rexglue-skate3/include/rex/ui/immediate_drawer.h
2026-05-18 22:41:13 +01:00

150 lines
5.1 KiB
C++

#pragma once
/**
******************************************************************************
* Xenia : Xbox 360 Emulator Research Project *
******************************************************************************
* Copyright 2022 Ben Vanik. All rights reserved. *
* Released under the BSD license - see LICENSE in the root for more details. *
******************************************************************************
*
* @modified Tom Clay, 2026 - Adapted for ReXGlue runtime
*/
#include <memory>
#include <rex/ui/presenter.h>
namespace rex {
namespace ui {
// Describes the filter applied when sampling textures.
enum class ImmediateTextureFilter {
kNearest,
kLinear,
};
// Simple texture compatible with the immediate renderer.
class ImmediateTexture {
public:
virtual ~ImmediateTexture() = default;
// Texture width, in pixels.
uint32_t width;
// Texture height, in pixels.
uint32_t height;
protected:
ImmediateTexture(uint32_t width, uint32_t height) : width(width), height(height) {}
};
// Describes the primitive type used by a draw call.
enum class ImmediatePrimitiveType {
kLines,
kTriangles,
};
// Simple vertex used by the immediate mode drawer.
// To avoid translations, this matches both imgui and elemental-forms vertices:
// ImDrawVert
// el::graphics::Renderer::Vertex
struct ImmediateVertex {
float x, y;
float u, v;
uint32_t color;
};
// All parameters required to draw an immediate-mode batch of vertices.
struct ImmediateDrawBatch {
// Vertices to draw.
const ImmediateVertex* vertices = nullptr;
int vertex_count = 0;
// Optional index buffer indices.
const uint16_t* indices = nullptr;
int index_count = 0;
};
struct ImmediateDraw {
// Primitive type the vertices/indices represent.
ImmediatePrimitiveType primitive_type = ImmediatePrimitiveType::kTriangles;
// Total number of elements to draw.
int count = 0;
// Starting offset in the index buffer.
int index_offset = 0;
// Base vertex of elements, if using an index buffer.
int base_vertex = 0;
// Texture used when drawing, or nullptr if color only.
ImmediateTexture* texture = nullptr;
// True to enable scissoring using the region defined by scissor_rect.
bool scissor = false;
// Scissoring region in the coordinate space (if right < left or bottom < top,
// not drawing).
float scissor_left = 0.0f;
float scissor_top = 0.0f;
float scissor_right = 0.0f;
float scissor_bottom = 0.0f;
};
class ImmediateDrawer {
public:
ImmediateDrawer(const ImmediateDrawer& immediate_drawer) = delete;
ImmediateDrawer& operator=(const ImmediateDrawer& immediate_drawer) = delete;
virtual ~ImmediateDrawer() = default;
void SetPresenter(Presenter* new_presenter);
// Creates a new texture with the given attributes and R8G8B8A8 data.
virtual std::unique_ptr<ImmediateTexture> CreateTexture(uint32_t width, uint32_t height,
ImmediateTextureFilter filter,
bool is_repeated,
const uint8_t* data) = 0;
// Begins drawing in immediate mode using the given projection matrix. The
// presenter that is currently attached to the immediate drawer, as the
// implementation may hold presenter-specific information such as UI
// submission indices. Pass 0 or a negative value as the coordinate space
// width or height to use raw render target pixel coordinates (or this will
// just be used as a safe fallback when with a non-zero-sized surface the
// coordinate space size becomes zero somehow).
virtual void Begin(UIDrawContext& ui_draw_context, float coordinate_space_width,
float coordinate_space_height);
// Starts a draw batch.
virtual void BeginDrawBatch(const ImmediateDrawBatch& batch) = 0;
// Draws one set of a batch.
virtual void Draw(const ImmediateDraw& draw) = 0;
// Ends a draw batch.
virtual void EndDrawBatch() = 0;
// Ends drawing in immediate mode and flushes contents.
virtual void End();
protected:
ImmediateDrawer() = default;
Presenter* presenter() const { return presenter_; }
virtual void OnLeavePresenter() {}
virtual void OnEnterPresenter() {}
// Available between Begin and End.
UIDrawContext* ui_draw_context() const { return ui_draw_context_; }
float coordinate_space_width() const { return coordinate_space_width_; }
float coordinate_space_height() const { return coordinate_space_height_; }
// Converts and clamps the scissor in the immediate draw to render target
// coordinates. Returns whether the scissor contains any render target pixels
// (but a valid scissor is written even if false is returned).
bool ScissorToRenderTarget(const ImmediateDraw& immediate_draw, uint32_t& out_left,
uint32_t& out_top, uint32_t& out_width, uint32_t& out_height);
private:
Presenter* presenter_ = nullptr;
UIDrawContext* ui_draw_context_ = nullptr;
float coordinate_space_width_;
float coordinate_space_height_;
};
} // namespace ui
} // namespace rex