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491 lines
12 KiB
491 lines
12 KiB
package net.spritegen.util;
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import static org.lwjgl.opengl.GL11.*;
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import org.newdawn.slick.opengl.Texture;
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import com.porcupine.color.HSV;
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import com.porcupine.color.RGB;
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import com.porcupine.coord.Coord;
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import com.porcupine.coord.Rect;
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/**
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* Render utilities
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*
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* @author Ondřej Hruška (MightyPork)
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*/
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public class RenderUtils {
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/**
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* Render quad 2D
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*
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* @param min min coord
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* @param max max coord
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*/
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public static void quadCoord(Coord min, Coord max) {
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quadCoord(min.x, min.y, max.x, max.y);
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}
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/**
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* Render quad with absolute coords (from screen bottom)
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*
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* @param left left x
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* @param bottom bottom y
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* @param right right x
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* @param top top y
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*/
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public static void quadCoord(double left, double bottom, double right, double top) {
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glBegin(GL_QUADS);
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glVertex2d(left, top);
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glVertex2d(right, top);
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glVertex2d(right, bottom);
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glVertex2d(left, bottom);
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glEnd();
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}
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/**
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* Render quad with coloured border
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*
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* @param min min
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* @param max max
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* @param border border width
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* @param borderColor border color
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* @param insideColor filling color
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*/
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public static void quadCoordBorder(Coord min, Coord max, double border, RGB borderColor, RGB insideColor) {
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quadCoordBorder(min.x, min.y, max.x, max.y, border, borderColor, insideColor);
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}
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/**
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* Render quad with coloured border
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*
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* @param minX min x
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* @param minY min y
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* @param maxX max x
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* @param maxY max y
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* @param border border width
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* @param borderColor border color
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* @param insideColor filling color
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*/
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public static void quadCoordBorder(double minX, double minY, double maxX, double maxY, double border, RGB borderColor, RGB insideColor) {
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double bdr = border;
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RenderUtils.setColor(borderColor);
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//@formatter:off
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RenderUtils.quadCoord(minX, minY, minX + bdr, maxY);
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RenderUtils.quadCoord(maxX - bdr, minY, maxX, maxY);
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RenderUtils.quadCoord(minX + bdr, maxY - bdr, maxX - bdr, maxY);
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RenderUtils.quadCoord(minX + bdr, minY, maxX - bdr, minY + bdr);
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//@formatter:on
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if (insideColor != null) {
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RenderUtils.setColor(insideColor);
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RenderUtils.quadCoord(minX + bdr, minY + bdr, maxX - bdr, maxY - bdr);
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}
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}
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/**
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* Render quad 2D with gradient horizontal
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*
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* @param min min coord
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* @param max max coord
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* @param colorLeft color left
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* @param colorRight color right
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*/
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public static void quadCoordGradH(Coord min, Coord max, RGB colorLeft, RGB colorRight) {
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quadCoordGradH(min.x, min.y, max.x, max.y, colorLeft, colorRight);
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}
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/**
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* Render quad 2D with gradient horizontal
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*
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* @param minX units from left
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* @param minY units from bottom
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* @param maxX quad width
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* @param maxY quad height
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* @param colorLeft color left
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* @param colorRight color right
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*/
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public static void quadCoordGradH(double minX, double minY, double maxX, double maxY, RGB colorLeft, RGB colorRight) {
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glBegin(GL_QUADS);
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setColor(colorLeft);
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glVertex2d(minX, maxY);
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setColor(colorRight);
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glVertex2d(maxX, maxY);
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setColor(colorRight);
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glVertex2d(maxX, minY);
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setColor(colorLeft);
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glVertex2d(minX, minY);
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glEnd();
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}
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/**
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* Render quad 2D with gradient horizontal
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*
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* @param min min coord
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* @param max max coord
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* @param colorOuter color outer
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* @param colorMiddle color inner
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*/
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public static void quadCoordGradHBilinear(Coord min, Coord max, RGB colorOuter, RGB colorMiddle) {
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quadCoordGradHBilinear(min.x, min.y, max.x, max.y, colorOuter, colorMiddle);
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}
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/**
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* Render quad 2D with gradient horizontal
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*
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* @param minX min x
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* @param minY min y
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* @param maxX max x
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* @param maxY max y
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* @param colorOuter color outer
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* @param colorMiddle color inner
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*/
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public static void quadCoordGradHBilinear(double minX, double minY, double maxX, double maxY, RGB colorOuter, RGB colorMiddle) {
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glBegin(GL_QUADS);
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setColor(colorOuter);
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glVertex2d(minX, maxY);
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setColor(colorMiddle);
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glVertex2d((minX + maxX) / 2, maxY);
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setColor(colorMiddle);
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glVertex2d((minX + maxX) / 2, minY);
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setColor(colorOuter);
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glVertex2d(minX, minY);
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setColor(colorMiddle);
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glVertex2d((minX + maxX) / 2, maxY);
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setColor(colorOuter);
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glVertex2d(maxX, maxY);
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setColor(colorOuter);
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glVertex2d(maxX, minY);
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setColor(colorMiddle);
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glVertex2d((minX + maxX) / 2, minY);
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glEnd();
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}
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/**
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* Render quad 2D with gradient vertical
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*
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* @param min min coord
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* @param max max coord
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* @param colorTop top color
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* @param colorBottom bottom color
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*/
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public static void quadCoordGradV(Coord min, Coord max, RGB colorTop, RGB colorBottom) {
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quadCoordGradV(min.x, min.y, max.x, max.y, colorTop, colorBottom);
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}
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/**
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* Render quad 2D with gradient vertical
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*
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* @param minX min X
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* @param minY min Y
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* @param maxX max X
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* @param maxY max Y
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* @param colorTop top color
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* @param colorBottom bottom color
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*/
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public static void quadCoordGradV(double minX, double minY, double maxX, double maxY, RGB colorTop, RGB colorBottom) {
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glBegin(GL_QUADS);
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setColor(colorTop);
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glVertex2d(minX, maxY);
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glVertex2d(maxX, maxY);
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setColor(colorBottom);
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glVertex2d(maxX, minY);
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glVertex2d(minX, minY);
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glEnd();
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}
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/**
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* Render quad 2D with gradient vertical
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*
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* @param min min coord
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* @param max max coord
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* @param colorOuter outer color
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* @param colorMiddle middle color
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*/
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public static void quadCoordGradVBilinear(Coord min, Coord max, RGB colorOuter, RGB colorMiddle) {
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quadCoordGradVBilinear(min.x, min.y, max.x, max.y, colorOuter, colorMiddle);
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}
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/**
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* Render quad 2D with gradient vertical
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*
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* @param minX min X
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* @param minY min Y
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* @param maxX max X
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* @param maxY max Y
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* @param colorOuter outer color
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* @param colorMiddle middle color
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*/
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public static void quadCoordGradVBilinear(double minX, double minY, double maxX, double maxY, RGB colorOuter, RGB colorMiddle) {
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glBegin(GL_QUADS);
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setColor(colorOuter);
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glVertex2d(minX, maxY);
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glVertex2d(maxX, maxY);
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setColor(colorMiddle);
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glVertex2d(maxX, (maxY + minY) / 2);
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glVertex2d(minX, (maxY + minY) / 2);
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setColor(colorMiddle);
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glVertex2d(minX, (maxY + minY) / 2);
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glVertex2d(maxX, (maxY + minY) / 2);
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setColor(colorOuter);
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glVertex2d(maxX, minY);
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glVertex2d(minX, minY);
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glEnd();
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}
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/**
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* Render quad with coloured border with outset effect
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*
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* @param min min coord
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* @param max max coord
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* @param border border width
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* @param fill fill color
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* @param inset true for inset, false for outset
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*/
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public static void quadCoordOutset(Coord min, Coord max, double border, RGB fill, boolean inset) {
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quadCoordOutset(min.x, min.y, max.x, max.y, border, fill, inset);
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}
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/**
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* Render quad with coloured border with outset effect
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*
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* @param minX left X
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* @param minY bottom Y
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* @param maxX right X
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* @param maxY top Y
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* @param border border width
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* @param fill fill color
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* @param inset true for inset, false for outset
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*/
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public static void quadCoordOutset(double minX, double minY, double maxX, double maxY, double border, RGB fill, boolean inset) {
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HSV hsv = fill.toHSV();
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HSV h;
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h = hsv.copy();
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h.s *= 0.6;
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RGB a = h.toRGB();
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h = fill.toHSV();
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h.v *= 0.6;
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RGB b = h.toRGB();
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RGB leftTopC, rightBottomC;
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if (!inset) {
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leftTopC = a;
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rightBottomC = b;
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} else {
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leftTopC = b;
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rightBottomC = a;
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}
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double bdr = border;
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RenderUtils.setColor(leftTopC);
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// left + top
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glBegin(GL_QUADS);
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glVertex2d(minX, minY);
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glVertex2d(minX + bdr, minY + bdr);
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glVertex2d(minX + bdr, maxY - bdr);
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glVertex2d(minX, maxY);
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glVertex2d(minX, maxY);
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glVertex2d(minX + bdr, maxY - bdr);
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glVertex2d(maxX - bdr, maxY - bdr);
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glVertex2d(maxX, maxY);
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glEnd();
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RenderUtils.setColor(rightBottomC);
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// right + bottom
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glBegin(GL_QUADS);
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glVertex2d(maxX, minY);
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glVertex2d(maxX, maxY);
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glVertex2d(maxX - bdr, maxY - bdr);
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glVertex2d(maxX - bdr, minY + bdr);
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glVertex2d(minX, minY);
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glVertex2d(maxX, minY);
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glVertex2d(maxX - bdr, minY + bdr);
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glVertex2d(minX + bdr, minY + bdr);
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glEnd();
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RenderUtils.setColor(fill);
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RenderUtils.quadCoord(minX + bdr, minY + bdr, maxX - bdr, maxY - bdr);
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}
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/**
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* Render quad 2D
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*
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* @param rect rectangle
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*/
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public static void quadRect(Rect rect) {
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quadCoord(rect.getMin(), rect.getMax());
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}
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/**
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* Render quad 2D
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*
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* @param rect rectangle
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* @param color draw color
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*/
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public static void quadRect(Rect rect, RGB color) {
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setColor(color);
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quadCoord(rect.getMin(), rect.getMax());
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}
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/**
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* Render quad with coloured border
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*
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* @param rect rect
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* @param border border width
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* @param borderColor border color
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* @param insideColor filling color
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*/
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public static void quadBorder(Rect rect, double border, RGB borderColor, RGB insideColor) {
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quadCoordBorder(rect.getMin(), rect.getMax(), border, borderColor, insideColor);
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}
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/**
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* Render quad 2D with gradient horizontal
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*
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* @param rect rect
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* @param colorLeft color left
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* @param colorRight color right
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*/
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public static void quadGradH(Rect rect, RGB colorLeft, RGB colorRight) {
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quadCoordGradH(rect.getMin(), rect.getMax(), colorLeft, colorRight);
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}
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/**
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* Render quad 2D with gradient horizontal
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*
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* @param rect rect
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* @param colorOuter color outer
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* @param colorMiddle color inner
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*/
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public static void quadGradHBilinear(Rect rect, RGB colorOuter, RGB colorMiddle) {
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quadCoordGradHBilinear(rect.getMin(), rect.getMax(), colorOuter, colorMiddle);
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}
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/**
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* Render quad 2D with gradient vertical
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*
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* @param rect rect
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* @param colorTop top color
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* @param colorBottom bottom color
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*/
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public static void quadGradV(Rect rect, RGB colorTop, RGB colorBottom) {
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quadCoordGradV(rect.getMin(), rect.getMax(), colorTop, colorBottom);
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}
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/**
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* Render quad 2D with gradient vertical
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*
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* @param rect rect
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* @param colorOuter outer color
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* @param colorMiddle middle color
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*/
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public static void quadGradVBilinear(Rect rect, RGB colorOuter, RGB colorMiddle) {
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quadCoordGradVBilinear(rect.getMin(), rect.getMax(), colorOuter, colorMiddle);
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}
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/**
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* Render quad with coloured border with outset effect
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*
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* @param rect rectangle
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* @param border border width
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* @param fill fill color
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* @param inset true for inset, false for outset
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*/
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public static void quadRectOutset(Rect rect, double border, RGB fill, boolean inset) {
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quadCoordOutset(rect.getMin(), rect.getMax(), border, fill, inset);
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}
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/**
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* Render textured rect (texture must be binded already)
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*
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* @param quad rectangle (px)
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* @param textureCoords texture coords (0-1)
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*/
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public static void quadTexturedAbs(Rect quad, Rect textureCoords) {
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double left = quad.x1();
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double bottom = quad.y2();
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double right = quad.x2();
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double top = quad.y1();
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double tleft = textureCoords.x1();
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double tbottom = textureCoords.y1();
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double tright = textureCoords.x2();
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double ttop = textureCoords.y2();
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glBegin(GL_QUADS);
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glTexCoord2d(tleft, ttop);
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glVertex2d(left, top);
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glTexCoord2d(tright, ttop);
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glVertex2d(right, top);
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glTexCoord2d(tright, tbottom);
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glVertex2d(right, bottom);
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glTexCoord2d(tleft, tbottom);
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glVertex2d(left, bottom);
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glEnd();
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}
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/**
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* Render quad 2D
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*
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* @param left units from left
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* @param bottom units from bottom
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* @param width quad width
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* @param height quad height
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*/
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public static void quadSize(double left, double bottom, double width, double height) {
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glBegin(GL_QUADS);
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glVertex2d(left, bottom + height);
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glVertex2d(left + width, bottom + height);
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glVertex2d(left + width, bottom);
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glVertex2d(left, bottom);
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glEnd();
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}
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/**
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* Bing GL color
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*
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* @param color RGB color
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*/
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public static void setColor(RGB color) {
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if (color != null) glColor4d(color.r, color.g, color.b, color.a);
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}
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/**
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* Translate with coord
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*
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* @param coord coord
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*/
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public static void translate(Coord coord) {
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glTranslated(coord.x, coord.y, coord.z);
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}
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}
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