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//
// libavg - Media Playback Engine.
// Copyright (C) 2003-2014 Ulrich von Zadow
//
// This library is free software; you can redistribute it and/or
// modify it under the terms of the GNU Lesser General Public
// License as published by the Free Software Foundation; either
// version 2 of the License, or (at your option) any later version.
//
// This library 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
// Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public
// License along with this library; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
//
// Current versions can be found at www.libavg.de
//
#include "Shape.h"
#include "../base/Logger.h"
#include "../base/Exception.h"
#include "../graphics/Filterfliprgb.h"
#include "../graphics/GLContext.h"
#include "../graphics/OGLShader.h"
#include "OGLSurface.h"
#include <iostream>
#include <sstream>
using namespace std;
namespace avg {
Shape::Shape(const MaterialInfo& material)
{
m_pSurface = new OGLSurface();
m_pImage = ImagePtr(new Image(m_pSurface, material));
}
Shape::~Shape()
{
delete m_pSurface;
}
void Shape::setBitmap(BitmapPtr pBmp)
{
Image::State prevState = m_pImage->getState();
if (pBmp) {
m_pImage->setBitmap(pBmp);
} else {
m_pImage->setEmpty();
}
if (m_pImage->getState() == Image::GPU) {
if (prevState != Image::GPU) {
// TODO: This shouldn't happen.
m_pVertexData = VertexDataPtr(new VertexData());
}
}
}
void Shape::moveToGPU()
{
m_pImage->moveToGPU();
m_pVertexData = VertexDataPtr(new VertexData());
}
void Shape::moveToCPU()
{
m_pVertexData = VertexDataPtr();
m_pImage->moveToCPU();
}
ImagePtr Shape::getImage()
{
return m_pImage;
}
bool Shape::isTextured() const
{
return m_pImage->getSource() != Image::NONE;
}
VertexDataPtr Shape::getVertexData()
{
return m_pVertexData;
}
void Shape::setVertexArray(const VertexArrayPtr& pVA)
{
pVA->startSubVA(m_SubVA);
m_SubVA.appendVertexData(m_pVertexData);
/*
cerr << endl;
cerr << "Global VA: " << endl;
pVA->dump();
cerr << "Local vertex data: " << endl;
m_pVertexData->dump();
*/
}
void Shape::draw(const glm::mat4& transform, float opacity)
{
bool bIsTextured = isTextured();
GLContext* pContext = GLContext::getMain();
StandardShaderPtr pShader = pContext->getStandardShader();
pShader->setTransform(transform);
pShader->setAlpha(opacity);
if (bIsTextured) {
m_pSurface->activate();
} else {
pShader->setUntextured();
pShader->activate();
}
m_SubVA.draw();
}
void Shape::discard()
{
m_pVertexData = VertexDataPtr();
m_pImage->discard();
}
}
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