tibia-client/src/framework/graphics/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.
*/
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#include <prerequisites.h>
#include <graphics/graphics.h>
Graphics g_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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glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
glShadeModel(GL_SMOOTH);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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flogInfo("GPU %s", (const char*)glGetString(GL_RENDERER));
flogInfo("OpenGL %s", (const char*)glGetString(GL_VERSION));
}
void Graphics::terminate()
{
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m_bindedTexture.reset();
}
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bool Graphics::isExtensionSupported(const char *extension)
{
const GLubyte *extensions = NULL;
const GLubyte *start;
GLubyte *where, *terminator;
where = (GLubyte *)strchr(extension, ' ');
if(where || *extension == '\0')
return 0;
extensions = glGetString(GL_EXTENSIONS);
start = extensions;
while(true) {
where = (GLubyte *) strstr((const char *)start, extension);
if(!where)
break;
terminator = where + strlen(extension);
if(where == start || *(where - 1) == ' ')
if(*terminator == ' ' || *terminator == '\0')
return 1;
start = terminator;
}
return 0;
}
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void Graphics::resize(const Size& size)
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{
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m_screenSize = size;
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restoreViewport();
}
void Graphics::restoreViewport()
{
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disableDrawing();
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()
{
glClear(GL_COLOR_BUFFER_BIT);
glLoadIdentity();
}
void Graphics::endRender()
{
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disableDrawing();
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}
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void Graphics::disableDrawing()
{
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if(m_drawMode != DRAW_NONE) {
glEnd();
m_drawMode = DRAW_NONE;
}
}
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void Graphics::drawTexturedRect(const Rect& screenCoords, const TexturePtr& texture, const Rect& textureCoords, const Color& color)
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{
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if(screenCoords.isEmpty() || textureCoords.isEmpty())
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return;
// rect correction for opengl
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int right = screenCoords.right() + 1;
int bottom = screenCoords.bottom() + 1;
int top = screenCoords.top();
int left = screenCoords.left();
const Size& textureSize = texture->getGlSize();
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float textureRight = 0.0f;
float textureBottom = 1.0f;
float textureTop = 0.0f;
float textureLeft = 1.0f;
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if(!textureCoords.isEmpty()) {
textureRight = (float)(textureCoords.right() + 1) / textureSize.width();
textureBottom = (float)(textureCoords.bottom() + 1) / textureSize.height();
textureTop = (float)textureCoords.top() / textureSize.height();
textureLeft = (float)textureCoords.left() / textureSize.width();
}
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bindTexture(texture, color);
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glTexCoord2f(textureLeft, textureTop); glVertex2i(left, top);
glTexCoord2f(textureLeft, textureBottom); glVertex2i(left, bottom);
glTexCoord2f(textureRight, textureBottom); glVertex2i(right, bottom);
glTexCoord2f(textureRight, textureTop); glVertex2i(right, top);
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}
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void Graphics::drawRepeatedTexturedRect(const Rect& screenCoords, const TexturePtr& texture, const Rect& textureCoords, const Color& color)
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{
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if(screenCoords.isEmpty() || textureCoords.isEmpty())
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return;
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// render many repeated texture rects
Rect virtualScreenCoords(0,0,screenCoords.size());
for(int y = 0; y <= virtualScreenCoords.height(); y += textureCoords.height()) {
for(int x = 0; x <= virtualScreenCoords.width(); x += textureCoords.width()) {
Rect partialCoords(x, y, textureCoords.size());
Rect partialTextureCoords = textureCoords;
// partialCoords to screenCoords bottomRight
if(partialCoords.bottom() > virtualScreenCoords.bottom()) {
partialTextureCoords.setBottom(partialTextureCoords.bottom() + (virtualScreenCoords.bottom() - partialCoords.bottom()));
partialCoords.setBottom(virtualScreenCoords.bottom());
}
if(partialCoords.right() > virtualScreenCoords.right()) {
partialTextureCoords.setRight(partialTextureCoords.right() + (virtualScreenCoords.right() - partialCoords.right()));
partialCoords.setRight(virtualScreenCoords.right());
}
partialCoords.translate(screenCoords.topLeft());
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drawTexturedRect(partialCoords, texture, partialTextureCoords, color);
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}
}
}
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void Graphics::drawFilledRect(const Rect& screenCoords, const Color& color)
{
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if(screenCoords.isEmpty())
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return;
// rect correction for opengl
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int right = screenCoords.right() + 1;
int bottom = screenCoords.bottom() + 1;
int top = screenCoords.top();
int left = screenCoords.left();
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bindColor(color);
glVertex2i(left, top);
glVertex2i(left, bottom);
glVertex2i(right, bottom);
glVertex2i(right, top);
}
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void Graphics::drawBoundingRect(const Rect& screenCoords, const Color& color, int innerLineWidth)
{
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if(2 * innerLineWidth > screenCoords.height() || screenCoords.isEmpty())
return;
// rect correction for opengl
int right = screenCoords.right()+1;
int bottom = screenCoords.bottom()+1;
int top = screenCoords.top();
int left = screenCoords.left();
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bindColor(color);
// top line
glVertex2i(left, top);
glVertex2i(left, top + innerLineWidth);
glVertex2i(right, top + innerLineWidth);
glVertex2i(right, top);
// left
glVertex2i(left, screenCoords.top() + innerLineWidth);
glVertex2i(left, bottom - innerLineWidth);
glVertex2i(left + innerLineWidth, bottom - innerLineWidth);
glVertex2i(left + innerLineWidth, screenCoords.top() + innerLineWidth);
// bottom line
glVertex2i(left, bottom);
glVertex2i(left, bottom - innerLineWidth);
glVertex2i(right, bottom - innerLineWidth);
glVertex2i(right, bottom);
// right line
glVertex2i(right , top + innerLineWidth);
glVertex2i(right , bottom - innerLineWidth);
glVertex2i(right - innerLineWidth, bottom - innerLineWidth);
glVertex2i(right - innerLineWidth, top + innerLineWidth);
}
void Graphics::bindColor(const Color& color)
{
// switch drawing to colored quads
if(m_drawMode != DRAW_COLOR_QUADS || m_bindedColor != color) {
if(m_drawMode != DRAW_NONE)
glEnd();
glDisable(GL_TEXTURE_2D);
if(m_bindedColor != color) {
glColor4ubv(color.rgbaPtr());
m_bindedColor = color;
}
glBegin(GL_QUADS);
m_drawMode = DRAW_COLOR_QUADS;
}
}
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void Graphics::bindTexture(const TexturePtr& texture, const Color& color)
{
// switch drawing to textured quads
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if(m_drawMode != DRAW_TEXTURE_QUADS || m_bindedTexture != texture || m_bindedColor != color) {
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if(m_drawMode != DRAW_NONE)
glEnd();
glEnable(GL_TEXTURE_2D);
if(m_bindedTexture != texture) {
glBindTexture(GL_TEXTURE_2D, texture->getTextureId());
m_bindedTexture = texture;
}
if(m_bindedColor != color) {
glColor4ubv(color.rgbaPtr());
m_bindedColor = color;
}
glBegin(GL_QUADS);
m_drawMode = DRAW_TEXTURE_QUADS;
}
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}