Example #1
0
OOBase::SharedPtr<Indigo::Render::SGNode> Indigo::SGQuad::on_render_create(Render::SGGroup* parent)
{
	OOBase::SharedPtr<Render::SGNode> node;

	bool cached = true;
	OOBase::SharedPtr<OOGL::Texture> texture = m_image->make_texture(GL_RGBA8,cached);
	if (!texture)
		return node;

	if (!cached)
	{
		texture->parameter(GL_TEXTURE_MAG_FILTER,GL_LINEAR);
		texture->parameter(GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_LINEAR);
		texture->parameter(GL_TEXTURE_WRAP_S,GL_CLAMP_TO_EDGE);
		texture->parameter(GL_TEXTURE_WRAP_T,GL_CLAMP_TO_EDGE);
	}

	OOBase::SharedPtr< ::SGQuad> quad = OOBase::allocate_shared< ::SGQuad>(AABB(glm::vec3(0.5f,0.5f,0),glm::vec3(0.5f,0.5f,0)),texture,m_transparent,m_colour);
	if (!quad)
		LOG_ERROR_RETURN(("Failed to allocate: %s\n",OOBase::system_error_text()),node);

	node = OOBase::allocate_shared<Render::SGNode>(parent,OOBase::static_pointer_cast<Render::SGDrawable>(quad),visible(),transform());
	if (!node)
		LOG_ERROR_RETURN(("Failed to allocate: %s\n",OOBase::system_error_text()),node);

	return node;
}
Example #2
0
OOBase::SharedPtr<Indigo::Render::UIDrawable> Indigo::NinePatch::make_drawable(const glm::vec4& colour, bool visible, const glm::ivec2& position, const glm::uvec2& size) const
{
	ASSERT_RENDER_THREAD();

	if (!valid())
		LOG_ERROR_RETURN(("NinePatch::make_drawable called when invalid!"),OOBase::SharedPtr<Indigo::Render::UIDrawable>());

	bool is_9 = (m_info->m_borders != glm::uvec4(0));
	bool cached = true;

	OOBase::SharedPtr<OOGL::Texture> texture = make_texture(GL_RGBA8,cached,is_9 ? 1 : 0);
	if (!texture)
		return OOBase::SharedPtr<Indigo::Render::UIDrawable>();

	if (cached)
	{
		texture->parameter(GL_TEXTURE_MAG_FILTER,GL_LINEAR);
		texture->parameter(GL_TEXTURE_MIN_FILTER,is_9 ? GL_LINEAR : GL_LINEAR_MIPMAP_LINEAR);
		texture->parameter(GL_TEXTURE_WRAP_S,GL_CLAMP_TO_EDGE);
		texture->parameter(GL_TEXTURE_WRAP_T,GL_CLAMP_TO_EDGE);
	}

	if (is_9)
		return OOBase::allocate_shared<Render::UINinePatch,OOBase::ThreadLocalAllocator>(texture,colour,m_info,visible,position,size);
	else
		return OOBase::allocate_shared<Render::UIImage,OOBase::ThreadLocalAllocator>(texture,colour,visible,position,size);
}
Example #3
0
OOBase::SharedPtr<Indigo::Render::Layer> Indigo::ImageLayer::create_render_layer(Render::Window* window)
{
	OOBase::SharedPtr< ::ImageLayer> layer;
	bool cached = true;
	OOBase::SharedPtr<OOGL::Texture> texture = m_image->make_texture(GL_RGBA8,cached,1);
	if (!texture)
		return layer;

	if (!cached)
	{
		texture->parameter(GL_TEXTURE_MAG_FILTER,GL_LINEAR);
		texture->parameter(GL_TEXTURE_MIN_FILTER,GL_LINEAR);
		texture->parameter(GL_TEXTURE_WRAP_S,GL_CLAMP_TO_EDGE);
		texture->parameter(GL_TEXTURE_WRAP_T,GL_CLAMP_TO_EDGE);
	}
	
	layer = OOBase::allocate_shared< ::ImageLayer,OOBase::ThreadLocalAllocator>(texture,window,m_colour);
	if (!layer)
		LOG_ERROR(("Failed to allocate layer: %s",OOBase::system_error_text()));

	return layer;
}