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#include "widget.h"
LGLWidget::LGLWidget(QWidget *parent) :
QGLWidget(parent), m_layout(0) {
}
void LGLWidget::setLayout(LYTLayout *layout) {
// TODO: cleanup stuff for previous layout
m_layout = layout;
resize(layout->width + 64, layout->height + 64);
}
void LGLWidget::initializeGL() {
qDebug() << "initialising GL";
glClearColor(0.0, 0.0, 0.0, 0.0);
glEnable(GL_TEXTURE_2D);
// this makes texture transparency work
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
// makes glColor value blend with textures
glEnable(GL_COLOR_MATERIAL);
m_texMgr.setup(this, m_layout);
}
void LGLWidget::resizeGL(int w, int h) {
glViewport(0, 0, (GLint)w, (GLint)h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
float halfW = w / 2.0f, halfH = h / 2.0f;
glOrtho(-halfW, halfW, -halfH, halfH, -100, 100);
glMatrixMode(GL_MODELVIEW);
}
void LGLWidget::paintGL() {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
if (m_layout == 0)
return;
glLoadIdentity();
renderPane(m_layout->rootPane);
// now, debugging/editing aids
// first off reset the textures
for (int i = 0; i < 8; i++) {
glActiveTexture(GL_TEXTURE0+i);
glDisable(GL_TEXTURE_2D);
}
glActiveTexture(GL_TEXTURE0);
glColor3ub(255, 0, 0);
float halfW = m_layout->width / 2.0f;
float halfH = m_layout->height / 2.0f;
const float lineExtension = 12.0f;
glBegin(GL_QUADS);
// top line
glVertex2f(-halfW - 1.0f - lineExtension, halfH + 1.0f);
glVertex2f(halfW + 1.0f + lineExtension, halfH + 1.0f);
glVertex2f(halfW + 1.0f + lineExtension, halfH);
glVertex2f(-halfW - 1.0f - lineExtension, halfH);
// bottom line
glVertex2f(-halfW - 1.0f - lineExtension, -halfH);
glVertex2f(halfW + 1.0f + lineExtension, -halfH);
glVertex2f(halfW + 1.0f + lineExtension, -halfH - 1.0f);
glVertex2f(-halfW - 1.0f - lineExtension, -halfH - 1.0f);
// left line
glVertex2f(-halfW - 1.0f, halfH + 1.0f + lineExtension);
glVertex2f(-halfW, halfH + 1.0f + lineExtension);
glVertex2f(-halfW, -halfH - 1.0f - lineExtension);
glVertex2f(-halfW - 1.0f, -halfH - 1.0f - lineExtension);
// right line
glVertex2f(halfW, halfH + 1.0f + lineExtension);
glVertex2f(halfW + 1.0f, halfH + 1.0f + lineExtension);
glVertex2f(halfW + 1.0f, -halfH - 1.0f - lineExtension);
glVertex2f(halfW, -halfH - 1.0f - lineExtension);
// centre: horizontal
glVertex2f(-lineExtension, 0.5f);
glVertex2f(lineExtension, 0.5f);
glVertex2f(lineExtension, -0.5f);
glVertex2f(-lineExtension, -0.5f);
// centre: vertical
glVertex2f(-0.5f, lineExtension);
glVertex2f(0.5f, lineExtension);
glVertex2f(0.5f, -lineExtension);
glVertex2f(-0.5f, -lineExtension);
glEnd();
}
void LGLWidget::renderPane(const LYTPane *pane) {
glPushMatrix();
glScalef(pane->xScale, pane->yScale, 1.0f);
glRotatef(pane->xRot, 1.0f, 0.0f, 0.0f);
glRotatef(pane->yRot, 0.0f, 1.0f, 0.0f);
glRotatef(pane->zRot, 0.0f, 0.0f, 1.0f);
glTranslatef(pane->xTrans, pane->yTrans, pane->zTrans);
//qDebug() << "Translating by" << pane->xTrans << pane->yTrans << pane->zTrans;
switch (pane->type()) {
case LYTPane::PictureType:
drawPicture((LYTPicture*)pane);
break;
case LYTPane::WindowType:
drawWindow((LYTWindow*)pane);
break;
}
foreach (const LYTPane *childPane, pane->children)
renderPane(childPane);
//qDebug() << "Popping";
glPopMatrix();
}
void LGLWidget::drawPicture(const LYTPicture *pic) {
float dX = pic->drawnVertexX();
float dY = pic->drawnVertexY();
//qDebug() << "Drawing" << dX << dY << pic->width << pic->height;
useMaterial(pic->materialName);
drawQuad(dX, dY, pic->width, pic->height, pic->texCoords, pic->vtxColours, pic->alpha);
//glColor3ub(255, 255, 255);
//renderText(dX, (dY-pic->height)+10, 0, pic->name);
}
struct TexFlipBit {
quint8 bits[8];
quint8 one, two;
};
static const TexFlipBit TextureFlipInfo[6] = {
{{0,0,1,0,0,1,1,1},0,1},
{{1,0,0,0,1,1,0,1},0,1},
{{0,1,1,1,0,0,1,0},0,1},
{{0,1,0,0,1,1,1,0},1,0},
{{1,1,0,1,1,0,0,0},0,1},
{{1,0,1,1,0,0,0,1},1,0}
};
void LGLWidget::dealWithWindowFrame(LYTTexCoords &coords, const QString &materialName,
int flipType, float pieceWidth, float pieceHeight,
int rep1, int rep2, int rep3, int rep4) {
// What are you DOING Nintendo.. the code for this is a mess!
// I seriously don't get it.
// I am also using a terrible hack here.
const TexFlipBit &info = TextureFlipInfo[flipType];
qreal *hack = (qreal*)(&coords.coord[0]);
float assign1 = info.bits[rep1 + info.one];
hack[rep1 + info.one] = assign1;
hack[rep3 + info.one] = assign1;
float assign2 = info.bits[rep1 + info.two];
hack[rep1 + info.two] = assign2;
hack[rep2 + info.two] = assign2;
float texSize[2];
getTextureSize(materialName, &texSize[0], &texSize[1]);
float assign3 = info.bits[rep1 + info.one] + (pieceWidth / ((info.bits[rep2 + info.one] - info.bits[rep1 + info.one]) * texSize[info.one]));
hack[rep2 + info.one] = assign3;
hack[rep4 + info.one] = assign3;
float assign4 = info.bits[rep1 + info.two] + (pieceHeight / ((info.bits[rep3 + info.two] - info.bits[rep1 + info.two]) * texSize[info.two]));
hack[rep3 + info.two] = assign4;
hack[rep4 + info.two] = assign4;
}
void LGLWidget::drawWindow(const LYTWindow *wnd) {
float dX = wnd->drawnVertexX();
float dY = wnd->drawnVertexY();
// get the frame size
float frameLeft, frameTop, frameRight, frameBottom;
switch (wnd->frames.count()) {
case 1:
float oneW, oneH;
getTextureSize(wnd->frames.at(0)->materialName, &oneW, &oneH);
frameLeft = frameRight = oneW;
frameTop = frameBottom = oneH;
break;
case 4: case 8:
getTextureSize(wnd->frames.at(0)->materialName, &frameLeft, &frameTop);
getTextureSize(wnd->frames.at(3)->materialName, &frameRight, &frameBottom);
break;
}
// draw the content
useMaterial(wnd->contentMaterialName);
//qDebug() << "content material:" << wnd->contentMaterialName;
drawQuad(
dX + frameLeft - wnd->contentOverflowLeft,
dY - frameTop + wnd->contentOverflowTop,
((wnd->contentOverflowLeft + (wnd->width - frameLeft)) - frameRight) + wnd->contentOverflowRight,
((wnd->contentOverflowTop + (wnd->height - frameTop)) - frameBottom) + wnd->contentOverflowBottom,
wnd->contentTexCoords, wnd->contentVtxColours, wnd->alpha);
// deal with the frame
LYTTexCoords texCoords;
switch (wnd->frames.count()) {
case 1:
{
const LYTWindowFrame &frame = *wnd->frames.first();
const LYTMaterial &mat = getMaterial(frame.materialName);
if (!mat.texMaps.empty()) {
useMaterial(mat);
// top left
float pieceWidth = wnd->width - frameRight;
float pieceHeight = frameTop;
dealWithWindowFrame(texCoords, frame.materialName, 0, pieceWidth, pieceHeight, 0, 2, 4, 6);
drawQuad(dX, dY, pieceWidth, pieceHeight, 1, &texCoords, 0, wnd->alpha);
// top right
pieceWidth = frameRight;
pieceHeight = wnd->height - frameBottom;
dealWithWindowFrame(texCoords, frame.materialName, 1, pieceWidth, pieceHeight, 2, 0, 6, 4);
drawQuad(dX + wnd->width - frameRight, dY, pieceWidth, pieceHeight,
1, &texCoords, 0, wnd->alpha);
// bottom left
pieceWidth = frameLeft;
pieceHeight = wnd->height - frameTop;
dealWithWindowFrame(texCoords, frame.materialName, 2, pieceWidth, pieceHeight, 4, 6, 0, 2);
drawQuad(dX, dY - frameTop, pieceWidth, pieceHeight,
1, &texCoords, 0, wnd->alpha);
// bottom right
pieceWidth = wnd->width - frameLeft;
pieceHeight = frameBottom;
dealWithWindowFrame(texCoords, frame.materialName, 4, pieceWidth, pieceHeight, 6, 4, 2, 0);
drawQuad(dX + frameLeft, dY - wnd->height + frameBottom, pieceWidth, pieceHeight,
1, &texCoords, 0, wnd->alpha);
}
}
break;
case 4:
{
// top left
const LYTWindowFrame &fTL = *wnd->frames.at(0);
const LYTMaterial &mTL = getMaterial(fTL.materialName);
if (!mTL.texMaps.empty()) {
useMaterial(mTL);
float pieceWidth = wnd->width - frameRight;
float pieceHeight = frameTop;
dealWithWindowFrame(texCoords, fTL.materialName, fTL.type, pieceWidth, pieceHeight, 0, 2, 4, 6);
drawQuad(dX, dY, pieceWidth, pieceHeight, 1, &texCoords, 0, wnd->alpha);
}
// top right
const LYTWindowFrame &fTR = *wnd->frames.at(1);
const LYTMaterial &mTR = getMaterial(fTR.materialName);
if (!mTR.texMaps.empty()) {
useMaterial(mTR);
float pieceWidth = frameRight;
float pieceHeight = wnd->height - frameBottom;
dealWithWindowFrame(texCoords, fTR.materialName, fTR.type, pieceWidth, pieceHeight, 2, 0, 6, 4);
drawQuad(dX + wnd->width - frameRight, dY, pieceWidth, pieceHeight,
1, &texCoords, 0, wnd->alpha);
}
// bottom left
const LYTWindowFrame &fBL = *wnd->frames.at(2);
const LYTMaterial &mBL = getMaterial(fBL.materialName);
if (!mBL.texMaps.empty()) {
useMaterial(mBL);
float pieceWidth = frameLeft;
float pieceHeight = wnd->height - frameTop;
dealWithWindowFrame(texCoords, fBL.materialName, fBL.type, pieceWidth, pieceHeight, 4, 6, 0, 2);
drawQuad(dX, dY - frameTop, pieceWidth, pieceHeight,
1, &texCoords, 0, wnd->alpha);
}
const LYTWindowFrame &fBR = *wnd->frames.at(3);
const LYTMaterial &mBR = getMaterial(fBR.materialName);
// bottom right
if (!mBR.texMaps.empty()) {
useMaterial(mBR);
float pieceWidth = wnd->width - frameLeft;
float pieceHeight = frameBottom;
dealWithWindowFrame(texCoords, fBR.materialName, fBR.type, pieceWidth, pieceHeight, 6, 4, 2, 0);
drawQuad(dX + frameLeft, dY - wnd->height + frameBottom, pieceWidth, pieceHeight,
1, &texCoords, 0, wnd->alpha);
}
}
break;
default:
qDebug() << "unhandled window frame count" << wnd->frames.count();
}
}
static GLint GLWrapModes[] = {
GL_CLAMP_TO_EDGE, // Clamp
GL_REPEAT, // Repeat
GL_MIRRORED_REPEAT, // Mirror
};
void LGLWidget::useMaterial(const QString &materialName) {
const LYTMaterial *mat = m_layout->materials.getMaterialByName(materialName);
useMaterial(*mat);
}
void LGLWidget::useMaterial(const LYTMaterial &mat) {
int cutAt = mat.texMaps.count();
for (int i = 0; i < cutAt; i++) {
const LYTTexMap &texMap = mat.texMaps.at(i);
const QString &texName = texMap.textureName;
GLuint texID = m_texMgr.glTextureForName(texName);
glActiveTexture(GL_TEXTURE0 + i);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, texID);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GLWrapModes[texMap.wrap_s]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GLWrapModes[texMap.wrap_t]);
// is there a matching TexSRT?
// TODO: fix this
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
if (mat.texSRTs.count() > i) {
const LYTTexSRT &srt = mat.texSRTs.at(i);
glScalef(srt.xScale, srt.yScale, 1.0f);
// rotate?
glTranslatef(srt.xTrans, -srt.yTrans, 0.0f);
}
glMatrixMode(GL_MODELVIEW);
}
for (int i = cutAt; i < 8; i++) {
glActiveTexture(GL_TEXTURE0 + i);
glDisable(GL_TEXTURE_2D);
}
glActiveTexture(GL_TEXTURE0);
}
void LGLWidget::drawQuad(float x, float y, float w, float h, const QVector<LYTTexCoords> &texCoords, const QColor *colours, uchar alpha) {
drawQuad(x, y, w, h, texCoords.count(), texCoords.constData(), colours, alpha);
}
void LGLWidget::drawQuad(float x, float y, float w, float h, int texCoordCount, const LYTTexCoords *texCoords, const QColor *colours, uchar alpha) {
if (!colours)
glColor4ub(255, 255, 255, 255);
glBegin(GL_QUADS);
for (int i = 0; i < texCoordCount; i++)
glMultiTexCoord2f(GL_TEXTURE0_ARB+i, texCoords[i].coord[0].x(), 1.0f-texCoords[i].coord[0].y());
if (colours)
qglColor(colours[0]);
glVertex2f(x, y);
for (int i = 0; i < texCoordCount; i++)
glMultiTexCoord2f(GL_TEXTURE0_ARB+i, texCoords[i].coord[1].x(), 1.0f-texCoords[i].coord[1].y());
if (colours)
qglColor(colours[1]);
glVertex2f(x + w, y);
for (int i = 0; i < texCoordCount; i++)
glMultiTexCoord2f(GL_TEXTURE0_ARB+i, texCoords[i].coord[3].x(), 1.0f-texCoords[i].coord[3].y());
if (colours)
qglColor(colours[2]);
glVertex2f(x + w, y - h);
for (int i = 0; i < texCoordCount; i++)
glMultiTexCoord2f(GL_TEXTURE0_ARB+i, texCoords[i].coord[2].x(), 1.0f-texCoords[i].coord[2].y());
if (colours)
qglColor(colours[3]);
glVertex2f(x, y - h);
glEnd();
}
void LGLWidget::getTextureSize(const QString &materialName, float *w, float *h) {
const LYTMaterial *mat = m_layout->materials.getMaterialByName(materialName);
if (mat->texMaps.count() == 0) {
*w = 0.0f;
*h = 0.0f;
} else {
const LYTTexMap &tm = mat->texMaps.first();
QImage img = m_texMgr.imageForName(tm.textureName);
*w = img.width();
*h = img.height();
}
}
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