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);
+
+ // unrotated blit
+ glBlendFunc(blend.sfactor, blend.dfactor);
+ glColor4f(color.red, color.green, color.blue, color.alpha * alpha);
+
+ if (angle == 0.0f) {
+ float vertices[] = {
+ left, top,
+ right, top,
+ right, bottom,
+ left, bottom,
+ };
+ glVertexPointer(2, GL_FLOAT, 0, vertices);
+
+ float uvs[] = {
+ uv_left, uv_top,
+ uv_right, uv_top,
+ uv_right, uv_bottom,
+ uv_left, uv_bottom,
+ };
+ glTexCoordPointer(2, GL_FLOAT, 0, uvs);
+
+ glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
+ } else {
+ // rotated blit
float center_x = (left + right) / 2;
float center_y = (top + bottom) / 2;
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);
+ float vertices[] = {
+ left*ca - top*sa + center_x, left*sa + top*ca + center_y,
+ right*ca - top*sa + center_x, right*sa + top*ca + center_y,
+ right*ca - bottom*sa + center_x, right*sa + bottom*ca + center_y,
+ left*ca - bottom*sa + center_x, left*sa + bottom*ca + center_y
+ };
+ glVertexPointer(2, GL_FLOAT, 0, vertices);
+
+ float uvs[] = {
+ uv_left, uv_top,
+ uv_right, uv_top,
+ uv_right, uv_bottom,
+ uv_left, uv_bottom,
+ };
+ glTexCoordPointer(2, GL_FLOAT, 0, uvs);
+
+ glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
+ }
- 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
const Color& bottom = gradientrequest->bottom;
glDisable(GL_TEXTURE_2D);
- glBegin(GL_QUADS);
- glColor4f(top.red, top.green, top.blue, top.alpha);
- glVertex2f(0, 0);
- glVertex2f(SCREEN_WIDTH, 0);
- glColor4f(bottom.red, bottom.green, bottom.blue, bottom.alpha);
- glVertex2f(SCREEN_WIDTH, SCREEN_HEIGHT);
- glVertex2f(0, SCREEN_HEIGHT);
- glEnd();
+ glDisable(GL_TEXTURE_COORD_ARRAY);
+ glEnable(GL_COLOR_ARRAY);
+
+ float vertices[] = {
+ 0, 0,
+ SCREEN_WIDTH, 0,
+ SCREEN_WIDTH, SCREEN_HEIGHT,
+ 0, SCREEN_HEIGHT
+ };
+ glVertexPointer(2, GL_FLOAT, 0, vertices);
+
+ float colors[] = {
+ top.red, top.green, top.blue, top.alpha,
+ top.red, top.green, top.blue, top.alpha,
+ bottom.red, bottom.green, bottom.blue, bottom.alpha,
+ bottom.red, bottom.green, bottom.blue, bottom.alpha,
+ };
+ glColorPointer(4, GL_FLOAT, 0, colors);
+
+ glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
+
+ glDisable(GL_COLOR_ARRAY);
+ glEnable(GL_TEXTURE_COORD_ARRAY);
+
glEnable(GL_TEXTURE_2D);
glColor4f(1, 1, 1, 1);
}
glDisable(GL_TEXTURE_2D);
glColor4f(fillrectrequest->color.red, fillrectrequest->color.green,
fillrectrequest->color.blue, fillrectrequest->color.alpha);
+ glDisable(GL_TEXTURE_COORD_ARRAY);
- glBegin(GL_QUADS);
- glVertex2f(x, y);
- glVertex2f(x+w, y);
- glVertex2f(x+w, y+h);
- glVertex2f(x, y+h);
- glEnd();
+ float vertices[] = {
+ x, y,
+ x+w, y,
+ x+w, y+h,
+ x, y+h
+ };
+ glVertexPointer(2, GL_FLOAT, 0, vertices);
+
+ glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
+
+ glEnable(GL_TEXTURE_COORD_ARRAY);
glEnable(GL_TEXTURE_2D);
glColor4f(1, 1, 1, 1);
}
float posY = screen->h - request.pos.y * lightmap_height / SCREEN_HEIGHT;
glReadPixels((GLint) posX, (GLint) posY , 1, 1, GL_RGB, GL_FLOAT, pixels);
*(getlightrequest->color_ptr) = Color( pixels[0], pixels[1], pixels[2]);
- //printf("get_light %f/%f =>%f/%f r%f g%f b%f\n", request.pos.x, request.pos.y, posX, posY, pixels[0], pixels[1], pixels[2]);
}
}