#include "CTextSupportShader.hpp" #include "GuiSys/CRasterFont.hpp" namespace urde { boo::ObjToken CTextSupportShader::s_TextVtxFmt; boo::ObjToken CTextSupportShader::s_TextAlphaPipeline; boo::ObjToken CTextSupportShader::s_TextAddPipeline; boo::ObjToken CTextSupportShader::s_ImageVtxFmt; boo::ObjToken CTextSupportShader::s_ImageAlphaPipeline; boo::ObjToken CTextSupportShader::s_ImageAddPipeline; hecl::VertexBufferPool CTextSupportShader::s_CharInsts; hecl::VertexBufferPool CTextSupportShader::s_ImgInsts; hecl::UniformBufferPool CTextSupportShader::s_Uniforms; void CTextSupportShader::CharacterInstance::SetMetrics(const CGlyph& glyph, const zeus::CVector2i& offset) { float layer = glyph.GetLayer(); m_pos[0].assign(offset.x, 0.f, offset.y); m_uv[0].assign(glyph.GetStartU(), 1.f - glyph.GetStartV(), layer); m_pos[1].assign(offset.x + glyph.GetCellWidth(), 0.f, offset.y); m_uv[1].assign(glyph.GetEndU(), 1.f - glyph.GetStartV(), layer); m_pos[2].assign(offset.x, 0.f, offset.y + glyph.GetCellHeight()); m_uv[2].assign(glyph.GetStartU(), 1.f - glyph.GetEndV(), layer); m_pos[3].assign(offset.x + glyph.GetCellWidth(), 0.f, offset.y + glyph.GetCellHeight()); m_uv[3].assign(glyph.GetEndU(), 1.f - glyph.GetEndV(), layer); } void CTextSupportShader::ImageInstance::SetMetrics(const CFontImageDef& imgDef, const zeus::CVector2i& offset) { zeus::CVector2f imgSize; if (imgDef.x4_texs.size()) { const CTexture& tex = *imgDef.x4_texs[0].GetObj(); imgSize.assign(tex.GetWidth() * imgDef.x14_cropFactor.x, tex.GetHeight() * imgDef.x14_cropFactor.y); } zeus::CVector2f cropPad = imgDef.x14_cropFactor * 0.5f; m_pos[0].assign(offset.x, 0.f, offset.y); m_uv[0].assign(0.5f - cropPad.x, 0.5f + cropPad.y); m_pos[1].assign(offset.x + imgSize.x, 0.f, offset.y); m_uv[1].assign(0.5f + cropPad.x, 0.5f + cropPad.y); m_pos[2].assign(offset.x, 0.f, offset.y + imgSize.y); m_uv[2].assign(0.5f - cropPad.x, 0.5f - cropPad.y); m_pos[3].assign(offset.x + imgSize.x, 0.f, offset.y + imgSize.y); m_uv[3].assign(0.5f + cropPad.x, 0.5f - cropPad.y); } void CTextSupportShader::Shutdown() { s_TextVtxFmt.reset(); s_TextAlphaPipeline.reset(); s_TextAddPipeline.reset(); s_ImageVtxFmt.reset(); s_ImageAlphaPipeline.reset(); s_ImageAddPipeline.reset(); s_CharInsts.doDestroy(); s_ImgInsts.doDestroy(); s_Uniforms.doDestroy(); } URDE_SPECIALIZE_MULTI_BLEND_SHADER(CTextSupportShader) }