do not report error if there is no style file
[chiroptera.git] / egfx / backgl.d
blob12bc9ecc075eb8489a439d6ce941be924f64d6ba
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 enum GLTexType = GL_BGRA; // GL_RGBA;
34 // ////////////////////////////////////////////////////////////////////////// //
35 public __gshared uint vglTexId; // OpenGL texture id
36 public __gshared uint vArrowTextureId = 0;
39 // ////////////////////////////////////////////////////////////////////////// //
40 shared static this () {
41 import core.stdc.stdlib : malloc;
42 vglTexBuf = cast(uint*)malloc((VBufWidth*VBufHeight+4)*4);
43 if (vglTexBuf is null) { import core.exception : onOutOfMemoryErrorNoGC; onOutOfMemoryErrorNoGC(); }
44 vglTexBuf[0..VBufWidth*VBufHeight+4] = 0;
48 // ////////////////////////////////////////////////////////////////////////// //
49 public void vglCreateArrowTexture () {
50 //import iv.glbinds;
52 enum wrapOpt = GL_REPEAT;
53 enum filterOpt = GL_NEAREST; //GL_LINEAR;
54 enum ttype = GL_UNSIGNED_BYTE;
56 if (vArrowTextureId) glDeleteTextures(1, &vArrowTextureId);
57 vArrowTextureId = 0;
58 glGenTextures(1, &vArrowTextureId);
59 if (vArrowTextureId == 0) assert(0, "can't create arrow texture");
61 //GLint gltextbinding;
62 //glGetIntegerv(GL_TEXTURE_BINDING_2D, &gltextbinding);
63 //scope(exit) glBindTexture(GL_TEXTURE_2D, gltextbinding);
65 glBindTexture(GL_TEXTURE_2D, vArrowTextureId);
66 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapOpt);
67 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapOpt);
68 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filterOpt);
69 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filterOpt);
70 //glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
71 //glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
73 //GLfloat[4] bclr = 0.0;
74 //glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, bclr.ptr);
76 uint[16*8] pmap = 0x00_000000U;
77 // sprite,sprite,mask,mask
78 static immutable ushort[$] spx = [
79 0b11111111_10000000, 0b00000000_01111111,
80 0b01000000_10000000, 0b10000000_01111111,
81 0b00100000_10000000, 0b11000000_01111111,
82 0b00010000_01100000, 0b11100000_00011111,
83 0b00001001_10011000, 0b11110000_00000111,
84 0b00000110_01100110, 0b11111001_10000001,
85 0b00000000_00011001, 0b11111111_11100000,
86 0b00000000_00000110, 0b11111111_11111001,
89 foreach (immutable dy; 0..8) {
90 ushort spr = spx[dy*2+0];
91 ushort msk = spx[dy*2+1];
92 foreach (immutable dx; 0..16) {
93 if ((msk&0x8000) == 0) {
94 pmap[dy*16+dx] = (spr&0x8000 ? 0xff_ffffffU : 0xff_000000U);
96 msk <<= 1;
97 spr <<= 1;
100 //pmap = 0xff_ff0000U;
101 //pmap[0] = 0;
103 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 8, 0, GLTexType, GL_UNSIGNED_BYTE, pmap.ptr);
107 // ////////////////////////////////////////////////////////////////////////// //
108 public void vglBlitArrow (int px, int py) {
109 if (vArrowTextureId != 0) {
110 glMatrixMode(GL_PROJECTION); // for ortho camera
111 glLoadIdentity();
112 // left, right, bottom, top, near, far
113 //glViewport(0, 0, w*vbufEffScale, h*vbufEffScale);
114 //glOrtho(0, w, h, 0, -1, 1); // top-to-bottom
115 glViewport(0, 0, VBufWidth*vbufEffScale, VBufHeight*vbufEffScale);
116 glOrtho(0, VBufWidth, VBufHeight, 0, -1, 1); // top-to-bottom
117 glMatrixMode(GL_MODELVIEW);
118 glLoadIdentity();
120 glEnable(GL_TEXTURE_2D);
121 glDisable(GL_LIGHTING);
122 glDisable(GL_DITHER);
123 glDisable(GL_DEPTH_TEST);
125 glEnable(GL_BLEND);
126 //glBlendFunc(GL_SRC_ALPHA, GL_ONE);
127 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
128 //glColor4f(1, 1, 1, 1);
129 glBindTexture(GL_TEXTURE_2D, vArrowTextureId);
130 //scope(exit) glBindTexture(GL_TEXTURE_2D, 0);
131 glBegin(GL_QUADS);
132 glTexCoord2f(0.0f, 0.0f); glVertex2i(px, py); // top-left
133 glTexCoord2f(1.0f, 0.0f); glVertex2i(px+16*2, py); // top-right
134 glTexCoord2f(1.0f, 1.0f); glVertex2i(px+16*2, py+8*2); // bottom-right
135 glTexCoord2f(0.0f, 1.0f); glVertex2i(px, py+8*2); // bottom-left
136 glEnd();
141 // ////////////////////////////////////////////////////////////////////////// //
142 // resize buffer, reinitialize OpenGL texture
143 public void vglResizeBuffer (int wdt, int hgt, int ascale=1) {
144 //import iv.glbinds;
146 if (wdt < 1) wdt = 1;
147 if (hgt < 1) hgt = 1;
149 if (wdt > 8192) wdt = 8192;
150 if (hgt > 8192) hgt = 8192;
152 bool sizeChanged = (wdt != VBufWidth || hgt != VBufHeight);
153 VBufWidth = wdt;
154 VBufHeight = hgt;
156 if (vglTexBuf is null || sizeChanged) {
157 import core.stdc.stdlib : realloc;
158 vglTexBuf = cast(uint*)realloc(vglTexBuf, (VBufWidth*VBufHeight+4)*vglTexBuf[0].sizeof);
159 if (vglTexBuf is null) { import core.exception : onOutOfMemoryErrorNoGC; onOutOfMemoryErrorNoGC(); }
160 vglTexBuf[0..VBufWidth*VBufHeight+4] = 0;
163 if (vglTexId == 0 || sizeChanged) {
164 enum wrapOpt = GL_REPEAT;
165 enum filterOpt = GL_NEAREST; //GL_LINEAR;
166 enum ttype = GL_UNSIGNED_BYTE;
168 if (vglTexId) glDeleteTextures(1, &vglTexId);
169 vglTexId = 0;
170 glGenTextures(1, &vglTexId);
171 if (vglTexId == 0) assert(0, "can't create OpenGL texture");
173 //GLint gltextbinding;
174 //glGetIntegerv(GL_TEXTURE_BINDING_2D, &gltextbinding);
175 //scope(exit) glBindTexture(GL_TEXTURE_2D, gltextbinding);
177 glBindTexture(GL_TEXTURE_2D, vglTexId);
178 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapOpt);
179 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapOpt);
180 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filterOpt);
181 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filterOpt);
182 //glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
183 //glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
185 //GLfloat[4] bclr = 0.0;
186 //glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, bclr.ptr);
188 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, VBufWidth, VBufHeight, 0, GLTexType, GL_UNSIGNED_BYTE, vglTexBuf);
191 if (ascale < 1) ascale = 1;
192 if (ascale > 32) ascale = 32;
193 vbufEffScale = cast(ubyte)ascale;
197 // ////////////////////////////////////////////////////////////////////////// //
198 public void vglUpdateTexture () {
199 if (vglTexId != 0) {
200 glBindTexture(GL_TEXTURE_2D, vglTexId);
201 glTexSubImage2D(GL_TEXTURE_2D, 0, 0/*x*/, 0/*y*/, VBufWidth, VBufHeight, GLTexType, GL_UNSIGNED_BYTE, vglTexBuf);
202 //glBindTexture(GL_TEXTURE_2D, 0);
207 // ////////////////////////////////////////////////////////////////////////// //
208 public void vglBlitTexture () {
209 if (vglTexId != 0) {
210 glMatrixMode(GL_PROJECTION); // for ortho camera
211 glLoadIdentity();
212 // left, right, bottom, top, near, far
213 //glViewport(0, 0, w*vbufEffScale, h*vbufEffScale);
214 //glOrtho(0, w, h, 0, -1, 1); // top-to-bottom
215 glViewport(0, 0, VBufWidth*vbufEffScale, VBufHeight*vbufEffScale);
216 glOrtho(0, VBufWidth, VBufHeight, 0, -1, 1); // top-to-bottom
217 glMatrixMode(GL_MODELVIEW);
218 glLoadIdentity();
220 glEnable(GL_TEXTURE_2D);
221 glDisable(GL_LIGHTING);
222 glDisable(GL_DITHER);
223 //glDisable(GL_BLEND);
224 glDisable(GL_DEPTH_TEST);
225 //glEnable(GL_BLEND);
226 //glBlendFunc(GL_SRC_ALPHA, GL_ONE);
227 //glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
228 glDisable(GL_BLEND);
229 //glDisable(GL_STENCIL_TEST);
231 if (vglTexId) {
232 immutable w = VBufWidth;
233 immutable h = VBufHeight;
235 glColor4f(1, 1, 1, 1);
236 glBindTexture(GL_TEXTURE_2D, vglTexId);
237 //scope(exit) glBindTexture(GL_TEXTURE_2D, 0);
238 glBegin(GL_QUADS);
239 glTexCoord2f(0.0f, 0.0f); glVertex2i(0, 0); // top-left
240 glTexCoord2f(1.0f, 0.0f); glVertex2i(w, 0); // top-right
241 glTexCoord2f(1.0f, 1.0f); glVertex2i(w, h); // bottom-right
242 glTexCoord2f(0.0f, 1.0f); glVertex2i(0, h); // bottom-left
243 glEnd();