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- /*
- * This source file is part of libRocket, the HTML/CSS Interface Middleware
- *
- * For the latest information, see http://www.librocket.com
- *
- * Copyright (c) 2008-2010 Nuno Silva
- *
- * 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 <Rocket/Core/Core.h>
- #include <SDL_image.h>
- #include "RenderInterfaceSDL2.h"
- #if !(SDL_VIDEO_RENDER_OGL)
- #error "Only the opengl sdl backend is supported. To add support for others, see http://mdqinc.com/blog/2013/01/integrating-librocket-with-sdl-2/"
- #endif
- RocketSDL2Renderer::RocketSDL2Renderer(SDL_Renderer* renderer, SDL_Window* screen)
- {
- mRenderer = renderer;
- mScreen = screen;
- }
- // Called by Rocket when it wants to render geometry that it does not wish to optimise.
- void RocketSDL2Renderer::RenderGeometry(Rocket::Core::Vertex* vertices, int num_vertices, int* indices, int num_indices, const Rocket::Core::TextureHandle texture, const Rocket::Core::Vector2f& translation)
- {
- // SDL uses shaders that we need to disable here
- glUseProgramObjectARB(0);
- glPushMatrix();
- glTranslatef(translation.x, translation.y, 0);
-
- std::vector<Rocket::Core::Vector2f> Positions(num_vertices);
- std::vector<Rocket::Core::Colourb> Colors(num_vertices);
- std::vector<Rocket::Core::Vector2f> TexCoords(num_vertices);
- float texw, texh;
-
- SDL_Texture* sdl_texture = NULL;
- if(texture)
- {
- glEnableClientState(GL_TEXTURE_COORD_ARRAY);
- sdl_texture = (SDL_Texture *) texture;
- SDL_GL_BindTexture(sdl_texture, &texw, &texh);
- }
-
- for(int i = 0; i < num_vertices; i++) {
- Positions[i] = vertices[i].position;
- Colors[i] = vertices[i].colour;
- if (sdl_texture) {
- TexCoords[i].x = vertices[i].tex_coord.x * texw;
- TexCoords[i].y = vertices[i].tex_coord.y * texh;
- }
- else TexCoords[i] = vertices[i].tex_coord;
- };
-
- glEnableClientState(GL_VERTEX_ARRAY);
- glEnableClientState(GL_COLOR_ARRAY);
- glVertexPointer(2, GL_FLOAT, 0, &Positions[0]);
- glColorPointer(4, GL_UNSIGNED_BYTE, 0, &Colors[0]);
- glTexCoordPointer(2, GL_FLOAT, 0, &TexCoords[0]);
-
- glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glDrawElements(GL_TRIANGLES, num_indices, GL_UNSIGNED_INT, indices);
- glDisableClientState(GL_VERTEX_ARRAY);
- glDisableClientState(GL_COLOR_ARRAY);
-
- if (sdl_texture) {
- SDL_GL_UnbindTexture(sdl_texture);
- glDisableClientState(GL_TEXTURE_COORD_ARRAY);
- }
-
- glColor4f(1.0, 1.0, 1.0, 1.0);
- glPopMatrix();
- /* Reset blending and draw a fake point just outside the screen to let SDL know that it needs to reset its state in case it wants to render a texture */
- glDisable(GL_BLEND);
- SDL_SetRenderDrawBlendMode(mRenderer, SDL_BLENDMODE_NONE);
- SDL_RenderDrawPoint(mRenderer, -1, -1);
- }
- // Called by Rocket when it wants to enable or disable scissoring to clip content.
- void RocketSDL2Renderer::EnableScissorRegion(bool enable)
- {
- if (enable)
- glEnable(GL_SCISSOR_TEST);
- else
- glDisable(GL_SCISSOR_TEST);
- }
- // Called by Rocket when it wants to change the scissor region.
- void RocketSDL2Renderer::SetScissorRegion(int x, int y, int width, int height)
- {
- int w_width, w_height;
- SDL_GetWindowSize(mScreen, &w_width, &w_height);
- glScissor(x, w_height - (y + height), width, height);
- }
- // Called by Rocket when a texture is required by the library.
- bool RocketSDL2Renderer::LoadTexture(Rocket::Core::TextureHandle& texture_handle, Rocket::Core::Vector2i& texture_dimensions, const Rocket::Core::String& source)
- {
- Rocket::Core::FileInterface* file_interface = Rocket::Core::GetFileInterface();
- Rocket::Core::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);
- char* buffer = new char[buffer_size];
- file_interface->Read(buffer, buffer_size, file_handle);
- file_interface->Close(file_handle);
- size_t i;
- for(i = source.Length() - 1; i > 0; i--)
- {
- if(source[i] == '.')
- break;
- }
- Rocket::Core::String extension = source.Substring(i+1, source.Length()-i);
- SDL_Surface* surface = IMG_LoadTyped_RW(SDL_RWFromMem(buffer, buffer_size), 1, extension.CString());
- if (surface) {
- SDL_Texture *texture = SDL_CreateTextureFromSurface(mRenderer, surface);
- if (texture) {
- texture_handle = (Rocket::Core::TextureHandle) texture;
- texture_dimensions = Rocket::Core::Vector2i(surface->w, surface->h);
- SDL_FreeSurface(surface);
- }
- else
- {
- return false;
- }
- return true;
- }
- return false;
- }
- // Called by Rocket when a texture is required to be built from an internally-generated sequence of pixels.
- bool RocketSDL2Renderer::GenerateTexture(Rocket::Core::TextureHandle& texture_handle, const Rocket::Core::byte* source, const Rocket::Core::Vector2i& source_dimensions)
- {
- #if SDL_BYTEORDER == SDL_BIG_ENDIAN
- Uint32 rmask = 0xff000000;
- Uint32 gmask = 0x00ff0000;
- Uint32 bmask = 0x0000ff00;
- Uint32 amask = 0x000000ff;
- #else
- Uint32 rmask = 0x000000ff;
- Uint32 gmask = 0x0000ff00;
- Uint32 bmask = 0x00ff0000;
- Uint32 amask = 0xff000000;
- #endif
- SDL_Surface *surface = SDL_CreateRGBSurfaceFrom ((void*) source, source_dimensions.x, source_dimensions.y, 32, source_dimensions.x*4, rmask, gmask, bmask, amask);
- SDL_Texture *texture = SDL_CreateTextureFromSurface(mRenderer, surface);
- SDL_SetTextureBlendMode(texture, SDL_BLENDMODE_BLEND);
- SDL_FreeSurface(surface);
- texture_handle = (Rocket::Core::TextureHandle) texture;
- return true;
- }
- // Called by Rocket when a loaded texture is no longer required.
- void RocketSDL2Renderer::ReleaseTexture(Rocket::Core::TextureHandle texture_handle)
- {
- SDL_DestroyTexture((SDL_Texture*) texture_handle);
- }
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