/*
* 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)
{
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();
}