#include "../data/font.h" int PIXELMETHODS_CLASS::drawtext(int x, int y, const char *s, int r, int g, int b, int a) { if(!strlen(s)) return 0; int oR = r, oG = g, oB = b; int width, height; Graphics::textsize(s, width, height); VideoBuffer texture(width, height); int characterX = 0, characterY = 0; int startX = characterX; for (; *s; s++) { if (*s == '\n') { characterX = startX; characterY += FONT_H+2; } else if (*s == '\x0F') { if(!s[1] || !s[2] || !s[3]) break; oR = r; oG = g; oB = b; r = s[1]; g = s[2]; b = s[3]; s += 3; } else if (*s == '\x0E') { r = oR; g = oG; b = oB; } else if (*s == '\b') { if(!s[1]) break; switch (s[1]) { case 'w': r = g = b = 255; break; case 'g': r = g = b = 192; break; case 'o': r = 255; g = 216; b = 32; break; case 'r': r = 255; g = b = 0; break; case 'l': r = 255; g = b = 75; break; case 'b': r = g = 0; b = 255; break; case 't': b = 255; g = 170; r = 32; break; } s++; } else { characterX = texture.SetCharacter(characterX, characterY, *(unsigned char *)s, r, g, b, a); } } glEnable(GL_TEXTURE_2D); //Generate texture glBindTexture(GL_TEXTURE_2D, textTexture); //Draw texture glColor4f(1.0f, 1.0f, 1.0f, 1.0f); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, texture.Width, texture.Height, 0, GL_BGRA, GL_UNSIGNED_BYTE, texture.Buffer); //glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, texture.Width, texture.Height, GL_BGRA, GL_UNSIGNED_BYTE, texture.Buffer); glBegin(GL_QUADS); glTexCoord2d(0, 0); glVertex2f(x, y); glTexCoord2d(1, 0); glVertex2f(x+texture.Width, y); glTexCoord2d(1, 1); glVertex2f(x+texture.Width, y+texture.Height); glTexCoord2d(0, 1); glVertex2f(x, y+texture.Height); glEnd(); glBindTexture(GL_TEXTURE_2D, 0); glDisable(GL_TEXTURE_2D); return x; } int PIXELMETHODS_CLASS::drawtext(int x, int y, std::string s, int r, int g, int b, int a) { return drawtext(x, y, s.c_str(), r, g, b, a); } TPT_INLINE int PIXELMETHODS_CLASS::drawchar(int x, int y, int c, int r, int g, int b, int a) { int i, j, w, bn = 0, ba = 0; char *rp = font_data + font_ptrs[c]; w = *(rp++); VideoBuffer texture(w, 12); texture.SetCharacter(0, 0, c, r, g, b, a); glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, textTexture); glColor4f(1.0f, 1.0f, 1.0f, 1.0f); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, texture.Width, texture.Height, 0, GL_BGRA, GL_UNSIGNED_BYTE, texture.Buffer); glBegin(GL_QUADS); glTexCoord2d(0, 0); glVertex2f(x, y); glTexCoord2d(1, 0); glVertex2f(x+texture.Width, y); glTexCoord2d(1, 1); glVertex2f(x+texture.Width, y+texture.Height); glTexCoord2d(0, 1); glVertex2f(x, y+texture.Height); glEnd(); glBindTexture(GL_TEXTURE_2D, 0); glDisable(GL_TEXTURE_2D); return x + w; } TPT_INLINE int PIXELMETHODS_CLASS::addchar(int x, int y, int c, int r, int g, int b, int a) { int i, j, w, bn = 0, ba = 0; char *rp = font_data + font_ptrs[c]; w = *(rp++); VideoBuffer texture(w, 12); texture.AddCharacter(0, 0, c, r, g, b, a); glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, textTexture); glBlendFunc(GL_ONE, GL_ONE); glColor4f(1.0f, 1.0f, 1.0f, 1.0f); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, texture.Width, texture.Height, 0, GL_BGRA, GL_UNSIGNED_BYTE, texture.Buffer); glBegin(GL_QUADS); glTexCoord2d(0, 0); glVertex2f(x, y); glTexCoord2d(1, 0); glVertex2f(x+texture.Width, y); glTexCoord2d(1, 1); glVertex2f(x+texture.Width, y+texture.Height); glTexCoord2d(0, 1); glVertex2f(x, y+texture.Height); glEnd(); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glBindTexture(GL_TEXTURE_2D, 0); glDisable(GL_TEXTURE_2D); return x + w; } TPT_INLINE void PIXELMETHODS_CLASS::xor_pixel(int x, int y) { //OpenGL doesn't support single pixel manipulation, there are ways around it, but with poor performance } TPT_INLINE void PIXELMETHODS_CLASS::blendpixel(int x, int y, int r, int g, int b, int a) { //OpenGL doesn't support single pixel manipulation, there are ways around it, but with poor performance } TPT_INLINE void PIXELMETHODS_CLASS::addpixel(int x, int y, int r, int g, int b, int a) { //OpenGL doesn't support single pixel manipulation, there are ways around it, but with poor performance } void PIXELMETHODS_CLASS::xor_line(int x, int y, int x2, int y2) { glEnable(GL_COLOR_LOGIC_OP); //glEnable(GL_LINE_SMOOTH); glLogicOp(GL_XOR); glColor4f(1.0f, 1.0f, 1.0f, 1.0f); glBegin(GL_LINES); glVertex2i(x, y); glVertex2i(x2, y2); glEnd(); glDisable(GL_COLOR_LOGIC_OP); } void PIXELMETHODS_CLASS::xor_rect(int x, int y, int width, int height) { glEnable(GL_COLOR_LOGIC_OP); //glEnable(GL_LINE_SMOOTH); glLogicOp(GL_XOR); glColor4f(1.0f, 1.0f, 1.0f, 1.0f); glBegin(GL_LINE_STRIP); glVertex2i(x, y); glVertex2i(x+width, y); glVertex2i(x+width, y+height); glVertex2i(x, y+height); glVertex2i(x, y); glEnd(); glDisable(GL_COLOR_LOGIC_OP); } void PIXELMETHODS_CLASS::xor_bitmap(unsigned char * bitmap, int x, int y, int w, int h) { /* Rewriting until better method can be found //glEnable(GL_COLOR_LOGIC_OP); //glLogicOp(GL_XOR); glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, textTexture); glColor4f(1.0f, 1.0f, 1.0f, 1.0f); glPixelStorei(GL_UNPACK_ALIGNMENT, 1); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_ALPHA, GL_UNSIGNED_BYTE, bitmap); glBegin(GL_QUADS); glTexCoord2d(0, 0); glVertex2f(x, y); glTexCoord2d(1, 0); glVertex2f(x+w, y); glTexCoord2d(1, 1); glVertex2f(x+w, y+h); glTexCoord2d(0, 1); glVertex2f(x, y+h); glEnd(); glBindTexture(GL_TEXTURE_2D, 0); glDisable(GL_TEXTURE_2D); //glDisable(GL_COLOR_LOGIC_OP); glPixelStorei(GL_UNPACK_ALIGNMENT, 4); */ float old_size; glGetFloatv(GL_POINT_SIZE,&old_size); glPointSize(1.0); glBegin(GL_POINTS); glColor4f(1.0f,1.0f,1.0f,1.0f); for(int i =0; i < w*h; i++) { if(bitmap[i]==255) { glVertex2f(x+i%w,y+i/w); } } glEnd(); glPointSize(old_size); } void PIXELMETHODS_CLASS::draw_line(int x, int y, int x2, int y2, int r, int g, int b, int a) { a = 255; glColor4ub(r, g, b, a); glBegin(GL_LINES); glVertex2i(x, y); glVertex2i(x2, y2); glEnd(); } void PIXELMETHODS_CLASS::drawrect(int x, int y, int width, int height, int r, int g, int b, int a) { float fx = float(x)+0.5f; float fy = float(y)+0.5f; float fwidth = width-1.0f; float fheight = height-1.0f; //x++; //y++; //height-=2; //width-=2; glColor4ub(r, g, b, a); glBegin(GL_LINE_STRIP); glVertex2f(fx, fy); glVertex2f(fx+fwidth, fy); glVertex2f(fx+fwidth, fy+fheight); glVertex2f(fx, fy+fheight); //+1 is a hack to prevent squares from missing their corners, will make smoothed lines look like SHIT glVertex2f(fx, fy); glEnd(); } void PIXELMETHODS_CLASS::fillrect(int x, int y, int width, int height, int r, int g, int b, int a) { /*x++; y++; width-=1; height-=1;*/ glColor4ub(r, g, b, a); glBegin(GL_QUADS); glVertex2i(x, y); glVertex2i(x+width, y); glVertex2i(x+width, y+height); glVertex2i(x, y+height); glEnd(); } void PIXELMETHODS_CLASS::gradientrect(int x, int y, int width, int height, int r, int g, int b, int a, int r2, int g2, int b2, int a2) { glBegin(GL_QUADS); glColor4ub(r, g, b, a); glVertex2i(x, y); glColor4ub(r2, g2, b2, a2); glVertex2i(x+width, y); glColor4ub(r2, g2, b2, a2); glVertex2i(x+width, y+height); glColor4ub(r, g, b, a); glVertex2i(x, y+height); glEnd(); } void PIXELMETHODS_CLASS::clearrect(int x, int y, int width, int height) { glColor4ub(0, 0, 0, 255); glBegin(GL_QUADS); glVertex2i(x, y); glVertex2i(x+width, y); glVertex2i(x+width, y+height); glVertex2i(x, y+height); glEnd(); } void PIXELMETHODS_CLASS::draw_image(pixel *img, int x, int y, int w, int h, int a) { glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, textTexture); glColor4f(1.0f, 1.0f, 1.0f, 1.0f); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_BGRA, GL_UNSIGNED_BYTE, img); glBegin(GL_QUADS); glTexCoord2d(0, 0); glVertex2f(x, y); glTexCoord2d(1, 0); glVertex2f(x+w, y); glTexCoord2d(1, 1); glVertex2f(x+w, y+h); glTexCoord2d(0, 1); glVertex2f(x, y+h); glEnd(); glBindTexture(GL_TEXTURE_2D, 0); glDisable(GL_TEXTURE_2D); }