mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-03-05 13:30:34 +00:00
extra draw gui
add the extra functions for drawing gui elements RoundedRectangle: All draw rect functions now pass through roundedRectangle which uses a shader and can draw borders, and rounds the corners Draw thick line: draws a line thicker than 1 pixel, uses a geometry shader to do this Draw Circle: Draws a circle with a border parameter.
This commit is contained in:
parent
39c2cc09fc
commit
c9d70de609
9 changed files with 654 additions and 170 deletions
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@ -34,7 +34,7 @@
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#include "gfx/gfxPrimitiveBuffer.h"
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#include "gfx/primBuilder.h"
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#include "gfx/gfxDebugEvent.h"
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#include "materials/shaderData.h"
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#include "math/mPolyhedron.impl.h"
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@ -45,7 +45,7 @@ GFXDrawUtil::GFXDrawUtil( GFXDevice * d)
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mTextAnchorColor.set(0xFF, 0xFF, 0xFF, 0xFF);
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mFontRenderBatcher = new FontRenderBatcher();
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_setupStateBlocks();
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_setupStateBlocks();
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}
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GFXDrawUtil::~GFXDrawUtil()
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@ -90,6 +90,33 @@ void GFXDrawUtil::_setupStateBlocks()
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rectFill.setZReadWrite(false);
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rectFill.setBlend(true, GFXBlendSrcAlpha, GFXBlendInvSrcAlpha);
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mRectFillSB = mDevice->createStateBlock(rectFill);
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// Find ShaderData
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ShaderData* shaderData;
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mRoundRectangleShader = Sim::findObject("RoundedRectangleGUI", shaderData) ? shaderData->getShader() : NULL;
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if (!mRoundRectangleShader)
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{
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Con::errorf("GFXDrawUtil - could not find Rounded Rectangle shader");
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}
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// Create ShaderConstBuffer and Handles
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mRoundRectangleShaderConsts = mRoundRectangleShader->allocConstBuffer();
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mCircleShader = Sim::findObject("CircularGUI", shaderData) ? shaderData->getShader() : NULL;
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if (!mCircleShader)
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{
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Con::errorf("GFXDrawUtil - could not find circle shader");
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}
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// Create ShaderConstBuffer and Handles
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mCircleShaderConsts = mCircleShader->allocConstBuffer();
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mThickLineShader = Sim::findObject("ThickLineGUI", shaderData) ? shaderData->getShader() : NULL;
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if (!mThickLineShader)
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{
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Con::errorf("GFXDrawUtil - could not find Thick line shader");
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}
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// Create ShaderConstBuffer and Handles
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mThickLineShaderConsts = mThickLineShader->allocConstBuffer();
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}
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//-----------------------------------------------------------------------------
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@ -118,13 +145,13 @@ void GFXDrawUtil::setTextAnchorColor( const ColorI &ancColor )
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//-----------------------------------------------------------------------------
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// Draw Text
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//-----------------------------------------------------------------------------
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U32 GFXDrawUtil::drawText( GFont *font, const Point2I &ptDraw, const UTF16 *in_string,
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U32 GFXDrawUtil::drawText( GFont *font, const Point2I &ptDraw, const UTF16 *in_string,
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const ColorI *colorTable, const U32 maxColorIndex, F32 rot )
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{
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return drawTextN( font, ptDraw, in_string, dStrlen(in_string), colorTable, maxColorIndex, rot );
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}
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U32 GFXDrawUtil::drawText( GFont *font, const Point2I &ptDraw, const UTF8 *in_string,
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U32 GFXDrawUtil::drawText( GFont *font, const Point2I &ptDraw, const UTF8 *in_string,
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const ColorI *colorTable, const U32 maxColorIndex, F32 rot )
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{
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return drawTextN( font, ptDraw, in_string, dStrlen(in_string), colorTable, maxColorIndex, rot );
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@ -154,7 +181,7 @@ U32 GFXDrawUtil::drawTextN( GFont *font, const Point2I &ptDraw, const UTF8 *in_s
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return drawTextN( font, ptDraw, ubuf, n, colorTable, maxColorIndex, rot );
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}
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U32 GFXDrawUtil::drawTextN( GFont *font, const Point2I &ptDraw, const UTF16 *in_string,
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U32 GFXDrawUtil::drawTextN( GFont *font, const Point2I &ptDraw, const UTF16 *in_string,
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U32 n, const ColorI *colorTable, const U32 maxColorIndex, F32 rot )
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{
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// return on zero length strings
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@ -178,11 +205,11 @@ U32 GFXDrawUtil::drawTextN( GFont *font, const Point2I &ptDraw, const UTF16 *in_
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S32 ptX = 0;
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// Queue everything for render.
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// Queue everything for render.
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mFontRenderBatcher->init(font, n);
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U32 i;
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UTF16 c;
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UTF16 c;
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for (i = 0, c = in_string[i]; i < n && in_string[i]; i++, c = in_string[i])
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{
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switch(c)
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@ -193,25 +220,25 @@ U32 GFXDrawUtil::drawTextN( GFont *font, const Point2I &ptDraw, const UTF16 *in_
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case 14:
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{
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// Color code
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if (colorTable)
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if (colorTable)
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{
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static U8 remap[15] =
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{
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static U8 remap[15] =
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{
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0x0, // 0 special null terminator
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0x0, // 1 ascii start-of-heading??
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0x1,
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0x2,
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0x3,
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0x4,
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0x5,
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0x6,
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0x1,
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0x2,
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0x3,
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0x4,
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0x5,
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0x6,
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0x0, // 8 special backspace
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0x0, // 9 special tab
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0x0, // a special \n
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0x7,
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0x7,
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0x8,
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0x0, // a special \r
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0x9
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0x9
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};
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U8 remapped = remap[c];
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@ -256,7 +283,7 @@ U32 GFXDrawUtil::drawTextN( GFont *font, const Point2I &ptDraw, const UTF16 *in_
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}
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// Tab character
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case dT('\t'):
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case dT('\t'):
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{
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if ( tabci == NULL )
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tabci = &(font->getCharInfo( dT(' ') ));
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@ -272,7 +299,7 @@ U32 GFXDrawUtil::drawTextN( GFont *font, const Point2I &ptDraw, const UTF16 *in_
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// Don't draw invalid characters.
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default:
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{
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if( !font->isValidChar( c ) )
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if( !font->isValidChar( c ) )
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continue;
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}
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}
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@ -354,7 +381,7 @@ void GFXDrawUtil::drawBitmapStretchSR( GFXTextureObject* texture, const RectF &d
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{
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// Sanity if no texture is specified.
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if(!texture)
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return;
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return;
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GFXVertexBufferHandle<GFXVertexPCT> verts(mDevice, 4, GFXBufferTypeVolatile );
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verts.lock();
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@ -369,13 +396,13 @@ void GFXDrawUtil::drawBitmapStretchSR( GFXTextureObject* texture, const RectF &d
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F32 screenTop = dstRect.point.y;
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F32 screenBottom = (dstRect.point.y + dstRect.extent.y);
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if( in_flip & GFXBitmapFlip_X )
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if( in_flip & GFXBitmapFlip_X )
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{
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F32 temp = texLeft;
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texLeft = texRight;
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texRight = temp;
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}
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if( in_flip & GFXBitmapFlip_Y )
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if( in_flip & GFXBitmapFlip_Y )
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{
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F32 temp = texTop;
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texTop = texBottom;
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@ -435,7 +462,7 @@ void GFXDrawUtil::drawBitmapStretchSR( GFXTextureObject* texture, const RectF &d
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AssertFatal(false, "No GFXDrawUtil state block defined for this filter type!");
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mDevice->setStateBlock(mBitmapStretchSB);
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break;
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}
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}
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mDevice->setTexture( 0, texture );
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mDevice->setupGenericShaders( GFXDevice::GSModColorTexture );
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@ -445,7 +472,7 @@ void GFXDrawUtil::drawBitmapStretchSR( GFXTextureObject* texture, const RectF &d
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//-----------------------------------------------------------------------------
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// Draw Rectangle
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//-----------------------------------------------------------------------------
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void GFXDrawUtil::drawRect( const Point2I &upperLeft, const Point2I &lowerRight, const ColorI &color )
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void GFXDrawUtil::drawRect( const Point2I &upperLeft, const Point2I &lowerRight, const ColorI &color )
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{
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drawRect( Point2F((F32)upperLeft.x,(F32)upperLeft.y),Point2F((F32)lowerRight.x,(F32)lowerRight.y),color);
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}
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@ -513,57 +540,94 @@ void GFXDrawUtil::drawRect( const Point2F &upperLeft, const Point2F &lowerRight,
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//-----------------------------------------------------------------------------
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// Draw Rectangle Fill
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//-----------------------------------------------------------------------------
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void GFXDrawUtil::drawRectFill( const RectF &rect, const ColorI &color )
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void GFXDrawUtil::drawRectFill(const RectF& rect, const ColorI& color, const F32& borderSize, const ColorI& borderColor)
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{
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drawRectFill(rect.point, Point2F(rect.extent.x + rect.point.x - 1, rect.extent.y + rect.point.y - 1), color );
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drawRoundedRect(0.0f, rect.point, Point2F(rect.extent.x + rect.point.x - 1, rect.extent.y + rect.point.y - 1), color, borderSize, borderColor);
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}
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void GFXDrawUtil::drawRectFill( const Point2I &upperLeft, const Point2I &lowerRight, const ColorI &color )
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{
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drawRectFill(Point2F((F32)upperLeft.x, (F32)upperLeft.y), Point2F((F32)lowerRight.x, (F32)lowerRight.y), color);
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void GFXDrawUtil::drawRectFill(const Point2I& upperLeft, const Point2I& lowerRight, const ColorI& color, const F32& borderSize, const ColorI& borderColor)
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{
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drawRoundedRect(0.0f, Point2F((F32)upperLeft.x, (F32)upperLeft.y), Point2F((F32)lowerRight.x, (F32)lowerRight.y), color, borderSize, borderColor);
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}
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void GFXDrawUtil::drawRectFill( const RectI &rect, const ColorI &color )
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void GFXDrawUtil::drawRectFill(const RectI& rect, const ColorI& color, const F32& borderSize, const ColorI& borderColor)
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{
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drawRectFill(rect.point, Point2I(rect.extent.x + rect.point.x - 1, rect.extent.y + rect.point.y - 1), color );
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drawRoundedRect(0.0f, rect.point, Point2I(rect.extent.x + rect.point.x - 1, rect.extent.y + rect.point.y - 1), color, borderSize, borderColor);
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}
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void GFXDrawUtil::drawRectFill( const Point2F &upperLeft, const Point2F &lowerRight, const ColorI &color )
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void GFXDrawUtil::drawRectFill(const Point2F& upperLeft, const Point2F& lowerRight, const ColorI& color, const F32& borderSize,const ColorI& borderColor)
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{
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// draw a rounded rect with 0 radiuse.
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drawRoundedRect(0.0f, upperLeft, lowerRight, color, borderSize, borderColor);
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}
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void GFXDrawUtil::drawRoundedRect(const F32& cornerRadius, const RectI& rect, const ColorI& color, const F32& borderSize, const ColorI& borderColor)
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{
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drawRoundedRect(cornerRadius, rect.point, Point2I(rect.extent.x + rect.point.x - 1, rect.extent.y + rect.point.y - 1), color, borderSize, borderColor);
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}
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void GFXDrawUtil::drawRoundedRect(const F32& cornerRadius, const Point2I& upperLeft, const Point2I& lowerRight, const ColorI& color, const F32& borderSize, const ColorI& borderColor)
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{
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drawRoundedRect(cornerRadius, Point2F((F32)upperLeft.x, (F32)upperLeft.y), Point2F((F32)lowerRight.x, (F32)lowerRight.y), color, borderSize, borderColor);
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}
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void GFXDrawUtil::drawRoundedRect(const F32& cornerRadius,
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const Point2F& upperLeft,
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const Point2F& lowerRight,
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const ColorI& color,
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const F32& borderSize,
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const ColorI& borderColor)
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{
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//
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// Convert Box a----------x
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// | |
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// x----------b
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// Into Quad
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// v0---------v1
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// | a x |
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// | |
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// | x b |
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// v2---------v3
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//
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// NorthWest and NorthEast facing offset vectors
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Point2F nw(-0.5,-0.5); /* \ */
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Point2F ne(0.5,-0.5); /* / */
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Point2F nw(-0.5, -0.5); /* \ */
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Point2F ne(0.5, -0.5); /* / */
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GFXVertexBufferHandle<GFXVertexPCT> verts(mDevice, 4, GFXBufferTypeVolatile);
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verts.lock();
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F32 ulOffset = 0.5f - mDevice->getFillConventionOffset();
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verts[0].point.set( upperLeft.x+nw.x + ulOffset, upperLeft.y+nw.y + ulOffset, 0.0f );
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verts[1].point.set( lowerRight.x + ne.x + ulOffset, upperLeft.y + ne.y + ulOffset, 0.0f);
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verts[2].point.set( upperLeft.x - ne.x + ulOffset, lowerRight.y - ne.y + ulOffset, 0.0f);
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verts[3].point.set( lowerRight.x - nw.x + ulOffset, lowerRight.y - nw.y + ulOffset, 0.0f);
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verts[0].point.set(upperLeft.x + nw.x + ulOffset, upperLeft.y + nw.y + ulOffset, 0.0f);
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verts[1].point.set(lowerRight.x + ne.x + ulOffset, upperLeft.y + ne.y + ulOffset, 0.0f);
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verts[2].point.set(upperLeft.x - ne.x + ulOffset, lowerRight.y - ne.y + ulOffset, 0.0f);
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verts[3].point.set(lowerRight.x - nw.x + ulOffset, lowerRight.y - nw.y + ulOffset, 0.0f);
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for (S32 i = 0; i < 4; i++)
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verts[i].color = color;
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verts.unlock();
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mDevice->setVertexBuffer(verts);
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mDevice->setStateBlock(mRectFillSB);
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mDevice->setVertexBuffer( verts );
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mDevice->setupGenericShaders();
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mDevice->drawPrimitive( GFXTriangleStrip, 0, 2 );
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Point2F topLeftCorner(upperLeft.x + nw.x + ulOffset, upperLeft.y + nw.y + ulOffset);
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Point2F bottomRightCorner(lowerRight.x - nw.x + ulOffset, lowerRight.y - nw.y + ulOffset);
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/*mDevice->setupGenericShaders();*/
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GFX->setShader(mRoundRectangleShader);
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GFX->setShaderConstBuffer(mRoundRectangleShaderConsts);
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MatrixF tempMatrix = GFX->getProjectionMatrix() * GFX->getViewMatrix() * GFX->getWorldMatrix();
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Point2F size((F32)(bottomRightCorner.x - topLeftCorner.x), (F32)(bottomRightCorner.y - topLeftCorner.y));
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F32 minExtent = mMin(size.x, size.y);
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F32 radius = cornerRadius;
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if ((minExtent * 0.5) < radius)
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{
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radius = mClampF(radius, 0.0f, (minExtent * 0.5));
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}
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mRoundRectangleShaderConsts->set(mRoundRectangleShader->getShaderConstHandle("$modelView"), tempMatrix, GFXSCT_Float4x4);
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mRoundRectangleShaderConsts->setSafe(mRoundRectangleShader->getShaderConstHandle("$radius"), radius);
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mRoundRectangleShaderConsts->setSafe(mRoundRectangleShader->getShaderConstHandle("$sizeUni"), size);
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mRoundRectangleShaderConsts->setSafe(mRoundRectangleShader->getShaderConstHandle("$borderSize"), borderSize);
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mRoundRectangleShaderConsts->setSafe(mRoundRectangleShader->getShaderConstHandle("$borderCol"), borderColor);
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Point2F rectCenter((F32)(topLeftCorner.x + (size.x / 2.0)), (F32)(topLeftCorner.y + (size.y / 2.0)));
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mRoundRectangleShaderConsts->setSafe(mRoundRectangleShader->getShaderConstHandle("$rectCenter"), rectCenter);
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mDevice->drawPrimitive(GFXTriangleStrip, 0, 2);
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}
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void GFXDrawUtil::draw2DSquare( const Point2F &screenPoint, F32 width, F32 spinAngle )
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@ -608,7 +672,73 @@ void GFXDrawUtil::draw2DSquare( const Point2F &screenPoint, F32 width, F32 spinA
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}
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//-----------------------------------------------------------------------------
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// Draw Line
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// Draw Circle : FILL
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//-----------------------------------------------------------------------------
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void GFXDrawUtil::drawCircleFill(const RectI& rect, const ColorI& color, F32 radius, const F32& borderSize, const ColorI& borderColor)
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{
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drawCircleFill(rect.point, Point2I(rect.extent.x + rect.point.x - 1, rect.extent.y + rect.point.y - 1), color, radius, borderSize, borderColor);
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}
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void GFXDrawUtil::drawCircleFill(const Point2I& upperLeft, const Point2I& lowerRight, const ColorI& color, F32 radius, const F32& borderSize, const ColorI& borderColor)
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{
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drawCircleFill(Point2F((F32)upperLeft.x, (F32)upperLeft.y), Point2F((F32)lowerRight.x, (F32)lowerRight.y), color, radius, borderSize, borderColor);
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}
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void GFXDrawUtil::drawCircleFill(const Point2F& upperLeft, const Point2F& lowerRight, const ColorI& color, F32 radius, const F32& borderSize, const ColorI& borderColor)
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{
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// NorthWest and NorthEast facing offset vectors
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Point2F nw(-0.5, -0.5); /* \ */
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Point2F ne(0.5, -0.5); /* / */
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GFXVertexBufferHandle<GFXVertexPCT> verts(mDevice, 4, GFXBufferTypeVolatile);
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verts.lock();
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F32 ulOffset = 0.5f - mDevice->getFillConventionOffset();
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verts[0].point.set(upperLeft.x + nw.x + ulOffset, upperLeft.y + nw.y + ulOffset, 0.0f);
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verts[1].point.set(lowerRight.x + ne.x + ulOffset, upperLeft.y + ne.y + ulOffset, 0.0f);
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verts[2].point.set(upperLeft.x - ne.x + ulOffset, lowerRight.y - ne.y + ulOffset, 0.0f);
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verts[3].point.set(lowerRight.x - nw.x + ulOffset, lowerRight.y - nw.y + ulOffset, 0.0f);
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for (S32 i = 0; i < 4; i++)
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verts[i].color = color;
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verts.unlock();
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mDevice->setVertexBuffer(verts);
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mDevice->setStateBlock(mRectFillSB);
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Point2F topLeftCorner(upperLeft.x + nw.x + ulOffset, upperLeft.y + nw.y + ulOffset);
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Point2F bottomRightCorner(lowerRight.x - nw.x + ulOffset, lowerRight.y - nw.y + ulOffset);
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/*mDevice->setupGenericShaders();*/
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GFX->setShader(mCircleShader);
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GFX->setShaderConstBuffer(mCircleShaderConsts);
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MatrixF tempMatrix = GFX->getProjectionMatrix() * GFX->getViewMatrix() * GFX->getWorldMatrix();
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Point2F size((F32)(bottomRightCorner.x - topLeftCorner.x), (F32)(bottomRightCorner.y - topLeftCorner.y));
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Point2F rectCenter((F32)(topLeftCorner.x + (size.x / 2.0)), (F32)(topLeftCorner.y + (size.y / 2.0)));
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mCircleShaderConsts->setSafe(mCircleShader->getShaderConstHandle("$rectCenter"), rectCenter);
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|
||||
F32 minExtent = mMin(size.x, size.y);
|
||||
F32 shaderRadius = radius;
|
||||
|
||||
if ((minExtent * 0.5) < shaderRadius)
|
||||
{
|
||||
shaderRadius = mClampF(radius, 0.0f, (minExtent * 0.5));
|
||||
}
|
||||
|
||||
mCircleShaderConsts->set(mCircleShader->getShaderConstHandle("$modelView"), tempMatrix, GFXSCT_Float4x4);
|
||||
mCircleShaderConsts->setSafe(mCircleShader->getShaderConstHandle("$radius"), shaderRadius);
|
||||
mCircleShaderConsts->setSafe(mCircleShader->getShaderConstHandle("$sizeUni"), size);
|
||||
mCircleShaderConsts->setSafe(mCircleShader->getShaderConstHandle("$borderSize"), borderSize);
|
||||
mCircleShaderConsts->setSafe(mCircleShader->getShaderConstHandle("$borderCol"), borderColor);
|
||||
|
||||
mDevice->drawPrimitive(GFXTriangleStrip, 0, 2);
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Draw Lines : Single Pixel
|
||||
//-----------------------------------------------------------------------------
|
||||
void GFXDrawUtil::drawLine( const Point3F &startPt, const Point3F &endPt, const ColorI &color )
|
||||
{
|
||||
|
|
@ -648,6 +778,55 @@ void GFXDrawUtil::drawLine( F32 x1, F32 y1, F32 z1, F32 x2, F32 y2, F32 z2, cons
|
|||
mDevice->drawPrimitive( GFXLineList, 0, 1 );
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Draw Lines : Thick
|
||||
//-----------------------------------------------------------------------------
|
||||
void GFXDrawUtil::drawThickLine(const Point2I& startPt, const Point2I& endPt, const ColorI& color, const F32& thickness)
|
||||
{
|
||||
drawThickLine(startPt.x, startPt.y, 0.0f, endPt.x, endPt.y, 0.0f, color, thickness);
|
||||
}
|
||||
|
||||
void GFXDrawUtil::drawThickLine(const Point2F& startPt, const Point2F& endPt, const ColorI& color, const F32& thickness)
|
||||
{
|
||||
drawThickLine(startPt.x, startPt.y, 0.0f, endPt.x, endPt.y, 0.0f, color, thickness);
|
||||
}
|
||||
|
||||
void GFXDrawUtil::drawThickLine(F32 x1, F32 y1, F32 z1, F32 x2, F32 y2, F32 z2, const ColorI& color, const F32& thickness)
|
||||
{
|
||||
// less than 2 just draw an ordinary line... why you ever here....
|
||||
if (thickness < 2.0f)
|
||||
{
|
||||
drawLine(x1, y1, z1, x2, y2, z2, color);
|
||||
return;
|
||||
}
|
||||
|
||||
GFXVertexBufferHandle<GFXVertexPCT> verts(mDevice, 2, GFXBufferTypeVolatile);
|
||||
verts.lock();
|
||||
|
||||
verts[0].point.set(x1, y1, z1);
|
||||
verts[1].point.set(x2, y2, z2);
|
||||
verts[0].color = color;
|
||||
verts[1].color = color;
|
||||
|
||||
verts.unlock();
|
||||
|
||||
mDevice->setVertexBuffer(verts);
|
||||
mDevice->setStateBlock(mRectFillSB);
|
||||
GFX->setShader(mThickLineShader);
|
||||
GFX->setShaderConstBuffer(mThickLineShaderConsts);
|
||||
|
||||
MatrixF tempMatrix = GFX->getProjectionMatrix() * GFX->getViewMatrix() * GFX->getWorldMatrix();
|
||||
mThickLineShaderConsts->set(mThickLineShader->getShaderConstHandle("$modelView"), tempMatrix, GFXSCT_Float4x4);
|
||||
mThickLineShaderConsts->setSafe(mThickLineShader->getShaderConstHandle("$thickness"), thickness);
|
||||
|
||||
const Point2I& resolution = GFX->getActiveRenderTarget()->getSize();
|
||||
Point2F TargetSize(1.0 / (F32)resolution.x, 1.0 / (F32)resolution.y);
|
||||
|
||||
mThickLineShaderConsts->setSafe(mThickLineShader->getShaderConstHandle("$oneOverViewport"), TargetSize);
|
||||
|
||||
mDevice->drawPrimitive(GFXLineList, 0, 1);
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// 3D World Draw Misc
|
||||
//-----------------------------------------------------------------------------
|
||||
|
|
@ -713,13 +892,13 @@ void GFXDrawUtil::drawSphere( const GFXStateBlockDesc &desc, F32 radius, const P
|
|||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
static const Point3F cubePoints[8] =
|
||||
static const Point3F cubePoints[8] =
|
||||
{
|
||||
Point3F(-1, -1, -1), Point3F(-1, -1, 1), Point3F(-1, 1, -1), Point3F(-1, 1, 1),
|
||||
Point3F( 1, -1, -1), Point3F( 1, -1, 1), Point3F( 1, 1, -1), Point3F( 1, 1, 1)
|
||||
};
|
||||
|
||||
static const U32 cubeFaces[6][4] =
|
||||
static const U32 cubeFaces[6][4] =
|
||||
{
|
||||
{ 0, 4, 6, 2 }, { 0, 2, 3, 1 }, { 0, 1, 5, 4 },
|
||||
{ 3, 2, 6, 7 }, { 7, 6, 4, 5 }, { 3, 7, 5, 1 }
|
||||
|
|
@ -812,7 +991,7 @@ void GFXDrawUtil::drawPolygon( const GFXStateBlockDesc& desc, const Point3F* poi
|
|||
for( U32 i = 0; i < numPoints; ++ i )
|
||||
xfm->mulP( verts[ i ].point );
|
||||
}
|
||||
|
||||
|
||||
if( isWireframe )
|
||||
{
|
||||
verts[ numVerts - 1 ].point = verts[ 0 ].point;
|
||||
|
|
@ -899,7 +1078,7 @@ void GFXDrawUtil::_drawSolidCube( const GFXStateBlockDesc &desc, const Point3F &
|
|||
for(S32 i = 0; i < 6; i++)
|
||||
{
|
||||
idx = cubeFaces[i][0];
|
||||
verts[vertexIndex].point = cubePoints[idx] * halfSize;
|
||||
verts[vertexIndex].point = cubePoints[idx] * halfSize;
|
||||
verts[vertexIndex].color = color;
|
||||
vertexIndex++;
|
||||
|
||||
|
|
@ -1113,10 +1292,10 @@ void GFXDrawUtil::drawObjectBox( const GFXStateBlockDesc &desc, const Point3F &s
|
|||
cubePts[i] = cubePoints[i]/2;
|
||||
}
|
||||
|
||||
// 8 corner points of the box
|
||||
// 8 corner points of the box
|
||||
for ( U32 i = 0; i < 8; i++ )
|
||||
{
|
||||
//const Point3F &start = cubePoints[i];
|
||||
//const Point3F &start = cubePoints[i];
|
||||
|
||||
// 3 lines per corner point
|
||||
for ( U32 j = 0; j < 3; j++ )
|
||||
|
|
@ -1128,7 +1307,7 @@ void GFXDrawUtil::drawObjectBox( const GFXStateBlockDesc &desc, const Point3F &s
|
|||
scaledObjMat.mulP(start);
|
||||
PrimBuild::vertex3fv(start);
|
||||
scaledObjMat.mulP(end);
|
||||
PrimBuild::vertex3fv(end);
|
||||
PrimBuild::vertex3fv(end);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -1164,10 +1343,10 @@ void GFXDrawUtil::drawCapsule( const GFXStateBlockDesc &desc, const Point3F &cen
|
|||
}
|
||||
|
||||
void GFXDrawUtil::_drawSolidCapsule( const GFXStateBlockDesc &desc, const Point3F ¢er, F32 radius, F32 height, const ColorI &color, const MatrixF *xfm )
|
||||
{
|
||||
{
|
||||
MatrixF mat;
|
||||
if ( xfm )
|
||||
mat = *xfm;
|
||||
mat = *xfm;
|
||||
else
|
||||
mat = MatrixF::Identity;
|
||||
|
||||
|
|
@ -1176,7 +1355,7 @@ void GFXDrawUtil::_drawSolidCapsule( const GFXStateBlockDesc &desc, const Point3
|
|||
verts.lock();
|
||||
for (S32 i=0; i<numPoints + 1; i++)
|
||||
{
|
||||
S32 imod = i % numPoints;
|
||||
S32 imod = i % numPoints;
|
||||
verts[2 * i].point = Point3F( circlePoints[imod].x * radius, circlePoints[imod].y * radius, height/2 );
|
||||
verts[2 * i].color = color;
|
||||
verts[2 * i + 1].point = Point3F( circlePoints[imod].x * radius, circlePoints[imod].y * radius, -height/2 );
|
||||
|
|
@ -1208,7 +1387,7 @@ void GFXDrawUtil::_drawSolidCapsule( const GFXStateBlockDesc &desc, const Point3
|
|||
if ( xfm )
|
||||
sphereMat = *xfm;
|
||||
else
|
||||
sphereMat = MatrixF::Identity;
|
||||
sphereMat = MatrixF::Identity;
|
||||
|
||||
sphereCenter.set( 0, 0, 0.5f * height );
|
||||
mat.mulV( sphereCenter );
|
||||
|
|
@ -1284,12 +1463,12 @@ void GFXDrawUtil::_drawWireCapsule( const GFXStateBlockDesc &desc, const Point3F
|
|||
}
|
||||
|
||||
void GFXDrawUtil::drawCone( const GFXStateBlockDesc &desc, const Point3F &basePnt, const Point3F &tipPnt, F32 baseRadius, const ColorI &color )
|
||||
{
|
||||
{
|
||||
VectorF uvec = tipPnt - basePnt;
|
||||
F32 height = uvec.len();
|
||||
uvec.normalize();
|
||||
MatrixF mat( true );
|
||||
MathUtils::getMatrixFromUpVector( uvec, &mat );
|
||||
MathUtils::getMatrixFromUpVector( uvec, &mat );
|
||||
mat.setPosition(basePnt);
|
||||
|
||||
Point3F scale( baseRadius, baseRadius, height );
|
||||
|
|
@ -1359,7 +1538,7 @@ void GFXDrawUtil::drawCylinder( const GFXStateBlockDesc &desc, const Point3F &ba
|
|||
F32 height = uvec.len();
|
||||
uvec.normalize();
|
||||
MatrixF mat( true );
|
||||
MathUtils::getMatrixFromUpVector( uvec, &mat );
|
||||
MathUtils::getMatrixFromUpVector( uvec, &mat );
|
||||
mat.setPosition(basePnt);
|
||||
|
||||
Point3F scale( radius, radius, height * 2 );
|
||||
|
|
@ -1425,14 +1604,14 @@ void GFXDrawUtil::drawCylinder( const GFXStateBlockDesc &desc, const Point3F &ba
|
|||
}
|
||||
|
||||
void GFXDrawUtil::drawArrow( const GFXStateBlockDesc &desc, const Point3F &start, const Point3F &end, const ColorI &color, F32 baseRad )
|
||||
{
|
||||
{
|
||||
GFXTransformSaver saver;
|
||||
|
||||
// Direction and length of the arrow.
|
||||
VectorF dir = end - start;
|
||||
F32 len = dir.len();
|
||||
dir.normalize();
|
||||
len *= 0.2f;
|
||||
dir.normalize();
|
||||
len *= 0.2f;
|
||||
|
||||
// Base of the cone will be a distance back from the end of the arrow
|
||||
// proportional to the total distance of the arrow... 0.3f looks about right.
|
||||
|
|
@ -1464,11 +1643,11 @@ void GFXDrawUtil::drawFrustum( const Frustum &f, const ColorI &color )
|
|||
|
||||
// Draw near and far planes.
|
||||
for (U32 offset = 0; offset < 8; offset+=4)
|
||||
{
|
||||
{
|
||||
drawLine(points[offset+0], points[offset+1], color);
|
||||
drawLine(points[offset+2], points[offset+3], color);
|
||||
drawLine(points[offset+0], points[offset+2], color);
|
||||
drawLine(points[offset+1], points[offset+3], color);
|
||||
drawLine(points[offset+1], points[offset+3], color);
|
||||
}
|
||||
|
||||
// connect the near and far planes
|
||||
|
|
@ -1512,13 +1691,13 @@ void GFXDrawUtil::drawPlaneGrid( const GFXStateBlockDesc &desc, const Point3F &p
|
|||
U32 vSteps = 0;
|
||||
if( step.y > 0 )
|
||||
vSteps = size.y / step.y + 0.5 + 1;
|
||||
|
||||
|
||||
if( uSteps <= 1 || vSteps <= 1 )
|
||||
return;
|
||||
|
||||
|
||||
const U32 numVertices = uSteps * 2 + vSteps * 2;
|
||||
const U32 numLines = uSteps + vSteps;
|
||||
|
||||
|
||||
Point3F origin;
|
||||
switch( plane )
|
||||
{
|
||||
|
|
@ -1552,14 +1731,14 @@ void GFXDrawUtil::drawPlaneGrid( const GFXStateBlockDesc &desc, const Point3F &p
|
|||
verts[vertCount].point = Point3F( start + step.x * i, origin.y + size.y, origin.z );
|
||||
else
|
||||
verts[vertCount].point = Point3F( start + step.x * i, origin.y, origin.z + size.y );
|
||||
|
||||
|
||||
verts[vertCount].color = color;
|
||||
++vertCount;
|
||||
}
|
||||
}
|
||||
|
||||
if( plane == PlaneXY || plane == PlaneYZ )
|
||||
{
|
||||
{
|
||||
U32 num;
|
||||
F32 stp;
|
||||
if( plane == PlaneXY )
|
||||
|
|
@ -1574,7 +1753,7 @@ void GFXDrawUtil::drawPlaneGrid( const GFXStateBlockDesc &desc, const Point3F &p
|
|||
}
|
||||
|
||||
F32 start = mFloor( origin.y / stp + 0.5f ) * stp;
|
||||
|
||||
|
||||
for ( U32 i = 0; i < num; i++ )
|
||||
{
|
||||
verts[vertCount].point = Point3F( origin.x, start + stp * i, origin.z );
|
||||
|
|
@ -1585,7 +1764,7 @@ void GFXDrawUtil::drawPlaneGrid( const GFXStateBlockDesc &desc, const Point3F &p
|
|||
verts[vertCount].point = Point3F( origin.x + size.x, start + stp * i, origin.z );
|
||||
else
|
||||
verts[vertCount].point = Point3F( origin.x, start + stp * i, origin.z + size.x );
|
||||
|
||||
|
||||
verts[vertCount].color = color;
|
||||
++vertCount;
|
||||
}
|
||||
|
|
@ -1604,7 +1783,7 @@ void GFXDrawUtil::drawPlaneGrid( const GFXStateBlockDesc &desc, const Point3F &p
|
|||
verts[vertCount].point = Point3F( origin.x + size.x, origin.y, start + step.y * i );
|
||||
else
|
||||
verts[vertCount].point = Point3F( origin.x, origin.y + size.x, start + step.y * i );
|
||||
|
||||
|
||||
verts[vertCount].color = color;
|
||||
++vertCount;
|
||||
}
|
||||
|
|
@ -1629,7 +1808,7 @@ void GFXDrawUtil::drawTransform( const GFXStateBlockDesc &desc, const MatrixF &m
|
|||
GFXVertexBufferHandle<GFXVertexPCT> verts( mDevice, 6, GFXBufferTypeVolatile );
|
||||
verts.lock();
|
||||
|
||||
const static ColorI defColors[3] =
|
||||
const static ColorI defColors[3] =
|
||||
{
|
||||
ColorI::RED,
|
||||
ColorI::GREEN,
|
||||
|
|
@ -1655,7 +1834,7 @@ void GFXDrawUtil::drawTransform( const GFXStateBlockDesc &desc, const MatrixF &m
|
|||
{
|
||||
verts[1].point *= *scale;
|
||||
verts[3].point *= *scale;
|
||||
verts[5].point *= *scale;
|
||||
verts[5].point *= *scale;
|
||||
}
|
||||
|
||||
verts.unlock();
|
||||
|
|
|
|||
|
|
@ -46,22 +46,36 @@ public:
|
|||
~GFXDrawUtil();
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Draw Rectangles
|
||||
// Draw Rectangles : OUTLINE
|
||||
//-----------------------------------------------------------------------------
|
||||
void drawRect( const Point2F &upperLeft, const Point2F &lowerRight, const ColorI &color );
|
||||
void drawRect( const RectF &rect, const ColorI &color );
|
||||
void drawRect( const Point2I &upperLeft, const Point2I &lowerRight, const ColorI &color );
|
||||
void drawRect( const RectI &rect, const ColorI &color );
|
||||
|
||||
void drawRectFill( const Point2F &upperL, const Point2F &lowerR, const ColorI &color );
|
||||
void drawRectFill( const RectF &rect, const ColorI &color );
|
||||
void drawRectFill( const Point2I &upperLeft, const Point2I &lowerRight, const ColorI &color );
|
||||
void drawRectFill( const RectI &rect, const ColorI &color );
|
||||
|
||||
void draw2DSquare( const Point2F &screenPoint, F32 width, F32 spinAngle = 0.0f );
|
||||
void drawRect(const Point2F& upperLeft, const Point2F& lowerRight, const ColorI& color);
|
||||
void drawRect(const RectF& rect, const ColorI& color);
|
||||
void drawRect(const Point2I& upperLeft, const Point2I& lowerRight, const ColorI& color);
|
||||
void drawRect(const RectI& rect, const ColorI& color);
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Draw Lines
|
||||
// Draw Rectangles : FILL
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
void drawRectFill(const Point2F& upperL, const Point2F& lowerR, const ColorI& color, const F32& borderSize = 0.0f, const ColorI& borderColor = ColorI(0, 0, 0, 0));
|
||||
void drawRectFill(const RectF& rect, const ColorI& color, const F32& borderSize = 0.0f, const ColorI& borderColor = ColorI(0, 0, 0, 0));
|
||||
void drawRectFill(const Point2I& upperLeft, const Point2I& lowerRight, const ColorI& color, const F32& borderSize = 0.0f, const ColorI& borderColor = ColorI(0, 0, 0, 0));
|
||||
void drawRectFill(const RectI& rect, const ColorI& color, const F32& borderSize = 0.0f, const ColorI& borderColor = ColorI(0, 0, 0, 0));
|
||||
void drawRoundedRect(const F32& cornerRadius, const RectI& rect, const ColorI& color, const F32& borderSize = 0.0f, const ColorI& borderColor = ColorI(0, 0, 0, 0));
|
||||
void drawRoundedRect(const F32& cornerRadius, const Point2I& upperLeft, const Point2I& lowerRight, const ColorI& color, const F32& borderSize = 0.0f, const ColorI& borderColor = ColorI(0, 0, 0, 0));
|
||||
void drawRoundedRect(const F32& cornerRadius, const Point2F& upperLeft, const Point2F& lowerRight, const ColorI& color, const F32& borderSize = 0.0f, const ColorI& borderColor = ColorI(0, 0, 0, 0));
|
||||
|
||||
void draw2DSquare(const Point2F& screenPoint, F32 width, F32 spinAngle = 0.0f);
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Draw Circle : FILL
|
||||
//-----------------------------------------------------------------------------
|
||||
void drawCircleFill(const RectI& rect, const ColorI& color, F32 radius, const F32& borderSize = 0.0f, const ColorI& borderColor = ColorI(0, 0, 0, 0));
|
||||
void drawCircleFill(const Point2I& upperLeft, const Point2I& lowerRight, const ColorI& color, F32 radius, const F32& borderSize = 0.0f, const ColorI& borderColor = ColorI(0, 0, 0, 0));
|
||||
void drawCircleFill(const Point2F& upperLeft, const Point2F& lowerRight, const ColorI& color, F32 radius, const F32& borderSize = 0.0f, const ColorI& borderColor = ColorI(0, 0, 0, 0));
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Draw Lines : Single Pixel
|
||||
//-----------------------------------------------------------------------------
|
||||
void drawLine( const Point3F &startPt, const Point3F &endPt, const ColorI &color );
|
||||
void drawLine( const Point2F &startPt, const Point2F &endPt, const ColorI &color );
|
||||
|
|
@ -69,6 +83,13 @@ public:
|
|||
void drawLine( F32 x1, F32 y1, F32 x2, F32 y2, const ColorI &color );
|
||||
void drawLine( F32 x1, F32 y1, F32 z1, F32 x2, F32 y2, F32 z2, const ColorI &color );
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Draw Lines : Thick
|
||||
//-----------------------------------------------------------------------------
|
||||
void drawThickLine(const Point2I& startPt, const Point2I& endPt, const ColorI& color, const F32& thickness);
|
||||
void drawThickLine(const Point2F& startPt, const Point2F& endPt, const ColorI& color, const F32& thickness);
|
||||
void drawThickLine(F32 x1, F32 y1, F32 z1, F32 x2, F32 y2, F32 z2, const ColorI& color, const F32& thickness);
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Draw Text
|
||||
//-----------------------------------------------------------------------------
|
||||
|
|
@ -92,7 +113,7 @@ public:
|
|||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Draw Bitmaps
|
||||
//-----------------------------------------------------------------------------
|
||||
//-----------------------------------------------------------------------------
|
||||
void drawBitmap( GFXTextureObject*texture, const Point2F &in_rAt, const GFXBitmapFlip in_flip = GFXBitmapFlip_None, const GFXTextureFilterType filter = GFXTextureFilterPoint , bool in_wrap = true, F32 angle = 0.0f);
|
||||
void drawBitmapSR( GFXTextureObject*texture, const Point2F &in_rAt, const RectF &srcRect, const GFXBitmapFlip in_flip = GFXBitmapFlip_None, const GFXTextureFilterType filter = GFXTextureFilterPoint , bool in_wrap = true, F32 angle = 0.0f);
|
||||
void drawBitmapStretch( GFXTextureObject*texture, const RectF &dstRect, const GFXBitmapFlip in_flip = GFXBitmapFlip_None, const GFXTextureFilterType filter = GFXTextureFilterPoint , bool in_wrap = true, F32 angle = 0.0f);
|
||||
|
|
@ -108,15 +129,15 @@ public:
|
|||
//-----------------------------------------------------------------------------
|
||||
void drawTriangle( const GFXStateBlockDesc &desc, const Point3F &p0, const Point3F &p1, const Point3F &p2, const ColorI &color, const MatrixF *xfm = NULL );
|
||||
void drawPolygon( const GFXStateBlockDesc& desc, const Point3F* points, U32 numPoints, const ColorI& color, const MatrixF* xfm = NULL );
|
||||
void drawCube( const GFXStateBlockDesc &desc, const Point3F &size, const Point3F &pos, const ColorI &color, const MatrixF *xfm = NULL );
|
||||
void drawCube( const GFXStateBlockDesc &desc, const Box3F &box, const ColorI &color, const MatrixF *xfm = NULL );
|
||||
void drawObjectBox( const GFXStateBlockDesc &desc, const Point3F &size, const Point3F &pos, const MatrixF &objMat, const ColorI &color );
|
||||
void drawSphere( const GFXStateBlockDesc &desc, F32 radius, const Point3F &pos, const ColorI &color, bool drawTop = true, bool drawBottom = true, const MatrixF *xfm = NULL );
|
||||
void drawCube( const GFXStateBlockDesc &desc, const Point3F &size, const Point3F &pos, const ColorI &color, const MatrixF *xfm = NULL );
|
||||
void drawCube( const GFXStateBlockDesc &desc, const Box3F &box, const ColorI &color, const MatrixF *xfm = NULL );
|
||||
void drawObjectBox( const GFXStateBlockDesc &desc, const Point3F &size, const Point3F &pos, const MatrixF &objMat, const ColorI &color );
|
||||
void drawSphere( const GFXStateBlockDesc &desc, F32 radius, const Point3F &pos, const ColorI &color, bool drawTop = true, bool drawBottom = true, const MatrixF *xfm = NULL );
|
||||
void drawCapsule( const GFXStateBlockDesc &desc, const Point3F ¢er, F32 radius, F32 height, const ColorI &color, const MatrixF *xfm = NULL );
|
||||
void drawCone( const GFXStateBlockDesc &desc, const Point3F &basePnt, const Point3F &tipPnt, F32 baseRadius, const ColorI &color );
|
||||
void drawCylinder( const GFXStateBlockDesc &desc, const Point3F &basePnt, const Point3F &tipPnt, F32 baseRadius, const ColorI &color );
|
||||
void drawCone( const GFXStateBlockDesc &desc, const Point3F &basePnt, const Point3F &tipPnt, F32 baseRadius, const ColorI &color );
|
||||
void drawCylinder( const GFXStateBlockDesc &desc, const Point3F &basePnt, const Point3F &tipPnt, F32 baseRadius, const ColorI &color );
|
||||
void drawArrow( const GFXStateBlockDesc &desc, const Point3F &start, const Point3F &end, const ColorI &color, F32 baseRad = 0.0f);
|
||||
void drawFrustum( const Frustum& f, const ColorI &color );
|
||||
void drawFrustum( const Frustum& f, const ColorI &color );
|
||||
|
||||
/// Draw a solid or wireframe (depending on fill mode of @a desc) polyhedron with the given color.
|
||||
///
|
||||
|
|
@ -128,7 +149,7 @@ public:
|
|||
|
||||
/// Draws a solid XY plane centered on the point with the specified dimensions.
|
||||
void drawSolidPlane( const GFXStateBlockDesc &desc, const Point3F &pos, const Point2F &size, const ColorI &color );
|
||||
|
||||
|
||||
enum Plane
|
||||
{
|
||||
PlaneXY,
|
||||
|
|
@ -142,7 +163,7 @@ public:
|
|||
/// Draws axis lines representing the passed matrix.
|
||||
/// If scale is NULL axes will be drawn the length they exist within the MatrixF.
|
||||
/// If colors is NULL the default colors are RED, GREEEN, BLUE ( x, y, z ).
|
||||
void drawTransform( const GFXStateBlockDesc &desc, const MatrixF &mat, const Point3F *scale = NULL, const ColorI colors[3] = NULL );
|
||||
void drawTransform( const GFXStateBlockDesc &desc, const MatrixF &mat, const Point3F *scale = NULL, const ColorI colors[3] = NULL );
|
||||
|
||||
protected:
|
||||
|
||||
|
|
@ -174,8 +195,21 @@ protected:
|
|||
GFXStateBlockRef mBitmapStretchWrapSB;
|
||||
GFXStateBlockRef mBitmapStretchWrapLinearSB;
|
||||
GFXStateBlockRef mRectFillSB;
|
||||
|
||||
|
||||
FontRenderBatcher* mFontRenderBatcher;
|
||||
|
||||
// Expanded shaders
|
||||
// rounded rectangle.
|
||||
GFXShaderRef mRoundRectangleShader;
|
||||
GFXShaderConstBufferRef mRoundRectangleShaderConsts;
|
||||
|
||||
// thick line.
|
||||
GFXShaderRef mCircleShader;
|
||||
GFXShaderConstBufferRef mCircleShaderConsts;
|
||||
|
||||
// thick line.
|
||||
GFXShaderRef mThickLineShader;
|
||||
GFXShaderConstBufferRef mThickLineShaderConsts;
|
||||
};
|
||||
|
||||
#endif // _GFX_GFXDRAWER_H_
|
||||
|
|
|
|||
|
|
@ -134,45 +134,6 @@ void GuiShaderEditor::onPreRender()
|
|||
setUpdate();
|
||||
}
|
||||
|
||||
void GuiShaderEditor::drawThickLine(const Point2I& pt1, const Point2I& pt2, U32 thickness, ColorI col1, ColorI col2)
|
||||
{
|
||||
Point2F dir = Point2F(pt2.x - pt1.x, pt2.y - pt1.y);
|
||||
if (dir == Point2F::Zero)
|
||||
return;
|
||||
|
||||
Point2F unitDir = dir / mSqrt(dir.x * dir.x + dir.y * dir.y);
|
||||
Point2F unitPerp(-unitDir.y, unitDir.x);
|
||||
Point2F offset = (thickness / 2.0f) * unitPerp;
|
||||
|
||||
GFX->setStateBlock(mDefaultGuiSB);
|
||||
|
||||
Point2F lT = Point2F(pt1.x, pt1.y) + offset;
|
||||
Point2F lB = Point2F(pt1.x, pt1.y) - offset;
|
||||
Point2F rT = Point2F(pt2.x, pt2.y) + offset;
|
||||
Point2F rB = Point2F(pt2.x, pt2.y) - offset;
|
||||
|
||||
|
||||
PrimBuild::begin(GFXTriangleStrip, 4);
|
||||
|
||||
// top left.
|
||||
PrimBuild::color(col1);
|
||||
PrimBuild::vertex2f(lT.x, lT.y);
|
||||
|
||||
// bottom left.
|
||||
PrimBuild::color(col1);
|
||||
PrimBuild::vertex2f(lB.x, lB.y);
|
||||
|
||||
// top right.
|
||||
PrimBuild::color(col2);
|
||||
PrimBuild::vertex2f(rT.x, rT.y);
|
||||
|
||||
// bottom right.
|
||||
PrimBuild::color(col2);
|
||||
PrimBuild::vertex2f(rB.x, rB.y);
|
||||
|
||||
PrimBuild::end();
|
||||
}
|
||||
|
||||
void GuiShaderEditor::renderNodes(Point2I offset, const RectI& updateRect)
|
||||
{
|
||||
// Save the current clip rect
|
||||
|
|
@ -224,17 +185,14 @@ void GuiShaderEditor::renderNodes(Point2I offset, const RectI& updateRect)
|
|||
if (node->mSelected)
|
||||
border = mProfile->mBorderColorSEL;
|
||||
|
||||
RectI socketRect(pos, Point2I(mNodeSize, mNodeSize));
|
||||
drawer->drawRect(socketRect, border);
|
||||
socketRect.inset(1, 1);
|
||||
|
||||
ColorI fill = mProfile->mFillColor;
|
||||
if (hasConnection(input))
|
||||
{
|
||||
fill = ColorI::WHITE;
|
||||
}
|
||||
|
||||
drawer->drawRectFill(socketRect, fill);
|
||||
RectI socketRect(pos, Point2I(mNodeSize, mNodeSize));
|
||||
drawer->drawCircleFill(socketRect, fill, mNodeSize / 2, 2.0f, border);
|
||||
}
|
||||
|
||||
for (NodeOutput* output : node->mOutputNodes)
|
||||
|
|
@ -246,9 +204,8 @@ void GuiShaderEditor::renderNodes(Point2I offset, const RectI& updateRect)
|
|||
if (node->mSelected)
|
||||
border = mProfile->mBorderColorSEL;
|
||||
|
||||
RectI socketRect(pos, Point2I(mNodeSize, mNodeSize));
|
||||
drawer->drawRect(socketRect, border);
|
||||
socketRect.inset(1, 1);
|
||||
if(node->mSelected)
|
||||
border = mProfile->mBorderColorSEL;
|
||||
|
||||
ColorI fill = mProfile->mFillColor;
|
||||
if (hasConnection(output))
|
||||
|
|
@ -256,7 +213,8 @@ void GuiShaderEditor::renderNodes(Point2I offset, const RectI& updateRect)
|
|||
fill = ColorI::WHITE;
|
||||
}
|
||||
|
||||
drawer->drawRectFill(socketRect, fill);
|
||||
RectI socketRect(pos, Point2I(mNodeSize, mNodeSize));
|
||||
drawer->drawCircleFill(socketRect, fill, mNodeSize / 2, 2.0f, border);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -292,7 +250,7 @@ void GuiShaderEditor::renderConnections(Point2I offset, const RectI& updateRect)
|
|||
start += Point2I(mNodeSize / 2, mNodeSize / 2);
|
||||
end += Point2I(mNodeSize / 2, mNodeSize / 2);
|
||||
|
||||
drawThickLine(start, end, mNodeSize/3);
|
||||
drawer->drawThickLine(start, end,ColorI(255,255,255,255), (F32)mNodeSize/3);
|
||||
}
|
||||
|
||||
// Restore the clip rect to what it was at the start
|
||||
|
|
@ -328,11 +286,12 @@ void GuiShaderEditor::onRender(Point2I offset, const RectI& updateRect)
|
|||
|
||||
RectI sockActive(start, Point2I(mNodeSize, mNodeSize));
|
||||
start += Point2I(mNodeSize / 2, mNodeSize / 2);
|
||||
drawThickLine(start, mLastMousePos + offset, mNodeSize/3);
|
||||
|
||||
drawer->drawThickLine(start, mLastMousePos + offset, ColorI(255, 255, 255, 255), (F32)mNodeSize / 3);
|
||||
|
||||
// draw socket overlay over the top of the line.
|
||||
sockActive.inset(1, 1);
|
||||
drawer->drawRectFill(sockActive, ColorI(255, 255, 255));
|
||||
drawer->drawCircleFill(sockActive, ColorI(255, 255, 255), mNodeSize / 2);
|
||||
}
|
||||
}
|
||||
// Draw selection rectangle last so it is rendered on top.
|
||||
|
|
|
|||
|
|
@ -108,7 +108,13 @@ void GuiShaderNode::renderNode(Point2I offset, const RectI& updateRect, const S3
|
|||
RectI winRect;
|
||||
winRect.point = offset;
|
||||
winRect.extent = getExtent();
|
||||
drawer->drawRectFill(winRect, mProfile->mFillColor);
|
||||
|
||||
ColorI border = mProfile->mBorderColor;
|
||||
|
||||
if (mSelected)
|
||||
border = mProfile->mBorderColorSEL;
|
||||
|
||||
drawer->drawRoundedRect(15.0f, winRect, mProfile->mFillColor, 3.0f, border);
|
||||
|
||||
// draw header
|
||||
ColorI header(50, 50, 50, 128);
|
||||
|
|
@ -148,7 +154,7 @@ void GuiShaderNode::renderNode(Point2I offset, const RectI& updateRect, const S3
|
|||
U32 headerSize = 30;
|
||||
headRect.point = offset;
|
||||
headRect.extent = Point2I(getExtent().x, headerSize);
|
||||
drawer->drawRectFill(headRect, header);
|
||||
drawer->drawRoundedRect(15.0f, headRect, header);
|
||||
|
||||
// draw header text.
|
||||
U32 strWidth = mProfile->mFont->getStrWidth(mTitle.c_str());
|
||||
|
|
@ -157,14 +163,6 @@ void GuiShaderNode::renderNode(Point2I offset, const RectI& updateRect, const S3
|
|||
drawer->drawText(mProfile->mFont, headerPos + offset, mTitle);
|
||||
drawer->clearBitmapModulation();
|
||||
|
||||
ColorI border = mProfile->mBorderColor;
|
||||
|
||||
if (mSelected)
|
||||
border = mProfile->mBorderColorSEL;
|
||||
|
||||
drawer->drawRect(winRect, border);
|
||||
|
||||
|
||||
if (mInputNodes.size() > 0 || mOutputNodes.size() > 0)
|
||||
{
|
||||
U32 textPadX = nodeSize, textPadY = mProfile->mFont->getFontSize() + (nodeSize / 2);
|
||||
|
|
@ -175,7 +173,7 @@ void GuiShaderNode::renderNode(Point2I offset, const RectI& updateRect, const S3
|
|||
drawer->drawText(mProfile->mFont, slotPos + offset, input->name);
|
||||
|
||||
if (input->pos == Point2I::Zero || mPrevNodeSize != nodeSize)
|
||||
input->pos = Point2I(-(nodeSize / 2), slotPos.y + ((mProfile->mFont->getFontSize() / 2) - (nodeSize / 2)));
|
||||
input->pos = Point2I(-(nodeSize / 2) + 1, slotPos.y + ((mProfile->mFont->getFontSize() / 2) - (nodeSize / 2)));
|
||||
|
||||
slotPos.y += textPadY;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -149,4 +149,32 @@ singleton ShaderData( CubemapSaveShader )
|
|||
samplerNames[0] = "$cubemapTex";
|
||||
|
||||
pixVersion = 3.0;
|
||||
};
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// GUI shaders
|
||||
//-----------------------------------------------------------------------------
|
||||
singleton ShaderData( RoundedRectangleGUI )
|
||||
{
|
||||
DXVertexShaderFile = $Core::CommonShaderPath @ "/fixedFunction/colorV.hlsl";
|
||||
DXPixelShaderFile = $Core::CommonShaderPath @ "/fixedFunction/roundedRectangleP.hlsl";
|
||||
|
||||
pixVersion = 3.0;
|
||||
};
|
||||
|
||||
singleton ShaderData( CircularGUI )
|
||||
{
|
||||
DXVertexShaderFile = $Core::CommonShaderPath @ "/fixedFunction/colorV.hlsl";
|
||||
DXPixelShaderFile = $Core::CommonShaderPath @ "/fixedFunction/circleP.hlsl";
|
||||
|
||||
pixVersion = 3.0;
|
||||
};
|
||||
|
||||
singleton ShaderData( ThickLineGUI )
|
||||
{
|
||||
DXVertexShaderFile = $Core::CommonShaderPath @ "/fixedFunction/colorV.hlsl";
|
||||
DXGeometryShaderFile = $Core::CommonShaderPath @ "/fixedFunction/thickLineG.hlsl";
|
||||
DXPixelShaderFile = $Core::CommonShaderPath @ "/fixedFunction/thickLineP.hlsl";
|
||||
|
||||
pixVersion = 3.0;
|
||||
};
|
||||
|
|
@ -0,0 +1,66 @@
|
|||
//-----------------------------------------------------------------------------
|
||||
// Copyright (c) 2012 GarageGames, LLC
|
||||
//
|
||||
// Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
// of this software and associated documentation files (the "Software"), to
|
||||
// deal in the Software without restriction, including without limitation the
|
||||
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
|
||||
// sell copies of the Software, and to permit persons to whom the Software is
|
||||
// furnished to do so, subject to the following conditions:
|
||||
//
|
||||
// The above copyright notice and this permission notice shall be included in
|
||||
// all copies or substantial portions of the Software.
|
||||
//
|
||||
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
|
||||
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
|
||||
// IN THE SOFTWARE.
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
#include "../shaderModel.hlsl"
|
||||
|
||||
struct Conn
|
||||
{
|
||||
float4 HPOS : TORQUE_POSITION;
|
||||
float4 color : COLOR;
|
||||
};
|
||||
|
||||
uniform float2 sizeUni;
|
||||
uniform float radius;
|
||||
uniform float2 rectCenter;
|
||||
uniform float borderSize;
|
||||
uniform float4 borderCol;
|
||||
|
||||
float circle(float2 p, float radius)
|
||||
{
|
||||
float dist = length(p - float2(0.5,0.5));
|
||||
return 1.0 - smoothstep(radius - (radius*0.01),
|
||||
radius + (radius*0.01),
|
||||
dot(dist,dist) * 4.0);
|
||||
}
|
||||
|
||||
float4 main(Conn IN) : TORQUE_TARGET0
|
||||
{
|
||||
float distance = length(IN.HPOS.xy - rectCenter);
|
||||
if(distance > radius)
|
||||
{
|
||||
discard;
|
||||
}
|
||||
|
||||
if(distance < radius)
|
||||
{
|
||||
if(distance < (radius - borderSize))
|
||||
{
|
||||
return IN.color;
|
||||
}
|
||||
else
|
||||
{
|
||||
return borderCol;
|
||||
}
|
||||
}
|
||||
|
||||
return IN.color;
|
||||
}
|
||||
|
|
@ -0,0 +1,109 @@
|
|||
//-----------------------------------------------------------------------------
|
||||
// Copyright (c) 2012 GarageGames, LLC
|
||||
//
|
||||
// Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
// of this software and associated documentation files (the "Software"), to
|
||||
// deal in the Software without restriction, including without limitation the
|
||||
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
|
||||
// sell copies of the Software, and to permit persons to whom the Software is
|
||||
// furnished to do so, subject to the following conditions:
|
||||
//
|
||||
// The above copyright notice and this permission notice shall be included in
|
||||
// all copies or substantial portions of the Software.
|
||||
//
|
||||
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
|
||||
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
|
||||
// IN THE SOFTWARE.
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
#include "../shaderModel.hlsl"
|
||||
|
||||
struct Conn
|
||||
{
|
||||
float4 HPOS : TORQUE_POSITION;
|
||||
float4 color : COLOR;
|
||||
};
|
||||
|
||||
uniform float2 sizeUni;
|
||||
uniform float2 rectCenter;
|
||||
uniform float radius;
|
||||
uniform float borderSize;
|
||||
uniform float4 borderCol;
|
||||
|
||||
float RoundedRectSDF(float2 p, float2 size, float radius)
|
||||
{
|
||||
float2 halfSize = size / 2.0;
|
||||
|
||||
// Calculate distance to each side of the rectangle
|
||||
float2 dist = abs(p) - halfSize + radius;
|
||||
|
||||
// Compute the distance to the rounded corners
|
||||
float cornerDist = length(max(abs(p) - (halfSize - float2(radius, radius)), 0.0));
|
||||
|
||||
// Return the minimum distance (negative inside, positive outside)
|
||||
return min(max(dist.x, dist.y), 0.0) + cornerDist - radius;
|
||||
}
|
||||
|
||||
float4 main(Conn IN) : TORQUE_TARGET0
|
||||
{
|
||||
float2 p = IN.HPOS.xy;
|
||||
float2 halfSize = sizeUni * 0.5;
|
||||
float halfBorder = borderSize * 0.5;
|
||||
|
||||
p -= rectCenter;
|
||||
|
||||
// Calculate signed distance field for rounded rectangle
|
||||
float4 fromColor = IN.color;
|
||||
// alpha
|
||||
float4 toColor = float4(0.0, 0.0, 0.0, 0.0);
|
||||
|
||||
float cornerRadius = radius;
|
||||
|
||||
// if ((p.y < 0.0 && p.x < 0.0) || // top left corner
|
||||
// (p.y < 0.0 && p.x > 0.0) || // top right corner
|
||||
// (p.y > 0.0 && p.x > 0.0) || // bottom right corner.
|
||||
// (p.y > 0.0 && p.x < 0.0)) // bottom left corner
|
||||
// {
|
||||
// cornerRadius = radius;
|
||||
// }
|
||||
|
||||
if(cornerRadius > 0.0 || halfBorder > 0.0)
|
||||
{
|
||||
float sdf = RoundedRectSDF(p, sizeUni, cornerRadius - halfBorder);
|
||||
|
||||
clip(0.01 - sdf);
|
||||
|
||||
if(halfBorder > 0.0)
|
||||
{
|
||||
if(sdf < 0.0)
|
||||
{
|
||||
// if ((p.y >= -halfSize.y - radius + halfBorder && p.y <= -halfSize.y + radius - halfBorder) || // top border
|
||||
// (p.y >= halfSize.y - radius + halfBorder && p.y <= halfSize.y + radius - halfBorder) || // bottom border
|
||||
// (p.x >= -halfSize.x - radius + halfBorder && p.x <= -halfSize.x + radius - halfBorder) || // left border
|
||||
// (p.x >= halfSize.x - radius + halfBorder && p.x <= halfSize.x + radius - halfBorder) ) { // right border
|
||||
|
||||
// }
|
||||
|
||||
toColor = borderCol;
|
||||
}
|
||||
|
||||
sdf = abs(sdf) - halfBorder;
|
||||
|
||||
// Apply smoothing to create rounded effect
|
||||
float blending = smoothstep(1.0, -1.0, sdf);
|
||||
|
||||
return lerp(fromColor, toColor, blending);
|
||||
}
|
||||
|
||||
float alpha = smoothstep(1.0, 0.0, sdf);
|
||||
return float4(IN.color.rgb, IN.color.a * alpha);
|
||||
}
|
||||
else
|
||||
{
|
||||
return IN.color;
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,77 @@
|
|||
//-----------------------------------------------------------------------------
|
||||
// Copyright (c) 2012 GarageGames, LLC
|
||||
//
|
||||
// Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
// of this software and associated documentation files (the "Software"), to
|
||||
// deal in the Software without restriction, including without limitation the
|
||||
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
|
||||
// sell copies of the Software, and to permit persons to whom the Software is
|
||||
// furnished to do so, subject to the following conditions:
|
||||
//
|
||||
// The above copyright notice and this permission notice shall be included in
|
||||
// all copies or substantial portions of the Software.
|
||||
//
|
||||
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
|
||||
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
|
||||
// IN THE SOFTWARE.
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
#include "../shaderModel.hlsl"
|
||||
|
||||
struct Conn
|
||||
{
|
||||
float4 HPOS : TORQUE_POSITION;
|
||||
float4 color : COLOR;
|
||||
};
|
||||
|
||||
struct PSConn
|
||||
{
|
||||
float4 HPOS : TORQUE_POSITION;
|
||||
float4 color : COLOR;
|
||||
};
|
||||
|
||||
uniform float thickness;
|
||||
uniform float2 oneOverViewport;
|
||||
|
||||
[maxvertexcount(4)]
|
||||
void main(line Conn lineSegment[2], inout TriangleStream<PSConn> outstream)
|
||||
{
|
||||
// Calculate the direction of the line segment
|
||||
float2 direction = normalize(lineSegment[1].HPOS.xy - lineSegment[0].HPOS.xy);
|
||||
|
||||
// Calculate perpendicular direction
|
||||
float2 perpendicular = normalize(float2(-direction.y, direction.x));
|
||||
|
||||
// Calculate offset for thickness
|
||||
float2 offset = float2(thickness * oneOverViewport.x, thickness * oneOverViewport.y) * perpendicular;
|
||||
|
||||
// Calculate vertices for the line with thickness
|
||||
float2 p0 = lineSegment[0].HPOS.xy + offset;
|
||||
float2 p1 = lineSegment[0].HPOS.xy - offset;
|
||||
float2 p2 = lineSegment[1].HPOS.xy + offset;
|
||||
float2 p3 = lineSegment[1].HPOS.xy - offset;
|
||||
|
||||
PSConn output;
|
||||
|
||||
output.HPOS = float4(p0, 0.0f, 1.0f);
|
||||
output.color = lineSegment[0].color;
|
||||
outstream.Append(output);
|
||||
|
||||
output.HPOS = float4(p1, 0.0f, 1.0f);
|
||||
output.color = lineSegment[0].color;
|
||||
outstream.Append(output);
|
||||
|
||||
output.HPOS = float4(p2, 0.0f, 1.0f);
|
||||
output.color = lineSegment[1].color;
|
||||
outstream.Append(output);
|
||||
|
||||
output.HPOS = float4(p3, 0.0f, 1.0f);
|
||||
output.color = lineSegment[1].color;
|
||||
outstream.Append(output);
|
||||
|
||||
outstream.RestartStrip();
|
||||
}
|
||||
|
|
@ -0,0 +1,34 @@
|
|||
//-----------------------------------------------------------------------------
|
||||
// Copyright (c) 2012 GarageGames, LLC
|
||||
//
|
||||
// Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
// of this software and associated documentation files (the "Software"), to
|
||||
// deal in the Software without restriction, including without limitation the
|
||||
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
|
||||
// sell copies of the Software, and to permit persons to whom the Software is
|
||||
// furnished to do so, subject to the following conditions:
|
||||
//
|
||||
// The above copyright notice and this permission notice shall be included in
|
||||
// all copies or substantial portions of the Software.
|
||||
//
|
||||
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
|
||||
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
|
||||
// IN THE SOFTWARE.
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
#include "../shaderModel.hlsl"
|
||||
|
||||
struct PSConn
|
||||
{
|
||||
float4 HPOS : TORQUE_POSITION;
|
||||
float4 color : COLOR;
|
||||
};
|
||||
|
||||
float4 main(PSConn IN) : TORQUE_TARGET0
|
||||
{
|
||||
return IN.color;
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue