Turtle programming game that was never finished to a playable state (but had cute graphics and sounds)
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tortuga/src/net/tortuga/util/RenderUtils.java

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package net.tortuga.util;
import static org.lwjgl.opengl.GL11.*;
import net.tortuga.textures.TextureManager;
import net.tortuga.textures.TxQuad;
import org.newdawn.slick.opengl.Texture;
import com.porcupine.color.HSV;
import com.porcupine.color.RGB;
import com.porcupine.coord.Coord;
import com.porcupine.coord.Rect;
/**
* Render utilities
*
* @author Ondřej Hruška (MightyPork)
*/
public class RenderUtils {
/**
* Render quad 2D
*
* @param min min coord
* @param max max coord
*/
public static void quadCoord(Coord min, Coord max)
{
quadCoord(min.x, min.y, max.x, max.y);
}
/**
* Render quad with absolute coords (from screen bottom)
*
* @param left left x
* @param bottom bottom y
* @param right right x
* @param top top y
*/
public static void quadCoord(double left, double bottom, double right, double top)
{
glBegin(GL_QUADS);
glVertex2d(left, top);
glVertex2d(right, top);
glVertex2d(right, bottom);
glVertex2d(left, bottom);
glEnd();
}
/**
* Render quad with coloured border
*
* @param min min
* @param max max
* @param border border width
* @param borderColor border color
* @param insideColor filling color
*/
public static void quadCoordBorder(Coord min, Coord max, double border, RGB borderColor, RGB insideColor)
{
quadCoordBorder(min.x, min.y, max.x, max.y, border, borderColor, insideColor);
}
/**
* Render quad with coloured border
*
* @param minX min x
* @param minY min y
* @param maxX max x
* @param maxY max y
* @param border border width
* @param borderColor border color
* @param insideColor filling color
*/
public static void quadCoordBorder(double minX, double minY, double maxX, double maxY, double border, RGB borderColor, RGB insideColor)
{
double bdr = border;
RenderUtils.setColor(borderColor);
//@formatter:off
RenderUtils.quadCoord(minX, minY, minX + bdr, maxY);
RenderUtils.quadCoord(maxX - bdr, minY, maxX, maxY);
RenderUtils.quadCoord(minX + bdr, maxY - bdr, maxX - bdr, maxY);
RenderUtils.quadCoord(minX + bdr, minY, maxX - bdr, minY + bdr);
//@formatter:on
if (insideColor != null) {
RenderUtils.setColor(insideColor);
RenderUtils.quadCoord(minX + bdr, minY + bdr, maxX - bdr, maxY - bdr);
}
}
/**
* Render quad 2D with gradient horizontal
*
* @param min min coord
* @param max max coord
* @param colorLeft color left
* @param colorRight color right
*/
public static void quadCoordGradH(Coord min, Coord max, RGB colorLeft, RGB colorRight)
{
quadCoordGradH(min.x, min.y, max.x, max.y, colorLeft, colorRight);
}
/**
* Render quad 2D with gradient horizontal
*
* @param minX units from left
* @param minY units from bottom
* @param maxX quad width
* @param maxY quad height
* @param colorLeft color left
* @param colorRight color right
*/
public static void quadCoordGradH(double minX, double minY, double maxX, double maxY, RGB colorLeft, RGB colorRight)
{
glBegin(GL_QUADS);
setColor(colorLeft);
glVertex2d(minX, maxY);
setColor(colorRight);
glVertex2d(maxX, maxY);
setColor(colorRight);
glVertex2d(maxX, minY);
setColor(colorLeft);
glVertex2d(minX, minY);
glEnd();
}
/**
* Render quad 2D with gradient horizontal
*
* @param min min coord
* @param max max coord
* @param colorOuter color outer
* @param colorMiddle color inner
*/
public static void quadCoordGradHBilinear(Coord min, Coord max, RGB colorOuter, RGB colorMiddle)
{
quadCoordGradHBilinear(min.x, min.y, max.x, max.y, colorOuter, colorMiddle);
}
/**
* Render quad 2D with gradient horizontal
*
* @param minX min x
* @param minY min y
* @param maxX max x
* @param maxY max y
* @param colorOuter color outer
* @param colorMiddle color inner
*/
public static void quadCoordGradHBilinear(double minX, double minY, double maxX, double maxY, RGB colorOuter, RGB colorMiddle)
{
glBegin(GL_QUADS);
setColor(colorOuter);
glVertex2d(minX, maxY);
setColor(colorMiddle);
glVertex2d((minX + maxX) / 2, maxY);
setColor(colorMiddle);
glVertex2d((minX + maxX) / 2, minY);
setColor(colorOuter);
glVertex2d(minX, minY);
setColor(colorMiddle);
glVertex2d((minX + maxX) / 2, maxY);
setColor(colorOuter);
glVertex2d(maxX, maxY);
setColor(colorOuter);
glVertex2d(maxX, minY);
setColor(colorMiddle);
glVertex2d((minX + maxX) / 2, minY);
glEnd();
}
/**
* Render quad 2D with gradient vertical
*
* @param min min coord
* @param max max coord
* @param colorTop top color
* @param colorBottom bottom color
*/
public static void quadCoordGradV(Coord min, Coord max, RGB colorTop, RGB colorBottom)
{
quadCoordGradV(min.x, min.y, max.x, max.y, colorTop, colorBottom);
}
/**
* Render quad 2D with gradient vertical
*
* @param minX min X
* @param minY min Y
* @param maxX max X
* @param maxY max Y
* @param colorTop top color
* @param colorBottom bottom color
*/
public static void quadCoordGradV(double minX, double minY, double maxX, double maxY, RGB colorTop, RGB colorBottom)
{
glBegin(GL_QUADS);
setColor(colorTop);
glVertex2d(minX, maxY);
glVertex2d(maxX, maxY);
setColor(colorBottom);
glVertex2d(maxX, minY);
glVertex2d(minX, minY);
glEnd();
}
/**
* Render quad 2D with gradient vertical
*
* @param min min coord
* @param max max coord
* @param colorOuter outer color
* @param colorMiddle middle color
*/
public static void quadCoordGradVBilinear(Coord min, Coord max, RGB colorOuter, RGB colorMiddle)
{
quadCoordGradVBilinear(min.x, min.y, max.x, max.y, colorOuter, colorMiddle);
}
/**
* Render quad 2D with gradient vertical
*
* @param minX min X
* @param minY min Y
* @param maxX max X
* @param maxY max Y
* @param colorOuter outer color
* @param colorMiddle middle color
*/
public static void quadCoordGradVBilinear(double minX, double minY, double maxX, double maxY, RGB colorOuter, RGB colorMiddle)
{
glBegin(GL_QUADS);
setColor(colorOuter);
glVertex2d(minX, maxY);
glVertex2d(maxX, maxY);
setColor(colorMiddle);
glVertex2d(maxX, (maxY + minY) / 2);
glVertex2d(minX, (maxY + minY) / 2);
setColor(colorMiddle);
glVertex2d(minX, (maxY + minY) / 2);
glVertex2d(maxX, (maxY + minY) / 2);
setColor(colorOuter);
glVertex2d(maxX, minY);
glVertex2d(minX, minY);
glEnd();
}
/**
* Render quad with coloured border with outset effect
*
* @param min min coord
* @param max max coord
* @param border border width
* @param fill fill color
* @param inset true for inset, false for outset
*/
public static void quadCoordOutset(Coord min, Coord max, double border, RGB fill, boolean inset)
{
quadCoordOutset(min.x, min.y, max.x, max.y, border, fill, inset);
}
/**
* Render quad with coloured border with outset effect
*
* @param minX left X
* @param minY bottom Y
* @param maxX right X
* @param maxY top Y
* @param border border width
* @param fill fill color
* @param inset true for inset, false for outset
*/
public static void quadCoordOutset(double minX, double minY, double maxX, double maxY, double border, RGB fill, boolean inset)
{
HSV hsv = fill.toHSV();
HSV h;
h = hsv.copy();
h.s *= 0.6;
RGB a = h.toRGB();
h = fill.toHSV();
h.v *= 0.6;
RGB b = h.toRGB();
RGB leftTopC, rightBottomC;
if (!inset) {
leftTopC = a;
rightBottomC = b;
} else {
leftTopC = b;
rightBottomC = a;
}
double bdr = border;
RenderUtils.setColor(leftTopC);
// left + top
glBegin(GL_QUADS);
glVertex2d(minX, minY);
glVertex2d(minX + bdr, minY + bdr);
glVertex2d(minX + bdr, maxY - bdr);
glVertex2d(minX, maxY);
glVertex2d(minX, maxY);
glVertex2d(minX + bdr, maxY - bdr);
glVertex2d(maxX - bdr, maxY - bdr);
glVertex2d(maxX, maxY);
glEnd();
RenderUtils.setColor(rightBottomC);
// right + bottom
glBegin(GL_QUADS);
glVertex2d(maxX, minY);
glVertex2d(maxX, maxY);
glVertex2d(maxX - bdr, maxY - bdr);
glVertex2d(maxX - bdr, minY + bdr);
glVertex2d(minX, minY);
glVertex2d(maxX, minY);
glVertex2d(maxX - bdr, minY + bdr);
glVertex2d(minX + bdr, minY + bdr);
glEnd();
RenderUtils.setColor(fill);
RenderUtils.quadCoord(minX + bdr, minY + bdr, maxX - bdr, maxY - bdr);
}
/**
* Render quad 2D
*
* @param rect rectangle
*/
public static void quadRect(Rect rect)
{
quadCoord(rect.getMin(), rect.getMax());
}
/**
* Render quad 2D
*
* @param rect rectangle
* @param color draw color
*/
public static void quadRect(Rect rect, RGB color)
{
setColor(color);
quadCoord(rect.getMin(), rect.getMax());
}
/**
* Render quad with coloured border
*
* @param rect rect
* @param border border width
* @param borderColor border color
* @param insideColor filling color
*/
public static void quadBorder(Rect rect, double border, RGB borderColor, RGB insideColor)
{
quadCoordBorder(rect.getMin(), rect.getMax(), border, borderColor, insideColor);
}
/**
* Render quad 2D with gradient horizontal
*
* @param rect rect
* @param colorLeft color left
* @param colorRight color right
*/
public static void quadGradH(Rect rect, RGB colorLeft, RGB colorRight)
{
quadCoordGradH(rect.getMin(), rect.getMax(), colorLeft, colorRight);
}
/**
* Render quad 2D with gradient horizontal
*
* @param rect rect
* @param colorOuter color outer
* @param colorMiddle color inner
*/
public static void quadGradHBilinear(Rect rect, RGB colorOuter, RGB colorMiddle)
{
quadCoordGradHBilinear(rect.getMin(), rect.getMax(), colorOuter, colorMiddle);
}
/**
* Render quad 2D with gradient vertical
*
* @param rect rect
* @param colorTop top color
* @param colorBottom bottom color
*/
public static void quadGradV(Rect rect, RGB colorTop, RGB colorBottom)
{
quadCoordGradV(rect.getMin(), rect.getMax(), colorTop, colorBottom);
}
/**
* Render quad 2D with gradient vertical
*
* @param rect rect
* @param colorOuter outer color
* @param colorMiddle middle color
*/
public static void quadGradVBilinear(Rect rect, RGB colorOuter, RGB colorMiddle)
{
quadCoordGradVBilinear(rect.getMin(), rect.getMax(), colorOuter, colorMiddle);
}
/**
* Render quad with coloured border with outset effect
*
* @param rect rectangle
* @param border border width
* @param fill fill color
* @param inset true for inset, false for outset
*/
public static void quadRectOutset(Rect rect, double border, RGB fill, boolean inset)
{
quadCoordOutset(rect.getMin(), rect.getMax(), border, fill, inset);
}
/**
* Render textured rect (texture must be binded already)
*
* @param quad rectangle (px)
* @param textureCoords texture coords (0-1)
*/
public static void quadTexturedAbs(Rect quad, Rect textureCoords)
{
double left = quad.x1();
double bottom = quad.y2();
double right = quad.x2();
double top = quad.y1();
double tleft = textureCoords.x1();
double tbottom = textureCoords.y1();
double tright = textureCoords.x2();
double ttop = textureCoords.y2();
glBegin(GL_QUADS);
glTexCoord2d(tleft, ttop);
glVertex2d(left, top);
glTexCoord2d(tright, ttop);
glVertex2d(right, top);
glTexCoord2d(tright, tbottom);
glVertex2d(right, bottom);
glTexCoord2d(tleft, tbottom);
glVertex2d(left, bottom);
glEnd();
}
/**
* Render textured rect
*
* @param quad rectangle (px)
* @param txCoords texture coords rectangle (px)
* @param texture texture instance
*/
public static void quadTextured(Rect quad, Rect txCoords, Texture texture)
{
quadTextured(quad, txCoords, texture, RGB.WHITE);
}
/**
* Render textured rect
*
* @param quad rectangle (px)
* @param txCoords texture coords rectangle (px)
* @param texture texture instance
* @param tint color tint
*/
public static void quadTextured(Rect quad, Rect txCoords, Texture texture, RGB tint)
{
glEnable(GL_TEXTURE_2D);
setColor(tint);
TextureManager.bind(texture);
quadTexturedAbs(quad, txCoords.div(texture.getImageHeight()));
TextureManager.unbind();
glDisable(GL_TEXTURE_2D);
}
/**
* Render textured rect
*
* @param quad rectangle (px)
* @param txquad texture quad
*/
public static void quadTextured(Rect quad, TxQuad txquad)
{
quadTextured(quad, txquad, RGB.WHITE);
}
/**
* Render textured rect
*
* @param quad rectangle (px)
* @param txquad texture instance
* @param tint color tint
*/
public static void quadTextured(Rect quad, TxQuad txquad, RGB tint)
{
quadTextured(quad, txquad.uvs, txquad.tx, tint);
}
/**
* Render textured frame with borders
*
* @param quadRect drawn rectangle (px)
* @param textureRect rectangle in texture with the basic frame (px)
* @param yOffsetTimes offset count (move frame down n times)
* @param texture the texture
*/
public static void quadTexturedFrame(Rect quadRect, Rect textureRect, int yOffsetTimes, Texture texture)
{
quadTexturedFrame(quadRect, textureRect, yOffsetTimes, texture, RGB.WHITE);
}
/**
* Render textured frame with borders
*
* @param quadRect drawn rectangle (px)
* @param textureRect rectangle in texture with the basic frame (px)
* @param yOffsetTimes offset count (move frame down n times)
* @param texture the texture
* @param tint color tint
*/
public static void quadTexturedFrame(Rect quadRect, Rect textureRect, int yOffsetTimes, Texture texture, RGB tint)
{
Texture tx = texture;
int frameHeight = (int) textureRect.getSize().y;
int yOffset = yOffsetTimes * frameHeight;
double x1 = quadRect.x1();
double y1 = quadRect.y1();
double x2 = quadRect.x2();
double y2 = quadRect.y2();
double w = x2 - x1;
double h = y2 - y1;
double tx1 = textureRect.x1();
double ty1 = textureRect.y1();
double tx2 = textureRect.x2();
double ty2 = textureRect.y2();
double halfY = h / 2D;
double halfX = w / 2D;
// lt, rt
// lb, rb
Rect verts, uvs;
// lt
verts = new Rect(x1, y2, x1 + halfX, y2 - halfY);
uvs = new Rect(tx1, ty1, tx1 + halfX, ty1 + halfY);
uvs.add_ip(0, yOffset);
quadTextured(verts, uvs, tx, tint);
// lb
verts = new Rect(x1, y2 - halfY, x1 + halfX, y1);
uvs = new Rect(tx1, ty2 - halfY, tx1 + halfX, ty2);
uvs.add_ip(0, yOffset);
quadTextured(verts, uvs, tx, tint);
// rt
verts = new Rect(x1 + halfX, y2, x2, y2 - halfY);
uvs = new Rect(tx2 - halfX, ty1, tx2, ty1 + halfY);
uvs.add_ip(0, yOffset);
quadTextured(verts, uvs, tx, tint);
// rb
verts = new Rect(x1 + halfX, y2 - halfY, x2, y1);
uvs = new Rect(tx2 - halfX, ty2 - halfY, tx2, ty2);
uvs.add_ip(0, yOffset);
quadTextured(verts, uvs, tx, tint);
}
/**
* Render textured frame with borders
*
* @param quadRect drawn rectangle (px)
* @param textureRect rectangle in texture with the basic frame (px)
* @param texture the texture
*/
public static void quadTexturedFrame(Rect quadRect, Rect textureRect, Texture texture)
{
quadTexturedFrame(quadRect, textureRect, 0, texture, RGB.WHITE);
}
/**
* Render textured frame with borders
*
* @param quadRect drawn rectangle (px)
* @param txquad texture quad
*/
public static void quadTexturedFrame(Rect quadRect, TxQuad txquad)
{
quadTexturedFrame(quadRect, txquad, 0, RGB.WHITE);
}
/**
* Render textured frame with borders
*
* @param quadRect drawn rectangle (px)
* @param txquad texture quad
* @param yOffsetTimes offset count (move frame down n times)
*/
public static void quadTexturedFrame(Rect quadRect, TxQuad txquad, int yOffsetTimes)
{
quadTexturedFrame(quadRect, txquad, yOffsetTimes, RGB.WHITE);
}
/**
* Render textured frame with borders
*
* @param quadRect drawn rectangle (px)
* @param txquad texture quad
* @param yOffsetTimes offset count (move frame down n times)
* @param tint color tint
*/
public static void quadTexturedFrame(Rect quadRect, TxQuad txquad, int yOffsetTimes, RGB tint)
{
quadTexturedFrame(quadRect, txquad.uvs, yOffsetTimes, txquad.tx, tint);
}
/**
* Render textured frame stretching horizontally (rect height = texture rect
* height)
*
* @param quadRect drawn rectangle (px)
* @param textureRect rectangle in texture with the basic frame (px)
* @param borderSize size of the unstretched horizontal border
* @param texture the texture
*/
public static void quadTexturedStretchH(Rect quadRect, Rect textureRect, int borderSize, Texture texture)
{
quadTexturedStretchH(quadRect, textureRect, borderSize, texture, RGB.WHITE);
}
/**
* Render textured frame stretching horizontally (rect height = texture rect
* height)
*
* @param quadRect drawn rectangle (px)
* @param textureRect rectangle in texture with the basic frame (px)
* @param borderSize size of the unstretched horizontal border
* @param texture the texture
* @param tint color tint
*/
public static void quadTexturedStretchH(Rect quadRect, Rect textureRect, int borderSize, Texture texture, RGB tint)
{
Texture tx = texture;
double x1 = quadRect.x1();
double y1 = quadRect.y1();
double x2 = quadRect.x2();
double y2 = quadRect.y2();
double tx1 = textureRect.x1();
double ty1 = textureRect.y1();
double tx2 = textureRect.x2();
double ty2 = textureRect.y2();
// lt, mi, rt
Rect verts, uvs;
// lt
verts = new Rect(x1, y2, x1 + borderSize, y1);
uvs = new Rect(tx1, ty1, tx1 + borderSize, ty2);
quadTextured(verts, uvs, tx, tint);
// // mi
verts = new Rect(x1 + borderSize, y2, x2 - borderSize, y1);
uvs = new Rect(tx1 + borderSize, ty1, tx2 - borderSize, ty2);
quadTextured(verts, uvs, tx, tint);
// rt
verts = new Rect(x2 - borderSize, y2, x2, y1);
uvs = new Rect(tx2 - borderSize, ty1, tx2, ty2);
quadTextured(verts, uvs, tx, tint);
}
/**
* Render textured frame stretching horizontally (rect height = texture rect
* height)
*
* @param quadRect drawn rectangle (px)
* @param txquad texture quad
* @param borderSize size of the unstretched horizontal border
*/
public static void quadTexturedStretchH(Rect quadRect, TxQuad txquad, int borderSize)
{
quadTexturedStretchH(quadRect, txquad, borderSize, RGB.WHITE);
}
/**
* Render textured frame stretching horizontally (rect height = texture rect
* height)
*
* @param quadRect drawn rectangle (px)
* @param txquad texture quad
* @param borderSize size of the unstretched horizontal border
* @param tint color tint
*/
public static void quadTexturedStretchH(Rect quadRect, TxQuad txquad, int borderSize, RGB tint)
{
quadTexturedStretchH(quadRect, txquad.uvs, borderSize, txquad.tx, tint);
}
/**
* Render textured frame stretching vertically (rect width = texture rect
* width)
*
* @param quadRect drawn rectangle (px)
* @param textureRect rectangle in texture with the basic frame (px)
* @param borderSize size of the unstretched horizontal border
* @param texture the texture
*/
public static void quadTexturedStretchV(Rect quadRect, Rect textureRect, int borderSize, Texture texture)
{
quadTexturedStretchV(quadRect, textureRect, borderSize, texture, RGB.WHITE);
}
/**
* Render textured frame stretching vertically (rect width = texture rect
* width)
*
* @param quadRect drawn rectangle (px)
* @param textureRect rectangle in texture with the basic frame (px)
* @param borderSize size of the unstretched horizontal border
* @param texture the texture
* @param tint color tint
*/
public static void quadTexturedStretchV(Rect quadRect, Rect textureRect, int borderSize, Texture texture, RGB tint)
{
Texture tx = texture;
double x1 = quadRect.x1();
double y1 = quadRect.y1();
double x2 = quadRect.x2();
double y2 = quadRect.y2();
double tx1 = textureRect.x1();
double ty1 = textureRect.y1();
double tx2 = textureRect.x2();
double ty2 = textureRect.y2();
// tp
// mi
// bn
Rect verts, uvs;
// tp
verts = new Rect(x1, y2, x2, y2 - borderSize);
uvs = new Rect(tx1, ty1, tx2, ty1 + borderSize);
quadTextured(verts, uvs, tx, tint);
// mi
verts = new Rect(x1, y2 - borderSize, x2, y1 + borderSize);
uvs = new Rect(tx1, ty1 + borderSize, tx2, ty2 - borderSize);
quadTextured(verts, uvs, tx, tint);
// rt
verts = new Rect(x1, y1 + borderSize, x2, y1);
uvs = new Rect(tx1, ty2 - borderSize, tx2, ty2);
quadTextured(verts, uvs, tx, tint);
}
/**
* Render textured frame stretching vertically (rect width = texture rect
* width)
*
* @param quadRect drawn rectangle (px)
* @param txquad texture quad
* @param borderSize size of the unstretched horizontal border
*/
public static void quadTexturedStretchV(Rect quadRect, TxQuad txquad, int borderSize)
{
quadTexturedStretchV(quadRect, txquad, borderSize, RGB.WHITE);
}
/**
* Render textured frame stretching vertically (rect width = texture rect
* width)
*
* @param quadRect drawn rectangle (px)
* @param txquad texture quad
* @param borderSize size of the unstretched horizontal border
* @param tint color tint
*/
public static void quadTexturedStretchV(Rect quadRect, TxQuad txquad, int borderSize, RGB tint)
{
quadTexturedStretchV(quadRect, txquad.uvs, borderSize, txquad.tx, tint);
}
/**
* Render quad 2D
*
* @param left units from left
* @param bottom units from bottom
* @param width quad width
* @param height quad height
*/
public static void quadSize(double left, double bottom, double width, double height)
{
glBegin(GL_QUADS);
glVertex2d(left, bottom + height);
glVertex2d(left + width, bottom + height);
glVertex2d(left + width, bottom);
glVertex2d(left, bottom);
glEnd();
}
/**
* Bind GL color
*
* @param color RGB color
*/
public static void setColor(RGB color)
{
if (color != null) glColor4d(color.r, color.g, color.b, color.a);
}
/**
* Bind GL color
*
* @param color RGB color
* @param alpha alpha multiplier
*/
public static void setColor(RGB color, double alpha)
{
if (color != null) glColor4d(color.r, color.g, color.b, color.a * alpha);
}
/**
* Translate with coord
*
* @param coord coord
*/
public static void translate(Coord coord)
{
glTranslated(coord.x, coord.y, coord.z);
}
}