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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, Color 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, Color c1, Color c2, Color c3, Color 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, Color c) {
    box(x1, y, x2, y, c);
}

void mogltk::shape::vline(int x, int y1, int y2, Color c) {
    box(x, y1, x, y2, c);
}

void mogltk::shape::hline(int x1, int x2, int y, Color c1, Color c2) {
    box(x1, y, x2, y, c1, c2, c1, c2);
}

void mogltk::shape::vline(int x, int y1, int y2, Color c1, Color c2) {
    box(x, y1, x, y2, c1, c1, c2, c2);
}

void mogltk::shape::obox(int x1, int y1, int x2, int y2, Color 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, Color c1, Color c2, Color c3, Color 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, Color 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, Color c1, Color c2, Color c3, Color 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, Color 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, Color c1, Color c2, Color c3, Color 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();
}