bgfx/examples/23-vectordisplay/vectordisplay.h

199 lines
5.5 KiB
C++

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