#include "meshbuilder.h"
#include "program.h"
+#include "renderer.h"
+#include "technique.h"
#include "text.h"
#include "texture2d.h"
namespace Msp {
namespace GL {
-Text::Text(const Font &f, const Technique *tech, const string &tex_slot):
+Text::Text(const Font &f, const Technique *tech, Tag tex_slot):
+ ObjectInstance(object),
font(f),
- mesh((TEXCOORD2, VERTEX2)),
- horz_align(0.0f),
- vert_offset(0.0f),
- width(0.0f)
+ mesh((TEXCOORD2, VERTEX2))
{
object.set_mesh(&mesh);
if(tech)
set_technique(tech, tex_slot);
}
-void Text::set_technique(const Technique *tech, const string &ts)
+void Text::set_technique(const Technique *tech, Tag tex_slot)
{
if(tech)
{
- const char *tex_slot = ts.c_str();
- if(!*tex_slot && tech->has_pass(Tag()))
- if(const Program *shprog = tech->get_pass(Tag()).get_shader_program())
+ if(!tex_slot.id && tech->has_method(Tag()))
+ if(const Program *shprog = tech->get_method(Tag()).get_shader_program())
{
- if(shprog->get_uniform_location("font_tex")>=0)
+ if(shprog->get_uniform_location(Tag("font_tex"))>=0)
tex_slot = "font_tex";
- else if(shprog->get_uniform_location("color_tex")>=0)
+ else if(shprog->get_uniform_location(Tag("color_tex"))>=0)
tex_slot = "color_tex";
- else if(shprog->get_uniform_location("diffuse_map")>=0)
+ else if(shprog->get_uniform_location(Tag("diffuse_map"))>=0)
tex_slot = "diffuse_map";
- else if(shprog->get_uniform_location("base_color_map")>=0)
+ else if(shprog->get_uniform_location(Tag("base_color_map"))>=0)
tex_slot = "base_color_map";
}
- if(tex_slot)
- {
- technique = *tech;
- technique.replace_texture(tex_slot, font.get_texture());
- object.set_technique(&technique);
- }
- else
- object.set_technique(tech);
+ object.set_technique(tech);
+ texture_slot = tex_slot;
}
else
+ {
object.set_technique(0);
+ texture_slot = Tag();
+ }
}
void Text::set_text(const string &text, StringCodec::Decoder &dec)
unsigned n_vertices = mesh.get_n_vertices();
for(unsigned i=0; i<n_vertices; ++i)
{
- float *pos = mesh.modify_vertex(i)+pos_offset;
+ float *pos = reinterpret_cast<float *>(mesh.modify_vertex(i)+pos_offset);
pos[0] += horz_adjust;
pos[1] += vert_adjust;
}
}
-void Text::render(Renderer &renderer, Tag tag) const
+void Text::setup_render(Renderer &renderer, Tag tag) const
{
- object.render(renderer, tag);
+ ObjectInstance::setup_render(renderer, tag);
+ renderer.set_texture(texture_slot, &font.get_texture());
}
} // namespace GL