mirror of
https://github.com/edubart/otclient.git
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merge total remake
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@@ -1,38 +1,22 @@
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/* The MIT License
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*
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* Copyright (c) 2010 OTClient, https://github.com/edubart/otclient
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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* THE SOFTWARE.
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*/
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#include <global.h>
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#include <graphics/graphics.h>
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#include <graphics/texture.h>
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#include "fontmanager.h"
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#include <GL/gl.h>
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#include <GL/glu.h>
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#include <GL/glext.h>
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Graphics g_graphics;
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void Graphics::init()
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{
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m_drawMode = DRAW_NONE;
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// setup opengl
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glEnable(GL_ALPHA_TEST); // enable alpha by default
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glAlphaFunc(GL_GREATER, 0.0f); // default alpha mode
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glDisable(GL_DEPTH_TEST); // we are rendering 2D only, we don't need it
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glAlphaFunc(GL_GREATER, 0.0f); // default alpha func
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glDisable(GL_DEPTH_TEST); // we are rendering 2D only, we don't need depth buffer
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//glEnable(GL_TEXTURE_2D); // enable textures by default
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glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
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glShadeModel(GL_SMOOTH);
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glEnable(GL_BLEND);
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@@ -45,7 +29,7 @@ void Graphics::init()
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void Graphics::terminate()
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{
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m_bindedTexture.reset();
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g_fonts.releaseFonts();
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}
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bool Graphics::isExtensionSupported(const char *extension)
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@@ -114,11 +98,18 @@ void Graphics::beginRender()
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{
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glClear(GL_COLOR_BUFFER_BIT);
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glLoadIdentity();
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// bind white color by default
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glColor4ubv(Color::white.rgbaPtr());
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m_boundColor = Color::white;
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}
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void Graphics::endRender()
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{
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disableDrawing();
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// clear any bound texture
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m_boundTexture.reset();
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}
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void Graphics::disableDrawing()
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@@ -127,12 +118,15 @@ void Graphics::disableDrawing()
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glEnd();
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m_drawMode = DRAW_NONE;
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m_bindedTexture.reset();
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m_boundTexture.reset();
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glColor4ubv(Color::white.rgbaPtr());
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}
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}
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void Graphics::drawTexturedRect(const Rect& screenCoords, const TexturePtr& texture, const Rect& textureCoords, const Color& color)
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void Graphics::drawTexturedRect(const Rect& screenCoords,
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const TexturePtr& texture,
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const Rect& textureCoords,
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const Color& color)
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{
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if(screenCoords.isEmpty() || textureCoords.isEmpty())
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return;
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@@ -163,7 +157,10 @@ void Graphics::drawTexturedRect(const Rect& screenCoords, const TexturePtr& text
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glTexCoord2f(textureRight, textureTop); glVertex2i(right, top);
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}
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void Graphics::drawRepeatedTexturedRect(const Rect& screenCoords, const TexturePtr& texture, const Rect& textureCoords, const Color& color)
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void Graphics::drawRepeatedTexturedRect(const Rect& screenCoords,
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const TexturePtr& texture,
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const Rect& textureCoords,
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const Color& color)
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{
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if(screenCoords.isEmpty() || textureCoords.isEmpty())
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return;
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@@ -177,11 +174,13 @@ void Graphics::drawRepeatedTexturedRect(const Rect& screenCoords, const TextureP
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// partialCoords to screenCoords bottomRight
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if(partialCoords.bottom() > virtualScreenCoords.bottom()) {
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partialTextureCoords.setBottom(partialTextureCoords.bottom() + (virtualScreenCoords.bottom() - partialCoords.bottom()));
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partialTextureCoords.setBottom(partialTextureCoords.bottom() +
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(virtualScreenCoords.bottom() - partialCoords.bottom()));
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partialCoords.setBottom(virtualScreenCoords.bottom());
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}
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if(partialCoords.right() > virtualScreenCoords.right()) {
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partialTextureCoords.setRight(partialTextureCoords.right() + (virtualScreenCoords.right() - partialCoords.right()));
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partialTextureCoords.setRight(partialTextureCoords.right() +
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(virtualScreenCoords.right() - partialCoords.right()));
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partialCoords.setRight(virtualScreenCoords.right());
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}
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@@ -191,7 +190,8 @@ void Graphics::drawRepeatedTexturedRect(const Rect& screenCoords, const TextureP
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}
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}
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void Graphics::drawFilledRect(const Rect& screenCoords, const Color& color)
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void Graphics::drawFilledRect(const Rect& screenCoords,
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const Color& color)
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{
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if(screenCoords.isEmpty())
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return;
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@@ -210,7 +210,9 @@ void Graphics::drawFilledRect(const Rect& screenCoords, const Color& color)
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}
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void Graphics::drawBoundingRect(const Rect& screenCoords, const Color& color, int innerLineWidth)
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void Graphics::drawBoundingRect(const Rect& screenCoords,
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const Color& color,
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int innerLineWidth)
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{
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if(2 * innerLineWidth > screenCoords.height() || screenCoords.isEmpty())
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return;
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@@ -251,13 +253,13 @@ void Graphics::drawBoundingRect(const Rect& screenCoords, const Color& color, in
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void Graphics::bindColor(const Color& color)
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{
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// switch drawing to colored quads
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if(m_drawMode != DRAW_COLOR_QUADS || m_bindedColor != color) {
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if(m_drawMode != DRAW_COLOR_QUADS || m_boundColor != color) {
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if(m_drawMode != DRAW_NONE)
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glEnd();
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glDisable(GL_TEXTURE_2D);
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if(m_bindedColor != color) {
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if(m_boundColor != color) {
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glColor4ubv(color.rgbaPtr());
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m_bindedColor = color;
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m_boundColor = color;
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}
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glBegin(GL_QUADS);
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m_drawMode = DRAW_COLOR_QUADS;
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@@ -267,17 +269,17 @@ void Graphics::bindColor(const Color& color)
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void Graphics::bindTexture(const TexturePtr& texture, const Color& color)
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{
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// switch drawing to textured quads
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if(m_drawMode != DRAW_TEXTURE_QUADS || m_bindedTexture != texture || m_bindedColor != color) {
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if(m_drawMode != DRAW_TEXTURE_QUADS || m_boundTexture != texture || m_boundColor != color) {
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if(m_drawMode != DRAW_NONE)
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glEnd();
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glEnable(GL_TEXTURE_2D);
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if(m_bindedTexture != texture) {
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if(m_boundTexture != texture) {
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glBindTexture(GL_TEXTURE_2D, texture->getTextureId());
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m_bindedTexture = texture;
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m_boundTexture = texture;
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}
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if(m_bindedColor != color) {
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if(m_boundColor != color) {
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glColor4ubv(color.rgbaPtr());
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m_bindedColor = color;
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m_boundColor = color;
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}
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glBegin(GL_QUADS);
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m_drawMode = DRAW_TEXTURE_QUADS;
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