dragonblocks_alpha/src/client/gui.c

356 lines
9.3 KiB
C

#include <GL/glew.h>
#include <GL/gl.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include "client/client.h"
#include "client/cube.h"
#include "client/opengl.h"
#include "client/gui.h"
#include "client/mesh.h"
#include "client/shader.h"
#include "client/window.h"
static GUIElement root_element = {
.def = {
.pos = {0.0f, 0.0f},
.z_index = 0.0f,
.offset = {0, 0},
.align = {0.0f, 0.0f},
.scale = {0.0f, 0.0f},
.scale_type = SCALE_NONE,
.affect_parent_scale = false,
.text = NULL,
.image = NULL,
.text_color = {0.0f, 0.0f, 0.0f, 0.0f},
.bg_color = {0.0f, 0.0f, 0.0f, 0.0f},
},
.visible = true,
.pos = (v2f32) {0.0f, 0.0f},
.scale = (v2f32) {0.0f, 0.0f},
.text = NULL,
.parent = &root_element,
};
static GLuint background_prog;
static GLint background_loc_model;
static GLint background_loc_projection;
static GLint background_loc_color;
typedef struct {
v2f32 position;
} __attribute__((packed)) BackgroundVertex;
static Mesh background_mesh = {
.layout = &(VertexLayout) {
.attributes = (VertexAttribute[]) {
{GL_FLOAT, 2, sizeof(v2f32)}, // position
},
.count = 1,
.size = sizeof(BackgroundVertex),
},
.vao = 0,
.vbo = 0,
.data = (BackgroundVertex[]) {
{{0.0, 0.0}},
{{1.0, 0.0}},
{{1.0, 1.0}},
{{1.0, 1.0}},
{{0.0, 1.0}},
{{0.0, 0.0}},
},
.count = 6,
.free_data = false,
};
static GLuint image_prog;
static GLint image_loc_model;
static GLint image_loc_projection;
typedef struct {
v2f32 position;
v2f32 textureCoordinates;
} __attribute__((packed)) ImageVertex;
static Mesh image_mesh = {
.layout = &(VertexLayout) {
.attributes = (VertexAttribute[]) {
{GL_FLOAT, 2, sizeof(v2f32)}, // position
{GL_FLOAT, 2, sizeof(v2f32)}, // textureCoordinates
},
.count = 2,
.size = sizeof(ImageVertex),
},
.vao = 0,
.vbo = 0,
.data = (ImageVertex[]) {
{{0.0, 0.0}, {0.0, 0.0}},
{{1.0, 0.0}, {1.0, 0.0}},
{{1.0, 1.0}, {1.0, 1.0}},
{{1.0, 1.0}, {1.0, 1.0}},
{{0.0, 1.0}, {0.0, 1.0}},
{{0.0, 0.0}, {0.0, 0.0}},
},
.count = 6,
.free_data = false,
};
static GLuint font_prog;
static GLint font_loc_model;
static GLint font_loc_projection;
static GLint font_loc_color;
// font meshes are initialized in font.c
static mat4x4 projection;
// element functions
static void delete_element(GUIElement *element);
static void render_element(GUIElement *element);
static void scale_element(GUIElement *element);
static int cmp_element(const GUIElement *ea, const GUIElement *eb)
{
return -f32_cmp(&ea->def.z_index, &eb->def.z_index);
}
static void delete_elements(Array *elements)
{
for (size_t i = 0; i < elements->siz; i++)
delete_element(((GUIElement **) elements->ptr)[i]);
array_clr(elements);
}
static void delete_element(GUIElement *element)
{
delete_elements(&element->children);
if (element->def.text)
free(element->def.text);
if (element->text)
font_delete(element->text);
free(element);
}
static void render_elements(Array *elements)
{
for (size_t i = 0; i < elements->siz; i++)
render_element(((GUIElement **) elements->ptr)[i]);
}
static void render_element(GUIElement *element)
{
if (element->visible) {
if (element->def.bg_color.w > 0.0f) {
glUseProgram(background_prog); GL_DEBUG
glUniformMatrix4fv(background_loc_model, 1, GL_FALSE, element->transform[0]); GL_DEBUG
glUniform4f(background_loc_color, element->def.bg_color.x, element->def.bg_color.y, element->def.bg_color.z, element->def.bg_color.w); GL_DEBUG
mesh_render(&background_mesh);
}
if (element->def.image) {
glUseProgram(image_prog); GL_DEBUG
glUniformMatrix4fv(image_loc_model, 1, GL_FALSE, element->transform[0]); GL_DEBUG
glBindTextureUnit(0, element->def.image->txo); GL_DEBUG
mesh_render(&image_mesh);
}
if (element->def.text && element->def.text_color.w > 0.0f) {
if (!element->text) {
element->text = font_create(element->def.text);
gui_transform(element);
}
glUseProgram(font_prog); GL_DEBUG
glUniformMatrix4fv(font_loc_model, 1, GL_FALSE, element->text_transform[0]); GL_DEBUG
glUniform4f(font_loc_color, element->def.text_color.x, element->def.text_color.y, element->def.text_color.z, element->def.text_color.w); GL_DEBUG
font_render(element->text);
}
render_elements(&element->children);
}
}
static void scale_elements(Array *elements, int mask, v3f32 *max)
{
for (size_t i = 0; i < elements->siz; i++) {
GUIElement *element = ((GUIElement **) elements->ptr)[i];
if ((1 << element->def.affect_parent_scale) & mask) {
scale_element(element);
if (max) {
if (element->scale.x > max->x)
max->x = element->scale.x;
if (element->scale.y > max->y)
max->y = element->scale.y;
}
}
}
}
static void scale_element(GUIElement *element)
{
element->scale = (v2f32) {
element->def.scale.x,
element->def.scale.y,
};
switch (element->def.scale_type) {
case SCALE_IMAGE:
element->scale.x *= element->def.image->width;
element->scale.y *= element->def.image->height;
break;
case SCALE_TEXT:
if (!element->text)
break;
element->scale.x *= element->text->size.x;
element->scale.y *= element->text->size.y;
break;
case SCALE_PARENT:
element->scale.x *= element->parent->scale.x;
element->scale.y *= element->parent->scale.y;
break;
case SCALE_CHILDREN: {
v3f32 scale = {0.0f, 0.0f, 0.0f};
scale_elements(&element->children, 1 << true, &scale);
element->scale.x *= scale.x;
element->scale.y *= scale.y;
scale_elements(&element->children, 1 << false, NULL);
break;
}
case SCALE_NONE:
break;
}
if (element->def.scale_type != SCALE_CHILDREN)
scale_elements(&element->children, (1 << true) | (1 << false), NULL);
}
static void transform_element(GUIElement *element)
{
element->pos = (v2f32) {
floor(element->parent->pos.x + element->def.offset.x + element->def.pos.x * element->parent->scale.x - element->def.align.x * element->scale.x),
floor(element->parent->pos.y + element->def.offset.y + element->def.pos.y * element->parent->scale.y - element->def.align.y * element->scale.y),
};
mat4x4_translate(element->transform, element->pos.x - element->def.margin.x, element->pos.y - element->def.margin.y, 0.0f);
mat4x4_translate(element->text_transform, element->pos.x, element->pos.y, 0.0f);
mat4x4_scale_aniso(element->transform, element->transform, element->scale.x + element->def.margin.x * 2.0f, element->scale.y + element->def.margin.y * 2.0f, 1.0f);
for (size_t i = 0; i < element->children.siz; i++)
transform_element(((GUIElement **) element->children.ptr)[i]);
}
// public functions
void gui_init()
{
// initialize background pipeline
background_prog = shader_program_create(ASSET_PATH "shaders/gui/background", NULL);
background_loc_model = glGetUniformLocation(background_prog, "model"); GL_DEBUG
background_loc_projection = glGetUniformLocation(background_prog, "projection"); GL_DEBUG
background_loc_color = glGetUniformLocation(background_prog, "color"); GL_DEBUG
// initialize image pipeline
image_prog = shader_program_create(ASSET_PATH "shaders/gui/image", NULL);
image_loc_model = glGetUniformLocation(image_prog, "model"); GL_DEBUG
image_loc_projection = glGetUniformLocation(image_prog, "projection"); GL_DEBUG
// initialize font pipeline
font_prog = shader_program_create(ASSET_PATH "shaders/gui/font", NULL);
font_loc_model = glGetUniformLocation(font_prog, "model"); GL_DEBUG
font_loc_projection = glGetUniformLocation(font_prog, "projection"); GL_DEBUG
font_loc_color = glGetUniformLocation(font_prog, "color"); GL_DEBUG
// initialize GUI root element
array_ini(&root_element.children, sizeof(GUIElement *), 0);
gui_update_projection();
}
void gui_deinit()
{
glDeleteProgram(background_prog); GL_DEBUG
mesh_destroy(&background_mesh);
glDeleteProgram(image_prog); GL_DEBUG
mesh_destroy(&image_mesh);
glDeleteProgram(font_prog); GL_DEBUG
delete_elements(&root_element.children);
}
void gui_update_projection()
{
mat4x4_ortho(projection, 0, window.width, window.height, 0, -1.0f, 1.0f);
glProgramUniformMatrix4fv(background_prog, background_loc_projection, 1, GL_FALSE, projection[0]); GL_DEBUG
glProgramUniformMatrix4fv(image_prog, image_loc_projection, 1, GL_FALSE, projection[0]); GL_DEBUG
glProgramUniformMatrix4fv(font_prog, font_loc_projection, 1, GL_FALSE, projection[0]); GL_DEBUG
root_element.def.scale.x = window.width;
root_element.def.scale.y = window.height;
gui_transform(&root_element);
}
void gui_render()
{
glDisable(GL_CULL_FACE); GL_DEBUG
glDisable(GL_DEPTH_TEST); GL_DEBUG
render_elements(&root_element.children);
glEnable(GL_DEPTH_TEST); GL_DEBUG
glEnable(GL_CULL_FACE); GL_DEBUG
}
GUIElement *gui_add(GUIElement *parent, GUIElementDef def)
{
if (parent == NULL)
parent = &root_element;
GUIElement *element = malloc(sizeof *element);
element->def = def;
element->visible = true;
element->parent = parent;
element->text = NULL;
if (element->def.text)
element->def.text = strdup(element->def.text);
array_ins(&parent->children, &element, &cmp_element);
array_ini(&element->children, sizeof(GUIElement), 0);
if (element->def.affect_parent_scale)
gui_transform(parent);
else
gui_transform(element);
return element;
}
void gui_text(GUIElement *element, const char *text)
{
if (element->def.text)
free(element->def.text);
if (element->text)
font_delete(element->text);
element->def.text = strdup(text);
element->text = NULL;
}
void gui_transform(GUIElement *element)
{
scale_element(element);
transform_element(element);
}