Aegisub/aegisub/src/gl_wrap.cpp

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// Copyright (c) 2007, Rodrigo Braz Monteiro
// All rights reserved.
//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions are met:
//
// * Redistributions of source code must retain the above copyright notice,
// this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright notice,
// this list of conditions and the following disclaimer in the documentation
// and/or other materials provided with the distribution.
// * Neither the name of the Aegisub Group nor the names of its contributors
// may be used to endorse or promote products derived from this software
// without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
// AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
// ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
// LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
// CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
// SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
// INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
// CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
// ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
// POSSIBILITY OF SUCH DAMAGE.
//
// Aegisub Project http://www.aegisub.org/
//
// $Id$
/// @file gl_wrap.cpp
/// @brief Convenience functions for drawing various geometric primitives on an OpenGL surface
/// @ingroup video_output
///
///////////
// Headers
#include "config.h"
#include <wx/wxprec.h>
#include <wx/msgdlg.h>
#ifdef __APPLE__
#include <OpenGL/GL.h>
#include <OpenGL/glext.h>
#else
#include <GL/gl.h>
#include "gl/glext.h"
#endif
#include "gl_wrap.h"
#include "options.h"
//////////////////////////
// Extension get function
#ifdef __WIN32__
void* glGetProc(const char *str) { return wglGetProcAddress(str); }
#else
//void* glGetProc(const char *str) { return glXGetProcAddress((const GLubyte *)str); }
#define glGetProc(a) glXGetProcAddress((const GLubyte *)(a))
#endif
///////////////
// Constructor
OpenGLWrapper::OpenGLWrapper() {
r1 = g1 = b1 = a1 = 1.0f;
r2 = g2 = b2 = a2 = 1.0f;
lw = 1;
}
/////////////
// Draw line
void OpenGLWrapper::DrawLine(float x1,float y1,float x2,float y2) {
SetModeLine();
glBegin(GL_LINES);
glVertex2f(x1,y1);
glVertex2f(x2,y2);
glEnd();
}
/////////////
// Draw line
void OpenGLWrapper::DrawDashedLine(float x1,float y1,float x2,float y2,float step) {
float dist = sqrt((x2-x1)*(x2-x1) + (y2-y1)*(y2-y1));
int steps = (int)((dist-20)/step);
double stepx = double(x2-x1)/steps;
double stepy = double(y2-y1)/steps;
for (int i=0;i<steps;i++) {
if (i % 2 == 0) DrawLine(x1+int(i*stepx),y1+int(i*stepy),x1+int((i+1)*stepx),y1+int((i+1)*stepy));
}
}
///////////////
// Draw circle
void OpenGLWrapper::DrawEllipse(float x,float y,float radiusX,float radiusY) {
DrawRing(x,y,radiusY,radiusY,radiusX/radiusY);
}
//////////////////
// Draw rectangle
void OpenGLWrapper::DrawRectangle(float x1,float y1,float x2,float y2) {
// Fill
if (a2 != 0.0) {
SetModeFill();
glBegin(GL_QUADS);
glVertex2f(x1,y1);
glVertex2f(x2,y1);
glVertex2f(x2,y2);
glVertex2f(x1,y2);
glEnd();
}
// Outline
if (a1 != 0.0) {
SetModeLine();
glBegin(GL_LINE_LOOP);
glVertex2f(x1,y1);
glVertex2f(x2,y1);
glVertex2f(x2,y2);
glVertex2f(x1,y2);
glEnd();
}
}
/////////////////
// Draw triangle
void OpenGLWrapper::DrawTriangle(float x1,float y1,float x2,float y2,float x3,float y3) {
// Fill
if (a2 != 0.0) {
SetModeFill();
glBegin(GL_TRIANGLES);
glVertex2f(x1,y1);
glVertex2f(x2,y2);
glVertex2f(x3,y3);
glEnd();
}
// Outline
if (a1 != 0.0) {
SetModeLine();
glBegin(GL_LINE_LOOP);
glVertex2f(x1,y1);
glVertex2f(x2,y2);
glVertex2f(x3,y3);
glEnd();
}
}
///////////////////////
// Draw ring (annulus)
void OpenGLWrapper::DrawRing(float x,float y,float r1,float r2,float ar,float arcStart,float arcEnd) {
// Make r1 bigger
if (r2 > r1) {
float temp = r1;
r1 = r2;
r2 = temp;
}
// Arc range
bool hasEnds = arcStart != arcEnd;
float pi = 3.1415926535897932384626433832795f;
arcEnd *= pi / 180.f;
arcStart *= pi / 180.f;
if (arcEnd <= arcStart) arcEnd += 2.0f*pi;
float range = arcEnd - arcStart;
// Math
int steps = int((r1 + r1*ar) * range / (2.0f*pi))*4;
if (steps < 12) steps = 12;
//float end = arcEnd;
float step = range/steps;
float curAngle = arcStart;
// Fill
if (a2 != 0.0) {
SetModeFill();
// Annulus
if (r1 != r2) {
glBegin(GL_QUADS);
for (int i=0;i<steps;i++) {
glVertex2f(x+sin(curAngle)*r1*ar,y+cos(curAngle)*r1);
glVertex2f(x+sin(curAngle)*r2*ar,y+cos(curAngle)*r2);
curAngle += step;
glVertex2f(x+sin(curAngle)*r2*ar,y+cos(curAngle)*r2);
glVertex2f(x+sin(curAngle)*r1*ar,y+cos(curAngle)*r1);
}
glEnd();
}
// Circle
else {
glBegin(GL_POLYGON);
for (int i=0;i<steps;i++) {
glVertex2f(x+sin(curAngle)*r1,y+cos(curAngle)*r1);
curAngle += step;
}
glEnd();
}
// Reset angle
curAngle = arcStart;
}
// Outlines
if (a1 != 0.0) {
// Outer
steps++;
SetModeLine();
glBegin(GL_LINE_STRIP);
for (int i=0;i<steps;i++) {
glVertex2f(x+sin(curAngle)*r1,y+cos(curAngle)*r1);
curAngle += step;
}
glEnd();
// Inner
if (r1 != r2) {
curAngle = arcStart;
glBegin(GL_LINE_STRIP);
for (int i=0;i<steps;i++) {
glVertex2f(x+sin(curAngle)*r2,y+cos(curAngle)*r2);
curAngle += step;
}
glEnd();
// End caps
if (hasEnds) {
glBegin(GL_LINES);
glVertex2f(x+sin(arcStart)*r1,y+cos(arcStart)*r1);
glVertex2f(x+sin(arcStart)*r2,y+cos(arcStart)*r2);
glVertex2f(x+sin(arcEnd)*r1,y+cos(arcEnd)*r1);
glVertex2f(x+sin(arcEnd)*r2,y+cos(arcEnd)*r2);
glEnd();
}
}
}
}
///////////////////
// Set line colour
void OpenGLWrapper::SetLineColour(wxColour col,float alpha,int width) {
r1 = col.Red()/255.0f;
g1 = col.Green()/255.0f;
b1 = col.Blue()/255.0f;
a1 = alpha;
lw = width;
}
///////////////////
// Set fill colour
void OpenGLWrapper::SetFillColour(wxColour col,float alpha) {
r2 = col.Red()/255.0f;
g2 = col.Green()/255.0f;
b2 = col.Blue()/255.0f;
a2 = alpha;
}
////////
// Line
void OpenGLWrapper::SetModeLine() {
glColor4f(r1,g1,b1,a1);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
glLineWidth(lw);
glEnable(GL_LINE_SMOOTH);
}
////////
// Fill
void OpenGLWrapper::SetModeFill() {
glColor4f(r2,g2,b2,a2);
if (a2 == 1.0f) glDisable(GL_BLEND);
else {
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
}
}
///////////////////////////
// Is extension supported?
bool OpenGLWrapper::IsExtensionSupported(const char *ext) {
char *extList = (char*) glGetString(GL_EXTENSIONS);
if (!extList) return false;
return strstr(extList, ext) != NULL;
}
/////////
// Mutex
wxMutex OpenGLWrapper::glMutex;