| 1 | /****************************************************************************** |
| 2 | * Arachnoid Graphics Plugin for Mupen64Plus |
| 3 | * http://bitbucket.org/wahrhaft/mupen64plus-video-arachnoid/ |
| 4 | * |
| 5 | * Copyright (C) 2007 Kristofer Karlsson, Rickard Niklasson |
| 6 | * |
| 7 | * This program is free software; you can redistribute it and/or |
| 8 | * modify it under the terms of the GNU General Public License |
| 9 | * as published by the Free Software Foundation; either version 2 |
| 10 | * of the License, or (at your option) any later version. |
| 11 | * |
| 12 | * This program is distributed in the hope that it will be useful, |
| 13 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
| 14 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
| 15 | * GNU General Public License for more details. |
| 16 | * |
| 17 | * You should have received a copy of the GNU General Public License |
| 18 | * along with this program; if not, write to the Free Software |
| 19 | * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. |
| 20 | *****************************************************************************/ |
| 21 | |
| 22 | #include "OpenGL2DRenderer.h" |
| 23 | #include "VI.h" |
| 24 | #include "m64p.h" |
| 25 | #include "OpenGL.h" |
| 26 | |
| 27 | //----------------------------------------------------------------------------- |
| 28 | //* Initialize |
| 29 | //! Saves pointer to video interface |
| 30 | //----------------------------------------------------------------------------- |
| 31 | bool OpenGL2DRenderer::initialize(VI* vi) |
| 32 | { |
| 33 | m_vi = vi; |
| 34 | return true; |
| 35 | } |
| 36 | |
| 37 | //----------------------------------------------------------------------------- |
| 38 | //* Render Quad |
| 39 | //! Renders a 2D rectangle in HUD. |
| 40 | //! @todo Set Viewport |
| 41 | //! @todo Reset Viewport |
| 42 | //----------------------------------------------------------------------------- |
| 43 | void OpenGL2DRenderer::renderQuad( const float color[4], |
| 44 | float x0, float y0, |
| 45 | float x1, float y1, |
| 46 | float depth ) |
| 47 | { |
| 48 | //Get States |
| 49 | GLboolean scissor = glIsEnabled(GL_SCISSOR_TEST); |
| 50 | GLboolean cull = glIsEnabled(GL_CULL_FACE); |
| 51 | |
| 52 | //Set States |
| 53 | glDisable( GL_SCISSOR_TEST ); |
| 54 | glDisable( GL_CULL_FACE ); |
| 55 | |
| 56 | //Set Othographic Projection Matrix |
| 57 | glMatrixMode(GL_PROJECTION); |
| 58 | glPushMatrix(); |
| 59 | glLoadIdentity(); |
| 60 | glOrtho(0, m_vi->getWidth(), m_vi->getHeight(), 0, 1.0f, -1.0f); |
| 61 | |
| 62 | //TODO Set Viewport |
| 63 | //glViewport(0, glheightOffset, glwidth, glheight); |
| 64 | //glDepthRange( 0.0f, 1.0f ); |
| 65 | |
| 66 | //Render Quad |
| 67 | glColor4fv(color); |
| 68 | #ifdef HAVE_GLES |
| 69 | GLfloat vtx[] = { |
| 70 | x0, y0, depth, |
| 71 | x1, y0, depth, |
| 72 | x1, y1, depth, |
| 73 | x0, y1, depth |
| 74 | }; |
| 75 | |
| 76 | GLboolean glcol = glIsEnabled(GL_COLOR_ARRAY); |
| 77 | if (glcol) glDisableClientState(GL_COLOR_ARRAY); |
| 78 | GLboolean glvtx = glIsEnabled(GL_VERTEX_ARRAY); |
| 79 | if (!glvtx) |
| 80 | glEnableClientState(GL_VERTEX_ARRAY); |
| 81 | glVertexPointer(3,GL_FLOAT, 0,&vtx); |
| 82 | glActiveTexture( GL_TEXTURE1 ); |
| 83 | GLboolean gltex1 = glIsEnabled(GL_TEXTURE_2D); |
| 84 | if (gltex1) glDisable(GL_TEXTURE_2D); |
| 85 | glActiveTexture( GL_TEXTURE0 ); |
| 86 | GLboolean gltex = glIsEnabled(GL_TEXTURE_2D); |
| 87 | if (gltex) glDisable(GL_TEXTURE_2D); |
| 88 | // draw |
| 89 | glDrawArrays(GL_TRIANGLE_FAN,0,4); |
| 90 | // restaure |
| 91 | if (glcol) glEnableClientState(GL_COLOR_ARRAY); |
| 92 | glActiveTexture( GL_TEXTURE1 ); |
| 93 | if (gltex1) glEnable(GL_TEXTURE_2D); |
| 94 | glActiveTexture( GL_TEXTURE0 ); |
| 95 | if (gltex) glEnable(GL_TEXTURE_2D); |
| 96 | if (!glvtx) |
| 97 | glDisableClientState(GL_VERTEX_ARRAY); |
| 98 | else |
| 99 | glVertexPointer(glsav_vtx_size, glsav_vtx_type, glsav_vtx_stride, glsav_vtx_array ); |
| 100 | |
| 101 | #else |
| 102 | glBegin(GL_QUADS); |
| 103 | glVertex3f(x0, y0, depth); |
| 104 | glVertex3f(x1, y0, depth); |
| 105 | glVertex3f(x1, y1, depth); |
| 106 | glVertex3f(x0, y1, depth); |
| 107 | glEnd(); |
| 108 | #endif |
| 109 | //Reset Projection Matrix |
| 110 | glMatrixMode(GL_PROJECTION); |
| 111 | glPopMatrix(); |
| 112 | glMatrixMode(GL_MODELVIEW); |
| 113 | |
| 114 | //Reset States |
| 115 | if ( scissor ) glEnable(GL_SCISSOR_TEST); |
| 116 | if ( cull ) glEnable(GL_CULL_FACE); |
| 117 | |
| 118 | //TODO Reset viewport? |
| 119 | } |
| 120 | |
| 121 | |
| 122 | //----------------------------------------------------------------------------- |
| 123 | //* Render Textured Quad |
| 124 | //! Renders a textured 2D rectangle in HUD. |
| 125 | //! @todo Set Viewport |
| 126 | //! @todo Reset Viewport |
| 127 | //----------------------------------------------------------------------------- |
| 128 | void OpenGL2DRenderer::renderTexturedQuad( const float color[4], |
| 129 | const float secondaryColor[4], |
| 130 | float x0, float y0, |
| 131 | float x1, float y1, |
| 132 | float depth, |
| 133 | float t0s0, float t0t0, |
| 134 | float t0s1, float t0t1, |
| 135 | float t1s0, float t1t0, |
| 136 | float t1s1, float t1t1 ) |
| 137 | { |
| 138 | //Get States |
| 139 | GLboolean cull = glIsEnabled(GL_CULL_FACE); |
| 140 | GLboolean fog = glIsEnabled(GL_FOG); |
| 141 | |
| 142 | //Set States |
| 143 | glDisable(GL_CULL_FACE); |
| 144 | glDisable(GL_FOG); |
| 145 | |
| 146 | //Set Orthographic Projection |
| 147 | glMatrixMode(GL_PROJECTION); |
| 148 | glPushMatrix(); |
| 149 | glLoadIdentity(); |
| 150 | glOrtho(0, m_vi->getWidth(), m_vi->getHeight(), 0, 1.0f, -1.0f); |
| 151 | |
| 152 | //TODO Set Viewport |
| 153 | //glViewport(0, glheightOffset, glwidth, glheight); |
| 154 | //glDepthRange( 0.0f, 1.0f ); |
| 155 | |
| 156 | //Set Color |
| 157 | glColor4fv( color ); |
| 158 | #ifdef HAVE_GLES |
| 159 | GLfloat tex[] = { |
| 160 | t0s0, t0t0, |
| 161 | t0s1, t0t0, |
| 162 | t0s1, t0t1, |
| 163 | t0s0, t0t1 |
| 164 | }; |
| 165 | GLfloat tex1[] = { |
| 166 | t1s0, t1t0, |
| 167 | t1s1, t1t0, |
| 168 | t1s1, t1t1, |
| 169 | t1s0, t1t1 |
| 170 | }; |
| 171 | GLfloat vtx[] = { |
| 172 | x0, y0, depth, |
| 173 | x1, y0, depth, |
| 174 | x1, y1, depth, |
| 175 | x0, y1, depth |
| 176 | }; |
| 177 | |
| 178 | GLboolean glcol = glIsEnabled(GL_COLOR_ARRAY); |
| 179 | if (glcol) glDisableClientState(GL_COLOR_ARRAY); |
| 180 | GLboolean glvtx = glIsEnabled(GL_VERTEX_ARRAY); |
| 181 | if (!glvtx) |
| 182 | glEnableClientState(GL_VERTEX_ARRAY); |
| 183 | glVertexPointer(3,GL_FLOAT, 0,&vtx); |
| 184 | /* glActiveTexture( GL_TEXTURE1 ); |
| 185 | GLboolean gltex1 = glIsEnabled(GL_TEXTURE_2D); |
| 186 | if (gltex1) glDisable(GL_TEXTURE_2D);*/ |
| 187 | glClientActiveTexture( GL_TEXTURE1 ); |
| 188 | glTexCoordPointer(2, GL_FLOAT, 0, &tex1); |
| 189 | glClientActiveTexture( GL_TEXTURE0 ); |
| 190 | glTexCoordPointer(2, GL_FLOAT, 0, &tex); |
| 191 | // draw |
| 192 | glDrawArrays(GL_TRIANGLE_FAN,0,4); |
| 193 | // restaure |
| 194 | if (glcol) glEnableClientState(GL_COLOR_ARRAY); |
| 195 | // if (gltex1) glEnable(GL_TEXTURE_2D); |
| 196 | if (!glvtx) |
| 197 | glDisableClientState(GL_VERTEX_ARRAY); |
| 198 | if (glsav_vtx_type==GL_FLOAT) glVertexPointer(glsav_vtx_size, glsav_vtx_type, glsav_vtx_stride, glsav_vtx_array ); |
| 199 | glClientActiveTexture( GL_TEXTURE1 ); |
| 200 | if (glsav_tex1_type==GL_FLOAT) glTexCoordPointer( glsav_tex1_size, glsav_tex1_type, glsav_tex1_stride, glsav_tex1_array ); |
| 201 | glClientActiveTexture( GL_TEXTURE0 ); |
| 202 | if (glsav_tex_type==GL_FLOAT) glTexCoordPointer( glsav_tex_size, glsav_tex_type, glsav_tex_stride, glsav_tex_array ); |
| 203 | #else |
| 204 | //Render Rectangle |
| 205 | glBegin(GL_QUADS); |
| 206 | { |
| 207 | //Vertex 00 |
| 208 | glTexCoord2f(t0s0, t0t0); |
| 209 | glVertex3f(x0, y0, depth); |
| 210 | |
| 211 | //Vertex 10 |
| 212 | glTexCoord2f(t0s1, t0t0); |
| 213 | glVertex3f(x1, y0, depth); |
| 214 | |
| 215 | //Vertex 11 |
| 216 | glTexCoord2f(t0s1, t0t1 ); |
| 217 | glVertex3f(x1, y1, depth); |
| 218 | |
| 219 | //Vertex 01 |
| 220 | glTexCoord2f(t0s0, t0t1 ); |
| 221 | glVertex3f(x0, y1, depth); |
| 222 | } |
| 223 | glEnd(); |
| 224 | #endif |
| 225 | //Reset Projection Matrix |
| 226 | glMatrixMode(GL_PROJECTION); |
| 227 | glPopMatrix(); |
| 228 | glMatrixMode(GL_MODELVIEW); |
| 229 | |
| 230 | //Reset States |
| 231 | if ( cull ) glEnable(GL_CULL_FACE); |
| 232 | if ( fog ) glEnable(GL_FOG); |
| 233 | |
| 234 | //TODO Reset viewport? |
| 235 | } |
| 236 | |
| 237 | |
| 238 | //----------------------------------------------------------------------------- |
| 239 | //Render Flipped Textured Quad |
| 240 | //! Renders a flipped textured 2D rectangle in HUD. |
| 241 | //! @todo Set Viewport |
| 242 | //! @todo Reset Viewport |
| 243 | //----------------------------------------------------------------------------- |
| 244 | void OpenGL2DRenderer::renderFlippedTexturedQuad( const float color[4], |
| 245 | const float secondaryColor[4], |
| 246 | float x0, float y0, |
| 247 | float x1, float y1, |
| 248 | float depth, |
| 249 | float t0s0, float t0t0, |
| 250 | float t0s1, float t0t1, |
| 251 | float t1s0, float t1t0, |
| 252 | float t1s1, float t1t1 ) |
| 253 | { |
| 254 | //Get States |
| 255 | GLboolean cull = glIsEnabled(GL_CULL_FACE); |
| 256 | GLboolean fog = glIsEnabled(GL_FOG); |
| 257 | |
| 258 | //Set States |
| 259 | glDisable(GL_CULL_FACE); |
| 260 | glDisable(GL_FOG); |
| 261 | |
| 262 | //Set Orthographic Projection |
| 263 | glMatrixMode(GL_PROJECTION); |
| 264 | glPushMatrix(); |
| 265 | glLoadIdentity(); |
| 266 | glOrtho(0, m_vi->getWidth(), m_vi->getHeight(), 0, 1.0f, -1.0f); |
| 267 | |
| 268 | //TODO |
| 269 | //glViewport(0, glheightOffset, glwidth, glheight); |
| 270 | //glDepthRange( 0.0f, 1.0f ); |
| 271 | |
| 272 | //Set Color |
| 273 | glColor4fv( color ); |
| 274 | |
| 275 | #ifdef HAVE_GLES |
| 276 | GLfloat tex[] = { |
| 277 | t0s0, t0t0, |
| 278 | t0s0, t0t1, |
| 279 | t0s1, t0t1, |
| 280 | t0s1, t0t0 |
| 281 | }; |
| 282 | GLfloat tex1[] = { |
| 283 | t1s0, t1t0, |
| 284 | t1s0, t1t1, |
| 285 | t1s1, t1t1, |
| 286 | t1s1, t1t0 |
| 287 | }; |
| 288 | GLfloat vtx[] = { |
| 289 | x0, y0, depth, |
| 290 | x1, y0, depth, |
| 291 | x1, y1, depth, |
| 292 | x0, y1, depth |
| 293 | }; |
| 294 | |
| 295 | GLboolean glcol = glIsEnabled(GL_COLOR_ARRAY); |
| 296 | if (glcol) glDisableClientState(GL_COLOR_ARRAY); |
| 297 | GLboolean glvtx = glIsEnabled(GL_VERTEX_ARRAY); |
| 298 | if (!glvtx) |
| 299 | glEnableClientState(GL_VERTEX_ARRAY); |
| 300 | glVertexPointer(3,GL_FLOAT, 0,&vtx); |
| 301 | /* glActiveTexture( GL_TEXTURE1 ); |
| 302 | GLboolean gltex1 = glIsEnabled(GL_TEXTURE_2D); |
| 303 | if (gltex1) glDisable(GL_TEXTURE_2D);*/ |
| 304 | glClientActiveTexture( GL_TEXTURE1 ); |
| 305 | glTexCoordPointer(2, GL_FLOAT, 0, &tex1); |
| 306 | glClientActiveTexture( GL_TEXTURE0 ); |
| 307 | glTexCoordPointer(2, GL_FLOAT, 0, &tex); |
| 308 | // draw |
| 309 | glDrawArrays(GL_TRIANGLE_FAN,0,4); |
| 310 | // restaure |
| 311 | if (glcol) glEnableClientState(GL_COLOR_ARRAY); |
| 312 | // if (gltex1) glEnable(GL_TEXTURE_2D); |
| 313 | glVertexPointer(glsav_vtx_size, glsav_vtx_type, glsav_vtx_stride, glsav_vtx_array ); |
| 314 | glClientActiveTexture( GL_TEXTURE1 ); |
| 315 | glTexCoordPointer( glsav_tex1_size, glsav_tex1_type, glsav_tex1_stride, glsav_tex1_array ); |
| 316 | glClientActiveTexture( GL_TEXTURE0 ); |
| 317 | glTexCoordPointer( glsav_tex_size, glsav_tex_type, glsav_tex_stride, glsav_tex_array ); |
| 318 | #else //Render Rectangle |
| 319 | glBegin(GL_QUADS); |
| 320 | { |
| 321 | //Vertex 00 |
| 322 | glTexCoord2f(t0s0, t0t0); //00 |
| 323 | glVertex3f(x0, y0, depth); |
| 324 | |
| 325 | //Vertex 10 |
| 326 | glTexCoord2f(t0s0, t0t1); //01 ! |
| 327 | glVertex3f(x1, y0, depth); |
| 328 | |
| 329 | //Vertex 11 |
| 330 | glTexCoord2f(t0s1, t0t1); //11 |
| 331 | glVertex3f(x1, y1, depth); |
| 332 | |
| 333 | //Vertex 01 |
| 334 | glTexCoord2f(t0s1, t0t0); //10 ! |
| 335 | glVertex3f(x0, y1, depth); |
| 336 | } |
| 337 | glEnd(); |
| 338 | #endif |
| 339 | //Reset Projection Matrix |
| 340 | glMatrixMode(GL_PROJECTION); |
| 341 | glPopMatrix(); |
| 342 | glMatrixMode(GL_MODELVIEW); |
| 343 | |
| 344 | //Reset States |
| 345 | if ( cull ) glEnable(GL_CULL_FACE); |
| 346 | if ( fog ) glEnable(GL_FOG); |
| 347 | |
| 348 | //TODO Reset viewport? |
| 349 | } |
| 350 | |