Go to the documentation of this file.00001
00002
00003
00004
00005
00006
00007
00008
00009
00010
00011
00012
00013
00014
00015
00016
00017
00018
00019
00020
00021
00022
00023 #include "engines/stark/gfx/openglssurface.h"
00024
00025 #include "engines/stark/gfx/opengls.h"
00026 #include "engines/stark/gfx/texture.h"
00027
00028 #include "graphics/opengl/shader.h"
00029
00030 namespace Stark {
00031 namespace Gfx {
00032
00033 OpenGLSSurfaceRenderer::OpenGLSSurfaceRenderer(OpenGLSDriver *gfx) :
00034 SurfaceRenderer(),
00035 _gfx(gfx) {
00036 _shader = _gfx->createSurfaceShaderInstance();
00037 }
00038
00039 OpenGLSSurfaceRenderer::~OpenGLSSurfaceRenderer() {
00040 delete _shader;
00041 }
00042
00043 void OpenGLSSurfaceRenderer::render(const Texture *texture, const Common::Point &dest) {
00044 render(texture, dest, texture->width(), texture->height());
00045 }
00046
00047 void OpenGLSSurfaceRenderer::render(const Texture *texture, const Common::Point &dest, uint width, uint height) {
00048
00049 const float sLeft = dest.x;
00050 const float sTop = dest.y;
00051
00052 _gfx->start2DMode();
00053
00054 _shader->use();
00055 _shader->setUniform1f("fadeLevel", _fadeLevel);
00056 _shader->setUniform("verOffsetXY", normalizeOriginalCoordinates(sLeft, sTop));
00057 if (_noScalingOverride) {
00058 _shader->setUniform("verSizeWH", normalizeCurrentCoordinates(width, height));
00059 } else {
00060 _shader->setUniform("verSizeWH", normalizeOriginalCoordinates(width, height));
00061 }
00062
00063 texture->bind();
00064 glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
00065
00066 _shader->unbind();
00067 _gfx->end2DMode();
00068 }
00069
00070 Math::Vector2d OpenGLSSurfaceRenderer::normalizeOriginalCoordinates(float x, float y) const {
00071 Common::Rect viewport = _gfx->getUnscaledViewport();
00072 return Math::Vector2d(x / (float)viewport.width(), y / (float)viewport.height());
00073 }
00074
00075 Math::Vector2d OpenGLSSurfaceRenderer::normalizeCurrentCoordinates(float x, float y) const {
00076 Common::Rect viewport = _gfx->getViewport();
00077 return Math::Vector2d(x / (float)viewport.width(), y / (float)viewport.height());
00078 }
00079
00080 }
00081 }