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/*
* mogltk
* Copyright (C) 1999-2004 Nicolas "Pixel" Noble
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
/* $Id: glshape.cc,v 1.18 2007-07-27 14:10:20 pixel Exp $ */
#include <SDL_opengl.h>
#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;
}
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