Files
wagic/JGE/src/pc/JGfx.cpp
Rolzad73 85f66a8fec X11 build fixups
- fixed -Werror=misleading-indentation warning
- fixed -Werror=nonnull-compare warning on xll and QT builds
- PNG_LIBPNG_VER backward compatibily changes
- giflib backward compatibily changes
- resolved some undefs for X11 build
- silenced some small compile warnings in JGE Makefile
- added -DTIXML_USE_STL to remaining build types (PSP had it added)
- fixed x11 Boost incompatibility issue part of #548
- reworked PrecompiledHeader.h platforms used
2017-01-28 04:19:46 -05:00

3832 lines
109 KiB
C++

//-------------------------------------------------------------------------------------
//
// JGE++ is a hardware accelerated 2D game SDK for PSP/Windows.
//
// Licensed under the BSD license, see LICENSE in root folder for details.
//
// Copyright (c) 2007 James Hui (a.k.a. Dr.Watson) <jhkhui@gmail.com>
//
//-------------------------------------------------------------------------------------
#define GL_GLEXT_PROTOTYPES
#if (!defined IOS) && (!defined QT_CONFIG)
#ifdef WIN32
#pragma warning(disable : 4786)
#pragma comment( lib, "giflib.lib" )
#endif
#include <png.h>
#ifdef __cplusplus
extern "C" {
#endif
#define XMD_H
#include <jpeglib.h>
#ifdef __cplusplus
}
#endif
#endif //IOS
#include "../../include/JGE.h"
#include "../../include/JRenderer.h"
#include "../../include/JResourceManager.h"
#include "../../include/JFileSystem.h"
#include "../../include/JAssert.h"
#if (defined WIN32) && (!defined QT_CONFIG)
#ifndef __attribute__
#define __attribute__((a))
#endif
#endif
#ifdef _DEBUG
#define checkGlError() \
{ \
GLenum glError = glGetError(); \
if(glError != 0) \
printf("%s : %u : GLerror is %u\n", __FUNCTION__, __LINE__, glError); \
}
#else
#define checkGlError() (void(0))
#endif
//#define FORCE_GL2
#ifdef FORCE_GL2
// This code is to force the windows code to use GL_VERSION_2_0 even if it's not defined in the header files
// It's mostly to try to debug the shaders on Windows.
typedef GLuint (APIENTRY *_glCreateShader) (GLenum);
typedef void (APIENTRY *_glShaderSource) (GLuint, GLsizei, const char **, const GLint *);
typedef void (APIENTRY *_glShaderBinary) (GLint, const GLuint*, GLenum, const void*, GLint);
typedef void (APIENTRY *_glCompileShader) (GLuint);
typedef void (APIENTRY *_glDeleteShader) (GLuint);
typedef GLboolean (APIENTRY *_glIsShader) (GLuint);
typedef GLuint (APIENTRY *_glCreateProgram) ();
typedef void (APIENTRY *_glAttachShader) (GLuint, GLuint);
typedef void (APIENTRY *_glDetachShader) (GLuint, GLuint);
typedef void (APIENTRY *_glLinkProgram) (GLuint);
typedef void (APIENTRY *_glUseProgram) (GLuint);
typedef void (APIENTRY *_glDeleteProgram) (GLuint);
typedef GLboolean (APIENTRY *_glIsProgram) (GLuint);
typedef void (APIENTRY *_glGetShaderInfoLog) (GLuint, GLsizei, GLsizei *, char *);
typedef void (APIENTRY *_glGetShaderiv) (GLuint, GLenum, GLint *);
typedef void (APIENTRY *_glGetShaderSource) (GLuint, GLsizei, GLsizei *, char *);
typedef void (APIENTRY *_glGetProgramiv) (GLuint, GLenum, GLint *);
typedef void (APIENTRY *_glGetProgramInfoLog) (GLuint, GLsizei, GLsizei *, char *);
typedef GLuint (APIENTRY *_glGetUniformLocation) (GLuint, const char*);
typedef void (APIENTRY *_glUniform4fv) (GLint, GLsizei, const GLfloat *);
typedef void (APIENTRY *_glUniform3fv) (GLint, GLsizei, const GLfloat *);
typedef void (APIENTRY *_glUniform2fv) (GLint, GLsizei, const GLfloat *);
typedef void (APIENTRY *_glUniform1fv) (GLint, GLsizei, const GLfloat *);
typedef void (APIENTRY *_glUniform1i) (GLint, GLint);
typedef void (APIENTRY *_glUniform1iv) (GLint, GLsizei, const GLint *);
typedef void (APIENTRY *_glUniformMatrix2fv) (GLint, GLsizei, GLboolean, const GLfloat *);
typedef void (APIENTRY *_glUniformMatrix3fv) (GLint, GLsizei, GLboolean, const GLfloat *);
typedef void (APIENTRY *_glUniformMatrix4fv) (GLint, GLsizei, GLboolean, const GLfloat *);
typedef void (APIENTRY *_glUniformMatrix2x3fv) (GLint, GLsizei, GLboolean, const GLfloat *);
typedef void (APIENTRY *_glUniformMatrix2x4fv) (GLint, GLsizei, GLboolean, const GLfloat *);
typedef void (APIENTRY *_glUniformMatrix3x2fv) (GLint, GLsizei, GLboolean, const GLfloat *);
typedef void (APIENTRY *_glUniformMatrix3x4fv) (GLint, GLsizei, GLboolean, const GLfloat *);
typedef void (APIENTRY *_glUniformMatrix4x2fv) (GLint, GLsizei, GLboolean, const GLfloat *);
typedef void (APIENTRY *_glUniformMatrix4x3fv) (GLint, GLsizei, GLboolean, const GLfloat *);
typedef void (APIENTRY *_glBindAttribLocation) (GLuint, GLuint, const char *);
typedef GLint (APIENTRY *_glGetAttribLocation) (GLuint, const char *);
typedef void (APIENTRY *_glVertexAttrib1fv) (GLuint, const GLfloat *);
typedef void (APIENTRY *_glVertexAttrib2fv) (GLuint, const GLfloat *);
typedef void (APIENTRY *_glVertexAttrib3fv) (GLuint, const GLfloat *);
typedef void (APIENTRY *_glVertexAttrib4fv) (GLuint, const GLfloat *);
typedef void (APIENTRY *_glVertexAttribPointer) (GLuint, GLint, GLenum, GLboolean, GLsizei, const GLvoid *);
typedef void (APIENTRY *_glDisableVertexAttribArray) (GLuint);
typedef void (APIENTRY *_glEnableVertexAttribArray) (GLuint);
typedef void (APIENTRY *_glGetProgramBinaryOES) (GLuint, GLsizei, GLsizei *, GLenum *, void *);
typedef void (APIENTRY *_glProgramBinaryOES) (GLuint, GLenum, const void *, GLint);
typedef void (APIENTRY *_glMultiTexCoord4f) (GLenum, GLfloat, GLfloat, GLfloat, GLfloat);
typedef void (APIENTRY *_glActiveStencilFaceEXT) (GLenum );
typedef void (APIENTRY *_glStencilOpSeparate) (GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass);
typedef void (APIENTRY *_glActiveTexture) (GLenum);
typedef void (APIENTRY *_glBlendColor) (GLclampf, GLclampf, GLclampf, GLclampf);
#define GLSLGETPROC(func) a ## func = (_ ## func)wglGetProcAddress(#func);
struct glslFunctions
{
void load()
{
GLSLGETPROC(glCreateShader);
GLSLGETPROC(glShaderSource);
GLSLGETPROC(glShaderBinary);
GLSLGETPROC(glCompileShader);
GLSLGETPROC(glDeleteShader);
GLSLGETPROC(glIsShader);
GLSLGETPROC(glCreateProgram);
GLSLGETPROC(glAttachShader);
GLSLGETPROC(glDetachShader);
GLSLGETPROC(glLinkProgram);
GLSLGETPROC(glUseProgram);
GLSLGETPROC(glDeleteProgram);
GLSLGETPROC(glIsProgram);
GLSLGETPROC(glGetShaderInfoLog);
GLSLGETPROC(glGetShaderiv);
GLSLGETPROC(glGetShaderSource);
GLSLGETPROC(glGetProgramiv);
GLSLGETPROC(glGetProgramInfoLog);
GLSLGETPROC(glGetUniformLocation);
GLSLGETPROC(glUniform4fv);
GLSLGETPROC(glUniform3fv);
GLSLGETPROC(glUniform2fv);
GLSLGETPROC(glUniform1fv);
GLSLGETPROC(glUniform1i);
GLSLGETPROC(glUniform1iv);
GLSLGETPROC(glUniformMatrix2fv);
GLSLGETPROC(glUniformMatrix3fv);
GLSLGETPROC(glUniformMatrix4fv);
GLSLGETPROC(glUniformMatrix2x3fv);
GLSLGETPROC(glUniformMatrix2x4fv);
GLSLGETPROC(glUniformMatrix3x2fv);
GLSLGETPROC(glUniformMatrix3x4fv);
GLSLGETPROC(glUniformMatrix4x2fv);
GLSLGETPROC(glUniformMatrix4x3fv);
GLSLGETPROC(glBindAttribLocation);
GLSLGETPROC(glGetAttribLocation);
GLSLGETPROC(glVertexAttrib1fv);
GLSLGETPROC(glVertexAttrib2fv);
GLSLGETPROC(glVertexAttrib3fv);
GLSLGETPROC(glVertexAttrib4fv);
GLSLGETPROC(glVertexAttribPointer);
GLSLGETPROC(glDisableVertexAttribArray);
GLSLGETPROC(glEnableVertexAttribArray);
GLSLGETPROC(glGetProgramBinaryOES);
GLSLGETPROC(glProgramBinaryOES);
GLSLGETPROC(glMultiTexCoord4f);
GLSLGETPROC(glActiveStencilFaceEXT);
GLSLGETPROC(glStencilOpSeparate);
GLSLGETPROC(glActiveTexture);
GLSLGETPROC(glBlendColor);
};
_glCreateShader aglCreateShader;
_glShaderSource aglShaderSource;
_glShaderBinary aglShaderBinary;
_glCompileShader aglCompileShader;
_glDeleteShader aglDeleteShader;
_glIsShader aglIsShader;
_glCreateProgram aglCreateProgram;
_glAttachShader aglAttachShader;
_glDetachShader aglDetachShader;
_glLinkProgram aglLinkProgram;
_glUseProgram aglUseProgram;
_glDeleteProgram aglDeleteProgram;
_glIsProgram aglIsProgram;
_glGetShaderInfoLog aglGetShaderInfoLog;
_glGetShaderiv aglGetShaderiv;
_glGetShaderSource aglGetShaderSource;
_glGetProgramiv aglGetProgramiv;
_glGetProgramInfoLog aglGetProgramInfoLog;
_glGetUniformLocation aglGetUniformLocation;
_glUniform4fv aglUniform4fv;
_glUniform3fv aglUniform3fv;
_glUniform2fv aglUniform2fv;
_glUniform1fv aglUniform1fv;
_glUniform1i aglUniform1i;
_glUniform1iv aglUniform1iv;
_glUniformMatrix2fv aglUniformMatrix2fv;
_glUniformMatrix3fv aglUniformMatrix3fv;
_glUniformMatrix4fv aglUniformMatrix4fv;
_glUniformMatrix2x3fv aglUniformMatrix2x3fv;
_glUniformMatrix2x4fv aglUniformMatrix2x4fv;
_glUniformMatrix3x2fv aglUniformMatrix3x2fv;
_glUniformMatrix3x4fv aglUniformMatrix3x4fv;
_glUniformMatrix4x2fv aglUniformMatrix4x2fv;
_glUniformMatrix4x3fv aglUniformMatrix4x3fv;
_glBindAttribLocation aglBindAttribLocation;
_glGetAttribLocation aglGetAttribLocation;
_glVertexAttrib1fv aglVertexAttrib1fv;
_glVertexAttrib2fv aglVertexAttrib2fv;
_glVertexAttrib3fv aglVertexAttrib3fv;
_glVertexAttrib4fv aglVertexAttrib4fv;
_glVertexAttribPointer aglVertexAttribPointer;
_glDisableVertexAttribArray aglDisableVertexAttribArray;
_glEnableVertexAttribArray aglEnableVertexAttribArray;
_glGetProgramBinaryOES aglGetProgramBinaryOES;
_glProgramBinaryOES aglProgramBinaryOES;
_glMultiTexCoord4f aglMultiTexCoord4f;
_glActiveStencilFaceEXT aglActiveStencilFaceEXT;
_glStencilOpSeparate aglStencilOpSeparate;
_glActiveTexture aglActiveTexture;
_glBlendColor aglBlendColor;
};
static glslFunctions g_glslfuncts;
#define glCreateShader g_glslfuncts.aglCreateShader
#define glCompileShader g_glslfuncts.aglCompileShader
#define glGetShaderiv g_glslfuncts.aglGetShaderiv
#define glGetShaderInfoLog g_glslfuncts.aglGetShaderInfoLog
#define glDeleteShader g_glslfuncts.aglDeleteShader
#define glCreateProgram g_glslfuncts.aglCreateProgram
#define glDeleteProgram g_glslfuncts.aglDeleteProgram
#define glShaderSource g_glslfuncts.aglShaderSource
#define glAttachShader g_glslfuncts.aglAttachShader
#define glLinkProgram g_glslfuncts.aglLinkProgram
#define glGetProgramiv g_glslfuncts.aglGetProgramiv
#define glGetProgramInfoLog g_glslfuncts.aglGetProgramInfoLog
#define glGetAttribLocation g_glslfuncts.aglGetAttribLocation
#define glGetUniformLocation g_glslfuncts.aglGetUniformLocation
#define glGetProgramiv g_glslfuncts.aglGetProgramiv
#define glVertexAttribPointer g_glslfuncts.aglVertexAttribPointer
#define glEnableVertexAttribArray g_glslfuncts.aglEnableVertexAttribArray
#define glUniform4fv g_glslfuncts.aglUniform4fv
#define glActiveTexture g_glslfuncts.aglActiveTexture
#define glUniform1i g_glslfuncts.aglUniform1i
#define glUseProgram g_glslfuncts.aglUseProgram
#define glUniformMatrix4fv g_glslfuncts.aglUniformMatrix4fv
#define GL_FRAGMENT_SHADER 0x8B30
#define GL_VERTEX_SHADER 0x8B31
#define GL_FLOAT_VEC2 0x8B50
#define GL_FLOAT_VEC3 0x8B51
#define GL_FLOAT_VEC4 0x8B52
#define GL_INT_VEC2 0x8B53
#define GL_INT_VEC3 0x8B54
#define GL_INT_VEC4 0x8B55
#define GL_BOOL 0x8B56
#define GL_BOOL_VEC2 0x8B57
#define GL_BOOL_VEC3 0x8B58
#define GL_BOOL_VEC4 0x8B59
#define GL_FLOAT_MAT2 0x8B5A
#define GL_FLOAT_MAT3 0x8B5B
#define GL_FLOAT_MAT4 0x8B5C
#define GL_SAMPLER_1D 0x8B5D
#define GL_SAMPLER_2D 0x8B5E
#define GL_SAMPLER_3D 0x8B5F
#define GL_SAMPLER_CUBE 0x8B60
#define GL_COMPILE_STATUS 0x8B81
#define GL_LINK_STATUS 0x8B82
#define GL_INFO_LOG_LENGTH 0x8B84
#define GL_ACTIVE_UNIFORMS 0x8B86
#define GL_ACTIVE_UNIFORM_MAX_LENGTH 0x8B87
#define GL_ACTIVE_ATTRIBUTES 0x8B89
#define GL_ACTIVE_ATTRIBUTE_MAX_LENGTH 0x8B8A
#define GL_TEXTURE0 0x84C0
#define GL_TEXTURE1 0x84C1
#define GL_VERSION_2_0
#endif
JQuad::JQuad(JTexture *tex, float x, float y, float width, float height)
:mTex(tex), mX(x), mY(y), mWidth(width), mHeight(height)
{
JASSERT(tex != NULL);
JRenderer::GetInstance()->TransferTextureToGLContext(*tex);
mHotSpotX = 0.0f;
mHotSpotY = 0.0f;
//mBlend = BLEND_DEFAULT;
for (int i=0;i<4;i++)
mColor[i].color = 0xFFFFFFFF;
mHFlipped = false;
mVFlipped = false;
SetTextureRect(x, y, width, height);
}
void JQuad::SetTextureRect(float x, float y, float w, float h)
{
mX = x;
mY = y;
mWidth = w;
mHeight = h;
if(mTex)
{
mTX0 = x/mTex->mTexWidth;
mTY0 = y/mTex->mTexHeight;
mTX1 = (x+w)/mTex->mTexWidth;
mTY1 = (y+h)/mTex->mTexHeight;
}
}
void JQuad::GetTextureRect(float *x, float *y, float *w, float *h)
{
*x=mX; *y=mY; *w=mWidth; *h=mHeight;
}
void JQuad::SetColor(PIXEL_TYPE color)
{
for (int i=0;i<4;i++)
mColor[i].color = color;
}
void JQuad::SetHotSpot(float x, float y)
{
mHotSpotX = x;
mHotSpotY = y;
}
//////////////////////////////////////////////////////////////////////////
JTexture::JTexture() : mWidth(0), mHeight(0), mBuffer(NULL)
{
mTexId = -1;
}
JTexture::~JTexture()
{
checkGlError();
if (mTexId != (GLuint)-1)
glDeleteTextures(1, &mTexId);
checkGlError();
if (mBuffer)
{
delete [] mBuffer;
mBuffer = NULL;
}
}
void JTexture::UpdateBits(int x, int y, int width, int height, PIXEL_TYPE* bits)
{
checkGlError();
JRenderer::GetInstance()->BindTexture(this);
glTexSubImage2D(GL_TEXTURE_2D, 0, x, y, width, height, GL_RGBA, GL_UNSIGNED_BYTE, bits);
checkGlError();
}
//////////////////////////////////////////////////////////////////////////
JRenderer* JRenderer::mInstance = NULL;
bool JRenderer::m3DEnabled = false;
void JRenderer::Set3DFlag(bool flag) { m3DEnabled = flag; }
JRenderer* JRenderer::GetInstance()
{
if (mInstance == NULL)
{
mInstance = new JRenderer();
JASSERT(mInstance != NULL);
mInstance->InitRenderer();
}
return mInstance;
}
void JRenderer::Destroy()
{
if (mInstance)
{
mInstance->DestroyRenderer();
delete mInstance;
mInstance = NULL;
}
}
JRenderer::JRenderer() : mActualWidth(SCREEN_WIDTH_F), mActualHeight(SCREEN_HEIGHT_F)
{
}
JRenderer::~JRenderer()
{
}
#if (defined GL_ES_VERSION_2_0) || (defined GL_VERSION_2_0)
void esMatrixLoadIdentity(ESMatrix *result)
{
memset(result, 0x0, sizeof(ESMatrix));
result->m[0][0] = 1.0f;
result->m[1][1] = 1.0f;
result->m[2][2] = 1.0f;
result->m[3][3] = 1.0f;
}
void esScale(ESMatrix *result, GLfloat sx, GLfloat sy, GLfloat sz)
{
result->m[0][0] *= sx;
result->m[0][1] *= sx;
result->m[0][2] *= sx;
result->m[0][3] *= sx;
result->m[1][0] *= sy;
result->m[1][1] *= sy;
result->m[1][2] *= sy;
result->m[1][3] *= sy;
result->m[2][0] *= sz;
result->m[2][1] *= sz;
result->m[2][2] *= sz;
result->m[2][3] *= sz;
}
void esTranslate(ESMatrix *result, GLfloat tx, GLfloat ty, GLfloat tz)
{
result->m[3][0] += (result->m[0][0] * tx + result->m[1][0] * ty + result->m[2][0] * tz);
result->m[3][1] += (result->m[0][1] * tx + result->m[1][1] * ty + result->m[2][1] * tz);
result->m[3][2] += (result->m[0][2] * tx + result->m[1][2] * ty + result->m[2][2] * tz);
result->m[3][3] += (result->m[0][3] * tx + result->m[1][3] * ty + result->m[2][3] * tz);
}
void esMatrixMultiply(ESMatrix *result, ESMatrix *srcA, ESMatrix *srcB)
{
ESMatrix tmp;
int i;
for (i=0; i<4; i++)
{
tmp.m[i][0] = (srcA->m[i][0] * srcB->m[0][0]) +
(srcA->m[i][1] * srcB->m[1][0]) +
(srcA->m[i][2] * srcB->m[2][0]) +
(srcA->m[i][3] * srcB->m[3][0]) ;
tmp.m[i][1] = (srcA->m[i][0] * srcB->m[0][1]) +
(srcA->m[i][1] * srcB->m[1][1]) +
(srcA->m[i][2] * srcB->m[2][1]) +
(srcA->m[i][3] * srcB->m[3][1]) ;
tmp.m[i][2] = (srcA->m[i][0] * srcB->m[0][2]) +
(srcA->m[i][1] * srcB->m[1][2]) +
(srcA->m[i][2] * srcB->m[2][2]) +
(srcA->m[i][3] * srcB->m[3][2]) ;
tmp.m[i][3] = (srcA->m[i][0] * srcB->m[0][3]) +
(srcA->m[i][1] * srcB->m[1][3]) +
(srcA->m[i][2] * srcB->m[2][3]) +
(srcA->m[i][3] * srcB->m[3][3]) ;
}
/*
* Actually, srcA and srcB are column-major order matrixes, while they
* use row-major multiplication. Then above result equals to (B * A) likes these:
for (i=0; i<4; i++){
tmp.m[0][i] = (srcB->m[0][i] * srcA->m[0][0]) +
(srcB->m[1][i] * srcA->m[0][1]) +
(srcB->m[2][i] * srcA->m[0][2]) +
(srcB->m[3][i] * srcA->m[0][3]) ;
tmp.m[1][i] = (srcB->m[0][i] * srcA->m[1][0]) +
(srcB->m[1][i] * srcA->m[1][1]) +
(srcB->m[2][i] * srcA->m[1][2]) +
(srcB->m[3][i] * srcA->m[1][3]) ;
tmp.m[2][i] = (srcB->m[0][i] * srcA->m[2][0]) +
(srcB->m[1][i] * srcA->m[2][1]) +
(srcB->m[2][i] * srcA->m[2][2]) +
(srcB->m[3][i] * srcA->m[2][3]) ;
tmp.m[3][i] = (srcB->m[0][i] * srcA->m[3][0]) +
(srcB->m[1][i] * srcA->m[3][1]) +
(srcB->m[2][i] * srcA->m[3][2]) +
(srcB->m[3][i] * srcA->m[3][3]) ;
}
* So, it works. (Refer to math method of Homogeneous Coordinate)
*/
memcpy(result, &tmp, sizeof(ESMatrix));
}
void esRotate(ESMatrix *result, GLfloat angle, GLfloat x, GLfloat y, GLfloat z)
{
GLfloat sinAngle, cosAngle;
GLfloat mag = sqrtf(x * x + y * y + z * z);
sinAngle = sinf ( angle * M_PI / 180.0f );
cosAngle = cosf ( angle * M_PI / 180.0f );
if ( mag > 0.0f )
{
GLfloat xx, yy, zz, xy, yz, zx, xs, ys, zs;
GLfloat oneMinusCos;
ESMatrix rotMat;
x /= mag;
y /= mag;
z /= mag;
xx = x * x;
yy = y * y;
zz = z * z;
xy = x * y;
yz = y * z;
zx = z * x;
xs = x * sinAngle;
ys = y * sinAngle;
zs = z * sinAngle;
oneMinusCos = 1.0f - cosAngle;
// Note: matrixes in OpenGL ES are stored in column-major order!
rotMat.m[0][0] = (oneMinusCos * xx) + cosAngle;
rotMat.m[1][0] = (oneMinusCos * xy) - zs;
rotMat.m[2][0] = (oneMinusCos * zx) + ys;
rotMat.m[3][0] = 0.0F;
rotMat.m[0][1] = (oneMinusCos * xy) + zs;
rotMat.m[1][1] = (oneMinusCos * yy) + cosAngle;
rotMat.m[2][1] = (oneMinusCos * yz) - xs;
rotMat.m[3][1] = 0.0F;
rotMat.m[0][2] = (oneMinusCos * zx) - ys;
rotMat.m[1][2] = (oneMinusCos * yz) + xs;
rotMat.m[2][2] = (oneMinusCos * zz) + cosAngle;
rotMat.m[3][2] = 0.0F;
rotMat.m[0][3] = 0.0F;
rotMat.m[1][3] = 0.0F;
rotMat.m[2][3] = 0.0F;
rotMat.m[3][3] = 1.0F;
esMatrixMultiply( result, &rotMat, result );
}
}
void esOrtho(ESMatrix *result, float left, float right, float bottom, float top, float nearZ, float farZ)
{
float deltaX = right - left;
float deltaY = top - bottom;
float deltaZ = farZ - nearZ;
ESMatrix ortho;
if ( (deltaX == 0.0f) || (deltaY == 0.0f) || (deltaZ == 0.0f) )
return;
esMatrixLoadIdentity(&ortho);
ortho.m[0][0] = 2.0f / deltaX;
ortho.m[3][0] = -(right + left) / deltaX;
ortho.m[1][1] = 2.0f / deltaY;
ortho.m[3][1] = -(top + bottom) / deltaY;
ortho.m[2][2] = -2.0f / deltaZ;
ortho.m[3][2] = -(nearZ + farZ) / deltaZ;
esMatrixMultiply(result, &ortho, result);
}
/// \brief Load a shader, check for compile errors, print error messages to output log
/// \param type Type of shader (GL_VERTEX_SHADER or GL_FRAGMENT_SHADER)
/// \param shaderSrc Shader source string
/// \return A new shader object on success, 0 on failure
//
GLuint esLoadShader ( GLenum type, const char *shaderSrc )
{
checkGlError();
GLuint shader;
GLint compiled;
// Create the shader object
shader = glCreateShader ( type );
if ( shader == 0 )
return 0;
// Load the shader source
glShaderSource ( shader, 1, &shaderSrc, NULL );
// Compile the shader
glCompileShader ( shader );
// Check the compile status
glGetShaderiv ( shader, GL_COMPILE_STATUS, &compiled );
if ( !compiled )
{
GLint infoLen = 0;
glGetShaderiv ( shader, GL_INFO_LOG_LENGTH, &infoLen );
if ( infoLen > 1 )
{
char* infoLog = (char*)malloc (sizeof(char) * infoLen );
glGetShaderInfoLog ( shader, infoLen, NULL, infoLog );
printf ( "Error compiling shader:\n%s\n", infoLog );
free ( infoLog );
}
glDeleteShader ( shader );
return 0;
}
checkGlError();
return shader;
}
/// \brief Load a vertex and fragment shader, create a program object, link program.
// Errors output to log.
/// \param vertShaderSrc Vertex shader source code
/// \param fragShaderSrc Fragment shader source code
/// \return A new program object linked with the vertex/fragment shader pair, 0 on failure
//
GLuint esLoadProgram ( const char *vertShaderSrc, const char *fragShaderSrc )
{
checkGlError();
GLuint vertexShader;
GLuint fragmentShader;
GLuint programObject;
GLint linked;
// Load the vertex/fragment shaders
vertexShader = esLoadShader ( GL_VERTEX_SHADER, vertShaderSrc );
if ( vertexShader == 0 )
return 0;
fragmentShader = esLoadShader ( GL_FRAGMENT_SHADER, fragShaderSrc );
if ( fragmentShader == 0 )
{
glDeleteShader( vertexShader );
return 0;
}
// Create the program object
programObject = glCreateProgram ( );
if ( programObject == 0 )
return 0;
glAttachShader ( programObject, vertexShader );
glAttachShader ( programObject, fragmentShader );
// Link the program
glLinkProgram ( programObject );
// Check the link status
glGetProgramiv ( programObject, GL_LINK_STATUS, &linked );
if ( !linked )
{
GLint infoLen = 0;
glGetProgramiv ( programObject, GL_INFO_LOG_LENGTH, &infoLen );
if ( infoLen > 1 )
{
char* infoLog = (char*)malloc (sizeof(char) * infoLen );
glGetProgramInfoLog ( programObject, infoLen, NULL, infoLog );
printf( "Error linking program:\n%s\n", infoLog );
free ( infoLog );
}
glDeleteProgram ( programObject );
return 0;
}
// Free up no longer needed shader resources
glDeleteShader ( vertexShader );
glDeleteShader ( fragmentShader );
checkGlError();
return programObject;
}
#endif /* GL_ES_VERSION_2_0 || GL_VERSION_2_0*/
void JRenderer::InitRenderer()
{
checkGlError();
mCurrentTextureFilter = TEX_FILTER_NONE;
mImageFilter = NULL;
mCurrTexBlendSrc = BLEND_SRC_ALPHA;
mCurrTexBlendDest = BLEND_ONE_MINUS_SRC_ALPHA;
// mLineWidth = 1.0f;
mCurrentTex = -1;
mFOV = 75.0f;
#ifdef USING_MATH_TABLE
for (int i=0;i<360;i++)
{
mSinTable[i] = sinf(i*DEG2RAD);
mCosTable[i] = cosf(i*DEG2RAD);
}
#endif
mCurrentRenderMode = MODE_UNKNOWN;
#if (defined GL_ES_VERSION_2_0) || (defined GL_VERSION_2_0)
#ifdef FORCE_GL2
g_glslfuncts.load();
#endif //FORCE_GL2
char vShader[] =
"uniform mat4 u_mvp_matrix; \n"
"attribute vec4 a_position; \n"
"attribute vec4 a_color; \n"
"varying vec4 v_color; \n"
"void main() \n"
"{ \n"
" gl_Position = u_mvp_matrix*a_position; \n"
" v_color = a_color; \n"
"} \n";
char fShader[] =
#ifdef GL_ES_VERSION_2_0 // This line works fine on Windows, but not on Linux and it's required for GL_ES_2... hoh well
"precision mediump float; \n"
#endif //GL_ES_VERSION_2_0
"varying vec4 v_color; \n"
"void main() \n"
"{ \n"
" gl_FragColor = v_color; \n"
"} \n";
char vShaderWithTexture[] =
"uniform mat4 u_mvp_matrix; \n"
"attribute vec4 a_position; \n"
"attribute vec2 a_texCoord; \n"
"attribute vec4 a_color; \n"
"varying vec2 v_texCoord; \n"
"varying vec4 v_color; \n"
"void main() \n"
"{ \n"
" gl_Position = u_mvp_matrix*a_position; \n"
" v_texCoord = a_texCoord; \n"
" v_color = a_color; \n"
"} \n";
char fShaderWithTexture[] =
#ifdef GL_ES_VERSION_2_0 // This line works fine on Windows, but not on Linux and it's required for GL_ES_2... hoh well
"precision mediump float; \n"
#endif //GL_ES_VERSION_2_0
"varying vec2 v_texCoord; \n"
"varying vec4 v_color; \n"
"uniform sampler2D s_texture; \n"
"void main() \n"
"{ \n"
" vec4 texColor; \n"
" texColor = texture2D(s_texture, v_texCoord); \n"
" gl_FragColor = v_color*texColor; \n"
"} \n";
// Load the vertex/fragment shaders
prog1 = esLoadProgram(vShader, fShader);
// Get the attribute locations
prog1_positionLoc = glGetAttribLocation ( prog1, "a_position" );
prog1_colorLoc = glGetAttribLocation ( prog1, "a_color" );
// Get the uniform locations
prog1_mvpLoc = glGetUniformLocation( prog1, "u_mvp_matrix" );
// Load the vertex/fragment shaders
prog2 = esLoadProgram(vShaderWithTexture, fShaderWithTexture);
// Get the attribute locations
prog2_positionLoc = glGetAttribLocation ( prog2, "a_position" );
prog2_texCoordLoc = glGetAttribLocation ( prog2, "a_texCoord" );
prog2_colorLoc = glGetAttribLocation ( prog2, "a_color" );
// Get the uniform locations
prog2_mvpLoc = glGetUniformLocation( prog2, "u_mvp_matrix" );
// Get the sampler location
prog2_samplerLoc = glGetUniformLocation ( prog2, "s_texture" );
#endif //(defined GL_ES_VERSION_2_0) || (defined GL_VERSION_2_0)
checkGlError();
}
void JRenderer::DestroyRenderer()
{
checkGlError();
#if (defined GL_ES_VERSION_2_0) || (defined GL_VERSION_2_0)
// Delete program object
glDeleteProgram ( prog1 );
glDeleteProgram ( prog2 );
#endif //(defined GL_ES_VERSION_2_0) || (defined GL_VERSION_2_0)
}
void JRenderer::BeginScene()
{
glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear Screen And Depth Buffer
#if (!defined GL_ES_VERSION_2_0) && (!defined GL_VERSION_2_0)
glLoadIdentity (); // Reset The Modelview Matrix
#else
esMatrixLoadIdentity(&theMvpMatrix);
esOrtho(&theMvpMatrix, 0.0f, SCREEN_WIDTH_F, 0.0f, SCREEN_HEIGHT_F-1.0f,-1.0f, 1.0f);
#endif //(!defined GL_ES_VERSION_2_0) && (!defined GL_VERSION_2_0)
#if (defined WIN32 && !defined GL_ES_VERSION_2_0) || ((defined GL_VERSION_ES_CM_1_1) && (!defined IOS))
float scaleH = mActualHeight/SCREEN_HEIGHT_F;
float scaleW = mActualWidth/SCREEN_WIDTH_F;
if (scaleH != 1.0f || scaleW != 1.0f)
glScalef(scaleW,scaleH,1.f);
#endif
checkGlError();
}
void JRenderer::EndScene()
{
checkGlError();
glFlush ();
checkGlError();
}
void JRenderer::BindTexture(JTexture *tex)
{
checkGlError();
if (tex && mCurrentTex != tex->mTexId)
{
mCurrentTex = tex->mTexId;
glBindTexture(GL_TEXTURE_2D, mCurrentTex);
//if (mCurrentTextureFilter != tex->mFilter)
{
//mCurrentTextureFilter = tex->mFilter;
if (mCurrentTextureFilter == TEX_FILTER_LINEAR)
{
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
}
else if (mCurrentTextureFilter == TEX_FILTER_NEAREST)
{
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST);
}
}
}
checkGlError();
}
void JRenderer::EnableTextureFilter(bool flag)
{
if (flag)
mCurrentTextureFilter = TEX_FILTER_LINEAR;
else
mCurrentTextureFilter = TEX_FILTER_NEAREST;
mCurrentTex = -1;
}
void Swap(float *a, float *b)
{
float n=*a;
*a = *b;
*b = n;
}
void JRenderer::RenderQuad(JQuad* quad, float xo, float yo, float angle, float xScale, float yScale)
{
checkGlError();
//yo = SCREEN_HEIGHT-yo-1;//-(quad->mHeight);
float width = quad->mWidth;
float height = quad->mHeight;
float x = -quad->mHotSpotX;
float y = quad->mHotSpotY;
Vector2D pt[4];
pt[3] = Vector2D(x, y);
pt[2] = Vector2D(x+width, y);
pt[1] = Vector2D(x+width, y-height);
pt[0] = Vector2D(x, y-height);
Vector2D uv[4];
uv[0] = Vector2D(quad->mTX0, quad->mTY1);
uv[1] = Vector2D(quad->mTX1, quad->mTY1);
uv[2] = Vector2D(quad->mTX1, quad->mTY0);
uv[3] = Vector2D(quad->mTX0, quad->mTY0);
if (quad->mHFlipped)
{
Swap(&uv[0].x, &uv[1].x);
Swap(&uv[2].x, &uv[3].x);
}
if (quad->mVFlipped)
{
Swap(&uv[0].y, &uv[2].y);
Swap(&uv[1].y, &uv[3].y);
}
BindTexture(quad->mTex);
////glRasterPos2f(x, y);
yo = SCREEN_HEIGHT_F - yo;
#if (defined GL_ES_VERSION_2_0) || (defined GL_VERSION_2_0)
ESMatrix mvpMatrix;
memcpy(&mvpMatrix, &theMvpMatrix, sizeof(ESMatrix));
esTranslate(&mvpMatrix, xo, yo, 0.0f);
// see http://code.google.com/p/wagic/issues/detail?id=460
esRotate(&mvpMatrix, -angle*RAD2DEG, 0.0f, 0.0f, 1.0f);
esScale(&mvpMatrix, xScale, yScale, 1.0f);
GLfloat vVertices[] = {
pt[0].x, pt[0].y, 0.0f,
uv[0].x, uv[0].y,
pt[1].x, pt[1].y, 0.0f,
uv[1].x, uv[1].y,
pt[3].x, pt[3].y, 0.0f,
uv[3].x, uv[3].y,
pt[2].x, pt[2].y, 0.0f,
uv[2].x, uv[2].y,
};
GLubyte colorCoords[] = {
quad->mColor[0].r, quad->mColor[0].g, quad->mColor[0].b, quad->mColor[0].a,
quad->mColor[1].r, quad->mColor[1].g, quad->mColor[1].b, quad->mColor[1].a,
quad->mColor[3].r, quad->mColor[3].g, quad->mColor[3].b, quad->mColor[3].a,
quad->mColor[2].r, quad->mColor[2].g, quad->mColor[2].b, quad->mColor[2].a,
};
// Use the program object
glUseProgram ( prog2 );
// Load the vertex position
glVertexAttribPointer ( prog2_positionLoc, 3, GL_FLOAT,
GL_FALSE, 5 * sizeof(GLfloat), vVertices );
// Load the texture coordinate
glVertexAttribPointer ( prog2_texCoordLoc, 2, GL_FLOAT,
GL_FALSE, 5 * sizeof(GLfloat), &vVertices[3] );
// Load the colors
glVertexAttribPointer ( prog2_colorLoc, 4, GL_UNSIGNED_BYTE,
GL_TRUE, 4 * sizeof(GLubyte), colorCoords );
glEnableVertexAttribArray ( prog2_positionLoc );
glEnableVertexAttribArray ( prog2_texCoordLoc );
glEnableVertexAttribArray ( prog2_colorLoc );
// Load the MVP matrix
glUniformMatrix4fv( prog2_mvpLoc, 1, GL_FALSE, (GLfloat*) &mvpMatrix.m[0][0] );
// Bind the texture
glActiveTexture ( GL_TEXTURE0 );
glBindTexture ( GL_TEXTURE_2D, mCurrentTex );
// Set the sampler texture unit to 0
glUniform1i ( prog2_samplerLoc, 0 );
glDrawArrays(GL_TRIANGLE_STRIP,0,4);
#else
glPushMatrix();
glTranslatef(xo, yo, 0.0f);
if (angle != 0)
{
glRotatef(-angle*RAD2DEG, 0.0f, 0.0f, 1.0f);
}
if (xScale != 1.0f || yScale != 1.0f)
{
glScalef(xScale, yScale, 1.0f);
}
#if (defined GL_VERSION_ES_CM_1_1) || (defined GL_OES_VERSION_1_1)
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
GLfloat vertCoords[] = {
pt[0].x, pt[0].y,
pt[1].x, pt[1].y,
pt[3].x, pt[3].y,
pt[2].x, pt[2].y,
};
GLfloat texCoords[] = {
uv[0].x, uv[0].y,
uv[1].x, uv[1].y,
uv[3].x, uv[3].y,
uv[2].x, uv[2].y,
};
GLubyte colorCoords[] = {
quad->mColor[0].r, quad->mColor[0].g, quad->mColor[0].b, quad->mColor[0].a,
quad->mColor[1].r, quad->mColor[1].g, quad->mColor[1].b, quad->mColor[1].a,
quad->mColor[3].r, quad->mColor[3].g, quad->mColor[3].b, quad->mColor[3].a,
quad->mColor[2].r, quad->mColor[2].g, quad->mColor[2].b, quad->mColor[2].a,
};
glVertexPointer(2,GL_FLOAT,0,vertCoords);
glTexCoordPointer(2,GL_FLOAT,0, texCoords);
glColorPointer(4, GL_UNSIGNED_BYTE, 0, colorCoords );
glDrawArrays(GL_TRIANGLE_STRIP,0,4);
glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
#else
glBegin(GL_QUADS);
glColor4ub(quad->mColor[0].r, quad->mColor[0].g, quad->mColor[0].b, quad->mColor[0].a);
glTexCoord2f(uv[0].x, uv[0].y); glVertex2f(pt[0].x, pt[0].y);
// bottom right corner
glColor4ub(quad->mColor[1].r, quad->mColor[1].g, quad->mColor[1].b, quad->mColor[1].a);
glTexCoord2f(uv[1].x, uv[1].y); glVertex2f(pt[1].x, pt[1].y);
// top right corner
glColor4ub(quad->mColor[2].r, quad->mColor[2].g, quad->mColor[2].b, quad->mColor[2].a);
glTexCoord2f(uv[2].x, uv[2].y); glVertex2f(pt[2].x, pt[2].y);
// top left corner
glColor4ub(quad->mColor[3].r, quad->mColor[3].g, quad->mColor[3].b, quad->mColor[3].a);
glTexCoord2f(uv[3].x, uv[3].y); glVertex2f(pt[3].x, pt[3].y);
glEnd();
#endif //(defined GL_ES_VERSION_1_1) || (defined GL_VERSION_1_1)
glPopMatrix();
#endif //(defined GL_ES_VERSION_2_0) || (defined GL_VERSION_2_0)
checkGlError();
}
void JRenderer::RenderQuad(JQuad* quad, VertexColor* pt)
{
checkGlError();
for (int i=0;i<4;i++)
{
pt[i].y = SCREEN_HEIGHT_F - pt[i].y;
quad->mColor[i].color = pt[i].color;
}
Vector2D uv[4];
uv[0] = Vector2D(quad->mTX0, quad->mTY1);
uv[1] = Vector2D(quad->mTX1, quad->mTY1);
uv[2] = Vector2D(quad->mTX1, quad->mTY0);
uv[3] = Vector2D(quad->mTX0, quad->mTY0);
BindTexture(quad->mTex);
#if (defined GL_ES_VERSION_2_0) || (defined GL_VERSION_2_0)
GLfloat vVertices[] = {
pt[0].x, pt[0].y, 0.0f,
uv[0].x, uv[0].y,
pt[1].x, pt[1].y, 0.0f,
uv[1].x, uv[1].y,
pt[3].x, pt[3].y, 0.0f,
uv[3].x, uv[3].y,
pt[2].x, pt[2].y, 0.0f,
uv[2].x, uv[2].y,
};
GLubyte colorCoords[] = {
quad->mColor[0].r, quad->mColor[0].g, quad->mColor[0].b, quad->mColor[0].a,
quad->mColor[1].r, quad->mColor[1].g, quad->mColor[1].b, quad->mColor[1].a,
quad->mColor[3].r, quad->mColor[3].g, quad->mColor[3].b, quad->mColor[3].a,
quad->mColor[2].r, quad->mColor[2].g, quad->mColor[2].b, quad->mColor[2].a,
};
// Use the program object
glUseProgram ( prog2 );
// Load the vertex position
glVertexAttribPointer ( prog2_positionLoc, 3, GL_FLOAT,
GL_FALSE, 5 * sizeof(GLfloat), vVertices );
// Load the texture coordinate
glVertexAttribPointer ( prog2_texCoordLoc, 2, GL_FLOAT,
GL_FALSE, 5 * sizeof(GLfloat), &vVertices[3] );
// Load the colors
glVertexAttribPointer ( prog2_colorLoc, 4, GL_UNSIGNED_BYTE,
GL_TRUE, 4 * sizeof(GLubyte), colorCoords );
glEnableVertexAttribArray ( prog2_positionLoc );
glEnableVertexAttribArray ( prog2_texCoordLoc );
glEnableVertexAttribArray ( prog2_colorLoc );
// Load the MVP matrix
glUniformMatrix4fv( prog2_mvpLoc, 1, GL_FALSE, (GLfloat*) &theMvpMatrix.m[0][0] );
// Bind the texture
glActiveTexture ( GL_TEXTURE0 );
glBindTexture ( GL_TEXTURE_2D, mCurrentTex );
// Set the sampler texture unit to 0
glUniform1i ( prog2_samplerLoc, 0 );
//glDrawElements ( GL_TRIANGLE_STRIP, 6, GL_UNSIGNED_SHORT, indices );
glDrawArrays(GL_TRIANGLE_STRIP,0,4);
#elif (defined GL_VERSION_ES_CM_1_1) || (defined GL_OES_VERSION_1_1)
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
GLfloat vertCoords[] = {
pt[0].x, pt[0].y,
pt[1].x, pt[1].y,
pt[3].x, pt[3].y,
pt[2].x, pt[2].y,
};
GLfloat texCoords[] = {
uv[0].x, uv[0].y,
uv[1].x, uv[1].y,
uv[3].x, uv[3].y,
uv[2].x, uv[2].y,
};
GLubyte colorCoords[] = {
quad->mColor[0].r, quad->mColor[0].g, quad->mColor[0].b, quad->mColor[0].a,
quad->mColor[1].r, quad->mColor[1].g, quad->mColor[1].b, quad->mColor[1].a,
quad->mColor[3].r, quad->mColor[3].g, quad->mColor[3].b, quad->mColor[3].a,
quad->mColor[2].r, quad->mColor[2].g, quad->mColor[2].b, quad->mColor[2].a,
};
glVertexPointer(2,GL_FLOAT,0,vertCoords);
glTexCoordPointer(2,GL_FLOAT,0, texCoords);
glColorPointer(4, GL_UNSIGNED_BYTE, 0, colorCoords );
glDrawArrays(GL_TRIANGLE_STRIP,0,4);
glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
#else
glRasterPos2f(pt[0].x, pt[0].y);
//float w = quad->mWidth;
//float h = quad->mHeight;
glBegin(GL_QUADS);
// bottom left corner
glColor4ub(quad->mColor[0].r, quad->mColor[0].g, quad->mColor[0].b, quad->mColor[0].a);
glTexCoord2f(uv[0].x, uv[0].y); glVertex2f(pt[0].x, pt[0].y);
// bottom right corner
glColor4ub(quad->mColor[1].r, quad->mColor[1].g, quad->mColor[1].b, quad->mColor[1].a);
glTexCoord2f(uv[1].x, uv[1].y); glVertex2f(pt[1].x, pt[1].y);
// top right corner
glColor4ub(quad->mColor[2].r, quad->mColor[2].g, quad->mColor[2].b, quad->mColor[2].a);
glTexCoord2f(uv[2].x, uv[2].y); glVertex2f(pt[2].x, pt[2].y);
// top left corner
glColor4ub(quad->mColor[3].r, quad->mColor[3].g, quad->mColor[3].b, quad->mColor[3].a);
glTexCoord2f(uv[3].x, uv[3].y); glVertex2f(pt[3].x, pt[3].y);
glEnd();
// default color
glColor4ub(255, 255, 255, 255);
#endif //(defined GL_ES_VERSION_2_0) || (defined GL_VERSION_2_0)
//glDisable(GL_BLEND);
checkGlError();
}
void JRenderer::FillRect(float x, float y, float width, float height, PIXEL_TYPE color)
{
checkGlError();
y = SCREEN_HEIGHT_F - y - height;
JColor col;
col.color = color;
#if (defined GL_ES_VERSION_2_0) || (defined GL_VERSION_2_0)
GLfloat vVertices[] = {
x, y+height, 0.0f,
x, y, 0.0f,
x+width, y+height, 0.0f,
x+width, y, 0.0f,
};
GLubyte colors[] = {
col.r, col.g, col.b, col.a,
col.r, col.g, col.b, col.a,
col.r, col.g, col.b, col.a,
col.r, col.g, col.b, col.a,
};
// Use the program object without texture
glUseProgram ( prog1 );
// Load the vertex position
glVertexAttribPointer ( prog1_positionLoc, 3, GL_FLOAT,
GL_FALSE, 3 * sizeof(GLfloat), vVertices );
// Load the color
glVertexAttribPointer(prog1_colorLoc, 4, GL_UNSIGNED_BYTE,
GL_TRUE, 4 * sizeof(GLubyte), colors);
glEnableVertexAttribArray ( prog1_positionLoc );
glEnableVertexAttribArray ( prog1_colorLoc );
// Load the MVP matrix
glUniformMatrix4fv( prog1_mvpLoc, 1, GL_FALSE, (GLfloat*) &theMvpMatrix.m[0][0] );
glDrawArrays(GL_TRIANGLE_STRIP,0,4);
#elif (defined GL_VERSION_ES_CM_1_1) || (defined GL_OES_VERSION_1_1)
glDisable(GL_TEXTURE_2D);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
GLfloat vVertices[] = {
x, y+height,
x, y,
x+width, y+height,
x+width, y,
};
GLubyte colors[] = {
col.r, col.g, col.b, col.a,
col.r, col.g, col.b, col.a,
col.r, col.g, col.b, col.a,
col.r, col.g, col.b, col.a,
};
glVertexPointer(2,GL_FLOAT,0,vVertices);
glColorPointer(4, GL_UNSIGNED_BYTE, 0, colors );
glDrawArrays(GL_TRIANGLE_STRIP,0,4);
glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
glEnable(GL_TEXTURE_2D);
#else
glDisable(GL_TEXTURE_2D);
glColor4ub(col.r, col.g, col.b, col.a);
glBegin(GL_QUADS);
// top left corner
glVertex2f(x, y+height);
// bottom left corner
glVertex2f(x, y);
// bottom right corner
glVertex2f(x+width, y);
// top right corner
glVertex2f(x+width, y+height);
glEnd();
// default color
glColor4ub(255, 255, 255, 255);
glEnable(GL_TEXTURE_2D);
#endif //(defined GL_ES_VERSION_2_0) || (defined GL_VERSION_2_0)
checkGlError();
}
void JRenderer::DrawRect(float x, float y, float width, float height, PIXEL_TYPE color)
{
checkGlError();
y = SCREEN_HEIGHT_F - y - height;
JColor col;
col.color = color;
#if (defined GL_ES_VERSION_2_0) || (defined GL_VERSION_2_0)
GLfloat vVertices[] = {
x, y, 0.0f,
x, y+height, 0.0f,
x+width, y+height, 0.0f,
x+width, y, 0.0f,
};
GLubyte colors[] = {
col.r, col.g, col.b, col.a,
col.r, col.g, col.b, col.a,
col.r, col.g, col.b, col.a,
col.r, col.g, col.b, col.a,
};
// Use the program object without texture
glUseProgram ( prog1 );
// Load the vertex position
glVertexAttribPointer ( prog1_positionLoc, 3, GL_FLOAT,
GL_FALSE, 3 * sizeof(GLfloat), vVertices );
// Load the color
glVertexAttribPointer(prog1_colorLoc, 4, GL_UNSIGNED_BYTE,
GL_TRUE, 4 * sizeof(GLubyte), colors);
glEnableVertexAttribArray ( prog1_positionLoc );
glEnableVertexAttribArray ( prog1_colorLoc );
// Load the MVP matrix
glUniformMatrix4fv( prog1_mvpLoc, 1, GL_FALSE, (GLfloat*) &theMvpMatrix.m[0][0] );
glDrawArrays(GL_LINE_LOOP,0,4);
#elif (defined GL_VERSION_ES_CM_1_1) || (defined GL_OES_VERSION_1_1)
glDisable(GL_TEXTURE_2D);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
GLfloat vertCoords[] = {
x, y,
x, y+height,
x+width, y+height,
x+width, y,
};
GLubyte colorCoords[] = {
col.r, col.g, col.b, col.a,
col.r, col.g, col.b, col.a,
col.r, col.g, col.b, col.a,
col.r, col.g, col.b, col.a,
};
glVertexPointer(2,GL_FLOAT,0,vertCoords);
glColorPointer(4, GL_UNSIGNED_BYTE, 0, colorCoords );
glDrawArrays(GL_LINE_LOOP,0,4);
glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
glEnable(GL_TEXTURE_2D);
#else
glDisable(GL_TEXTURE_2D);
glColor4ub(col.r, col.g, col.b, col.a);
glBegin(GL_LINES);
glVertex2f(x, y);
glVertex2f(x, y+height);
glVertex2f(x, y+height);
glVertex2f(x+width, y+height);
glVertex2f(x+width, y+height);
glVertex2f(x+width, y);
glVertex2f(x+width, y);
glVertex2f(x, y);
glEnd();
// default color
glColor4ub(255, 255, 255, 255);
glEnable(GL_TEXTURE_2D);
#endif //#if (!defined GL_ES_VERSION_2_0) && (!defined GL_VERSION_2_0)
checkGlError();
}
void JRenderer::FillRect(float x, float y, float width, float height, PIXEL_TYPE* colors)
{
JColor col[4];
for (int i=0;i<4;i++)
col[i].color = colors[i];
FillRect(x, y, width, height, col);
}
void JRenderer::FillRect(float x, float y, float width, float height, JColor* colors)
{
checkGlError();
y = SCREEN_HEIGHT_F - y - height;
#if (defined GL_ES_VERSION_2_0) || (defined GL_VERSION_2_0)
GLfloat vVertices[] = {
x, y+height, 0.0f,
x, y, 0.0f,
x+width, y+height, 0.0f,
x+width, y, 0.0f,
};
GLubyte cols[] = {
colors[0].r, colors[0].g, colors[0].b, colors[0].a,
colors[2].r, colors[2].g, colors[2].b, colors[2].a,
colors[1].r, colors[1].g, colors[1].b, colors[1].a,
colors[3].r, colors[3].g, colors[3].b, colors[3].a,
};
// Use the program object without texture
glUseProgram ( prog1 );
// Load the vertex position
glVertexAttribPointer ( prog1_positionLoc, 3, GL_FLOAT,
GL_FALSE, 3 * sizeof(GLfloat), vVertices );
// Load the color
glVertexAttribPointer(prog1_colorLoc, 4, GL_UNSIGNED_BYTE,
GL_TRUE, 4 * sizeof(GLubyte), cols);
glEnableVertexAttribArray ( prog1_positionLoc );
glEnableVertexAttribArray ( prog1_colorLoc );
// Load the MVP matrix
glUniformMatrix4fv( prog1_mvpLoc, 1, GL_FALSE, (GLfloat*) &theMvpMatrix.m[0][0] );
glDrawArrays(GL_TRIANGLE_STRIP,0,4);
#elif (defined GL_VERSION_ES_CM_1_1) || (defined GL_OES_VERSION_1_1)
glDisable(GL_TEXTURE_2D);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
GLfloat vVertices[] = {
x, y+height,
x, y,
x+width, y+height,
x+width, y,
};
GLubyte cols[] = {
colors[0].r, colors[0].g, colors[0].b, colors[0].a,
colors[2].r, colors[2].g, colors[2].b, colors[2].a,
colors[1].r, colors[1].g, colors[1].b, colors[1].a,
colors[3].r, colors[3].g, colors[3].b, colors[3].a,
};
glVertexPointer(2,GL_FLOAT,0,vVertices);
glColorPointer(4, GL_UNSIGNED_BYTE, 0, cols );
glDrawArrays(GL_TRIANGLE_STRIP,0,4);
glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
glEnable(GL_TEXTURE_2D);
#else
glDisable(GL_TEXTURE_2D);
glBegin(GL_QUADS);
// top left corner
glColor4ub(colors[0].r, colors[0].g, colors[0].b, colors[0].a);
glVertex2f(x, y+height);
// bottom left corner
glColor4ub(colors[2].r, colors[2].g, colors[2].b, colors[2].a);
glVertex2f(x, y);
// bottom right corner
glColor4ub(colors[3].r, colors[3].g, colors[3].b, colors[3].a);
glVertex2f(x+width, y);
// top right corner
glColor4ub(colors[1].r, colors[1].g, colors[1].b, colors[1].a);
glVertex2f(x+width, y+height);
glEnd();
// default color
glColor4ub(255, 255, 255, 255);
glEnable(GL_TEXTURE_2D);
#endif //#if (defined GL_ES_VERSION_2_0) || (defined GL_VERSION_2_0)
//glDisable(GL_BLEND);
checkGlError();
}
void JRenderer::DrawLine(float x1, float y1, float x2, float y2, PIXEL_TYPE color)
{
checkGlError();
// glLineWidth (mLineWidth);
JColor col;
col.color = color;
#if (defined GL_ES_VERSION_2_0) || (defined GL_VERSION_2_0)
GLfloat vVertices[] = {
x1, SCREEN_HEIGHT_F-y1, 0.0f,
x2, SCREEN_HEIGHT_F-y2, 0.0f,
};
GLubyte cols[] = {
col.r, col.g, col.b, col.a,
col.r, col.g, col.b, col.a,
};
// Use the program object without texture
glUseProgram ( prog1 );
// Load the vertex position
glVertexAttribPointer ( prog1_positionLoc, 3, GL_FLOAT,
GL_FALSE, 3 * sizeof(GLfloat), vVertices );
// Load the color
glVertexAttribPointer(prog1_colorLoc, 4, GL_UNSIGNED_BYTE,
GL_TRUE, 4 * sizeof(GLubyte), cols);
glEnableVertexAttribArray ( prog1_positionLoc );
glEnableVertexAttribArray ( prog1_colorLoc );
// Load the MVP matrix
glUniformMatrix4fv( prog1_mvpLoc, 1, GL_FALSE, (GLfloat*) &theMvpMatrix.m[0][0] );
glDrawArrays(GL_LINES,0,2);
#elif (defined GL_VERSION_ES_CM_1_1) || (defined GL_OES_VERSION_1_1)
glDisable(GL_TEXTURE_2D);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
GLfloat vVertices[] = {
x1, SCREEN_HEIGHT_F-y1,
x2, SCREEN_HEIGHT_F-y2,
};
GLubyte cols[] = {
col.r, col.g, col.b, col.a,
col.r, col.g, col.b, col.a,
};
glVertexPointer(2,GL_FLOAT,0,vVertices);
glColorPointer(4, GL_UNSIGNED_BYTE, 0, cols );
glDrawArrays(GL_LINES,0,2);
glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
glEnable(GL_TEXTURE_2D);
#else
glDisable(GL_TEXTURE_2D);
if (color != 0xFFFFFFFF)
glColor4ub(col.r, col.g, col.b, col.a);
glBegin(GL_LINES);
glVertex2f(x1, SCREEN_HEIGHT_F-y1);
glVertex2f(x2, SCREEN_HEIGHT_F-y2);
glEnd();
if (color != 0xFFFFFFFF)
glColor4ub(255, 255, 255, 255);
glEnable(GL_TEXTURE_2D);
#endif //#if (!defined GL_ES_VERSION_2_0) && (!defined GL_VERSION_2_0)
checkGlError();
}
void JRenderer::Plot(float x, float y, PIXEL_TYPE color)
{
checkGlError();
glDisable(GL_TEXTURE_2D);
#if (!defined GL_ES_VERSION_2_0) && (!defined GL_VERSION_2_0) && (!defined GL_VERSION_ES_CM_1_1) && (!defined GL_OES_VERSION_1_1)
JColor col;
col.color = color;
glColor4ub(col.r, col.g, col.b, col.a);
glBegin(GL_POINTS);
glVertex2f(x, SCREEN_HEIGHT_F-y);
glEnd();
glColor4ub(255, 255, 255, 255);
#else
cerr << x << " " << y << " " << color << endl;
#endif //#if (!defined GL_ES_VERSION_2_0) && (!defined GL_VERSION_2_0)
glEnable(GL_TEXTURE_2D);
checkGlError();
}
void JRenderer::PlotArray(float *x, float *y, int count, PIXEL_TYPE color)
{
checkGlError();
glDisable(GL_TEXTURE_2D);
#if (!defined GL_ES_VERSION_2_0) && (!defined GL_VERSION_2_0) && (!defined GL_VERSION_ES_CM_1_1) && (!defined GL_OES_VERSION_1_1)
JColor col;
col.color = color;
glColor4ub(col.r, col.g, col.b, col.a);
glBegin(GL_POINTS);
for (int i=0;i<count;i++)
glVertex2f(x[i], SCREEN_HEIGHT_F-y[i]);
glEnd();
glColor4ub(255, 255, 255, 255);
#else
// FIXME, not used
cerr << x << " " << y << " " << count << " " << " " << color << endl;
#endif //#if (!defined GL_ES_VERSION_2_0) && (!defined GL_VERSION_2_0)
glEnable(GL_TEXTURE_2D);
checkGlError();
}
void JRenderer::ScreenShot(const char* filename __attribute__((unused)))
{
}
static int getNextPower2(int width)
{
int b = width;
int n;
for (n = 0; b != 0; n++) b >>= 1;
b = 1 << n;
if (b == 2 * width) b >>= 1;
return b;
}
#if (!defined IOS) && (!defined QT_CONFIG)
static void jpg_null(j_decompress_ptr cinfo __attribute__((unused)))
{
}
static boolean jpg_fill_input_buffer(j_decompress_ptr cinfo __attribute__((unused)))
{
//// ri.Con_Printf(PRINT_ALL, "Premature end of JPEG data\n");
return 1;
}
static void jpg_skip_input_data(j_decompress_ptr cinfo, long num_bytes)
{
cinfo->src->next_input_byte += (size_t) num_bytes;
cinfo->src->bytes_in_buffer -= (size_t) num_bytes;
//// if (cinfo->src->bytes_in_buffer < 0)
//// ri.Con_Printf(PRINT_ALL, "Premature end of JPEG data\n");
}
static void jpeg_mem_src(j_decompress_ptr cinfo, byte *mem, int len)
{
cinfo->src = (struct jpeg_source_mgr *)(*cinfo->mem->alloc_small)((j_common_ptr) cinfo, JPOOL_PERMANENT, sizeof(struct jpeg_source_mgr));
cinfo->src->init_source = jpg_null;
cinfo->src->fill_input_buffer = jpg_fill_input_buffer;
cinfo->src->skip_input_data = jpg_skip_input_data;
cinfo->src->resync_to_restart = jpeg_resync_to_restart;
cinfo->src->term_source = jpg_null;
cinfo->src->bytes_in_buffer = len;
cinfo->src->next_input_byte = mem;
}
/*
==============
LoadJPG
==============
*/
void JRenderer::LoadJPG(TextureInfo &textureInfo, const char *filename, int mode __attribute__((unused)), int TextureFormat __attribute__((unused)))
{
textureInfo.mBits = NULL;
struct jpeg_decompress_struct cinfo;
struct jpeg_error_mgr jerr;
BYTE *rawdata, *rgbadata, *scanline, *p, *q;
int rawsize, i;
JFileSystem* fileSystem = JFileSystem::GetInstance();
if (!fileSystem->OpenFile(filename)) return;
rawsize = fileSystem->GetFileSize();
rawdata = new BYTE[rawsize];
if (!rawdata)
{
fileSystem->CloseFile();
return;
}
fileSystem->ReadFile(rawdata, rawsize);
fileSystem->CloseFile();
// Initialize libJpeg Object
cinfo.err = jpeg_std_error(&jerr);
jpeg_create_decompress(&cinfo);
jpeg_mem_src(&cinfo, rawdata, rawsize);
// Process JPEG header
jpeg_read_header(&cinfo, true);
// Start Decompression
jpeg_start_decompress(&cinfo);
// Check Colour Components
if(cinfo.output_components != 3 && cinfo.output_components != 4)
{
//// ri.Con_Printf(PRINT_ALL, "Invalid JPEG colour components\n");
jpeg_destroy_decompress(&cinfo);
//// ri.FS_FreeFile(rawdata);
return;
}
int tw = getNextPower2(cinfo.output_width);
int th = getNextPower2(cinfo.output_height);
// Allocate Memory for decompressed image
rgbadata = new BYTE[tw * th * 4];
if(!rgbadata)
{
//// ri.Con_Printf(PRINT_ALL, "Insufficient RAM for JPEG buffer\n");
jpeg_destroy_decompress(&cinfo);
//// ri.FS_FreeFile(rawdata);
delete [] rgbadata;
return;
}
// Pass sizes to output
// Allocate Scanline buffer
scanline = (byte *)malloc(cinfo.output_width * 3);
if(!scanline)
{
//// ri.Con_Printf(PRINT_ALL, "Insufficient RAM for JPEG scanline buffer\n");
jpeg_destroy_decompress(&cinfo);
//// ri.FS_FreeFile(rawdata);
delete [] rgbadata;
return;
}
// Read Scanlines, and expand from RGB to RGBA
BYTE* currRow = rgbadata;
while(cinfo.output_scanline < cinfo.output_height)
{
p = scanline;
jpeg_read_scanlines(&cinfo, &scanline, 1);
q = currRow;
for(i=0; i<(int)cinfo.output_width; i++)
{
q[0] = p[0];
q[1] = p[1];
q[2] = p[2];
q[3] = 255;
p+=3; q+=4;
}
currRow += tw*4;
}
// Free the scanline buffer
free(scanline);
textureInfo.mBits = rgbadata;
textureInfo.mWidth = cinfo.output_width;
textureInfo.mHeight = cinfo.output_height;
textureInfo.mTexWidth = tw;
textureInfo.mTexHeight = th;
// Finish Decompression
try {
jpeg_finish_decompress(&cinfo);
} catch(...) {}
// Destroy JPEG object
jpeg_destroy_decompress(&cinfo);
delete[] rawdata;
}
static void PNGCustomWarningFn(png_structp png_ptr __attribute__((unused)), png_const_charp warning_msg __attribute__((unused)))
{
// ignore PNG warnings
}
static void PNGCustomReadDataFn(png_structp png_ptr, png_bytep data, png_size_t length)
{
png_size_t check;
JFileSystem *fileSystem = (JFileSystem*)png_get_io_ptr(png_ptr);
check = fileSystem->ReadFile(data, length);
if (check != length)
{
png_error(png_ptr, "Read Error!");
}
}
JTexture* JRenderer::LoadTexture(const char* filename, int mode, int TextureFormat __attribute__((unused)))
{
TextureInfo textureInfo;
textureInfo.mBits = NULL;
if (strstr(filename, ".jpg")!=NULL || strstr(filename, ".JPG")!=NULL)
LoadJPG(textureInfo, filename);
#if (!defined IOS) && (!defined QT_CONFIG) && (!defined SDL_CONFIG)
else if(strstr(filename, ".gif")!=NULL || strstr(filename, ".GIF")!=NULL)
LoadGIF(textureInfo,filename);
#endif
else if(strstr(filename, ".png")!=NULL || strstr(filename, ".PNG")!=NULL)
LoadPNG(textureInfo, filename);
if (textureInfo.mBits == NULL) {
printf("Texture %s failed to load\n", filename);
return NULL;
}
bool ret = false;
JTexture *tex = new JTexture();
if (tex)
{
if (mImageFilter != NULL)
mImageFilter->ProcessImage((PIXEL_TYPE*)textureInfo.mBits, textureInfo.mWidth, textureInfo.mHeight);
tex->mFilter = TEX_FILTER_LINEAR;
tex->mWidth = textureInfo.mWidth;
tex->mHeight = textureInfo.mHeight;
tex->mTexWidth = textureInfo.mTexWidth;
tex->mTexHeight = textureInfo.mTexHeight;
tex->mBuffer = textureInfo.mBits;
}
return tex;
}
int JRenderer::LoadPNG(TextureInfo &textureInfo, const char *filename, int mode __attribute__((unused)), int TextureFormat __attribute__((unused)))
{
textureInfo.mBits = NULL;
DWORD* p32;
png_structp png_ptr;
png_infop info_ptr;
unsigned int sig_read = 0;
png_uint_32 width, height, tw, th;
int bit_depth, color_type, interlace_type, x, y;
DWORD* line;
JFileSystem* fileSystem = JFileSystem::GetInstance();
if (!fileSystem->OpenFile(filename))
return JGE_ERR_CANT_OPEN_FILE;
png_ptr = png_create_read_struct(PNG_LIBPNG_VER_STRING, NULL, NULL, NULL);
if (png_ptr == NULL)
{
fileSystem->CloseFile();
return JGE_ERR_PNG;
}
png_set_error_fn(png_ptr, (png_voidp) NULL, (png_error_ptr) NULL, PNGCustomWarningFn);
info_ptr = png_create_info_struct(png_ptr);
if (info_ptr == NULL)
{
//fclose(fp);
fileSystem->CloseFile();
png_destroy_read_struct(&png_ptr, NULL, NULL);
return JGE_ERR_PNG;
}
png_init_io(png_ptr, NULL);
png_set_read_fn(png_ptr, (png_voidp)fileSystem, PNGCustomReadDataFn);
png_set_sig_bytes(png_ptr, sig_read);
png_read_info(png_ptr, info_ptr);
png_get_IHDR(png_ptr, info_ptr, &width, &height, &bit_depth, &color_type, &interlace_type, NULL, NULL);
png_set_strip_16(png_ptr);
png_set_packing(png_ptr);
if (color_type == PNG_COLOR_TYPE_PALETTE) png_set_palette_to_rgb(png_ptr);
#if PNG_LIBPNG_VER >= 10400
if (color_type == PNG_COLOR_TYPE_GRAY && bit_depth < 8) png_set_expand_gray_1_2_4_to_8(png_ptr);
#else
if (color_type == PNG_COLOR_TYPE_GRAY && bit_depth < 8) png_set_gray_1_2_4_to_8(png_ptr);
#endif
if (png_get_valid(png_ptr, info_ptr, PNG_INFO_tRNS)) png_set_tRNS_to_alpha(png_ptr);
png_set_filler(png_ptr, 0xff, PNG_FILLER_AFTER);
line = (DWORD*) malloc(width * 4);
if (!line)
{
//fclose(fp);
fileSystem->CloseFile();
png_destroy_read_struct(&png_ptr, NULL, NULL);
return JGE_ERR_MALLOC_FAILED;
}
tw = getNextPower2(width);
th = getNextPower2(height);
int size = tw * th * 4; // RGBA
BYTE* buffer = new BYTE[size];
//JTexture *tex = new JTexture();
if (buffer)
{
p32 = (DWORD*) buffer;
for (y = 0; y < (int)height; y++)
{
png_read_row(png_ptr, (BYTE*) line, NULL);
for (x = 0; x < (int)width; x++)
{
DWORD color32 = line[x];
int a = (color32 >> 24) & 0xff;
int r = color32 & 0xff;
int g = (color32 >> 8) & 0xff;
int b = (color32 >> 16) & 0xff;
color32 = r | (g << 8) | (b << 16) | (a << 24);
*(p32+x) = color32;
}
p32 += tw;
}
}
free (line);
png_read_end(png_ptr, info_ptr);
png_destroy_read_struct(&png_ptr, &info_ptr, NULL);
fileSystem->CloseFile();
textureInfo.mBits = buffer;
textureInfo.mWidth = width;
textureInfo.mHeight = height;
textureInfo.mTexWidth = tw;
textureInfo.mTexHeight = th;
return 1;
//return textureInfo;
}
// void JRenderer::FreeTexture(JTexture* tex)
// {
// glDeleteTextures(1, &tex->mTexId);
//
// delete tex;
// tex = NULL;
// }
#if (!defined IOS) && (!defined QT_CONFIG) && (!defined SDL_CONFIG)
//////////////////////////////////////////////////////////////////////////
/// GIF Support
int JRenderer::image_readgif(void * handle, TextureInfo &textureInfo, DWORD * bgcolor, InputFunc readFunc, int mode __attribute__((unused)), int TextureFormat __attribute__((unused)))
{
// pixel ** image_data=NULL;
DWORD *p32=NULL;
// DWORD *buff=NULL;
//#define gif_color(c) RGB(palette->Colors[c].Red, palette->Colors[c].Green, palette->Colors[c].Blue)
#define gif_color32(c) ARGB(255,palette->Colors[c].Blue,palette->Colors[c].Green, palette->Colors[c].Red)
GifRecordType RecordType;
GifByteType *Extension;
GifRowType LineIn = NULL;
GifFileType *GifFileIn = NULL;
ColorMapObject *palette;
int ExtCode;
#if GIFLIB_MAJOR >= 5
if ((GifFileIn = DGifOpen(handle, readFunc, NULL)) == NULL)
return 1;
#else
if ((GifFileIn = DGifOpen(handle, readFunc)) == NULL)
return 1;
#endif
*bgcolor = 0;
textureInfo.mWidth = 0;
textureInfo.mHeight = 0;
//*image_data = NULL;
do {
if (DGifGetRecordType(GifFileIn, &RecordType) == GIF_ERROR)
{
#if GIFLIB_MAJOR >= 5
DGifCloseFile(GifFileIn, NULL);
#else
DGifCloseFile(GifFileIn);
#endif
return 1;
}
switch (RecordType) {
case IMAGE_DESC_RECORD_TYPE:
{
if (DGifGetImageDesc(GifFileIn) == GIF_ERROR)
{
#if GIFLIB_MAJOR >= 5
DGifCloseFile(GifFileIn, NULL);
#else
DGifCloseFile(GifFileIn);
#endif
return 1;
}
if((palette = (GifFileIn->SColorMap != NULL) ? GifFileIn->SColorMap : GifFileIn->Image.ColorMap) == NULL)
{
#if GIFLIB_MAJOR >= 5
DGifCloseFile(GifFileIn, NULL);
#else
DGifCloseFile(GifFileIn);
#endif
return 1;
}
textureInfo.mWidth = GifFileIn->Image.Width;
textureInfo.mHeight = GifFileIn->Image.Height;
*bgcolor = gif_color32(GifFileIn->SBackGroundColor);
if((LineIn = (GifRowType) malloc(GifFileIn->Image.Width * sizeof(GifPixelType))) == NULL)
{
#if GIFLIB_MAJOR >= 5
DGifCloseFile(GifFileIn, NULL);
#else
DGifCloseFile(GifFileIn);
#endif
return 1;
}
textureInfo.mTexWidth = getNextPower2(GifFileIn->Image.Width);
textureInfo.mTexHeight = getNextPower2(GifFileIn->Image.Height);
//if((*image_data = (pixel *)malloc(sizeof(pixel) * GifFileIn->Image.Width * GifFileIn->Image.Height)) == NULL)
if((p32 = (DWORD *)malloc(sizeof(PIXEL_TYPE) * textureInfo.mTexWidth * textureInfo.mTexHeight)) == NULL)
{
free((void *)LineIn);
#if GIFLIB_MAJOR >= 5
DGifCloseFile(GifFileIn, NULL);
#else
DGifCloseFile(GifFileIn);
#endif
return 1;
}
DWORD * curr = p32;
DWORD * imgdata;
for (GifWord i = 0; i < GifFileIn->Image.Height; i ++)
{
imgdata = curr;
if (DGifGetLine(GifFileIn, LineIn, GifFileIn->Image.Width) == GIF_ERROR)
{
free((void *)p32);
free((void *)LineIn);
#if GIFLIB_MAJOR >= 5
DGifCloseFile(GifFileIn, NULL);
#else
DGifCloseFile(GifFileIn);
#endif
return 1;
}
for (GifWord j = 0; j < GifFileIn->Image.Width; j ++)
{
DWORD color32 = gif_color32(LineIn[j]);
//if(mTexLoadingCB) mTexLoadingCB(color32);
//if(JRenderer::GetInstance()->GetTextureLoadingCallback())
// JRenderer::GetInstance()->GetTextureLoadingCallback()(color32);
*imgdata++ = color32;
}
curr += textureInfo.mTexWidth;
}
textureInfo.mBits = (u8 *)p32;
break;
}
case EXTENSION_RECORD_TYPE:
if (DGifGetExtension(GifFileIn, &ExtCode, &Extension) == GIF_ERROR)
{
if(textureInfo.mBits != NULL)
{
free((void *)textureInfo.mBits);
textureInfo.mBits = NULL;
}
if(LineIn != NULL)
free((void *)LineIn);
#if GIFLIB_MAJOR >= 5
DGifCloseFile(GifFileIn, NULL);
#else
DGifCloseFile(GifFileIn);
#endif
return 1;
}
while (Extension != NULL) {
if (DGifGetExtensionNext(GifFileIn, &Extension) == GIF_ERROR)
{
if(textureInfo.mBits != NULL)
{
free((void *)textureInfo.mBits);
textureInfo.mBits = NULL;
}
if(LineIn != NULL)
free((void *)LineIn);
#if GIFLIB_MAJOR >= 5
DGifCloseFile(GifFileIn, NULL);
#else
DGifCloseFile(GifFileIn);
#endif
return 1;
}
}
break;
case TERMINATE_RECORD_TYPE:
break;
default:
break;
}
}
while (RecordType != TERMINATE_RECORD_TYPE);
if(LineIn != NULL)
free((void *)LineIn);
#if GIFLIB_MAJOR >= 5
DGifCloseFile(GifFileIn, NULL);
#else
DGifCloseFile(GifFileIn);
#endif
return 0;
}
int image_gif_read(GifFileType * ft, GifByteType * buf, int size)
{
JFileSystem *fileSys = (JFileSystem *)ft->UserData;
//return fread(buf, 1, size, (FILE *)ft->UserData);
if (fileSys->ReadFile(buf, size))
return size;
else
return 0;
}
void JRenderer::LoadGIF(TextureInfo &textureInfo, const char *filename, int mode, int TextureFormat __attribute__((unused)))
{
///*
//FILE * fp = fopen(filename, "rb");
JFileSystem *fileSys = JFileSystem::GetInstance();
if (!fileSys->OpenFile(filename))
return;
//if(fp == NULL)
// return;
DWORD bkcol;
int result = image_readgif(fileSys, textureInfo, &bkcol, image_gif_read, mode);
if(result!=0)
textureInfo.mBits=NULL;
//fclose(fp);
fileSys->CloseFile();
return ;//*/
}
#endif //(!defined IOS) && (!defined QT_CONFIG) && (!defined SDL_CONFIG)
#elif (defined IOS)
#include <UIKit/UIImage.h>
JTexture* JRenderer::LoadTexture(const char* filename, int mode, int TextureFormat __attribute__((unused)))
{
TextureInfo textureInfo;
JTexture *tex = NULL;
textureInfo.mBits = NULL;
int rawsize = 0;
BYTE* rawdata = NULL;
JFileSystem* fileSystem = JFileSystem::GetInstance();
NSData *texData = NULL;
UIImage *image = NULL;
do {
if (!fileSystem->OpenFile(filename))
break;
rawsize = fileSystem->GetFileSize();
rawdata = new BYTE[rawsize];
if (!rawdata)
{
fileSystem->CloseFile();
break;
}
fileSystem->ReadFile(rawdata, rawsize);
fileSystem->CloseFile();
texData = [[NSData alloc] initWithBytes:rawdata length:rawsize];
image = [[UIImage alloc] initWithData:texData];
CGImageAlphaInfo info;
BOOL hasAlpha;
info = CGImageGetAlphaInfo(image.CGImage);
hasAlpha = ((info == kCGImageAlphaPremultipliedLast) || (info == kCGImageAlphaPremultipliedFirst) || (info == kCGImageAlphaLast) || (info == kCGImageAlphaFirst) ? YES : NO);
if (image == nil) {
NSLog(@"Loading Texture : %s failed", filename);
break;
}
textureInfo.mWidth = CGImageGetWidth(image.CGImage);
textureInfo.mHeight = CGImageGetHeight(image.CGImage);
textureInfo.mTexWidth = getNextPower2(textureInfo.mWidth);
textureInfo.mTexHeight = getNextPower2(textureInfo.mHeight);
NSLog(@"Loading Texture : %s : %s : %ux%u", filename, (hasAlpha?"Alpha ":"No Alpha "), textureInfo.mWidth, textureInfo.mHeight);
textureInfo.mBits = new u8 [ textureInfo.mTexHeight * textureInfo.mTexWidth * 4 ];
if (textureInfo.mBits == NULL) {
NSLog(@"Texture %s failed to load\n", filename);
break;
}
CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();
info = /*hasAlpha ?*/ kCGImageAlphaPremultipliedLast /*: kCGImageAlphaNoneSkipLast*/;
CGContextRef context =
CGBitmapContextCreate(textureInfo.mBits,
textureInfo.mTexWidth,
textureInfo.mTexHeight, 8,
4 * textureInfo.mTexWidth,
colorSpace,
info /*| kCGBitmapByteOrder32Big*/);
CGColorSpaceRelease(colorSpace);
CGContextClearRect( context, CGRectMake( 0, 0, textureInfo.mTexWidth, textureInfo.mTexHeight ) );
CGContextTranslateCTM( context, 0, textureInfo.mTexHeight - textureInfo.mHeight );
CGContextDrawImage( context, CGRectMake( 0, 0, textureInfo.mWidth, textureInfo.mHeight ), image.CGImage );
tex = new JTexture();
if (tex)
{
if (mImageFilter != NULL)
mImageFilter->ProcessImage((PIXEL_TYPE*)textureInfo.mBits, textureInfo.mWidth, textureInfo.mHeight);
tex->mFilter = TEX_FILTER_LINEAR;
tex->mWidth = textureInfo.mWidth;
tex->mHeight = textureInfo.mHeight;
tex->mTexWidth = textureInfo.mTexWidth;
tex->mTexHeight = textureInfo.mTexHeight;
tex->mBuffer = textureInfo.mBits;
} else {
NSLog(@"JTexture for %s not created\n", filename);
}
CGContextRelease(context);
} while(0);
if(rawdata)
delete[] rawdata;
[image release];
[texData release];
return tex;
}
#elif (defined QT_CONFIG)
JTexture* JRenderer::LoadTexture(const char* filename, int, int)
{
JTexture *tex = NULL;
int rawsize = 0;
BYTE* rawdata = NULL;
JFileSystem* fileSystem = JFileSystem::GetInstance();
do {
if (!fileSystem->OpenFile(filename))
break;
rawsize = fileSystem->GetFileSize();
rawdata = new BYTE[rawsize];
if (!rawdata)
{
fileSystem->CloseFile();
break;
}
fileSystem->ReadFile(rawdata, rawsize);
fileSystem->CloseFile();
QImage tmpImage = QImage::fromData(rawdata, rawsize);
if(tmpImage.isNull())
break;
tex = new JTexture();
if (tex)
{
tmpImage = tmpImage.convertToFormat(QImage::Format_ARGB32_Premultiplied);
tmpImage = tmpImage.rgbSwapped();
if (mImageFilter != NULL)
mImageFilter->ProcessImage((PIXEL_TYPE*)tmpImage.bits(), tmpImage.width(), tmpImage.height());
tex->mFilter = TEX_FILTER_LINEAR;
tex->mWidth = tmpImage.width();
tex->mHeight = tmpImage.height();
tex->mTexWidth = getNextPower2(tmpImage.width());
tex->mTexHeight = getNextPower2(tmpImage.height());;
tex->mBuffer = new BYTE[tex->mTexWidth*tex->mTexHeight*4];
for(int i=0; i < tex->mHeight; i++)
{
memcpy(tex->mBuffer+(i*4*tex->mTexWidth), tmpImage.constScanLine(i), tmpImage.bytesPerLine());
}
}
} while(false);
if(rawdata)
delete[] rawdata;
return tex;
}
#endif //IOS
void JRenderer::TransferTextureToGLContext(JTexture& inTexture)
{
if (inTexture.mBuffer != NULL)
{
GLuint texid;
checkGlError();
glGenTextures(1, &texid);
inTexture.mTexId = texid;
mCurrentTex = texid;
// glError = glGetError();
if (1)///*texid*/ glError == 0)
{
// OpenGL texture has (0,0) at lower-left
// Pay attention when doing texture mapping!!!
glBindTexture(GL_TEXTURE_2D, mCurrentTex); // Bind To The Texture ID
/* NOT USED
if (mode == TEX_TYPE_MIPMAP) // generate mipmaps
{
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_NEAREST);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR_MIPMAP_LINEAR);
gluBuild2DMipmaps(GL_TEXTURE_2D, GL_RGBA, textureInfo.mTexWidth, textureInfo.mTexHeight, GL_RGBA, GL_UNSIGNED_BYTE, textureInfo.mBits);
}
else if (mode == TEX_TYPE_SKYBOX) // for skybox
{
#define GL_CLAMP_TO_EDGE 0x812F
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
gluBuild2DMipmaps(GL_TEXTURE_2D, GL_RGBA, textureInfo.mTexWidth, textureInfo.mTexHeight, GL_RGBA, GL_UNSIGNED_BYTE, textureInfo.mBits);
}
else // single texture
*/
{
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, inTexture.mTexWidth, inTexture.mTexHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, inTexture.mBuffer);
}
}
delete [] inTexture.mBuffer;
inTexture.mBuffer = NULL;
checkGlError();
}
}
JTexture* JRenderer::CreateTexture(int width, int height, int mode __attribute__((unused)))
{
checkGlError();
JTexture *tex = new JTexture();
if (tex)
{
int size = width * height * sizeof(PIXEL_TYPE); // RGBA
BYTE* buffer = new BYTE[size];
if (buffer)
{
tex->mFilter = TEX_FILTER_LINEAR;
tex->mWidth = width;
tex->mHeight = height;
tex->mTexWidth = width;
tex->mTexHeight = height;
GLuint texid;
glGenTextures(1, &texid);
tex->mTexId = texid;
memset(buffer, 0, size);
mCurrentTex = texid;
glBindTexture(GL_TEXTURE_2D, mCurrentTex);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
delete[] buffer;
checkGlError();
}
else
{
delete tex;
tex = NULL;
}
}
return tex;
}
void JRenderer::EnableVSync(bool flag __attribute__((unused)))
{
// if (flag)
// hge->System_SetState(HGE_FPS, 60); // HGEFPS_VSYNC
// else
// hge->System_SetState(HGE_FPS, HGEFPS_UNLIMITED);
}
void JRenderer::ClearScreen(PIXEL_TYPE color)
{
checkGlError();
static PIXEL_TYPE previousColor = RGBA(0xFF, 0xFF, 0xFF, 0xFF);
if (previousColor != color)
{
JColor col;
col.color = color;
glClearColor(col.r, col.g, col.b, col.a);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// FillRect(0.0f, 0.0f, SCREEN_WIDTH_F, SCREEN_HEIGHT_F, color);
checkGlError();
previousColor = color;
}
}
void JRenderer::SetTexBlend(int src, int dest)
{
checkGlError();
if (src != mCurrTexBlendSrc || dest != mCurrTexBlendDest)
{
mCurrTexBlendSrc = src;
mCurrTexBlendDest = dest;
glBlendFunc(src, dest);
}
checkGlError();
}
void JRenderer::SetTexBlendSrc(int src)
{
checkGlError();
if (src != mCurrTexBlendSrc)
{
mCurrTexBlendSrc = src;
glBlendFunc(mCurrTexBlendSrc, mCurrTexBlendDest);
}
checkGlError();
}
void JRenderer::SetTexBlendDest(int dest)
{
checkGlError();
if (dest != mCurrTexBlendDest)
{
mCurrTexBlendDest = dest;
glBlendFunc(mCurrTexBlendSrc, mCurrTexBlendDest);
}
checkGlError();
}
void JRenderer::Enable2D()
{
checkGlError();
if (mCurrentRenderMode == MODE_2D)
return;
mCurrentRenderMode = MODE_2D;
glViewport (0, 0, (GLsizei)SCREEN_WIDTH, (GLsizei)SCREEN_HEIGHT); // Reset The Current Viewport
#if (!defined GL_ES_VERSION_2_0) && (!defined GL_VERSION_2_0)
glMatrixMode (GL_PROJECTION); // Select The Projection Matrix
glLoadIdentity (); // Reset The Projection Matrix
#if (defined GL_VERSION_ES_CM_1_1) || (defined GL_OES_VERSION_1_1)
glOrthof(0.0f, SCREEN_WIDTH_F, 0.0f, SCREEN_HEIGHT_F-1.0f, -1.0f, 1.0f);
#else
glOrtho(0.0f, SCREEN_WIDTH_F, 0.0f, SCREEN_HEIGHT_F-1.0f, -1.0f, 1.0f);
#endif
glMatrixMode (GL_MODELVIEW); // Select The Modelview Matrix
glLoadIdentity (); // Reset The Modelview Matrix
#else
// all the matrix code is in shaders calls
#endif //(!defined GL_ES_VERSION_2_0) && (!defined GL_VERSION_2_0)
glDisable (GL_DEPTH_TEST);
checkGlError();
}
void JRenderer::Enable3D()
{ /* NOT USED
if (!m3DEnabled)
return;
if (mCurrentRenderMode == MODE_3D)
return;
mCurrentRenderMode = MODE_3D;
glViewport (0, 0, (GLsizei)SCREEN_WIDTH, (GLsizei)SCREEN_HEIGHT); // Reset The Current Viewport
glMatrixMode (GL_PROJECTION); // Select The Projection Matrix
glLoadIdentity (); // Reset The Projection Matrix
gluPerspective (mFOV, (GLfloat)SCREEN_WIDTH/(GLfloat)SCREEN_HEIGHT, // Calculate The Aspect Ratio Of The Window
0.5f, 1000.0f);
glMatrixMode (GL_MODELVIEW); // Select The Modelview Matrix
glLoadIdentity (); // Reset The Modelview Matrix
glEnable (GL_DEPTH_TEST); */
}
void JRenderer::SetClip(int, int, int, int)
{// NOT USED
//glScissor(x, y, width, height);
}
void JRenderer::LoadIdentity()
{// NOT USED
//glLoadIdentity();
}
void JRenderer::Translate(float, float, float)
{// NOT USED
//glTranslatef(x, y, z);
}
void JRenderer::RotateX(float)
{// NOT USED
//glRotatef(angle*RAD2DEG, 1.0f, 0.0f, 0.0f);
}
void JRenderer::RotateY(float)
{// NOT USED
//glRotatef(angle*RAD2DEG, 0.0f, 1.0f, 0.0f);
}
void JRenderer::RotateZ(float)
{// NOT USED
//glRotatef(angle*RAD2DEG, 0.0f, 0.0f, 1.0f);
}
void JRenderer::PushMatrix()
{// NOT USED
//glPushMatrix();
}
void JRenderer::PopMatrix()
{// NOT USED
//glPopMatrix();
}
void JRenderer::RenderTriangles(JTexture* texture, Vertex3D *vertices, int start, int count)
{
checkGlError();
if (texture)
BindTexture(texture);
int index = start*3;
#if (defined GL_ES_VERSION_2_0) || (defined GL_VERSION_2_0)
GLubyte* colorCoords = new GLubyte[count*3*4];
memset(colorCoords, 255, count*3*4);
// Use the program object
glUseProgram ( prog2 );
// Load the vertex position
glVertexAttribPointer ( prog2_positionLoc, 3, GL_FLOAT,
GL_FALSE, 5 * sizeof(GLfloat), &vertices[index].x );
// Load the texture coordinate
glVertexAttribPointer ( prog2_texCoordLoc, 2, GL_FLOAT,
GL_FALSE, 5 * sizeof(GLfloat), &vertices[index].u );
// Load the colors
glVertexAttribPointer ( prog2_colorLoc, 4, GL_UNSIGNED_BYTE,
GL_TRUE, 4 * sizeof(GLubyte), colorCoords );
glEnableVertexAttribArray ( prog2_positionLoc );
glEnableVertexAttribArray ( prog2_texCoordLoc );
glEnableVertexAttribArray ( prog2_colorLoc );
// Load the MVP matrix
glUniformMatrix4fv( prog2_mvpLoc, 1, GL_FALSE, (GLfloat*) &theMvpMatrix.m[0][0] );
// Bind the texture
glActiveTexture ( GL_TEXTURE0 );
glBindTexture ( GL_TEXTURE_2D, mCurrentTex );
// Set the sampler texture unit to 0
glUniform1i ( prog2_samplerLoc, 0 );
glDrawArrays(GL_TRIANGLES,0,count*3);
delete[] colorCoords;
#elif (defined GL_VERSION_ES_CM_1_1) || (defined GL_OES_VERSION_1_1)
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
GLubyte* colorCoords = new GLubyte[count*3*4];
memset(colorCoords, 255, count*3*4);
glVertexPointer(3, GL_FLOAT, 5 * sizeof(GLfloat), &vertices[index].x);
glTexCoordPointer(2,GL_FLOAT,5 * sizeof(GLfloat), &vertices[index].u);
glColorPointer(4, GL_UNSIGNED_BYTE, 0, colorCoords );
glDrawArrays(GL_TRIANGLES,0,count*3);
glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
delete[] colorCoords;
#else
glBegin(GL_TRIANGLES);
for (int i = 0; i < count; i++)
{
glTexCoord2f(vertices[index].u, vertices[index].v);
//glNormal3f(vertices[index].nx, vertices[index].ny, vertices[index].nz);
glVertex3f(vertices[index].x, vertices[index].y, vertices[index].z);
index++;
glTexCoord2f(vertices[index].u, vertices[index].v);
//glNormal3f(vertices[index].nx, vertices[index].ny, vertices[index].nz);
glVertex3f(vertices[index].x, vertices[index].y, vertices[index].z);
index++;
glTexCoord2f(vertices[index].u, vertices[index].v);
//glNormal3f(vertices[index].nx, vertices[index].ny, vertices[index].nz);
glVertex3f(vertices[index].x, vertices[index].y, vertices[index].z);
index++;
}
glEnd();
#endif //#if (defined GL_ES_VERSION_2_0) || (defined GL_VERSION_2_0)
checkGlError();
}
void JRenderer::SetFOV(float fov)
{
mFOV = fov;
}
void JRenderer::FillPolygon(float* x, float* y, int count, PIXEL_TYPE color)
{
checkGlError();
JColor col;
col.color = color;
int i;
#if (defined GL_ES_VERSION_2_0) || (defined GL_VERSION_2_0)
GLubyte* colors = new GLubyte[count*4];
GLfloat* vVertices = new GLfloat[count*3];
for(i = 0; i < count; i++)
{
colors[4*i+0]= col.r;
colors[4*i+1]= col.g;
colors[4*i+2]= col.b;
colors[4*i+3]= col.a;
}
for(i=0; i < count;i++)
{
vVertices[3*i+0] = x[i];
vVertices[3*i+1] = SCREEN_HEIGHT_F-y[i];
vVertices[3*i+2] = 0.0f;
}
// Use the program object without texture
glUseProgram ( prog1 );
// Load the vertex position
glVertexAttribPointer ( prog1_positionLoc, 3, GL_FLOAT,
GL_FALSE, 3 * sizeof(GLfloat), vVertices );
// Load the color
glVertexAttribPointer(prog1_colorLoc, 4, GL_UNSIGNED_BYTE,
GL_TRUE, 4 * sizeof(GLubyte), colors);
glEnableVertexAttribArray ( prog1_positionLoc );
glEnableVertexAttribArray ( prog1_colorLoc );
// Load the MVP matrix
glUniformMatrix4fv( prog1_mvpLoc, 1, GL_FALSE, (GLfloat*) &theMvpMatrix.m[0][0] );
glDrawArrays(GL_TRIANGLE_FAN,0,count);
delete[] vVertices;
delete[] colors;
#elif (defined GL_VERSION_ES_CM_1_1) || (defined GL_OES_VERSION_1_1)
glDisable(GL_TEXTURE_2D);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
GLubyte* colors = new GLubyte[count*4];
GLfloat* vVertices = new GLfloat[count*3];
for(i = 0; i < count; i++)
{
colors[4*i+0]= col.r;
colors[4*i+1]= col.g;
colors[4*i+2]= col.b;
colors[4*i+3]= col.a;
}
for(i=0; i < count;i++)
{
vVertices[3*i+0] = x[i];
vVertices[3*i+1] = SCREEN_HEIGHT_F-y[i];
vVertices[3*i+2] = 0.0f;
}
glVertexPointer(3, GL_FLOAT, 0, vVertices);
glColorPointer(4, GL_UNSIGNED_BYTE, 0, colors );
glDrawArrays(GL_TRIANGLE_FAN,0,count);
glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
glEnable(GL_TEXTURE_2D);
delete[] vVertices;
delete[] colors;
#else
glDisable(GL_TEXTURE_2D);
glColor4ub(col.r, col.g, col.b, col.a);
glBegin(GL_TRIANGLE_FAN);
for(i=0; i<count;i++)
{
glVertex2f(x[i],SCREEN_HEIGHT_F-y[i]);
}
glEnd();
// default color
glColor4ub(255, 255, 255, 255);
glEnable(GL_TEXTURE_2D);
#endif //#if (defined GL_ES_VERSION_2_0) || (defined GL_VERSION_2_0)
checkGlError();
}
void JRenderer::DrawPolygon(float* x, float* y, int count, PIXEL_TYPE color)
{
checkGlError();
JColor col;
col.color = color;
int i;
#if (defined GL_ES_VERSION_2_0) || (defined GL_VERSION_2_0)
int number = count+1;
GLfloat* vVertices = new GLfloat[3*number];
GLubyte* colors = new GLubyte[4*number];
for(i = 0; i < number; i++)
{
colors[4*i+0]= col.r;
colors[4*i+1]= col.g;
colors[4*i+2]= col.b;
colors[4*i+3]= col.a;
}
for(i=0; i < count;i++)
{
vVertices[3*i+0] = x[i];
vVertices[3*i+1] = SCREEN_HEIGHT_F-y[i];
vVertices[3*i+2] = 0.0f;
}
vVertices[3*(number-1)+0] = x[0];
vVertices[3*(number-1)+1] = SCREEN_HEIGHT_F-y[0];
vVertices[3*(number-1)+2] = 0.0f;
// Use the program object without texture
glUseProgram ( prog1 );
// Load the vertex position
glVertexAttribPointer ( prog1_positionLoc, 3, GL_FLOAT,
GL_FALSE, 3 * sizeof(GLfloat), vVertices );
// Load the color
glVertexAttribPointer(prog1_colorLoc, 4, GL_UNSIGNED_BYTE,
GL_TRUE, 4 * sizeof(GLubyte), colors);
glEnableVertexAttribArray ( prog1_positionLoc );
glEnableVertexAttribArray ( prog1_colorLoc );
// Load the MVP matrix
glUniformMatrix4fv( prog1_mvpLoc, 1, GL_FALSE, (GLfloat*) &theMvpMatrix.m[0][0] );
glDrawArrays(GL_LINE_STRIP,0,number);
delete[] vVertices;
delete[] colors;
#elif (defined GL_VERSION_ES_CM_1_1) || (defined GL_OES_VERSION_1_1)
glDisable(GL_TEXTURE_2D);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
int number = count+1;
GLfloat* vVertices = new GLfloat[3*number];
GLubyte* colors = new GLubyte[4*number];
for(i = 0; i < number; i++)
{
colors[4*i+0]= col.r;
colors[4*i+1]= col.g;
colors[4*i+2]= col.b;
colors[4*i+3]= col.a;
}
for(i=0; i < count;i++)
{
vVertices[3*i+0] = x[i];
vVertices[3*i+1] = SCREEN_HEIGHT_F-y[i];
vVertices[3*i+2] = 0.0f;
}
vVertices[3*(number-1)+0] = x[0];
vVertices[3*(number-1)+1] = SCREEN_HEIGHT_F-y[0];
vVertices[3*(number-1)+2] = 0.0f;
glVertexPointer(3, GL_FLOAT, 0, vVertices);
glColorPointer(4, GL_UNSIGNED_BYTE, 0, colors );
glDrawArrays(GL_LINE_STRIP,0,number);
glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
glEnable(GL_TEXTURE_2D);
delete[] vVertices;
delete[] colors;
#else
glDisable(GL_TEXTURE_2D);
glColor4ub(col.r, col.g, col.b, col.a);
glBegin(GL_LINE_STRIP);
for(i=0; i<count;i++)
{
glVertex2f(x[i],SCREEN_HEIGHT_F-y[i]);
}
glVertex2f(x[0],SCREEN_HEIGHT_F-y[0]);
glEnd();
// default color
glColor4ub(255, 255, 255, 255);
glEnable(GL_TEXTURE_2D);
#endif //#if (defined GL_ES_VERSION_2_0) || (defined GL_VERSION_2_0)
checkGlError();
}
void JRenderer::DrawLine(float x1, float y1, float x2, float y2, float lineWidth, PIXEL_TYPE color)
{
float dy=y2-y1;
float dx=x2-x1;
if(dy==0 && dx==0)
return;
float l=(float)hypot(dx,dy);
float x[4];
float y[4];
x[0]=x1+lineWidth*(y2-y1)/l;
y[0]=y1-lineWidth*(x2-x1)/l;
x[1]=x1-lineWidth*(y2-y1)/l;
y[1]=y1+lineWidth*(x2-x1)/l;
x[2]=x2-lineWidth*(y2-y1)/l;
y[2]=y2+lineWidth*(x2-x1)/l;
x[3]=x2+lineWidth*(y2-y1)/l;
y[3]=y2-lineWidth*(x2-x1)/l;
FillPolygon(x, y, 4, color);
}
void JRenderer::DrawCircle(float x, float y, float radius, PIXEL_TYPE color)
{
checkGlError();
JColor col;
col.color = color;
#if (defined GL_ES_VERSION_2_0) || (defined GL_VERSION_2_0)
int i, index;
const int number = 181;
GLfloat vVertices[number][3];
GLubyte colors[number][4];
for(i = 0; i < number; i++)
{
colors[i][0]= col.r;
colors[i][1]= col.g;
colors[i][2]= col.b;
colors[i][3]= col.a;
}
index = 0;
for(i=0; i < 360;i+=2, index++)
{
vVertices[index][0] = x+radius*COSF(i);
vVertices[index][1] = SCREEN_HEIGHT_F-y+radius*SINF(i);
vVertices[index][2] = 0.0f;
}
vVertices[number-1][0] = x+radius*COSF(0);
vVertices[number-1][1] = SCREEN_HEIGHT_F-y+radius*SINF(0);
vVertices[number-1][2] = 0.0f;
// Use the program object without texture
glUseProgram ( prog1 );
// Load the vertex position
glVertexAttribPointer ( prog1_positionLoc, 3, GL_FLOAT,
GL_FALSE, 3 * sizeof(GLfloat), vVertices );
// Load the color
glVertexAttribPointer(prog1_colorLoc, 4, GL_UNSIGNED_BYTE,
GL_TRUE, 4 * sizeof(GLubyte), colors);
glEnableVertexAttribArray ( prog1_positionLoc );
glEnableVertexAttribArray ( prog1_colorLoc );
// Load the MVP matrix
glUniformMatrix4fv( prog1_mvpLoc, 1, GL_FALSE, (GLfloat*) &theMvpMatrix.m[0][0] );
glDrawArrays(GL_LINE_STRIP,0,number);
#elif (defined GL_VERSION_ES_CM_1_1) || (defined GL_OES_VERSION_1_1)
glDisable(GL_TEXTURE_2D);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
int i, index;
const int number = 181;
GLfloat vVertices[number][3];
GLubyte colors[number][4];
for(i = 0; i < number; i++)
{
colors[i][0]= col.r;
colors[i][1]= col.g;
colors[i][2]= col.b;
colors[i][3]= col.a;
}
index = 0;
for(i=0; i < 360;i+=2, index++)
{
vVertices[index][0] = x+radius*COSF(i);
vVertices[index][1] = SCREEN_HEIGHT_F-y+radius*SINF(i);
vVertices[index][2] = 0.0f;
}
vVertices[number-1][0] = x+radius*COSF(0);
vVertices[number-1][1] = SCREEN_HEIGHT_F-y+radius*SINF(0);
vVertices[number-1][2] = 0.0f;
glVertexPointer(3, GL_FLOAT, 0, vVertices);
glColorPointer(4, GL_UNSIGNED_BYTE, 0, colors );
glDrawArrays(GL_LINE_STRIP,0,number);
glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
glEnable(GL_TEXTURE_2D);
#else
glDisable(GL_TEXTURE_2D);
glColor4ub(col.r, col.g, col.b, col.a);
glBegin(GL_LINE_STRIP);
for(int i=0; i<360;i+=2)
{
glVertex2f(x+radius*COSF(i), SCREEN_HEIGHT_F-y+radius*SINF(i));
}
glVertex2f(x+radius*COSF(0), SCREEN_HEIGHT_F-y+radius*SINF(0));
glEnd();
// default color
glColor4ub(255, 255, 255, 255);
glEnable(GL_TEXTURE_2D);
#endif //#if (defined GL_ES_VERSION_2_0) || (defined GL_VERSION_2_0)
checkGlError();
}
void JRenderer::FillCircle(float x, float y, float radius, PIXEL_TYPE color)
{
checkGlError();
JColor col;
col.color = color;
#if (defined GL_ES_VERSION_2_0) || (defined GL_VERSION_2_0)
int i, index;
const int number = 182;
GLfloat vVertices[number][3];
GLubyte colors[number][4];
for(i = 0; i < number; i++)
{
colors[i][0]= col.r;
colors[i][1]= col.g;
colors[i][2]= col.b;
colors[i][3]= col.a;
}
vVertices[0][0] = x;
vVertices[0][1] = SCREEN_HEIGHT_F-y;
vVertices[0][2] = 0.0f;
index = 1;
for(i=0; i < 360;i+=2, index++)
{
vVertices[index][0] = x+radius*COSF(i);
vVertices[index][1] = SCREEN_HEIGHT_F-y+radius*SINF(i);
vVertices[index][2] = 0.0f;
}
vVertices[number-1][0] = x+radius*COSF(0);
vVertices[number-1][1] = SCREEN_HEIGHT_F-y+radius*SINF(0);
vVertices[number-1][2] = 0.0f;
// Use the program object without texture
glUseProgram ( prog1 );
// Load the vertex position
glVertexAttribPointer ( prog1_positionLoc, 3, GL_FLOAT,
GL_FALSE, 3 * sizeof(GLfloat), vVertices );
// Load the color
glVertexAttribPointer(prog1_colorLoc, 4, GL_UNSIGNED_BYTE,
GL_TRUE, 4 * sizeof(GLubyte), colors);
glEnableVertexAttribArray ( prog1_positionLoc );
glEnableVertexAttribArray ( prog1_colorLoc );
// Load the MVP matrix
glUniformMatrix4fv( prog1_mvpLoc, 1, GL_FALSE, (GLfloat*) &theMvpMatrix.m[0][0] );
glDrawArrays(GL_TRIANGLE_FAN,0,number);
#elif (defined GL_VERSION_ES_CM_1_1) || (defined GL_OES_VERSION_1_1)
glDisable(GL_TEXTURE_2D);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
int i, index;
const int number = 182;
GLfloat vVertices[number][3];
GLubyte colors[number][4];
for(i = 0; i < number; i++)
{
colors[i][0]= col.r;
colors[i][1]= col.g;
colors[i][2]= col.b;
colors[i][3]= col.a;
}
vVertices[0][0] = x;
vVertices[0][1] = SCREEN_HEIGHT_F-y;
vVertices[0][2] = 0.0f;
index = 1;
for(i=0; i < 360;i+=2, index++)
{
vVertices[index][0] = x+radius*COSF(i);
vVertices[index][1] = SCREEN_HEIGHT_F-y+radius*SINF(i);
vVertices[index][2] = 0.0f;
}
vVertices[number-1][0] = x+radius*COSF(0);
vVertices[number-1][1] = SCREEN_HEIGHT_F-y+radius*SINF(0);
vVertices[number-1][2] = 0.0f;
glVertexPointer(3, GL_FLOAT, 0, vVertices);
glColorPointer(4, GL_UNSIGNED_BYTE, 0, colors );
glDrawArrays(GL_TRIANGLE_FAN,0,number);
glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
glEnable(GL_TEXTURE_2D);
#else
glDisable(GL_TEXTURE_2D);
glColor4ub(col.r, col.g, col.b, col.a);
glBegin(GL_TRIANGLE_FAN);
glVertex2f(x, SCREEN_HEIGHT_F-y);
for(int i=0; i<360;i+=2)
{
glVertex2f(x+radius*COSF(i), SCREEN_HEIGHT_F-y+radius*SINF(i));
}
glVertex2f(x+radius*COSF(0), SCREEN_HEIGHT_F-y+radius*SINF(0));
glEnd();
// default color
glColor4ub(255, 255, 255, 255);
glEnable(GL_TEXTURE_2D);
#endif //#if (defined GL_ES_VERSION_2_0) || (defined GL_VERSION_2_0)
checkGlError();
}
void JRenderer::DrawPolygon(float x, float y, float size, int count, float startingAngle, PIXEL_TYPE color)
{
checkGlError();
JColor col;
col.color = color;
float angle = startingAngle*RAD2DEG;
float steps = 360.0f/count;
size /= 2;
int i;
#if (defined GL_ES_VERSION_2_0) || (defined GL_VERSION_2_0)
GLfloat* vVertices = new GLfloat[3*count];
GLubyte* colors = new GLubyte[4*count];
for(i = 0; i < count; i++)
{
colors[4*i+0]= col.r;
colors[4*i+1]= col.g;
colors[4*i+2]= col.b;
colors[4*i+3]= col.a;
}
for(i=0; i<count;i++)
{
vVertices[3*i+0] = x+size*COSF((int)angle);
vVertices[3*i+1] = SCREEN_HEIGHT_F-(y+size*SINF((int)angle));
vVertices[3*i+2] = 0.0f;
angle += steps;
if (angle >= 360.0f)
angle -= 360.0f;
}
// Use the program object without texture
glUseProgram ( prog1 );
// Load the vertex position
glVertexAttribPointer ( prog1_positionLoc, 3, GL_FLOAT,
GL_FALSE, 3 * sizeof(GLfloat), vVertices );
// Load the color
glVertexAttribPointer(prog1_colorLoc, 4, GL_UNSIGNED_BYTE,
GL_TRUE, 4 * sizeof(GLubyte), colors);
glEnableVertexAttribArray ( prog1_positionLoc );
glEnableVertexAttribArray ( prog1_colorLoc );
// Load the MVP matrix
glUniformMatrix4fv( prog1_mvpLoc, 1, GL_FALSE, (GLfloat*) &theMvpMatrix.m[0][0] );
glDrawArrays(GL_LINE_LOOP,0,count);
delete[] vVertices;
delete[] colors;
#elif (defined GL_VERSION_ES_CM_1_1) || (defined GL_OES_VERSION_1_1)
glDisable(GL_TEXTURE_2D);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
GLfloat* vVertices = new GLfloat[3*count];
GLubyte* colors = new GLubyte[4*count];
for(i = 0; i < count; i++)
{
colors[4*i+0]= col.r;
colors[4*i+1]= col.g;
colors[4*i+2]= col.b;
colors[4*i+3]= col.a;
}
for(i=0; i<count;i++)
{
vVertices[3*i+0] = x+size*COSF((int)angle);
vVertices[3*i+1] = SCREEN_HEIGHT_F-(y+size*SINF((int)angle));
vVertices[3*i+2] = 0.0f;
angle += steps;
if (angle >= 360.0f)
angle -= 360.0f;
}
glVertexPointer(3, GL_FLOAT, 0, vVertices);
glColorPointer(4, GL_UNSIGNED_BYTE, 0, colors );
glDrawArrays(GL_LINE_LOOP,0,count);
glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
glEnable(GL_TEXTURE_2D);
delete[] vVertices;
delete[] colors;
#else
glDisable(GL_TEXTURE_2D);
glColor4ub(col.r, col.g, col.b, col.a);
glBegin(GL_LINE_LOOP);
for(i=0; i<count;i++)
{
glVertex2f(x+size*COSF((int)angle), SCREEN_HEIGHT_F-(y+size*SINF((int)angle)));
angle += steps;
if (angle >= 360.0f)
angle -= 360.0f;
}
glEnd();
// default color
glColor4ub(255, 255, 255, 255);
glEnable(GL_TEXTURE_2D);
#endif //#if (defined GL_ES_VERSION_2_0) || (defined GL_VERSION_2_0)
checkGlError();
}
void JRenderer::FillPolygon(float x, float y, float size, int count, float startingAngle, PIXEL_TYPE color)
{
checkGlError();
JColor col;
col.color = color;
float angle = startingAngle*RAD2DEG;
float firstAngle = angle;
float steps = 360.0f/count;
size /= 2;
int i;
#if (defined GL_ES_VERSION_2_0) || (defined GL_VERSION_2_0)
GLfloat* vVertices = new GLfloat[3*(count+2)];
GLubyte* colors = new GLubyte[4*(count+2)];
for(i = 0; i < count+2; i++)
{
colors[4*i+0]= col.r;
colors[4*i+1]= col.g;
colors[4*i+2]= col.b;
colors[4*i+3]= col.a;
}
vVertices[0] = x;
vVertices[1] = SCREEN_HEIGHT_F-y;
vVertices[2] = 0.0f;
for(i=1; i<count+1;i++)
{
vVertices[3*i+0] = x+size*COSF((int)angle);
vVertices[3*i+1] = SCREEN_HEIGHT_F-y+size*SINF((int)angle);
vVertices[3*i+2] = 0.0f;
angle += steps;
if (angle >= 360.0f)
angle -= 360.0f;
}
vVertices[3*(1+count)+0] = x+size*COSF((int)firstAngle);
vVertices[3*(1+count)+1] = SCREEN_HEIGHT_F-y+size*SINF((int)firstAngle);
vVertices[3*(1+count)+2] = 0.0f;
// Use the program object without texture
glUseProgram ( prog1 );
// Load the vertex position
glVertexAttribPointer ( prog1_positionLoc, 3, GL_FLOAT,
GL_FALSE, 3 * sizeof(GLfloat), vVertices );
// Load the color
glVertexAttribPointer(prog1_colorLoc, 4, GL_UNSIGNED_BYTE,
GL_TRUE, 4 * sizeof(GLubyte), colors);
glEnableVertexAttribArray ( prog1_positionLoc );
glEnableVertexAttribArray ( prog1_colorLoc );
// Load the MVP matrix
glUniformMatrix4fv( prog1_mvpLoc, 1, GL_FALSE, (GLfloat*) &theMvpMatrix.m[0][0] );
glDrawArrays(GL_TRIANGLE_FAN,0,count+2);
delete[] vVertices;
delete[] colors;
#elif (defined GL_VERSION_ES_CM_1_1) || (defined GL_OES_VERSION_1_1)
glDisable(GL_TEXTURE_2D);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
GLfloat* vVertices = new GLfloat[3*(count+2)];
GLubyte* colors = new GLubyte[4*(count+2)];
for(i = 0; i < count+2; i++)
{
colors[4*i+0]= col.r;
colors[4*i+1]= col.g;
colors[4*i+2]= col.b;
colors[4*i+3]= col.a;
}
vVertices[0] = x;
vVertices[1] = SCREEN_HEIGHT_F-y;
vVertices[2] = 0.0f;
for(i=1; i<count+1;i++)
{
vVertices[3*i+0] = x+size*COSF((int)angle);
vVertices[3*i+1] = SCREEN_HEIGHT_F-y+size*SINF((int)angle);
vVertices[3*i+2] = 0.0f;
angle += steps;
if (angle >= 360.0f)
angle -= 360.0f;
}
vVertices[3*(1+count)+0] = x+size*COSF((int)firstAngle);
vVertices[3*(1+count)+1] = SCREEN_HEIGHT_F-y+size*SINF((int)firstAngle);
vVertices[3*(1+count)+2] = 0.0f;
glVertexPointer(3, GL_FLOAT, 0, vVertices);
glColorPointer(4, GL_UNSIGNED_BYTE, 0, colors );
glDrawArrays(GL_TRIANGLE_FAN,0,count+2);
glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
glEnable(GL_TEXTURE_2D);
delete[] vVertices;
delete[] colors;
#else
glDisable(GL_TEXTURE_2D);
glColor4ub(col.r, col.g, col.b, col.a);
glBegin(GL_TRIANGLE_FAN);
glVertex2f(x, SCREEN_HEIGHT_F-y);
for(i=0; i<count;i++)
{
glVertex2f(x+size*COSF((int)angle), SCREEN_HEIGHT_F-y+size*SINF((int)angle));
angle += steps;
if (angle >= 360.0f)
angle -= 360.0f;
}
glVertex2f(x+size*COSF((int)firstAngle), SCREEN_HEIGHT_F-y+size*SINF((int)firstAngle));
glEnd();
// default color
glColor4ub(255, 255, 255, 255);
glEnable(GL_TEXTURE_2D);
#endif //#if (defined GL_ES_VERSION_2_0) || (defined GL_VERSION_2_0)
checkGlError();
}
void JRenderer::SetImageFilter(JImageFilter* imageFilter)
{
mImageFilter = imageFilter;
}
void JRenderer::DrawRoundRect(float x, float y, float w, float h, float radius, PIXEL_TYPE color)
{
checkGlError();
x+=w+radius;
y+=h+radius;
JColor col;
col.color = color;
int i;
#if (defined GL_ES_VERSION_2_0) || (defined GL_VERSION_2_0)
int number = 360;
GLfloat* vVertices = new GLfloat[3*number];
GLubyte* colors = new GLubyte[4*number];
for(i = 0; i < number; i++)
{
colors[4*i+0]= col.r;
colors[4*i+1]= col.g;
colors[4*i+2]= col.b;
colors[4*i+3]= col.a;
}
for(i=0; i<90;i++) {
vVertices[3 * i + 0] = x+radius*COSF(i);
vVertices[3 * i + 1] = SCREEN_HEIGHT_F-(y+radius*SINF(i));
vVertices[3 * i + 2] = 0.0f;
}
for(i=90; i<180;i++)
{
vVertices[3 * i + 0] = x+radius*COSF(i)-w;
vVertices[3 * i + 1] = SCREEN_HEIGHT_F-(y+radius*SINF(i));
vVertices[3 * i + 2] = 0.0f;
}
for(i=180; i<270;i++)
{
vVertices[3 * i + 0] = x+radius*COSF(i)-w;
vVertices[3 * i + 1] = SCREEN_HEIGHT_F-(y+radius*SINF(i)-h);
vVertices[3 * i + 2] = 0.0f;
}
for(i=270; i<360;i++)
{
vVertices[3 * i + 0] = x+radius*COSF(i);
vVertices[3 * i + 1] = SCREEN_HEIGHT_F-(y+radius*SINF(i)-h);
vVertices[3 * i + 2] = 0.0f;
}
// Use the program object without texture
glUseProgram ( prog1 );
// Load the vertex position
glVertexAttribPointer ( prog1_positionLoc, 3, GL_FLOAT,
GL_FALSE, 3 * sizeof(GLfloat), vVertices );
// Load the color
glVertexAttribPointer(prog1_colorLoc, 4, GL_UNSIGNED_BYTE,
GL_TRUE, 4 * sizeof(GLubyte), colors);
glEnableVertexAttribArray ( prog1_positionLoc );
glEnableVertexAttribArray ( prog1_colorLoc );
// Load the MVP matrix
glUniformMatrix4fv( prog1_mvpLoc, 1, GL_FALSE, (GLfloat*) &theMvpMatrix.m[0][0] );
glDrawArrays(GL_LINE_LOOP,0,number);
delete[] vVertices;
delete[] colors;
#elif (defined GL_VERSION_ES_CM_1_1) || (defined GL_OES_VERSION_1_1)
glDisable(GL_TEXTURE_2D);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
int number = 360;
GLfloat* vVertices = new GLfloat[3*number];
GLubyte* colors = new GLubyte[4*number];
for(i = 0; i < number; i++)
{
colors[4*i+0]= col.r;
colors[4*i+1]= col.g;
colors[4*i+2]= col.b;
colors[4*i+3]= col.a;
}
for(i=0; i<90;i++) {
vVertices[3 * i + 0] = x+radius*COSF(i);
vVertices[3 * i + 1] = SCREEN_HEIGHT_F-(y+radius*SINF(i));
vVertices[3 * i + 2] = 0.0f;
}
for(i=90; i<180;i++)
{
vVertices[3 * i + 0] = x+radius*COSF(i)-w;
vVertices[3 * i + 1] = SCREEN_HEIGHT_F-(y+radius*SINF(i));
vVertices[3 * i + 2] = 0.0f;
}
for(i=180; i<270;i++)
{
vVertices[3 * i + 0] = x+radius*COSF(i)-w;
vVertices[3 * i + 1] = SCREEN_HEIGHT_F-(y+radius*SINF(i)-h);
vVertices[3 * i + 2] = 0.0f;
}
for(i=270; i<360;i++)
{
vVertices[3 * i + 0] = x+radius*COSF(i);
vVertices[3 * i + 1] = SCREEN_HEIGHT_F-(y+radius*SINF(i)-h);
vVertices[3 * i + 2] = 0.0f;
}
glVertexPointer(3, GL_FLOAT, 0, vVertices);
glColorPointer(4, GL_UNSIGNED_BYTE, 0, colors );
glDrawArrays(GL_LINE_LOOP,0,number);
glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
glEnable(GL_TEXTURE_2D);
delete[] vVertices;
delete[] colors;
#else
glDisable(GL_TEXTURE_2D);
glColor4ub(col.r, col.g, col.b, col.a);
glBegin(GL_LINE_LOOP);
for(i=0; i<90;i++)
{
glVertex2f(x+radius*COSF(i), SCREEN_HEIGHT_F-(y+radius*SINF(i)));
}
for(i=0; i<w; i++)
{
glVertex2f(x+radius*COSF(90)-i, SCREEN_HEIGHT_F-(y+radius*SINF(90)));
}
for(i=90; i<180;i++)
{
glVertex2f(x+radius*COSF(i)-w, SCREEN_HEIGHT_F-(y+radius*SINF(i)));
}
for(i=0; i<h; i++)
{
glVertex2f(x+radius*COSF(180)-w, SCREEN_HEIGHT_F-(y+radius*SINF(180)-i));
}
for(i=180; i<270;i++)
{
glVertex2f(x+radius*COSF(i)-w, SCREEN_HEIGHT_F-(y+radius*SINF(i)-h));
}
for(i=0; i<w; i++)
{
glVertex2f(x+radius*COSF(270)-w+i, SCREEN_HEIGHT_F-(y+radius*SINF(270)-h));
}
for(i=270; i<360;i++)
{
glVertex2f(x+radius*COSF(i), SCREEN_HEIGHT_F-(y+radius*SINF(i)-h));
}
for(i=0; i<h; i++)
{
glVertex2f(x+radius*COSF(0), SCREEN_HEIGHT_F-(y+radius*SINF(0)-h+i));
}
glEnd();
// default color
glColor4ub(255, 255, 255, 255);
glEnable(GL_TEXTURE_2D);
#endif //#if (defined GL_ES_VERSION_2_0) || (defined GL_VERSION_2_0)
checkGlError();
}
void JRenderer::FillRoundRect(float x, float y, float w, float h, float radius, PIXEL_TYPE color)
{
checkGlError();
x+=w+radius;
y+=radius;
JColor col;
col.color = color;
#if (defined GL_ES_VERSION_2_0) || (defined GL_VERSION_2_0)
int i, offset;
int number = 2+360;
GLfloat* vVertices = new GLfloat[3*number];
GLubyte* colors = new GLubyte[4*number];
for(i = 0; i < number; i++)
{
colors[4*i+0]= col.r;
colors[4*i+1]= col.g;
colors[4*i+2]= col.b;
colors[4*i+3]= col.a;
}
vVertices[0] = x-5; vVertices[1] = SCREEN_HEIGHT_F-y; vVertices[2] = 0.0f;
offset = 1;
for(i=0; i<90;i++) {
vVertices[3*(offset+i)+0] = x+radius*COSF(i);
vVertices[3*(offset+i)+1] = SCREEN_HEIGHT_F-y+radius*SINF(i);
vVertices[3*(offset+i)+2] = 0.0f;
}
for(i=90; i<180;i++)
{
vVertices[3*(offset+i)+0] = x+radius*COSF(i)-w;
vVertices[3*(offset+i)+1] = SCREEN_HEIGHT_F-y+radius*SINF(i);
vVertices[3*(offset+i)+2] = 0.0f;
}
for(i=180; i<270;i++)
{
vVertices[3*(offset+i)+0] = x+radius*COSF(i)-w;
vVertices[3*(offset+i)+1] = SCREEN_HEIGHT_F-y+radius*SINF(i)-h;
vVertices[3*(offset+i)+2] = 0.0f;
}
for(i=270; i<360;i++)
{
vVertices[3*(offset+i)+0] = x+radius*COSF(i);
vVertices[3*(offset+i)+1] = SCREEN_HEIGHT_F-y+radius*SINF(i)-h;
vVertices[3*(offset+i)+2] = 0.0f;
}
vVertices[3*(361)+0] = x+radius*COSF(0);
vVertices[3*(361)+1] = SCREEN_HEIGHT_F-y+radius*SINF(0);
vVertices[3*(361)+2] = 0.0f;
// Use the program object without texture
glUseProgram ( prog1 );
// Load the vertex position
glVertexAttribPointer ( prog1_positionLoc, 3, GL_FLOAT,
GL_FALSE, 3 * sizeof(GLfloat), vVertices );
// Load the color
glVertexAttribPointer(prog1_colorLoc, 4, GL_UNSIGNED_BYTE,
GL_TRUE, 4 * sizeof(GLubyte), colors);
glEnableVertexAttribArray ( prog1_positionLoc );
glEnableVertexAttribArray ( prog1_colorLoc );
// Load the MVP matrix
glUniformMatrix4fv( prog1_mvpLoc, 1, GL_FALSE, (GLfloat*) &theMvpMatrix.m[0][0] );
glDrawArrays(GL_TRIANGLE_FAN,0,number);
delete[] vVertices;
delete[] colors;
#elif (defined GL_VERSION_ES_CM_1_1) || (defined GL_OES_VERSION_1_1)
glDisable(GL_TEXTURE_2D);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
int i, offset;
int number = 2+360;
GLfloat* vVertices = new GLfloat[3*number];
GLubyte* colors = new GLubyte[4*number];
for(i = 0; i < number; i++)
{
colors[4*i+0]= col.r;
colors[4*i+1]= col.g;
colors[4*i+2]= col.b;
colors[4*i+3]= col.a;
}
vVertices[0] = x-5; vVertices[1] = SCREEN_HEIGHT_F-y; vVertices[2] = 0.0f;
offset = 1;
for(i=0; i<90;i++) {
vVertices[3*(offset+i)+0] = x+radius*COSF(i);
vVertices[3*(offset+i)+1] = SCREEN_HEIGHT_F-y+radius*SINF(i);
vVertices[3*(offset+i)+2] = 0.0f;
}
for(i=90; i<180;i++)
{
vVertices[3*(offset+i)+0] = x+radius*COSF(i)-w;
vVertices[3*(offset+i)+1] = SCREEN_HEIGHT_F-y+radius*SINF(i);
vVertices[3*(offset+i)+2] = 0.0f;
}
for(i=180; i<270;i++)
{
vVertices[3*(offset+i)+0] = x+radius*COSF(i)-w;
vVertices[3*(offset+i)+1] = SCREEN_HEIGHT_F-y+radius*SINF(i)-h;
vVertices[3*(offset+i)+2] = 0.0f;
}
for(i=270; i<360;i++)
{
vVertices[3*(offset+i)+0] = x+radius*COSF(i);
vVertices[3*(offset+i)+1] = SCREEN_HEIGHT_F-y+radius*SINF(i)-h;
vVertices[3*(offset+i)+2] = 0.0f;
}
vVertices[3*(361)+0] = x+radius*COSF(0);
vVertices[3*(361)+1] = SCREEN_HEIGHT_F-y+radius*SINF(0);
vVertices[3*(361)+2] = 0.0f;
glVertexPointer(3, GL_FLOAT, 0, vVertices);
glColorPointer(4, GL_UNSIGNED_BYTE, 0, colors );
glDrawArrays(GL_TRIANGLE_FAN,0,number);
glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
glEnable(GL_TEXTURE_2D);
delete[] vVertices;
delete[] colors;
#else
glDisable(GL_TEXTURE_2D);
glColor4ub(col.r, col.g, col.b, col.a);
glBegin(GL_TRIANGLE_FAN);
glVertex2f(x-5, SCREEN_HEIGHT_F-y);
int i;
for(i=0; i<90;i++)
{
glVertex2f(x+radius*COSF(i), SCREEN_HEIGHT_F-y+radius*SINF(i));
}
for(i=0; i<w; i++)
{
glVertex2f(x+radius*COSF(90)-i, SCREEN_HEIGHT_F-y+radius*SINF(90));
}
for(i=90; i<180;i++)
{
glVertex2f(x+radius*COSF(i)-w, SCREEN_HEIGHT_F-y+radius*SINF(i));
}
for(i=0; i<h; i++)
{
glVertex2f(x+radius*COSF(180)-w, SCREEN_HEIGHT_F-y+radius*SINF(180)-i);
}
for(i=180; i<270;i++)
{
glVertex2f(x+radius*COSF(i)-w, SCREEN_HEIGHT_F-y+radius*SINF(i)-h);
}
for(i=0; i<w; i++)
{
glVertex2f(x+radius*COSF(270)-w+i, SCREEN_HEIGHT_F-y+radius*SINF(270)-h);
}
for(i=270; i<360;i++)
{
glVertex2f(x+radius*COSF(i), SCREEN_HEIGHT_F-y+radius*SINF(i)-h);
}
for(i=0; i<h; i++)
{
glVertex2f(x+radius*COSF(0), SCREEN_HEIGHT_F-y+radius*SINF(0)-h+i);
}
glVertex2f(x+radius*COSF(0), SCREEN_HEIGHT_F-y+radius*SINF(0));
glEnd();
// default color
glColor4ub(255, 255, 255, 255);
glEnable(GL_TEXTURE_2D);
#endif //#if (defined GL_ES_VERSION_2_0) || (defined GL_VERSION_2_0)
checkGlError();
}