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RmlUi_Renderer_BackwardCompatible_GL2.cpp
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RmlUi_Renderer_BackwardCompatible_GL2.cpp
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/*
* This source file is part of RmlUi, the HTML/CSS Interface Middleware
*
* For the latest information, see http://github.com/mikke89/RmlUi
*
* Copyright (c) 2008-2010 CodePoint Ltd, Shift Technology Ltd
* Copyright (c) 2019-2023 The RmlUi Team, and contributors
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*
*/
#include "RmlUi_Renderer_BackwardCompatible_GL2.h"
#include <RmlUi/Core/Core.h>
#include <RmlUi/Core/FileInterface.h>
#include <RmlUi/Core/Log.h>
#include <RmlUi/Core/Platform.h>
#include <string.h>
#if defined RMLUI_PLATFORM_WIN32
#include "RmlUi_Include_Windows.h"
#include <gl/Gl.h>
#include <gl/Glu.h>
#elif defined RMLUI_PLATFORM_MACOSX
#include <AGL/agl.h>
#include <OpenGL/gl.h>
#include <OpenGL/glext.h>
#include <OpenGL/glu.h>
#elif defined RMLUI_PLATFORM_UNIX
#include "RmlUi_Include_Xlib.h"
#include <GL/gl.h>
#include <GL/glext.h>
#include <GL/glu.h>
#include <GL/glx.h>
#endif
#define GL_CLAMP_TO_EDGE 0x812F
RenderInterface_BackwardCompatible_GL2::RenderInterface_BackwardCompatible_GL2() {}
void RenderInterface_BackwardCompatible_GL2::SetViewport(int in_viewport_width, int in_viewport_height)
{
viewport_width = in_viewport_width;
viewport_height = in_viewport_height;
}
void RenderInterface_BackwardCompatible_GL2::BeginFrame()
{
RMLUI_ASSERT(viewport_width >= 0 && viewport_height >= 0);
glViewport(0, 0, viewport_width, viewport_height);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
Rml::Matrix4f projection = Rml::Matrix4f::ProjectOrtho(0, (float)viewport_width, (float)viewport_height, 0, -10000, 10000);
glMatrixMode(GL_PROJECTION);
glLoadMatrixf(projection.data());
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
transform_enabled = false;
}
void RenderInterface_BackwardCompatible_GL2::EndFrame() {}
void RenderInterface_BackwardCompatible_GL2::Clear()
{
glClearStencil(0);
glClearColor(0, 0, 0, 1);
glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
}
void RenderInterface_BackwardCompatible_GL2::RenderGeometry(Rml::Vertex* vertices, int /*num_vertices*/, int* indices, int num_indices,
const Rml::TextureHandle texture, const Rml::Vector2f& translation)
{
glPushMatrix();
glTranslatef(translation.x, translation.y, 0);
glVertexPointer(2, GL_FLOAT, sizeof(Rml::Vertex), &vertices[0].position);
glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(Rml::Vertex), &vertices[0].colour);
if (!texture)
{
glDisable(GL_TEXTURE_2D);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
}
else
{
glEnable(GL_TEXTURE_2D);
if (texture != TextureEnableWithoutBinding)
glBindTexture(GL_TEXTURE_2D, (GLuint)texture);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glTexCoordPointer(2, GL_FLOAT, sizeof(Rml::Vertex), &vertices[0].tex_coord);
}
glDrawElements(GL_TRIANGLES, num_indices, GL_UNSIGNED_INT, indices);
glPopMatrix();
}
void RenderInterface_BackwardCompatible_GL2::EnableScissorRegion(bool enable)
{
if (enable)
{
if (!transform_enabled)
{
glEnable(GL_SCISSOR_TEST);
glDisable(GL_STENCIL_TEST);
}
else
{
glDisable(GL_SCISSOR_TEST);
glEnable(GL_STENCIL_TEST);
}
}
else
{
glDisable(GL_SCISSOR_TEST);
glDisable(GL_STENCIL_TEST);
}
}
void RenderInterface_BackwardCompatible_GL2::SetScissorRegion(int x, int y, int width, int height)
{
if (!transform_enabled)
{
glScissor(x, viewport_height - (y + height), width, height);
}
else
{
// clear the stencil buffer
glStencilMask(GLuint(-1));
glClear(GL_STENCIL_BUFFER_BIT);
// fill the stencil buffer
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
glDepthMask(GL_FALSE);
glStencilFunc(GL_NEVER, 1, GLuint(-1));
glStencilOp(GL_REPLACE, GL_KEEP, GL_KEEP);
float fx = (float)x;
float fy = (float)y;
float fwidth = (float)width;
float fheight = (float)height;
// draw transformed quad
GLfloat vertices[] = {fx, fy, 0, fx, fy + fheight, 0, fx + fwidth, fy + fheight, 0, fx + fwidth, fy, 0};
glDisableClientState(GL_COLOR_ARRAY);
glVertexPointer(3, GL_FLOAT, 0, vertices);
GLushort indices[] = {1, 2, 0, 3};
glDrawElements(GL_TRIANGLE_STRIP, 4, GL_UNSIGNED_SHORT, indices);
glEnableClientState(GL_COLOR_ARRAY);
// prepare for drawing the real thing
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glDepthMask(GL_TRUE);
glStencilMask(0);
glStencilFunc(GL_EQUAL, 1, GLuint(-1));
}
}
// Set to byte packing, or the compiler will expand our struct, which means it won't read correctly from file
#pragma pack(1)
struct TGAHeader {
char idLength;
char colourMapType;
char dataType;
short int colourMapOrigin;
short int colourMapLength;
char colourMapDepth;
short int xOrigin;
short int yOrigin;
short int width;
short int height;
char bitsPerPixel;
char imageDescriptor;
};
// Restore packing
#pragma pack()
bool RenderInterface_BackwardCompatible_GL2::LoadTexture(Rml::TextureHandle& texture_handle, Rml::Vector2i& texture_dimensions,
const Rml::String& source)
{
Rml::FileInterface* file_interface = Rml::GetFileInterface();
Rml::FileHandle file_handle = file_interface->Open(source);
if (!file_handle)
{
return false;
}
file_interface->Seek(file_handle, 0, SEEK_END);
size_t buffer_size = file_interface->Tell(file_handle);
file_interface->Seek(file_handle, 0, SEEK_SET);
if (buffer_size <= sizeof(TGAHeader))
{
Rml::Log::Message(Rml::Log::LT_ERROR, "Texture file size is smaller than TGAHeader, file is not a valid TGA image.");
file_interface->Close(file_handle);
return false;
}
char* buffer = new char[buffer_size];
file_interface->Read(buffer, buffer_size, file_handle);
file_interface->Close(file_handle);
TGAHeader header;
memcpy(&header, buffer, sizeof(TGAHeader));
int color_mode = header.bitsPerPixel / 8;
int image_size = header.width * header.height * 4; // We always make 32bit textures
if (header.dataType != 2)
{
Rml::Log::Message(Rml::Log::LT_ERROR, "Only 24/32bit uncompressed TGAs are supported.");
delete[] buffer;
return false;
}
// Ensure we have at least 3 colors
if (color_mode < 3)
{
Rml::Log::Message(Rml::Log::LT_ERROR, "Only 24 and 32bit textures are supported.");
delete[] buffer;
return false;
}
const char* image_src = buffer + sizeof(TGAHeader);
unsigned char* image_dest = new unsigned char[image_size];
// Targa is BGR, swap to RGB and flip Y axis
for (long y = 0; y < header.height; y++)
{
long read_index = y * header.width * color_mode;
long write_index = ((header.imageDescriptor & 32) != 0) ? read_index : (header.height - y - 1) * header.width * color_mode;
for (long x = 0; x < header.width; x++)
{
image_dest[write_index] = image_src[read_index + 2];
image_dest[write_index + 1] = image_src[read_index + 1];
image_dest[write_index + 2] = image_src[read_index];
if (color_mode == 4)
image_dest[write_index + 3] = image_src[read_index + 3];
else
image_dest[write_index + 3] = 255;
write_index += 4;
read_index += color_mode;
}
}
texture_dimensions.x = header.width;
texture_dimensions.y = header.height;
bool success = GenerateTexture(texture_handle, image_dest, texture_dimensions);
delete[] image_dest;
delete[] buffer;
return success;
}
bool RenderInterface_BackwardCompatible_GL2::GenerateTexture(Rml::TextureHandle& texture_handle, const Rml::byte* source,
const Rml::Vector2i& source_dimensions)
{
GLuint texture_id = 0;
glGenTextures(1, &texture_id);
if (texture_id == 0)
{
Rml::Log::Message(Rml::Log::LT_ERROR, "Failed to generate texture.");
return false;
}
glBindTexture(GL_TEXTURE_2D, texture_id);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, source_dimensions.x, source_dimensions.y, 0, GL_RGBA, GL_UNSIGNED_BYTE, source);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
texture_handle = (Rml::TextureHandle)texture_id;
return true;
}
void RenderInterface_BackwardCompatible_GL2::ReleaseTexture(Rml::TextureHandle texture_handle)
{
glDeleteTextures(1, (GLuint*)&texture_handle);
}
void RenderInterface_BackwardCompatible_GL2::SetTransform(const Rml::Matrix4f* transform)
{
transform_enabled = (transform != nullptr);
if (transform)
{
if (std::is_same<Rml::Matrix4f, Rml::ColumnMajorMatrix4f>::value)
glLoadMatrixf(transform->data());
else if (std::is_same<Rml::Matrix4f, Rml::RowMajorMatrix4f>::value)
glLoadMatrixf(transform->Transpose().data());
}
else
glLoadIdentity();
}