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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_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>
- #elif defined RMLUI_PLATFORM_MACOSX
- #include <AGL/agl.h>
- #include <OpenGL/gl.h>
- #include <OpenGL/glext.h>
- #elif defined RMLUI_PLATFORM_UNIX
- #include "RmlUi_Include_Xlib.h"
- #include <GL/gl.h>
- #include <GL/glext.h>
- #include <GL/glx.h>
- #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<const Rml::Vertex> vertices, Rml::Span<const int> indices)
- {
- GeometryView* data = new GeometryView{vertices, indices};
- return reinterpret_cast<Rml::CompiledGeometryHandle>(data);
- }
- void RenderInterface_GL2::ReleaseGeometry(Rml::CompiledGeometryHandle geometry)
- {
- delete reinterpret_cast<GeometryView*>(geometry);
- }
- void RenderInterface_GL2::RenderGeometry(Rml::CompiledGeometryHandle handle, Rml::Vector2f translation, Rml::TextureHandle texture)
- {
- const GeometryView* geometry = reinterpret_cast<GeometryView*>(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<byte[]> 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<byte[]> image_dest_buffer(new byte[image_size]);
- byte* image_dest = image_dest_buffer.get();
- const bool top_to_bottom_order = ((header.imageDescriptor & 32) != 0);
- // Targa is BGR, swap to RGB, flip Y axis as necessary, and convert to premultiplied alpha.
- for (long y = 0; y < header.height; y++)
- {
- long read_index = y * header.width * color_mode;
- long write_index = top_to_bottom_order ? (y * header.width * 4) : (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<const Rml::byte> 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<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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