -c[1]),
vec2(-c[0] + size[0], -c[1]),
vec2(-c[0], -c[1] + size[1]),
vec2(-c[0] + size[0], -c[1] + size[1]),
};
// Only rotate if required
if (angle != 0.f) {
float s = std::sin(angle);
float co = std::cos(angle);
for (int i = 0; i < 4; i++) {
RotateCorner(corner[i], s, co);
}
}
// Return Result
return Rect(corner[0] + pos + c, corner[1] + pos + c, corner[2] + pos + c,
corner[3] + pos + c);
}
Rect Renderer::CreateLine(const vec2& a, const vec2& b, int t) {
// Usin g th evec maths api makes the code as short as it is
vec2 dir = a - b;
float len = dir.len();
vec2 unit_dir = dir / len;
vec2 perpendicular(-unit_dir.y(), unit_dir.x());
vec2 off = perpendicular * ((float)t * 0.5f);
return Rect(a + off, b + off, a - off, b - off);
}
void Renderer::OptiCommandList(std::vector<Command::Ref>& list) {
std::sort(list.begin(), list.end(), [](Command::Ref a, Command::Ref b) {
if (a->Layer() == b->Layer()) {
if (a->Tex() == b->Tex()) {
return a->Index() < b->Index();
}
return a->Tex() < b->Tex(); // else
}
return a->Layer() < b->Layer(); // else
});
}
void Renderer::SetupCommand(Command::Ref cmd) {
cmd->Index(cmd_idx++).Layer(current_layer).Tex(current_tex);
}
void Renderer::QuadCommand(Command::Ref cmd, const Rect& quad, const Rect& uv,
u32 col) {
cmd->PushIndex(0).PushIndex(1).PushIndex(2);
cmd->PushIndex(0).PushIndex(2).PushIndex(3);
cmd->PushVertex(Vertex(quad.BotRight(), uv.BotRight(), col));
cmd->PushVertex(Vertex(quad.TopRight(), uv.TopRight(), col));
cmd->PushVertex(Vertex(quad.TopLeft(), uv.TopLeft(), col));
cmd->PushVertex(Vertex(quad.BotLeft(), uv.BotLeft(), col));
}
void Renderer::TriangleCommand(Command::Ref cmd, const vec2& a, const vec2& b,
const vec2& c, u32 col) {
cmd->Index(cmd_idx++).Layer(current_layer).Tex(current_tex);
cmd->PushIndex(2).PushIndex(1).PushIndex(0);
cmd->PushVertex(Vertex(a, vec2(0.f, 1.f), col));
cmd->PushVertex(Vertex(b, vec2(1.f, 1.f), col));
cmd->PushVertex(Vertex(c, vec2(1.f, 0.f), col));
}
void Renderer::TextCommand(std::vector<Command::Ref>& cmds, const vec2& pos,
u32 color, const std::string& text,
LITextFlags flags, const vec2& box) {
if (!font) {
return;
}
vec2 off;
float cfs = (default_font_h * text_size) / (float)font->PixelHeight();
float lh = (float)font->PixelHeight() * cfs;
vec2 td;
vec2 rpos = pos;
vec2 rbox = box;
if (flags & (LITextFlags_AlignMid | LITextFlags_AlignRight)) {
td = GetTextDimensions(text);
if (rbox[0] == 0.f) {
rbox[0] = area_size.x();
}
if (rbox[1] == 0.f) {
rbox[1] = area_size.y();
}
}
if (flags & LITextFlags_AlignMid) {
rpos = rbox * 0.5 - td * 0.5 + pos;
}
if (flags & LITextFlags_AlignRight) {
rpos[0] = rbox[0] - td[0];
}
std::vector<std::string> lines;
std::istringstream iss(text);
std::string tmp;
while (std::getline(iss, tmp)) {
lines.push_back(tmp);
}
for (auto& it : lines) {
if (rpos[1] + off[1] + lh < 0) {
off[1] += lh;
continue;
} else if (rpos[1] + off[1] > GetViewport().w() &&
!(flags & LITextFlags_RenderOOS)) {
// Break cause next lines would be out of screen
break;
}
auto wline = Strings::MakeWstring(it);
auto cmd = Command::New();
current_tex = font->GetCodepoint(wline[0]).tex();
SetupCommand(cmd);
cmd->Rendermode(RenderMode_Font);
for (auto& jt : wline) {
auto cp = font->GetCodepoint(jt);
if (cp.invalid() && jt != '\n' && jt != '\t') {
continue;
}
if (current_tex != cp.tex()) {
cmds.push_back(cmd);
cmd = Command::New();
current_tex = cp.tex();
SetupCommand(cmd);
cmd->Rendermode(RenderMode_Font);
}
if (jt == '\t') {
off[0] += 16 * cfs;
} else {
if (jt != ' ') {
int lr = current_layer;
if (flags & LITextFlags_Shaddow) {
// Draw
Rect rec = CreateRect(
rpos + vec2(off[0] + 1, off[1] + (cp.off() * cfs)) + 1,
cp.size() * cfs, 0.f);
QuadCommand(cmd, rec, cp.uv(), 0xff111111);
current_layer++;
}
// Draw
Rect rec = CreateRect(rpos + off + vec2(0, (cp.off() * cfs)),
cp.size() * cfs, 0.f);
QuadCommand(cmd, rec, cp.uv(), color);
current_layer = lr;
} else {
if (!font->SystemFont()) {
off[0] += 2 * cfs;
}
}
off[0] += cp.size().x() * cfs + 2 * cfs;
}
}
cmds.push_back(cmd);
off[1] += lh;
off[0] = 0;
}
}
vec4 Renderer::GetViewport() { return vec4(vec2(), screen->GetSize()); }
vec2 Renderer::GetTextDimensions(const std::string& text) {
if (!font) {
// No font no size (oder so)
return vec2();
}
// Handle TextMapSystem
if (flags & RenderFlags_TMS) {
auto ref = tms.find(text);
if (ref != tms.end()) {
ref->second.TimeCreated(Sys::GetTime());
return ref->second.Size();
}
}
// Use wstring for exemple for german äöü
auto wtext = Strings::MakeWstring(text);
// Create a temp position and offset as [0, 0]
vec2 res;
float x = 0;
// Curent Font Scale
float cfs = (default_font_h * text_size) / (float)font->PixelHeight();
float lh = (float)font->PixelHeight() * cfs;
size_t index = 0;
for (auto& it : wtext) {
if (it == '\0') {
break;
}
index++;
auto cp = font->GetCodepoint(it);
if (cp.invalid() && it != '\n' && it != '\t' && it != ' ') {
continue;
}
switch (it) {
case '\n':
res[1] += lh;
res[0] = std::max(res[0], x);
x = 0.f;
break;
case '\t':
x += 16 * cfs;
break;
case ' ':
if (!font->SystemFont()) {
x += 2 * cfs;
}
// Fall trough here to get the same result as in
// TextCommand if/else Section
default:
x += cp.size().x() * cfs;
if (index != wtext.size()) {
x += 2 * cfs;
}
break;
}
}
res[0] = std::max(res[0], x);
res[1] += lh;
if (flags & RenderFlags_TMS) {
tms[text] = TextBox(res, Sys::GetTime());
}
return res;
}
void Renderer::UpdateRenderMode(const RenderMode& mode) {
C3D_TexEnv* env = C3D_GetTexEnv(0);
switch (mode) {
case RenderMode_Font:
/// Sets Only Alpha Using the Color and Replase RGB with vertex color
C3D_TexEnvInit(env);
C3D_TexEnvSrc(env, C3D_RGB, GPU_PRIMARY_COLOR);
C3D_TexEnvFunc(env, C3D_RGB, GPU_REPLACE);
C3D_TexEnvSrc(env, C3D_Alpha, GPU_TEXTURE0);
C3D_TexEnvFunc(env, C3D_Alpha, GPU_MODULATE);
break;
// Fall trough instead of defining twice
case RenderMode_RGBA:
default:
/// Use Texture for RGBA and vertexcolor for visibility
C3D_TexEnvInit(env);
C3D_TexEnvSrc(env, C3D_Both, GPU_TEXTURE0);
C3D_TexEnvFunc(env, C3D_Both, GPU_MODULATE);
break;
}
}
void Renderer::PrepareRender() {
if (font_update) {
tms.clear();
font_update = false;
}
C3D_FrameBegin(C3D_FRAME_SYNCDRAW);
TT::Beg("LI_RenderAll");
vertex_idx = 0;
index_idx = 0;
vertices = 0;
indices = 0;
commands = 0;
drawcalls = 0;
C3D_BindProgram(&shader);
C3D_SetAttrInfo(&attr);
}
void Renderer::FinalizeRender() {
C3D_FrameEnd(0);
TT::End("LI_RenderAll");
current_layer = 0;
cmd_idx = 0;
rot = 0.f;
UseTex();
if (flags & RenderFlags_TMS) {
std::vector<std::string> rem;
for (auto& it : tms) {
if (Sys::GetTime() - it.second.TimeCreated() > 5) rem.push_back(it.first);
}
for (auto it : rem) tms.erase(it);
} else {
tms.clear();
}
if (flags & RenderFlags_AST) {
std::vector<u32> rem;
for (auto it : ast) {
if (!it.second->Used()) {
rem.push_back(it.first);
}
it.second->SetUnused();
}
for (auto& it : rem) {
ast.erase(it);
}
} else {
ast.clear();
}
}
void Renderer::Render(Screen::Ref s) {
Assert(s.get(), "Expected Screen Address but got nullptr!");
s->Clear();
s->Use();
bool bot = s->ScreenType() == Screen::Bottom;
C3D_FVUnifMtx4x4(GPU_VERTEX_SHADER, uLoc_projection,
(bot ? &bot_proj : &top_proj));
C3D_DepthTest(false, GPU_GREATER, GPU_WRITE_ALL);
UpdateRenderMode(RenderMode_RGBA);
int total_vertices = 0;
int total_indices = 0;
auto& cmds = draw_list[Screen32(s)];
commands += cmds.size();
size_t index = 0;
if (flags & RenderFlags_LRS) {
OptiCommandList(cmds);
}
while (index < cmds.size()) {
C3D_Tex* tex = cmds[index]->Tex()->GetTex();
auto mode = cmds[index]->Rendermode();
UpdateRenderMode(mode);
u32 start_vtx = vertex_idx;
u32 start_idx = index_idx;
while (index < cmds.size() && cmds[index]->Tex()->GetTex() == tex &&
cmds[index]->Rendermode() == mode) {
auto c = cmds[index];
// Indices
for (size_t i = 0; i < c->IndexList().size(); i++) {
index_buf[index_idx++] = vertex_idx + c->IndexList().at(i);
}
// Vertices
for (size_t i = 0; i < c->VertexList().size(); i++) {
vertex_buf[vertex_idx++] = c->VertexList().at(i);
}
index++;
}
C3D_TexBind(0, tex);
auto bufInfo = C3D_GetBufInfo();
BufInfo_Init(bufInfo);
BufInfo_Add(bufInfo, vertex_buf.data(), sizeof(Vertex), 3, 0x210);
C3D_DrawElements(GPU_TRIANGLES, index_idx - start_idx, C3D_UNSIGNED_SHORT,
index_buf.data() + start_idx);
drawcalls++;
total_vertices += vertex_idx - start_vtx;
total_indices += index_idx - start_idx;
}
cmds.clear();
C3D_DepthTest(true, GPU_GREATER, GPU_WRITE_ALL);
vertices += total_vertices;
indices += total_indices;
}
void Renderer::DrawRect(const vec2& pos, const vec2& size, u32 color,
const Rect& uv) {
if (!InBox(pos, size, GetViewport())) {
// Instand abort as it is out of screen
return;
}
Rect rec = CreateRect(pos, size, rot);
auto cmd = Command::New();
SetupCommand(cmd);
QuadCommand(cmd, rec, uv, color);
draw_list[Screen32(screen)].push_back(cmd);
}
void Renderer::DrawRectSolid(const vec2& pos, const vec2& size, u32 color) {
UseTex();
DrawRect(pos, size, color, vec4(0.f, 1.f, 1.f, 0.f));
}
void Renderer::DrawTriangle(const vec2& a, const vec2& b, const vec2& c,
u32 color) {
if (!InBox(a, b, c, GetViewport())) {
return;
}
UseTex();
auto cmd = Command::New();
SetupCommand(cmd);
TriangleCommand(cmd, a, b, c, color);
draw_list[Screen32(screen)].push_back(cmd);
}
void Renderer::DrawCircle(const vec2& center_pos, float r, u32 color,
int segments) {
if (segments < 3) {
return;
}
auto cmd = Command::New();
cmd->Index(cmd_idx++).Layer(current_layer).Tex(current_tex);
for (int i = 1; i < segments - 1; i++) {
cmd->PushIndex(0);
cmd->PushIndex(i + 1).PushIndex(i);
}
float as = 2.f * M_PI / segments;
for (int i = 0; i < segments; i++) {
float a = i * as;
float x = center_pos.x() + r * std::cos(a);
float y = center_pos.y() + r * std::sin(a);
cmd->PushVertex(Vertex(
vec2(x, y), vec2((std::cos(a) + 1.f) / 2.f, (std::sin(a) + 1.f) / 2.f),
color));
}
draw_list[Screen32(screen)].push_back(cmd);
}
void Renderer::DrawLine(const vec2& a, const vec2& b, u32 color, int t) {
UseTex();
Rect line = CreateLine(a, b, t);
auto cmd = Command::New();
SetupCommand(cmd);
QuadCommand(cmd, line, vec4(0.f, 1.f, 1.f, 0.f), color);
draw_list[Screen32(screen)].push_back(cmd);
}
void Renderer::DrawImage(const vec2& pos, Texture::Ref tex, const vec2& scale) {
UseTex(tex);
DrawRect(pos, tex->GetSize() * scale, 0xffffffff, tex->GetUV());
}
void Renderer::DrawText(const vec2& pos, u32 color, const std::string& text,
u32 flags, const vec2& ap) {
if (this->flags & RenderFlags_AST) {
u32 id = Strings::FastHash(text);
auto e = ast.find(id);
if (e == ast.end()) {
ast[id] = StaticText::New();
e = ast.find(id);
}
if (!e->second->IsSetup()) {
e->second->Setup(this, pos, color, text, flags, ap);
}
e->second->SetPos(pos);
e->second->SetColor(color);
e->second->Draw();
return;
}
TextCommand(draw_list[Screen32(screen)], pos, color, text, flags, ap);
}
} // namespace PD::LI