pplugins/pui/textures.cpp

124 lines
3.4 KiB
C++

/*
Copyright 2013 Peter Nelson
Permission to use, copy, modify, and/or distribute this software for any
purpose with or without fee is hereby granted, provided that the above
copyright notice and this permission notice appear in all copies.
THIS SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN
ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF
OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*/
#include <cstdlib>
#include <cmath>
#include <pugl/pugl.h>
#include "pui.h"
#include "textures/sliders.c"
#include "textures/buttons.c"
#include "textures/knob.c"
#include "textures/knob-prelight.c"
#include "textures/knob-selector.c"
#include "font/vera.h"
void PTextures::BindTexture(int texture, int width, int height, const unsigned char *data, int format)
{
glBindTexture(GL_TEXTURE_2D, tex[texture]);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, format, GL_UNSIGNED_BYTE, data);
w[texture] = width;
h[texture] = height;
}
void PTextures::InitTextures()
{
if (initialised) return;
initialised = true;
glGenTextures(TEX_END, this->tex);
/* Texture buffer for generated textures */
int size = 128;
w[TEX_BACKTILE] = h[TEX_BACKTILE] = size;
uint8_t *buffer = new uint8_t[size * size];
/* Create background tile */
for (int i = 0; i < size * size; i++) {
/* Normalised noise */
int r = 0;
for (int j = 0; j < 4; j++) r += (rand() & 0x1F);
buffer[i] = (r >> 2) + 0x30;
}
BindTexture(TEX_BACKTILE, size, size, buffer, GL_LUMINANCE);
/* Create brushed background tile */
for (int i = 0; i < size * size; i++) {
buffer[i] = (rand() & 0x3F) + 0x80;
// buffer[i] += 0x20 * sin(((i + 0 / size) % size) * M_PI / size);
}
for (int i = 0; i < size; i++) {
uint8_t *row = &buffer[i * size];
uint8_t tmp[size];
for (int j = 0; j < size; j++) {
uint16_t t = 0;
for (int k = 0; k < 19; k++) {
t += row[(j + k) % size];
}
tmp[j] = t / 19;
}
memcpy(row, tmp, size);
}
BindTexture(TEX_BACKTILE2, size, size, buffer, GL_LUMINANCE);
/* Create glow, focused at 1/3 down the window */
int cx = size / 2;
int cy = size / 3;
for (int y = 0; y < size; y++) {
for (int x = 0; x < size; x++) {
float b = 196 - sqrtf((cx - x) * (cx - x) + (cy - y) * (cy - y)) * 256 / size;
if (b < 0) b = 0;
buffer[x + y * size] = b;
}
}
BindTexture(TEX_BACKGLOW, size, size, buffer, GL_LUMINANCE);
delete[] buffer;
BindTexture(TEX_SLIDERS,
sliders.width,
sliders.height,
sliders.pixel_data);
BindTexture(TEX_BUTTONS,
buttons.width,
buttons.height,
buttons.pixel_data);
BindTexture(TEX_KNOB,
knob.width,
knob.height,
knob.pixel_data);
BindTexture(TEX_KNOB_PRE,
knob_prelight.width,
knob_prelight.height,
knob_prelight.pixel_data);
BindTexture(TEX_KNOB_SEL,
knob_selector.width,
knob_selector.height,
knob_selector.pixel_data);
this->font = new FTTextureFont(font_Vera_ttf, font_Vera_ttf_len);
this->font->FaceSize(20);
}