tibia-client/src/framework/graphics/graphics.cpp

337 lines
9.8 KiB
C++

/*
* Copyright (c) 2010-2011 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 "fontmanager.h"
#include <framework/graphics/graphics.h>
#include <framework/graphics/texture.h>
Graphics g_graphics;
void Graphics::init()
{
// setup opengl
glEnable(GL_ALPHA_TEST); // enable alpha by default
glAlphaFunc(GL_GREATER, 0.0f); // default alpha func
glDisable(GL_DEPTH_TEST); // we are rendering 2D only, we don't need depth buffer
glEnable(GL_TEXTURE_2D); // enable textures by default
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
glShadeModel(GL_SMOOTH);
glEnable(GL_BLEND);
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
logInfo("GPU ", glGetString(GL_RENDERER));
logInfo("OpenGL ", glGetString(GL_VERSION));
m_drawing = false;
m_opacity = 255;
m_emptyTexture = TexturePtr(new Texture);
bindColor(Fw::white);
bindBlendFunc(Fw::BlendDefault);
}
void Graphics::terminate()
{
g_fonts.releaseFonts();
m_emptyTexture.reset();
}
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(const Size& size)
{
m_screenSize = size;
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();
glOrtho(0.0f, width, height, 0.0f, -1, 1);
// back to model view
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
void Graphics::beginRender()
{
glClear(GL_COLOR_BUFFER_BIT);
glLoadIdentity();
}
void Graphics::endRender()
{
assert(!m_drawing);
}
void Graphics::drawTexturedRect(const Rect& screenCoords,
const TexturePtr& texture,
const Rect& textureCoords,
bool upsideDown)
{
if(screenCoords.isEmpty() || texture->getId() == 0)
return;
// rect correction for opengl
int right = screenCoords.right() + 1;
int bottom = screenCoords.bottom() + 1;
int top = screenCoords.top();
int left = screenCoords.left();
float textureRight;
float textureBottom;
float textureTop;
float textureLeft;
const Size& textureSize = texture->getGlSize();
if(textureCoords.isEmpty()) {
textureRight = texture->getWidth() / (float)textureSize.width();
if(upsideDown) {
textureBottom = 0.0f;
textureTop = texture->getHeight() / (float)textureSize.height();
} else {
textureBottom = texture->getHeight() / (float)textureSize.height();
textureTop = 0.0f;
}
textureLeft = 0.0f;
} else {
textureRight = (textureCoords.right() + 1) / (float)textureSize.width();
if(upsideDown) {
textureTop = (textureCoords.bottom() + 1) / (float)textureSize.height();
textureBottom = textureCoords.top() / (float)textureSize.height();
} else {
textureBottom = (textureCoords.bottom() + 1) / (float)textureSize.height();
textureTop = textureCoords.top() / (float)textureSize.height();
}
textureLeft = textureCoords.left() / (float)textureSize.width();
}
if(!m_drawing) {
bindTexture(texture);
glBegin(GL_QUADS);
}
glTexCoord2f(textureLeft, textureTop); glVertex2i(left, top);
glTexCoord2f(textureLeft, textureBottom); glVertex2i(left, bottom);
glTexCoord2f(textureRight, textureBottom); glVertex2i(right, bottom);
glTexCoord2f(textureRight, textureTop); glVertex2i(right, top);
if(!m_drawing)
glEnd();
}
void Graphics::drawRepeatedTexturedRect(const Rect& screenCoords,
const TexturePtr& texture,
const Rect& textureCoords)
{
if(screenCoords.isEmpty() || texture->getId() == 0 || textureCoords.isEmpty())
return;
bool mustStopDrawing = false;
if(!m_drawing) {
bindTexture(texture);
startDrawing();
mustStopDrawing = true;
}
// 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());
drawTexturedRect(partialCoords, texture, partialTextureCoords);
}
}
if(mustStopDrawing)
stopDrawing();
}
void Graphics::drawFilledRect(const Rect& screenCoords)
{
assert(!m_drawing);
if(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();
glDisable(GL_TEXTURE_2D);
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,
int innerLineWidth)
{
assert(!m_drawing);
if(screenCoords.isEmpty() || 2 * innerLineWidth > screenCoords.height())
return;
// rect correction for opengl
int right = screenCoords.right()+1;
int bottom = screenCoords.bottom()+1;
int top = screenCoords.top();
int left = screenCoords.left();
glDisable(GL_TEXTURE_2D);
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);
}
void Graphics::bindColor(const Color& color)
{
Color tmp = color;
tmp.setAlpha(std::min((uint8)m_opacity, color.a()));
glColor4ubv(tmp.rgbaPtr());
}
void Graphics::bindTexture(const TexturePtr& texture)
{
glBindTexture(GL_TEXTURE_2D, texture->getId());
}
void Graphics::bindBlendFunc(Fw::BlendFunc blendType)
{
switch(blendType) {
case Fw::BlendDefault:
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
break;
case Fw::BlendColorzing:
glBlendFunc(GL_DST_COLOR, GL_ONE_MINUS_SRC_ALPHA);
break;
}
}
void Graphics::startDrawing()
{
assert(!m_drawing);
glBegin(GL_QUADS);
m_drawing = true;
}
void Graphics::stopDrawing()
{
assert(m_drawing);
glEnd();
m_drawing = false;
}