remove last of outline code.
parent
4e34161bcb
commit
bd9db11827
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@ -1,6 +1,6 @@
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cmake_minimum_required(VERSION 3.25)
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set(BLT_GRAPHICS_VERSION 0.13.26)
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set(BLT_GRAPHICS_VERSION 0.13.27)
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set(BLT_GRAPHICS_TEST_VERSION 0.0.1)
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project(BLT_WITH_GRAPHICS VERSION ${BLT_GRAPHICS_VERSION})
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@ -105,48 +105,24 @@ namespace blt::gfx
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color4 color;
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// how much to blend the texture into the color? note blending is always additive!
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color4 blend;
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// should we outline this object?
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bool outline = false;
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float outline_thickness = 1.25f;
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// what color should we outline with?
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color4 outline_color;
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render_info_t() = default;
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static render_info_t make_info(const std::string_view texture, const color4 outline = disabled, float outline_thickness = 1.25f)
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static render_info_t make_info(const std::string_view texture)
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{
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render_info_t info{texture, empty, full};
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if (outline != disabled)
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{
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info.outline = true;
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info.outline_color = outline;
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info.outline_thickness = outline_thickness;
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}
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return info;
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}
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static render_info_t make_info(const color4 color, const color4 outline = disabled, float outline_thickness = 1.25f)
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static render_info_t make_info(const color4 color)
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{
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render_info_t info{"", color, empty};
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if (outline != disabled)
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{
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info.outline = true;
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info.outline_color = outline;
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info.outline_thickness = outline_thickness;
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}
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return info;
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}
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static render_info_t make_info(const std::string_view texture, const color4 color, const color4 blend, const color4 outline = disabled,
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float outline_thickness = 1.25f)
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static render_info_t make_info(const std::string_view texture, const color4 color, const color4 blend)
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{
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render_info_t info{texture, color, blend};
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if (outline != disabled)
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{
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info.outline = true;
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info.outline_color = outline;
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info.outline_thickness = outline_thickness;
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}
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return info;
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}
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};
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@ -206,11 +182,11 @@ namespace blt::gfx
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// called after draw_objects()
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void post_reset();
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void draw_points(bool outlined, bool clear, const f32 denominator);
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void draw_points(const f32 denominator);
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void draw_lines(bool outlined, bool clear, const f32 denominator);
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void draw_lines(const f32 denominator);
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void draw_rectangles(bool outlined, bool clear, const f32 denominator);
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void draw_rectangles(const f32 denominator);
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void draw_objects();
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@ -1 +1 @@
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Subproject commit 60f77961fbbd4a1a06adbef984d838c5b49b3718
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Subproject commit 394dff9cc4c31ea29867c5e2507edc831a34c19b
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@ -1 +1 @@
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Subproject commit 0e4dcfa55299eebd4659181b3622d24566f2f764
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Subproject commit 231cbee0fc4f59dbe5b8b853a11b08dc84e57c65
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@ -1 +1 @@
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Subproject commit 0ee47a1ef91e6e887fa2e7eeeb10efcff9bbdb34
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Subproject commit 111397c71a5f1c2c88e05da9c84edfdba2e472a4
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@ -226,9 +226,9 @@ namespace blt::gfx
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const f32 denominator = 1.0f / (draw.z_max - draw.z_min);
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glClear(GL_STENCIL_BUFFER_BIT);
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draw_points(false, true, denominator);
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draw_rectangles(false, true, denominator);
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draw_lines(false, true, denominator);
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draw_points(denominator);
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draw_rectangles(denominator);
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draw_lines(denominator);
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post_reset();
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}
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@ -248,7 +248,7 @@ namespace blt::gfx
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}
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void batch_renderer_2d::draw_points(const bool outlined, bool clear, const f32 denominator)
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void batch_renderer_2d::draw_points(const f32 denominator)
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{
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point_shader->bind();
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square_vao->bind();
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@ -263,17 +263,9 @@ namespace blt::gfx
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mat4x4 model;
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model.translate(point.pos.x(), point.pos.y(), 0.0f);
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if (outlined && render_info.outline)
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{
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model.scale(point.scale * render_info.outline_thickness, point.scale * render_info.outline_thickness, 1.0);
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point_shader->setVec4("color", render_info.outline_color);
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point_shader->setVec4("use_texture", blt::vec4{0,0,0,0});
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} else
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{
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model.scale(point.scale, point.scale, 1.0);
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point_shader->setVec4("color", render_info.color);
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point_shader->setVec4("use_texture", render_info.blend);
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}
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model.scale(point.scale, point.scale, 1.0);
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point_shader->setVec4("color", render_info.color);
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point_shader->setVec4("use_texture", render_info.blend);
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//point_shader->setVec4("outline_color", render_info.outline_color);
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point_shader->setFloat("z_index", (z_index - draw.z_min) * denominator);
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@ -282,12 +274,11 @@ namespace blt::gfx
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glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
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draw.draw_count++;
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}
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if (clear)
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objects.clear();
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objects.clear();
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}
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}
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void batch_renderer_2d::draw_lines(bool outlined, bool clear, const f32 denominator)
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void batch_renderer_2d::draw_lines(const f32 denominator)
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{
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mat4x4 empty_model;
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square_shader->setMatrix("model", empty_model);
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@ -304,14 +295,8 @@ namespace blt::gfx
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auto& [z_index, line] = object;
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float thickness = line.thickness;
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if (outlined && render_info.outline){
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square_shader->setVec4("color", render_info.outline_color);
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square_shader->setVec4("use_texture", {0,0,0,0});
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thickness *= render_info.outline_thickness;
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} else {
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square_shader->setVec4("color", render_info.color);
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square_shader->setVec4("use_texture", render_info.blend);
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}
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square_shader->setVec4("color", render_info.color);
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square_shader->setVec4("use_texture", render_info.blend);
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//square_shader->setVec4("outline_color", render_info.outline_color);
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square_shader->setFloat("z_index", (z_index - draw.z_min) * denominator);
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@ -347,12 +332,11 @@ namespace blt::gfx
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glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
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draw.draw_count++;
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}
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if (clear)
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objects.clear();
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objects.clear();
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}
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}
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void batch_renderer_2d::draw_rectangles(bool outlined, bool clear, const f32 denominator)
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void batch_renderer_2d::draw_rectangles(const f32 denominator)
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{
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square_shader->bind();
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square_vao->bind();
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@ -366,21 +350,10 @@ namespace blt::gfx
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auto& [z_index, rect] = object;
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mat4x4 model;
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if (outlined && render_info.outline) {
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auto nsx = rect.size.x() * render_info.outline_thickness;
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auto nsy = rect.size.y() * render_info.outline_thickness;
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auto ns = blt::vec2(nsx, nsy);
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auto s = (rect.size - ns) / 2.0f;
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model.translate(rect.pos - s);
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model.scale(ns);
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square_shader->setVec4("color", render_info.outline_color);
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square_shader->setVec4("use_texture", {0,0,0,0});
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} else {
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model.translate(rect.pos);
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model.scale(rect.size);
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square_shader->setVec4("color", render_info.color);
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square_shader->setVec4("use_texture", render_info.blend);
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}
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model.translate(rect.pos);
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model.scale(rect.size);
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square_shader->setVec4("color", render_info.color);
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square_shader->setVec4("use_texture", render_info.blend);
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if (rect.rotation != 0)
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model.rotateZ(toRadians(rect.rotation));
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@ -390,8 +363,7 @@ namespace blt::gfx
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glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
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draw.draw_count++;
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}
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if (clear)
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objects.clear();
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objects.clear();
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}
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}
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}
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