Exemple #1
0
//Render Manager.
void CConsole::Render()
{
	if (! (m_bVisible || m_bToggle) ) return;

	PROFILE3_GPU("console");

	glEnable(GL_BLEND);
	glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

	CShaderTechniquePtr solidTech = g_Renderer.GetShaderManager().LoadEffect(str_gui_solid);
	solidTech->BeginPass();
	CShaderProgramPtr solidShader = solidTech->GetShader();

	CMatrix3D transform = GetDefaultGuiMatrix();

	// animation: slide in from top of screen
	const float DeltaY = (1.0f - m_fVisibleFrac) * m_fHeight;
	transform.PostTranslate(m_fX, m_fY - DeltaY, 0.0f); // move to window position
	solidShader->Uniform(str_transform, transform);

	DrawWindow(solidShader);

	solidTech->EndPass();

	CShaderTechniquePtr textTech = g_Renderer.GetShaderManager().LoadEffect(str_gui_text);
	textTech->BeginPass();
	CTextRenderer textRenderer(textTech->GetShader());
	textRenderer.Font(CStrIntern(CONSOLE_FONT));
	textRenderer.SetTransform(transform);

	DrawHistory(textRenderer);
	DrawBuffer(textRenderer);

	textRenderer.Render();

	textTech->EndPass();

	glDisable(GL_BLEND);
}
Exemple #2
0
// Render
void CProfileViewer::RenderProfile()
{
	if (!m->profileVisible)
		return;

	if (!m->path.size())
	{
		m->profileVisible = false;
		return;
	}

	PROFILE3_GPU("profile viewer");

	glEnable(GL_BLEND);
	glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

	AbstractProfileTable* table = m->path[m->path.size() - 1];
	const std::vector<ProfileColumn>& columns = table->GetColumns();
	size_t numrows = table->GetNumberRows();

	CStrIntern font_name("mono-stroke-10");
	CFontMetrics font(font_name);
	int lineSpacing = font.GetLineSpacing();

	// Render background
	GLint estimate_height;
	GLint estimate_width;

	estimate_width = 50;
	for(size_t i = 0; i < columns.size(); ++i)
		estimate_width += (GLint)columns[i].width;

	estimate_height = 3 + (GLint)numrows;
	if (m->path.size() > 1)
		estimate_height += 2;
	estimate_height = lineSpacing*estimate_height;

	CShaderTechniquePtr solidTech = g_Renderer.GetShaderManager().LoadEffect(str_gui_solid);
	solidTech->BeginPass();
	CShaderProgramPtr solidShader = solidTech->GetShader();

	solidShader->Uniform(str_color, 0.0f, 0.0f, 0.0f, 0.5f);

	CMatrix3D transform = GetDefaultGuiMatrix();
	solidShader->Uniform(str_transform, transform);

	float backgroundVerts[] = {
		(float)estimate_width, 0.0f,
		0.0f, 0.0f,
		0.0f, (float)estimate_height,
		0.0f, (float)estimate_height,
		(float)estimate_width, (float)estimate_height,
		(float)estimate_width, 0.0f
	};
	solidShader->VertexPointer(2, GL_FLOAT, 0, backgroundVerts);
	solidShader->AssertPointersBound();
	glDrawArrays(GL_TRIANGLES, 0, 6);

	transform.PostTranslate(22.0f, lineSpacing*3.0f, 0.0f);
	solidShader->Uniform(str_transform, transform);

	// Draw row backgrounds
	for (size_t row = 0; row < numrows; ++row)
	{
		if (row % 2)
			solidShader->Uniform(str_color, 1.0f, 1.0f, 1.0f, 0.1f);
		else
			solidShader->Uniform(str_color, 0.0f, 0.0f, 0.0f, 0.1f);

		float rowVerts[] = {
			-22.f, 2.f,
			estimate_width-22.f, 2.f,
			estimate_width-22.f, 2.f-lineSpacing,

			estimate_width-22.f, 2.f-lineSpacing,
			-22.f, 2.f-lineSpacing,
			-22.f, 2.f
		};
		solidShader->VertexPointer(2, GL_FLOAT, 0, rowVerts);
		solidShader->AssertPointersBound();
		glDrawArrays(GL_TRIANGLES, 0, 6);

		transform.PostTranslate(0.0f, lineSpacing, 0.0f);
		solidShader->Uniform(str_transform, transform);
	}

	solidTech->EndPass();

	// Print table and column titles

	CShaderTechniquePtr textTech = g_Renderer.GetShaderManager().LoadEffect(str_gui_text);
	textTech->BeginPass();

	CTextRenderer textRenderer(textTech->GetShader());
	textRenderer.Font(font_name);
	textRenderer.Color(1.0f, 1.0f, 1.0f);

	textRenderer.PrintfAt(2.0f, lineSpacing, L"%hs", table->GetTitle().c_str());

	textRenderer.Translate(22.0f, lineSpacing*2.0f, 0.0f);

	float colX = 0.0f;
	for (size_t col = 0; col < columns.size(); ++col)
	{
		CStrW text = columns[col].title.FromUTF8();
		int w, h;
		font.CalculateStringSize(text.c_str(), w, h);

		float x = colX;
		if (col > 0) // right-align all but the first column
			x += columns[col].width - w;
		textRenderer.Put(x, 0.0f, text.c_str());
		
		colX += columns[col].width;
	}

	textRenderer.Translate(0.0f, lineSpacing, 0.0f);

	// Print rows
	int currentExpandId = 1;

	for (size_t row = 0; row < numrows; ++row)
	{
		if (table->IsHighlightRow(row))
			textRenderer.Color(1.0f, 0.5f, 0.5f);
		else
			textRenderer.Color(1.0f, 1.0f, 1.0f);

		if (table->GetChild(row))
		{
			textRenderer.PrintfAt(-15.0f, 0.0f, L"%d", currentExpandId);
			currentExpandId++;
		}

		float colX = 0.0f;
		for (size_t col = 0; col < columns.size(); ++col)
		{
			CStrW text = table->GetCellText(row, col).FromUTF8();
			int w, h;
			font.CalculateStringSize(text.c_str(), w, h);

			float x = colX;
			if (col > 0) // right-align all but the first column
				x += columns[col].width - w;
			textRenderer.Put(x, 0.0f, text.c_str());

			colX += columns[col].width;
		}

		textRenderer.Translate(0.0f, lineSpacing, 0.0f);
	}

	textRenderer.Color(1.0f, 1.0f, 1.0f);

	if (m->path.size() > 1)
	{
		textRenderer.Translate(0.0f, lineSpacing, 0.0f);
		textRenderer.Put(-15.0f, 0.0f, L"0");
		textRenderer.Put(0.0f, 0.0f, L"back to parent");
	}

	textRenderer.Render();
	textTech->EndPass();

	glDisable(GL_BLEND);

	glEnable(GL_DEPTH_TEST);
}