tibia-client/src/graphics.cpp

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/* The MIT License
*
* Copyright (c) 2010 OTClient, https://github.com/edubart/otclient
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*/
#include "graphics.h"
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#include "logger.h"
#include "texture.h"
Graphics g_graphics;
Graphics::Graphics()
{
}
Graphics::~Graphics()
{
}
void Graphics::init()
{
// setup opengl
glEnable(GL_ALPHA_TEST); // enable alpha by default
glAlphaFunc(GL_GREATER, 0.0f); // default alpha mode
glDisable(GL_DEPTH_TEST); // we are rendering 2D only, we don't need it
glEnable(GL_TEXTURE_2D); // enable textures by default
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notice("GPU %s", (const char*)glGetString(GL_RENDERER));
notice("OpenGL %s", (const char*)glGetString(GL_VERSION));
}
void Graphics::terminate()
{
}
void Graphics::resize(int width, int height)
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{
m_screenSize.setWidth(width);
m_screenSize.setHeight(height);
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restoreViewport();
}
void Graphics::restoreViewport()
{
const int& width = m_screenSize.width();
const int& height = m_screenSize.height();
// resize gl viewport
glViewport(0, 0, width, height);
/*
0,0---------0,w
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| |
| |
| |
h,0---------h,w
*/
// setup view region like above
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluOrtho2D(0.0f, width, height, 0.0f);
// back to model view
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
void Graphics::beginRender()
{
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glLoadIdentity();
}
void Graphics::endRender()
{
}
void Graphics::drawTexturedRect(const Rect& screenCoords, const Texture *texture, const Rect& texCoords)
{
// rect correction for opengl
int right = screenCoords.right()+1;
int bottom = screenCoords.bottom()+1;
int top = screenCoords.top();
int left = screenCoords.left();
float tright;
float tbottom;
float ttop;
float tleft;
if(!texCoords.isEmpty()) {
const Size& textureSize = texture->getSize();
tright = (float)(texCoords.right()+1)/textureSize.width();
tbottom = (float)(texCoords.bottom()+1)/textureSize.height();
ttop = (float)texCoords.top()/textureSize.height();
tleft = (float)texCoords.left()/textureSize.width();
} else {
tright = 0.0f;
tbottom = 1.0f;
ttop = 0.0f;
tleft = 1.0f;
}
glBindTexture(GL_TEXTURE_2D, texture->getTextureId());
glBegin(GL_QUADS);
glTexCoord2f(tleft, ttop); glVertex2i(left, top);
glTexCoord2f(tleft, tbottom); glVertex2i(left, bottom);
glTexCoord2f(tright, tbottom); glVertex2i(right, bottom);
glTexCoord2f(tright, ttop); glVertex2i(right, top);
glEnd();
}
void Graphics::drawColoredRect(const Rect& screenCoords, const Color& color)
{
glDisable(GL_TEXTURE_2D);
glColor4ubv(color.rgbaPtr());
// rect correction for opengl
int right = screenCoords.right()+1;
int bottom = screenCoords.bottom()+1;
int top = screenCoords.top();
int left = screenCoords.left();
glBegin(GL_QUADS);
glVertex2i(left, top);
glVertex2i(left, bottom);
glVertex2i(right, bottom);
glVertex2i(right, top);
glEnd();
glEnable(GL_TEXTURE_2D);
}
void Graphics::drawBoundingRect(const Rect& screenCoords, const Color& color, int lineWidth)
{
if(2*lineWidth > screenCoords.height())
return;
glDisable(GL_TEXTURE_2D);
glColor4ubv(color.rgbaPtr());
// rect correction for opengl
int right = screenCoords.right()+1;
int bottom = screenCoords.bottom()+1;
int top = screenCoords.top();
int left = screenCoords.left();
glBegin(GL_QUADS);
// top line
glVertex2i(left, top);
glVertex2i(left, top+lineWidth);
glVertex2i(right, top+lineWidth);
glVertex2i(right, top);
// left
glVertex2i(left, screenCoords.top()+lineWidth);
glVertex2i(left, bottom-lineWidth);
glVertex2i(left+lineWidth, bottom-lineWidth);
glVertex2i(left+lineWidth, screenCoords.top()+lineWidth);
// bottom line
glVertex2i(left, bottom);
glVertex2i(left, bottom-lineWidth);
glVertex2i(right, bottom-lineWidth);
glVertex2i(right, bottom);
// right line
glVertex2i(right, top+lineWidth);
glVertex2i(right, bottom-lineWidth);
glVertex2i(right-lineWidth, bottom-lineWidth);
glVertex2i(right-lineWidth, top+lineWidth);
glEnd();
glEnable(GL_TEXTURE_2D);
}