/**
   Uses glReadPixels to read the bytes of the given context's drawing buffer into
   an unsigned char array

   @param	ctx the given context2d
   @return 	an unsigned char array containing the bytes of ctx's draw buffer
**/
unsigned char *context_2d_read_pixels(context_2d *ctx) {
	//must flush before reading as canvas may not be ready
	//to be read from
	draw_textures_flush();
	unsigned char *buffer = NULL;
	buffer = (unsigned char *)malloc(sizeof(unsigned char) * 4 * ctx->width * ctx->height);
	glReadPixels(0, 0, ctx->width, ctx->height, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
	return buffer;
}
/**
 * @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);
}
/**
 * @name	enable_scissor
 * @brief   enables the use of glScissors using proprties from the given context
 * @param	ctx - (context_2d *)
 * @retval	NONE
 */
void enable_scissor(context_2d *ctx) {
	rect_2d *bounds = GET_CLIPPING_BOUNDS(ctx);

	if (rect_2d_equals(&last_scissor_rect, bounds)) {
		return;
	}

	draw_textures_flush();
	last_scissor_rect.x = bounds->x;
	last_scissor_rect.y = bounds->y;
	last_scissor_rect.width = bounds->width;
	last_scissor_rect.height = bounds->height;
	GLTRACE(glScissor((int) bounds->x, (int) bounds->y, (int) bounds->width, (int) bounds->height));
	GLTRACE(glEnable(GL_SCISSOR_TEST));
}
Esempio n. 4
0
/**
 * @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);
}
Esempio n. 6
0
/**
 * @name	tealeaf_canvas_context_2d_bind
 * @brief	uses the given texture to bind to either the render buffer or a fbo
 * @param	ctx - (context_2d *) pointer to the context to use for binding
 * @retval	bool - whether the bind failed or succeeded
 */
bool tealeaf_canvas_context_2d_bind(context_2d *ctx) {
    if (canvas.active_ctx != ctx) {
        draw_textures_flush();

        // Update active context after flushing
        canvas.active_ctx = ctx;

        if (ctx->on_screen) {
            tealeaf_canvas_bind_render_buffer(ctx);
        } else {
            tealeaf_canvas_bind_texture_buffer(ctx);
        }

        tealeaf_context_update_viewport(ctx, false);

        if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
            LOG("{canvas} WARNING: Failed to make complete framebuffer %i", glCheckFramebufferStatus(GL_FRAMEBUFFER));
        }

        return true;
    } else {
        return false;
    }
}
/**
 * @name	context_2d_flush
 * @brief	flushes the texture drawing queue
 * @param	ctx - deprecated
 * @retval	NONE
 */
void context_2d_flush(context_2d *ctx) {
	draw_textures_flush();
}
/**
 * @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);
}
/**
 * @name	disable_scissor
 * @brief	disables the use of glScissors
 * @param	ctx - deprecated
 * @retval	NONE
 */
void disable_scissor(context_2d *ctx) {
	draw_textures_flush();
	last_scissor_rect.x = last_scissor_rect.y = 0;
	last_scissor_rect.width = last_scissor_rect.height = -1;
	GLTRACE(glDisable(GL_SCISSOR_TEST));
}