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/* Copyright (C) 2023 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef INCLUDED_CANVAS2D
#define INCLUDED_CANVAS2D
#include "graphics/Texture.h"
#include "maths/Vector2D.h"
#include "renderer/backend/IDeviceCommandContext.h"
#include <memory>
#include <vector>
class CRect;
class CTextRenderer;
struct CColor;
// Encapsulates 2D drawing functionality to hide and optimize
// low level API calls.
class CCanvas2D
{
public:
CCanvas2D(
const uint32_t widthInPixels, const uint32_t heightInPixels, const float scale,
Renderer::Backend::IDeviceCommandContext* deviceCommandContext);
~CCanvas2D();
CCanvas2D(const CCanvas2D&) = delete;
CCanvas2D& operator=(const CCanvas2D&) = delete;
CCanvas2D(CCanvas2D&&) = delete;
CCanvas2D& operator=(CCanvas2D&&) = delete;
/**
* Draws a line by the given points with the width and color.
*/
void DrawLine(
const std::vector<CVector2D>& points,
const float width, const CColor& color);
/**
* Draws the rect filled with the color.
*/
void DrawRect(const CRect& rect, const CColor& color);
/**
* Draws a piece of the texture from the source rect into the
* destination rect. The result color is set by the following formula:
* TEXTURE_COLOR * COLOR_MULTIPLY + COLOR_ADD
* The texture color is blended with its own grayscale version according to
* the grayscale factor.
*/
void DrawTexture(
const CTexturePtr& texture, const CRect& destination, const CRect& source,
const CColor& multiply, const CColor& add, const float grayscaleFactor);
/**
* A simpler version of the previous one, draws the texture into the
* destination rect without color modifications.
*/
void DrawTexture(const CTexturePtr& texture, const CRect& destination);
/**
* A similar to the original one, draws the texture into the
* destination rect but rotates it first around the origin point by angle
* radians (a positive angle denotes a clockwise rotation).
*/
void DrawRotatedTexture(
const CTexturePtr& texture, const CRect& destination, const CRect& source,
const CColor& multiply, const CColor& add, const float grayscaleFactor,
const CVector2D& origin, const float angle);
/**
* Draws a text using canvas materials.
*/
void DrawText(CTextRenderer& textRenderer);
/**
* Adds the scissor rect to a scissor stack. The only top scissor is
* applied. It's recommended to use as few nested scissors as possible.
*/
void PushScissor(const CRect& scissor);
/**
* Removes the top scissor rect from a scissor stack. The stack must not be
* empty.
*/
void PopScissor();
class ScopedScissor
{
public:
ScopedScissor(CCanvas2D& canvas, const CRect& scissor)
: m_Canvas(canvas)
{
m_Canvas.PushScissor(scissor);
}
~ScopedScissor()
{
m_Canvas.PopScissor();
}
private:
CCanvas2D& m_Canvas;
};
/**
* Unbinds all bound resources and clears caches. Frequent calls might
* affect performance. Useful to call a custom rendering code.
*/
void Flush();
private:
class Impl;
std::unique_ptr<Impl> m;
};
#endif // INCLUDED_CANVAS2D
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