4be9c302d3
Originally committed to SVN as r5847.
440 lines
11 KiB
C++
440 lines
11 KiB
C++
// Copyright (c) 2011, Thomas Goyne <plorkyeran@aegisub.org>
|
|
//
|
|
// Permission to use, copy, modify, and distribute this software for any
|
|
// purpose with or without fee is hereby granted, provided that the above
|
|
// copyright notice and this permission notice appear in all copies.
|
|
//
|
|
// THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
|
|
// WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
|
|
// MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
|
|
// ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
|
|
// WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN
|
|
// ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF
|
|
// OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
|
|
//
|
|
// Aegisub Project http://www.aegisub.org/
|
|
//
|
|
// $Id$
|
|
|
|
/// @file gl_wrap.cpp
|
|
/// @brief Convenience functions for drawing various geometric primitives on an OpenGL surface
|
|
/// @ingroup video_output
|
|
///
|
|
|
|
|
|
#include "config.h"
|
|
|
|
#include "gl_wrap.h"
|
|
|
|
#ifndef AGI_PRE
|
|
#include <wx/msgdlg.h>
|
|
|
|
#ifdef HAVE_APPLE_OPENGL_FRAMEWORK
|
|
#include <OpenGL/gl.h>
|
|
#include <OpenGL/glu.h>
|
|
#include <OpenGL/glext.h>
|
|
#else
|
|
#include <GL/gl.h>
|
|
#include <GL/glu.h>
|
|
#include "gl/glext.h"
|
|
#endif
|
|
#endif
|
|
|
|
static const float deg2rad = 3.1415926536f / 180.f;
|
|
static const float rad2deg = 180.f / 3.1415926536f;
|
|
static const float pi = 3.1415926535897932384626433832795f;
|
|
|
|
#ifdef __WIN32__
|
|
#define glGetProc(a) wglGetProcAddress(a)
|
|
#elif !defined(__APPLE__)
|
|
#include <GL/glx.h>
|
|
#define glGetProc(a) glXGetProcAddress((const GLubyte *)(a))
|
|
#endif
|
|
|
|
#if defined(__APPLE__)
|
|
// Not required on OS X.
|
|
#define APIENTRY
|
|
#define GL_EXT(type, name)
|
|
#else
|
|
#define GL_EXT(type, name) \
|
|
static type name = reinterpret_cast<type>(glGetProc(#name)); \
|
|
if (!name) { \
|
|
name = reinterpret_cast<type>(& name ## Fallback); \
|
|
}
|
|
#endif
|
|
|
|
class VertexArray {
|
|
std::vector<float> data;
|
|
size_t dim;
|
|
public:
|
|
VertexArray(size_t dims, size_t elems) {
|
|
SetSize(dims, elems);
|
|
}
|
|
|
|
void SetSize(size_t dims, size_t elems) {
|
|
dim = dims;
|
|
data.resize(elems * dim);
|
|
}
|
|
|
|
void Set(size_t i, float x, float y) {
|
|
data[i * dim] = x;
|
|
data[i * dim + 1] = y;
|
|
}
|
|
|
|
void Set(size_t i, float x, float y, float z) {
|
|
data[i * dim] = x;
|
|
data[i * dim + 1] = y;
|
|
data[i * dim + 2] = z;
|
|
}
|
|
|
|
void Set(size_t i, Vector2D p) {
|
|
data[i * dim] = p.X();
|
|
data[i * dim + 1] = p.Y();
|
|
}
|
|
|
|
void Draw(GLenum mode, bool clear = true) {
|
|
glEnableClientState(GL_VERTEX_ARRAY);
|
|
glVertexPointer(dim, GL_FLOAT, 0, &data[0]);
|
|
glDrawArrays(mode, 0, data.size() / dim);
|
|
glDisableClientState(GL_VERTEX_ARRAY);
|
|
if (clear)
|
|
data.clear();
|
|
}
|
|
};
|
|
|
|
OpenGLWrapper::OpenGLWrapper() {
|
|
line_r = line_g = line_b = line_a = 1.f;
|
|
fill_r = fill_g = fill_b = fill_a = 1.f;
|
|
line_width = 1;
|
|
transform_pushed = false;
|
|
smooth = true;
|
|
}
|
|
|
|
void OpenGLWrapper::DrawLine(Vector2D p1, Vector2D p2) const {
|
|
SetModeLine();
|
|
VertexArray buf(2, 2);
|
|
buf.Set(0, p1);
|
|
buf.Set(1, p2);
|
|
buf.Draw(GL_LINES);
|
|
}
|
|
|
|
static inline Vector2D interp(Vector2D p1, Vector2D p2, float t) {
|
|
return t * p1 + (1 - t) * p2;
|
|
}
|
|
|
|
void OpenGLWrapper::DrawDashedLine(Vector2D p1, Vector2D p2, float step) const {
|
|
float dist = (p2 - p1).Len();
|
|
step /= dist;
|
|
dist -= step;
|
|
for (float t = 0; t < 1.f; t += 2 * step) {
|
|
DrawLine(interp(p1, p2, t), interp(p1, p2, t + step));
|
|
}
|
|
}
|
|
|
|
void OpenGLWrapper::DrawEllipse(Vector2D center, Vector2D radius) const {
|
|
DrawRing(center, radius.Y(), radius.Y(), radius.X() / radius.Y());
|
|
}
|
|
|
|
void OpenGLWrapper::DrawRectangle(Vector2D p1, Vector2D p2) const {
|
|
VertexArray buf(2, 4);
|
|
buf.Set(0, p1);
|
|
buf.Set(1, Vector2D(p2, p1));
|
|
buf.Set(2, p2);
|
|
buf.Set(3, Vector2D(p1, p2));
|
|
|
|
// Fill
|
|
if (fill_a != 0.0) {
|
|
SetModeFill();
|
|
buf.Draw(GL_QUADS, false);
|
|
}
|
|
// Outline
|
|
if (line_a != 0.0) {
|
|
SetModeLine();
|
|
buf.Draw(GL_LINE_LOOP);
|
|
}
|
|
}
|
|
|
|
void OpenGLWrapper::DrawTriangle(Vector2D p1, Vector2D p2, Vector2D p3) const {
|
|
VertexArray buf(2, 3);
|
|
buf.Set(0, p1);
|
|
buf.Set(1, p2);
|
|
buf.Set(2, p3);
|
|
|
|
// Fill
|
|
if (fill_a != 0.0) {
|
|
SetModeFill();
|
|
buf.Draw(GL_TRIANGLES, false);
|
|
}
|
|
// Outline
|
|
if (line_a != 0.0) {
|
|
SetModeLine();
|
|
buf.Draw(GL_LINE_LOOP);
|
|
}
|
|
}
|
|
|
|
void OpenGLWrapper::DrawRing(Vector2D center, float r1, float r2, float ar, float arc_start, float arc_end) const {
|
|
if (r2 > r1)
|
|
std::swap(r1, r2);
|
|
|
|
// Arc range
|
|
bool needs_end_caps = arc_start != arc_end;
|
|
|
|
arc_end *= deg2rad;
|
|
arc_start *= deg2rad;
|
|
if (arc_end <= arc_start)
|
|
arc_end += 2.f * pi;
|
|
float range = arc_end - arc_start;
|
|
|
|
// Math
|
|
int steps = std::max<int>(((r1 + r1 * ar) * range / (2.f * pi)) * 4, 12);
|
|
float step = range / steps;
|
|
float cur_angle = arc_start;
|
|
|
|
VertexArray buf(2, steps);
|
|
|
|
Vector2D scale_inner = Vector2D(ar, 1) * r1;
|
|
Vector2D scale_outer = Vector2D(ar, 1) * r2;
|
|
|
|
if (fill_a != 0.0) {
|
|
SetModeFill();
|
|
|
|
// Annulus
|
|
if (r1 != r2) {
|
|
buf.SetSize(2, (steps + 1) * 2);
|
|
for (int i = 0; i <= steps; i++) {
|
|
Vector2D offset = Vector2D::FromAngle(cur_angle);
|
|
buf.Set(i * 2 + 0, center + offset * scale_inner);
|
|
buf.Set(i * 2 + 1, center + offset * scale_outer);
|
|
cur_angle += step;
|
|
}
|
|
buf.Draw(GL_QUAD_STRIP);
|
|
}
|
|
// Circle
|
|
else {
|
|
buf.SetSize(2, steps);
|
|
for (int i = 0; i < steps; i++) {
|
|
buf.Set(i, center + Vector2D::FromAngle(cur_angle) * scale_inner);
|
|
cur_angle += step;
|
|
}
|
|
buf.Draw(GL_POLYGON);
|
|
}
|
|
|
|
cur_angle = arc_start;
|
|
}
|
|
|
|
if (line_a == 0.0) return;
|
|
|
|
// Outer
|
|
steps++;
|
|
buf.SetSize(2, steps);
|
|
|
|
SetModeLine();
|
|
for (int i = 0; i < steps; i++) {
|
|
buf.Set(i, center + Vector2D::FromAngle(cur_angle) * scale_outer);
|
|
cur_angle += step;
|
|
}
|
|
buf.Draw(GL_LINE_STRIP);
|
|
|
|
// Inner
|
|
if (r1 == r2) return;
|
|
|
|
cur_angle = arc_start;
|
|
buf.SetSize(2, steps);
|
|
for (int i = 0; i < steps; i++) {
|
|
buf.Set(i, center + Vector2D::FromAngle(cur_angle) * scale_inner);
|
|
cur_angle += step;
|
|
}
|
|
buf.Draw(GL_LINE_STRIP);
|
|
|
|
if (!needs_end_caps) return;
|
|
|
|
buf.SetSize(2, 4);
|
|
buf.Set(0, center + Vector2D::FromAngle(arc_start) * scale_inner);
|
|
buf.Set(1, center + Vector2D::FromAngle(arc_start) * scale_outer);
|
|
buf.Set(2, center + Vector2D::FromAngle(arc_end) * scale_inner);
|
|
buf.Set(3, center + Vector2D::FromAngle(arc_end) * scale_outer);
|
|
buf.Draw(GL_LINES);
|
|
}
|
|
|
|
void OpenGLWrapper::SetLineColour(wxColour col, float alpha, int width) {
|
|
line_r = col.Red() / 255.f;
|
|
line_g = col.Green() / 255.f;
|
|
line_b = col.Blue() / 255.f;
|
|
line_a = alpha;
|
|
line_width = width;
|
|
}
|
|
|
|
void OpenGLWrapper::SetFillColour(wxColour col, float alpha) {
|
|
fill_r = col.Red() / 255.f;
|
|
fill_g = col.Green() / 255.f;
|
|
fill_b = col.Blue() / 255.f;
|
|
fill_a = alpha;
|
|
}
|
|
|
|
void OpenGLWrapper::SetModeLine() const {
|
|
glColor4f(line_r, line_g, line_b, line_a);
|
|
glEnable(GL_BLEND);
|
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
glLineWidth(line_width);
|
|
if (smooth)
|
|
glEnable(GL_LINE_SMOOTH);
|
|
else
|
|
glDisable(GL_LINE_SMOOTH);
|
|
}
|
|
|
|
void OpenGLWrapper::SetModeFill() const {
|
|
glColor4f(fill_r, fill_g, fill_b, fill_a);
|
|
if (fill_a == 1.f) glDisable(GL_BLEND);
|
|
else {
|
|
glEnable(GL_BLEND);
|
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
}
|
|
}
|
|
|
|
void OpenGLWrapper::SetInvert() {
|
|
glEnable(GL_COLOR_LOGIC_OP);
|
|
glLogicOp(GL_INVERT);
|
|
|
|
// GL_LINE_SMOOTH combines badly with inverting
|
|
smooth = false;
|
|
}
|
|
|
|
void OpenGLWrapper::ClearInvert() {
|
|
glDisable(GL_COLOR_LOGIC_OP);
|
|
smooth = true;
|
|
}
|
|
|
|
bool OpenGLWrapper::IsExtensionSupported(const char *ext) {
|
|
char *extList = (char * )glGetString(GL_EXTENSIONS);
|
|
return extList && !!strstr(extList, ext);
|
|
}
|
|
|
|
void OpenGLWrapper::DrawLines(size_t dim, std::vector<float> const& lines) {
|
|
DrawLines(dim, &lines[0], lines.size() / dim);
|
|
}
|
|
|
|
void OpenGLWrapper::DrawLines(size_t dim, std::vector<float> const& lines, size_t c_dim, std::vector<float> const& colors) {
|
|
glShadeModel(GL_SMOOTH);
|
|
glEnableClientState(GL_COLOR_ARRAY);
|
|
glColorPointer(c_dim, GL_FLOAT, 0, &colors[0]);
|
|
DrawLines(dim, &lines[0], lines.size() / dim);
|
|
glDisableClientState(GL_COLOR_ARRAY);
|
|
glShadeModel(GL_FLAT);
|
|
}
|
|
|
|
void OpenGLWrapper::DrawLines(size_t dim, const float *lines, size_t n) {
|
|
SetModeLine();
|
|
glEnableClientState(GL_VERTEX_ARRAY);
|
|
glVertexPointer(dim, GL_FLOAT, 0, lines);
|
|
glDrawArrays(GL_LINES, 0, n);
|
|
glDisableClientState(GL_VERTEX_ARRAY);
|
|
}
|
|
|
|
void OpenGLWrapper::DrawLineStrip(size_t dim, std::vector<float> const& lines) {
|
|
SetModeLine();
|
|
glEnableClientState(GL_VERTEX_ARRAY);
|
|
glVertexPointer(dim, GL_FLOAT, 0, &lines[0]);
|
|
glDrawArrays(GL_LINE_STRIP, 0, lines.size() / dim);
|
|
glDisableClientState(GL_VERTEX_ARRAY);
|
|
}
|
|
|
|
// Substitute for glMultiDrawArrays for sub-1.4 OpenGL
|
|
// Not required on OS X.
|
|
#ifndef __APPLE__
|
|
static void APIENTRY glMultiDrawArraysFallback(GLenum mode, const GLint *first, const GLsizei *count, GLsizei primcount) {
|
|
for (int i = 0; i < primcount; ++i) {
|
|
glDrawArrays(mode, *first++, *count++);
|
|
}
|
|
}
|
|
#endif
|
|
|
|
void OpenGLWrapper::DrawMultiPolygon(std::vector<float> const& points, std::vector<int> &start, std::vector<int> &count, Vector2D video_pos, Vector2D video_size, bool invert) {
|
|
GL_EXT(PFNGLMULTIDRAWARRAYSPROC, glMultiDrawArrays);
|
|
|
|
float real_line_a = line_a;
|
|
line_a = 0;
|
|
|
|
// The following is nonzero winding-number PIP based on stencils
|
|
|
|
// Draw to stencil only
|
|
glEnable(GL_STENCIL_TEST);
|
|
glColorMask(0, 0, 0, 0);
|
|
|
|
// GL_INCR_WRAP was added in 1.4, so instead set the entire stencil to 128
|
|
// and wobble from there
|
|
glStencilFunc(GL_NEVER, 128, 0xFF);
|
|
glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
|
|
|
|
Vector2D video_max = video_pos + video_size;
|
|
DrawRectangle(video_pos, video_max);
|
|
|
|
// Increment the winding number for each forward facing triangle
|
|
glStencilOp(GL_INCR, GL_INCR, GL_INCR);
|
|
glEnable(GL_CULL_FACE);
|
|
|
|
glCullFace(GL_BACK);
|
|
glEnableClientState(GL_VERTEX_ARRAY);
|
|
glVertexPointer(2, GL_FLOAT, 0, &points[0]);
|
|
glMultiDrawArrays(GL_TRIANGLE_FAN, &start[0], &count[0], start.size());
|
|
|
|
// Decrement the winding number for each backfacing triangle
|
|
glStencilOp(GL_DECR, GL_DECR, GL_DECR);
|
|
glCullFace(GL_FRONT);
|
|
glMultiDrawArrays(GL_TRIANGLE_FAN, &start[0], &count[0], start.size());
|
|
glDisable(GL_CULL_FACE);
|
|
|
|
// Draw the actual rectangle
|
|
glColorMask(1, 1, 1, 1);
|
|
|
|
// VSFilter draws when the winding number is nonzero, so we want to draw the
|
|
// mask when the winding number is zero (where 128 is zero due to the lack of
|
|
// wrapping combined with unsigned numbers)
|
|
glStencilFunc(invert ? GL_EQUAL : GL_NOTEQUAL, 128, 0xFF);
|
|
DrawRectangle(video_pos, video_max);
|
|
glDisable(GL_STENCIL_TEST);
|
|
|
|
// Draw lines
|
|
line_a = real_line_a;
|
|
SetModeLine();
|
|
glEnableClientState(GL_VERTEX_ARRAY);
|
|
glVertexPointer(2, GL_FLOAT, 0, &points[0]);
|
|
glMultiDrawArrays(GL_LINE_LOOP, &start[0], &count[0], start.size());
|
|
|
|
glDisableClientState(GL_VERTEX_ARRAY);
|
|
}
|
|
|
|
void OpenGLWrapper::SetOrigin(Vector2D origin) {
|
|
PrepareTransform();
|
|
glTranslatef(origin.X(), origin.Y(), -1.f);
|
|
}
|
|
|
|
void OpenGLWrapper::SetScale(Vector2D scale) {
|
|
PrepareTransform();
|
|
glScalef(scale.X() / 100.f, scale.Y() / 100.f, 1.f);
|
|
}
|
|
|
|
void OpenGLWrapper::SetRotation(float x, float y, float z) {
|
|
PrepareTransform();
|
|
float matrix[16] = { 2500, 0, 0, 0, 0, 2500, 0, 0, 0, 0, 1, 1, 0, 0, 2500, 2500 };
|
|
glMultMatrixf(matrix);
|
|
glScalef(1.f, 1.f, 8.f);
|
|
glRotatef(y, 0.f, -1.f, 0.f);
|
|
glRotatef(x, -1.f, 0.f, 0.f);
|
|
glRotatef(z, 0.f, 0.f, -1.f);
|
|
}
|
|
|
|
void OpenGLWrapper::PrepareTransform() {
|
|
if (!transform_pushed) {
|
|
glMatrixMode(GL_MODELVIEW);
|
|
glPushMatrix();
|
|
glLoadIdentity();
|
|
transform_pushed = true;
|
|
}
|
|
}
|
|
|
|
void OpenGLWrapper::ResetTransform() {
|
|
if (transform_pushed) {
|
|
glPopMatrix();
|
|
transform_pushed = false;
|
|
}
|
|
}
|