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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 1.17 2006-10-28 16:50:46 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;
}