colobot/colobot-base/graphics/opengl33/gl33_ui_renderer.h

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/*
* This file is part of the Colobot: Gold Edition source code
* Copyright (C) 2001-2022, Daniel Roux, EPSITEC SA & TerranovaTeam
* http://epsitec.ch; http://colobot.info; http://github.com/colobot
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
* See the GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see http://gnu.org/licenses
*/
/**
* \file graphics/opengl33/gl33_ui_renderer.h
* \brief OpenGL 3.3 UI renderer
*/
#pragma once
#include "graphics/core/renderers.h"
#include <GL/glew.h>
#include <array>
#include <vector>
// Graphics module namespace
namespace Gfx
{
class CGL33Device;
class CGL33UIRenderer : public CUIRenderer
{
public:
CGL33UIRenderer(CGL33Device* device);
virtual ~CGL33UIRenderer();
virtual void SetProjection(float left, float right, float bottom, float top) override;
virtual void SetTexture(const Texture& texture) override;
virtual void SetColor(const glm::vec4& color) override;
virtual void SetTransparency(TransparencyMode mode) override;
virtual Vertex2D* BeginPrimitive(PrimitiveType type, int count) override;
virtual Vertex2D* BeginPrimitives(PrimitiveType type, int drawCount, const int* counts) override;
virtual bool EndPrimitive() override;
private:
void UpdateUniforms();
CGL33Device* const m_device;
// Uniform data
struct Uniforms
{
glm::mat4 projectionMatrix;
glm::vec4 color;
};
Uniforms m_uniforms = {};
// true means uniforms need to be updated
bool m_uniformsDirty = false;
// Uniform buffer object
GLuint m_uniformBuffer = 0;
// Vertex buffer object
GLuint m_bufferVBO = 0;
// Vertex array object
GLuint m_bufferVAO = 0;
// VBO capacity
GLsizei m_bufferCapacity = 128 * 1024;
// Buffer offset
GLsizei m_bufferOffset = 0;
// Buffer mapping state
PrimitiveType m_type = {};
// Number of drawn primitives
GLuint m_drawCount = 0;
// Total count of drawn vertices
GLuint m_currentCount = 0;
// Starting offset for each drawn primitive
std::vector<GLint> m_first;
// Numbers of vertices for each drawn primitive
std::vector<GLsizei> m_count;
// True means currently drawing
bool m_mapped = false;
// True means mapping failed, using auxiliary buffer
bool m_backup = false;
// Buffered vertex data
std::vector<Vertex2D> m_buffer;
// Shader program
GLuint m_program = 0;
// 1x1 white texture
GLuint m_whiteTexture = 0;
// Currently bound texture
GLuint m_currentTexture = 0;
};
}