removed some unused code
[chiroptera.git] / egfx / backgl.d
blob380d0b42afa6b8917f05cc8a12dec716c4b89fd9
1 /* E-Mail Client
2 * coded by Ketmar // Invisible Vector <ketmar@ketmar.no-ip.org>
3 * Understanding is not required. Only obedience.
5 * This program is free software: you can redistribute it and/or modify
6 * it under the terms of the GNU General Public License as published by
7 * the Free Software Foundation, version 3 of the License ONLY.
9 * This program is distributed in the hope that it will be useful,
10 * but WITHOUT ANY WARRANTY; without even the implied warranty of
11 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12 * GNU General Public License for more details.
14 * You should have received a copy of the GNU General Public License
15 * along with this program. If not, see <http://www.gnu.org/licenses/>.
17 module egfx.backgl /*is aliced*/;
18 private:
20 import arsd.simpledisplay;
22 import iv.alice;
23 import iv.cmdcon;
24 //import iv.glbinds : glTexParameterfv; // rdmd hack
26 import egfx.config;
27 import egfx.base;
30 // ////////////////////////////////////////////////////////////////////////// //
31 /*public*/ enum GLTexType = GL_BGRA;
32 //public enum GLTexType = GL_RGBA;
35 // ////////////////////////////////////////////////////////////////////////// //
36 public __gshared uint vglTexId; // OpenGL texture id
37 public __gshared uint vArrowTextureId = 0;
40 // ////////////////////////////////////////////////////////////////////////// //
41 shared static this () {
42 import core.stdc.stdlib : malloc;
43 vglTexBuf = cast(uint*)malloc((VBufWidth*VBufHeight+4)*4);
44 if (vglTexBuf is null) { import core.exception : onOutOfMemoryErrorNoGC; onOutOfMemoryErrorNoGC(); }
45 vglTexBuf[0..VBufWidth*VBufHeight+4] = 0;
49 // ////////////////////////////////////////////////////////////////////////// //
50 public void vglCreateArrowTexture () {
51 //import iv.glbinds;
53 enum wrapOpt = GL_REPEAT;
54 enum filterOpt = GL_NEAREST; //GL_LINEAR;
55 enum ttype = GL_UNSIGNED_BYTE;
57 if (vArrowTextureId) glDeleteTextures(1, &vArrowTextureId);
58 vArrowTextureId = 0;
59 glGenTextures(1, &vArrowTextureId);
60 if (vArrowTextureId == 0) assert(0, "can't create arrow texture");
62 //GLint gltextbinding;
63 //glGetIntegerv(GL_TEXTURE_BINDING_2D, &gltextbinding);
64 //scope(exit) glBindTexture(GL_TEXTURE_2D, gltextbinding);
66 glBindTexture(GL_TEXTURE_2D, vArrowTextureId);
67 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapOpt);
68 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapOpt);
69 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filterOpt);
70 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filterOpt);
71 //glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
72 //glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
74 //GLfloat[4] bclr = 0.0;
75 //glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, bclr.ptr);
77 uint[16*8] pmap = 0x00_000000U;
78 // sprite,sprite,mask,mask
79 static immutable ushort[$] spx = [
80 0b11111111_10000000, 0b00000000_01111111,
81 0b01000000_10000000, 0b10000000_01111111,
82 0b00100000_10000000, 0b11000000_01111111,
83 0b00010000_01100000, 0b11100000_00011111,
84 0b00001001_10011000, 0b11110000_00000111,
85 0b00000110_01100110, 0b11111001_10000001,
86 0b00000000_00011001, 0b11111111_11100000,
87 0b00000000_00000110, 0b11111111_11111001,
90 foreach (immutable dy; 0..8) {
91 ushort spr = spx[dy*2+0];
92 ushort msk = spx[dy*2+1];
93 foreach (immutable dx; 0..16) {
94 if ((msk&0x8000) == 0) {
95 pmap[dy*16+dx] = (spr&0x8000 ? 0xff_ffffffU : 0xff_000000U);
97 msk <<= 1;
98 spr <<= 1;
101 //pmap = 0xff_ff0000U;
102 //pmap[0] = 0;
104 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 8, 0, GLTexType, GL_UNSIGNED_BYTE, pmap.ptr);
108 // ////////////////////////////////////////////////////////////////////////// //
109 public void vglBlitArrow (int px, int py) {
110 if (vArrowTextureId != 0) {
111 glMatrixMode(GL_PROJECTION); // for ortho camera
112 glLoadIdentity();
113 // left, right, bottom, top, near, far
114 //glViewport(0, 0, w*vbufEffScale, h*vbufEffScale);
115 //glOrtho(0, w, h, 0, -1, 1); // top-to-bottom
116 glViewport(0, 0, VBufWidth*vbufEffScale, VBufHeight*vbufEffScale);
117 glOrtho(0, VBufWidth, VBufHeight, 0, -1, 1); // top-to-bottom
118 glMatrixMode(GL_MODELVIEW);
119 glLoadIdentity();
121 glEnable(GL_TEXTURE_2D);
122 glDisable(GL_LIGHTING);
123 glDisable(GL_DITHER);
124 glDisable(GL_DEPTH_TEST);
126 glEnable(GL_BLEND);
127 //glBlendFunc(GL_SRC_ALPHA, GL_ONE);
128 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
129 //glColor4f(1, 1, 1, 1);
130 glBindTexture(GL_TEXTURE_2D, vArrowTextureId);
131 //scope(exit) glBindTexture(GL_TEXTURE_2D, 0);
132 glBegin(GL_QUADS);
133 glTexCoord2f(0.0f, 0.0f); glVertex2i(px, py); // top-left
134 glTexCoord2f(1.0f, 0.0f); glVertex2i(px+16*2, py); // top-right
135 glTexCoord2f(1.0f, 1.0f); glVertex2i(px+16*2, py+8*2); // bottom-right
136 glTexCoord2f(0.0f, 1.0f); glVertex2i(px, py+8*2); // bottom-left
137 glEnd();
142 // ////////////////////////////////////////////////////////////////////////// //
143 // resize buffer, reinitialize OpenGL texture
144 public void vglResizeBuffer (int wdt, int hgt, int ascale=1) {
145 //import iv.glbinds;
147 if (wdt < 1) wdt = 1;
148 if (hgt < 1) hgt = 1;
150 if (wdt > 8192) wdt = 8192;
151 if (hgt > 8192) hgt = 8192;
153 bool sizeChanged = (wdt != VBufWidth || hgt != VBufHeight);
154 VBufWidth = wdt;
155 VBufHeight = hgt;
157 if (vglTexBuf is null || sizeChanged) {
158 import core.stdc.stdlib : realloc;
159 vglTexBuf = cast(uint*)realloc(vglTexBuf, (VBufWidth*VBufHeight+4)*vglTexBuf[0].sizeof);
160 if (vglTexBuf is null) { import core.exception : onOutOfMemoryErrorNoGC; onOutOfMemoryErrorNoGC(); }
161 vglTexBuf[0..VBufWidth*VBufHeight+4] = 0;
164 if (vglTexId == 0 || sizeChanged) {
165 enum wrapOpt = GL_REPEAT;
166 enum filterOpt = GL_NEAREST; //GL_LINEAR;
167 enum ttype = GL_UNSIGNED_BYTE;
169 if (vglTexId) glDeleteTextures(1, &vglTexId);
170 vglTexId = 0;
171 glGenTextures(1, &vglTexId);
172 if (vglTexId == 0) assert(0, "can't create OpenGL texture");
174 //GLint gltextbinding;
175 //glGetIntegerv(GL_TEXTURE_BINDING_2D, &gltextbinding);
176 //scope(exit) glBindTexture(GL_TEXTURE_2D, gltextbinding);
178 glBindTexture(GL_TEXTURE_2D, vglTexId);
179 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapOpt);
180 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapOpt);
181 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filterOpt);
182 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filterOpt);
183 //glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
184 //glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
186 //GLfloat[4] bclr = 0.0;
187 //glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, bclr.ptr);
189 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, VBufWidth, VBufHeight, 0, GLTexType, GL_UNSIGNED_BYTE, vglTexBuf);
192 if (ascale < 1) ascale = 1;
193 if (ascale > 32) ascale = 32;
194 vbufEffScale = cast(ubyte)ascale;
198 // ////////////////////////////////////////////////////////////////////////// //
199 public void vglUpdateTexture () {
200 if (vglTexId != 0) {
201 glBindTexture(GL_TEXTURE_2D, vglTexId);
202 glTexSubImage2D(GL_TEXTURE_2D, 0, 0/*x*/, 0/*y*/, VBufWidth, VBufHeight, GLTexType, GL_UNSIGNED_BYTE, vglTexBuf);
203 //glBindTexture(GL_TEXTURE_2D, 0);
208 // ////////////////////////////////////////////////////////////////////////// //
209 public void vglBlitTexture () {
210 if (vglTexId != 0) {
211 glMatrixMode(GL_PROJECTION); // for ortho camera
212 glLoadIdentity();
213 // left, right, bottom, top, near, far
214 //glViewport(0, 0, w*vbufEffScale, h*vbufEffScale);
215 //glOrtho(0, w, h, 0, -1, 1); // top-to-bottom
216 glViewport(0, 0, VBufWidth*vbufEffScale, VBufHeight*vbufEffScale);
217 glOrtho(0, VBufWidth, VBufHeight, 0, -1, 1); // top-to-bottom
218 glMatrixMode(GL_MODELVIEW);
219 glLoadIdentity();
221 glEnable(GL_TEXTURE_2D);
222 glDisable(GL_LIGHTING);
223 glDisable(GL_DITHER);
224 //glDisable(GL_BLEND);
225 glDisable(GL_DEPTH_TEST);
226 //glEnable(GL_BLEND);
227 //glBlendFunc(GL_SRC_ALPHA, GL_ONE);
228 //glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
229 glDisable(GL_BLEND);
230 //glDisable(GL_STENCIL_TEST);
232 if (vglTexId) {
233 immutable w = VBufWidth;
234 immutable h = VBufHeight;
236 glColor4f(1, 1, 1, 1);
237 glBindTexture(GL_TEXTURE_2D, vglTexId);
238 //scope(exit) glBindTexture(GL_TEXTURE_2D, 0);
239 glBegin(GL_QUADS);
240 glTexCoord2f(0.0f, 0.0f); glVertex2i(0, 0); // top-left
241 glTexCoord2f(1.0f, 0.0f); glVertex2i(w, 0); // top-right
242 glTexCoord2f(1.0f, 1.0f); glVertex2i(w, h); // bottom-right
243 glTexCoord2f(0.0f, 1.0f); glVertex2i(0, h); // bottom-left
244 glEnd();