Beispiel #1
0
GLState &GLState::setNormalizedScissor(Rectanglef const &normScissorRect)
{
    Rectangleui vp = viewport();
    Rectangleui scis(Vector2ui(normScissorRect.left()   * vp.width(),
                               normScissorRect.top()    * vp.height()),
                     Vector2ui(std::ceil(normScissorRect.right()  * vp.width()),
                               std::ceil(normScissorRect.bottom() * vp.height())));
    return setScissor(scis);
}
Beispiel #2
0
Player::Player(Updatable* parent) : PatternAnimation(parent, NULL, textureResources.get("character"),
				Vector2ui(0, 0), Vector2ui(0, 0), Vector2ui(118, 99), Vector2ui(3, 1), 3, 10), m_shots(NULL), m_nbShots(0), m_orientation(AHEAD), m_currentWeapon(NULL)
{
	m_updateFocus = false;
	m_currentWeapon = new MachineGun(this, NULL);
	m_weapons.add("MachineGun", m_currentWeapon);
	m_currentWeapon = new ShotGun(this, NULL);
	m_weapons.add("ShotGun", m_currentWeapon);
	setMaterial(&m_textureMaterial);
	scale(glm::vec3(0.22, 0.15, 1.0));
	setPositionOrigin(glm::vec3(0.5, 0.5, 0.0), true);
}
Beispiel #3
0
void LabelWidget::updateGeometry()
{
    /// @todo What if patch replacement is disabled?
    if(d->patch)
    {
        patchinfo_t info;
        R_GetPatchInfo(*d->patch, &info);
        geometry().setSize(Vector2ui(info.geometry.size.width, info.geometry.size.height));
        return;
    }

    FR_PushAttrib();
    Size2Raw size;
    FR_SetFont(page().predefinedFont(mn_page_fontid_t(font())));
    FR_TextSize(&size, d->text.toUtf8().constData());
    geometry().setSize(Vector2ui(size.width, size.height));
    FR_PopAttrib();
}
Beispiel #4
0
//------------------------------------------------------------------------------
    Vector2ui Font::estimate(const std::string& text) const
    {
        if (! data)
            return Vector2ui(0, 0);

        int result = 0;
        int w = 0;
        int h = 0;

        if (text.empty())
            result = TTF_SizeUTF8(data->font, " ", &w, &h);
        else
            result = TTF_SizeUTF8(data->font, text.c_str(), &w, &h);

        if (result == 0)
            return Vector2ui(w, h);
        else
           throw std::logic_error(TTF_GetError());
    }
	AbstractImage* GuillotineImageAtlas::ResizeImage(AbstractImage* oldImage, const Vector2ui& size) const
	{
		std::unique_ptr<Image> newImage(new Image(ImageType_2D, PixelFormatType_A8, size.x, size.y));
		if (oldImage)
		{
			Image& image = *static_cast<Image*>(oldImage);
			newImage->Copy(image, Rectui(size), Vector2ui(0, 0)); // Copie des anciennes données
		}

		return newImage.release();
	}
Beispiel #6
0
    bool BoxFilterFilmBlock::AddSample(const Spectrum &s, const Vector2ui &global_pixel, const Vector2f &sample) {
        // Check we are inside pixel boundaries
        if (sample.x() < 0.f || sample.x() > 1.f || sample.y() < 0.f || sample.y() > 1.f) { return false; }
        // Compute local pixel coordinates
        Vector2ui local_pixel = global_pixel - Vector2ui(width_offset, height_offset);
        // Add sample
        raster[local_pixel.y() * width + local_pixel.x()] += s;
        // Increase number of samples of the pixel
        num_samples[local_pixel.y() * width + local_pixel.x()]++;

        return true;
    }
	bool RenderWindow::CopyToImage(AbstractImage* image, const Vector3ui& dstPos) const
	{
		#if NAZARA_RENDERER_SAFE
		if (!m_context)
		{
			NazaraError("Window has not been created");
			return false;
		}
		#endif

		return CopyToImage(image, Rectui(Vector2ui(0U), GetSize()), dstPos);
	}
Beispiel #8
0
	void DeferredRenderTechnique::SetPass(RenderPassType relativeTo, int position, DeferredRenderPass* pass)
	{
		if (pass)
		{
			pass->Initialize(this);
			if (m_GBufferSize != Vector2ui(0U))
				pass->Resize(m_GBufferSize);

			m_passes[relativeTo][position].reset(pass);
		}
		else
			m_passes[relativeTo].erase(position);
	}
Beispiel #9
0
void InlineListWidget::updateGeometry()
{
    FR_PushAttrib();
    FR_SetFont(page().predefinedFont(mn_page_fontid_t(font())));
    Size2Raw maxSize{};
    Size2Raw size;
    for (int i = 0; i < items().size(); ++i)
    {
        FR_TextSize(&size, items().at(i)->text().toUtf8().constData());
        maxSize.width = de::max(maxSize.width, size.width);
        maxSize.height = de::max(maxSize.height, size.height);
    }
    geometry().setSize(Vector2ui(maxSize.width, maxSize.height));
    FR_PopAttrib();
}
Beispiel #10
0
    void initBlur()
    {
        if (blur) return;

        blur.reset(new BlurState);

        // The blurred version of the view is downsampled.
        blur->size = (self().root().viewSize() / GuiWidget::toDevicePixels(4)).max(Vector2ui(1, 1));

        for (int i = 0; i < 2; ++i)
        {
            // Multisampling is disabled in the blurs for now.
            blur->fb[i].reset(new GLTextureFramebuffer(Image::RGB_888, blur->size, 1));
            blur->fb[i]->glInit();
            blur->fb[i]->colorTexture().setFilter(gl::Linear, gl::Linear, gl::MipNone);
        }

        // Set up the drawble.
        DefaultVertexBuf *buf = new DefaultVertexBuf;
        blur->drawable.addBuffer(buf);
        buf->setVertices(gl::TriangleStrip,
                         DefaultVertexBuf::Builder().makeQuad(
                             Rectanglef(0, 0, 1, 1),
                             Vector4f(1, 1, 1, 1),
                             Rectanglef(0, 0, 1, 1)),
                         gl::Static);

        blur->uBlurStep = Vector2f(1.f / float(blur->size.x),
                                   1.f / float(blur->size.y));

        self().root().shaders().build(blur->drawable.program(), "fx.blur.horizontal")
                << blur->uMvpMatrix
                << blur->uTex
                << blur->uBlurStep
                << blur->uWindow;

        blur->drawable.addProgram("vert");
        self().root().shaders().build(blur->drawable.program("vert"), "fx.blur.vertical")
                << blur->uMvpMatrix
                << blur->uTex
                << blur->uColor
                << blur->uBlurStep
                << blur->uWindow;
    }
Beispiel #11
0
//------------------------------------------------------------------------------
inline Vector2ui computeCoordinate
(
    const Vector2f& position,
    const Domain& domain
)
{
    int i = static_cast<int>
            (
                std::ceil((position.X - domain.Origin.X)/domain.Spacing)
            );

    int j = static_cast<int>
            (
                std::ceil((position.Y - domain.Origin.Y)/domain.Spacing)
            );

    i = std::max<int>(0, std::min<int>(i, domain.Dimensions.X - 1));
    j = std::max<int>(0, std::min<int>(j, domain.Dimensions.Y - 1));

    return Vector2ui(i, j);
}
Beispiel #12
0
CPlayer::CPlayer(CLevel *pLevel): _position(PLAYER_START_POSITION), _nextPosition(_position), _pLevel(pLevel)
{
	IAnimation *pAnim = 0;
	AddAnimation(pAnim, PAI_WALK_UP);
	pAnim->SetTexture(TEXTURE_PLAYER_NAME);
	pAnim->SetFrameSize(Vector2ui(PAP_FRAME_WIDTH, PAP_FRAME_HEIGHT));
	pAnim->SetFirstFrame(PAP_WALK_UP_FIRST);
	pAnim->SetLastFrame(PAP_WALK_UP_LAST);
	pAnim->SetDelayTime(PAP_DELAY);

	AddAnimation(pAnim, PAI_STAND_UP);
	pAnim->SetTexture(TEXTURE_PLAYER_NAME);
	pAnim->SetFrameSize(Vector2ui(PAP_FRAME_WIDTH, PAP_FRAME_HEIGHT));
	pAnim->SetFirstFrame(PAP_STAND_UP_FIRST);
	pAnim->SetLastFrame(PAP_STAND_UP_LAST);
	pAnim->SetDelayTime(PAP_DELAY);

	AddAnimation(pAnim, PAI_WALK_DOWN);
	pAnim->SetTexture(TEXTURE_PLAYER_NAME);
	pAnim->SetFrameSize(Vector2ui(PAP_FRAME_WIDTH, PAP_FRAME_HEIGHT));
	pAnim->SetFirstFrame(PAP_WALK_DOWN_FIRST);
	pAnim->SetLastFrame(PAP_WALK_DOWN_LAST);
	pAnim->SetDelayTime(PAP_DELAY);

	AddAnimation(pAnim, PAI_STAND_DOWN);
	pAnim->SetTexture(TEXTURE_PLAYER_NAME);
	pAnim->SetFrameSize(Vector2ui(PAP_FRAME_WIDTH, PAP_FRAME_HEIGHT));
	pAnim->SetFirstFrame(PAP_STAND_DOWN_FIRST);
	pAnim->SetLastFrame(PAP_STAND_DOWN_LAST);
	pAnim->SetDelayTime(PAP_DELAY);

	AddAnimation(pAnim, PAI_WALK_RIGHT);
	pAnim->SetTexture(TEXTURE_PLAYER_NAME);
	pAnim->SetFrameSize(Vector2ui(PAP_FRAME_WIDTH, PAP_FRAME_HEIGHT));
	pAnim->SetFirstFrame(PAP_WALK_RIGHT_FIRST);
	pAnim->SetLastFrame(PAP_WALK_RIGHT_LAST);
	pAnim->SetDelayTime(PAP_DELAY);

	AddAnimation(pAnim, PAI_STAND_RIGHT);
	pAnim->SetTexture(TEXTURE_PLAYER_NAME);
	pAnim->SetFrameSize(Vector2ui(PAP_FRAME_WIDTH, PAP_FRAME_HEIGHT));
	pAnim->SetFirstFrame(PAP_STAND_RIGHT_FIRST);
	pAnim->SetLastFrame(PAP_STAND_RIGHT_LAST);
	pAnim->SetDelayTime(PAP_DELAY);

	AddAnimation(pAnim, PAI_WALK_LEFT);
	pAnim->SetTexture(TEXTURE_PLAYER_NAME);
	pAnim->SetFrameSize(Vector2ui(PAP_FRAME_WIDTH, PAP_FRAME_HEIGHT));
	pAnim->SetFirstFrame(PAP_WALK_LEFT_FIRST);
	pAnim->SetLastFrame(PAP_WALK_LEFT_LAST);
	pAnim->SetDelayTime(PAP_DELAY);

	AddAnimation(pAnim, PAI_STAND_LEFT);
	pAnim->SetTexture(TEXTURE_PLAYER_NAME);
	pAnim->SetFrameSize(Vector2ui(PAP_FRAME_WIDTH, PAP_FRAME_HEIGHT));
	pAnim->SetFirstFrame(PAP_STAND_LEFT_FIRST);
	pAnim->SetLastFrame(PAP_STAND_LEFT_LAST);
	pAnim->SetDelayTime(PAP_DELAY);

	_pCurrAnim = _animationsMap.at(PAI_STAND_RIGHT);
	_eState = PS_STAND_RIGHT;

	_nextPosition = _position;

	//_pCurrAnim->SetFrameSize(Vector2f(128.0f, 256.0f));
}
Beispiel #13
0
void LineEditWidget::updateGeometry()
{
    FR_SetFont(mnRendState->textFonts[font()]);
    geometry().setSize(Vector2ui(FR_CharWidth('w') * d->maxLength - MNDATA_EDIT_BACKGROUND_OFFSET_X*2, 14));
}
Beispiel #14
0
void LineSetAccess::addLine(uint i, uint j) {
    mLines->push_back(Vector2ui(i,j));
}
    void updateGeometry()
    {
        // If scroll position has changed, must update text geometry.
        int scrollY = self().scrollPositionY().valuei();
        if (oldScrollY != scrollY)
        {
            oldScrollY = scrollY;
            self().requestGeometry();
        }

        Rectanglei pos;
        if (self().hasChangedPlace(pos))
        {
            self().requestGeometry();
        }

        // Make sure the text has been wrapped for the current dimensions.
        int wrapWidth;
        if (widthPolicy == ui::Expand)
        {
            wrapWidth = maxLineWidth;
        }
        else
        {
            wrapWidth = self().rule().width().valuei() - self().margins().width().valuei();
        }
        glText.setLineWrapWidth(wrapWidth);
        if (glText.update())
        {
            // Text is ready for drawing?
            if (!glText.isBeingWrapped() && progress->isVisible())
            {
                contentMaxWidth->set(de::max(contentMaxWidth->value(), float(glText.wrappedSize().x)));
                self().setContentSize(Vector2ui(contentMaxWidth->valuei(), glText.wrappedSize().y));
                progress->hide();
            }

            self().requestGeometry();
        }

        if (!self().geometryRequested()) return;

        // Background and scroll indicator.
        VertexBuf::Builder verts;
        self().glMakeGeometry(verts);
        drawable.buffer<VertexBuf>(ID_BACKGROUND)
        .setVertices(gl::TriangleStrip, verts, self().isScrolling()? gl::Dynamic : gl::Static);

        uMvpMatrix = root().projMatrix2D();

        if (!progress->isVisible())
        {
            DENG2_ASSERT(glText.isReady());

            // Determine visible range of lines.
            Font const &font     = self().font();
            int contentHeight    = de::min(self().contentHeight(), self().rule().height().valuei());
            int const extraLines = 1;
            int numVisLines      = contentHeight / font.lineSpacing().valuei() + 2 * extraLines;
            int firstVisLine     = scrollY / font.lineSpacing().valuei() - extraLines + 1;

            // Update visible range and release/alloc lines accordingly.
            Rangei visRange(firstVisLine, firstVisLine + numVisLines);
            if (visRange != glText.range())
            {
                glText.setRange(visRange);
                glText.update(); // alloc visible lines

                VertexBuf::Builder verts;
                glText.makeVertices(verts, Vector2i(0, 0), ui::AlignLeft);
                drawable.buffer<VertexBuf>(ID_TEXT).setVertices(gl::TriangleStrip, verts, gl::Static);

                // Update content size to match the generated vertices exactly.
                self().setContentWidth(glText.verticesMaxWidth());
            }

            uScrollMvpMatrix = root().projMatrix2D() *
                               Matrix4f::translate(Vector2f(self().contentRule().left().valuei(),
                                                   self().contentRule().top().valuei()));
        }

        // Geometry is now up to date.
        self().requestGeometry(false);
    }