/*********************************************************************** created: Tue Mar 10 2009 author: Paul D Turner (parts based on code by Keith Mok) *************************************************************************/ /*************************************************************************** * Copyright (C) 2004 - 2009 Paul D Turner & The CEGUI Development Team * * 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 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 "CEGUI/RendererModules/DirectFB/GeometryBuffer.h" #include "CEGUI/RendererModules/DirectFB/Texture.h" #include "CEGUI/RenderEffect.h" #include "CEGUI/Vertex.h" // Start of CEGUI namespace section namespace CEGUI { //----------------------------------------------------------------------------// DirectFBGeometryBuffer::DirectFBGeometryBuffer(DirectFBRenderer& owner) : d_owner(owner), d_activeTexture(0), d_clipRect(0, 0, 0, 0), d_clippingActive(true), d_translation(0, 0, 0), d_rotation(0, 0, 0), d_pivot(0, 0, 0), d_effect(0), d_matrixValid(false) { } //----------------------------------------------------------------------------// DirectFBGeometryBuffer::~DirectFBGeometryBuffer() { } //----------------------------------------------------------------------------// void DirectFBGeometryBuffer::draw() const { IDirectFBSurface* target_surface = &d_owner.getTargetSurface(); DFBRegion saved_clip; target_surface->GetClip(target_surface, &saved_clip); // setup clip region const DFBRegion clip_region = { static_cast(d_clipRect.left()), static_cast(d_clipRect.top()), static_cast(d_clipRect.right()), static_cast(d_clipRect.bottom()) }; // apply the transformations we need to use. if (!d_matrixValid) updateMatrix(); target_surface->SetMatrix(target_surface, d_matrix); const int pass_count = d_effect ? d_effect->getPassCount() : 1; for (int pass = 0; pass < pass_count; ++pass) { // set up RenderEffect if (d_effect) d_effect->performPreRenderFunctions(pass); // draw the batches size_t pos = 0; BatchList::const_iterator i = d_batches.begin(); for ( ; i != d_batches.end(); ++i) { if (i->clip) target_surface->SetClip(target_surface, &clip_region); target_surface->TextureTriangles(target_surface, i->texture, &d_vertices[pos], 0, i->vertexCount, DTTF_LIST); pos += i->vertexCount; if (i->clip) target_surface->SetClip(target_surface, &saved_clip); } } // clean up RenderEffect if (d_effect) d_effect->performPostRenderFunctions(); } //----------------------------------------------------------------------------// void DirectFBGeometryBuffer::setTranslation(const Vector3f& v) { d_translation = v; d_matrixValid = false; } //----------------------------------------------------------------------------// void DirectFBGeometryBuffer::setRotation(const Quaternion& r) { d_rotation = r; d_matrixValid = false; } //----------------------------------------------------------------------------// void DirectFBGeometryBuffer::setPivot(const Vector3f& p) { d_pivot = p; d_matrixValid = false; } //----------------------------------------------------------------------------// void DirectFBGeometryBuffer::setClippingRegion(const Rectf& region) { d_clipRect.top(ceguimax(0.0f, region.top())); d_clipRect.bottom(ceguimax(0.0f, region.bottom())); d_clipRect.left(ceguimax(0.0f, region.left())); d_clipRect.right(ceguimax(0.0f, region.right())); } //----------------------------------------------------------------------------// void DirectFBGeometryBuffer::appendVertex(const Vertex& vertex) { appendGeometry(&vertex, 1); } //----------------------------------------------------------------------------// void DirectFBGeometryBuffer::appendGeometry(const Vertex* const vbuff, uint vertex_count) { IDirectFBSurface* t = d_activeTexture ? d_activeTexture->getDirectFBSurface() : 0; // create a new batch if there are no batches yet, or if the active texture // differs from that used by the current batch. if (d_batches.empty() || t != d_batches.back().texture || d_clippingActive != d_batches.back().clip) { const BatchInfo batch = {t, 0, d_clippingActive}; d_batches.push_back(batch); } // update size of current batch d_batches.back().vertexCount += vertex_count; // buffer these vertices DFBVertex vd; const Vertex* vs = vbuff; for (uint i = 0; i < vertex_count; ++i, ++vs) { // copy vertex info the buffer, converting from CEGUI::Vertex to // something directly usable by DirectFB as needed. vd.x = vs->position.d_x; vd.y = vs->position.d_y; vd.z = vs->position.d_z; vd.w = 1.0f; //vd.diffuse = vs->colour_val.getARGB(); vd.s = vs->tex_coords.d_x; vd.t = vs->tex_coords.d_y; d_vertices.push_back(vd); } } //----------------------------------------------------------------------------// void DirectFBGeometryBuffer::setActiveTexture(Texture* texture) { d_activeTexture = static_cast(texture); } //----------------------------------------------------------------------------// void DirectFBGeometryBuffer::reset() { d_batches.clear(); d_vertices.clear(); d_activeTexture = 0; } //----------------------------------------------------------------------------// Texture* DirectFBGeometryBuffer::getActiveTexture() const { return d_activeTexture; } //----------------------------------------------------------------------------// uint DirectFBGeometryBuffer::getVertexCount() const { return d_vertices.size(); } //----------------------------------------------------------------------------// uint DirectFBGeometryBuffer::getBatchCount() const { return d_batches.size(); } //----------------------------------------------------------------------------// void DirectFBGeometryBuffer::setRenderEffect(RenderEffect* effect) { d_effect = effect; } //----------------------------------------------------------------------------// RenderEffect* DirectFBGeometryBuffer::getRenderEffect() { return d_effect; } //----------------------------------------------------------------------------// void DirectFBGeometryBuffer::updateMatrix() const { // TODO: d_matrix[0] = 0x00010000; d_matrix[1] = 0x00000000; d_matrix[2] = 0x00000000; d_matrix[3] = 0x00000000; d_matrix[4] = 0x00010000; d_matrix[5] = 0x00000000; d_matrix[6] = 0x00000000; d_matrix[7] = 0x00000000; d_matrix[8] = 0x00010000; d_matrixValid = true; } //----------------------------------------------------------------------------// void DirectFBGeometryBuffer::setClippingActive(const bool active) { d_clippingActive = active; } //----------------------------------------------------------------------------// bool DirectFBGeometryBuffer::isClippingActive() const { return d_clippingActive; } //----------------------------------------------------------------------------// } // End of CEGUI namespace section