Danbias/Code/OysterGraphics/Render/GuiRenderer.cpp

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#include "GuiRenderer.h"
#include "Resources.h"
#include "../Definitions/GraphicalDefinition.h"
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namespace Oyster
{
namespace Graphics
{
namespace Render
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{
const int TEXT_NR_LETTERS=95;
const float TEXT_SIZE=2.5;
void Gui::Begin2DRender()
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{
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Core::PipelineManager::SetRenderPass(Render::Resources::Gui::Pass);
}
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void Gui::Render(ID3D11ShaderResourceView* tex,Math::Float2 pos, Math::Float2 size)
{
Core::deviceContext->PSSetShaderResources(0,1,&tex);
pos *= 2;
pos -= 1;
pos.y *= -1;
Definitions::GuiData gd;
gd.Translation = Math::Matrix::identity;
gd.Translation.m41 = pos.x;
gd.Translation.m42 = pos.y;
gd.Translation.m11 = size.x;
gd.Translation.m22 = size.y;
void* data = Render::Resources::Gui::Data.Map();
memcpy(data,&gd,sizeof(Definitions::GuiData));
Render::Resources::Gui::Data.Unmap();
Core::deviceContext->Draw(1,0);
}
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void Gui::Begin2DTextRender()
{
Resources::Gui::Text::Vertex.Apply();
Core::PipelineManager::SetRenderPass(Resources::Gui::Text::Pass);
}
void Gui::RenderText(std::wstring text, Math::Float2 pos, Math::Float2 size)
{
//Pos.x -= instance.sizeX/2;
//Pos.x += size.x;
//Pos.y -= instance.sizeY/2;
//Pos.y += size.y;
//Matrix m;
//m = Math::Matrix::identity;
//float width = (1.0f/(instance.sizeX/2.0f));
//float height = (1.0f/(instance.sizeY/2.0f));
//m.m41=Pos.x * width;
//m.m42=-Pos.y * height;
//m.m43=Pos.z;
//m.m11=width*size.x;
//m.m22=height*size.y;
//void* dest = Resources::Buffers::CBufferGs.Map();
//memcpy(dest,&m.GetTranspose(),64);
//Resources::Buffers::CBufferGs.Unmap();
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//Oyster::Render::Textbox::Update(text, size.x);
//Oyster::Engine::PrepareForRendering::Begin2DTextRender();
//Oyster::Core::DeviceContext->PSSetShaderResources(0,1,&(Oyster::Render::Textbox::Texture));
////Should be able to be outside of the for loop. Keeping it here for now though.
//Oyster::Core::DeviceContext->Draw(Oyster::Render::Textbox::NumLetters, 0);
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pos *= 2;
pos -= 1;
pos.y *= -1;
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Definitions::GuiData gd;
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gd.Translation = Math::Matrix::identity;
gd.Translation.m41 = (pos.x - (size.x/2 * text.length()));
gd.Translation.m42 = pos.y;
gd.Translation.m11 = size.x;
gd.Translation.m22 = size.y;
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void* data = Render::Resources::Gui::Data.Map();
memcpy(data,&gd,sizeof(Definitions::GuiData));
Render::Resources::Gui::Data.Unmap();
Definitions::Text2D tmpInst;
void* dest = Resources::Gui::Text::Vertex.Map();
Definitions::Text2D* dataView = reinterpret_cast<Definitions::Text2D*>(dest);
//tmpInst.charOffset=_pos;
for (unsigned int i=0; i<text.length(); i++)
{
tmpInst.coff=(1.0f/TEXT_NR_LETTERS);
tmpInst.offset=text[i]-32;
tmpInst.pos=i*(size.x*2);
//float tst=getCharID(_str[i]);
//tmpInst.offset=tst;
//tmpInst.charOffset.x=_pos.x-i*TEXT_SIZE;
//tmpInst.data=tst;
dataView[i]=tmpInst;
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}
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//TextInstances[_id].NumLetters=instances;
Resources::Gui::Text::Vertex.Unmap();
Core::deviceContext->Draw(text.length(), 0);
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}
}
}
}