Aegisub/aegisub/gl_wrap.cpp
2007-01-24 03:54:32 +00:00

224 lines
5.4 KiB
C++

// Copyright (c) 2007, Rodrigo Braz Monteiro
// All rights reserved.
//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions are met:
//
// * Redistributions of source code must retain the above copyright notice,
// this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright notice,
// this list of conditions and the following disclaimer in the documentation
// and/or other materials provided with the distribution.
// * Neither the name of the Aegisub Group nor the names of its contributors
// may be used to endorse or promote products derived from this software
// without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
// AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
// ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
// LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
// CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
// SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
// INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
// CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
// ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
// POSSIBILITY OF SUCH DAMAGE.
//
// -----------------------------------------------------------------------------
//
// AEGISUB
//
// Website: http://aegisub.cellosoft.com
// Contact: mailto:zeratul@cellosoft.com
//
///////////
// Headers
#include <GL/gl.h>
#include "gl_wrap.h"
/////////////
// Draw line
void OpenGLWrapper::DrawLine(float x1,float y1,float x2,float y2) {
SetModeLine();
glBegin(GL_LINES);
glVertex2f(x1,y1);
glVertex2f(x2,y2);
glEnd();
}
///////////////
// Draw circle
void OpenGLWrapper::DrawEllipse(float x,float y,float radiusX,float radiusY) {
DrawRing(x,y,radiusY,radiusY,radiusX/radiusY);
}
//////////////////
// Draw rectangle
void OpenGLWrapper::DrawRectangle(float x1,float y1,float x2,float y2) {
// Fill
if (a2 != 0.0) {
SetModeFill();
glBegin(GL_QUADS);
glVertex2f(x1,y1);
glVertex2f(x2,y1);
glVertex2f(x2,y2);
glVertex2f(x1,y2);
glEnd();
}
// Outline
if (a1 != 0.0) {
SetModeLine();
glBegin(GL_LINE_LOOP);
glVertex2f(x1,y1);
glVertex2f(x2,y1);
glVertex2f(x2,y2);
glVertex2f(x1,y2);
glEnd();
}
}
///////////////////////
// Draw ring (annulus)
void OpenGLWrapper::DrawRing(float x,float y,float r1,float r2,float ar,float arcStart,float arcEnd) {
// Make r1 bigger
if (r2 > r1) {
float temp = r1;
r1 = r2;
r2 = temp;
}
// Arc range
bool hasEnds = arcStart != arcEnd;
float pi = 3.1415926535897932384626433832795f;
arcEnd *= pi / 180.f;
arcStart *= pi / 180.f;
if (arcEnd <= arcStart) arcEnd += 2.0f*pi;
float range = arcEnd - arcStart;
// Math
int steps = int((r1 + r1*ar) * range / (2.0f*pi))*4;
if (steps < 12) steps = 12;
//float end = arcEnd;
float step = range/steps;
float curAngle = arcStart;
// Fill
if (a2 != 0.0) {
SetModeFill();
// Annulus
if (r1 != r2) {
glBegin(GL_QUADS);
for (int i=0;i<steps;i++) {
glVertex2f(x+sin(curAngle)*r1*ar,y+cos(curAngle)*r1);
glVertex2f(x+sin(curAngle)*r2*ar,y+cos(curAngle)*r2);
curAngle += step;
glVertex2f(x+sin(curAngle)*r2*ar,y+cos(curAngle)*r2);
glVertex2f(x+sin(curAngle)*r1*ar,y+cos(curAngle)*r1);
}
glEnd();
}
// Circle
else {
glBegin(GL_POLYGON);
for (int i=0;i<steps;i++) {
glVertex2f(x+sin(curAngle)*r1,y+cos(curAngle)*r1);
curAngle += step;
}
glEnd();
}
// Reset angle
curAngle = arcStart;
}
// Outlines
if (a1 != 0.0) {
// Outer
steps++;
SetModeLine();
glBegin(GL_LINE_STRIP);
for (int i=0;i<steps;i++) {
glVertex2f(x+sin(curAngle)*r1,y+cos(curAngle)*r1);
curAngle += step;
}
glEnd();
// Inner
if (r1 != r2) {
curAngle = arcStart;
glBegin(GL_LINE_STRIP);
for (int i=0;i<steps;i++) {
glVertex2f(x+sin(curAngle)*r2,y+cos(curAngle)*r2);
curAngle += step;
}
glEnd();
// End caps
if (hasEnds) {
glBegin(GL_LINES);
glVertex2f(x+sin(arcStart)*r1,y+cos(arcStart)*r1);
glVertex2f(x+sin(arcStart)*r2,y+cos(arcStart)*r2);
glVertex2f(x+sin(arcEnd)*r1,y+cos(arcEnd)*r1);
glVertex2f(x+sin(arcEnd)*r2,y+cos(arcEnd)*r2);
glEnd();
}
}
}
}
///////////////////
// Set line colour
void OpenGLWrapper::SetLineColour(wxColour col,float alpha,int width) {
r1 = col.Red()/255.0f;
g1 = col.Green()/255.0f;
b1 = col.Blue()/255.0f;
a1 = alpha;
lw = width;
}
///////////////////
// Set fill colour
void OpenGLWrapper::SetFillColour(wxColour col,float alpha) {
r2 = col.Red()/255.0f;
g2 = col.Green()/255.0f;
b2 = col.Blue()/255.0f;
a2 = alpha;
}
////////
// Line
void OpenGLWrapper::SetModeLine() {
glColor4f(r1,g1,b1,a1);
if (a1 == 1.0f) glDisable(GL_BLEND);
else {
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
}
glLineWidth(lw);
//glEnable(GL_LINE_SMOOTH);
}
////////
// Fill
void OpenGLWrapper::SetModeFill() {
glColor4f(r2,g2,b2,a2);
if (a2 == 1.0f) glDisable(GL_BLEND);
else {
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
}
}