/* 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" #include "logger.h" #include "texture.h" #include #include #include 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 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); glShadeModel(GL_SMOOTH); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); logInfo("GPU %s", (const char*)glGetString(GL_RENDERER)); logInfo("OpenGL %s", (const char*)glGetString(GL_VERSION)); } void Graphics::terminate() { } 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; } void Graphics::resize(int width, int height) { m_screenSize.setWidth(width); m_screenSize.setHeight(height); 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 | | | | | | 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::setColor(const Color& color) { glColor4ubv(color.rgbaPtr()); } void Graphics::resetColor() { glColor4ub(0xFF, 0xFF, 0xFF, 0xFF); } void Graphics::_beginTextureRender(const Texture *texture) { glBindTexture(GL_TEXTURE_2D, texture->getTextureId()); glBegin(GL_QUADS); } void Graphics::_endTextureRender() { glEnd(); } void Graphics::drawTexturedRect(const Rect& screenCoords, const Texture *texture, const Rect& textureCoords) { glBindTexture(GL_TEXTURE_2D, texture->getTextureId()); glBegin(GL_QUADS); _drawTexturedRect(screenCoords, textureCoords, texture->getSize()); glEnd(); } void Graphics::_drawTexturedRect(const Rect& screenCoords, const Rect& textureCoords, const Size& textureSize) { // rect correction for opengl int right = screenCoords.right() + 1; int bottom = screenCoords.bottom() + 1; int top = screenCoords.top(); int left = screenCoords.left(); float textureRight = 0.0f; float textureBottom = 1.0f; float textureTop = 0.0f; float textureLeft = 1.0f; 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(); } glTexCoord2f(textureLeft, textureTop); glVertex2i(left, top); glTexCoord2f(textureLeft, textureBottom); glVertex2i(left, bottom); glTexCoord2f(textureRight, textureBottom); glVertex2i(right, bottom); glTexCoord2f(textureRight, textureTop); glVertex2i(right, top); } void Graphics::drawColoredRect(const Rect& screenCoords, const Color& color) { glDisable(GL_TEXTURE_2D); setColor(color); // 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); resetColor(); } void Graphics::drawBoundingRect(const Rect& screenCoords, const Color& color, int innerLineWidth) { if(2 * innerLineWidth > screenCoords.height()) return; glDisable(GL_TEXTURE_2D); setColor(color); // 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 + 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); glEnd(); glEnable(GL_TEXTURE_2D); resetColor(); }