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-rw-r--r--src/OpenGLGraphics.cpp401
1 files changed, 0 insertions, 401 deletions
diff --git a/src/OpenGLGraphics.cpp b/src/OpenGLGraphics.cpp
deleted file mode 100644
index b6f8f2a..0000000
--- a/src/OpenGLGraphics.cpp
+++ /dev/null
@@ -1,401 +0,0 @@
-#include "Graphics.h"
-#include "font.h"
-
-#ifdef OGLI
-
-Graphics::Graphics():
-sdl_scale(1)
-{
- Reset();
-
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-
- //Texture for main UI
- glEnable(GL_TEXTURE_2D);
-
- glGenTextures(1, &vidBuf);
- glBindTexture(GL_TEXTURE_2D, vidBuf);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, XRES+BARSIZE, YRES+MENUSIZE, 0, GL_BGRA, GL_UNSIGNED_BYTE, NULL);
-
- glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST);
- glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST);
-
- glBindTexture(GL_TEXTURE_2D, 0);
-
- glGenTextures(1, &textTexture);
- glBindTexture(GL_TEXTURE_2D, textTexture);
- glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST);
- glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
-
- glBindTexture(GL_TEXTURE_2D, 0);
-
- glDisable(GL_TEXTURE_2D);
-}
-
-Graphics::~Graphics()
-{
-}
-
-void Graphics::Reset()
-{
- glMatrixMode(GL_PROJECTION);
- glLoadIdentity();
-
- //glOrtho(0, (XRES+BARSIZE)*sdl_scale, 0, (YRES+MENUSIZE)*sdl_scale, -1, 1);
- glOrtho(0, (XRES+BARSIZE)*sdl_scale, (YRES+MENUSIZE)*sdl_scale, 0, -1, 1);
-
- glMatrixMode(GL_MODELVIEW);
- glLoadIdentity();
-
- //glRasterPos2i(0, (YRES+MENUSIZE));
- glRasterPos2i(0, 0);
- glPixelZoom(1, 1);
-}
-
-void Graphics::Clear()
-{
- glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
- glClear(GL_COLOR_BUFFER_BIT);
-}
-
-void Graphics::Finalise()
-{
- glFlush();
-}
-
-int Graphics::drawtext(int x, int y, const char *s, int r, int g, int b, int a)
-{
- if(!strlen(s))
- return 0;
- int oR = r, oG = g, oB = b;
- int width, height;
- Graphics::textsize(s, width, height);
- VideoBuffer texture(width, height);
- int characterX = 0, characterY = 0;
- int startX = characterX;
- for (; *s; s++)
- {
- if (*s == '\n')
- {
- characterX = startX;
- characterY += FONT_H+2;
- }
- else if (*s == '\x0F')
- {
- if(!s[1] || !s[2] || !s[3]) break;
- r = s[1];
- g = s[2];
- b = s[3];
- s += 3;
- }
- else if (*s == '\x0E')
- {
- r = oR;
- g = oG;
- b = oB;
- }
- else if (*s == '\b')
- {
- if(!s[1]) break;
- switch (s[1])
- {
- case 'w':
- r = g = b = 255;
- break;
- case 'g':
- r = g = b = 192;
- break;
- case 'o':
- r = 255;
- g = 216;
- b = 32;
- break;
- case 'r':
- r = 255;
- g = b = 0;
- break;
- case 'l':
- r = 255;
- g = b = 75;
- break;
- case 'b':
- r = g = 0;
- b = 255;
- break;
- case 't':
- b = 255;
- g = 170;
- r = 32;
- break;
- }
- s++;
- }
- else
- {
- characterX = texture.SetCharacter(characterX, characterY, *(unsigned char *)s, r, g, b, a);
- }
- }
- glEnable(GL_TEXTURE_2D);
-
- //Generate texture
- glBindTexture(GL_TEXTURE_2D, textTexture);
-
- //Draw texture
- glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, texture.Width, texture.Height, 0, GL_BGRA, GL_UNSIGNED_BYTE, texture.Buffer);
-
- //glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, texture.Width, texture.Height, GL_BGRA, GL_UNSIGNED_BYTE, texture.Buffer);
- glBegin(GL_QUADS);
- glTexCoord2d(0, 0);
- glVertex2f(x, y);
- glTexCoord2d(1, 0);
- glVertex2f(x+texture.Width, y);
- glTexCoord2d(1, 1);
- glVertex2f(x+texture.Width, y+texture.Height);
- glTexCoord2d(0, 1);
- glVertex2f(x, y+texture.Height);
- glEnd();
-
- glBindTexture(GL_TEXTURE_2D, 0);
- glDisable(GL_TEXTURE_2D);
-
- return x;
-}
-
-int Graphics::drawtext(int x, int y, std::string s, int r, int g, int b, int a)
-{
- return drawtext(x, y, s.c_str(), r, g, b, a);
-}
-
-TPT_INLINE int Graphics::drawchar(int x, int y, int c, int r, int g, int b, int a)
-{
- int i, j, w, bn = 0, ba = 0;
- char *rp = font_data + font_ptrs[c];
- w = *(rp++);
- VideoBuffer texture(w, 12);
- texture.SetCharacter(0, 0, c, r, g, b, a);
-
- glEnable(GL_TEXTURE_2D);
- glBindTexture(GL_TEXTURE_2D, textTexture);
-
- glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, texture.Width, texture.Height, 0, GL_BGRA, GL_UNSIGNED_BYTE, texture.Buffer);
- glBegin(GL_QUADS);
- glTexCoord2d(0, 0);
- glVertex2f(x, y);
- glTexCoord2d(1, 0);
- glVertex2f(x+texture.Width, y);
- glTexCoord2d(1, 1);
- glVertex2f(x+texture.Width, y+texture.Height);
- glTexCoord2d(0, 1);
- glVertex2f(x, y+texture.Height);
- glEnd();
-
- glBindTexture(GL_TEXTURE_2D, 0);
- glDisable(GL_TEXTURE_2D);
-
- return x + w;
-}
-
-TPT_INLINE int Graphics::addchar(int x, int y, int c, int r, int g, int b, int a)
-{
- int i, j, w, bn = 0, ba = 0;
- char *rp = font_data + font_ptrs[c];
- w = *(rp++);
- VideoBuffer texture(w, 12);
- texture.AddCharacter(0, 0, c, r, g, b, a);
-
- glEnable(GL_TEXTURE_2D);
- glBindTexture(GL_TEXTURE_2D, textTexture);
- glBlendFunc(GL_ONE, GL_ONE);
-
- glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, texture.Width, texture.Height, 0, GL_BGRA, GL_UNSIGNED_BYTE, texture.Buffer);
- glBegin(GL_QUADS);
- glTexCoord2d(0, 0);
- glVertex2f(x, y);
- glTexCoord2d(1, 0);
- glVertex2f(x+texture.Width, y);
- glTexCoord2d(1, 1);
- glVertex2f(x+texture.Width, y+texture.Height);
- glTexCoord2d(0, 1);
- glVertex2f(x, y+texture.Height);
- glEnd();
-
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glBindTexture(GL_TEXTURE_2D, 0);
- glDisable(GL_TEXTURE_2D);
-
- return x + w;
-}
-
-TPT_INLINE void Graphics::xor_pixel(int x, int y)
-{
- //OpenGL doesn't support single pixel manipulation, there are ways around it, but with poor performance
-}
-
-TPT_INLINE void Graphics::blendpixel(int x, int y, int r, int g, int b, int a)
-{
- //OpenGL doesn't support single pixel manipulation, there are ways around it, but with poor performance
-}
-
-TPT_INLINE void Graphics::addpixel(int x, int y, int r, int g, int b, int a)
-{
- //OpenGL doesn't support single pixel manipulation, there are ways around it, but with poor performance
-}
-
-void Graphics::xor_line(int x, int y, int x2, int y2)
-{
- glEnable(GL_COLOR_LOGIC_OP);
- //glEnable(GL_LINE_SMOOTH);
- glLogicOp(GL_XOR);
- glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
- glBegin(GL_LINES);
- glVertex2i(x, y);
- glVertex2i(x2, y2);
- glEnd();
- glDisable(GL_COLOR_LOGIC_OP);
-}
-
-void Graphics::xor_rect(int x, int y, int width, int height)
-{
- glEnable(GL_COLOR_LOGIC_OP);
- //glEnable(GL_LINE_SMOOTH);
- glLogicOp(GL_XOR);
- glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
- glBegin(GL_LINE_STRIP);
- glVertex2i(x, y);
- glVertex2i(x+width, y);
- glVertex2i(x+width, y+height);
- glVertex2i(x, y+height);
- glVertex2i(x, y);
- glEnd();
- glDisable(GL_COLOR_LOGIC_OP);
-}
-
-void Graphics::xor_bitmap(unsigned char * bitmap, int x, int y, int w, int h)
-{
- //glEnable(GL_COLOR_LOGIC_OP);
- //glLogicOp(GL_XOR);
- glEnable(GL_TEXTURE_2D);
- glBindTexture(GL_TEXTURE_2D, textTexture);
-
- glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
-
- glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, w, h, 0, GL_ALPHA, GL_UNSIGNED_BYTE, bitmap);
- glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
-
- glBegin(GL_QUADS);
- glTexCoord2d(0, 0);
- glVertex2f(x, y);
- glTexCoord2d(1, 0);
- glVertex2f(x+w, y);
- glTexCoord2d(1, 1);
- glVertex2f(x+w, y+h);
- glTexCoord2d(0, 1);
- glVertex2f(x, y+h);
- glEnd();
-
- glBindTexture(GL_TEXTURE_2D, 0);
- glDisable(GL_TEXTURE_2D);
- //glDisable(GL_COLOR_LOGIC_OP);
-}
-
-void Graphics::draw_line(int x, int y, int x2, int y2, int r, int g, int b, int a)
-{
- a = 255;
- glColor4ub(r, g, b, a);
- glBegin(GL_LINES);
- glVertex2i(x, y);
- glVertex2i(x2, y2);
- glEnd();
-}
-
-void Graphics::drawrect(int x, int y, int width, int height, int r, int g, int b, int a)
-{
- float fx = float(x)+0.5f;
- float fy = float(y)+0.5f;
- float fwidth = width-1.0f;
- float fheight = height-1.0f;
- //x++;
- //y++;
- //height-=2;
- //width-=2;
- glColor4ub(r, g, b, a);
- glBegin(GL_LINE_STRIP);
- glVertex2f(fx, fy);
- glVertex2f(fx+fwidth, fy);
- glVertex2f(fx+fwidth, fy+fheight);
- glVertex2f(fx, fy+fheight); //+1 is a hack to prevent squares from missing their corners, will make smoothed lines look like SHIT
- glVertex2f(fx, fy);
- glEnd();
-}
-
-void Graphics::fillrect(int x, int y, int width, int height, int r, int g, int b, int a)
-{
- /*x++;
- y++;
- width-=1;
- height-=1;*/
-
- glColor4ub(r, g, b, a);
- glBegin(GL_QUADS);
- glVertex2i(x, y);
- glVertex2i(x+width, y);
- glVertex2i(x+width, y+height);
- glVertex2i(x, y+height);
- glEnd();
-}
-
-void Graphics::gradientrect(int x, int y, int width, int height, int r, int g, int b, int a, int r2, int g2, int b2, int a2)
-{
- glBegin(GL_QUADS);
- glColor4ub(r, g, b, a);
- glVertex2i(x, y);
- glColor4ub(r2, g2, b2, a2);
- glVertex2i(x+width, y);
- glColor4ub(r2, g2, b2, a2);
- glVertex2i(x+width, y+height);
- glColor4ub(r, g, b, a);
- glVertex2i(x, y+height);
- glEnd();
-}
-
-void Graphics::clearrect(int x, int y, int width, int height)
-{
- glColor4ub(0, 0, 0, 255);
- glBegin(GL_QUADS);
- glVertex2i(x, y);
- glVertex2i(x+width, y);
- glVertex2i(x+width, y+height);
- glVertex2i(x, y+height);
- glEnd();
-}
-
-void Graphics::draw_image(pixel *img, int x, int y, int w, int h, int a)
-{
- glEnable(GL_TEXTURE_2D);
- glBindTexture(GL_TEXTURE_2D, textTexture);
-
- glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_BGRA, GL_UNSIGNED_BYTE, img);
- glBegin(GL_QUADS);
- glTexCoord2d(0, 0);
- glVertex2f(x, y);
- glTexCoord2d(1, 0);
- glVertex2f(x+w, y);
- glTexCoord2d(1, 1);
- glVertex2f(x+w, y+h);
- glTexCoord2d(0, 1);
- glVertex2f(x, y+h);
- glEnd();
-
- glBindTexture(GL_TEXTURE_2D, 0);
- glDisable(GL_TEXTURE_2D);
-}
-
-#endif