Example #1
0
void
Canvas::text_transparent(PixelScalar x, PixelScalar y, const TCHAR *text)
{
  assert(text != NULL);
  assert(ValidateUTF8(text));

#ifdef HAVE_GLES
  assert(x_offset == OpenGL::translate_x);
  assert(y_offset == OpenGL::translate_y);
#endif

  if (font == NULL)
    return;

  GLTexture *texture = TextCache::Get(font, text);
  if (texture == NULL)
    return;

  GLEnable scope(GL_TEXTURE_2D);
  texture->Bind();
  GLLogicOp logic_op(GL_AND_INVERTED);

  /* cut out the shape in black */
  OpenGL::glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
  texture->Draw(x, y);

  if (text_color != COLOR_BLACK) {
    /* draw the text color on top */
    OpenGL::glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
    logic_op.set(GL_OR);
    text_color.Set();
    texture->Draw(x, y);
  }
}
Example #2
0
void
Canvas::DrawText(int x, int y, const TCHAR *text)
{
  assert(text != nullptr);
  assert(ValidateUTF8(text));

#ifdef HAVE_GLES
  assert(offset == OpenGL::translate);
#endif

  if (font == nullptr)
    return;

  GLTexture *texture = TextCache::Get(*font, text);
  if (texture == nullptr)
    return;

  if (background_mode == OPAQUE)
    DrawFilledRectangle(x, y,
                        x + texture->GetWidth(), y + texture->GetHeight(),
                        background_color);

  PrepareColoredAlphaTexture(text_color);

#ifndef USE_GLSL
  GLEnable scope(GL_TEXTURE_2D);
#endif

  const GLBlend blend(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

  texture->Bind();
  texture->Draw(x, y);
}
Example #3
0
bool GLVideo::BeginTargetScene(const Color& dwBGColor, const bool clear)
{
	// explicit static cast for better performance
	TexturePtr texturePtr = m_currentTarget.lock();
	if (!texturePtr)
	{
		Message(GS_L("There's no render target"), GSMT_ERROR);
	}
	Texture *pTexture = texturePtr.get(); // safety compile-time error checking
	GLTexture *pGLTexture = static_cast<GLTexture*>(pTexture); // safer direct cast
	const GLuint target = pGLTexture->GetTextureInfo().m_frameBuffer;
	glBindFramebuffer(GL_FRAMEBUFFER, target);

	CheckFrameBufferStatus(target, pGLTexture->GetTextureInfo().m_texture, false);

	if (clear)
	{
		math::Vector4 color;
		color.SetColor(dwBGColor);
		glClearColor(color.x, color.y, color.z, color.w);
		glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
	}

	UpdateInternalShadersViewData(GetScreenSizeF(), true);
	m_rendering = true;
	return true;
}
Example #4
0
void GLBackend::setResourceTexture(unsigned int slot, const TexturePointer& resourceTexture) {
    // check cache before thinking
    if (_resource._textures[slot] == resourceTexture) {
        return;
    }

    // One more True texture bound
    _stats._RSNumTextureBounded++;

    // Always make sure the GLObject is in sync
    GLTexture* object = syncGPUObject(resourceTexture);
    if (object) {
        GLuint to = object->_texture;
        GLuint target = object->_target;
        glActiveTexture(GL_TEXTURE0 + slot);
        glBindTexture(target, to);

        (void)CHECK_GL_ERROR();

        _resource._textures[slot] = resourceTexture;

        _stats._RSAmountTextureMemoryBounded += (int)object->size();

    } else {
        releaseResourceTexture(slot);
        return;
    }
}
Example #5
0
void
Canvas::DrawTransparentText(int x, int y, const TCHAR *text)
{
  assert(text != nullptr);
  assert(ValidateUTF8(text));

#ifdef HAVE_GLES
  assert(offset == OpenGL::translate);
#endif

  if (font == nullptr)
    return;

  GLTexture *texture = TextCache::Get(*font, text);
  if (texture == nullptr)
    return;

  PrepareColoredAlphaTexture(text_color);

#ifndef USE_GLSL
  GLEnable scope(GL_TEXTURE_2D);
#endif

  const GLBlend blend(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

  texture->Bind();
  texture->Draw(x, y);
}
BitmapPtr BmpTextureMover::moveTextureToBmp(GLTexture& tex, int mipmapLevel)
{
    GLContext* pContext = GLContext::getCurrent();
    unsigned fbo = pContext->genFBO();
    glproc::BindFramebuffer(GL_FRAMEBUFFER, fbo);
    glproc::FramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
                                 tex.getID(), mipmapLevel);
    FBO::checkError("BmpTextureMover::moveTextureToBmp");
    IntPoint size = tex.getMipmapSize(mipmapLevel);
    BitmapPtr pBmp(new Bitmap(size, getPF()));
    if (GLContext::getMain()->isGLES() && getPF() == B5G6R5) {
        BitmapPtr pTmpBmp(new Bitmap(size, R8G8B8));
        glReadPixels(0, 0, size.x, size.y, GL_RGB, GL_UNSIGNED_BYTE, pTmpBmp->getPixels());
        FilterFlipRGB().applyInPlace(pTmpBmp);
        pBmp->copyPixels(*pTmpBmp);
    } else {
        int glPixelFormat = tex.getGLFormat(getPF());
        glReadPixels(0, 0, size.x, size.y, glPixelFormat, tex.getGLType(getPF()),
                     pBmp->getPixels());
    }
    GLContext::checkError("BmpTextureMover::moveTextureToBmp: glReadPixels()");
    glproc::FramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
                                 0, 0);
    pContext->returnFBOToCache(fbo);
    glproc::BindFramebuffer(GL_FRAMEBUFFER, 0);
    return pBmp;

}
Example #7
0
void
Canvas::Stretch(PixelScalar dest_x, PixelScalar dest_y,
                UPixelScalar dest_width, UPixelScalar dest_height,
                const GLTexture &texture)
{
  Stretch(dest_x, dest_y, dest_width, dest_height,
          texture, 0, 0, texture.GetWidth(), texture.GetHeight());
}
Example #8
0
GLTexture* TexturesMap::TextureConstructor::construct (const TextureKey& key)
{
	GLTexture* texture = new GLTexture(key.first, key.second);
	if (m_cache->realised()) {
		texture->realise();
	}
	return texture;
}
Example #9
0
void
Canvas::Stretch(int dest_x, int dest_y,
                unsigned dest_width, unsigned dest_height,
                const GLTexture &texture)
{
  Stretch(dest_x, dest_y, dest_width, dest_height,
          texture, 0, 0, texture.GetWidth(), texture.GetHeight());
}
    // Read framebuffer to 'pixelsOut' via glCopyTexSubImage3D.
    void TestCopyTexSubImage3D(int x, int y, int z, PixelRect *pixelsOut)
    {
        // Init texture with given pixels.
        GLTexture destTexture;
        pixelsOut->toTexture3D(destTexture.get(), kTextureDepth);

        // Read framebuffer -> texture -> 'pixelsOut'
        glCopyTexSubImage3D(GL_TEXTURE_3D, 0, 0, 0, z, x, y, kReadWidth, kReadHeight);
        readTexture3D(destTexture, kReadWidth, kReadHeight, z, pixelsOut);
    }
    // Read framebuffer to 'pixelsOut' via glCopyTexImage2D and GL_TEXTURE_2D.
    void TestCopyTexImage2D(int x, int y, int, PixelRect *pixelsOut)
    {
        // Init texture with given pixels.
        GLTexture destTexture;
        pixelsOut->toTexture2D(GL_TEXTURE_2D, destTexture.get());

        // Read framebuffer -> texture -> 'pixelsOut'
        glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, x, y, kReadWidth, kReadHeight, 0);
        readTexture2D(GL_TEXTURE_2D, destTexture.get(), kReadWidth, kReadHeight, pixelsOut);
    }
Example #12
0
void UniformVar::_lua_getter_samplers(const gb::utils::luatable_mapper & mapper, const char * name)
{
	std::vector<string> ret = mapper.get_strings_by_key(name);
	const std::size_t minCount = ret.size() > count ? count : ret.size();

	for (std::size_t i = 0; i < minCount; i++)
	{
		GLTexture * tex = resource::Res<GLTexture>::Instance().Get(ret[i]);
		textureObjs[i] = { tex->GetTarget(), tex->GetTextureObj() };
	}
}
    // Read framebuffer to 'pixelsOut' via glCopyTexSubImage2D and cube map.
    void TestCopyTexSubImageCube(int x, int y, int, PixelRect *pixelsOut)
    {
        // Init texture with given pixels.
        GLTexture destTexture;
        pixelsOut->toTexture2D(GL_TEXTURE_CUBE_MAP, destTexture.get());

        // Read framebuffer -> texture -> 'pixelsOut'
        glCopyTexSubImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X, 0, 0, 0, x, y, kReadWidth, kReadHeight);
        readTexture2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X, destTexture.get(), kReadWidth, kReadHeight,
                      pixelsOut);
    }
Example #14
0
void AtlasTexture::commit(Image const &image, Vector2i const &topLeft) const
{
    GLTexture *tex = const_cast<AtlasTexture *>(this);

    if(size() == GLTexture::Size(0, 0))
    {
        // Hasn't been full-committed yet.
        tex->setUndefinedImage(totalSize(), Image::RGBA_8888);
    }

    tex->setSubImage(image, topLeft);
}
Example #15
0
void AtlasTexture::commit(Image const &fullImage, Rectanglei const &subregion) const
{
    GLTexture *tex = const_cast<AtlasTexture *>(this);

    if (size() == GLTexture::Size(0, 0))
    {
        // Hasn't been full-committed yet.
        tex->setUndefinedImage(totalSize(), Image::RGBA_8888);
    }

    tex->setSubImage(fullImage, subregion);
}
Example #16
0
void GLFramebuffer::setWidthAndHeight(unsigned int width, unsigned int height)
{
    mWidth = std::max(width, 1u);
    mHeight = std::max(height, 1u);

    if (not mFinished)
    {
        return;
    }

    glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer);

    if (mDepthTexture != NULL)
    {
        GLTexture *glDepthTex = (GLTexture *)mDepthTexture;

        glBindTexture(GL_TEXTURE_2D, glDepthTex->mTexture);

        glDepthTex->allocData2D(mWidth, mHeight, mDepthFormat, Texture::Depth32F_Format, NULL);

        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, glDepthTex->mTexture, 0);
    }

    if (glIsRenderbuffer(mDepthRBO) and mDepthTexture == NULL)
    {
        glBindRenderbuffer(GL_RENDERBUFFER, mDepthRBO);

        glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, mWidth, mHeight);

        glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, mDepthRBO);
    }

    unsigned int i=0;
    GLenum drawBuffers[mColorTextures.size()];

    for (std::vector<ColorTexture>::iterator it = mColorTextures.begin();
         it != mColorTextures.end(); ++it)
    {
        GLTexture *glTexture = (GLTexture *)it->texture;

        glBindTexture(GL_TEXTURE_2D, glTexture->mTexture);

        glTexture->allocData2D(mWidth*it->scale.x, mHeight*it->scale.y, it->format, Texture::RGBU8_Format, NULL);

        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0+i, GL_TEXTURE_2D, glTexture->mTexture, 0);
        drawBuffers[i] = GL_COLOR_ATTACHMENT0+i;

        ++i;
    }

    glDrawBuffers(mColorTextures.size(), drawBuffers);
}
Example #17
0
void GLBackend::do_generateTextureMips(const Batch& batch, size_t paramOffset) {
    TexturePointer resourceTexture = batch._textures.get(batch._params[paramOffset + 0]._uint);
    if (!resourceTexture) {
        return;
    }

    // DO not transfer the texture, this call is expected for rendering texture
    GLTexture* object = syncGPUObject(resourceTexture);
    if (!object) {
        return;
    }

    object->generateMips();
}
Example #18
0
void GL::GLProgram::setUniform(const char* name, const GLTexture& tex, int iTextureSlot)
{
  int loc = getUniformByName(name);
  //assert(loc > -1);
  tex.bind(iTextureSlot);
  glUniform1i(loc, iTextureSlot);
}
Example #19
0
void GLSLProgram::SetTexture(const string& name,
                             const GLTexture& pTexture) {

  if (m_mBindings.find(name) == m_mBindings.end ()) {
    // find a free texture unit
    int iUnusedTexUnit = 0;
    for (texMap::iterator i = m_mBindings.begin();i != m_mBindings.end();++i){
      if (i->second <= iUnusedTexUnit) 
        iUnusedTexUnit = i->second+1;
    }
    ConnectTextureID(name, iUnusedTexUnit);
    pTexture.Bind(iUnusedTexUnit);
  } else {
    pTexture.Bind(m_mBindings[name]);
  }
}
Example #20
0
void glTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid * pixels)
{
	bool is_set = false;
	
#ifdef _DEBUG
	return;
#endif

#if 1 // no mipmap
	if (level > 0)
		return;
#endif

	if (!GLImpl.tmus[GLImpl.current_tmu].boundtexture) {
		printf("Not texture binded\n");
		return;
	}
		
	GLImpl.device->SetTexture(0, NULL);
	GLTexture * surf = NULL;
	
	if (GLImpl.tmus[GLImpl.current_tmu].boundtexture && GLImpl.tmus[GLImpl.current_tmu].boundtexture->teximg ) {
		surf = GLImpl.tmus[GLImpl.current_tmu].boundtexture->teximg;
	}
	
	if (surf) {
		int srcbytes = src_format_to_bypp(format);
		int dstbytes = dst_format_to_bypp(GLImpl.tmus[GLImpl.current_tmu].boundtexture->internalformat);
		BYTE * surfbuf;
		BYTE * srcdata = (BYTE*) pixels;
		BYTE * dstdata;

		surf->lockTexture(level);

		srcdata = (BYTE*) pixels;
		surfbuf = (BYTE*)surf->getData();		
		dstdata = (BYTE*)surf->getData();
		
		check_format(srcbytes, dstbytes);

		copyImage(xoffset, yoffset, width, height, srcdata, srcbytes, surfbuf, dstbytes);

		surf->unlockTexture(level);

		GLImpl.tmus[GLImpl.current_tmu].boundtexture->dirty = 1;
	}
}
Example #21
0
void GLFramebuffer::setDepthbufferTexture(GLTexture& a_texture)
{
	assert(m_initialized);
	assert(uint(m_multiSampleType) == uint(a_texture.getMultiSampleType()));

	m_depthTexture = a_texture.getTextureID();

	CHECK_GL_ERROR()
	glBindFramebuffer(GL_FRAMEBUFFER, m_fbo);
	glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, a_texture.getTextureID(), 0);
	
	GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
	assert(status == GL_FRAMEBUFFER_COMPLETE);

	glBindFramebuffer(GL_FRAMEBUFFER, 0);
	CHECK_GL_ERROR();
}
Example #22
0
bool RayTracer::init_gl()
{
    glGenTextures(1, &texture.value());  glBindTexture(GL_TEXTURE_2D, texture);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
    glEnable(GL_TEXTURE_2D);  glColor3f(1, 1, 1);  return true;
}
Example #23
0
void Surface::initTexture(const AttributeSet& attributes,
                          GLTexture& texture,
                          int line, int column, 
                          ErrorManager* errorManager)
{
  for(unsigned int i=0; i< attributes.size(); i++)
  {
    if (attributes[i].attribute == "file")
      texture.setTexName(attributes[i].value);
    else if(attributes[i].attribute == "mode")
    {
      if(attributes[i].value == "GL_MODULATE")
        texture.setMode(GL_MODULATE);
      else if(attributes[i].value == "GL_REPLACE")
        texture.setMode(GL_REPLACE);
      else if(attributes[i].value == "GL_ADD")
        texture.setMode(GL_ADD);
      else if(attributes[i].value == "GL_DECAL")
        texture.setMode(GL_DECAL);
    }
    else if (attributes[i].attribute == "wrapS")
    {
      GLenum mode = (GLenum)ParserUtilities::toTextureWrapMode(attributes[i].value);
      if(mode == GL_NONE)
        errorManager->addError("Unknown Texture Mode", "Unknown Texture Mode \""
          + attributes[i].value + "\". Try( GL_CLAMP | GL_CLAMP_TO_EDGE | GL_CLAMP_TO_BORDER | GL_MIRRORED_REPEAT | GL_REPEAT)", line, column);
      else
        texture.setWrapS(mode);
    }
    else if (attributes[i].attribute == "wrapT")
    {
      GLenum mode = (GLenum)ParserUtilities::toTextureWrapMode(attributes[i].value);
      if(mode == GL_NONE)
        errorManager->addError("Unknown Texture Mode", "Unknown Texture Mode \""
          + attributes[i].value + "\". Try( GL_CLAMP | GL_CLAMP_TO_EDGE | GL_CLAMP_TO_BORDER | GL_MIRRORED_REPEAT | GL_REPEAT)", line, column);
      else
        texture.setWrapT(mode);
    }
    else if (attributes[i].attribute == "wrapR")
    {
      GLenum mode = (GLenum)ParserUtilities::toTextureWrapMode(attributes[i].value);
      if(mode == GL_NONE)
        errorManager->addError("Unknown Texture Mode", "Unknown Texture Mode \""
          + attributes[i].value + "\". Try( GL_CLAMP | GL_CLAMP_TO_EDGE | GL_CLAMP_TO_BORDER | GL_MIRRORED_REPEAT | GL_REPEAT)", line, column);
      else
        texture.setWrapR(mode);
    }
    else if (attributes[i].attribute == "priority")
      diffuseTexture.setPriority((GLclampf)ParserUtilities::toDouble(attributes[i].value));
    else
    {
      errorManager->addError("Unknown Texture Parameter",
        "The provided texture parameter \"" + name + "\" is unknown", line, column);
    }
  }
}
Example #24
0
GLFrameBuffer::GLFrameBuffer(const GLTexture & texture, const GLRenderBuffer & depthBuffer)
: mFrameBufferId((GLuint)-1)
{
	GCLAssert(texture.IsValid());
	RenderPipe::SendCommand([&](){
	
	glGenFramebuffers(1, &mFrameBufferId); glErrorCheck();
	glBindFramebuffer(GL_FRAMEBUFFER, mFrameBufferId); glErrorCheck();
	glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture.GetTextureIdUnsafe(), 0); glErrorCheck();
	glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthBuffer.GetRenderBufferId());glErrorCheck();

	GLenum status =  glCheckFramebufferStatus(GL_FRAMEBUFFER);
	checkFrameBufferStatus(status);

	glBindFramebuffer(GL_FRAMEBUFFER, 0);glErrorCheck();
	});
}
int main(int argc, char** argv) {
	glutInit(&argc, argv);
	cameraX = 0;
	cameraY = 30;
	cameraZ = 150;
	eyeX = 0;
	eyeY = 0;
	eyeZ = 0;
	lastLevel = 0;
	cameraAcceleration = 0.1;
	timerTime = 2 * 1000;
	lastLevel += ((rand() % 10) + 40);
	jump = false;
	characterSpeed = 0.8;
	jumpTime = clock();
	jumpBeginY = clock();
	/*
	int x = ((rand() % 10) + 45);
	int direction = ((rand() % 10) - 15);*/
	int x = ((rand() % 10) + 705);
	int direction = 0;
	character.x = direction;
	character.y = lastLevel + 5;

	Level level1 = *new Level(x, lastLevel, direction);
	level1.levelBefore = new Level(-1000021, -111, 0);
	Levels.push_back(level1);
	character.setLevel(level1);
	glutInitWindowSize(800, 1000);
	glutInitWindowPosition(50, 50);
	glutCreateWindow("Icy Tower");
	glutDisplayFunc(Display);
	
	glutIdleFunc(Anim);
	glutKeyboardFunc(key);
	glutMouseFunc(Mouse);
	glutTimerFunc(0, Timer, 0);
	glutTimerFunc(0, Timer2, 0);
	glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB | GLUT_DEPTH);
	glClearColor(1.0f, 1.0f, 1.0f, 0.0f);
	glEnable(GL_DEPTH_TEST);
	glEnable(GL_LIGHTING);
	glEnable(GL_LIGHT0);
	glEnable(GL_LIGHT1);
	glEnable(GL_NORMALIZE);
	glEnable(GL_COLOR_MATERIAL);

	glShadeModel(GL_SMOOTH);
	character.c.Load("Models/character.3ds");

	banana.Load("Models/banana.3ds");
	level.Load("Textures/brick3.bmp");
	skyFront.Load("Textures/brick.bmp");
	skyBack.Load("Textures/brick.bmp");
	skyLeft.Load("Textures/brick2.bmp");
	skyRight.Load("Textures/brick2.bmp");
	skyUp.Load("Textures/brick.bmp");
	skyDown.Load("Textures/grass2.bmp");
	glutMainLoop();
}
Example #26
0
void
Canvas::text_clipped(int x, int y, unsigned width, const TCHAR *text)
{
#ifdef HAVE_GLES
  assert(x_offset == OpenGL::translate_x);
  assert(y_offset == OpenGL::translate_y);
#endif

  if (font == NULL)
    return;

  GLTexture *texture = TextCache::get(font, COLOR_BLACK, COLOR_WHITE, text);
  if (texture == NULL)
    return;

  GLEnable scope(GL_TEXTURE_2D);
  texture->bind();
  GLLogicOp logic_op(GL_AND_INVERTED);

  unsigned height = texture->get_height();
  if (texture->get_width() < width)
    width = texture->get_width();

  /* cut out the shape in black */
  OpenGL::glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
  texture->draw(x, y, width, height, 0, 0, width, height);

  if (text_color != COLOR_BLACK) {
    /* draw the text color on top */
    OpenGL::glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
    logic_op.set(GL_OR);
    text_color.set();
    texture->draw(x, y, width, height, 0, 0, width, height);
  }
}
Example #27
0
void
Canvas::DrawClippedText(int x, int y,
                        unsigned width, unsigned height,
                        const TCHAR *text)
{
  assert(text != nullptr);
  assert(ValidateUTF8(text));

#ifdef HAVE_GLES
  assert(offset == OpenGL::translate);
#endif

  if (font == nullptr)
    return;

  GLTexture *texture = TextCache::Get(*font, text);
  if (texture == nullptr)
    return;

  if (texture->GetHeight() < height)
    height = texture->GetHeight();
  if (texture->GetWidth() < width)
    width = texture->GetWidth();

  PrepareColoredAlphaTexture(text_color);

#ifndef USE_GLSL
  GLEnable scope(GL_TEXTURE_2D);
#endif

  const GLBlend blend(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

  texture->Bind();
  texture->Draw(x, y, width, height, 0, 0, width, height);
}
	void drawLevel() {	
		level.Use();
		glPushMatrix();
		glTranslated(this->direction, this->y, 0);
		glScaled(this->x, 3, 3);
		drawBox(1, GL_QUADS);
		glPopMatrix();	
		 
	}
Example #29
0
/* MCAThingSelection::draw
 * Draws the animation
 *******************************************************************/
void MCAThingSelection::draw()
{
	// Setup colour
	rgba_t col;
	if (select)
		col.set(255, 255, 255, 255*fade, 1);
	else
	{
		col = ColourConfiguration::getColour("map_selection");
		col.a *= fade;
	}
	OpenGL::setColour(col);

	// Get texture if needed
	if (!thing_overlay_square)
	{
		// Get thing selection texture
		GLTexture* tex = NULL;
		if (thing_drawtype == TDT_ROUND || thing_drawtype == TDT_SPRITE)
			tex = MapEditor::textureManager().getEditorImage("thing/hilight");
		else
			tex = MapEditor::textureManager().getEditorImage("thing/square/hilight");

		if (!tex)
			return;

		// Bind the texture
		glEnable(GL_TEXTURE_2D);
		tex->bind();
	}

	// Animate radius
	double r = radius;
	if (select) r += radius*0.2*fade;

	// Draw
	glBegin(GL_QUADS);
	glTexCoord2f(0.0f, 0.0f);	glVertex2d(x - r, y - r);
	glTexCoord2f(0.0f, 1.0f);	glVertex2d(x - r, y + r);
	glTexCoord2f(1.0f, 1.0f);	glVertex2d(x + r, y + r);
	glTexCoord2f(1.0f, 0.0f);	glVertex2d(x + r, y - r);
	glEnd();
}
Example #30
0
void GLFramebuffer::addFramebufferTexture(GLTexture& a_texture, EAttachment a_attachment)
{
	assert(m_initialized);
	assert(uint(m_multiSampleType) == uint(a_texture.getMultiSampleType()));

	m_textures.push_back(a_texture.getTextureID());
	m_drawBuffers.push_back(a_attachment);

	CHECK_GL_ERROR();
	glBindFramebuffer(GL_FRAMEBUFFER, m_fbo);
	glFramebufferTexture(GL_FRAMEBUFFER, GLenum(a_attachment), a_texture.getTextureID(), 0);
	glDrawBuffers(uint(m_drawBuffers.size()), rcast<GLenum*>(&m_drawBuffers[0]));

	GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
	assert(status == GL_FRAMEBUFFER_COMPLETE);

	glBindFramebuffer(GL_FRAMEBUFFER, 0);
	CHECK_GL_ERROR();
}