Windows2000/private/windows/opengl/scrsave/common/dlgdraw.cxx
2020-09-30 17:12:32 +02:00

267 lines
6.5 KiB
C++

/**Module*Header**\
* Module Name: dlgdraw.c
* For gl drawing in dialog boxes
* Created: 12-06-95 -by- Marc Fortier [marcfo]
* Copyright (c) 1995 Microsoft Corporation
\**/
#include <windows.h>
#include <commdlg.h>
#include <scrnsave.h>
#include <stdarg.h>
#include <stdio.h>
#include <stdlib.h>
#include <malloc.h>
#include "ssintrnl.hxx"
#include "dlgdraw.hxx"
// Define this if want each TEX_BUTTON to be a separate window. This is
// necessary if the main dialog window has WS_CLIP_CHILDREN, but so far this
// doesn't seem to be the case.
//#define SS_MULTIWINDOW 1
static void CalcGLViewport( HWND hwndParent, HWND hwndChild, IPOINT2D *pOrigin, ISIZE *pSize );
//materials for varying intensities
enum{
MAT_INTENSITY_LOW = 0,
MAT_INTENSITY_MID,
MAT_INTENSITY_HIGH,
MAT_COUNT
};
MATERIAL gMat[MAT_COUNT] = {
{{0.3f, 0.3f, 0.3f}, {0.6f, 0.6f, 0.6f}, {0.2f, 0.2f, 0.2f}, 0.3f },
{{0.2f, 0.2f, 0.2f}, {0.8f, 0.8f, 0.8f}, {0.2f, 0.2f, 0.2f}, 0.3f },
{{0.2f, 0.2f, 0.2f}, {1.0f, 1.0f, 1.0f}, {0.2f, 0.2f, 0.2f}, 0.3f }
};
float colorBlack[3] = {0.0f, 0.0f, 0.0f};
/**\
* SS_TEX_BUTTON constructor
* This allows drawing GL textures on a button
* For optimum performance, GL is configured on the main dialog window, and
* 'viewported' to the button.
* Defining SS_MULTIWINDOW results in the texture being drawn in the actual
* button window.
* Note: this only works for buttons on the main dialog window for now.
\**/
SS_TEX_BUTTON::SS_TEX_BUTTON( HWND hDlg, HWND hDlgBtn )
{
PSSW psswParent = gpss->sswTable.PsswFromHwnd( hDlg );
SS_ASSERT( psswParent, "SS_TEX_BUTTON constructor: NULL psswParent\n" );
// The parent needs to have an hrc context, since we will be using it
// for drawing.
SS_GL_CONFIG GLc = { 0, 0, NULL };
if( !psswParent->ConfigureForGL( &GLc ) ) {
SS_WARNING( "SS_TEX_BUTTON constructor: ConfigureForGL failed\n" );
return;
}
#ifdef SS_MULTIWINDOW
// Each button is a separate GL window, using its parents hrc
pssw = new SSW( psswParent, hDlgBtn );
SS_ASSERT( pssw, "SS_TEX_BUTTON constructor: pssw alloc failure\n" );
// Configure the pssw for GL
GLc.pfFlags = 0;
GLc.hrc = psswParent->GetHRC();
GLc.pStretch = NULL;
if( ! pssw->ConfigureForGL( &GLc ) ) {
SS_WARNING( "SS_TEX_BUTTON constructor: ConfigureForGL failed\n" );
return;
}
#else
// Make the button a 'subwindow' of the parent
pssw = NULL;
// Calculate the viewport to draw to
CalcGLViewport( hDlg, hDlgBtn, &origin, &size );
#endif
// Init various GL stuff
InitGL();
pCurTex = NULL;
bEnabled = TRUE;
}
/**\
* SS_TEX_BUTTON destructor
\**/
SS_TEX_BUTTON::~SS_TEX_BUTTON()
{
if( pssw )
delete pssw;
}
/**\
* InitGL
\**/
void
SS_TEX_BUTTON::InitGL()
{
float ambient[] = {0.2f, 0.2f, 0.2f, 1.0f};
float diffuse[] = {0.7f, 0.7f, 0.7f, 1.0f};
float position[] = {0.0f, 0.0f, -150.0f, 1.0f};
float lmodel_ambient[] = {1.0f, 1.0f, 1.0f, 1.0f};
MATERIAL *pMat;
// lighting, for intensity levels
glLightfv(GL_LIGHT0, GL_AMBIENT, ambient);
glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse);
glLightfv(GL_LIGHT0, GL_POSITION, position);
glEnable(GL_LIGHT0);
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient);
glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_FALSE);
glCullFace( GL_BACK );
glEnable(GL_CULL_FACE);
glFrontFace( GL_CW );
glShadeModel( GL_FLAT );
glColor3f( 1.0f, 1.0f, 1.0f );
gluOrtho2D( -1.0, 1.0, -1.0, 1.0 );
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
}
/**\
* SetTexture
* Set a current texture for the button
* Note this is a pointer to a texture, so any texture memory management is
* done by the caller.
\**/
void
SS_TEX_BUTTON::SetTexture( TEXTURE *pTex )
{
pCurTex = pTex;
}
/**\
* Draw
\**/
void
SS_TEX_BUTTON::Draw( TEXTURE *pTex )
{
if( pTex != NULL ) {
glEnable(GL_TEXTURE_2D);
ss_SetTexture( pTex ); // doesn't look at iPalRot yet
// Set the texture palette if it exists
if( pTex->pal && pTex->iPalRot )
ss_SetTexturePalette( pTex, pTex->iPalRot );
}
// else white rectangle will be drawn
if( bEnabled )
intensity = DLG_INTENSITY_HIGH;
else
intensity = DLG_INTENSITY_LOW;
switch( intensity ) {
case DLG_INTENSITY_LOW:
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glEnable(GL_LIGHTING);
glColor3f( 0.5f, 0.5f, 0.5f );
break;
case DLG_INTENSITY_MID:
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glEnable(GL_LIGHTING);
glColor3f( 0.7f, 0.7f, 0.7f );
break;
case DLG_INTENSITY_HIGH:
default:
glColor3f( 1.0f, 1.0f, 1.0f );
glDisable(GL_LIGHTING);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
}
// Set the viewport
#ifdef SS_MULTIWINDOW
glViewport( 0, 0, pssw->size.width, pssw->size.height );
#else
glViewport( origin.x, origin.y, size.width, size.height );
#endif
glBegin( GL_QUADS );
glTexCoord2f( 0.0f, 1.0f );
glVertex2f( -1.0f, 1.0f );
glTexCoord2f( 1.0f, 1.0f );
glVertex2f( 1.0f, 1.0f );
glTexCoord2f( 1.0f, 0.0f );
glVertex2f( 1.0f, -1.0f );
glTexCoord2f( 0.0f, 0.0f );
glVertex2f( -1.0f, -1.0f );
glEnd();
glDisable( GL_TEXTURE_2D);
glFlush();
}
void
SS_TEX_BUTTON::Draw()
{
Draw( pCurTex );
}
/**\
* CalcGLViewport
* Calculate viewport for the child window
\**/
static void
CalcGLViewport( HWND hwndParent, HWND hwndChild, IPOINT2D *pOrigin, ISIZE *pSize )
{
RECT childRect, parentRect;
// Get size of the child window
GetClientRect( hwndChild, &childRect );
pSize->width = childRect.right;
pSize->height = childRect.bottom;
// Calc origin of the child window wrt its parents client area
// Note that the y-coord must be inverted for GL
// Map the child client rect to the parent client coords
MapWindowPoints( hwndChild, hwndParent, (POINT *) &childRect, 2 );
pOrigin->x = childRect.left;
// invert y coord
GetClientRect( hwndParent, &parentRect );
pOrigin->y = parentRect.bottom - childRect.bottom;
}