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/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*-
* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
#include "WidgetBorder.h"
#include "WidgetPlacement.h"
#include "Widget.h"
#include "Cylinder.h"
#include "Quad.h"
#include "vrb/ConcreteClass.h"
#include "vrb/Color.h"
#include "vrb/CreationContext.h"
#include "vrb/Matrix.h"
#include "vrb/Geometry.h"
#include "vrb/RenderState.h"
#include "vrb/SurfaceTextureFactory.h"
#include "vrb/TextureGL.h"
#include "vrb/TextureSurface.h"
#include "vrb/Toggle.h"
#include "vrb/Transform.h"
#include "vrb/Vector.h"
#include "vrb/VertexArray.h"
#include "WidgetBorder.h"
#include <vector>
#include <vrb/include/vrb/ProgramFactory.h>
namespace crow {
struct WidgetBorder::State {
CylinderPtr cylinder;
vrb::GeometryPtr geometry;
vrb::TransformPtr transform;
template<typename T>
void UpdateMaterial(const T &aTarget, const vrb::Color &aDiffuse) {
vrb::Color ambient(0.5f, 0.5f, 0.5f, 1.0f);
aTarget->SetMaterial(ambient, aDiffuse, vrb::Color(0.0f, 0.0f, 0.0f), 0.0f);
}
void AppendBorder(const vrb::GeometryPtr &geometry, GLint index1, GLint index2,
const vrb::Vector &offset, const vrb::Color &aColor, GLint &currentIndex) {
vrb::VertexArrayPtr array = geometry->GetVertexArray();
vrb::Vector offset1 = array->GetVertex(index1 - 1) + offset;
vrb::Vector offset2 = array->GetVertex(index2 - 1) + offset;
array->AppendVertex(offset1);
array->AppendVertex(offset2);
array->AppendColor(aColor);
array->AppendColor(aColor);
GLint index3 = currentIndex++;
GLint index4 = currentIndex++;
std::vector<int> index;
if (offset.y() > 0.0f) {
index = {index1, index2, index4, index3};
} else if (offset.y() < 0.0f) {
index = {index3, index4, index2, index1};
} else if (offset.x() > 0.0f) {
index = {index1, index3, index4, index2};
} else {
index = {index3, index1, index2, index4};
}
std::vector<int> normalIndex;
normalIndex.push_back(1);
normalIndex.push_back(1);
normalIndex.push_back(1);
normalIndex.push_back(1);
geometry->AddFace(index, index, normalIndex);
}
vrb::GeometryPtr
CreateGeometry(vrb::CreationContextPtr aContext, const vrb::Vector &aMin, const vrb::Vector &aMax,
const device::EyeRect &aBorder) {
vrb::VertexArrayPtr array = vrb::VertexArray::Create(aContext);
vrb::Color solid(1.0f, 1.0f, 1.0f, 1.0f);
vrb::Color border(1.0f, 1.0f, 1.0f, 0.0f);
const vrb::Vector bottomRight(aMax.x(), aMin.y(), aMin.z());
array->AppendVertex(aMin); // Bottom left
array->AppendVertex(bottomRight); // Bottom right
array->AppendVertex(aMax); // Top right
array->AppendVertex(vrb::Vector(aMin.x(), aMax.y(), aMax.z())); // Top left
for (int i = 0; i < 4; ++i) {
array->AppendColor(solid);
}
vrb::Vector normal = (bottomRight - aMin).Cross(aMax - aMin).Normalize();
array->AppendNormal(normal);
vrb::RenderStatePtr state = vrb::RenderState::Create(aContext);
vrb::GeometryPtr geometry = vrb::Geometry::Create(aContext);
geometry->SetVertexArray(array);
geometry->SetRenderState(state);
std::vector<int> index;
index.push_back(1);
index.push_back(2);
index.push_back(3);
index.push_back(4);
std::vector<int> normalIndex;
normalIndex.push_back(1);
normalIndex.push_back(1);
normalIndex.push_back(1);
normalIndex.push_back(1);
geometry->AddFace(index, index, normalIndex);
GLint currentIndex = 5;
if (aBorder.mX > 0.0f) {
AppendBorder(geometry, 1, 4, vrb::Vector(-aBorder.mX, 0.0f, 0.0f), border, currentIndex);
}
if (aBorder.mWidth > 0.0f) {
AppendBorder(geometry, 2, 3, vrb::Vector(aBorder.mWidth, 0.0f, 0.0f), border, currentIndex);
}
if (aBorder.mY > 0.0f) {
AppendBorder(geometry, 1, 2, vrb::Vector(0.0f, -aBorder.mY, 0.0f), border, currentIndex);
}
if (aBorder.mHeight > 0.0f) {
AppendBorder(geometry, 4, 3, vrb::Vector(0.0f, aBorder.mHeight, 0.0f), border, currentIndex);
}
return geometry;
}
}; // struct WidgetBorder::State
WidgetBorderPtr WidgetBorder::Create(vrb::CreationContextPtr& aContext, const vrb::Vector& aBarSize,
const float aBorderSize, const device::EyeRect& aBorderRect,
const WidgetBorder::Mode aMode) {
auto result = std::make_shared<vrb::ConcreteClass<WidgetBorder, WidgetBorder::State>>(aContext);
vrb::Vector max(aBarSize.x() * 0.5f, aBarSize.y() * 0.5f, 0.0f);
result->m.transform = vrb::Transform::Create(aContext);
if (aMode == WidgetBorder::Mode::Cylinder) {
result->m.cylinder = Cylinder::Create(aContext, 1.0f, aBarSize.y(), vrb::Color(1.0f, 1.0f, 1.0f, 1.0f), aBorderSize, vrb::Color(1.0f, 1.0f, 1.0f, 0.0f));
result->m.cylinder->SetLightsEnabled(false);
// Fix sticking out borders
// Sometimes there is no handle to hide it (e.g. bottom bar and anchor points != 0.5f)
vrb::TextureGLPtr defaultTexture = aContext->GetDefaultTexture();
result->m.cylinder->SetTexture(defaultTexture, defaultTexture->GetWidth(), defaultTexture->GetHeight());
const std::string customFragment =
#include "shaders/clear_color.fs"
;
result->m.cylinder->UpdateProgram(customFragment);
result->m.transform->AddNode(result->m.cylinder->GetRoot());
} else {
result->m.geometry = result->m.CreateGeometry(aContext, -max, max, aBorderRect);
result->m.geometry->GetRenderState()->SetLightsEnabled(false);
vrb::ProgramPtr program = aContext->GetProgramFactory()->CreateProgram(aContext, vrb::FeatureVertexColor);
result->m.geometry->GetRenderState()->SetProgram(program);
result->m.transform->AddNode(result->m.geometry);
}
return result;
}
void
WidgetBorder::SetColor(const vrb::Color& aColor) {
if (m.cylinder) {
m.UpdateMaterial(m.cylinder, aColor);
} else {
m.UpdateMaterial(m.geometry->GetRenderState(), aColor);
}
}
const vrb::TransformPtr&
WidgetBorder::GetTransformNode() const {
return m.transform;
}
const CylinderPtr&
WidgetBorder::GetCylinder() const {
return m.cylinder;
}
std::vector<WidgetBorderPtr>
WidgetBorder::CreateFrame(vrb::CreationContextPtr &aContext, const Widget& aTarget, const float aFrameSize, const float aBorderSize) {
device::EyeRect horizontalBorder(0.0f, aBorderSize, 0.0f, aBorderSize);
device::EyeRect verticalBorder(aBorderSize, 0.0f, aBorderSize, 0.0f);
float w;
float h;
aTarget.GetWorldSize(w, h);
WidgetBorder::Mode mode = aTarget.GetCylinder() ? WidgetBorder::Mode::Cylinder : WidgetBorder::Mode::Quad;
WidgetBorderPtr left = WidgetBorder::Create(aContext, vrb::Vector(aFrameSize, h + aFrameSize, 0.0f), aBorderSize, verticalBorder, WidgetBorder::Mode::Quad);
WidgetBorderPtr right = WidgetBorder::Create(aContext, vrb::Vector(aFrameSize, h + aFrameSize , 0.0f), aBorderSize, verticalBorder, WidgetBorder::Mode::Quad);
WidgetBorderPtr top = WidgetBorder::Create(aContext, vrb::Vector(w - aFrameSize, aFrameSize, 0.0f), aBorderSize, horizontalBorder, mode);
WidgetBorderPtr bottom = WidgetBorder::Create(aContext, vrb::Vector(w - aFrameSize, aFrameSize, 0.0f), aBorderSize, horizontalBorder, mode);
if (mode == WidgetBorder::Mode::Quad) {
left->m.transform->SetTransform(vrb::Matrix::Translation(vrb::Vector(-w * 0.5f, 0.0f, 0.0f)));
right->m.transform->SetTransform(vrb::Matrix::Translation(vrb::Vector(w * 0.5f, 0.0f, 0.0f)));
top->m.transform->SetTransform(vrb::Matrix::Translation(vrb::Vector(0.0f, h * 0.5f, 0.0f)));
bottom->m.transform->SetTransform(vrb::Matrix::Translation(vrb::Vector(0.0f, -h * 0.5f, 0.0f)));
} else {
const float theta = aTarget.GetCylinder()->GetCylinderTheta();
const float radius = aTarget.GetCylinder()->GetTransformNode()->GetTransform().GetScale().x();
// Place top and bottom cylinders
top->m.cylinder->SetCylinderTheta(theta);
bottom->m.cylinder->SetCylinderTheta(theta);
vrb::Matrix cylinderScale = vrb::Matrix::Identity();
cylinderScale.ScaleInPlace(vrb::Vector(radius, 1.0f, radius));
top->m.transform->SetTransform(vrb::Matrix::Translation(vrb::Vector(0.0f, h * 0.5f, radius)).PostMultiply(cylinderScale));
bottom->m.transform->SetTransform(vrb::Matrix::Translation(vrb::Vector(0.0f, -h * 0.5f, radius)).PostMultiply(cylinderScale));
// Place left and right borders on the cylinder sides
auto placeBorder = [=](WidgetBorderPtr& aBorder, float aAngle) {
vrb::Matrix rotation = vrb::Matrix::Rotation(vrb::Vector(-cosf(aAngle), 0.0f, sinf(aAngle)));
vrb::Matrix translation = vrb::Matrix::Position(vrb::Vector(radius * cosf(aAngle), 0.0f,
radius - radius * sinf(aAngle)));
aBorder->m.transform->SetTransform(translation.PostMultiply(rotation));
};
placeBorder(left, (float)M_PI * 0.5f + theta * 0.5f);
placeBorder(right, (float)M_PI * 0.5f - theta * 0.5f);
}
return {left, right, top, bottom};
}
WidgetBorder::WidgetBorder(State& aState, vrb::CreationContextPtr& aContext) : m(aState) {
}
} // namespace crow