#include #include "glbase.h" #include "glshape.h" #include "texture.h" #include "glfont.h" #include "engine.h" #define ENTER bool was2d = Enter(true) #define ENTERT bool was2d = Enter(false) #define LEAVE Leave(was2d) void mogltk::glshape::box(int x1, int y1, int x2, int y2, ColorP c) { ENTER; c.Bind(); glBegin(GL_TRIANGLE_STRIP); glVertex2i(x1, y1); glVertex2i(x2 + 1, y1); glVertex2i(x1, y2 + 1); glVertex2i(x2 + 1, y2 + 1); glEnd(); LEAVE; } void mogltk::glshape::box(int x1, int y1, int x2, int y2, ColorP c1, ColorP c2, ColorP c3, ColorP c4) { ENTER; glBegin(GL_TRIANGLE_STRIP); c1.Bind(); glVertex2i(x1, y1); c2.Bind(); glVertex2i(x2 + 1, y1); c3.Bind(); glVertex2i(x1, y2 + 1); c4.Bind(); glVertex2i(x2 + 1, y2 + 1); glEnd(); LEAVE; } void mogltk::glshape::hline(int x1, int x2, int y, ColorP c1, ColorP c2) { box(x1, y, x2, y, c1, c2, c1, c2); } void mogltk::glshape::hline(int x1, int x2, int y, ColorP c) { box(x1, y, x2, y, c, c, c, c); } void mogltk::glshape::vline(int x, int y1, int y2, ColorP c1, ColorP c2) { box(x, y1, x, y2, c1, c1, c2, c2); } void mogltk::glshape::vline(int x, int y1, int y2, ColorP c) { box(x, y1, x, y2, c, c, c, c); } void mogltk::glshape::pixel(int x, int y, ColorP c) { box(x, y, x, y, c); } void mogltk::glshape::obox(int x1, int y1, int x2, int y2, ColorP c) { ENTER; shape::obox(x1, y1, x2, y2, c); LEAVE; } void mogltk::glshape::obox(int x1, int y1, int x2, int y2, ColorP c1, ColorP c2, ColorP c3, ColorP c4) { ENTER; hline(x1, x2, y1, c1, c2); hline(x1, x2, y2, c3, c4); vline(x1, y1 + 1, y2 - 1, c1, c3); vline(x2, y1 + 1, y2 - 1, c2, c4); LEAVE; } void mogltk::glshape::tbox(mogltk::texture * t, int x1, int y1, int x2, int y2, int tx, int ty, double f, ColorP c) { tbox(t, x1, y1, x2, y2, tx, ty, tx + (int) ((x2 - x1) * f), ty + (int) ((y2 - y1) * f), c); } void mogltk::glshape::tbox(mogltk::texture * t, int x1, int y1, int x2, int y2, int tx1, int ty1, int tx2, int ty2, ColorP c) { ENTERT; c.Bind(); t->Bind(); glBegin(GL_TRIANGLE_STRIP); glTexCoord2i(tx1, ty1); glVertex2i(x1, y1); glTexCoord2i(tx2 + 1, ty1); glVertex2i(x2 + 1, y1); glTexCoord2i(tx1, ty2 + 1); glVertex2i(x1, y2 + 1); glTexCoord2i(tx2 + 1, ty2 + 1); glVertex2i(x2 + 1, y2 + 1); glEnd(); LEAVE; } void mogltk::glshape::tbox(mogltk::texture * t, int x1, int y1, int x2, int y2, ColorP c1, ColorP c2, ColorP c3, ColorP c4, int tx, int ty, double f) { tbox(t, x1, y1, x2, y2, c1, c2, c3, c4, tx, ty, tx + (int) ((x2 - x1) * f), ty + (int) ((y2 - y1) * f)); } void mogltk::glshape::tbox(mogltk::texture * t, int x1, int y1, int x2, int y2, ColorP c1, ColorP c2, ColorP c3, ColorP c4, int tx1, int ty1, int tx2, int ty2) { ENTERT; t->Bind(); glBegin(GL_TRIANGLE_STRIP); c1.Bind(); glTexCoord2i(tx1, ty1); glVertex2i(x1, y1); c2.Bind(); glTexCoord2i(tx2 + 1, ty1); glVertex2i(x2 + 1, y1); c3.Bind(); glTexCoord2i(tx1, ty2 + 1); glVertex2i(x1, y2 + 1); c4.Bind(); glTexCoord2i(tx2 + 1, ty2 + 1); glVertex2i(x2 + 1, y2 + 1); glEnd(); LEAVE; } void mogltk::glshape::box3d(int x1, int y1, int x2, int y2, ColorP face, ColorP shade1, ColorP shade2, int depth, bool bevel) { ENTER; if (!bevel) { shade1.Bind(); } else { shade2.Bind(); } glBegin(GL_TRIANGLE_FAN); glVertex2i(x1, y1); glVertex2i(x2 + 1, y1); glVertex2i(x2 + 1 - depth, y1 + depth); glVertex2i(x1 + depth, y2 + 1 - depth); glVertex2i(x1, y2 + 1); glEnd(); if (!bevel) { shade2.Bind(); } else { shade1.Bind(); } glBegin(GL_TRIANGLE_FAN); glVertex2i(x2 + 1, y2 + 1); glVertex2i(x1, y2 + 1); glVertex2i(x1 + depth, y2 + 1 - depth); glVertex2i(x2 + 1 - depth, y1 + depth); glVertex2i(x2 + 1, y1); glEnd(); face.Bind(); glBegin(GL_TRIANGLE_STRIP); glVertex2i(x1 + depth, y1 + depth); glVertex2i(x2 + 1 - depth, y1 + depth); glVertex2i(x1 + depth, y2 + 1 - depth); glVertex2i(x2 + 1 - depth, y2 + 1 - depth); glEnd(); LEAVE; } bool mogltk::glshape::Enter(bool unbind) { bool was2D = mogltk::engine::glbase_o->is2D(); if (!was2D) mogltk::engine::glbase_o->Enter2DMode(); if (unbind) mogltk::texture::Unbind(); return was2D; } bool mogltk::glshape::Enter() { return Enter(true); } void mogltk::glshape::Leave(bool was2D) { if (!was2D) mogltk::engine::glbase_o->Leave2DMode(); } void mogltk::glshape::fdraw(fill * f, ColorP c, int sx, int sy) { ENTERT; if (!f) return; texture * t = f->GetTexture(); if (!t) { filldrawer * w = new filldrawer(f, t = f->Talloc(), WHITE); f->walk(w); delete w; } c.Bind(); t->Bind(); int w = t->GetWidth(); int h = t->GetHeight(); int x = f->GetMinX() + sx; int y = f->GetMinY() + sy; glBegin(GL_TRIANGLE_STRIP); glTexCoord2i(0, 0); glVertex2i(x , y ); glTexCoord2i(w, 0); glVertex2i(x + w, y ); glTexCoord2i(0, h); glVertex2i(x , y + h); glTexCoord2i(w, h); glVertex2i(x + w, y + h); glEnd(); LEAVE; } void mogltk::glshape::sdraw(fill * f, ColorP c, int sx, int sy) { ENTERT; if (!f) return; texture * t = f->GetSTexture(); if (!t) { segdrawer * w = new segdrawer(f, t = f->STalloc(), WHITE); f->swalk(w); delete w; } c.Bind(); t->Bind(); int w = t->GetWidth(); int h = t->GetHeight(); int x = f->GetMinX() + sx; int y = f->GetMinY() + sy; glBegin(GL_TRIANGLE_STRIP); glTexCoord2i(0, 0); glVertex2i(x , y ); glTexCoord2i(w, 0); glVertex2i(x + w, y ); glTexCoord2i(0, h); glVertex2i(x , y + h); glTexCoord2i(w, h); glVertex2i(x + w, y + h); glEnd(); LEAVE; }