-#include <msp/gl/immediate.h>
#include "graphic.h"
#include "resources.h"
namespace Msp {
namespace GLtk {
-Graphic::Graphic():
- texture(0),
- repeat(false)
-{ }
-
-void Graphic::render(unsigned wd, unsigned ht) const
+void Graphic::build(unsigned wd, unsigned ht, GL::PrimitiveBuilder &bld) const
{
vector<float> x, y;
create_coords(0.0f-shadow.left, wd+shadow.right, border.left, border.right, slice.w-border.left-border.right, x);
create_texcoords(slice.x, slice.x+slice.w, border.left, border.right, texture->get_width(), u);
create_texcoords(slice.y, slice.y+slice.h, border.bottom, border.top, texture->get_height(), v);
- unsigned xmin = border.left ? 0 : 1;
- unsigned xmax = x.size()-(border.right ? 2 : 3);
- unsigned ymin = border.bottom ? 0 : 1;
- unsigned ymax = y.size()-(border.top ? 2 : 3);
+ size_t xmin = border.left ? 0 : 1;
+ size_t xmax = x.size()-(border.right ? 2 : 3);
+ size_t ymin = border.bottom ? 0 : 1;
+ size_t ymax = y.size()-(border.top ? 2 : 3);
- texture->bind();
- GL::Immediate imm((GL::COLOR4_UBYTE, GL::TEXCOORD2, GL::VERTEX2));
- imm.color(1.0f, 1.0f, 1.0f);
- imm.begin(GL::QUADS);
- for(unsigned i=ymin; i<=ymax; ++i)
+ bld.color(1.0f, 1.0f, 1.0f);
+ for(size_t i=ymin; i<=ymax; ++i)
{
- unsigned i2 = (i==0 ? 0 : i==y.size()-2 ? 2 : 1);
- for(unsigned j=xmin; j<=xmax; ++j)
+ size_t i2 = (i==0 ? 0 : i==y.size()-2 ? 2 : 1);
+ for(size_t j=xmin; j<=xmax; ++j)
{
- unsigned j2 = (j==0 ? 0 : j==x.size()-2 ? 2 : 1);
- imm.texcoord(u[j2], v[i2]);
- imm.vertex(x[j], y[i]);
- imm.texcoord(u[j2+1], v[i2]);
- imm.vertex(x[j+1], y[i]);
- imm.texcoord(u[j2+1], v[i2+1]);
- imm.vertex(x[j+1], y[i+1]);
- imm.texcoord(u[j2], v[i2+1]);
- imm.vertex(x[j], y[i+1]);
+ size_t j2 = (j==0 ? 0 : j==x.size()-2 ? 2 : 1);
+ if(j==xmin || (j>1 && j<x.size()-2))
+ {
+ if(j>xmin)
+ bld.end();
+ bld.begin(GL::TRIANGLE_STRIP);
+ bld.texcoord(u[j2], v[i2+1]);
+ bld.vertex(x[j], y[i+1]);
+ bld.texcoord(u[j2], v[i2]);
+ bld.vertex(x[j], y[i]);
+ }
+ bld.texcoord(u[j2+1], v[i2+1]);
+ bld.vertex(x[j+1], y[i+1]);
+ bld.texcoord(u[j2+1], v[i2]);
+ bld.vertex(x[j+1], y[i]);
}
+ bld.end();
}
- imm.end();
}
void Graphic::create_coords(float low, float high, float brd1, float brd2, float block, vector<float> &coords) const
Graphic::Loader::Loader(Graphic &g, Resources &r):
- graph(g),
- res(r)
+ DataFile::CollectionObjectLoader<Graphic, Resources>(g, &r)
{
add("texture", &Loader::texture);
add("slice", &Loader::slice);
void Graphic::Loader::texture(const string &n)
{
- graph.texture = &res.get<GL::Texture2D>(n);
- graph.slice = Geometry(0, 0, graph.texture->get_width(), graph.texture->get_height());
+ obj.texture = &get_collection().get<GL::Texture2D>(n);
+ obj.slice = Geometry(0, 0, obj.texture->get_width(), obj.texture->get_height());
}
void Graphic::Loader::slice(unsigned x, unsigned y, unsigned w, unsigned h)
{
- graph.slice = Geometry(x, y, w, h);
+ obj.slice = Geometry(x, y, w, h);
}
void Graphic::Loader::border()
{
- load_sub(graph.border);
+ load_sub(obj.border);
}
void Graphic::Loader::shadow()
{
- load_sub(graph.shadow);
+ load_sub(obj.shadow);
}
} // namespace GLtk