4a8abae3a3
Originally committed to SVN as r4676.
344 lines
7.3 KiB
C++
344 lines
7.3 KiB
C++
// Copyright (c) 2007, Rodrigo Braz Monteiro
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// All rights reserved.
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//
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// Redistribution and use in source and binary forms, with or without
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// modification, are permitted provided that the following conditions are met:
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//
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// * Redistributions of source code must retain the above copyright notice,
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// this list of conditions and the following disclaimer.
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// * Redistributions in binary form must reproduce the above copyright notice,
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// this list of conditions and the following disclaimer in the documentation
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// and/or other materials provided with the distribution.
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// * Neither the name of the Aegisub Group nor the names of its contributors
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// may be used to endorse or promote products derived from this software
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// without specific prior written permission.
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//
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// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
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// AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
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// ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
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// LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
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// CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
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// SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
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// INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
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// CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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// ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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// POSSIBILITY OF SUCH DAMAGE.
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//
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// Aegisub Project http://www.aegisub.org/
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//
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// $Id$
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/// @file gl_wrap.cpp
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/// @brief Convenience functions for drawing various geometric primitives on an OpenGL surface
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/// @ingroup video_output
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///
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#include "config.h"
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#include "gl_wrap.h"
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#ifndef AGI_PRE
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#include <wx/msgdlg.h>
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#ifdef __APPLE__
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#include <OpenGL/glext.h>
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#else
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#include "gl/glext.h"
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#endif
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#endif
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/// @brief Constructor
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///
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OpenGLWrapper::OpenGLWrapper() {
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r1 = g1 = b1 = a1 = 1.0f;
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r2 = g2 = b2 = a2 = 1.0f;
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lw = 1;
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}
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/// @brief Draw line
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/// @param x1
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/// @param y1
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/// @param x2
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/// @param y2
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///
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void OpenGLWrapper::DrawLine(float x1,float y1,float x2,float y2) const {
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SetModeLine();
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glBegin(GL_LINES);
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glVertex2f(x1,y1);
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glVertex2f(x2,y2);
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glEnd();
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}
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/// @brief Draw line
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/// @param x1
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/// @param y1
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/// @param x2
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/// @param y2
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/// @param step
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///
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void OpenGLWrapper::DrawDashedLine(float x1,float y1,float x2,float y2,float step) const {
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float dist = sqrt((x2-x1)*(x2-x1) + (y2-y1)*(y2-y1));
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int steps = (int)((dist-20)/step);
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double stepx = double(x2-x1)/steps;
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double stepy = double(y2-y1)/steps;
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for (int i=0;i<steps;i++) {
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if (i % 2 == 0) DrawLine(x1+int(i*stepx),y1+int(i*stepy),x1+int((i+1)*stepx),y1+int((i+1)*stepy));
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}
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}
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/// @brief Draw circle
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/// @param x
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/// @param y
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/// @param radiusX
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/// @param radiusY
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///
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void OpenGLWrapper::DrawEllipse(float x,float y,float radiusX,float radiusY) const {
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DrawRing(x,y,radiusY,radiusY,radiusX/radiusY);
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}
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/// @brief Draw rectangle
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/// @param x1
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/// @param y1
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/// @param x2
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/// @param y2
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///
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void OpenGLWrapper::DrawRectangle(float x1,float y1,float x2,float y2) const {
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// Fill
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if (a2 != 0.0) {
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SetModeFill();
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glBegin(GL_QUADS);
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glVertex2f(x1,y1);
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glVertex2f(x2,y1);
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glVertex2f(x2,y2);
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glVertex2f(x1,y2);
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glEnd();
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}
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// Outline
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if (a1 != 0.0) {
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SetModeLine();
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glBegin(GL_LINE_LOOP);
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glVertex2f(x1,y1);
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glVertex2f(x2,y1);
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glVertex2f(x2,y2);
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glVertex2f(x1,y2);
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glEnd();
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}
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}
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/// @brief Draw triangle
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/// @param x1
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/// @param y1
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/// @param x2
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/// @param y2
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/// @param x3
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/// @param y3
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///
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void OpenGLWrapper::DrawTriangle(float x1,float y1,float x2,float y2,float x3,float y3) const {
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// Fill
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if (a2 != 0.0) {
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SetModeFill();
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glBegin(GL_TRIANGLES);
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glVertex2f(x1,y1);
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glVertex2f(x2,y2);
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glVertex2f(x3,y3);
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glEnd();
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}
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// Outline
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if (a1 != 0.0) {
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SetModeLine();
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glBegin(GL_LINE_LOOP);
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glVertex2f(x1,y1);
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glVertex2f(x2,y2);
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glVertex2f(x3,y3);
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glEnd();
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}
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}
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/// @brief Draw ring (annulus)
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/// @param x
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/// @param y
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/// @param r1
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/// @param r2
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/// @param ar
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/// @param arcStart
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/// @param arcEnd
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///
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void OpenGLWrapper::DrawRing(float x,float y,float r1,float r2,float ar,float arcStart,float arcEnd) const {
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// Make r1 bigger
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if (r2 > r1) {
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float temp = r1;
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r1 = r2;
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r2 = temp;
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}
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// Arc range
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bool hasEnds = arcStart != arcEnd;
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float pi = 3.1415926535897932384626433832795f;
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arcEnd *= pi / 180.f;
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arcStart *= pi / 180.f;
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if (arcEnd <= arcStart) arcEnd += 2.0f*pi;
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float range = arcEnd - arcStart;
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// Math
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int steps = int((r1 + r1*ar) * range / (2.0f*pi))*4;
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if (steps < 12) steps = 12;
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//float end = arcEnd;
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float step = range/steps;
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float curAngle = arcStart;
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// Fill
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if (a2 != 0.0) {
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SetModeFill();
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// Annulus
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if (r1 != r2) {
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glBegin(GL_QUADS);
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for (int i=0;i<steps;i++) {
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glVertex2f(x+sin(curAngle)*r1*ar,y+cos(curAngle)*r1);
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glVertex2f(x+sin(curAngle)*r2*ar,y+cos(curAngle)*r2);
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curAngle += step;
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glVertex2f(x+sin(curAngle)*r2*ar,y+cos(curAngle)*r2);
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glVertex2f(x+sin(curAngle)*r1*ar,y+cos(curAngle)*r1);
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}
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glEnd();
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}
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// Circle
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else {
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glBegin(GL_POLYGON);
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for (int i=0;i<steps;i++) {
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glVertex2f(x+sin(curAngle)*r1,y+cos(curAngle)*r1);
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curAngle += step;
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}
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glEnd();
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}
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// Reset angle
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curAngle = arcStart;
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}
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// Outlines
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if (a1 != 0.0) {
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// Outer
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steps++;
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SetModeLine();
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glBegin(GL_LINE_STRIP);
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for (int i=0;i<steps;i++) {
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glVertex2f(x+sin(curAngle)*r1,y+cos(curAngle)*r1);
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curAngle += step;
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}
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glEnd();
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// Inner
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if (r1 != r2) {
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curAngle = arcStart;
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glBegin(GL_LINE_STRIP);
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for (int i=0;i<steps;i++) {
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glVertex2f(x+sin(curAngle)*r2,y+cos(curAngle)*r2);
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curAngle += step;
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}
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glEnd();
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// End caps
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if (hasEnds) {
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glBegin(GL_LINES);
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glVertex2f(x+sin(arcStart)*r1,y+cos(arcStart)*r1);
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glVertex2f(x+sin(arcStart)*r2,y+cos(arcStart)*r2);
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glVertex2f(x+sin(arcEnd)*r1,y+cos(arcEnd)*r1);
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glVertex2f(x+sin(arcEnd)*r2,y+cos(arcEnd)*r2);
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glEnd();
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}
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}
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}
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}
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/// @brief Set line colour
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/// @param col
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/// @param alpha
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/// @param width
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///
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void OpenGLWrapper::SetLineColour(wxColour col,float alpha,int width) {
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r1 = col.Red()/255.0f;
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g1 = col.Green()/255.0f;
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b1 = col.Blue()/255.0f;
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a1 = alpha;
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lw = width;
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}
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/// @brief Set fill colour
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/// @param col
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/// @param alpha
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///
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void OpenGLWrapper::SetFillColour(wxColour col,float alpha) {
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r2 = col.Red()/255.0f;
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g2 = col.Green()/255.0f;
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b2 = col.Blue()/255.0f;
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a2 = alpha;
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}
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/// @brief Line
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///
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void OpenGLWrapper::SetModeLine() const {
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glColor4f(r1,g1,b1,a1);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
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glLineWidth(lw);
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glEnable(GL_LINE_SMOOTH);
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}
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/// @brief Fill
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///
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void OpenGLWrapper::SetModeFill() const {
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glColor4f(r2,g2,b2,a2);
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if (a2 == 1.0f) glDisable(GL_BLEND);
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else {
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
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}
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}
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/// @brief Is extension supported?
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/// @param ext
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/// @return
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///
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bool OpenGLWrapper::IsExtensionSupported(const char *ext) {
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char *extList = (char*) glGetString(GL_EXTENSIONS);
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if (!extList) return false;
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return strstr(extList, ext) != NULL;
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}
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/// DOCME
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wxMutex OpenGLWrapper::glMutex;
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