/* * Copyright (c) 2010-2012 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 "painterogl1.h" #include "graphics.h" PainterOGL1 *g_painterOGL1 = nullptr; PainterOGL1::PainterOGL1() { m_matrixMode = GL_PROJECTION; resetState(); } void PainterOGL1::refreshState() { Painter::refreshState(); updateGlColor(); updateGlMatrixMode(); updateGlProjectionMatrix(); updateGlTextureMatrix(); } void PainterOGL1::bind() { Painter::bind(); // vertex and texture coord arrays are always enabled // to avoid massive enable/disables, thus improving frame rate glEnableClientState(GL_TEXTURE_COORD_ARRAY); glEnableClientState(GL_VERTEX_ARRAY); } void PainterOGL1::unbind() { glDisableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_TEXTURE_COORD_ARRAY); } void PainterOGL1::drawCoords(CoordsBuffer& coordsBuffer, DrawMode drawMode) { int vertexCount = coordsBuffer.getVertexCount(); if(vertexCount == 0) return; bool textured = coordsBuffer.getTextureCoordCount() != 0; if(textured) glEnable(GL_TEXTURE_2D); else glDisable(GL_TEXTURE_2D); // use vertex arrays if possible, much faster if(g_graphics.canUseDrawArrays()) { // update coords buffer hardware caches if enabled coordsBuffer.updateCaches(); bool hardwareCached = coordsBuffer.isHardwareCached(); // only set texture coords arrays when needed if(textured) { if(hardwareCached) { coordsBuffer.getHardwareTextureCoordArray()->bind(); glTexCoordPointer(2, GL_FLOAT, 0, nullptr); } else glTexCoordPointer(2, GL_FLOAT, 0, coordsBuffer.getTextureCoordArray()); } // set vertex array if(hardwareCached) { coordsBuffer.getHardwareVertexArray()->bind(); glVertexPointer(2, GL_FLOAT, 0, nullptr); } else glVertexPointer(2, GL_FLOAT, 0, coordsBuffer.getVertexArray()); if(hardwareCached) HardwareBuffer::unbind(HardwareBuffer::VertexBuffer); // draw the element in coords buffers glDrawArrays(drawMode, 0, vertexCount); } else { int verticesSize = vertexCount*2; float *vertices = coordsBuffer.getVertexArray(); float *texCoords = coordsBuffer.getTextureCoordArray(); // use glBegin/glEnd, this is not available in OpenGL ES // and is considered much slower then glDrawArrays, // but this code is executed in really old graphics cards glBegin(drawMode); for(int i=0;igetId()) return; setTexture(texture.get()); drawCoords(coordsBuffer); } void PainterOGL1::drawTexturedRect(const Rect& dest, const TexturePtr& texture, const Rect& src) { if(dest.isEmpty() || src.isEmpty() || !texture->getId()) return; m_coordsBuffer.clear(); m_coordsBuffer.addQuad(dest, src); setTexture(texture.get()); drawCoords(m_coordsBuffer, TriangleStrip); } void PainterOGL1::drawRepeatedTexturedRect(const Rect& dest, const TexturePtr& texture, const Rect& src) { if(dest.isEmpty() || src.isEmpty() || !texture->getId()) return; m_coordsBuffer.clear(); m_coordsBuffer.addRepeatedRects(dest, src); setTexture(texture.get()); drawCoords(m_coordsBuffer); } void PainterOGL1::drawFilledRect(const Rect& dest) { if(dest.isEmpty()) return; m_coordsBuffer.clear(); m_coordsBuffer.addRect(dest); setTexture(nullptr); drawCoords(m_coordsBuffer); } void PainterOGL1::drawBoundingRect(const Rect& dest, int innerLineWidth) { if(dest.isEmpty() || innerLineWidth == 0) return; m_coordsBuffer.clear(); m_coordsBuffer.addBoudingRect(dest, innerLineWidth); setTexture(nullptr); drawCoords(m_coordsBuffer); } void PainterOGL1::setMatrixMode(PainterOGL1::MatrixMode matrixMode) { if(m_matrixMode == matrixMode) return; m_matrixMode = matrixMode; updateGlMatrixMode(); } void PainterOGL1::setProjectionMatrix(const Matrix3& projectionMatrix) { m_projectionMatrix = projectionMatrix; updateGlProjectionMatrix(); } void PainterOGL1::setTextureMatrix(const Matrix2& textureMatrix) { m_textureMatrix = textureMatrix; updateGlTextureMatrix(); } void PainterOGL1::setColor(const Color& color) { if(m_color == color) return; m_color = color; updateGlColor(); } void PainterOGL1::setOpacity(float opacity) { if(m_opacity == opacity) return; m_opacity = opacity; updateGlColor(); } void PainterOGL1::updateGlColor() { glColor4f(m_color.rF(), m_color.gF(), m_color.bF(), m_color.aF() * m_opacity); } void PainterOGL1::updateGlMatrixMode() { glMatrixMode(m_matrixMode); } void PainterOGL1::updateGlProjectionMatrix() { float glProjectionMatrix[] = { m_projectionMatrix(1,1), m_projectionMatrix(1,2), 0.0f, m_projectionMatrix(1,3), m_projectionMatrix(2,1), m_projectionMatrix(2,2), 0.0f, m_projectionMatrix(2,3), 0.0f, 0.0f, 1.0f, 0.0f, m_projectionMatrix(3,1), m_projectionMatrix(3,2), 0.0f, m_projectionMatrix(3,3), }; setMatrixMode(MatrixProjection); glLoadMatrixf(glProjectionMatrix); } void PainterOGL1::updateGlTextureMatrix() { float glTextureMatrix[] = { m_textureMatrix(1,1), m_textureMatrix(1,2), 0.0f, 0.0f, m_textureMatrix(2,1), m_textureMatrix(2,2), 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, }; setMatrixMode(MatrixTexture); glLoadMatrixf(glTextureMatrix); }