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- /*
- * 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_BackwardCompatible_GL2.h"
- #include <RmlUi/Core/Core.h>
- #include <RmlUi/Core/FileInterface.h>
- #include <RmlUi/Core/Log.h>
- #include <RmlUi/Core/Platform.h>
- #include <string.h>
- #if defined RMLUI_PLATFORM_WIN32
- #include "RmlUi_Include_Windows.h"
- #include <gl/Gl.h>
- #include <gl/Glu.h>
- #elif defined RMLUI_PLATFORM_MACOSX
- #include <AGL/agl.h>
- #include <OpenGL/gl.h>
- #include <OpenGL/glext.h>
- #include <OpenGL/glu.h>
- #elif defined RMLUI_PLATFORM_UNIX
- #include "RmlUi_Include_Xlib.h"
- #include <GL/gl.h>
- #include <GL/glext.h>
- #include <GL/glu.h>
- #include <GL/glx.h>
- #endif
- #define GL_CLAMP_TO_EDGE 0x812F
- RenderInterface_BackwardCompatible_GL2::RenderInterface_BackwardCompatible_GL2() {}
- void RenderInterface_BackwardCompatible_GL2::SetViewport(int in_viewport_width, int in_viewport_height)
- {
- viewport_width = in_viewport_width;
- viewport_height = in_viewport_height;
- }
- void RenderInterface_BackwardCompatible_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_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- 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_BackwardCompatible_GL2::EndFrame() {}
- void RenderInterface_BackwardCompatible_GL2::Clear()
- {
- glClearStencil(0);
- glClearColor(0, 0, 0, 1);
- glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
- }
- void RenderInterface_BackwardCompatible_GL2::RenderGeometry(Rml::Vertex* vertices, int /*num_vertices*/, int* indices, int num_indices,
- const Rml::TextureHandle texture, const Rml::Vector2f& translation)
- {
- 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_BackwardCompatible_GL2::EnableScissorRegion(bool enable)
- {
- if (enable)
- {
- if (!transform_enabled)
- {
- glEnable(GL_SCISSOR_TEST);
- glDisable(GL_STENCIL_TEST);
- }
- else
- {
- glDisable(GL_SCISSOR_TEST);
- glEnable(GL_STENCIL_TEST);
- }
- }
- else
- {
- glDisable(GL_SCISSOR_TEST);
- glDisable(GL_STENCIL_TEST);
- }
- }
- void RenderInterface_BackwardCompatible_GL2::SetScissorRegion(int x, int y, int width, int height)
- {
- if (!transform_enabled)
- {
- glScissor(x, viewport_height - (y + height), width, height);
- }
- else
- {
- // clear the stencil buffer
- glStencilMask(GLuint(-1));
- glClear(GL_STENCIL_BUFFER_BIT);
- // fill the stencil buffer
- glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
- glDepthMask(GL_FALSE);
- glStencilFunc(GL_NEVER, 1, GLuint(-1));
- glStencilOp(GL_REPLACE, GL_KEEP, GL_KEEP);
- float fx = (float)x;
- float fy = (float)y;
- float fwidth = (float)width;
- float fheight = (float)height;
- // draw transformed quad
- GLfloat vertices[] = {fx, fy, 0, fx, fy + fheight, 0, fx + fwidth, fy + fheight, 0, fx + fwidth, fy, 0};
- glDisableClientState(GL_COLOR_ARRAY);
- glVertexPointer(3, GL_FLOAT, 0, vertices);
- GLushort indices[] = {1, 2, 0, 3};
- glDrawElements(GL_TRIANGLE_STRIP, 4, GL_UNSIGNED_SHORT, indices);
- glEnableClientState(GL_COLOR_ARRAY);
- // prepare for drawing the real thing
- glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
- glDepthMask(GL_TRUE);
- glStencilMask(0);
- glStencilFunc(GL_EQUAL, 1, 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()
- bool RenderInterface_BackwardCompatible_GL2::LoadTexture(Rml::TextureHandle& texture_handle, 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;
- }
- char* buffer = new char[buffer_size];
- file_interface->Read(buffer, buffer_size, file_handle);
- file_interface->Close(file_handle);
- TGAHeader header;
- memcpy(&header, buffer, sizeof(TGAHeader));
- int color_mode = header.bitsPerPixel / 8;
- int 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.");
- delete[] buffer;
- 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.");
- delete[] buffer;
- return false;
- }
- const char* image_src = buffer + sizeof(TGAHeader);
- unsigned char* image_dest = new unsigned char[image_size];
- // Targa is BGR, swap to RGB and flip Y axis
- 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 * color_mode;
- 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)
- image_dest[write_index + 3] = image_src[read_index + 3];
- else
- image_dest[write_index + 3] = 255;
- write_index += 4;
- read_index += color_mode;
- }
- }
- texture_dimensions.x = header.width;
- texture_dimensions.y = header.height;
- bool success = GenerateTexture(texture_handle, image_dest, texture_dimensions);
- delete[] image_dest;
- delete[] buffer;
- return success;
- }
- bool RenderInterface_BackwardCompatible_GL2::GenerateTexture(Rml::TextureHandle& texture_handle, const Rml::byte* source,
- const 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 false;
- }
- 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);
- 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);
- texture_handle = (Rml::TextureHandle)texture_id;
- return true;
- }
- void RenderInterface_BackwardCompatible_GL2::ReleaseTexture(Rml::TextureHandle texture_handle)
- {
- glDeleteTextures(1, (GLuint*)&texture_handle);
- }
- void RenderInterface_BackwardCompatible_GL2::SetTransform(const Rml::Matrix4f* transform)
- {
- transform_enabled = (transform != nullptr);
- if (transform)
- {
- if (std::is_same<Rml::Matrix4f, Rml::ColumnMajorMatrix4f>::value)
- glLoadMatrixf(transform->data());
- else if (std::is_same<Rml::Matrix4f, Rml::RowMajorMatrix4f>::value)
- glLoadMatrixf(transform->Transpose().data());
- }
- else
- glLoadIdentity();
- }
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