337 lines
9.8 KiB
C++
337 lines
9.8 KiB
C++
/*
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* Copyright (c) 2010-2011 OTClient <https://github.com/edubart/otclient>
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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* THE SOFTWARE.
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*/
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#include "fontmanager.h"
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#include <framework/graphics/graphics.h>
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#include <framework/graphics/texture.h>
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Graphics g_graphics;
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void Graphics::init()
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{
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// setup opengl
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glEnable(GL_ALPHA_TEST); // enable alpha by default
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glAlphaFunc(GL_GREATER, 0.0f); // default alpha func
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glDisable(GL_DEPTH_TEST); // we are rendering 2D only, we don't need depth buffer
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glEnable(GL_TEXTURE_2D); // enable textures by default
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glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
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glShadeModel(GL_SMOOTH);
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glEnable(GL_BLEND);
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glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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logInfo("GPU ", glGetString(GL_RENDERER));
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logInfo("OpenGL ", glGetString(GL_VERSION));
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m_drawing = false;
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m_opacity = 255;
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m_emptyTexture = TexturePtr(new Texture);
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bindColor(Fw::white);
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bindBlendFunc(Fw::BlendDefault);
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}
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void Graphics::terminate()
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{
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g_fonts.releaseFonts();
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m_emptyTexture.reset();
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}
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bool Graphics::isExtensionSupported(const char *extension)
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{
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const GLubyte *extensions = NULL;
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const GLubyte *start;
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GLubyte *where, *terminator;
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where = (GLubyte *)strchr(extension, ' ');
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if(where || *extension == '\0')
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return 0;
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extensions = glGetString(GL_EXTENSIONS);
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start = extensions;
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while(true) {
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where = (GLubyte *) strstr((const char *)start, extension);
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if(!where)
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break;
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terminator = where + strlen(extension);
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if(where == start || *(where - 1) == ' ')
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if(*terminator == ' ' || *terminator == '\0')
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return 1;
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start = terminator;
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}
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return 0;
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}
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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();
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}
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void Graphics::restoreViewport()
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{
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const int& width = m_screenSize.width();
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const int& height = m_screenSize.height();
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// resize gl viewport
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glViewport(0, 0, width, height);
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/*
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0,0---------0,w
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h,0---------h,w
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*/
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// setup view region like above
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glOrtho(0.0f, width, height, 0.0f, -1, 1);
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// back to model view
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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}
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void Graphics::beginRender()
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{
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glClear(GL_COLOR_BUFFER_BIT);
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glLoadIdentity();
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}
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void Graphics::endRender()
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{
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assert(!m_drawing);
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}
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void Graphics::drawTexturedRect(const Rect& screenCoords,
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const TexturePtr& texture,
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const Rect& textureCoords,
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bool upsideDown)
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{
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if(screenCoords.isEmpty() || texture->getId() == 0)
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return;
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// rect correction for opengl
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int right = screenCoords.right() + 1;
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int bottom = screenCoords.bottom() + 1;
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int top = screenCoords.top();
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int left = screenCoords.left();
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float textureRight;
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float textureBottom;
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float textureTop;
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float textureLeft;
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const Size& textureSize = texture->getGlSize();
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if(textureCoords.isEmpty()) {
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textureRight = texture->getWidth() / (float)textureSize.width();
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if(upsideDown) {
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textureBottom = 0.0f;
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textureTop = texture->getHeight() / (float)textureSize.height();
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} else {
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textureBottom = texture->getHeight() / (float)textureSize.height();
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textureTop = 0.0f;
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}
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textureLeft = 0.0f;
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} else {
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textureRight = (textureCoords.right() + 1) / (float)textureSize.width();
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if(upsideDown) {
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textureTop = (textureCoords.bottom() + 1) / (float)textureSize.height();
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textureBottom = textureCoords.top() / (float)textureSize.height();
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} else {
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textureBottom = (textureCoords.bottom() + 1) / (float)textureSize.height();
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textureTop = textureCoords.top() / (float)textureSize.height();
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}
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textureLeft = textureCoords.left() / (float)textureSize.width();
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}
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if(!m_drawing) {
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bindTexture(texture);
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glBegin(GL_QUADS);
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}
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glTexCoord2f(textureLeft, textureTop); glVertex2i(left, top);
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glTexCoord2f(textureLeft, textureBottom); glVertex2i(left, bottom);
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glTexCoord2f(textureRight, textureBottom); glVertex2i(right, bottom);
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glTexCoord2f(textureRight, textureTop); glVertex2i(right, top);
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if(!m_drawing)
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glEnd();
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}
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void Graphics::drawRepeatedTexturedRect(const Rect& screenCoords,
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const TexturePtr& texture,
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const Rect& textureCoords)
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{
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if(screenCoords.isEmpty() || texture->getId() == 0 || textureCoords.isEmpty())
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return;
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bool mustStopDrawing = false;
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if(!m_drawing) {
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bindTexture(texture);
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startDrawing();
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mustStopDrawing = true;
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}
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// render many repeated texture rects
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Rect virtualScreenCoords(0,0,screenCoords.size());
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for(int y = 0; y <= virtualScreenCoords.height(); y += textureCoords.height()) {
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for(int x = 0; x <= virtualScreenCoords.width(); x += textureCoords.width()) {
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Rect partialCoords(x, y, textureCoords.size());
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Rect partialTextureCoords = textureCoords;
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// partialCoords to screenCoords bottomRight
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if(partialCoords.bottom() > virtualScreenCoords.bottom()) {
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partialTextureCoords.setBottom(partialTextureCoords.bottom() +
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(virtualScreenCoords.bottom() - partialCoords.bottom()));
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partialCoords.setBottom(virtualScreenCoords.bottom());
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}
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if(partialCoords.right() > virtualScreenCoords.right()) {
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partialTextureCoords.setRight(partialTextureCoords.right() +
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(virtualScreenCoords.right() - partialCoords.right()));
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partialCoords.setRight(virtualScreenCoords.right());
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}
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partialCoords.translate(screenCoords.topLeft());
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drawTexturedRect(partialCoords, texture, partialTextureCoords);
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}
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}
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if(mustStopDrawing)
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stopDrawing();
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}
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void Graphics::drawFilledRect(const Rect& screenCoords)
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{
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assert(!m_drawing);
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if(screenCoords.isEmpty())
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return;
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// rect correction for opengl
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int right = screenCoords.right() + 1;
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int bottom = screenCoords.bottom() + 1;
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int top = screenCoords.top();
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int left = screenCoords.left();
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glDisable(GL_TEXTURE_2D);
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glBegin(GL_QUADS);
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glVertex2i(left, top);
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glVertex2i(left, bottom);
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glVertex2i(right, bottom);
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glVertex2i(right, top);
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glEnd();
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glEnable(GL_TEXTURE_2D);
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}
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void Graphics::drawBoundingRect(const Rect& screenCoords,
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int innerLineWidth)
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{
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assert(!m_drawing);
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if(screenCoords.isEmpty() || 2 * innerLineWidth > screenCoords.height())
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return;
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// rect correction for opengl
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int right = screenCoords.right()+1;
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int bottom = screenCoords.bottom()+1;
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int top = screenCoords.top();
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int left = screenCoords.left();
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glDisable(GL_TEXTURE_2D);
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glBegin(GL_QUADS);
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// top line
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glVertex2i(left, top);
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glVertex2i(left, top + innerLineWidth);
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glVertex2i(right, top + innerLineWidth);
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glVertex2i(right, top);
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// left
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glVertex2i(left, screenCoords.top() + innerLineWidth);
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glVertex2i(left, bottom - innerLineWidth);
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glVertex2i(left + innerLineWidth, bottom - innerLineWidth);
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glVertex2i(left + innerLineWidth, screenCoords.top() + innerLineWidth);
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// bottom line
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glVertex2i(left, bottom);
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glVertex2i(left, bottom - innerLineWidth);
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glVertex2i(right, bottom - innerLineWidth);
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glVertex2i(right, bottom);
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// right line
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glVertex2i(right , top + innerLineWidth);
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glVertex2i(right , bottom - innerLineWidth);
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glVertex2i(right - innerLineWidth, bottom - innerLineWidth);
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glVertex2i(right - innerLineWidth, top + innerLineWidth);
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glEnd();
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glEnable(GL_TEXTURE_2D);
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}
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void Graphics::bindColor(const Color& color)
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{
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Color tmp = color;
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tmp.setAlpha(std::min((uint8)m_opacity, color.a()));
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glColor4ubv(tmp.rgbaPtr());
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}
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void Graphics::bindTexture(const TexturePtr& texture)
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{
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glBindTexture(GL_TEXTURE_2D, texture->getId());
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}
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void Graphics::bindBlendFunc(Fw::BlendFunc blendType)
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{
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switch(blendType) {
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case Fw::BlendDefault:
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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break;
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case Fw::BlendColorzing:
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glBlendFunc(GL_DST_COLOR, GL_ONE_MINUS_SRC_ALPHA);
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break;
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}
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}
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void Graphics::startDrawing()
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{
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assert(!m_drawing);
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glBegin(GL_QUADS);
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m_drawing = true;
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}
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void Graphics::stopDrawing()
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{
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assert(m_drawing);
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glEnd();
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m_drawing = false;
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}
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