Too much changes

This commit is contained in:
2025-03-09 04:50:41 +03:00
parent e45d21b621
commit b1fb15fa1f
20 changed files with 255 additions and 44 deletions

View File

@@ -1,7 +1,7 @@
#include <cstdint>
#include <cmath>
#include <cassert>
#include "utils/logger.h"
#include "utils/maths.h"
#include "render/ui.h"
#include "render/vertexbuffer.h"
#include "render/indexbuffer.h"
@@ -12,35 +12,37 @@
struct DrawInfo
{
uint16_t vxcount;
uint16_t idxcount;
uint16 vxcount;
uint16 idxcount;
};
struct UIGlobals {
VertexBuffer* vb;
IndexBuffer* ib;
Shader* shader;
Texture2D* activetexture = nullptr;
Texture2D* defaultTexture = nullptr;
Texture2D* activetexture;
Texture2D* defaultTexture;
UIVertex* vertices = nullptr;
uint16_t* indices = nullptr;
UIVertex* vertices;
uint16* indices;
DrawInfo drawInfo[MAX_UI_VERTICES];
uint16_t count = 0;
uint16_t position = 0;
uint16_t Indexposition = 0;
uint16_t currentIdx = 0;
uint16 count;
uint16 position;
uint16 Indexposition;
uint16 currentIdx;
} g_ui;
void uiInit()
{
memset( &g_ui, 0, sizeof(g_ui) );
//////////////////////////////////////////////////////////////////////////
// Buffer and context state
// Buffer creation
g_ui.vb = g_renderDevice->CreateVertexBuffer(nullptr, MAX_UI_VERTICES, true);
g_ui.ib = g_renderDevice->CreateIndexBuffer(nullptr, MAX_UI_INDICES, true);
g_ui.vb = g_renderDevice->CreateVertexBuffer(NULL, MAX_UI_VERTICES, true);
g_ui.ib = g_renderDevice->CreateIndexBuffer(NULL, MAX_UI_INDICES, true);
// Create shader
@@ -51,7 +53,7 @@ void uiInit()
{ VERTEXATTR_VEC4, SHADERSEMANTIC_COLOR },
};
g_ui.shader = g_shaderSystem->CreateShader("ui", "content/shaders/ui_base.vs", "content/shaders/ui_tex.ps", inputLayout, sizeof(inputLayout) / sizeof(inputLayout[0]));
g_ui.shader = g_shaderSystem->CreateShader("ui", "shaders/ui_base.vs", "shaders/ui_tex.ps", inputLayout, sizeof(inputLayout) / sizeof(inputLayout[0]));
g_ui.shader->m_stride = sizeof( UIVertex );
g_ui.defaultTexture = g_texturesManager->LoadTexture2D("$white$");
@@ -61,6 +63,7 @@ void uiShutdown()
{
delete g_ui.ib;
delete g_ui.vb;
memset(&g_ui, 0, sizeof(g_ui));
}
void uiDumpBuffers()
@@ -91,7 +94,7 @@ void uiBeginRender()
g_ui.vertices = (UIVertex*)g_ui.vb->MapBuffer(BA_WRITE_ONLY);
assert(g_ui.vertices);
g_ui.indices = (uint16_t*)g_ui.ib->MapBuffer(BA_WRITE_ONLY);
g_ui.indices = (uint16*)g_ui.ib->MapBuffer(BA_WRITE_ONLY);
assert(g_ui.indices);
}
@@ -113,10 +116,10 @@ void uiDrawQuad(const Vec2& a, const Vec2& b, const Vec2& c, const Vec2& d, cons
g_ui.vertices[g_ui.position + 3].position = d; g_ui.vertices[g_ui.position + 3].color = color;
// texcoord
g_ui.vertices[g_ui.position + 0].uv = Vec2{ 0.0f, 1.0f };
g_ui.vertices[g_ui.position + 1].uv = Vec2{ 1.0f, 1.0f };
g_ui.vertices[g_ui.position + 2].uv = Vec2{ 1.0f, 0.0f };
g_ui.vertices[g_ui.position + 3].uv = Vec2{ 0.0f, 0.0f };
g_ui.vertices[g_ui.position + 0].uv = Vec2( 0.0f, 1.0f );
g_ui.vertices[g_ui.position + 1].uv = Vec2( 1.0f, 1.0f );
g_ui.vertices[g_ui.position + 2].uv = Vec2( 1.0f, 0.0f );
g_ui.vertices[g_ui.position + 3].uv = Vec2( 0.0f, 0.0f );
g_ui.currentIdx += 4;
g_ui.Indexposition += 6;
@@ -172,10 +175,10 @@ void uiDrawLines(const Vec2* drawPoints, const size_t pointsCount, bool closed,
void uiDrawRect(const Vec2& position, const Vec2& size, const Vec4& color)
{
Vec2 quad[4];
quad[0] = { position.x, position.y };
quad[1] = { position.x + size.x, position.y };
quad[2] = { position.x + size.x, position.y + size.y };
quad[3] = { position.x, position.y + size.y };
quad[0] = Vec2( position.x, position.y );
quad[1] = Vec2( position.x + size.x, position.y );
quad[2] = Vec2( position.x + size.x, position.y + size.y );
quad[3] = Vec2( position.x, position.y + size.y );
uiDrawQuad(quad[0], quad[1], quad[2], quad[3], color);
}
@@ -191,8 +194,8 @@ void uiSetTextureByName(const char* filename)
void uiEndRender()
{
g_ui.indices = nullptr;
g_ui.vertices = nullptr;
g_ui.indices = NULL;
g_ui.vertices = NULL;
g_ui.ib->UnmapBuffer();
g_ui.vb->UnmapBuffer();
@@ -215,7 +218,7 @@ void uiEndRender()
{ (R + L) / (L - R), (T + B) / (B - T), 0.0f, 1.0f },
};
if ( g_ui.activetexture == nullptr )
if ( g_ui.activetexture == NULL )
g_ui.activetexture = g_ui.defaultTexture;
g_texturesManager->SetTexture( 0, g_ui.activetexture );