/* * This source file is part of RmlUi, the HTML/CSS Interface Middleware * * For the latest information, see http://github.com/mikke89/RmlUi * * Copyright (c) 2008-2010 CodePoint Ltd, Shift Technology Ltd * Copyright (c) 2019-2023 The RmlUi Team, and contributors * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in * all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN * THE SOFTWARE. * */ #include "RmlUi_Renderer_GL2.h" #include #include #include #include #include #if defined RMLUI_PLATFORM_WIN32 #include "RmlUi_Include_Windows.h" #include #elif defined RMLUI_PLATFORM_MACOSX #include #include #include #elif defined RMLUI_PLATFORM_UNIX #include "RmlUi_Include_Xlib.h" #include #include #include #endif #define GL_CLAMP_TO_EDGE 0x812F RenderInterface_GL2::RenderInterface_GL2() {} void RenderInterface_GL2::SetViewport(int in_viewport_width, int in_viewport_height) { viewport_width = in_viewport_width; viewport_height = in_viewport_height; } void RenderInterface_GL2::BeginFrame() { RMLUI_ASSERT(viewport_width >= 0 && viewport_height >= 0); glViewport(0, 0, viewport_width, viewport_height); glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_COLOR_ARRAY); glDisableClientState(GL_TEXTURE_COORD_ARRAY); glEnable(GL_BLEND); glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_STENCIL_TEST); glStencilFunc(GL_ALWAYS, 1, GLuint(-1)); glStencilMask(GLuint(-1)); glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); Rml::Matrix4f projection = Rml::Matrix4f::ProjectOrtho(0, (float)viewport_width, (float)viewport_height, 0, -10000, 10000); glMatrixMode(GL_PROJECTION); glLoadMatrixf(projection.data()); glMatrixMode(GL_TEXTURE); glLoadIdentity(); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); transform_enabled = false; } void RenderInterface_GL2::EndFrame() {} void RenderInterface_GL2::Clear() { glClearStencil(0); glClearColor(0, 0, 0, 0); glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); } Rml::CompiledGeometryHandle RenderInterface_GL2::CompileGeometry(Rml::Span vertices, Rml::Span indices) { GeometryView* data = new GeometryView{vertices, indices}; return reinterpret_cast(data); } void RenderInterface_GL2::ReleaseGeometry(Rml::CompiledGeometryHandle geometry) { delete reinterpret_cast(geometry); } void RenderInterface_GL2::RenderGeometry(Rml::CompiledGeometryHandle handle, Rml::Vector2f translation, Rml::TextureHandle texture) { const GeometryView* geometry = reinterpret_cast(handle); const Rml::Vertex* vertices = geometry->vertices.data(); const int* indices = geometry->indices.data(); const int num_indices = (int)geometry->indices.size(); glPushMatrix(); glTranslatef(translation.x, translation.y, 0); glVertexPointer(2, GL_FLOAT, sizeof(Rml::Vertex), &vertices[0].position); glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(Rml::Vertex), &vertices[0].colour); if (!texture) { glDisable(GL_TEXTURE_2D); glDisableClientState(GL_TEXTURE_COORD_ARRAY); } else { glEnable(GL_TEXTURE_2D); if (texture != TextureEnableWithoutBinding) glBindTexture(GL_TEXTURE_2D, (GLuint)texture); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glTexCoordPointer(2, GL_FLOAT, sizeof(Rml::Vertex), &vertices[0].tex_coord); } glDrawElements(GL_TRIANGLES, num_indices, GL_UNSIGNED_INT, indices); glPopMatrix(); } void RenderInterface_GL2::EnableScissorRegion(bool enable) { if (enable) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST); } void RenderInterface_GL2::SetScissorRegion(Rml::Rectanglei region) { glScissor(region.Left(), viewport_height - region.Bottom(), region.Width(), region.Height()); } void RenderInterface_GL2::EnableClipMask(bool enable) { if (enable) glEnable(GL_STENCIL_TEST); else glDisable(GL_STENCIL_TEST); } void RenderInterface_GL2::RenderToClipMask(Rml::ClipMaskOperation operation, Rml::CompiledGeometryHandle geometry, Rml::Vector2f translation) { RMLUI_ASSERT(glIsEnabled(GL_STENCIL_TEST)); using Rml::ClipMaskOperation; const bool clear_stencil = (operation == ClipMaskOperation::Set || operation == ClipMaskOperation::SetInverse); if (clear_stencil) { // @performance Increment the reference value instead of clearing each time. glClear(GL_STENCIL_BUFFER_BIT); } GLint stencil_test_value = 0; glGetIntegerv(GL_STENCIL_REF, &stencil_test_value); glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); glStencilFunc(GL_ALWAYS, GLint(1), GLuint(-1)); switch (operation) { case ClipMaskOperation::Set: { glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE); stencil_test_value = 1; } break; case ClipMaskOperation::SetInverse: { glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE); stencil_test_value = 0; } break; case ClipMaskOperation::Intersect: { glStencilOp(GL_KEEP, GL_KEEP, GL_INCR); stencil_test_value += 1; } break; } RenderGeometry(geometry, translation, {}); // Restore state // @performance Cache state so we don't toggle it unnecessarily. glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); glStencilFunc(GL_EQUAL, stencil_test_value, GLuint(-1)); } // Set to byte packing, or the compiler will expand our struct, which means it won't read correctly from file #pragma pack(1) struct TGAHeader { char idLength; char colourMapType; char dataType; short int colourMapOrigin; short int colourMapLength; char colourMapDepth; short int xOrigin; short int yOrigin; short int width; short int height; char bitsPerPixel; char imageDescriptor; }; // Restore packing #pragma pack() Rml::TextureHandle RenderInterface_GL2::LoadTexture(Rml::Vector2i& texture_dimensions, const Rml::String& source) { Rml::FileInterface* file_interface = Rml::GetFileInterface(); Rml::FileHandle file_handle = file_interface->Open(source); if (!file_handle) { return false; } file_interface->Seek(file_handle, 0, SEEK_END); size_t buffer_size = file_interface->Tell(file_handle); file_interface->Seek(file_handle, 0, SEEK_SET); if (buffer_size <= sizeof(TGAHeader)) { Rml::Log::Message(Rml::Log::LT_ERROR, "Texture file size is smaller than TGAHeader, file is not a valid TGA image."); file_interface->Close(file_handle); return false; } using Rml::byte; Rml::UniquePtr buffer(new byte[buffer_size]); file_interface->Read(buffer.get(), buffer_size, file_handle); file_interface->Close(file_handle); TGAHeader header; memcpy(&header, buffer.get(), sizeof(TGAHeader)); int color_mode = header.bitsPerPixel / 8; const size_t image_size = header.width * header.height * 4; // We always make 32bit textures if (header.dataType != 2) { Rml::Log::Message(Rml::Log::LT_ERROR, "Only 24/32bit uncompressed TGAs are supported."); return false; } // Ensure we have at least 3 colors if (color_mode < 3) { Rml::Log::Message(Rml::Log::LT_ERROR, "Only 24 and 32bit textures are supported."); return false; } const byte* image_src = buffer.get() + sizeof(TGAHeader); Rml::UniquePtr image_dest_buffer(new byte[image_size]); byte* image_dest = image_dest_buffer.get(); // Targa is BGR, swap to RGB, flip Y axis, and convert to premultiplied alpha. for (long y = 0; y < header.height; y++) { long read_index = y * header.width * color_mode; long write_index = ((header.imageDescriptor & 32) != 0) ? read_index : (header.height - y - 1) * header.width * 4; for (long x = 0; x < header.width; x++) { image_dest[write_index] = image_src[read_index + 2]; image_dest[write_index + 1] = image_src[read_index + 1]; image_dest[write_index + 2] = image_src[read_index]; if (color_mode == 4) { const byte alpha = image_src[read_index + 3]; for (size_t j = 0; j < 3; j++) image_dest[write_index + j] = byte((image_dest[write_index + j] * alpha) / 255); image_dest[write_index + 3] = alpha; } else image_dest[write_index + 3] = 255; write_index += 4; read_index += color_mode; } } texture_dimensions.x = header.width; texture_dimensions.y = header.height; return GenerateTexture({image_dest, image_size}, texture_dimensions); } Rml::TextureHandle RenderInterface_GL2::GenerateTexture(Rml::Span source, Rml::Vector2i source_dimensions) { RMLUI_ASSERT(source.data() && source.size() == size_t(source_dimensions.x * source_dimensions.y * 4)); GLuint texture_id = 0; glGenTextures(1, &texture_id); if (texture_id == 0) { Rml::Log::Message(Rml::Log::LT_ERROR, "Failed to generate texture."); return {}; } glBindTexture(GL_TEXTURE_2D, texture_id); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, source_dimensions.x, source_dimensions.y, 0, GL_RGBA, GL_UNSIGNED_BYTE, source.data()); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); return (Rml::TextureHandle)texture_id; } void RenderInterface_GL2::ReleaseTexture(Rml::TextureHandle texture_handle) { glDeleteTextures(1, (GLuint*)&texture_handle); } void RenderInterface_GL2::SetTransform(const Rml::Matrix4f* transform) { transform_enabled = (transform != nullptr); if (transform) { if (std::is_same::value) glLoadMatrixf(transform->data()); else if (std::is_same::value) glLoadMatrixf(transform->Transpose().data()); } else glLoadIdentity(); }