Esempio n. 1
0
void UIBatch::AddQuad(int x, int y, int width, int height, int texOffsetX, int texOffsetY, int texWidth, int texHeight)
{
    unsigned topLeftColor, topRightColor, bottomLeftColor, bottomRightColor;

    if (!useGradient_)
    {
        // If alpha is 0, nothing will be rendered, so do not add the quad
        if (!(color_ & 0xff000000))
            return;
        
        topLeftColor = color_;
        topRightColor = color_;
        bottomLeftColor = color_;
        bottomRightColor = color_;
    }
    else
    {
        topLeftColor = GetInterpolatedColor(x, y);
        topRightColor = GetInterpolatedColor(x + width, y);
        bottomLeftColor = GetInterpolatedColor(x, y + height);
        bottomRightColor = GetInterpolatedColor(x + width, y + height);
    }
    
    const IntVector2& screenPos = element_->GetScreenPosition();
    
    float left = (float)(x + screenPos.x_) - posAdjust;
    float right = left + (float)width;
    float top = (float)(y + screenPos.y_) - posAdjust;
    float bottom = top + (float)height;
    
    float leftUV = texOffsetX * invTextureSize_.x_;
    float topUV = texOffsetY * invTextureSize_.y_;
    float rightUV = (texOffsetX + (texWidth ? texWidth : width)) * invTextureSize_.x_;
    float bottomUV = (texOffsetY + (texHeight ? texHeight : height)) * invTextureSize_.y_;
    
    unsigned begin = vertexData_->Size();
    vertexData_->Resize(begin + 6 * UI_VERTEX_SIZE);
    float* dest = &(vertexData_->At(begin));
    vertexEnd_ = vertexData_->Size();
    
    *dest++ = left; *dest++ = top; *dest++ = 0.0f;
    *((unsigned*)dest) = topLeftColor; dest++;
    *dest++ = leftUV; *dest++ = topUV;
    
    *dest++ = right; *dest++ = top; *dest++ = 0.0f;
    *((unsigned*)dest) = topRightColor; dest++;
    *dest++ = rightUV; *dest++ = topUV;
    
    *dest++ = left; *dest++ = bottom; *dest++ = 0.0f;
    *((unsigned*)dest) = bottomLeftColor; dest++;
    *dest++ = leftUV; *dest++ = bottomUV;
    
    *dest++ = right; *dest++ = top; *dest++ = 0.0f;
    *((unsigned*)dest) = topRightColor; dest++;
    *dest++ = rightUV; *dest++ = topUV;
    
    *dest++ = right; *dest++ = bottom; *dest++ = 0.0f;
    *((unsigned*)dest) = bottomRightColor; dest++;
    *dest++ = rightUV; *dest++ = bottomUV;

    *dest++ = left; *dest++ = bottom; *dest++ = 0.0f;
    *((unsigned*)dest) = bottomLeftColor; dest++;
    *dest++ = leftUV; *dest++ = bottomUV;
}
Esempio n. 2
0
void UIBatch::AddQuad(float x, float y, float width, float height, int texOffsetX, int texOffsetY, int texWidth, int texHeight)
{
    unsigned topLeftColor, topRightColor, bottomLeftColor, bottomRightColor;

    if (!useGradient_)
    {
        // If alpha is 0, nothing will be rendered, so do not add the quad
        if (!(color_ & 0xff000000))
            return;

        topLeftColor = color_;
        topRightColor = color_;
        bottomLeftColor = color_;
        bottomRightColor = color_;
    }
    else
    {
        topLeftColor = GetInterpolatedColor(x, y);
        topRightColor = GetInterpolatedColor(x + width, y);
        bottomLeftColor = GetInterpolatedColor(x, y + height);
        bottomRightColor = GetInterpolatedColor(x + width, y + height);
    }

    const IntVector2& screenPos = element_->GetScreenPosition();

    float left = x + screenPos.x_ - posAdjust.x_;
    float right = left + width;
    float top = y + screenPos.y_ - posAdjust.x_;
    float bottom = top + height;

    float leftUV = texOffsetX * invTextureSize_.x_;
    float topUV = texOffsetY * invTextureSize_.y_;
    float rightUV = (texOffsetX + (texWidth ? texWidth : width)) * invTextureSize_.x_;
    float bottomUV = (texOffsetY + (texHeight ? texHeight : height)) * invTextureSize_.y_;

    unsigned begin = vertexData_->Size();
    vertexData_->Resize(begin + 6 * UI_VERTEX_SIZE);
    float* dest = &(vertexData_->At(begin));
    vertexEnd_ = vertexData_->Size();

    dest[0] = left;
    dest[1] = top;
    dest[2] = 0.0f;
    ((unsigned&)dest[3]) = topLeftColor;
    dest[4] = leftUV;
    dest[5] = topUV;

    dest[6] = right;
    dest[7] = top;
    dest[8] = 0.0f;
    ((unsigned&)dest[9]) = topRightColor;
    dest[10] = rightUV;
    dest[11] = topUV;

    dest[12] = left;
    dest[13] = bottom;
    dest[14] = 0.0f;
    ((unsigned&)dest[15]) = bottomLeftColor;
    dest[16] = leftUV;
    dest[17] = bottomUV;

    dest[18] = right;
    dest[19] = top;
    dest[20] = 0.0f;
    ((unsigned&)dest[21]) = topRightColor;
    dest[22] = rightUV;
    dest[23] = topUV;

    dest[24] = right;
    dest[25] = bottom;
    dest[26] = 0.0f;
    ((unsigned&)dest[27]) = bottomRightColor;
    dest[28] = rightUV;
    dest[29] = bottomUV;

    dest[30] = left;
    dest[31] = bottom;
    dest[32] = 0.0f;
    ((unsigned&)dest[33]) = bottomLeftColor;
    dest[34] = leftUV;
    dest[35] = bottomUV;
}
Esempio n. 3
0
void UIBatch::AddQuad(const Matrix3x4& transform, int x, int y, int width, int height, int texOffsetX, int texOffsetY,
    int texWidth, int texHeight)
{
    unsigned topLeftColor, topRightColor, bottomLeftColor, bottomRightColor;
    
    if (!useGradient_)
    {
        // If alpha is 0, nothing will be rendered, so do not add the quad
        if (!(color_ & 0xff000000))
            return;
        
        topLeftColor = color_;
        topRightColor = color_;
        bottomLeftColor = color_;
        bottomRightColor = color_;
    }
    else
    {
        topLeftColor = GetInterpolatedColor(x, y);
        topRightColor = GetInterpolatedColor(x + width, y);
        bottomLeftColor = GetInterpolatedColor(x, y + height);
        bottomRightColor = GetInterpolatedColor(x + width, y + height);
    }
    
    Vector3 v1 = (transform * Vector3((float)x, (float)y, 0.0f)) - posAdjustVec;
    Vector3 v2 = (transform * Vector3((float)x + (float)width, (float)y, 0.0f)) - posAdjustVec;
    Vector3 v3 = (transform * Vector3((float)x, (float)y + (float)height, 0.0f)) - posAdjustVec;
    Vector3 v4 = (transform * Vector3((float)x + (float)width, (float)y + (float)height, 0.0f)) - posAdjustVec;
    
    float leftUV = ((float)texOffsetX) * invTextureSize_.x_;
    float topUV = ((float)texOffsetY) * invTextureSize_.y_;
    float rightUV = ((float)(texOffsetX + (texWidth ? texWidth : width))) * invTextureSize_.x_;
    float bottomUV = ((float)(texOffsetY + (texHeight ? texHeight : height))) * invTextureSize_.y_;
    
    unsigned begin = vertexData_->Size();
    vertexData_->Resize(begin + 6 * UI_VERTEX_SIZE);
    float* dest = &(vertexData_->At(begin));
    vertexEnd_ = vertexData_->Size();

    *dest++ = v1.x_; *dest++ = v1.y_; *dest++ = 0.0f;
    *((unsigned*)dest) = topLeftColor; dest++;
    *dest++ = leftUV; *dest++ = topUV;
    
    *dest++ = v2.x_; *dest++ = v2.y_; *dest++ = 0.0f;
    *((unsigned*)dest) = topRightColor; dest++;
    *dest++ = rightUV; *dest++ = topUV;
    
    *dest++ = v3.x_; *dest++ = v3.y_; *dest++ = 0.0f;
    *((unsigned*)dest) = bottomLeftColor; dest++;
    *dest++ = leftUV; *dest++ = bottomUV;
    
    *dest++ = v2.x_; *dest++ = v2.y_; *dest++ = 0.0f;
    *((unsigned*)dest) = topRightColor; dest++;
    *dest++ = rightUV; *dest++ = topUV;
    
    *dest++ = v4.x_; *dest++ = v4.y_; *dest++ = 0.0f;
    *((unsigned*)dest) = bottomRightColor; dest++;
    *dest++ = rightUV; *dest++ = bottomUV;

    *dest++ = v3.x_; *dest++ = v3.y_; *dest++ = 0.0f;
    *((unsigned*)dest) = bottomLeftColor; dest++;
    *dest++ = leftUV; *dest++ = bottomUV;
}
Esempio n. 4
0
void UIBatch::AddQuad(const Matrix3x4& transform, int x, int y, int width, int height, int texOffsetX, int texOffsetY,
    int texWidth, int texHeight)
{
    unsigned topLeftColor, topRightColor, bottomLeftColor, bottomRightColor;

    if (!useGradient_)
    {
        // If alpha is 0, nothing will be rendered, so do not add the quad
        if (!(color_ & 0xff000000))
            return;

        topLeftColor = color_;
        topRightColor = color_;
        bottomLeftColor = color_;
        bottomRightColor = color_;
    }
    else
    {
        topLeftColor = GetInterpolatedColor(x, y);
        topRightColor = GetInterpolatedColor(x + width, y);
        bottomLeftColor = GetInterpolatedColor(x, y + height);
        bottomRightColor = GetInterpolatedColor(x + width, y + height);
    }

    Vector3 v1 = (transform * Vector3((float)x, (float)y, 0.0f)) - posAdjust;
    Vector3 v2 = (transform * Vector3((float)x + (float)width, (float)y, 0.0f)) - posAdjust;
    Vector3 v3 = (transform * Vector3((float)x, (float)y + (float)height, 0.0f)) - posAdjust;
    Vector3 v4 = (transform * Vector3((float)x + (float)width, (float)y + (float)height, 0.0f)) - posAdjust;

    float leftUV = ((float)texOffsetX) * invTextureSize_.x_;
    float topUV = ((float)texOffsetY) * invTextureSize_.y_;
    float rightUV = ((float)(texOffsetX + (texWidth ? texWidth : width))) * invTextureSize_.x_;
    float bottomUV = ((float)(texOffsetY + (texHeight ? texHeight : height))) * invTextureSize_.y_;

    unsigned begin = vertexData_->Size();
    vertexData_->Resize(begin + 6 * UI_VERTEX_SIZE);
    float* dest = &(vertexData_->At(begin));
    vertexEnd_ = vertexData_->Size();

    dest[0] = v1.x_;
    dest[1] = v1.y_;
    dest[2] = 0.0f;
    ((unsigned&)dest[3]) = topLeftColor;
    dest[4] = leftUV;
    dest[5] = topUV;

    dest[6] = v2.x_;
    dest[7] = v2.y_;
    dest[8] = 0.0f;
    ((unsigned&)dest[9]) = topRightColor;
    dest[10] = rightUV;
    dest[11] = topUV;

    dest[12] = v3.x_;
    dest[13] = v3.y_;
    dest[14] = 0.0f;
    ((unsigned&)dest[15]) = bottomLeftColor;
    dest[16] = leftUV;
    dest[17] = bottomUV;

    dest[18] = v2.x_;
    dest[19] = v2.y_;
    dest[20] = 0.0f;
    ((unsigned&)dest[21]) = topRightColor;
    dest[22] = rightUV;
    dest[23] = topUV;

    dest[24] = v4.x_;
    dest[25] = v4.y_;
    dest[26] = 0.0f;
    ((unsigned&)dest[27]) = bottomRightColor;
    dest[28] = rightUV;
    dest[29] = bottomUV;

    dest[30] = v3.x_;
    dest[31] = v3.y_;
    dest[32] = 0.0f;
    ((unsigned&)dest[33]) = bottomLeftColor;
    dest[34] = leftUV;
    dest[35] = bottomUV;
}