153 lines
4.5 KiB
C
153 lines
4.5 KiB
C
/******
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SDL opengl renderer
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******/
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#include <SDL/SDL_opengl.h>
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#include "../ui/elements.h"
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#include "r_gl.h"
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#include "interface.h"
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void r_gl_Init() {
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SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
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if ((screen = SDL_SetVideoMode(g_video_width, g_video_height, 32, SDL_HWSURFACE|SDL_OPENGL|SDL_RESIZABLE|g_video_fullscreen)) == NULL)
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return; // TODO: handle error
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glEnable( GL_TEXTURE_2D );
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glClearColor( 0.0f, 0.0f, 0.0f, 0.0f );
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glViewport( 0, 0, g_video_width, g_video_height);
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glClear( GL_COLOR_BUFFER_BIT );
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glMatrixMode( GL_PROJECTION );
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glLoadIdentity();
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glOrtho(0.0f, g_video_width, g_video_height, 1.0f, -1.0f, 1.0f);
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//glOrtho(0.0f, g_video_width, 0, g_video_height, -1.0f, 1.0f);
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glMatrixMode( GL_MODELVIEW );
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glLoadIdentity();
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}
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void r_gl_Reinit() {
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}
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void r_gl_clearScreen() {
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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}
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void r_gl_renderScreen() {
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SDL_GL_SwapBuffers();
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}
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void r_gl_renderElements(struct ElementList *list) {
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struct Element *current = list->first;
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while(current != NULL) {
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struct Element *next = current->next;
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r_gl_renderElement(current);
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current = next;
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}
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}
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void r_gl_renderElement(struct Element *element) {
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if (element == NULL)
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return;
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if (element->flags & E_FLAG_HIDE || element->target == NULL)
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return;
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if (element->flags & E_FLAG_UPDATE) {
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if (element->type == E_TYPE_TEXT) {
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r_gl_renderText(element->font, ((struct TextElement*)element->data)->string, element->dimen.x, element->dimen.y);
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}
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}
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}
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void r_gl_renderText(struct Font *font, const char *string, int x, int y) {
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if (font == NULL) {
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printf("font is null\n");
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return;
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}
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if (font->texture == 0) {
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r_gl_createTexture(&font->texture, font->surface);
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}
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int i = 0;
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int x_offset, y_offset;
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int x_render = 0;
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int y_render = 0;
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/* get the width and height of each sprite in gl texture terms */
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double sx = 1.0f/(font->surface->w / font->width);
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double sy = 1.0f/(font->surface->h / font->height);
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glBindTexture(GL_TEXTURE_2D, font->texture);
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while(string[i] != '\0') {
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switch(string[i]) {
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case '\n':
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y_render += font->height*font->scale_y;
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x_render = 0;
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break;
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default:
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y_offset = string[i] / 16;
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x_offset = string[i] - (y_offset*16);
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/* get the texture offsets for the target sprite */
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double tx = (x_offset == 0 ? 0.0f : 1.0f/((float)(16.0f/x_offset)));
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double ty = (y_offset == 0 ? 0.0f : 1.0f/(8.0f/y_offset));
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/* draw a clipped portion of our font texture to a quad*/
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glLoadIdentity();
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glTranslated(x+x_render, y+y_render, 1.0f);
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//glTranslated(font->width, y_render, 0.0f);
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glBegin(GL_QUADS);
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// tl
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//glTexCoord2d(tx,ty+sy); glVertex2f(0,0);
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glTexCoord2d(tx,ty); glVertex2f(0,0);
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// tr
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//glTexCoord2d(tx+sx,ty+sy); glVertex2f(font->width, 0);
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glTexCoord2d(tx+sx,ty); glVertex2f(font->width*font->scale_x, 0);
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// br
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//glTexCoord2d(tx+sx,ty); glVertex2f(font->width, font->height);
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glTexCoord2d(tx+sx,ty+sy); glVertex2f(font->width*font->scale_x, font->height*font->scale_y);
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// bl
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//glTexCoord2d(tx,ty); glVertex2f(0,font->height);
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glTexCoord2d(tx,ty+sy); glVertex2f(0,font->height*font->scale_y);
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glEnd();
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x_render += font->width*font->scale_x;
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break;
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}
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i++;
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}
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glLoadIdentity();
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}
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GLuint r_gl_createTexture(GLuint *texture, SDL_Surface *surface) {
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GLenum format;
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GLint colors = surface->format->BytesPerPixel;
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if (colors == 4) { // with alpha
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if (surface->format->Rmask == 0x000000ff) {
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format = GL_RGBA;
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} else {
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format = GL_BGRA;
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}
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} else if (colors == 3) {
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if (surface->format->Rmask == 0x000000ff) {
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format = GL_RGB;
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} else {
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format = GL_BGR;
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}
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} else {
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// non truecolor, handle error or convert
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}
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// generate texture handle
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glGenTextures(1, texture);
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// bind the texture object
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glBindTexture(GL_TEXTURE_2D, *texture);
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// set stretching properties
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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// get the appropriate endianness for data packing
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int num = 1;
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int pack_type = ( (*(char*)&num == 1) ? GL_UNSIGNED_INT_8_8_8_8 : GL_UNSIGNED_INT_8_8_8_8_REV);
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// copy it over! :)
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glTexImage2D(GL_TEXTURE_2D, 0, colors, surface->w, surface->h, 0, format, pack_type, surface->pixels);
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return *texture;
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}
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