200 lines
5.7 KiB
C++
200 lines
5.7 KiB
C++
/*
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* Copyright 2014 Kai Jourdan. All rights reserved.
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* License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
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*
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* Based on code from Brian Luczkiewicz
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* https://github.com/blucz/Vector
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*
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* Uses the SIMPLEX-Font which is a variant of the Hershey font (public domain)
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* http://paulbourke.net/dataformats/hershey/
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*/
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#ifndef __VECTORDISPLAY_H__
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#define __VECTORDISPLAY_H__
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#include <bgfx/bgfx.h>
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#include <tinystl/allocator.h>
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#include <tinystl/vector.h>
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namespace stl = tinystl;
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struct PosColorUvVertex
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{
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float m_x;
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float m_y;
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float m_z;
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float m_u;
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float m_v;
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uint32_t m_abgr;
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static void init();
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static bgfx::VertexDecl ms_decl;
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};
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class VectorDisplay
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{
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public:
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VectorDisplay(bool _originBottomLeft, float _texelHalf);
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~VectorDisplay()
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{
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}
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void setup(uint16_t _width, uint16_t _height, int _view = 2);
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void resize(uint16_t _width, uint16_t _height);
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void teardown();
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void beginFrame();
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void endFrame();
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// Draw a series of connected line segments.
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void beginDraw(float _x, float _y);
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void drawTo(float _x, float _y);
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void endDraw();
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//HighLevel draw functions
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void drawLine(float _x0, float _y0, float _x1, float _y1);
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void drawBox(float _x, float _y, float _w, float _h);
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void drawCircle(float _x, float _y, float _radius, float _steps);
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void drawWheel(float _spokeangle, float _x, float _y, float _radius);
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//Font Stuff (Simplex)
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//void simplexMeasure(float _scale, const char *_string, float *_outWidth, float *_outHeight);
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void drawSimplexFont(float _x, float _y, float _scale, const char* _string);
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// Set the current drawing color
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void setDrawColor(float _r, float _g, float _b, float _a = 1.0f);
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// Set the number of frames of decay/fade to apply to the scene.
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bool setDecaySteps(int _steps);
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// Set the brightness multipler applied on each decay frame after the first.
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bool setDecay(float _decay);
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// Set the brightness multipler applied on the first decay frame.
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bool setInitialDecay(float _initialDecay);
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// Set a 2d transformation for the display.
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//
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// This relates logical coordinates, as passed to vector_display_begin_draw,
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// vector_display_draw_to, and vector_display_draw, to coordinates from (0,0)
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// to (width,height) in the destination framebuffer.
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//
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// The parameters impact coordinates as follows:
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//
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// framebuffer_x = x * scale + offset_x
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// framebuffer_y = y * scale + offset_y
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//
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void setTransform(float _offsetX, float _offsetY, float _scale);
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// Set the line thickness.
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//
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// The line thickness is measured in scene coordinates, and includes all pixels lit by
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// the line before any post-processing. The apparent width of the line to the viewer
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// is significantly narrower, since brightness decays exponentially to zero within the
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// bounds of the line.
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//
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// Thickness, by default, is guessed based on width and height.
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//
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// This function clears the display.
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bool setThickness(float _thickness);
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void setDefaultThickness();
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// Set the "brightness" of the display
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//
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// useful values range from [0.5, 1.5]. 0.0 disables all glow effects.
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//
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// Due to implementation details of the glow effect, glow is related to
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// the pixel density of the framebuffer. It may require adjustment,
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// particularly when moving between devices of very different pixel density.
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//
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void setBrightness(float _brightness);
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// Get the size from a vector display.
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void getSize(float* _outWidth, float* _outHeight);
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protected:
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void screenSpaceQuad(float _textureWidth, float _textureHeight, float _width = 1.0f, float _height = 1.0f);
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struct PendingPoint
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{
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float x, y;
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};
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struct Line
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{
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float x0, y0, x1, y1; // nominal points
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float a; // angle
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float sin_a, cos_a; // precomputed trig
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float xl0, yl0, xl1, yl1; // left side of the box
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float xr0, yr0, xr1, yr1; // right side of the box
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int is_first, is_last;
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int has_next, has_prev; // booleans indicating whether this line connects to prev/next
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float xlt0, ylt0, xlt1, ylt1; // coordinates of endcaps (if !has_prev/!has_next)
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float xrt0, yrt0, xrt1, yrt1; // coordinates of endcaps (if !has_prev/!has_next)
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float tl0, tl1, tr0, tr1;
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float s0, s1; // shorten line by this amount
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float len;
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};
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float effectiveThickness();
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void setupResDependent();
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void teardownResDependent();
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void appendTexpoint(float _x, float _y, float _u, float _v);
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void drawFan(float _cx, float _cy, float _pa, float _a, float _t, float _s, float _e);
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void drawLines(Line* _lines, int _numberLines);
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void genLinetex();
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bool m_originBottomLeft;
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float m_texelHalf;
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bgfx::ProgramHandle m_drawToScreenShader; // program for drawing to the framebuffer
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bgfx::ProgramHandle m_blurShader; // program for gaussian blur
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bgfx::ProgramHandle m_blitShader;
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bgfx::UniformHandle u_params;
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bgfx::UniformHandle s_texColor;
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bgfx::FrameBufferHandle m_sceneFrameBuffer;
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bgfx::FrameBufferHandle m_glow0FrameBuffer; // framebuffer for glow pass 0
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bgfx::FrameBufferHandle m_glow1FrameBuffer; // framebuffer for glow pass 1
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int m_view;
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uint16_t m_screenWidth, m_screenHeight;
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uint16_t m_glowWidth, m_glowHeight;
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int m_numberDecaySteps;
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float m_decayValue;
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uint8_t m_drawColorR, m_drawColorG, m_drawColorB, m_drawColorA;
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stl::vector<PosColorUvVertex> m_points;
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stl::vector<PendingPoint> m_pendingPoints;
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int m_currentDrawStep;
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stl::vector<bgfx::DynamicVertexBufferHandle> m_vertexBuffers;
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stl::vector<int> m_vertexBuffersSize;
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bgfx::TextureHandle m_lineTexId;
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float m_initialDecay;
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float m_thickness;
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bool m_customThicknessEnabled;
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float m_brightness;
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float m_drawOffsetX, m_drawOffsetY;
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float m_drawScale;
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};
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#endif // __VECTORDISPLAY_H__
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