scummvm/engine/gfx_opengl.cpp

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/* Residual - Virtual machine to run LucasArts' 3D adventure games
*
* Residual is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the AUTHORS
* file distributed with this source distribution.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
* This library 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
* Lesser General Public License for more details.
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
*
* $URL$
* $Id$
*
*/
#include "common/endian.h"
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#include "common/system.h"
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#include "engine/actor.h"
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#include "engine/colormap.h"
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#include "engine/font.h"
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#include "engine/material.h"
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#include "engine/gfx_opengl.h"
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#ifdef USE_OPENGL
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GfxOpenGL::GfxOpenGL() {
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_storedDisplay = NULL;
_emergFont = NULL;
}
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GfxOpenGL::~GfxOpenGL() {
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delete[] _storedDisplay;
if (_emergFont && glIsList(_emergFont))
glDeleteLists(_emergFont, 128);
}
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byte *GfxOpenGL::setupScreen(int screenW, int screenH, bool fullscreen, bool accel3d) {
g_system->setupScreen(screenW, screenH, fullscreen, accel3d);
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_screenWidth = screenW;
_screenHeight = screenH;
_screenBPP = 24;
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_isFullscreen = g_system->getFeatureState(OSystem::kFeatureFullscreenMode);
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char GLDriver[1024];
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sprintf(GLDriver, "Residual: %s/%s", glGetString(GL_VENDOR), glGetString(GL_RENDERER));
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g_system->setWindowCaption(GLDriver);
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// Load emergency built-in font
loadEmergFont();
_storedDisplay = new byte[_screenWidth * _screenHeight * 4];
memset(_storedDisplay, 0, _screenWidth * _screenHeight * 4);
_smushNumTex = 0;
_currentShadowArray = NULL;
GLfloat ambientSource[] = { 0.6f, 0.6f, 0.6f, 1.0f };
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, ambientSource);
glPolygonOffset(-6.0, -6.0);
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return NULL;
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}
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const char *GfxOpenGL::getVideoDeviceName() {
return "OpenGL Renderer";
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}
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void GfxOpenGL::setupCamera(float fov, float nclip, float fclip, float roll) {
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glMatrixMode(GL_PROJECTION);
glLoadIdentity();
float right = nclip * std::tan(fov / 2 * (LOCAL_PI / 180));
glFrustum(-right, right, -right * 0.75, right * 0.75, nclip, fclip);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glRotatef(roll, 0, 0, -1);
}
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void GfxOpenGL::positionCamera(Vector3d pos, Vector3d interest) {
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Vector3d up_vec(0, 0, 1);
if (pos.x() == interest.x() && pos.y() == interest.y())
up_vec = Vector3d(0, 1, 0);
gluLookAt(pos.x(), pos.y(), pos.z(), interest.x(), interest.y(), interest.z(), up_vec.x(), up_vec.y(), up_vec.z());
}
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void GfxOpenGL::clearScreen() {
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
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void GfxOpenGL::flipBuffer() {
g_system->updateScreen();
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}
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bool GfxOpenGL::isHardwareAccelerated() {
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return true;
}
static void glShadowProjection(Vector3d light, Vector3d plane, Vector3d normal, bool dontNegate) {
// Based on GPL shadow projection example by
// (c) 2002-2003 Phaetos <phaetos@gaffga.de>
float d, c;
float mat[16];
float nx, ny, nz, lx, ly, lz, px, py, pz;
// for some unknown for me reason normal need negation
nx = -normal.x();
ny = -normal.y();
nz = -normal.z();
if (dontNegate) {
nx = -nx;
ny = -ny;
nz = -nz;
}
lx = light.x();
ly = light.y();
lz = light.z();
px = plane.x();
py = plane.y();
pz = plane.z();
d = nx * lx + ny * ly + nz * lz;
c = px * nx + py * ny + pz * nz - d;
mat[0] = lx * nx + c;
mat[4] = ny * lx;
mat[8] = nz * lx;
mat[12] = -lx * c - lx * d;
mat[1] = nx * ly;
mat[5] = ly * ny + c;
mat[9] = nz * ly;
mat[13] = -ly * c - ly * d;
mat[2] = nx * lz;
mat[6] = ny * lz;
mat[10] = lz * nz + c;
mat[14] = -lz * c - lz * d;
mat[3] = nx;
mat[7] = ny;
mat[11] = nz;
mat[15] = -d;
glMultMatrixf((GLfloat *)mat);
}
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void GfxOpenGL::getBoundingBoxPos(const Model::Mesh *model, int *x1, int *y1, int *x2, int *y2) {
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if (_currentShadowArray) {
*x1 = -1;
*y1 = -1;
*x2 = -1;
*y2 = -1;
return;
}
GLfloat top = 1000;
GLfloat right = -1000;
GLfloat left = 1000;
GLfloat bottom = -1000;
GLdouble winX, winY, winZ;
for (int i = 0; i < model->_numFaces; i++) {
Vector3d v;
float* pVertices;
for (int j = 0; j < model->_faces[i]._numVertices; j++) {
GLdouble modelView[16], projection[16];
GLint viewPort[4];
glGetDoublev(GL_MODELVIEW_MATRIX, modelView);
glGetDoublev(GL_PROJECTION_MATRIX, projection);
glGetIntegerv(GL_VIEWPORT, viewPort);
pVertices = model->_vertices + 3 * model->_faces[i]._vertices[j];
v.set(*(pVertices), *(pVertices + 1), *(pVertices + 2));
gluProject(v.x(), v.y(), v.z(), modelView, projection, viewPort, &winX, &winY, &winZ);
if (winX > right)
right = winX;
if (winX < left)
left = winX;
if (winY < top)
top = winY;
if (winY > bottom)
bottom = winY;
}
}
float t = bottom;
bottom = 480 - top;
top = 480 - t;
if (left < 0)
left = 0;
if (right > 639)
right = 639;
if (top < 0)
top = 0;
if (bottom > 479)
bottom = 479;
if (top > 479 || left > 639 || bottom < 0 || right < 0) {
*x1 = -1;
*y1 = -1;
*x2 = -1;
*y2 = -1;
return;
}
*x1 = (int)left;
*y1 = (int)top;
*x2 = (int)right;
*y2 = (int)bottom;
}
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void GfxOpenGL::startActorDraw(Vector3d pos, float yaw, float pitch, float roll) {
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glEnable(GL_TEXTURE_2D);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
if (_currentShadowArray) {
SectorListType::iterator i = _currentShadowArray->planeList.begin();
Sector *shadowSector = *i;
glEnable(GL_POLYGON_OFFSET_FILL);
glDisable(GL_LIGHTING);
glDisable(GL_TEXTURE_2D);
//glColor3f(0.0f, 1.0f, 0.0f);
glColor3f(_shadowColorR / 255.0, _shadowColorG / 255.0, _shadowColorB / 255.0);
glShadowProjection(_currentShadowArray->pos, shadowSector->getVertices()[0], shadowSector->getNormal(), _currentShadowArray->dontNegate);
}
glTranslatef(pos.x(), pos.y(), pos.z());
glRotatef(yaw, 0, 0, 1);
glRotatef(pitch, 1, 0, 0);
glRotatef(roll, 0, 1, 0);
}
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void GfxOpenGL::finishActorDraw() {
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glPopMatrix();
glDisable(GL_TEXTURE_2D);
if (_currentShadowArray) {
glEnable(GL_LIGHTING);
glColor3f(1.0, 1.0, 1.0);
glDisable(GL_POLYGON_OFFSET_FILL);
}
}
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void GfxOpenGL::setShadow(Shadow *shadow) {
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_currentShadowArray = shadow;
}
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void GfxOpenGL::drawShadowPlanes() {
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/* glColor3f(1.0f, 1.0f, 1.0f);
_currentShadowArray->planeList.begin();
for (SectorListType::iterator i = _currentShadowArray->planeList.begin(); i != _currentShadowArray->planeList.end(); i++) {
Sector *shadowSector = *i;
glBegin(GL_POLYGON);
for (int k = 0; k < shadowSector->getNumVertices(); k++) {
glVertex3f(shadowSector->getVertices()[k].x(), shadowSector->getVertices()[k].y(), shadowSector->getVertices()[k].z());
}
glEnd();
}
*/
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
glClearStencil(~0);
glClear(GL_STENCIL_BUFFER_BIT);
glEnable(GL_STENCIL_TEST);
glStencilFunc(GL_ALWAYS, 1, (GLuint)~0);
glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
glDisable(GL_LIGHTING);
glDisable(GL_TEXTURE);
_currentShadowArray->planeList.begin();
for (SectorListType::iterator i = _currentShadowArray->planeList.begin(); i != _currentShadowArray->planeList.end(); i++) {
Sector *shadowSector = *i;
glBegin(GL_POLYGON);
for (int k = 0; k < shadowSector->getNumVertices(); k++) {
glVertex3f(shadowSector->getVertices()[k].x(), shadowSector->getVertices()[k].y(), shadowSector->getVertices()[k].z());
}
glEnd();
}
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glStencilFunc(GL_EQUAL, 1, (GLuint)~0);
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
}
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void GfxOpenGL::setShadowMode() {
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}
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void GfxOpenGL::clearShadowMode() {
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glDisable(GL_STENCIL_TEST);
}
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void GfxOpenGL::setShadowColor(byte r, byte g, byte b) {
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_shadowColorR = r;
_shadowColorG = g;
_shadowColorB = b;
}
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void GfxOpenGL::set3DMode() {
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glMatrixMode(GL_MODELVIEW);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
}
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void GfxOpenGL::drawModelFace(const Model::Face *face, float *vertices, float *vertNormals, float *textureVerts) {
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// Support transparency in actor objects, such as the message tube
// in Manny's Office
glAlphaFunc(GL_GREATER, 0.5);
glEnable(GL_ALPHA_TEST);
glNormal3fv(face->_normal._coords);
glBegin(GL_POLYGON);
for (int i = 0; i < face->_numVertices; i++) {
glNormal3fv(vertNormals + 3 * face->_vertices[i]);
if (face->_texVertices)
glTexCoord2fv(textureVerts + 2 * face->_texVertices[i]);
glVertex3fv(vertices + 3 * face->_vertices[i]);
}
glEnd();
// Done with transparency-capable objects
glDisable(GL_ALPHA_TEST);
}
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void GfxOpenGL::translateViewpoint(Vector3d pos, float pitch, float yaw, float roll) {
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glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glTranslatef(pos.x(), pos.y(), pos.z());
glRotatef(yaw, 0, 0, 1);
glRotatef(pitch, 1, 0, 0);
glRotatef(roll, 0, 1, 0);
}
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void GfxOpenGL::translateViewpoint() {
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glPopMatrix();
}
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void GfxOpenGL::drawHierachyNode(const Model::HierNode *node) {
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translateViewpoint(node->_animPos / node->_totalWeight, node->_animPitch / node->_totalWeight, node->_animYaw / node->_totalWeight, node->_animRoll / node->_totalWeight);
if (node->_hierVisible) {
if (node->_mesh && node->_meshVisible) {
glPushMatrix();
glTranslatef(node->_pivot.x(), node->_pivot.y(), node->_pivot.z());
node->_mesh->draw();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
}
if (node->_child) {
node->_child->draw();
glMatrixMode(GL_MODELVIEW);
}
}
translateViewpoint();
if (node->_sibling)
node->_sibling->draw();
}
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void GfxOpenGL::disableLights() {
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glDisable(GL_LIGHTING);
}
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void GfxOpenGL::setupLight(Scene::Light *light, int lightId) {
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glEnable(GL_LIGHTING);
float lightColor[] = { 0.0f, 0.0f, 0.0f, 1.0f };
float lightPos[] = { 0.0f, 0.0f, 0.0f, 1.0f };
float lightDir[] = { 0.0f, 0.0f, 0.0f };
float intensity = light->_intensity / 1.3f;
lightColor[0] = ((float)light->_color.red() / 15.0f) * intensity;
lightColor[1] = ((float)light->_color.blue() / 15.0f) * intensity;
lightColor[2] = ((float)light->_color.green() / 15.0f) * intensity;
if (strcmp(light->_type.c_str(), "omni") == 0) {
lightPos[0] = light->_pos.x();
lightPos[1] = light->_pos.y();
lightPos[2] = light->_pos.z();
glDisable(GL_LIGHT0 + lightId);
glLightfv(GL_LIGHT0 + lightId, GL_DIFFUSE, lightColor);
glLightfv(GL_LIGHT0 + lightId, GL_POSITION, lightPos);
glEnable(GL_LIGHT0 + lightId);
} else if (strcmp(light->_type.c_str(), "direct") == 0) {
glDisable(GL_LIGHT0 + lightId);
lightDir[0] = -light->_dir.x();
lightDir[1] = -light->_dir.y();
lightDir[2] = -light->_dir.z();
glLightfv(GL_LIGHT0 + lightId, GL_DIFFUSE, lightColor);
glLightfv(GL_LIGHT0 + lightId, GL_POSITION, lightDir);
glEnable(GL_LIGHT0 + lightId);
} else if (strcmp(light->_type.c_str(), "spot") == 0) {
glDisable(GL_LIGHT0 + lightId);
lightPos[0] = light->_pos.x();
lightPos[1] = light->_pos.y();
lightPos[2] = light->_pos.z();
lightDir[0] = light->_dir.x();
lightDir[1] = light->_dir.y();
lightDir[2] = light->_dir.z();
glLightfv(GL_LIGHT0 + lightId, GL_DIFFUSE, lightColor);
glLightfv(GL_LIGHT0 + lightId, GL_POSITION, lightPos);
glLightfv(GL_LIGHT0 + lightId, GL_SPOT_DIRECTION, lightDir);
glLightf(GL_LIGHT0 + lightId, GL_SPOT_CUTOFF, light->_penumbraangle);
glEnable(GL_LIGHT0 + lightId);
} else {
error("Scene::setupLights() Unknown type of light: %s", light->_type.c_str());
}
}
#define BITMAP_TEXTURE_SIZE 256
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void GfxOpenGL::createBitmap(Bitmap *bitmap) {
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GLuint *textures;
if (bitmap->_format == 1) {
bitmap->_hasTransparency = false;
bitmap->_numTex = ((bitmap->_width + (BITMAP_TEXTURE_SIZE - 1)) / BITMAP_TEXTURE_SIZE) *
((bitmap->_height + (BITMAP_TEXTURE_SIZE - 1)) / BITMAP_TEXTURE_SIZE);
bitmap->_texIds = new GLuint[bitmap->_numTex * bitmap->_numImages];
textures = (GLuint *)bitmap->_texIds;
glGenTextures(bitmap->_numTex * bitmap->_numImages, textures);
byte *texData = new byte[4 * bitmap->_width * bitmap->_height];
for (int pic = 0; pic < bitmap->_numImages; pic++) {
// Convert data to 32-bit RGBA format
byte *texDataPtr = texData;
uint16 *bitmapData = reinterpret_cast<uint16 *>(bitmap->_data[pic]);
for (int i = 0; i < bitmap->_width * bitmap->_height; i++, texDataPtr += 4, bitmapData++) {
uint16 pixel = *bitmapData;
int r = pixel >> 11;
texDataPtr[0] = (r << 3) | (r >> 2);
int g = (pixel >> 5) & 0x3f;
texDataPtr[1] = (g << 2) | (g >> 4);
int b = pixel & 0x1f;
texDataPtr[2] = (b << 3) | (b >> 2);
if (pixel == 0xf81f) { // transparent
texDataPtr[3] = 0;
bitmap->_hasTransparency = true;
} else {
texDataPtr[3] = 255;
}
}
for (int i = 0; i < bitmap->_numTex; i++) {
textures = (GLuint *)bitmap->_texIds;
glBindTexture(GL_TEXTURE_2D, textures[bitmap->_numTex * pic + i]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, BITMAP_TEXTURE_SIZE, BITMAP_TEXTURE_SIZE, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
}
glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
glPixelStorei(GL_UNPACK_ROW_LENGTH, bitmap->_width);
int cur_tex_idx = bitmap->_numTex * pic;
for (int y = 0; y < bitmap->_height; y += BITMAP_TEXTURE_SIZE) {
for (int x = 0; x < bitmap->_width; x += BITMAP_TEXTURE_SIZE) {
int width = (x + BITMAP_TEXTURE_SIZE >= bitmap->_width) ? (bitmap->_width - x) : BITMAP_TEXTURE_SIZE;
int height = (y + BITMAP_TEXTURE_SIZE >= bitmap->_height) ? (bitmap->_height - y) : BITMAP_TEXTURE_SIZE;
textures = (GLuint *)bitmap->_texIds;
glBindTexture(GL_TEXTURE_2D, textures[cur_tex_idx]);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE,
texData + (y * 4 * bitmap->_width) + (4 * x));
cur_tex_idx++;
}
}
}
glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
delete[] texData;
} else {
for (int pic = 0; pic < bitmap->_numImages; pic++) {
uint16 *zbufPtr = reinterpret_cast<uint16 *>(bitmap->_data[pic]);
for (int i = 0; i < (bitmap->_width * bitmap->_height); i++) {
uint16 val = READ_LE_UINT16(bitmap->_data[pic] + 2 * i);
zbufPtr[i] = 0xffff - ((uint32) val) * 0x10000 / 100 / (0x10000 - val);
}
// Flip the zbuffer image to match what GL expects
for (int y = 0; y < bitmap->_height / 2; y++) {
uint16 *ptr1 = zbufPtr + y * bitmap->_width;
uint16 *ptr2 = zbufPtr + (bitmap->_height - 1 - y) * bitmap->_width;
for (int x = 0; x < bitmap->_width; x++, ptr1++, ptr2++) {
uint16 tmp = *ptr1;
*ptr1 = *ptr2;
*ptr2 = tmp;
}
}
}
bitmap->_texIds = NULL;
}
}
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void GfxOpenGL::drawBitmap(const Bitmap *bitmap) {
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GLuint *textures;
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, _screenWidth, _screenHeight, 0, 0, 1);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
// A lot more may need to be put there : disabling Alpha test, blending, ...
// For now, just keep this here :-)
if (bitmap->_format == 1 && bitmap->_hasTransparency) {
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
} else
glDisable(GL_BLEND);
glDisable(GL_LIGHTING);
glEnable(GL_TEXTURE_2D);
if (bitmap->_format == 1) { // Normal image
glDisable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
glEnable(GL_SCISSOR_TEST);
glScissor(bitmap->_x, _screenHeight - (bitmap->_y + bitmap->_height), bitmap->_width, bitmap->_height);
int cur_tex_idx = bitmap->_numTex * (bitmap->_currImage - 1);
for (int y = bitmap->_y; y < (bitmap->_y + bitmap->_height); y += BITMAP_TEXTURE_SIZE) {
for (int x = bitmap->_x; x < (bitmap->_x + bitmap->_width); x += BITMAP_TEXTURE_SIZE) {
textures = (GLuint *)bitmap->_texIds;
glBindTexture(GL_TEXTURE_2D, textures[cur_tex_idx]);
glBegin(GL_QUADS);
glTexCoord2f(0.0, 0.0);
glVertex2i(x, y);
glTexCoord2f(1.0, 0.0);
glVertex2i(x + BITMAP_TEXTURE_SIZE, y);
glTexCoord2f(1.0, 1.0);
glVertex2i(x + BITMAP_TEXTURE_SIZE, y + BITMAP_TEXTURE_SIZE);
glTexCoord2f(0.0, 1.0);
glVertex2i(x, y + BITMAP_TEXTURE_SIZE);
glEnd();
cur_tex_idx++;
}
}
glDisable(GL_SCISSOR_TEST);
glDisable(GL_TEXTURE_2D);
glDisable(GL_BLEND);
glDepthMask(GL_TRUE);
glEnable(GL_DEPTH_TEST);
} else if (bitmap->_format == 5) { // ZBuffer image
// Only draw the manual zbuffer when enabled
if (bitmap->_currImage - 1 < bitmap->_numImages) {
drawDepthBitmap(bitmap->_x, bitmap->_y, bitmap->_width, bitmap->_height, bitmap->_data[bitmap->_currImage - 1]);
} else {
warning("zbuffer image has index out of bounds! %d/%d", bitmap->_currImage, bitmap->_numImages);
}
}
glEnable(GL_LIGHTING);
}
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void GfxOpenGL::destroyBitmap(Bitmap *bitmap) {
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GLuint *textures;
textures = (GLuint *)bitmap->_texIds;
if (textures) {
glDeleteTextures(bitmap->_numTex * bitmap->_numImages, textures);
delete[] textures;
}
}
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void GfxOpenGL::createMaterial(Material *material, const char *data, const CMap *cmap) {
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material->_textures = new GLuint[material->_numImages];
GLuint *textures;
glGenTextures(material->_numImages, (GLuint *)material->_textures);
char *texdata = new char[material->_width * material->_height * 4];
for (int i = 0; i < material->_numImages; i++) {
char *texdatapos = texdata;
for (int y = 0; y < material->_height; y++) {
for (int x = 0; x < material->_width; x++) {
int col = *(uint8 *)(data);
if (col == 0)
memset(texdatapos, 0, 4); // transparent
else {
memcpy(texdatapos, cmap->_colors + 3 * (*(uint8 *)(data)), 3);
texdatapos[3] = '\xff'; // fully opaque
}
texdatapos += 4;
data++;
}
}
textures = (GLuint *)material->_textures;
glBindTexture(GL_TEXTURE_2D, textures[i]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, material->_width, material->_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, texdata);
data += 24;
}
delete[] texdata;
}
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void GfxOpenGL::selectMaterial(const Material *material) {
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GLuint *textures;
textures = (GLuint *)material->_textures;
glBindTexture(GL_TEXTURE_2D, textures[material->_currImage]);
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
glScalef(1.0f / material->_width, 1.0f / material->_height, 1);
}
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void GfxOpenGL::destroyMaterial(Material *material) {
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GLuint *textures;
textures = (GLuint *)material->_textures;
glDeleteTextures(material->_numImages, textures);
delete[] textures;
}
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void GfxOpenGL::drawDepthBitmap(int x, int y, int w, int h, char *data) {
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// if (num != 0) {
// warning("Animation not handled yet in GL texture path !");
// }
if (y + h == 480) {
glRasterPos2i(x, _screenHeight - 1);
glBitmap(0, 0, 0, 0, 0, -1, NULL);
} else
glRasterPos2i(x, y + h);
glDisable(GL_TEXTURE_2D);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_ALWAYS);
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
glDepthMask(GL_TRUE);
glPixelStorei(GL_UNPACK_ALIGNMENT, 2);
glDrawPixels(w, h, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, data);
glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glDepthFunc(GL_LESS);
}
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void GfxOpenGL::prepareSmushFrame(int width, int height, byte *bitmap) {
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// remove if already exist
if (_smushNumTex > 0) {
glDeleteTextures(_smushNumTex, _smushTexIds);
delete[] _smushTexIds;
_smushNumTex = 0;
}
// create texture
_smushNumTex = ((width + (BITMAP_TEXTURE_SIZE - 1)) / BITMAP_TEXTURE_SIZE) *
((height + (BITMAP_TEXTURE_SIZE - 1)) / BITMAP_TEXTURE_SIZE);
_smushTexIds = new GLuint[_smushNumTex];
glGenTextures(_smushNumTex, _smushTexIds);
for (int i = 0; i < _smushNumTex; i++) {
glBindTexture(GL_TEXTURE_2D, _smushTexIds[i]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, BITMAP_TEXTURE_SIZE, BITMAP_TEXTURE_SIZE, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, NULL);
}
glPixelStorei(GL_UNPACK_ALIGNMENT, 2);
glPixelStorei(GL_UNPACK_ROW_LENGTH, width);
int curTexIdx = 0;
for (int y = 0; y < height; y += BITMAP_TEXTURE_SIZE) {
for (int x = 0; x < width; x += BITMAP_TEXTURE_SIZE) {
int t_width = (x + BITMAP_TEXTURE_SIZE >= width) ? (width - x) : BITMAP_TEXTURE_SIZE;
int t_height = (y + BITMAP_TEXTURE_SIZE >= height) ? (height - y) : BITMAP_TEXTURE_SIZE;
glBindTexture(GL_TEXTURE_2D, _smushTexIds[curTexIdx]);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, t_width, t_height, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, bitmap + (y * 2 * width) + (2 * x));
curTexIdx++;
}
}
glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
_smushWidth = width;
_smushHeight = height;
}
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void GfxOpenGL::drawSmushFrame(int offsetX, int offsetY) {
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// prepare view
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, _screenWidth, _screenHeight, 0, 0, 1);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
// A lot more may need to be put there : disabling Alpha test, blending, ...
// For now, just keep this here :-)
glDisable(GL_LIGHTING);
glEnable(GL_TEXTURE_2D);
// draw
glDisable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
glEnable(GL_SCISSOR_TEST);
glScissor(offsetX, _screenHeight - (offsetY + _smushHeight), _smushWidth, _smushHeight);
int curTexIdx = 0;
for (int y = 0; y < _smushHeight; y += BITMAP_TEXTURE_SIZE) {
for (int x = 0; x < _smushWidth; x += BITMAP_TEXTURE_SIZE) {
glBindTexture(GL_TEXTURE_2D, _smushTexIds[curTexIdx]);
glBegin(GL_QUADS);
glTexCoord2f(0, 0);
glVertex2i(x + offsetX, y + offsetY);
glTexCoord2f(1.0, 0.0);
glVertex2i(x + offsetX + BITMAP_TEXTURE_SIZE, y + offsetY);
glTexCoord2f(1.0, 1.0);
glVertex2i(x + offsetX + BITMAP_TEXTURE_SIZE, y + offsetY + BITMAP_TEXTURE_SIZE);
glTexCoord2f(0.0, 1.0);
glVertex2i(x + offsetX, y + offsetY + BITMAP_TEXTURE_SIZE);
glEnd();
curTexIdx++;
}
}
glDisable(GL_SCISSOR_TEST);
glDisable(GL_TEXTURE_2D);
glDepthMask(GL_TRUE);
glEnable(GL_DEPTH_TEST);
glEnable(GL_LIGHTING);
}
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void GfxOpenGL::releaseSmushFrame() {
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if (_smushNumTex > 0) {
glDeleteTextures(_smushNumTex, _smushTexIds);
delete[] _smushTexIds;
_smushNumTex = 0;
}
}
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void GfxOpenGL::loadEmergFont() {
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
_emergFont = glGenLists(128);
for (int i = 32; i < 127; i++) {
glNewList(_emergFont + i, GL_COMPILE);
glBitmap(8, 13, 0, 2, 10, 0, Font::emerFont[i - 32]);
glEndList();
}
}
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void GfxOpenGL::drawEmergString(int x, int y, const char *text, const Color &fgColor) {
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glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glOrtho(0, _screenWidth, _screenHeight, 0, 0, 1);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glDisable(GL_DEPTH_TEST);
glDisable(GL_LIGHTING);
glColor3f(fgColor.red(), fgColor.green(), fgColor.blue());
glRasterPos2i(x, y);
glListBase(_emergFont);
glCallLists(strlen(text), GL_UNSIGNED_BYTE, (GLubyte *)text);
glEnable(GL_LIGHTING);
glMatrixMode(GL_PROJECTION);
glPopMatrix();
}
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GfxBase::TextObjectHandle *GfxOpenGL::createTextBitmap(uint8 *data, int width, int height, const Color &fgColor) {
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TextObjectHandle *handle = new TextObjectHandle;
handle->width = width;
handle->height = height;
handle->bitmapData = NULL;
handle->surface = NULL;
// create texture
handle->numTex = ((width + (BITMAP_TEXTURE_SIZE - 1)) / BITMAP_TEXTURE_SIZE) *
((height + (BITMAP_TEXTURE_SIZE - 1)) / BITMAP_TEXTURE_SIZE);
handle->texIds = (GLuint *)new GLuint[handle->numTex];
glGenTextures(handle->numTex, (GLuint *)handle->texIds);
// Convert data to 32-bit RGBA format
byte *texData = new byte[4 * width * height];
byte *texDataPtr = texData;
uint8 *bitmapData = data;
uint8 r = fgColor.red();
uint8 g = fgColor.green();
uint8 b = fgColor.blue();
for (int i = 0; i < width * height; i++, texDataPtr += 4, bitmapData++) {
byte pixel = *bitmapData;
if (pixel == 0x00) {
texDataPtr[0] = 0;
texDataPtr[1] = 0;
texDataPtr[2] = 0;
texDataPtr[3] = 0;
} else if (pixel == 0x80) {
texDataPtr[0] = 0;
texDataPtr[1] = 0;
texDataPtr[2] = 0;
texDataPtr[3] = 255;
} else if (pixel == 0xFF) {
texDataPtr[0] = r;
texDataPtr[1] = g;
texDataPtr[2] = b;
texDataPtr[3] = 255;
}
}
for (int i = 0; i < handle->numTex; i++) {
glBindTexture(GL_TEXTURE_2D, ((GLuint *)handle->texIds)[i]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, BITMAP_TEXTURE_SIZE, BITMAP_TEXTURE_SIZE, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
}
glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
glPixelStorei(GL_UNPACK_ROW_LENGTH, width);
int curTexIdx = 0;
for (int y = 0; y < height; y += BITMAP_TEXTURE_SIZE) {
for (int x = 0; x < width; x += BITMAP_TEXTURE_SIZE) {
int t_width = (x + BITMAP_TEXTURE_SIZE >= width) ? (width - x) : BITMAP_TEXTURE_SIZE;
int t_height = (y + BITMAP_TEXTURE_SIZE >= height) ? (height - y) : BITMAP_TEXTURE_SIZE;
glBindTexture(GL_TEXTURE_2D, ((GLuint *)handle->texIds)[curTexIdx]);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, t_width, t_height, GL_RGBA, GL_UNSIGNED_BYTE, texData + (y * 4 * width) + (4 * x));
curTexIdx++;
}
}
delete[] texData;
glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
return handle;
}
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void GfxOpenGL::drawTextBitmap(int x, int y, TextObjectHandle *handle) {
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glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, _screenWidth, _screenHeight, 0, 0, 1);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDisable(GL_LIGHTING);
glEnable(GL_TEXTURE_2D);
glDisable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
glEnable(GL_SCISSOR_TEST);
glScissor(x, 480 - (y + handle->height), handle->width, handle->height);
int curTexIdx = 0;
for (int t_y = 0; t_y < handle->height; t_y += BITMAP_TEXTURE_SIZE) {
for (int t_x = 0; t_x < handle->width; t_x += BITMAP_TEXTURE_SIZE) {
GLuint *textures = (GLuint *)handle->texIds;
glBindTexture(GL_TEXTURE_2D, textures[curTexIdx]);
glBegin(GL_QUADS);
glTexCoord2f(0.0, 0.0);
glVertex2i(t_x + x, t_y + y);
glTexCoord2f(1.0, 0.0);
glVertex2i(t_x + x + BITMAP_TEXTURE_SIZE, y + t_y);
glTexCoord2f(1.0, 1.0);
glVertex2i(t_x + x + BITMAP_TEXTURE_SIZE, y + t_y + BITMAP_TEXTURE_SIZE);
glTexCoord2f(0.0, 1.0);
glVertex2i(t_x + x, t_y + y + BITMAP_TEXTURE_SIZE);
glEnd();
curTexIdx++;
}
}
glDisable(GL_SCISSOR_TEST);
glDisable(GL_TEXTURE_2D);
glDisable(GL_BLEND);
glDepthMask(GL_TRUE);
glEnable(GL_DEPTH_TEST);
glEnable(GL_LIGHTING);
}
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void GfxOpenGL::destroyTextBitmap(TextObjectHandle *handle) {
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glDeleteTextures(handle->numTex, (GLuint *)handle->texIds);
delete[] (GLuint *)handle->texIds;
}
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Bitmap *GfxOpenGL::getScreenshot(int w, int h) {
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uint16 *buffer = new uint16[w * h];
uint32 *src = (uint32 *)_storedDisplay;
int step = 0;
for (int y = 0; y <= 479; y++) {
for (int x = 0; x <= 639; x++) {
uint32 pixel = *(src + y * 640 + x);
uint8 r = (pixel & 0xFF0000);
uint8 g = (pixel & 0x00FF00);
uint8 b = (pixel & 0x0000FF);
uint32 color = (r + g + b) / 3;
src[step++] = ((color << 24) | (color << 16) | (color << 8) | color);
}
}
float step_x = _screenWidth * 1.0f / w;
float step_y = _screenHeight * 1.0f / h;
step = 0;
for (float y = 0; y < 479; y += step_y) {
for (float x = 0; x < 639; x += step_x) {
uint32 pixel = *(src + (int)y * _screenWidth + (int)x);
uint8 r = (pixel & 0xFF0000) >> 16;
uint8 g = (pixel & 0x00FF00) >> 8;
uint8 b = (pixel & 0x0000FF);
int pos = step / w;
int wpos = step - pos * w;
// source is upside down, flip appropriately while storing
buffer[h * w - (pos * w + w - wpos)] = ((r & 0xF8) << 8) | ((g & 0xFC) << 3) | (b >> 3);
step++;
}
}
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Bitmap *screenshot = new Bitmap((char *) buffer, w, h, "screenshot");
delete[] buffer;
return screenshot;
}
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void GfxOpenGL::storeDisplay() {
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glReadPixels(0, 0, _screenWidth, _screenHeight, GL_RGBA, GL_UNSIGNED_BYTE, _storedDisplay);
}
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void GfxOpenGL::copyStoredToDisplay() {
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glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, _screenWidth, _screenHeight, 0, 0, 1);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glDisable(GL_LIGHTING);
glDisable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
glRasterPos2i(0, _screenHeight - 1);
glBitmap(0, 0, 0, 0, 0, -1, NULL);
glDrawPixels(_screenWidth, _screenHeight, GL_RGBA, GL_UNSIGNED_BYTE, _storedDisplay);
glDepthMask(GL_TRUE);
glEnable(GL_DEPTH_TEST);
glEnable(GL_LIGHTING);
}
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void GfxOpenGL::dimScreen() {
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uint32 *data = (uint32 *)_storedDisplay;
for (int l = 0; l < _screenWidth * _screenHeight; l++) {
uint32 pixel = data[l];
uint8 r = (pixel & 0xFF0000) >> 16;
uint8 g = (pixel & 0x00FF00) >> 8;
uint8 b = (pixel & 0x0000FF);
uint32 color = (r + g + b) / 10;
data[l] = ((color & 0xFF) << 16) | ((color & 0xFF) << 8) | (color & 0xFF);
}
}
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void GfxOpenGL::dimRegion(int x, int yReal, int w, int h, float level) {
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uint32 *data = new uint32[w * h];
int y = _screenHeight - yReal;
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// collect the requested area and generate the dimmed version
glReadPixels(x, y - h, w, h, GL_RGBA, GL_UNSIGNED_BYTE, data);
for (int ly = 0; ly < h; ly++) {
for (int lx = 0; lx < w; lx++) {
uint32 pixel = data[ly * w + lx];
uint8 r = (pixel & 0xFF0000) >> 16;
uint8 g = (pixel & 0x00FF00) >> 8;
uint8 b = (pixel & 0x0000FF);
uint32 color = (uint32)(((r + g + b) / 3) * level);
data[ly * w + lx] = ((color & 0xFF) << 16) | ((color & 0xFF) << 8) | (color & 0xFF);
}
}
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glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, _screenWidth, _screenHeight, 0, 0, 1);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glDisable(GL_LIGHTING);
glDisable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
// Set the raster position and draw the bitmap
glRasterPos2i(x, yReal + h);
glDrawPixels(w, h, GL_RGBA, GL_UNSIGNED_BYTE, data);
glDepthMask(GL_TRUE);
glEnable(GL_DEPTH_TEST);
glEnable(GL_LIGHTING);
delete[] data;
}
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void GfxOpenGL::drawRectangle(PrimitiveObject *primitive) {
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int x1 = primitive->getX1();
int x2 = primitive->getX2();
int y1 = primitive->getY1();
int y2 = primitive->getY2();
Color color = primitive->getColor();
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, _screenWidth, _screenHeight, 0, 0, 1);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glDisable(GL_LIGHTING);
glDisable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
glColor3f(color.red() / 255.0f, color.green() / 255.0f, color.blue() / 255.0f);
if (primitive->isFilled()) {
glBegin(GL_QUADS);
} else {
glBegin(GL_LINE_LOOP);
}
glVertex2i(x1, y1);
glVertex2i(x2, y1);
glVertex2i(x2, y2);
glVertex2i(x1, y2);
glEnd();
glColor3f(1.0f, 1.0f, 1.0f);
glDepthMask(GL_TRUE);
glEnable(GL_DEPTH_TEST);
glEnable(GL_LIGHTING);
}
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void GfxOpenGL::drawLine(PrimitiveObject *primitive) {
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int x1 = primitive->getX1();
int x2 = primitive->getX2();
int y1 = primitive->getY1();
int y2 = primitive->getY2();
Color color = primitive->getColor();
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, _screenWidth, _screenHeight, 0, 0, 1);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glDisable(GL_LIGHTING);
glDisable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
glColor3f(color.red() / 255.0f, color.green() / 255.0f, color.blue() / 255.0f);
glBegin(GL_LINES);
glVertex2i(x1, y1);
glVertex2i(x2, y2);
glEnd();
glColor3f(1.0f, 1.0f, 1.0f);
glDepthMask(GL_TRUE);
glEnable(GL_DEPTH_TEST);
glEnable(GL_LIGHTING);
}
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void GfxOpenGL::drawPolygon(PrimitiveObject *primitive) {
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int x1 = primitive->getX1();
int y1 = primitive->getY1();
int x2 = primitive->getX2();
int y2 = primitive->getY2();
int x3 = primitive->getX3();
int y3 = primitive->getY3();
int x4 = primitive->getX4();
int y4 = primitive->getY4();
Color color = primitive->getColor();
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, _screenWidth, _screenHeight, 0, 0, 1);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glDisable(GL_LIGHTING);
glDisable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
glColor3f(color.red() / 255.0f, color.green() / 255.0f, color.blue() / 255.0f);
glBegin(GL_LINES);
glVertex2i(x1, y1);
glVertex2i(x2, y2);
glEnd();
glBegin(GL_LINES);
glVertex2i(x3, y3);
glVertex2i(x4, y4);
glEnd();
glColor3f(1.0f, 1.0f, 1.0f);
glDepthMask(GL_TRUE);
glEnable(GL_DEPTH_TEST);
glEnable(GL_LIGHTING);
}
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#endif