Clementine-audio-player-Mac.../3rdparty/libprojectm/Renderer/Renderable.cpp

356 lines
8.9 KiB
C++
Raw Normal View History

2010-06-06 23:43:45 +02:00
#include "Common.hpp"
#ifdef USE_GLES1
#include <GLES/gl.h>
#else
#ifdef __APPLE__
#include <OpenGL/gl.h>
#include <OpenGL/glu.h>
#else
#include <GL/gl.h>
#include <GL/glu.h>
#endif
#endif
#include "Renderable.hpp"
#include <math.h>
typedef float floatPair[2];
typedef float floatTriple[3];
typedef float floatQuad[4];
RenderContext::RenderContext()
: time(0),texsize(512), aspectRatio(1), aspectCorrect(false){};
RenderItem::RenderItem():masterAlpha(1){}
DarkenCenter::DarkenCenter():RenderItem(){}
MotionVectors::MotionVectors():RenderItem(){}
Border::Border():RenderItem(){}
void DarkenCenter::Draw(RenderContext &context)
{
//float unit=0.05f;
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
float colors[6][4] = {{0, 0, 0, (3.0f/32.0f) * masterAlpha},
{0, 0, 0, 0},
{0, 0, 0, 0},
{0, 0, 0, 0},
{0, 0, 0, 0},
{0, 0, 0, 0}};
float points[6][2] = {{ 0.5, 0.5},
{ 0.45, 0.5},
{ 0.5, 0.45},
{ 0.55, 0.5},
{ 0.5, 0.55},
{ 0.45, 0.5}};
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glVertexPointer(2,GL_FLOAT,0,points);
glColorPointer(4,GL_FLOAT,0,colors);
glDrawArrays(GL_TRIANGLE_FAN,0,6);
}
Shape::Shape():RenderItem()
{
std::string imageUrl = "";
sides = 4;
thickOutline = false;
enabled = true;
additive = false;
textured = false;
tex_zoom = 1.0;
tex_ang = 0.0;
x = 0.5;
y = 0.5;
radius = 1.0;
ang = 0.0;
r = 0.0; /* red color value */
g = 0.0; /* green color value */
b = 0.0; /* blue color value */
a = 0.0; /* alpha color value */
r2 = 0.0; /* red color value */
g2 = 0.0; /* green color value */
b2 = 0.0; /* blue color value */
a2 = 0.0; /* alpha color value */
border_r = 0.0; /* red color value */
border_g = 0.0; /* green color value */
border_b = 0.0; /* blue color value */
border_a = 0.0; /* alpha color value */
}
void Shape::Draw(RenderContext &context)
{
float xval, yval;
float t;
// printf("drawing shape %f\n", ang);
float temp_radius= radius*(.707*.707*.707*1.04);
//Additive Drawing or Overwrite
if ( additive==0) glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
else glBlendFunc(GL_SRC_ALPHA, GL_ONE);
xval= x;
yval= -(y-1);
if ( textured)
{
if (imageUrl !="")
{
GLuint tex= context.textureManager->getTexture(imageUrl);
if (tex != 0)
{
glBindTexture(GL_TEXTURE_2D, tex);
context.aspectRatio=1.0;
}
}
glMatrixMode(GL_TEXTURE);
glPushMatrix();
glLoadIdentity();
glEnable(GL_TEXTURE_2D);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
floatQuad *colors = new float[sides+2][4];
floatPair *tex = new float[sides+2][2];
floatPair *points = new float[sides+2][2];
//Define the center point of the shape
colors[0][0] = r;
colors[0][1] = g;
colors[0][2] = b;
colors[0][3] = a * masterAlpha;
tex[0][0] = 0.5;
tex[0][1] = 0.5;
points[0][0] = xval;
points[0][1] = yval;
for ( int i=1;i< sides+2;i++)
{
colors[i][0]= r2;
colors[i][1]=g2;
colors[i][2]=b2;
colors[i][3]=a2 * masterAlpha;
t = (i-1)/(float) sides;
tex[i][0] =0.5f + 0.5f*cosf(t*3.1415927f*2 + tex_ang + 3.1415927f*0.25f)*(context.aspectCorrect ? context.aspectRatio : 1.0)/ tex_zoom;
tex[i][1] = 0.5f + 0.5f*sinf(t*3.1415927f*2 + tex_ang + 3.1415927f*0.25f)/ tex_zoom;
points[i][0]=temp_radius*cosf(t*3.1415927f*2 + ang + 3.1415927f*0.25f)*(context.aspectCorrect ? context.aspectRatio : 1.0)+xval;
points[i][1]=temp_radius*sinf(t*3.1415927f*2 + ang + 3.1415927f*0.25f)+yval;
}
glVertexPointer(2,GL_FLOAT,0,points);
glColorPointer(4,GL_FLOAT,0,colors);
glTexCoordPointer(2,GL_FLOAT,0,tex);
glDrawArrays(GL_TRIANGLE_FAN,0,sides+2);
glDisable(GL_TEXTURE_2D);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
//Reset Texture state since we might have changed it
/*
if(this->renderTarget->useFBO)
{
glBindTexture( GL_TEXTURE_2D, renderTarget->textureID[1] );
}
else
{
glBindTexture( GL_TEXTURE_2D, renderTarget->textureID[0] );
}
*/
delete[] colors;
delete[] tex;
delete[] points;
}
else
{//Untextured (use color values)
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
floatQuad *colors = new float[sides+2][4];
floatPair *points = new float[sides+2][2];
//Define the center point of the shape
colors[0][0]=r;
colors[0][1]=g;
colors[0][2]=b;
colors[0][3]=a * masterAlpha;
points[0][0]=xval;
points[0][1]=yval;
for ( int i=1;i< sides+2;i++)
{
colors[i][0]=r2;
colors[i][1]=g2;
colors[i][2]=b2;
colors[i][3]=a2 * masterAlpha;
t = (i-1)/(float) sides;
points[i][0]=temp_radius*cosf(t*3.1415927f*2 + ang + 3.1415927f*0.25f)*(context.aspectCorrect ? context.aspectRatio : 1.0)+xval;
points[i][1]=temp_radius*sinf(t*3.1415927f*2 + ang + 3.1415927f*0.25f)+yval;
}
glVertexPointer(2,GL_FLOAT,0,points);
glColorPointer(4,GL_FLOAT,0,colors);
glDrawArrays(GL_TRIANGLE_FAN,0,sides+2);
//draw first n-1 triangular pieces
delete[] colors;
delete[] points;
}
if (thickOutline==1) glLineWidth(context.texsize < 512 ? 1 : 2*context.texsize/512);
glEnableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
floatPair *points = new float[sides+1][2];
glColor4f( border_r, border_g, border_b, border_a * masterAlpha);
for ( int i=0;i< sides;i++)
{
t = (i-1)/(float) sides;
points[i][0]= temp_radius*cosf(t*3.1415927f*2 + ang + 3.1415927f*0.25f)*(context.aspectCorrect ? context.aspectRatio : 1.0)+xval;
points[i][1]= temp_radius*sinf(t*3.1415927f*2 + ang + 3.1415927f*0.25f)+yval;
}
glVertexPointer(2,GL_FLOAT,0,points);
glDrawArrays(GL_LINE_LOOP,0,sides);
if (thickOutline==1) glLineWidth(context.texsize < 512 ? 1 : context.texsize/512);
delete[] points;
}
void MotionVectors::Draw(RenderContext &context)
{
glEnableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
float intervalx=1.0/x_num;
float intervaly=1.0/y_num;
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glPointSize(length);
glColor4f(r, g, b, a * masterAlpha);
if (x_num + y_num < 600)
{
int size = x_num * y_num ;
floatPair *points = new float[size][2];
for (int x=0;x<(int)x_num;x++)
{
for(int y=0;y<(int)y_num;y++)
{
float lx, ly, lz;
lx = x_offset+x*intervalx;
ly = y_offset+y*intervaly;
points[(x * (int)y_num) + y][0] = lx;
points[(x * (int)y_num) + y][1] = ly;
}
}
glVertexPointer(2,GL_FLOAT,0,points);
glDrawArrays(GL_POINTS,0,size);
delete[] points;
}
}
void Border::Draw(RenderContext &context)
{
glEnableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
//Draw Borders
float of=outer_size*.5;
float iff=inner_size*.5;
float texof=1.0-of;
//no additive drawing for borders
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glColor4f(outer_r, outer_g, outer_b, outer_a * masterAlpha);
float pointsA[4][2] = {{0,0},{0,1},{of,0},{of,1}};
glVertexPointer(2,GL_FLOAT,0,pointsA);
glDrawArrays(GL_TRIANGLE_STRIP,0,4);
float pointsB[4][2] = {{of,0},{of,of},{texof,0},{texof,of}};
glVertexPointer(2,GL_FLOAT,0,pointsB);
glDrawArrays(GL_TRIANGLE_STRIP,0,4);
float pointsC[4][2] = {{texof,0},{texof,1},{1,0},{1,1}};
glVertexPointer(2,GL_FLOAT,0,pointsC);
glDrawArrays(GL_TRIANGLE_STRIP,0,4);
float pointsD[4][2] = {{of,1},{of,texof},{texof,1},{texof,texof}};
glVertexPointer(2,GL_FLOAT,0,pointsD);
glDrawArrays(GL_TRIANGLE_STRIP,0,4);
glColor4f(inner_r, inner_g, inner_b, inner_a * masterAlpha);
glRectd(of, of, of+iff, texof);
glRectd(of+iff, of, texof-iff, of+iff);
glRectd(texof-iff, of, texof, texof);
glRectd(of+iff, texof, texof-iff, texof-iff);
float pointsE[4][2] = {{of,of},{of,texof},{of+iff,of},{of+iff,texof}};
glVertexPointer(2,GL_FLOAT,0,pointsE);
glDrawArrays(GL_TRIANGLE_STRIP,0,4);
float pointsF[4][2] = {{of+iff,of},{of+iff,of+iff},{texof-iff,of},{texof-iff,of+iff}};
glVertexPointer(2,GL_FLOAT,0,pointsF);
glDrawArrays(GL_TRIANGLE_STRIP,0,4);
float pointsG[4][2] = {{texof-iff,of},{texof-iff,texof},{texof,of},{texof,texof}};
glVertexPointer(2,GL_FLOAT,0,pointsG);
glDrawArrays(GL_TRIANGLE_STRIP,0,4);
float pointsH[4][2] = {{of+iff,texof},{of+iff,texof-iff},{texof-iff,texof},{texof-iff,texof-iff}};
glVertexPointer(2,GL_FLOAT,0,pointsH);
glDrawArrays(GL_TRIANGLE_STRIP,0,4);
}