/**
 * @name	context_2d_fillText
 * @brief	fills text on the given context using given options
 * @param	ctx - (context_2d *) ctx to fill text on
 * @param	img - (texture_2d *) bitmap font texture to use
 * @param	srcRect - (const rect_2d *) source rectangle on the texture to draw from
 * @param	destRect - (const rect_2d *) destination rect to draw to
 * @param	alpha - (float) alpha to draw with
 * @param	composite_op - (int) composite operation to draw with
 * @retval	NONE
 */
void context_2d_fillText(context_2d *ctx, texture_2d *img, const rect_2d *srcRect, const rect_2d *destRect, float alpha) {
	context_2d_bind(ctx);

	if (img && img->loaded) {
		draw_textures_item(ctx, GET_MODEL_VIEW_MATRIX(ctx), img->name, img->width, img->height, img->originalWidth, img->originalHeight, *srcRect, *destRect, *GET_CLIPPING_BOUNDS(ctx), ctx->globalAlpha[ctx->mvp] * alpha, ctx->globalCompositeOperation[ctx->mvp], &ctx->filter_color, ctx->filter_type);
	}
}
/**
 * @name	context_2d_drawImage
 * @brief	darws an image to the given context using given options
 * @param	ctx - (context_2d *) context to draw to
 * @param	srcTex - (int) deprecated
 * @param	url - (const char *) name of the texture to draw from
 * @param	srcRect - (const rect_2d *) source rectangle on the texture to draw from
 * @param	destRect - (const rect_2d *) destination rect to draw to
 * @param	composite_op - (int) composite operation to draw with
 * @retval	NONE
 */
void context_2d_drawImage(context_2d *ctx, int srcTex, const char *url, const rect_2d *srcRect, const rect_2d *destRect) {
	context_2d_bind(ctx);
	texture_2d *tex = texture_manager_load_texture(texture_manager_get(), url);

	if (tex && tex->loaded) {
		draw_textures_item(ctx, GET_MODEL_VIEW_MATRIX(ctx), tex->name, tex->width, tex->height, tex->originalWidth, tex->originalHeight, *srcRect, *destRect, * GET_CLIPPING_BOUNDS(ctx), ctx->globalAlpha[ctx->mvp], ctx->globalCompositeOperation[ctx->mvp], &ctx->filter_color, ctx->filter_type);
	}
}
/**
 * @name	context_2d_draw_point_sprites
 * @brief	Draws pointsprites using the given options (in batch along a line)
 * @param	ctx - (context_2d *) context to draw to
 * @param	url - (const char *) name of the texture to draw from
 * @param	point_size - (float) point sprite size
 * @param	step_size - (float) step size to take between drawn pointsprites
 * @param	color - (rgba *) color to draw with
 * @param	x1 - (float) starting x-coordinate to draw along
 * @param	y1 - (float) starting y-coordinate to draw along
 * @param	x2 - (float) ending x-coordinate to draw along
 * @param	y2 - (float) ending y-coordinate to draw along
 * @retval	NONE
 */
void context_2d_draw_point_sprites(context_2d *ctx, const char *url, float point_size, float step_size, rgba *color, float x1, float y1, float x2, float y2) {
	draw_textures_flush();
	context_2d_bind(ctx);
	texture_2d *tex = texture_manager_load_texture(texture_manager_get(), url);

	// If texture is not finished loading,
	if (!tex || !tex->loaded) {
		return;
	}

	static GLfloat     *vertex_buffer = NULL;
	static unsigned int vertex_max = 64;
	tealeaf_shaders_bind(DRAWING_SHADER);
	matrix_3x3_multiply_m_f_f_f_f(GET_MODEL_VIEW_MATRIX(ctx), x1, y1, &x1, &y1);
	matrix_3x3_multiply_m_f_f_f_f(GET_MODEL_VIEW_MATRIX(ctx), x2, y2, &x2, &y2);

	// Allocate vertex array buffer
	if (vertex_buffer == NULL) {
		vertex_buffer = malloc(vertex_max * 2 * sizeof(GLfloat));
	}

	// Add points to the buffer so there are drawing points every X pixels
	unsigned int count = ceilf(sqrtf((x2 - x1) * (x2 - x1) + (y2 - y1) * (y2 - y1)) / step_size);

	if (count < 1) {
		count = 1;
	}

	unsigned int vertex_count = 0;
	unsigned int i;

	for (i = 0; i < count; ++i) {
		if (vertex_count == vertex_max) {
			vertex_max = 2 * vertex_max;
			vertex_buffer = realloc(vertex_buffer, vertex_max * 2 * sizeof(GLfloat));
		}

		vertex_buffer[2 * vertex_count + 0] = x1 + (x2 - x1) * ((GLfloat)i / (GLfloat)count);
		vertex_buffer[2 * vertex_count + 1] = y1 + (y2 - y1) * ((GLfloat)i / (GLfloat)count);
		vertex_count += 1;
	}

	GLTRACE(glActiveTexture(GL_TEXTURE0));
	GLTRACE(glBindTexture(GL_TEXTURE_2D, tex->name));
	GLTRACE(glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA));
	GLTRACE(glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR));
	GLTRACE(glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR));
	GLTRACE(glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE));
	GLTRACE(glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE));
	// Render the vertex array
	GLTRACE(glUniform1f(global_shaders[DRAWING_SHADER].point_size, point_size));
	GLTRACE(glVertexAttribPointer(global_shaders[DRAWING_SHADER].vertex_coords, 2, GL_FLOAT, GL_FALSE, 0, (float *) vertex_buffer));
	float alpha = color->a * ctx->globalAlpha[ctx->mvp];
	GLTRACE(glUniform4f(global_shaders[DRAWING_SHADER].draw_color, alpha * color->r, alpha * color->g, alpha * color->b, alpha));
	GLTRACE(glDrawArrays(GL_POINTS, 0, vertex_count));
	tealeaf_shaders_bind(PRIMARY_SHADER);
}
Beispiel #4
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void context_2d_setTransform(context_2d *ctx, double m11, double m12, double m21, double m22, double dx, double dy) {
    context_2d_bind(ctx);
    matrix_3x3 *m = GET_MODEL_VIEW_MATRIX(ctx);
    m->m00 = m11;
    m->m01 = m21;
    m->m10 = m12;
    m->m11 = m22;
    m->m02 = dx;
    m->m12 = dy;

}
/**
 * @name	context_2d_clearRect
 * @brief	clears the given rect on the given context
 * @param	ctx - (context_2d *) context to clear a rect from
 * @param	rect - (const rect_2d *) rect to clear from the context
 * @retval	NONE
 */
void context_2d_clearRect(context_2d *ctx, const rect_2d *rect) {
	draw_textures_flush();
	context_2d_bind(ctx);
	// Draw a rectangle using triangle strip:
	//    (0,1)-(2,3)-(4,5) and (2,3)-(4,5)-(6,7)
	//
	// With coordinates:
	//    4,5  -  6,7
	//     |   \   |
	//    0,1  -  2,3
	GLfloat v[8];
	matrix_3x3_multiply(GET_MODEL_VIEW_MATRIX(ctx), rect, (float *)&v[4], (float *)&v[5], (float *)&v[6], (float *)&v[7], (float *)&v[2], (float *)&v[3], (float *)&v[0], (float *)&v[1]);
	glBlendFunc(GL_ONE, GL_ZERO);
	glUniform4f(global_shaders[PRIMARY_SHADER].draw_color, 0, 0, 0, 0); // set color to 0
	glVertexAttribPointer(global_shaders[PRIMARY_SHADER].vertex_coords, 2, GL_FLOAT, GL_FALSE, 0, v);
	glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
	glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
}
/**
 * @name	context_2d_fillRect
 * @brief	fills a rectangle on the given context using given options
 * @param	ctx - (context_2d *) context to fill a rectangle on
 * @param	rect - (const rect_2d *) rect to be filled
 * @param	color - (const rgba *) color to fill with
 * @param	composite_op - deprecated
 * @retval	NONE
 */
void context_2d_fillRect(context_2d *ctx, const rect_2d *rect, const rgba *color) {
	if (use_single_shader) {
		return;
	}

	draw_textures_flush();
	context_2d_bind(ctx);
	tealeaf_shaders_bind(FILL_RECT_SHADER);
	apply_composite_operation(ctx->globalCompositeOperation[ctx->mvp]);
	rect_2d_vertices in, out;
	rect_2d_to_rect_2d_vertices(rect, &in);
	matrix_3x3_multiply_m_r_r(GET_MODEL_VIEW_MATRIX(ctx), &in, &out);
	float alpha = color->a * ctx->globalAlpha[ctx->mvp];
	// TODO: will pre-multiplied alpha cause a loss-of-precision in color for filling rectangles?
	GLTRACE(glUniform4f(global_shaders[FILL_RECT_SHADER].draw_color, alpha * color->r, alpha * color->g, alpha * color->b, alpha));
	GLTRACE(glVertexAttribPointer(global_shaders[FILL_RECT_SHADER].vertex_coords, 2, GL_FLOAT, GL_FALSE, 0, &out));
	GLTRACE(glDrawArrays(GL_TRIANGLE_STRIP, 0, 4));
	tealeaf_shaders_bind(PRIMARY_SHADER);
}
/**
 * @name	context_2d_clear
 * @brief
 * @param	ctx - (context_2d *)
 * @retval	NONE
 */
void context_2d_clear(context_2d *ctx) {
	draw_textures_flush();
	context_2d_bind(ctx);
	glClearColor(0, 0, 0, 0);
	glClear(GL_COLOR_BUFFER_BIT);
}