#include "Graphics.h" #include "font.h" #ifdef OGLI Graphics::Graphics(): sdl_scale(1) { Reset(); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); //Texture for main UI glEnable(GL_TEXTURE_2D); glGenTextures(1, &vidBuf); glBindTexture(GL_TEXTURE_2D, vidBuf); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, XRES+BARSIZE, YRES+MENUSIZE, 0, GL_BGRA, GL_UNSIGNED_BYTE, NULL); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST); glBindTexture(GL_TEXTURE_2D, 0); glGenTextures(1, &textTexture); glBindTexture(GL_TEXTURE_2D, textTexture); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glBindTexture(GL_TEXTURE_2D, 0); glDisable(GL_TEXTURE_2D); } Graphics::~Graphics() { } void Graphics::Reset() { glMatrixMode(GL_PROJECTION); glLoadIdentity(); //glOrtho(0, (XRES+BARSIZE)*sdl_scale, 0, (YRES+MENUSIZE)*sdl_scale, -1, 1); glOrtho(0, (XRES+BARSIZE)*sdl_scale, (YRES+MENUSIZE)*sdl_scale, 0, -1, 1); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); //glRasterPos2i(0, (YRES+MENUSIZE)); glRasterPos2i(0, 0); glPixelZoom(1, 1); } void Graphics::Clear() { glClearColor(0.0f, 0.0f, 0.0f, 1.0f); glClear(GL_COLOR_BUFFER_BIT); } void Graphics::Finalise() { glFlush(); } int Graphics::drawtext(int x, int y, const char *s, int r, int g, int b, int a) { if(!strlen(s)) return 0; 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 == '\b') { 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 Graphics::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 Graphics::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 Graphics::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 Graphics::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 Graphics::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 Graphics::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 Graphics::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 Graphics::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 Graphics::xor_bitmap(unsigned char * bitmap, int x, int y, int w, int h) { //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_ALPHA, w, h, 0, GL_ALPHA, GL_UNSIGNED_BYTE, bitmap); glPixelStorei(GL_UNPACK_ALIGNMENT, 4); 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); } void Graphics::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 Graphics::drawrect(int x, int y, int width, int height, int r, int g, int b, int a) { x++; height--; width--; glColor4ub(r, g, b, a); glBegin(GL_LINE_STRIP); glVertex2f(x, y); glVertex2f(x+width, y); glVertex2f(x+width, y+height); glVertex2f(x, y+height+1); //+1 is a hack to prevent squares from missing their corners, will make smoothed lines look like SHIT glVertex2f(x, y); glEnd(); } void Graphics::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 Graphics::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 Graphics::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 Graphics::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); } #endif