[client] use lists to draw the cursor

This commit is contained in:
Geoffrey McRae 2017-12-13 13:10:32 +11:00
parent 85c83d2417
commit d0e5bd02bd

View File

@ -44,6 +44,7 @@ struct LGR_OpenGL
int texIndex;
int texList;
int fpsList;
int mouseList;
LG_RendererRect destRect;
bool hasTextures;
@ -63,8 +64,6 @@ struct LGR_OpenGL
SDL_Rect mousePos;
};
void lgr_opengl_on_resize(void * opaque, const int width, const int height, const LG_RendererRect destRect);
bool lgr_opengl_check_error(const char * name)
{
GLenum error = glGetError();
@ -157,8 +156,9 @@ bool lgr_opengl_initialize(void ** opaque, const LG_RendererParams params, const
this->texSize = format.height * format.pitch;
// generate lists for drawing
this->texList = glGenLists(2);
this->fpsList = glGenLists(1);
this->texList = glGenLists(2);
this->fpsList = glGenLists(1);
this->mouseList = glGenLists(1);
// generate the pixel unpack buffers
glGenBuffers(VBO_BUFFERS, this->vboID);
@ -215,6 +215,18 @@ bool lgr_opengl_initialize(void ** opaque, const LG_RendererParams params, const
(void*)0
);
// create the display lists
glNewList(this->texList + i, GL_COMPILE);
glBindTexture(GL_TEXTURE_2D, this->textures[i]);
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
glBegin(GL_TRIANGLE_STRIP);
glTexCoord2f(0.0f, 0.0f); glVertex2i(0 , 0 );
glTexCoord2f(1.0f, 0.0f); glVertex2i(format.width, 0 );
glTexCoord2f(0.0f, 1.0f); glVertex2i(0 , format.height);
glTexCoord2f(1.0f, 1.0f); glVertex2i(format.width, format.height);
glEnd();
glEndList();
if (lgr_opengl_check_error("glTexImage2D"))
return false;
}
@ -274,7 +286,7 @@ void lgr_opengl_on_resize(void * opaque, const int width, const int height, cons
this->params.height = height;
memcpy(&this->destRect, &destRect, sizeof(LG_RendererRect));
this->resizeWindow = true;
this->resizeWindow = true;
}
bool lgr_opengl_on_mouse_shape(void * opaque, const LG_RendererCursor cursor, const int width, const int height, const int pitch, const uint8_t * data)
@ -317,23 +329,38 @@ bool lgr_opengl_on_mouse_shape(void * opaque, const LG_RendererCursor cursor, co
this->mousePos.w = width;
this->mousePos.h = height;
glNewList(this->mouseList, GL_COMPILE);
glEnable(GL_BLEND);
glBindTexture(GL_TEXTURE_2D, this->textures[MOUSE_TEXTURE]);
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
glBegin(GL_TRIANGLE_STRIP);
glTexCoord2f(0.0f, 0.0f); glVertex2i(0 , 0 );
glTexCoord2f(1.0f, 0.0f); glVertex2i(width, 0 );
glTexCoord2f(0.0f, 1.0f); glVertex2i(0 , height);
glTexCoord2f(1.0f, 1.0f); glVertex2i(width, height);
glEnd();
glBindTexture(GL_TEXTURE_2D, 0);
glDisable(GL_BLEND);
glEndList();
break;
}
case LG_CURSOR_MONOCHROME:
{
const int hheight = height / 2;
uint32_t d[width * height];
for(int y = 0; y < height / 2; ++y)
for(int y = 0; y < hheight; ++y)
for(int x = 0; x < width; ++x)
{
const uint8_t * srcAnd = data + (pitch * y) + (x / 8);
const uint8_t * srcXor = srcAnd + pitch * (height / 2);
const uint8_t * srcXor = srcAnd + pitch * hheight;
const uint8_t mask = 0x80 >> (x % 8);
const uint32_t andMask = (*srcAnd & mask) ? 0xFFFFFFFF : 0xFF000000;
const uint32_t xorMask = (*srcXor & mask) ? 0x00FFFFFF : 0x00000000;
d[y * width + x ] = andMask;
d[y * width + x + width * (height / 2)] = xorMask;
d[y * width + x ] = andMask;
d[y * width + x + width * hheight] = xorMask;
}
glBindTexture(GL_TEXTURE_2D, this->textures[MOUSE_TEXTURE]);
@ -358,12 +385,33 @@ bool lgr_opengl_on_mouse_shape(void * opaque, const LG_RendererCursor cursor, co
glBindTexture(GL_TEXTURE_2D, 0);
this->mousePos.w = width;
this->mousePos.h = height / 2;
this->mousePos.h = hheight;
glNewList(this->mouseList, GL_COMPILE);
glEnable(GL_COLOR_LOGIC_OP);
glBindTexture(GL_TEXTURE_2D, this->textures[MOUSE_TEXTURE]);
glLogicOp(GL_AND);
glBegin(GL_TRIANGLE_STRIP);
glTexCoord2f(0.0f, 0.0f); glVertex2i(0 , 0 );
glTexCoord2f(1.0f, 0.0f); glVertex2i(width, 0 );
glTexCoord2f(0.0f, 0.5f); glVertex2i(0 , hheight);
glTexCoord2f(1.0f, 0.5f); glVertex2i(width, hheight);
glEnd();
glLogicOp(GL_XOR);
glBegin(GL_TRIANGLE_STRIP);
glTexCoord2f(0.0f, 0.5f); glVertex2i(0 , 0 );
glTexCoord2f(1.0f, 0.5f); glVertex2i(width, 0 );
glTexCoord2f(0.0f, 1.0f); glVertex2i(0 , hheight);
glTexCoord2f(1.0f, 1.0f); glVertex2i(width, hheight);
glEnd();
glDisable(GL_COLOR_LOGIC_OP);
glEndList();
break;
}
case LG_CURSOR_MASKED_COLOR:
{
//TODO
break;
}
}
@ -525,30 +573,8 @@ void lgr_opengl_draw_mouse(struct LGR_OpenGL * this)
{
if (this->mouseRepair)
{
glMatrixMode(GL_TEXTURE);
glPushMatrix();
glScalef(1.0f / (float)this->format.width, 1.0f / (float)this->format.height, 1.0f);
glTranslatef(this->mouseRepairPos.x, this->mouseRepairPos.y, 0.0f);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glTranslatef(this->mouseRepairPos.x, this->mouseRepairPos.y, 0.0f);
// repair the damage from the cursor's last position
glBindTexture(GL_TEXTURE_2D, this->textures[this->texIndex]);
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
glBegin(GL_TRIANGLE_STRIP);
glTexCoord2f(0 , 0 ); glVertex2i(0 , 0 );
glTexCoord2f(this->mouseRepairPos.w, 0 ); glVertex2i(this->mouseRepairPos.w, 0 );
glTexCoord2f(0 , this->mouseRepairPos.h); glVertex2i(0 , this->mouseRepairPos.h);
glTexCoord2f(this->mouseRepairPos.w, this->mouseRepairPos.h); glVertex2i(this->mouseRepairPos.w, this->mouseRepairPos.h);
glEnd();
glBindTexture(GL_TEXTURE_2D, 0);
glCallList(this->texList + this->texIndex);
this->mouseRepair = false;
glMatrixMode(GL_TEXTURE);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
}
if (!this->mouseVisible)
@ -559,53 +585,7 @@ void lgr_opengl_draw_mouse(struct LGR_OpenGL * this)
glPushMatrix();
glTranslatef(this->mouseRepairPos.x, this->mouseRepairPos.y, 0.0f);
switch(this->mouseType)
{
case LG_CURSOR_COLOR:
{
glEnable(GL_BLEND);
glBindTexture(GL_TEXTURE_2D, this->textures[MOUSE_TEXTURE]);
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
glBegin(GL_TRIANGLE_STRIP);
glTexCoord2f(0.0f, 0.0f); glVertex2i(0 , 0 );
glTexCoord2f(1.0f, 0.0f); glVertex2i(this->mousePos.w, 0 );
glTexCoord2f(0.0f, 1.0f); glVertex2i(0 , this->mousePos.h);
glTexCoord2f(1.0f, 1.0f); glVertex2i(this->mousePos.w, this->mousePos.h);
glEnd();
glBindTexture(GL_TEXTURE_2D, 0);
glDisable(GL_BLEND);
break;
}
case LG_CURSOR_MONOCHROME:
{
glEnable(GL_COLOR_LOGIC_OP);
glBindTexture(GL_TEXTURE_2D, this->textures[MOUSE_TEXTURE]);
glLogicOp(GL_AND);
glBegin(GL_TRIANGLE_STRIP);
glTexCoord2f(0.0f, 0.0f); glVertex2i(0 , 0 );
glTexCoord2f(1.0f, 0.0f); glVertex2i(this->mousePos.w, 0 );
glTexCoord2f(0.0f, 0.5f); glVertex2i(0 , this->mousePos.h);
glTexCoord2f(1.0f, 0.5f); glVertex2i(this->mousePos.w, this->mousePos.h);
glEnd();
glLogicOp(GL_XOR);
glBegin(GL_TRIANGLE_STRIP);
glTexCoord2f(0.0f, 0.5f); glVertex2i(0 , 0 );
glTexCoord2f(1.0f, 0.5f); glVertex2i(this->mousePos.w, 0 );
glTexCoord2f(0.0f, 1.0f); glVertex2i(0 , this->mousePos.h);
glTexCoord2f(1.0f, 1.0f); glVertex2i(this->mousePos.w, this->mousePos.h);
glEnd();
glDisable(GL_COLOR_LOGIC_OP);
glBindTexture(GL_TEXTURE_2D, 0);
break;
}
case LG_CURSOR_MASKED_COLOR:
// TODO
break;
}
glCallList(this->mouseList);
glPopMatrix();
}
@ -621,54 +601,39 @@ bool lgr_opengl_render(void * opaque)
return false;
}
if (this->resizeWindow)
{
// setup the projection matrix
glViewport(0, 0, this->params.width, this->params.height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluOrtho2D(0, this->params.width, this->params.height, 0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(this->destRect.x, this->destRect.y, 0.0f);
glScalef(
(float)this->destRect.w / (float)this->format.width,
(float)this->destRect.h / (float)this->format.height,
1.0f
);
// update the scissor rect to prevent drawing outside of the frame
glScissor(
this->destRect.x,
this->destRect.y,
this->destRect.w,
this->destRect.h
);
this->resizeWindow = false;
glDisable(GL_SCISSOR_TEST);
glClear(GL_COLOR_BUFFER_BIT);
glEnable(GL_SCISSOR_TEST);
}
if (this->frameUpdate)
{
if (this->resizeWindow)
{
// setup the projection matrix
glViewport(0, 0, this->params.width, this->params.height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluOrtho2D(0, this->params.width, this->params.height, 0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(this->destRect.x, this->destRect.y, 0.0f);
glScalef(
(float)this->destRect.w / (float)this->format.width,
(float)this->destRect.h / (float)this->format.height,
1.0f
);
// update the display lists
for(int i = 0; i < VBO_BUFFERS; ++i)
{
glNewList(this->texList + i, GL_COMPILE);
glBindTexture(GL_TEXTURE_2D, this->textures[i]);
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
glBegin(GL_TRIANGLE_STRIP);
glTexCoord2f(0.0f, 0.0f); glVertex2i(0 , 0 );
glTexCoord2f(1.0f, 0.0f); glVertex2i(this->format.width, 0 );
glTexCoord2f(0.0f, 1.0f); glVertex2i(0 , this->format.height);
glTexCoord2f(1.0f, 1.0f); glVertex2i(this->format.width, this->format.height);
glEnd();
glEndList();
}
// update the scissor rect to prevent drawing outside of the frame
glScissor(
this->destRect.x,
this->destRect.y,
this->destRect.w,
this->destRect.h
);
this->resizeWindow = false;
glDisable(GL_SCISSOR_TEST);
glClear(GL_COLOR_BUFFER_BIT);
glEnable(GL_SCISSOR_TEST);
}
glCallList(this->texList + this->texIndex);
this->mouseRepair = false;
lgr_opengl_draw_mouse(this);