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-rw-r--r--src/ui/paint.cc119
1 files changed, 52 insertions, 67 deletions
diff --git a/src/ui/paint.cc b/src/ui/paint.cc
index cea363c..d33e1a3 100644
--- a/src/ui/paint.cc
+++ b/src/ui/paint.cc
@@ -76,15 +76,7 @@ void Paint::draw_rectangle_gradient(const math::Vector2f &global_location, const
void Paint::draw_bitmap(const math::Vector2f &global_location, const math::Vector2f &size, const std::string &texture, const float preserve_aspect)
{
- // find the material
- model::Material *material = model::Material::find(texture);
- if (!material) {
- material = new model::Material(texture);
- model::Material::add(material);
- material->set_texture(material->name());
- // ui btimaps are fullbright
- material->set_flags(model::Material::FlagBright);
- }
+ model::Material *material = model::Material::load(texture, true);
math::Vector2f bitmap_location;
math::Vector2f bitmap_size(size);
@@ -101,39 +93,34 @@ void Paint::draw_bitmap(const math::Vector2f &global_location, const math::Vecto
render::State::set_color(math::Color());
render::State::set_color_second(math::Color());
- render::State::use_material(material);
- gl::begin(gl::Quads);
-
- glTexCoord2f(0.0f, 0.0f);
- gl::vertex(bitmap_location.x(), bitmap_location.y());
+ for (model::Material::Layers::const_iterator lit = material->layers().begin(); lit != material->layers().end(); ++lit) {
+ render::State::use_material_layer(material, *lit);
+
+ gl::begin(gl::Quads);
- glTexCoord2f(1.0f, 0.0f);
- gl::vertex(bitmap_location.x() + bitmap_size.width(), bitmap_location.y());
+ glTexCoord2f(0.0f, 0.0f);
+ gl::vertex(bitmap_location.x(), bitmap_location.y());
- glTexCoord2f(1.0f, 1.0f);
- gl::vertex(bitmap_location.x() + bitmap_size.width(), bitmap_location.y() + bitmap_size.height());
+ glTexCoord2f(1.0f, 0.0f);
+ gl::vertex(bitmap_location.x() + bitmap_size.width(), bitmap_location.y());
- glTexCoord2f(0.0f, 1.0f);
- gl::vertex(bitmap_location.x(), bitmap_location.y() + bitmap_size.height());
+ glTexCoord2f(1.0f, 1.0f);
+ gl::vertex(bitmap_location.x() + bitmap_size.width(), bitmap_location.y() + bitmap_size.height());
- gl::end();
+ glTexCoord2f(0.0f, 1.0f);
+ gl::vertex(bitmap_location.x(), bitmap_location.y() + bitmap_size.height());
+ gl::end();
+ }
+
render::State::reset();
}
// draw a bitmap and override material color
void Paint::draw_bitmap(const math::Vector2f &global_location, const math::Vector2f &size, const math::Color & color, const std::string &texture, const float preserve_aspect)
{
- // find the material
- model::Material *material = model::Material::find(texture);
- if (!material) {
- material = new model::Material(texture);
- model::Material::add(material);
- material->set_texture(material->name());
- // ui btimaps are fullbright
- material->set_flags(model::Material::FlagBright);
- }
+ model::Material *material = model::Material::load(texture, true);
math::Vector2f bitmap_location;
math::Vector2f bitmap_size(size);
@@ -148,41 +135,36 @@ void Paint::draw_bitmap(const math::Vector2f &global_location, const math::Vecto
}
render::State::set_power(true);
- render::State::use_material(material);
- // this overrides material color
- gl::color(color);
- gl::begin(gl::Quads);
+ for (model::Material::Layers::const_iterator lit = material->layers().begin(); lit != material->layers().end(); ++lit) {
+ render::State::use_material_layer(material, *lit);
+
+ // this overrides material color
+ gl::color(color);
+
+ gl::begin(gl::Quads);
- glTexCoord2f(0.0f, 0.0f);
- gl::vertex(bitmap_location.x(), bitmap_location.y());
+ glTexCoord2f(0.0f, 0.0f);
+ gl::vertex(bitmap_location.x(), bitmap_location.y());
- glTexCoord2f(1.0f, 0.0f);
- gl::vertex(bitmap_location.x() + bitmap_size.width(), bitmap_location.y());
+ glTexCoord2f(1.0f, 0.0f);
+ gl::vertex(bitmap_location.x() + bitmap_size.width(), bitmap_location.y());
- glTexCoord2f(1.0f, 1.0f);
- gl::vertex(bitmap_location.x() + bitmap_size.width(), bitmap_location.y() + bitmap_size.height());
+ glTexCoord2f(1.0f, 1.0f);
+ gl::vertex(bitmap_location.x() + bitmap_size.width(), bitmap_location.y() + bitmap_size.height());
- glTexCoord2f(0.0f, 1.0f);
- gl::vertex(bitmap_location.x(), bitmap_location.y() + bitmap_size.height());
+ glTexCoord2f(0.0f, 1.0f);
+ gl::vertex(bitmap_location.x(), bitmap_location.y() + bitmap_size.height());
- gl::end();
-
- render::State::reset();
+ gl::end();
+ render::State::reset();
+ }
}
void Paint::draw_material(const math::Vector2f &global_location, const math::Vector2f &size, const std::string &texture)
{
- // find the material
- model::Material *material = model::Material::find(texture);
- if (!material) {
- material = new model::Material(texture);
- model::Material::add(material);
- material->set_texture(material->name());
- // ui btimaps are fullbright
- material->set_flags(model::Material::FlagBright);
- }
+ model::Material *material = model::Material::load(texture, true);
// use global coordinates
const float w0 = global_location.x() / material->size().width();
@@ -194,25 +176,28 @@ void Paint::draw_material(const math::Vector2f &global_location, const math::Vec
render::State::set_power(true);
render::State::set_color(math::Color());
render::State::set_color_second(math::Color());
- render::State::use_material(material);
- gl::begin(gl::Quads);
-
- glTexCoord2f(w0, h0);
- gl::vertex(global_location.x(), global_location.y());
+
+ for (model::Material::Layers::const_iterator lit = material->layers().begin(); lit != material->layers().end(); ++lit) {
+ render::State::use_material_layer(material, *lit);
+
+ gl::begin(gl::Quads);
- glTexCoord2f(w1, h0);
- gl::vertex(global_location.x() + size.width(), global_location.y());
+ glTexCoord2f(w0, h0);
+ gl::vertex(global_location.x(), global_location.y());
- glTexCoord2f(w1, h1);
- gl::vertex(global_location.x() + size.width(), global_location.y() + size.height());
+ glTexCoord2f(w1, h0);
+ gl::vertex(global_location.x() + size.width(), global_location.y());
- glTexCoord2f(w0, h1);
- gl::vertex(global_location.x(), global_location.y() + size.height());
+ glTexCoord2f(w1, h1);
+ gl::vertex(global_location.x() + size.width(), global_location.y() + size.height());
- gl::end();
+ glTexCoord2f(w0, h1);
+ gl::vertex(global_location.x(), global_location.y() + size.height());
- render::State::reset();
+ gl::end();
+ render::State::reset();
+ }
}
// draw unaligned text