Пример #1
0
//----------------------------------------------------------------//
void MOAIDraw::DrawGrid ( const USRect& rect, u32 xCells, u32 yCells ) {

	if ( xCells > 1 ) {
		float xStep = rect.Width () / ( float )xCells;
		for ( u32 i = 1; i < xCells; ++i ) {
			float x = rect.mXMin + (( float )i * xStep );
			USVec2D v0 ( x, rect.mYMin );
			USVec2D v1 ( x, rect.mYMax );
			
			MOAIDraw::DrawLine ( v0, v1 );
		}
	}

	if ( yCells > 1 ) {
		float yStep = rect.Height () / ( float )yCells;
		for ( u32 i = 1; i < yCells; ++i ) {
			float y = rect.mYMin + (( float )i * yStep );
			USVec2D v0 ( rect.mXMin, y );
			USVec2D v1 ( rect.mXMax, y );
			
			MOAIDraw::DrawLine ( v0, v1 );
		}
	}

	MOAIDraw::DrawRectOutline ( rect );
}
Пример #2
0
//----------------------------------------------------------------//
void MOAIGfxDevice::SetScissorRect ( USRect rect ) {
	
	rect.Bless ();
	USRect& current = this->mScissorRect;
	
	if (	( current.mXMin != rect.mXMin ) ||
			( current.mYMin != rect.mYMin ) ||
			( current.mXMax != rect.mXMax ) ||
			( current.mYMax != rect.mYMax )) {
		
		this->Flush ();

		USRect deviceRect = this->mFrameBuffer->WndRectToDevice ( rect );

		GLint x = ( GLint )deviceRect.mXMin;
		GLint y = ( GLint )deviceRect.mYMin;
		
		GLsizei w = ( GLsizei )( deviceRect.Width () + 0.5f );
		GLsizei h = ( GLsizei )( deviceRect.Height () + 0.5f );
		
		glScissor ( x, y, w, h );
		this->mScissorRect = rect;
	
		glEnable ( GL_SCISSOR_TEST );
	}
}
Пример #3
0
//----------------------------------------------------------------//
void MOAIDraw::DrawGrid ( USRect& rect, u32 xCells, u32 yCells ) {

	MOAILineBrush glLine;

	if ( xCells > 1 ) {
		float xStep = rect.Width () / ( float )xCells;
		for ( u32 i = 1; i < xCells; ++i ) {
			float x = rect.mXMin + (( float )i * xStep );
			USVec2D v0 ( x, rect.mYMin );
			USVec2D v1 ( x, rect.mYMax );
			
			glLine.SetVerts ( v0, v1 );
			glLine.Draw ();
		}
	}

	if ( yCells > 1 ) {
		float yStep = rect.Height () / ( float )yCells;
		for ( u32 i = 1; i < yCells; ++i ) {
			float y = rect.mYMin + (( float )i * yStep );
			USVec2D v0 ( rect.mXMin, y );
			USVec2D v1 ( rect.mXMax, y );
			
			glLine.SetVerts ( v0, v1 );
			glLine.Draw ();
		}
	}

	MOAIDraw::DrawRectOutline ( rect );
}
Пример #4
0
//----------------------------------------------------------------//
void MOAIGfxDevice::ResetState () {

	this->mTop = 0;
	this->mPrimCount = 0;

	// turn off texture
	#if USE_OPENGLES1
		glDisable ( GL_TEXTURE_2D );
	#endif
	this->mTextureUnits [ 0 ] = 0;
	
	// turn off blending
	glDisable ( GL_BLEND );
	this->mBlendEnabled = false;
	
	// disable backface culling
	glDisable ( GL_CULL_FACE );
	this->mCullFunc = 0;
	
	// disable depth test
	glDisable ( GL_DEPTH_TEST );
	this->mDepthFunc = 0;
	
	// enable depth write
	glDepthMask ( true );
	this->mDepthMask = true;
	
	// clear the vertex format
	this->SetVertexFormat ();

	// clear the shader
	this->mShader = 0;
	
	// reset the pen width
	this->mPenWidth = 1.0f;
	glLineWidth (( GLfloat )this->mPenWidth );
	
	// reset the point size
	this->mPointSize = 1.0f;
	
	// reset the scissor rect
	MOAIGfxDevice& device = MOAIGfxDevice::Get ();
	USRect scissorRect = device.GetRect ();
	glScissor (( int )scissorRect.mXMin, ( int )scissorRect.mYMin, ( int )scissorRect.Width (), ( int )scissorRect.Height ());
	
	this->mScissorRect = scissorRect;
	
	#if USE_OPENGLES1
		// fixed function reset
		if ( !this->IsProgrammable ()) {
			
			// reset the current vertex color
			glColor4f ( 1.0f, 1.0f, 1.0f, 1.0f );
			
			// reset the point size
			glPointSize (( GLfloat )this->mPointSize );
		}
	#endif
}
Пример #5
0
//----------------------------------------------------------------//
void MOAIGfxDevice::SetScissorRect ( const USRect& rect ) {
	
	USRect& current = this->mScissorRect;
	
	if (	( current.mXMin != rect.mXMin ) ||
			( current.mYMin != rect.mYMin ) ||
			( current.mXMax != rect.mXMax ) ||
			( current.mYMax != rect.mYMax )) {
	
		this->Flush ();
		glScissor (( int )rect.mXMin, ( int )rect.mYMin, ( int )rect.Width (), ( int )rect.Height ());
		this->mScissorRect = rect;
	}
}
Пример #6
0
//----------------------------------------------------------------//
void MOAIGfxDevice::SetViewport ( const USRect& viewport ) {

	// set us up the viewport
	
	GLint x = ( GLint )viewport.mXMin;
	GLint y = ( GLint )viewport.mYMin;
	
	GLsizei w = ( GLsizei )( viewport.Width () + 0.5f );
	GLsizei h = ( GLsizei )( viewport.Height () + 0.5f );
	
	glViewport ( x, y, w, h );

	this->mViewRect = viewport;
}
Пример #7
0
//----------------------------------------------------------------//
void MOAIGfxDevice::SetViewRect ( USRect rect ) {

	USRect deviceRect = rect;
	
	deviceRect = this->mFrameBuffer->WndRectToDevice ( rect );
	
	GLint x = ( GLint )deviceRect.mXMin;
	GLint y = ( GLint )deviceRect.mYMin;
	
	GLsizei w = ( GLsizei )( deviceRect.Width () + 0.5f );
	GLsizei h = ( GLsizei )( deviceRect.Height () + 0.5f );
	
	glViewport ( x, y, w, h );
	this->mViewRect = rect;
}
Пример #8
0
//----------------------------------------------------------------//
USMatrix4x4 MOAIGfxDevice::GetWndToNormMtx () const {

	USRect rect = this->mViewRect;

	float hWidth = rect.Width () * 0.5f;
	float hHeight = rect.Height () * 0.5f;

	// Inv Wnd
	USMatrix4x4 wndToNorm;
	wndToNorm.Translate ( -hWidth - rect.mXMin, -hHeight - rect.mYMin, 0.0f );
	
	USMatrix4x4 mtx;
	mtx.Scale (( 1.0f / hWidth ), -( 1.0f / hHeight ), 1.0f );
	wndToNorm.Append ( mtx );
	
	return wndToNorm;
}
Пример #9
0
//----------------------------------------------------------------//
USMatrix4x4 MOAIGfxDevice::GetNormToWndMtx () const {

	USRect rect = this->mViewRect;

	float hWidth = rect.Width () * 0.5f;
	float hHeight = rect.Height () * 0.5f;

	// Wnd
	USMatrix4x4 normToWnd;
	normToWnd.Scale ( hWidth, -hHeight, 1.0f );
	
	USMatrix4x4 mtx;
	mtx.Translate ( hWidth + rect.mXMin, hHeight + rect.mYMin, 0.0f );
	normToWnd.Append ( mtx );
	
	return normToWnd;
}
Пример #10
0
//----------------------------------------------------------------//
void MOAIGfxDevice::SetViewport ( const USRect& viewport ) {

	// set us up the viewport
	
	GLint x = ( GLint )viewport.mXMin;
	GLint y = ( GLint )viewport.mYMin;
	
	GLsizei w = ( GLsizei )( viewport.Width () + 0.5f );
	GLsizei h = ( GLsizei )( viewport.Height () + 0.5f );
	
	glViewport (
		( GLint )( x * this->mDeviceScale ),
		( GLint )( y * this->mDeviceScale ),
		( GLsizei )( w * this->mDeviceScale ),
		( GLsizei )( h * this->mDeviceScale )
	);

	this->mViewRect = viewport;
}
Пример #11
0
//----------------------------------------------------------------//
USMatrix4x4 MOAIGfxDevice::GetWorldToWndMtx ( float xScale, float yScale ) const {

	USMatrix4x4 worldToWnd;
	USMatrix4x4 mtx;

	USRect rect = this->GetViewRect ();
	
	float hWidth = rect.Width () * 0.5f;
	float hHeight = rect.Height () * 0.5f;

	// viewproj
	worldToWnd = this->GetViewProjMtx ();
	
	// wnd
	mtx.Scale ( hWidth * xScale, hHeight * yScale, 1.0f );
	worldToWnd.Append ( mtx );
		
	mtx.Translate ( hWidth + rect.mXMin, hHeight + rect.mYMin, 0.0f );
	worldToWnd.Append ( mtx );
	
	return worldToWnd;
}
Пример #12
0
//----------------------------------------------------------------//
USMatrix4x4 MOAIGfxDevice::GetWndToWorldMtx () const {

	USMatrix4x4 wndToWorld;
	USMatrix4x4 mtx;

	USRect rect = this->GetViewRect ();
	
	float hWidth = rect.Width () * 0.5f;
	float hHeight = rect.Height () * 0.5f;

	// Inv Wnd
	wndToWorld.Translate ( -hWidth - rect.mXMin, -hHeight - rect.mYMin, 0.0f );
		
	mtx.Scale (( 1.0f / hWidth ), -( 1.0f / hHeight ), 1.0f );
	wndToWorld.Append ( mtx );
	
	// inv viewproj
	mtx = this->GetViewProjMtx ();
	mtx.Inverse ();
	wndToWorld.Append ( mtx );
	
	return wndToWorld;
}
Пример #13
0
//----------------------------------------------------------------//
void MOAITextDesigner::BuildLayout ( MOAITextBox& textBox ) {
	
	if ( !textBox.mStyleMap.GetTop ()) return;
	
	this->mStr = textBox.mText;
	this->mIdx = textBox.mCurrentPageIdx;
	this->mStyleSpan = 0;
	this->mStyle = 0;
	
	int tokenIdx = this->mIdx;
	int lineIdx = this->mIdx;
	
	float width = textBox.mFrame.Width ();
	float height = textBox.mFrame.Height ();
	
	u32 lineStart = 0;
	u32 lineSize = 0;
	
	u32 tokenStart = 0;
	u32 tokenSize = 0;
	
	USRect lineRect;
	lineRect.Init ( 0.0f, 0.0f, 0.0f, 0.0f );
	
	USRect tokenRect;
	tokenRect.Init ( 0.0f, 0.0f, 0.0f, 0.0f );
	
	float tokenAscent = 0.0f;
	float lineAscent = 0.0f;

	USVec2D pen;
	pen.Init ( 0.0f, 0.0f );
	
	MOAIGlyph* glyph = 0;
	MOAIGlyph* prevGlyph = 0;
	
	textBox.mMore = true;
	
	bool more = true;
	while ( more ) {
	
		u32 c = this->NextChar ( textBox );
		
		float scale = textBox.mGlyphScale * ( this->mStyle ? this->mStyle->mScale : 1.0f );
		
		bool acceptToken = false;
		bool acceptLine = false;
		
		if ( MOAIFont::IsControl ( c )) {
		
			if ( c == '\n' ) {
				
				tokenIdx = this->mIdx - 1;
				tokenStart = textBox.mSprites.GetTop ();
				acceptToken = true;
				acceptLine = true;
				
				if ( !tokenRect.Height ()) {
					tokenRect.mYMax += this->mDeck->mHeight * scale;
				}	
			}
			else if ( c == 0 ) {
				textBox.mMore = false;
				
				tokenIdx = this->mIdx - 1;
				tokenStart = textBox.mSprites.GetTop ();
				acceptToken = true;
				acceptLine = true;
				more = false;
			}
		}
		else {
			
			glyph = this->mDeck->GetGlyph ( c );
			
			if ( !glyph ) continue;
			if ( glyph->mAdvanceX == 0.0f ) continue;
			
			// apply kerning
			if ( prevGlyph ) {
				MOAIKernVec kernVec = prevGlyph->GetKerning ( glyph->mCode );
				pen.mX += kernVec.mX * scale;
			}
			
			prevGlyph = glyph;
			
			if ( MOAIFont::IsWhitespace ( c )) {
				if ( tokenSize ) {
					acceptToken = true;
				}
			}
			else {
				
				float glyphBottom = pen.mY + ( this->mDeck->mHeight * scale );
				
				// handle new token
				if ( !tokenSize ) {
					tokenIdx = this->mIdx - 1;
					tokenStart = textBox.mSprites.GetTop ();
					tokenRect.Init ( pen.mX, pen.mY, pen.mX, glyphBottom );
					tokenAscent = this->mDeck->mAscent * scale;
				}
				
				// check for overrun
				float glyphRight = pen.mX + (( glyph->mBearingX + glyph->mWidth ) * scale );
				bool overrun = glyphRight > width;
				acceptLine = ( lineSize && overrun );
				
				if ( acceptLine || !overrun ) {
					textBox.PushSprite ( this->mIdx - 1, *glyph, *this->mStyle, pen.mX, pen.mY, scale );
					tokenRect.mXMax = glyphRight;
					tokenSize++;
				}
			}
			
			pen.mX += glyph->mAdvanceX * scale;
		}
		
		if ( acceptToken ) {
			
			lineRect.Grow ( tokenRect );
			lineSize += tokenSize;
			lineAscent = tokenAscent > lineAscent ? tokenAscent : lineAscent;
			tokenSize = 0;
		}
		
		if ( acceptLine ) {
			
			textBox.PushLine ( lineStart, lineSize, lineRect, lineAscent );
			
			// end line
			pen.mY += lineRect.Height () + textBox.mLineSpacing;
			lineRect.Init ( 0.0f, pen.mY, 0.0f, pen.mY );
			
			// next line
			lineIdx = tokenIdx;
			lineStart = tokenStart;
			lineSize = 0;
			lineAscent = 0.0f;
			
			prevGlyph = 0;
			
			if ( tokenSize ){
				
				// slide the current token (if any) back to the origin
				for ( u32 i = 0; i < tokenSize; ++i ) {
					MOAITextSprite& sprite = textBox.mSprites [ tokenStart + i ];
					sprite.mX -= tokenRect.mXMin;
					sprite.mY = pen.mY;
				}
				
				pen.mX -= tokenRect.mXMin;
				tokenRect.Init ( 0.0f, pen.mY, tokenRect.Width (), pen.mY + tokenRect.Height ());
			}
			else {
				pen.mX = 0.0f;
				tokenRect.Init ( 0.0f, pen.mY, 0.0f, pen.mY + this->mDeck->mHeight );
			}
		}
		
		// if we overrun height, then back up to the start of the current line
		if ( tokenRect.mYMax > height ) {
			textBox.mSprites.SetTop ( lineStart );
			textBox.mNextPageIdx = lineIdx;
			more = false;
		}
	}
	
	if ( textBox.mSprites.GetTop () == 0 ) {
		textBox.mMore = false;
		return;
	}
		
	float yOff = textBox.mFrame.mYMin;
	float layoutHeight = lineRect.mYMax;

	switch ( textBox.mVAlign ) {
		
		case MOAITextBox::CENTER_JUSTIFY:
			yOff = ( yOff + ( height * 0.5f )) - ( layoutHeight * 0.5f );
			
		case MOAITextBox::LEFT_JUSTIFY:
			break;

		case MOAITextBox::RIGHT_JUSTIFY:
			yOff = textBox.mFrame.mYMax - layoutHeight;
	}
	
	u32 totalLines = textBox.mLines.GetTop ();
	for ( u32 i = 0; i < totalLines; ++i ) {
		MOAITextLine& line = textBox.mLines [ i ];
		
		float xOff = textBox.mFrame.mXMin;
		float lineWidth = line.mRect.Width ();
		
		switch ( textBox.mHAlign ) {
		
			case MOAITextBox::CENTER_JUSTIFY:
				xOff = ( xOff + ( width * 0.5f )) - ( lineWidth * 0.5f );
				
			case MOAITextBox::LEFT_JUSTIFY:
				break;

			case MOAITextBox::RIGHT_JUSTIFY:
				xOff = textBox.mFrame.mXMax - lineWidth;
		}
		
		line.mRect.Offset ( xOff, yOff );
		float spriteYOff = yOff + line.mAscent;
		
		MOAIAnimCurve* curve = 0;
		if ( textBox.mCurves ) {
			curve = textBox.mCurves [ i % textBox.mCurves.Size ()];
		}
		
		for ( u32 j = 0; j < line.mSize; ++j ) {
			
			MOAITextSprite& sprite = textBox.mSprites [ line.mStart + j ];
			
			sprite.mX += xOff;
			
			if ( curve ) {
				sprite.mY += spriteYOff + curve->GetFloatValue (( sprite.mX - textBox.mFrame.mXMin ) / width );
			}
			else {
				sprite.mY += spriteYOff;
			}
		}
	}
}
Пример #14
0
//----------------------------------------------------------------//
void MOAIGfxDevice::ResetState () {

	for ( u32 i = 0; i < TOTAL_VTX_TRANSFORMS; ++i ) {
		this->mVertexTransforms [ i ].Ident ();
	}
	this->mUVTransform.Ident ();
	this->mCpuVertexTransformMtx.Ident ();
	this->mBillboardMtx.Ident ();
	
	this->mVertexMtxInput = VTX_STAGE_MODEL;
	this->mVertexMtxOutput = VTX_STAGE_MODEL;

	this->mTop = 0;
	this->mPrimCount = 0;

	// turn off texture
	#if USE_OPENGLES1
		if ( !this->IsProgrammable ()) {	
			glDisable ( GL_TEXTURE_2D );	
		}
	#endif
	this->mTextureUnits [ 0 ] = 0;
	
	// turn off blending
	glDisable ( GL_BLEND );
	this->mBlendEnabled = false;
	
	// disable backface culling
	glDisable ( GL_CULL_FACE );
	this->mCullFunc = 0;
	
	// disable depth test
	glDisable ( GL_DEPTH_TEST );
	this->mDepthFunc = 0;
	
	// enable depth write
	glDepthMask ( true );
	this->mDepthMask = true;
	
	// clear the vertex format
	this->SetVertexFormat ();

	// clear the shader
	this->mShader = 0;
	
	// reset the pen width
	this->mPenWidth = 1.0f;
	glLineWidth (( GLfloat )this->mPenWidth );
	
	// reset the point size
	this->mPointSize = 1.0f;
	
	// reset the scissor rect
	USRect scissorRect = this->mFrameBuffer->GetBufferRect ();
	glScissor (( int )scissorRect.mXMin, ( int )scissorRect.mYMin, ( int )scissorRect.Width (), ( int )scissorRect.Height ());
	
	this->mScissorRect = scissorRect;
	
	// fixed function reset
	#if USE_OPENGLES1
		if ( !this->IsProgrammable ()) {
			
			// load identity matrix
			glMatrixMode ( GL_MODELVIEW );
			glLoadIdentity ();
			
			glMatrixMode ( GL_PROJECTION );
			glLoadIdentity ();
			
			glMatrixMode ( GL_TEXTURE );
			glLoadIdentity ();
			
			// reset the current vertex color
			glColor4f ( 1.0f, 1.0f, 1.0f, 1.0f );
			
			// reset the point size
			glPointSize (( GLfloat )this->mPointSize );
		}
	#endif
}