#include "obstack/obstackpp.hpp"
#define LIGHTMAP_DIV 5
-namespace
+namespace
{
- inline void intern_draw(float left, float top, float right, float bottom,
- float uv_left, float uv_top,
- float uv_right, float uv_bottom,
- float angle, float alpha,
- const Color& color,
- const Blend& blend,
- DrawingEffect effect)
- {
- if(effect & HORIZONTAL_FLIP)
- std::swap(uv_left, uv_right);
- if(effect & VERTICAL_FLIP) {
- std::swap(uv_top, uv_bottom);
+inline void intern_draw(float left, float top, float right, float bottom,
+ float uv_left, float uv_top,
+ float uv_right, float uv_bottom,
+ float angle, float alpha,
+ const Color& color,
+ const Blend& blend,
+ DrawingEffect effect)
+{
+ if(effect & HORIZONTAL_FLIP)
+ std::swap(uv_left, uv_right);
+
+ if(effect & VERTICAL_FLIP)
+ std::swap(uv_top, uv_bottom);
+
+ if (angle == 0.0f)
+ { // unrotated blit
+ glBlendFunc(blend.sfactor, blend.dfactor);
+ glColor4f(color.red, color.green, color.blue, color.alpha * alpha);
+ glBegin(GL_QUADS);
+ glTexCoord2f(uv_left, uv_top);
+ glVertex2f(left, top);
+
+ glTexCoord2f(uv_right, uv_top);
+ glVertex2f(right, top);
+
+ glTexCoord2f(uv_right, uv_bottom);
+ glVertex2f(right, bottom);
+
+ glTexCoord2f(uv_left, uv_bottom);
+ glVertex2f(left, bottom);
+ glEnd();
+ }
+ else
+ { // rotated blit
+ float center_x = (left + right) / 2;
+ float center_y = (top + bottom) / 2;
+
+ float sa = sinf(angle/180.0f*M_PI);
+ float ca = cosf(angle/180.0f*M_PI);
+
+ left -= center_x;
+ right -= center_x;
+
+ top -= center_y;
+ bottom -= center_y;
+
+ glBlendFunc(blend.sfactor, blend.dfactor);
+ glColor4f(color.red, color.green, color.blue, color.alpha * alpha);
+ glBegin(GL_QUADS);
+ glTexCoord2f(uv_left, uv_top);
+ glVertex2f(left*ca - top*sa + center_x,
+ left*sa + top*ca + center_y);
+
+ glTexCoord2f(uv_right, uv_top);
+ glVertex2f(right*ca - top*sa + center_x,
+ right*sa + top*ca + center_y);
+
+ glTexCoord2f(uv_right, uv_bottom);
+ glVertex2f(right*ca - bottom*sa + center_x,
+ right*sa + bottom*ca + center_y);
+
+ glTexCoord2f(uv_left, uv_bottom);
+ glVertex2f(left*ca - bottom*sa + center_x,
+ left*sa + bottom*ca + center_y);
+ glEnd();
}
- float center_x = (left + right) / 2;
- float center_y = (top + bottom) / 2;
-
- float sa = sinf(angle/180.0f*M_PI);
- float ca = cosf(angle/180.0f*M_PI);
-
- left -= center_x;
- right -= center_x;
-
- top -= center_y;
- bottom -= center_y;
-
- glBlendFunc(blend.sfactor, blend.dfactor);
- glColor4f(color.red, color.green, color.blue, color.alpha * alpha);
- glBegin(GL_QUADS);
- glTexCoord2f(uv_left, uv_top);
- glVertex2f(left*ca - top*sa + center_x,
- left*sa + top*ca + center_y);
-
- glTexCoord2f(uv_right, uv_top);
- glVertex2f(right*ca - top*sa + center_x,
- right*sa + top*ca + center_y);
-
- glTexCoord2f(uv_right, uv_bottom);
- glVertex2f(right*ca - bottom*sa + center_x,
- right*sa + bottom*ca + center_y);
-
- glTexCoord2f(uv_left, uv_bottom);
- glVertex2f(left*ca - bottom*sa + center_x,
- left*sa + bottom*ca + center_y);
- glEnd();
-
- // FIXME: find a better way to restore the blend mode
- glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- }
+ // FIXME: find a better way to restore the blend mode
+ glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+}
}
namespace GL