ES-DE/src/Renderer_draw_gl.cpp

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#include "platform.h"
#include "Renderer.h"
#include GLHEADER
#include <iostream>
#include "resources/Font.h"
#include <boost/filesystem.hpp>
#include "Log.h"
#include <stack>
namespace Renderer {
std::stack<Eigen::Vector4i> clipStack;
void setColor4bArray(GLubyte* array, unsigned int color)
{
array[0] = (color & 0xff000000) >> 24;
array[1] = (color & 0x00ff0000) >> 16;
array[2] = (color & 0x0000ff00) >> 8;
array[3] = (color & 0x000000ff);
}
void buildGLColorArray(GLubyte* ptr, unsigned int color, unsigned int vertCount)
{
//convert color from ???? to RGBA?
unsigned int colorRGBA;
setColor4bArray((GLubyte *)&colorRGBA, color);
//write color to unsigned int array
GLuint * uiPtr = (GLuint *)ptr;
for(unsigned int i = 0; i < vertCount; i++)
{
uiPtr[i] = colorRGBA;
}
}
void pushClipRect(Eigen::Vector2i pos, Eigen::Vector2i dim)
{
Eigen::Vector4i box(pos.x(), pos.y(), dim.x(), dim.y());
if(box[2] == 0)
box[2] = Renderer::getScreenWidth() - box.x();
if(box[3] == 0)
box[3] = Renderer::getScreenHeight() - box.y();
//TODO - make sure the box fits within clipStack.top(), and clip further accordingly!
//glScissor starts at the bottom left of the window
//so (0, 0, 1, 1) is the bottom left pixel
//everything else uses y+ = down, so flip it to be consistent
//rect.pos.y = Renderer::getScreenHeight() - rect.pos.y - rect.size.y;
box[1] = Renderer::getScreenHeight() - box.y() - box[3];
clipStack.push(box);
glScissor(box[0], box[1], box[2], box[3]);
glEnable(GL_SCISSOR_TEST);
}
void popClipRect()
{
if(clipStack.empty())
{
LOG(LogError) << "Tried to popClipRect while the stack was empty!";
return;
}
clipStack.pop();
if(clipStack.empty())
{
glDisable(GL_SCISSOR_TEST);
}else{
Eigen::Vector4i top = clipStack.top();
glScissor(top[0], top[1], top[2], top[3]);
}
}
void drawRect(int x, int y, int w, int h, unsigned int color)
{
#ifdef USE_OPENGL_ES
GLshort points[12];
#else
GLint points[12];
#endif
points[0] = x; points [1] = y;
points[2] = x; points[3] = y + h;
points[4] = x + w; points[5] = y;
points[6] = x + w; points[7] = y;
points[8] = x; points[9] = y + h;
points[10] = x + w; points[11] = y + h;
GLubyte colors[6*4];
buildGLColorArray(colors, color, 6);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
#ifdef USE_OPENGL_ES
glVertexPointer(2, GL_SHORT, 0, points);
#else
glVertexPointer(2, GL_INT, 0, points);
#endif
glColorPointer(4, GL_UNSIGNED_BYTE, 0, colors);
glDrawArrays(GL_TRIANGLES, 0, 6);
glDisable(GL_BLEND);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
}
void setMatrix(float* matrix)
{
glLoadMatrixf(matrix);
}
void setMatrix(const Eigen::Affine3f& matrix)
{
setMatrix((float*)matrix.data());
}
};