#include "stdafx.h" #include "GuiComponent.h" #include "Tesselator.h" void GuiComponent::hLine(int x0, int x1, int y, int col) { if (x1 < x0) { int tmp = x0; x0 = x1; x1 = tmp; } fill(x0, y, x1 + 1, y + 1, col); } void GuiComponent::vLine(int x, int y0, int y1, int col) { if (y1 < y0) { int tmp = y0; y0 = y1; y1 = tmp; } fill(x, y0 + 1, x + 1, y1, col); } void GuiComponent::fill(int x0, int y0, int x1, int y1, int col) { if (x0 < x1) { int tmp = x0; x0 = x1; x1 = tmp; } if (y0 < y1) { int tmp = y0; y0 = y1; y1 = tmp; } float a = ((col >> 24) & 0xff) / 255.0f; float r = ((col >> 16) & 0xff) / 255.0f; float g = ((col >> 8) & 0xff) / 255.0f; float b = ((col) & 0xff) / 255.0f; Tesselator *t = Tesselator::getInstance(); glEnable(GL_BLEND); glDisable(GL_TEXTURE_2D); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glColor4f(r, g, b, a); t->begin(); t->vertex((float)(x0), (float)( y1), (float)( 0)); t->vertex((float)(x1), (float)( y1), (float)( 0)); t->vertex((float)(x1), (float)( y0), (float)( 0)); t->vertex((float)(x0), (float)( y0), (float)( 0)); t->end(); glEnable(GL_TEXTURE_2D); glDisable(GL_BLEND); } void GuiComponent::fillGradient(int x0, int y0, int x1, int y1, int col1, int col2) { float a1 = ((col1 >> 24) & 0xff) / 255.0f; float r1 = ((col1 >> 16) & 0xff) / 255.0f; float g1 = ((col1 >> 8) & 0xff) / 255.0f; float b1 = ((col1) & 0xff) / 255.0f; float a2 = ((col2 >> 24) & 0xff) / 255.0f; float r2 = ((col2 >> 16) & 0xff) / 255.0f; float g2 = ((col2 >> 8) & 0xff) / 255.0f; float b2 = ((col2) & 0xff) / 255.0f; glDisable(GL_TEXTURE_2D); glEnable(GL_BLEND); glDisable(GL_ALPHA_TEST); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glShadeModel(GL_SMOOTH); Tesselator *t = Tesselator::getInstance(); t->begin(); t->color(r1, g1, b1, a1); t->vertex((float)(x1), (float)( y0), blitOffset); t->vertex((float)(x0), (float)( y0), blitOffset); t->color(r2, g2, b2, a2); t->vertex((float)(x0), (float)( y1), blitOffset); t->vertex((float)(x1), (float)( y1), blitOffset); t->end(); glShadeModel(GL_FLAT); glDisable(GL_BLEND); glEnable(GL_ALPHA_TEST); glEnable(GL_TEXTURE_2D); } GuiComponent::GuiComponent() { blitOffset = 0; } void GuiComponent::drawCenteredString(Font *font, const wstring& str, int x, int y, int color) { font->drawShadow(str, x - (font->width(str)) / 2, y, color); } void GuiComponent::drawString(Font *font, const wstring& str, int x, int y, int color) { font->drawShadow(str, x, y, color); } void GuiComponent::blit(int x, int y, int sx, int sy, int w, int h) { float us = 1 / 256.0f; float vs = 1 / 256.0f; Tesselator *t = Tesselator::getInstance(); t->begin(); // This is a bit of a mystery. In general this ought to be 0.5 to match the centre of texels & pixels in the DX9 version of things. However, when scaling the GUI by a factor of 1.5, I'm // really not sure how exactly point sampled rasterisation works, but when shifting by 0.5 we get a discontinuity down the diagonal of quads. Setting this shift to 0.75 in all cases seems to work fine. const float extraShift = 0.75f; // 4J - subtracting extraShift (actual screen pixels, so need to compensate for physical & game width) from each x & y coordinate to compensate for centre of pixels in directx vs openGL float dx = ( extraShift * (float)Minecraft::GetInstance()->width ) / (float)Minecraft::GetInstance()->width_phys; // 4J - Also factor in the scaling from gui coordinate space to the screen. This varies based on user-selected gui scale, and whether we are in a viewport mode or not dx /= Gui::currentGuiScaleFactor; float dy = extraShift / Gui::currentGuiScaleFactor; // Ensure that the x/y, width and height are actually pixel aligned at our current scale factor - in particular, for split screen mode with the default (3X) // scale, we have an overall scale factor of 3 * 0.5 = 1.5, and so any odd pixels won't align float fx = (floorf((float)x * Gui::currentGuiScaleFactor)) / Gui::currentGuiScaleFactor; float fy = (floorf((float)y * Gui::currentGuiScaleFactor)) / Gui::currentGuiScaleFactor; float fw = (floorf((float)w * Gui::currentGuiScaleFactor)) / Gui::currentGuiScaleFactor; float fh = (floorf((float)h * Gui::currentGuiScaleFactor)) / Gui::currentGuiScaleFactor; t->vertexUV(fx + 0 - dx, fy + fh - dy, (float)( blitOffset), (float)( (sx + 0) * us), (float)( (sy + h) * vs)); t->vertexUV(fx + fw - dx, fy + fh - dy, (float)( blitOffset), (float)( (sx + w) * us), (float)( (sy + h) * vs)); t->vertexUV(fx + fw - dx, fy + 0 - dy, (float)( blitOffset), (float)( (sx + w) * us), (float)( (sy + 0) * vs)); t->vertexUV(fx + 0 - dx, fy + 0 - dy, (float)( blitOffset), (float)( (sx + 0) * us), (float)( (sy + 0) * vs)); t->end(); }