/* * 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 #include #include // 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 m_first; // Numbers of vertices for each drawn primitive std::vector 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 m_buffer; // Shader program GLuint m_program = 0; // 1x1 white texture GLuint m_whiteTexture = 0; // Currently bound texture GLuint m_currentTexture = 0; }; }