Exemplo n.º 1
0
bool OpenGLGraphics::drawImage(Image *image, int srcX, int srcY,
                               int dstX, int dstY,
                               int width, int height, bool useColor)
{
    if (!image)
        return false;

    srcX += image->mBounds.x;
    srcY += image->mBounds.y;

    if (!useColor)
        glColor4f(1.0f, 1.0f, 1.0f, image->mAlpha);

    bindTexture(Image::mTextureType, image->mGLImage);

    setTexturingAndBlending(true);

    drawQuad(image, srcX, srcY, dstX, dstY, width, height);

    if (!useColor)
    {
        glColor4ub(static_cast<GLubyte>(mColor.r),
                   static_cast<GLubyte>(mColor.g),
                   static_cast<GLubyte>(mColor.b),
                   static_cast<GLubyte>(mColor.a));
    }

    return true;
}
Exemplo n.º 2
0
bool OpenGLGraphics::drawRescaledImage(Image *image, int srcX, int srcY,
                               int dstX, int dstY,
                               int width, int height,
                               int desiredWidth, int desiredHeight,
                               bool useColor)
{
    if (!image)
        return false;

    srcX += image->mBounds.x;
    srcY += image->mBounds.y;

    if (!useColor)
        glColor4f(1.0f, 1.0f, 1.0f, image->mAlpha);

    glBindTexture(Image::mTextureType, image->mGLImage);

    setTexturingAndBlending(true);

    // Draw a textured quad.
    glBegin(GL_QUADS);
    drawRescaledQuad(image, srcX, srcY, dstX, dstY, width, height,
                     desiredWidth, desiredHeight);
    glEnd();

    if (!useColor)
        glColor4ub(mColor.r, mColor.g, mColor.b, mColor.a);

    return true;
}
Exemplo n.º 3
0
bool OpenGLGraphics::drawRescaledImage(Image *image, int srcX, int srcY,
                                       int dstX, int dstY,
                                       int width, int height,
                                       int desiredWidth, int desiredHeight,
                                       bool useColor, bool smooth)
{
    if (!image)
        return false;

    // Just draw the image normally when no resizing is necessary,
    if (width == desiredWidth && height == desiredHeight)
    {
        return drawImage(image, srcX, srcY, dstX, dstY,
                         width, height, useColor);
    }

    // When the desired image is smaller than the current one,
    // disable smooth effect.
    if (width > desiredWidth && height > desiredHeight)
        smooth = false;

    srcX += image->mBounds.x;
    srcY += image->mBounds.y;

    if (!useColor)
        glColor4f(1.0f, 1.0f, 1.0f, image->mAlpha);

    bindTexture(Image::mTextureType, image->mGLImage);

    setTexturingAndBlending(true);

    // Draw a textured quad.
    drawRescaledQuad(image, srcX, srcY, dstX, dstY, width, height,
                     desiredWidth, desiredHeight);

    if (smooth) // A basic smooth effect...
    {
        glColor4f(1.0f, 1.0f, 1.0f, 0.2f);
        drawRescaledQuad(image, srcX, srcY, dstX - 1, dstY - 1, width, height,
                         desiredWidth + 1, desiredHeight + 1);
        drawRescaledQuad(image, srcX, srcY, dstX + 1, dstY + 1, width, height,
                         desiredWidth - 1, desiredHeight - 1);

        drawRescaledQuad(image, srcX, srcY, dstX + 1, dstY, width, height,
                         desiredWidth - 1, desiredHeight);
        drawRescaledQuad(image, srcX, srcY, dstX, dstY + 1, width, height,
                         desiredWidth, desiredHeight - 1);
    }

    if (!useColor)
    {
        glColor4ub(static_cast<GLubyte>(mColor.r),
                   static_cast<GLubyte>(mColor.g),
                   static_cast<GLubyte>(mColor.b),
                   static_cast<GLubyte>(mColor.a));
    }

    return true;
}
Exemplo n.º 4
0
void OpenGLGraphics::drawPoint(int x, int y)
{
    setTexturingAndBlending(false);

    glBegin(GL_POINTS);
    glVertex2i(x, y);
    glEnd();
}
Exemplo n.º 5
0
void OpenGLGraphics::drawLine(int x1, int y1, int x2, int y2)
{
    setTexturingAndBlending(false);

    glBegin(GL_LINES);
    glVertex2f(x1 + 0.5f, y1 + 0.5f);
    glVertex2f(x2 + 0.5f, y2 + 0.5f);
    glEnd();

    glBegin(GL_POINTS);
    glVertex2f(x2 + 0.5f, y2 + 0.5f);
    glEnd();
}
Exemplo n.º 6
0
void OpenGLGraphics::drawRectangle(const gcn::Rectangle& rect, bool filled)
{
    const float offset = filled ? 0 : 0.5f;

    setTexturingAndBlending(false);

    glBegin(filled ? GL_QUADS : GL_LINE_LOOP);
    glVertex2f(rect.x + offset, rect.y + offset);
    glVertex2f(rect.x + rect.width - offset, rect.y + offset);
    glVertex2f(rect.x + rect.width - offset, rect.y + rect.height - offset);
    glVertex2f(rect.x + offset, rect.y + rect.height - offset);
    glEnd();
}
Exemplo n.º 7
0
void OpenGLGraphics::drawRescaledImagePattern(Image *image, int x, int y,
                                      int w, int h,
                                      int scaledWidth, int scaledHeight)
{
    if (!image)
        return;

    const int srcX = image->mBounds.x;
    const int srcY = image->mBounds.y;

    const int iw = scaledWidth;
    const int ih = scaledHeight;
    if (iw == 0 || ih == 0)
        return;

    glColor4f(1.0f, 1.0f, 1.0f, image->mAlpha);

    glBindTexture(Image::mTextureType, image->mGLImage);

    setTexturingAndBlending(true);

    // Draw a set of textured rectangles
    glBegin(GL_QUADS);

    for (int py = 0; py < h; py += ih)
    {
        const int height = (py + ih >= h) ? h - py : ih;
        const int dstY = y + py;
        for (int px = 0; px < w; px += iw)
        {
            int width = (px + iw >= w) ? w - px : iw;
            int dstX = x + px;

            drawRescaledQuad(image, srcX, srcY, dstX, dstY,
                             width, height, scaledWidth, scaledHeight);
        }
    }

    glEnd();

    glColor4ub(mColor.r, mColor.g, mColor.b, mColor.a);
}
Exemplo n.º 8
0
void OpenGLGraphics::drawRectangle(const gcn::Rectangle& rect, bool filled)
{
    const float offset = filled ? 0 : 0.5f;

    setTexturingAndBlending(false);

    glDisableClientState(GL_TEXTURE_COORD_ARRAY);

    GLfloat vert[] =
    {
        rect.x + offset, rect.y + offset,
        rect.x + rect.width - offset, rect.y + offset,
        rect.x + rect.width - offset, rect.y + rect.height - offset,
        rect.x + offset, rect.y + rect.height - offset
    };

    glVertexPointer(2, GL_FLOAT, 0, &vert);
    glDrawArrays(filled ? GL_QUADS : GL_LINE_LOOP, 0, 4);

    glEnableClientState(GL_TEXTURE_COORD_ARRAY);
}
Exemplo n.º 9
0
bool OpenGLGraphics::drawRescaledImage(Image *image, int srcX, int srcY,
                                       int dstX, int dstY,
                                       int width, int height,
                                       int desiredWidth, int desiredHeight,
                                       bool useColor)
{
    if (!image)
        return false;

    // Just draw the image normally when no resizing is necessary,
    if (width == desiredWidth && height == desiredHeight)
    {
        return drawImage(image, srcX, srcY, dstX, dstY,
                         width, height, useColor);
    }

    srcX += image->mBounds.x;
    srcY += image->mBounds.y;

    if (!useColor)
        glColor4f(1.0f, 1.0f, 1.0f, image->mAlpha);

    bindTexture(Image::mTextureType, image->mGLImage);

    setTexturingAndBlending(true);

    // Draw a textured quad.
    drawRescaledQuad(image, srcX, srcY, dstX, dstY, width, height,
                     desiredWidth, desiredHeight);

    if (!useColor)
    {
        glColor4ub(static_cast<GLubyte>(mColor.r),
                   static_cast<GLubyte>(mColor.g),
                   static_cast<GLubyte>(mColor.b),
                   static_cast<GLubyte>(mColor.a));
    }

    return true;
}
Exemplo n.º 10
0
void OpenGLGraphics::drawRescaledImagePattern(Image *image,
                                              int x, int y,
                                              int w, int h,
                                              int scaledWidth,
                                              int scaledHeight)
{
    if (!image)
        return;

    if (scaledWidth == 0 || scaledHeight == 0)
        return;

    const int srcX = image->mBounds.x;
    const int srcY = image->mBounds.y;

    const int iw = image->getWidth();
    const int ih = image->getHeight();
    if (iw == 0 || ih == 0)
        return;

    glColor4f(1.0f, 1.0f, 1.0f, image->mAlpha);

    bindTexture(Image::mTextureType, image->mGLImage);

    setTexturingAndBlending(true);

    unsigned int vp = 0;
    const unsigned int vLimit = vertexBufSize * 4;

    // Draw a set of textured rectangles
    if (image->getTextureType() == GL_TEXTURE_2D)
    {
        const float tw = static_cast<float>(image->getTextureWidth());
        const float th = static_cast<float>(image->getTextureHeight());

        const float texX1 = static_cast<float>(srcX) / tw;
        const float texY1 = static_cast<float>(srcY) / th;

        const float tFractionW = iw / tw;
        const float tFractionH = ih / th;

        for (int py = 0; py < h; py += scaledHeight)
        {
            const int height = (py + scaledHeight >= h) ? h - py : scaledHeight;
            const int dstY = y + py;
            for (int px = 0; px < w; px += scaledWidth)
            {
                int width = (px + scaledWidth >= w) ? w - px : scaledWidth;
                int dstX = x + px;
                const float visibleFractionW = (float) width / scaledWidth;
                const float visibleFractionH = (float) height / scaledHeight;

                const float texX2 = texX1 + tFractionW * visibleFractionW;
                const float texY2 = texY1 + tFractionH * visibleFractionH;

                mFloatTexArray[vp + 0] = texX1;
                mFloatTexArray[vp + 1] = texY1;

                mFloatTexArray[vp + 2] = texX2;
                mFloatTexArray[vp + 3] = texY1;

                mFloatTexArray[vp + 4] = texX2;
                mFloatTexArray[vp + 5] = texY2;

                mFloatTexArray[vp + 6] = texX1;
                mFloatTexArray[vp + 7] = texY2;

                mIntVertArray[vp + 0] = dstX;
                mIntVertArray[vp + 1] = dstY;

                mIntVertArray[vp + 2] = dstX + width;
                mIntVertArray[vp + 3] = dstY;

                mIntVertArray[vp + 4] = dstX + width;
                mIntVertArray[vp + 5] = dstY + height;

                mIntVertArray[vp + 6] = dstX;
                mIntVertArray[vp + 7] = dstY + height;

                vp += 8;
                if (vp >= vLimit)
                {
                    drawQuadArrayfi(vp);
                    vp = 0;
                }
            }
        }
        if (vp > 0)
            drawQuadArrayfi(vp);
    }
    else
    {
        const float scaleFactorW = (float) scaledWidth / iw;
        const float scaleFactorH = (float) scaledHeight / ih;

        for (int py = 0; py < h; py += scaledHeight)
        {
            const int height = (py + scaledHeight >= h) ? h - py : scaledHeight;
            const int dstY = y + py;
            for (int px = 0; px < w; px += scaledWidth)
            {
                int width = (px + scaledWidth >= w) ? w - px : scaledWidth;
                int dstX = x + px;

                mIntTexArray[vp + 0] = srcX;
                mIntTexArray[vp + 1] = srcY;

                mIntTexArray[vp + 2] = srcX + width / scaleFactorW;
                mIntTexArray[vp + 3] = srcY;

                mIntTexArray[vp + 4] = srcX + width / scaleFactorW;
                mIntTexArray[vp + 5] = srcY + height / scaleFactorH;

                mIntTexArray[vp + 6] = srcX;
                mIntTexArray[vp + 7] = srcY + height / scaleFactorH;

                mIntVertArray[vp + 0] = dstX;
                mIntVertArray[vp + 1] = dstY;

                mIntVertArray[vp + 2] = dstX + width;
                mIntVertArray[vp + 3] = dstY;

                mIntVertArray[vp + 4] = dstX + width;
                mIntVertArray[vp + 5] = dstY + height;

                mIntVertArray[vp + 6] = dstX;
                mIntVertArray[vp + 7] = dstY + height;

                vp += 8;
                if (vp >= vLimit)
                {
                    drawQuadArrayii(vp);
                    vp = 0;
                }
            }
        }
        if (vp > 0)
            drawQuadArrayii(vp);
    }

    glColor4ub(mColor.r, mColor.g, mColor.b, mColor.a);
}
Exemplo n.º 11
0
void OpenGLGraphics::drawImagePattern(Image *image, int x, int y, int w, int h)
{
    if (!image)
        return;

    const int srcX = image->mBounds.x;
    const int srcY = image->mBounds.y;

    const int iw = image->getWidth();
    const int ih = image->getHeight();

    if (iw == 0 || ih == 0)
        return;

    const float tw = static_cast<float>(image->getTextureWidth());
    const float th = static_cast<float>(image->getTextureHeight());

    glColor4f(1.0f, 1.0f, 1.0f, image->mAlpha);

    bindTexture(Image::mTextureType, image->mGLImage);

    setTexturingAndBlending(true);

    unsigned int vp = 0;
    const unsigned int vLimit = vertexBufSize * 4;
    // Draw a set of textured rectangles
    if (image->getTextureType() == GL_TEXTURE_2D)
    {
        float texX1 = static_cast<float>(srcX) / tw;
        float texY1 = static_cast<float>(srcY) / th;

        for (int py = 0; py < h; py += ih)
        {
            const int height = (py + ih >= h) ? h - py : ih;
            const int dstY = y + py;
            for (int px = 0; px < w; px += iw)
            {
                int width = (px + iw >= w) ? w - px : iw;
                int dstX = x + px;

                float texX2 = static_cast<float>(srcX + width) / tw;
                float texY2 = static_cast<float>(srcY + height) / th;

                mFloatTexArray[vp + 0] = texX1;
                mFloatTexArray[vp + 1] = texY1;

                mFloatTexArray[vp + 2] = texX2;
                mFloatTexArray[vp + 3] = texY1;

                mFloatTexArray[vp + 4] = texX2;
                mFloatTexArray[vp + 5] = texY2;

                mFloatTexArray[vp + 6] = texX1;
                mFloatTexArray[vp + 7] = texY2;

                mIntVertArray[vp + 0] = dstX;
                mIntVertArray[vp + 1] = dstY;

                mIntVertArray[vp + 2] = dstX + width;
                mIntVertArray[vp + 3] = dstY;

                mIntVertArray[vp + 4] = dstX + width;
                mIntVertArray[vp + 5] = dstY + height;

                mIntVertArray[vp + 6] = dstX;
                mIntVertArray[vp + 7] = dstY + height;

                vp += 8;
                if (vp >= vLimit)
                {
                    drawQuadArrayfi(vp);
                    vp = 0;
                }
            }
        }
        if (vp > 0)
            drawQuadArrayfi(vp);
    }
    else
    {
        for (int py = 0; py < h; py += ih)
        {
            const int height = (py + ih >= h) ? h - py : ih;
            const int dstY = y + py;
            for (int px = 0; px < w; px += iw)
            {
                int width = (px + iw >= w) ? w - px : iw;
                int dstX = x + px;

                mIntTexArray[vp + 0] = srcX;
                mIntTexArray[vp + 1] = srcY;

                mIntTexArray[vp + 2] = srcX + width;
                mIntTexArray[vp + 3] = srcY;

                mIntTexArray[vp + 4] = srcX + width;
                mIntTexArray[vp + 5] = srcY + height;

                mIntTexArray[vp + 6] = srcX;
                mIntTexArray[vp + 7] = srcY + height;

                mIntVertArray[vp + 0] = dstX;
                mIntVertArray[vp + 1] = dstY;

                mIntVertArray[vp + 2] = dstX + width;
                mIntVertArray[vp + 3] = dstY;

                mIntVertArray[vp + 4] = dstX + width;
                mIntVertArray[vp + 5] = dstY + height;

                mIntVertArray[vp + 6] = dstX;
                mIntVertArray[vp + 7] = dstY + height;

                vp += 8;
                if (vp >= vLimit)
                {
                    drawQuadArrayii(vp);
                    vp = 0;
                }
            }
        }
        if (vp > 0)
            drawQuadArrayii(vp);
    }

    glColor4ub(static_cast<GLubyte>(mColor.r),
               static_cast<GLubyte>(mColor.g),
               static_cast<GLubyte>(mColor.b),
               static_cast<GLubyte>(mColor.a));
}