2 * Simple Framebuffer Gfx/GUI lib
4 * coded by Ketmar // Invisible Vector <ketmar@ketmar.no-ip.org>
5 * Understanding is not required. Only obedience.
7 * This program is free software: you can redistribute it and/or modify
8 * it under the terms of the GNU General Public License as published by
9 * the Free Software Foundation, version 3 of the License ONLY.
11 * This program is distributed in the hope that it will be useful,
12 * but WITHOUT ANY WARRANTY; without even the implied warranty of
13 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
14 * GNU General Public License for more details.
16 * You should have received a copy of the GNU General Public License
17 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 module iv
.egra
.gfx
.backgl
/*is aliced*/;
22 import arsd
.simpledisplay
;
26 //import iv.glbinds : glTexParameterfv; // rdmd hack
28 import iv
.egra
.gfx
.config
;
29 import iv
.egra
.gfx
.base
;
30 import iv
.egra
.gfx
.lowlevel
;
33 // ////////////////////////////////////////////////////////////////////////// //
34 enum GLTexType
= GL_BGRA
; // GL_RGBA;
37 // ////////////////////////////////////////////////////////////////////////// //
38 public __gshared
uint vglTexId
; // OpenGL texture id
39 public __gshared
uint vArrowTextureId
= 0;
42 // ////////////////////////////////////////////////////////////////////////// //
43 shared static this () {
44 import core
.stdc
.stdlib
: malloc
;
46 // always allocate additional 16 bytes for SSE routines
47 vglTexBuf
= cast(uint*)malloc((cast(uint)VBufWidth
*cast(uint)VBufHeight
)*vglTexBuf
[0].sizeof
+16u);
48 if (vglTexBuf
is null) { import core
.exception
: onOutOfMemoryErrorNoGC
; onOutOfMemoryErrorNoGC(); }
49 vglTexBuf
[0..VBufWidth
*VBufHeight
+4] = 0;
53 // ////////////////////////////////////////////////////////////////////////// //
54 public void vglCreateArrowTexture () {
57 enum wrapOpt
= GL_REPEAT
;
58 enum filterOpt
= GL_NEAREST
; //GL_LINEAR;
59 enum ttype
= GL_UNSIGNED_BYTE
;
61 if (vArrowTextureId
) glDeleteTextures(1, &vArrowTextureId
);
63 glGenTextures(1, &vArrowTextureId
);
64 if (vArrowTextureId
== 0) assert(0, "can't create arrow texture");
66 //GLint gltextbinding;
67 //glGetIntegerv(GL_TEXTURE_BINDING_2D, &gltextbinding);
68 //scope(exit) glBindTexture(GL_TEXTURE_2D, gltextbinding);
70 glBindTexture(GL_TEXTURE_2D
, vArrowTextureId
);
71 glTexParameterf(GL_TEXTURE_2D
, GL_TEXTURE_WRAP_S
, wrapOpt
);
72 glTexParameterf(GL_TEXTURE_2D
, GL_TEXTURE_WRAP_T
, wrapOpt
);
73 glTexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_MIN_FILTER
, filterOpt
);
74 glTexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_MAG_FILTER
, filterOpt
);
75 //glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
76 //glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
78 //GLfloat[4] bclr = 0.0;
79 //glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, bclr.ptr);
81 uint[16*8] pmap
= 0x00_000000U;
82 // sprite,sprite,mask,mask
83 static immutable ushort[$] spx
= [
84 0b11111111_10000000, 0b00000000_01111111,
85 0b01000000_10000000, 0b10000000_01111111,
86 0b00100000_10000000, 0b11000000_01111111,
87 0b00010000_01100000, 0b11100000_00011111,
88 0b00001001_10011000, 0b11110000_00000111,
89 0b00000110_01100110, 0b11111001_10000001,
90 0b00000000_00011001, 0b11111111_11100000,
91 0b00000000_00000110, 0b11111111_11111001,
94 foreach (immutable dy
; 0..8) {
95 ushort spr
= spx
[dy
*2+0];
96 ushort msk
= spx
[dy
*2+1];
97 foreach (immutable dx
; 0..16) {
98 if ((msk
&0x8000) == 0) {
99 pmap
[dy
*16+dx
] = (spr
&0x8000 ?
0xff_ffffffU
: 0xff_000000U);
105 //pmap = 0xff_ff0000U;
108 glTexImage2D(GL_TEXTURE_2D
, 0, GL_RGBA
, 16, 8, 0, GLTexType
, GL_UNSIGNED_BYTE
, pmap
.ptr
);
112 // ////////////////////////////////////////////////////////////////////////// //
113 public void vglBlitArrow (int px
, int py
) {
114 if (vArrowTextureId
!= 0) {
115 glMatrixMode(GL_PROJECTION
); // for ortho camera
117 // left, right, bottom, top, near, far
118 //glViewport(0, 0, w*vbufEffScale, h*vbufEffScale);
119 //glOrtho(0, w, h, 0, -1, 1); // top-to-bottom
120 glViewport(0, 0, VBufWidth
*vbufEffScale
, VBufHeight
*vbufEffScale
);
121 glOrtho(0, VBufWidth
, VBufHeight
, 0, -1, 1); // top-to-bottom
122 glMatrixMode(GL_MODELVIEW
);
125 glEnable(GL_TEXTURE_2D
);
126 glDisable(GL_LIGHTING
);
127 glDisable(GL_DITHER
);
128 glDisable(GL_DEPTH_TEST
);
131 //glBlendFunc(GL_SRC_ALPHA, GL_ONE);
132 glBlendFunc(GL_SRC_ALPHA
, GL_ONE_MINUS_SRC_ALPHA
);
133 //glColor4f(1, 1, 1, 1);
134 glBindTexture(GL_TEXTURE_2D
, vArrowTextureId
);
135 //scope(exit) glBindTexture(GL_TEXTURE_2D, 0);
137 glTexCoord2f(0.0f, 0.0f); glVertex2i(px
, py
); // top-left
138 glTexCoord2f(1.0f, 0.0f); glVertex2i(px
+16*2, py
); // top-right
139 glTexCoord2f(1.0f, 1.0f); glVertex2i(px
+16*2, py
+8*2); // bottom-right
140 glTexCoord2f(0.0f, 1.0f); glVertex2i(px
, py
+8*2); // bottom-left
146 // ////////////////////////////////////////////////////////////////////////// //
147 // resize buffer, reinitialize OpenGL texture
148 public void vglResizeBuffer (int wdt
, int hgt
, int ascale
=1) {
151 if (wdt
< 1) wdt
= 1;
152 if (hgt
< 1) hgt
= 1;
154 if (wdt
> 8192) wdt
= 8192;
155 if (hgt
> 8192) hgt
= 8192;
157 bool sizeChanged
= (wdt
!= VBufWidth || hgt
!= VBufHeight
);
161 if (vglTexBuf
is null || sizeChanged
) {
162 import core
.stdc
.stdlib
: realloc
;
163 // always allocate additional 16 bytes for SSE routines
164 vglTexBuf
= cast(uint*)realloc(vglTexBuf
, (cast(uint)VBufWidth
*cast(uint)VBufHeight
)*vglTexBuf
[0].sizeof
+16u);
165 if (vglTexBuf
is null) { import core
.exception
: onOutOfMemoryErrorNoGC
; onOutOfMemoryErrorNoGC(); }
166 vglTexBuf
[0..VBufWidth
*VBufHeight
+4] = 0;
169 if (vglTexId
== 0 || sizeChanged
) {
170 enum wrapOpt
= GL_REPEAT
;
171 enum filterOpt
= GL_NEAREST
; //GL_LINEAR;
172 enum ttype
= GL_UNSIGNED_BYTE
;
174 if (vglTexId
) glDeleteTextures(1, &vglTexId
);
176 glGenTextures(1, &vglTexId
);
177 if (vglTexId
== 0) assert(0, "can't create OpenGL texture");
179 //GLint gltextbinding;
180 //glGetIntegerv(GL_TEXTURE_BINDING_2D, &gltextbinding);
181 //scope(exit) glBindTexture(GL_TEXTURE_2D, gltextbinding);
183 glBindTexture(GL_TEXTURE_2D
, vglTexId
);
184 glTexParameterf(GL_TEXTURE_2D
, GL_TEXTURE_WRAP_S
, wrapOpt
);
185 glTexParameterf(GL_TEXTURE_2D
, GL_TEXTURE_WRAP_T
, wrapOpt
);
186 glTexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_MIN_FILTER
, filterOpt
);
187 glTexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_MAG_FILTER
, filterOpt
);
188 //glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
189 //glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
191 //GLfloat[4] bclr = 0.0;
192 //glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, bclr.ptr);
194 glTexImage2D(GL_TEXTURE_2D
, 0, GL_RGBA
, VBufWidth
, VBufHeight
, 0, GLTexType
, GL_UNSIGNED_BYTE
, vglTexBuf
);
197 if (ascale
< 1) ascale
= 1;
198 if (ascale
> 32) ascale
= 32;
199 vbufEffScale
= cast(ubyte)ascale
;
203 // ////////////////////////////////////////////////////////////////////////// //
204 public void vglUpdateTexture () {
206 glBindTexture(GL_TEXTURE_2D
, vglTexId
);
207 glTexSubImage2D(GL_TEXTURE_2D
, 0, 0/*x*/, 0/*y*/, VBufWidth
, VBufHeight
, GLTexType
, GL_UNSIGNED_BYTE
, vglTexBuf
);
208 //glBindTexture(GL_TEXTURE_2D, 0);
213 // ////////////////////////////////////////////////////////////////////////// //
214 public void vglBlitTexture () {
216 glMatrixMode(GL_PROJECTION
); // for ortho camera
218 // left, right, bottom, top, near, far
219 //glViewport(0, 0, w*vbufEffScale, h*vbufEffScale);
220 //glOrtho(0, w, h, 0, -1, 1); // top-to-bottom
221 glViewport(0, 0, VBufWidth
*vbufEffScale
, VBufHeight
*vbufEffScale
);
222 glOrtho(0, VBufWidth
, VBufHeight
, 0, -1, 1); // top-to-bottom
223 glMatrixMode(GL_MODELVIEW
);
226 glEnable(GL_TEXTURE_2D
);
227 glDisable(GL_LIGHTING
);
228 glDisable(GL_DITHER
);
229 //glDisable(GL_BLEND);
230 glDisable(GL_DEPTH_TEST
);
231 //glEnable(GL_BLEND);
232 //glBlendFunc(GL_SRC_ALPHA, GL_ONE);
233 //glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
235 //glDisable(GL_STENCIL_TEST);
238 immutable w
= VBufWidth
;
239 immutable h
= VBufHeight
;
241 glColor4f(1, 1, 1, 1);
242 glBindTexture(GL_TEXTURE_2D
, vglTexId
);
243 //scope(exit) glBindTexture(GL_TEXTURE_2D, 0);
245 glTexCoord2f(0.0f, 0.0f); glVertex2i(0, 0); // top-left
246 glTexCoord2f(1.0f, 0.0f); glVertex2i(w
, 0); // top-right
247 glTexCoord2f(1.0f, 1.0f); glVertex2i(w
, h
); // bottom-right
248 glTexCoord2f(0.0f, 1.0f); glVertex2i(0, h
); // bottom-left