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Copy pathgui.cpp
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148 lines (121 loc) Β· 4.94 KB
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// Copyright 2015-2025 the openage authors. See copying.md for legal info.
#include "gui.h"
#include "renderer/gui/guisys/public/gui_engine.h"
#include "renderer/gui/guisys/public/gui_input.h"
#include "renderer/gui/guisys/public/gui_renderer.h"
#include "renderer/gui/integration/public/gui_application_with_logger.h"
#include "renderer/opengl/context.h"
#include "renderer/opengl/render_pass.h"
#include "renderer/render_pass.h"
#include "renderer/render_target.h"
#include "renderer/renderer.h"
#include "renderer/resources/shader_source.h"
#include "renderer/resources/texture_info.h"
#include "renderer/shader_program.h"
#include "renderer/window.h"
#include "util/path.h"
namespace openage::renderer::gui {
GUI::GUI(std::shared_ptr<qtgui::GuiApplication> app,
std::shared_ptr<Window> window,
const util::Path &source,
const util::Path &rootdir,
const util::Path &assetdir,
const std::shared_ptr<Renderer> &renderer) :
application{app},
gui_renderer{std::make_shared<qtgui::GuiRenderer>(window)},
gui_input{std::make_shared<qtgui::GuiInput>(gui_renderer)},
engine{std::make_shared<qtgui::GuiQmlEngine>(gui_renderer)},
subtree{
gui_renderer,
engine,
source.resolve_native_path(),
rootdir.resolve_native_path()},
// input{&gui_renderer, &game_logic_updater}
// image_provider_by_filename{
// &render_updater,
// openage::gui::GuiGameSpecImageProvider::Type::ByFilename},
renderer{renderer} {
// everything alright before we create the gui stuff?
renderer::opengl::GlContext::check_error();
auto size = window->get_size();
// create the appropriate texture
this->resize(size[0], size[1]);
util::Path shaderdir = assetdir["shaders"];
this->initialize_render_pass(size[0], size[1], shaderdir);
window->add_resize_callback([this](size_t width, size_t height, double /*scale*/) {
this->resize(width, height);
});
}
std::shared_ptr<qtgui::GuiInput> GUI::get_input_handler() const {
return this->gui_input;
}
std::shared_ptr<renderer::RenderPass> GUI::get_render_pass() const {
return this->render_pass;
}
void GUI::initialize_render_pass(size_t width,
size_t height,
const util::Path &shaderdir) {
auto id_vert_file = (shaderdir / "identity.vert.glsl").open();
auto id_shader_src = renderer::resources::ShaderSource(
resources::shader_lang_t::glsl,
resources::shader_stage_t::vertex,
id_vert_file.read());
id_vert_file.close();
auto text_frag_file = (shaderdir / "maptexture.frag.glsl").open();
auto maptex_frag_shader_src = renderer::resources::ShaderSource(
resources::shader_lang_t::glsl,
resources::shader_stage_t::fragment,
text_frag_file.read());
text_frag_file.close();
auto quad = this->renderer->add_mesh_geometry(resources::MeshData::make_quad());
auto maptex_shader = this->renderer->add_shader({id_shader_src, maptex_frag_shader_src});
// GUI draw surface. gets drawn on top of the gameworld in the presenter.
auto output_texture = this->renderer->add_texture(
resources::Texture2dInfo(width, height, resources::pixel_format::rgba8));
auto depth_stencil_texture = this->renderer->add_texture(
resources::Texture2dInfo(width, height, resources::pixel_format::depth24_stencil8));
auto fbo = this->renderer->create_texture_target({output_texture, depth_stencil_texture});
this->texture_unif = maptex_shader->new_uniform_input("texture", this->texture);
Renderable display_obj{
this->texture_unif,
quad,
true,
false,
};
// TODO: Rendering into the FBO is a bit redundant right now because we
// just copy the GUI texture into the output texture
this->render_pass = renderer->add_render_pass({display_obj}, fbo);
auto gl_pass = std::dynamic_pointer_cast<opengl::GlRenderPass>(this->render_pass);
if (gl_pass) {
renderer::opengl::StencilConfig config;
config.enabled = true;
config.write = true;
config.ref_value = 1;
config.test_func = GL_ALWAYS;
gl_pass->set_stencil_config(config);
}
}
void GUI::resize(size_t width, size_t height) {
// TODO: this texture has to be bigger because of highdpi scaling
// width and height are not the real window pixel surface.
// Hint: Use effectiveDevicePixelRatio() method
this->texture = this->renderer->add_texture(
resources::Texture2dInfo(width, height, resources::pixel_format::rgba8));
// update new texture to gui renderer
this->gui_renderer->resize(width, height);
this->gui_renderer->set_texture(this->texture);
// update the fbo size of the render pass
if (this->render_pass) {
auto output_texture = this->renderer->add_texture(
resources::Texture2dInfo(width, height, resources::pixel_format::rgba8));
auto fbo = renderer->create_texture_target({output_texture});
// pass the new texture to shader uniform
this->texture_unif->update("texture", this->texture);
this->render_pass->set_target(fbo);
}
}
void GUI::render() {
// this->render_updater.process_callbacks();
this->gui_renderer->render();
}
} // namespace openage::renderer::gui