1 /+ 2 The MIT License (MIT) 3 4 Copyright (c) <2013> <Oleg Butko (deviator), Anton Akzhigitov (Akzwar)> 5 6 Permission is hereby granted, free of charge, to any person obtaining a copy 7 of this software and associated documentation files (the "Software"), to deal 8 in the Software without restriction, including without limitation the rights 9 to use, copy, modify, merge, publish, distribute, sublicense, and/or sell 10 copies of the Software, and to permit persons to whom the Software is 11 furnished to do so, subject to the following conditions: 12 13 The above copyright notice and this permission notice shall be included in 14 all copies or substantial portions of the Software. 15 16 THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 17 IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 18 FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 19 AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 20 LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 21 OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN 22 THE SOFTWARE. 23 +/ 24 25 module desgui.base.gldraw; 26 27 public import desgui.core.draw; 28 29 import desgui.base.glcontext; 30 31 import desgl.base; 32 33 import desil; 34 35 auto dataArray(V)( size_t n, in V v ) 36 if( isVector!V ) 37 { 38 v.datatype[] ret; 39 foreach( i; 0 .. n ) 40 ret ~= v.data; 41 return ret; 42 } 43 44 class DiGLDrawRect : GLObj, DiDrawRect 45 { 46 private: 47 GLVBO pos, col, uv; 48 CommonShaderProgram shader; 49 GLTexture2D texture; 50 UseTexture ut = UseTexture.NONE; 51 col4 clr = col4(0,0,0,0); 52 irect last_rect; 53 54 public: 55 56 this() 57 { 58 shader = DiGuiShader.get(); 59 int[] loc = shader.getAttribLocations( "vertex", "color", "uv" ); 60 61 pos = new GLVBO( [ 0.0f, 0, 1, 0, 0, 1, 1, 1 ] ); 62 setAttribPointer( pos, loc[0], 2, GL_FLOAT ); 63 64 col = new GLVBO( dataArray( 4, col4(1,1,1,1) ) ); 65 setAttribPointer( col, loc[1], 4, GL_FLOAT ); 66 67 uv = new GLVBO( [ 0.0f, 0, 1, 0, 0, 1, 1, 1 ], 68 GL_ARRAY_BUFFER, GL_STATIC_DRAW ); 69 setAttribPointer( uv, loc[2], 2, GL_FLOAT ); 70 71 texture = new GLTexture2D; 72 } 73 74 @property 75 { 76 ref UseTexture useTexture() { return ut; } 77 ref const(UseTexture) useTexture() const { return ut; } 78 irect rect() const { return last_rect; } 79 80 col4 color() const { return clr; } 81 void color( in col4 c ) 82 { 83 col.setData( dataArray( 4, c ) ); 84 clr = c; 85 } 86 } 87 88 void reshape( in irect r ) 89 { 90 last_rect = r; 91 pos.setData( r.points!float ); 92 } 93 94 void draw() 95 { 96 vao.bind(); 97 shader.use(); 98 shader.setUniform!int( "ttu", GL_TEXTURE0 ); 99 shader.setUniform!int( "use_texture", cast(int)useTexture ); 100 texture.bind(); 101 glDrawArrays( GL_TRIANGLE_STRIP, 0, 4 ); 102 } 103 104 void image( in Image img ) { texture.image( img ); } 105 106 void image( in ImageReadAccess ira ) 107 { 108 texture.image( ira ); 109 if( !ira ) useTexture = UseTexture.NONE; 110 } 111 } 112 113 class DiGLDrawFactory : DiDrawFactory 114 { 115 @property DiDrawRect rect() { return new DiGLDrawRect(); } 116 }