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#include <SDL_opengl.h>
#include "glbase.h"
#include "glshape.h"
#include "gltexture.h"
#include "glfont.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, glColorP 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, glColorP c1, glColorP c2, glColorP c3, glColorP 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::tbox(mogltk::texture * t, int x1, int y1, int x2, int y2, int tx1, int ty1, int tx2, int ty2, glColorP 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, glColorP c1, glColorP c2, glColorP c3, glColorP 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, glColorP face, glColorP shade1, glColorP 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::glbase::is2D();
if (!was2D)
mogltk::glbase::Enter2DMode();
if (unbind) mogltk::texture::Unbind();
return was2D;
}
bool mogltk::glshape::Enter() {
return Enter(true);
}
void mogltk::glshape::Leave(bool was2D) {
if (!was2D)
mogltk::glbase::Leave2DMode();
}
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