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#include <SDL_opengl.h>
#include "glbase.h"
#include "glshape.h"
#include "gltexture.h"
#define ENTER bool was2d = in2D(true)
#define ENTERT bool was2d = in2D(false)
#define LEAVE out2D(was2d)
void mogltk::shape::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::shape::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::shape::hline(int x1, int x2, int y, ColorP c) {
box(x1, y, x2, y, c);
}
void mogltk::shape::vline(int x, int y1, int y2, ColorP c) {
box(x, y1, x, y2, c);
}
void mogltk::shape::hline(int x1, int x2, int y, ColorP c1, ColorP c2) {
box(x1, y, x2, y, c1, c2, c1, c2);
}
void mogltk::shape::vline(int x, int y1, int y2, ColorP c1, ColorP c2) {
box(x, y1, x, y2, c1, c1, c2, c2);
}
void mogltk::shape::obox(int x1, int y1, int x2, int y2, ColorP c) {
ENTER;
hline(x1, x2, y1, c);
hline(x1, x2, y2, c);
vline(x1, y1, y2, c);
vline(x2, y1, y2, c);
LEAVE;
}
void mogltk::shape::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, y2, c1, c3);
vline(x2, y1, y2, c2, c4);
LEAVE;
}
void mogltk::shape::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 + (x2 - x1) * f, ty + (y2 - y1) * f, c);
}
void mogltk::shape::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 + (x2 - x1) * f, ty + (y2 - y1) * f);
}
void mogltk::shape::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::shape::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;
}
bool mogltk::shape::in2D(bool unbind) {
bool was2D = mogltk::glbase::is2D();
if (!was2D)
mogltk::glbase::Enter2DMode();
if (unbind) mogltk::texture::Unbind();
return was2D;
}
void mogltk::shape::out2D(bool was2D) {
if (!was2D)
mogltk::glbase::Leave2DMode();
}
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