예제 #1
0
static void a3d_sprite_draw(a3d_widget_t* widget)
{
	assert(widget);
	LOGD("debug");

	a3d_sprite_t* self   = (a3d_sprite_t*) widget;
	a3d_screen_t* screen = widget->screen;
	a3d_mat4f_t   mvp;

	// draw sprite
	a3d_vec4f_t* c     = &self->color;
	float        alpha = widget->fade*c->a;
	if(alpha > 0.0f)
	{
		float w  = 0.0f;
		float h  = 0.0f;
		float x  = widget->rect_draw.l;
		float y  = widget->rect_draw.t;
		float ww = widget->rect_draw.w;
		float hh = widget->rect_draw.h;
		a3d_screen_sizef(screen, &w, &h);
		a3d_mat4f_ortho(&mvp, 1, 0.0f, w, h, 0.0f, 0.0f, 2.0f);
		a3d_mat4f_translate(&mvp, 0, x + ww/2.0f, y + hh/2.0f, -1.0f);
		a3d_mat4f_scale(&mvp, 0, ww, hh, 1.0f);
		a3d_mat4f_rotate(&mvp, 0, self->theta, 0.0f, 0.0f, 1.0f);

		a3d_spriteShader_t* shader = a3d_screen_spriteShader(screen);

		glEnable(GL_BLEND);
		glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
		glUseProgram(shader->prog);
		glEnableVertexAttribArray(shader->attr_vertex);
		glEnableVertexAttribArray(shader->attr_coords);
		glBindTexture(GL_TEXTURE_2D, self->id_tex[self->index]);
		glBindBuffer(GL_ARRAY_BUFFER, self->id_vertex);
		glVertexAttribPointer(shader->attr_vertex, 4, GL_FLOAT, GL_FALSE, 0, 0);
		glBindBuffer(GL_ARRAY_BUFFER, self->id_coords);
		glVertexAttribPointer(shader->attr_coords, 2, GL_FLOAT, GL_FALSE, 0, 0);
		glUniform4f(shader->unif_color, c->r, c->g, c->b, alpha);
		glUniformMatrix4fv(shader->unif_mvp, 1, GL_FALSE, (GLfloat*) &mvp);
		glUniform1i(shader->unif_sampler, 0);
		glDrawArrays(GL_TRIANGLES, 0, 6);
		glBindTexture(GL_TEXTURE_2D, 0);
		glBindBuffer(GL_ARRAY_BUFFER, 0);
		glDisableVertexAttribArray(shader->attr_coords);
		glDisableVertexAttribArray(shader->attr_vertex);
		glUseProgram(0);
		glDisable(GL_BLEND);
	}
}
예제 #2
0
void a3d_widget_layoutSize(a3d_widget_t* self,
                           float* w, float* h)
{
	assert(self);
	assert(w);
	assert(h);
	LOGD("debug w=%f, h=%f", *w, *h);

	float sw;
	float sh;
	a3d_screen_sizef(self->screen, &sw, &sh);

	a3d_font_t* font = a3d_screen_font(self->screen,
	                                   A3D_SCREEN_FONT_REGULAR);
	float ar = a3d_font_aspectRatioAvg(font);
	float th = 0.0f;
	if((self->wrapy >= A3D_WIDGET_WRAP_STRETCH_TEXT_SMALL) &&
	   (self->wrapy <= A3D_WIDGET_WRAP_STRETCH_TEXT_LARGE))
	{
		int style = self->wrapy - A3D_WIDGET_WRAP_STRETCH_TEXT_SMALL;
		th = a3d_screen_layoutText(self->screen, style);
	}
	float tw = ar*th;

	// screen/text/parent square
	float ssq = (sw > sh) ? sh : sw;
	float tsq = th;   // always use the height for square
	float psq = (*w > *h) ? *h : *w;
	int   sq  = (self->stretch_mode == A3D_WIDGET_STRETCH_SQUARE);

	// initialize size
	float h_bo = 0.0f;
	float v_bo = 0.0f;
	a3d_screen_layoutBorder(self->screen,
	                        self->style_border,
	                        &h_bo, &v_bo);
	if(self->wrapx == A3D_WIDGET_WRAP_SHRINK)
	{
		self->rect_draw.w   = *w - 2.0f*h_bo;
		self->rect_border.w = *w;
	}
	else
	{
		float rw = 0.0f;
		if(self->wrapx == A3D_WIDGET_WRAP_STRETCH_SCREEN)
		{
			rw = sq ? ssq : sw;
			rw *= self->stretch_factor;
			self->rect_draw.w   = rw - 2.0f*h_bo;
			self->rect_border.w = rw;
		}
		else if((self->wrapx >= A3D_WIDGET_WRAP_STRETCH_TEXT_SMALL) &&
		        (self->wrapx <= A3D_WIDGET_WRAP_STRETCH_TEXT_LARGE))
		{
			rw = sq ? tsq : tw;
			rw *= self->stretch_factor;
			self->rect_draw.w   = rw;
			self->rect_border.w = rw + 2.0f*h_bo;
		}
		else
		{
			rw = sq ? psq : *w;
			rw *= self->stretch_factor;
			self->rect_draw.w   = rw - 2.0f*h_bo;
			self->rect_border.w = rw;
		}
	}

	// intersect draw with border interior
	if(self->rect_draw.w < 0.0f)
	{
		self->rect_draw.w = 0.0f;
	}

	if(self->wrapy == A3D_WIDGET_WRAP_SHRINK)
	{
		self->rect_draw.h   = *h - 2.0f*v_bo;
		self->rect_border.h = *h;
	}
	else
	{
		float rh = 0.0f;
		if(self->wrapy == A3D_WIDGET_WRAP_STRETCH_SCREEN)
		{
			rh = sq ? ssq : sh;
			rh *= self->stretch_factor;
			self->rect_draw.h   = rh - 2.0f*v_bo;
			self->rect_border.h = rh;
		}
		else if((self->wrapy >= A3D_WIDGET_WRAP_STRETCH_TEXT_SMALL) &&
		        (self->wrapy <= A3D_WIDGET_WRAP_STRETCH_TEXT_LARGE))
		{
			rh = sq ? tsq : th;
			rh *= self->stretch_factor;
			self->rect_draw.h   = rh;
			self->rect_border.h = rh + 2.0f*v_bo;
		}
		else
		{
			rh = sq ? psq : *h;
			rh *= self->stretch_factor;
			self->rect_draw.h   = rh - 2.0f*v_bo;
			self->rect_border.h = rh;
		}
	}

	// intersect draw with border interior
	if(self->rect_draw.h < 0.0f)
	{
		self->rect_draw.h = 0.0f;
	}

	// reflow dynamically sized widgets (e.g. textbox)
	// this makes the most sense for stretched widgets
	float draw_w = self->rect_draw.w;
	float draw_h = self->rect_draw.h;
	a3d_widget_reflow_fn reflow_fn = self->reflow_fn;
	if(reflow_fn)
	{
		(*reflow_fn)(self, draw_w, draw_h);
	}

	// compute draw size for shrink wrapped widgets and
	// recursively compute size of any children
	// the draw size of the widget also becomes the border
	// size of any children
	a3d_widget_size_fn size_fn = self->size_fn;
	if(size_fn)
	{
		(*size_fn)(self, &draw_w, &draw_h);
	}

	// wrap width
	if(self->wrapx == A3D_WIDGET_WRAP_SHRINK)
	{
		self->rect_draw.w   = draw_w;
		self->rect_border.w = draw_w + 2.0f*h_bo;
	}

	// wrap height
	if(self->wrapy == A3D_WIDGET_WRAP_SHRINK)
	{
		self->rect_draw.h   = draw_h;
		self->rect_border.h = draw_h + 2.0f*v_bo;
	}

	*w = self->rect_border.w;
	*h = self->rect_border.h;
}