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authorAndrei Karas <akaras@inbox.ru>2012-07-19 21:32:43 +0300
committerAndrei Karas <akaras@inbox.ru>2012-07-19 21:32:43 +0300
commit08f911af478cb3bbede503a3e704b61da713b74e (patch)
tree9bb352abc64bdc0eb1a08baa7b6f42d5b0c440be /src/normalopenglgraphics.cpp
parent4503b047574e1374d16d2bec7e10285f59cc6d51 (diff)
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Rename openglgraphics to normalopenglgraphics.
Diffstat (limited to 'src/normalopenglgraphics.cpp')
-rw-r--r--src/normalopenglgraphics.cpp1431
1 files changed, 1431 insertions, 0 deletions
diff --git a/src/normalopenglgraphics.cpp b/src/normalopenglgraphics.cpp
new file mode 100644
index 000000000..1114f1620
--- /dev/null
+++ b/src/normalopenglgraphics.cpp
@@ -0,0 +1,1431 @@
+/*
+ * The ManaPlus Client
+ * Copyright (C) 2004-2009 The Mana World Development Team
+ * Copyright (C) 2009-2010 The Mana Developers
+ * Copyright (C) 2011-2012 The ManaPlus Developers
+ *
+ * This file is part of The ManaPlus Client.
+ *
+ * This program is free software; you can redistribute it and/or modify
+ * it under the terms of the GNU General Public License as published by
+ * the Free Software Foundation; either version 2 of the License, or
+ * any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program. If not, see <http://www.gnu.org/licenses/>.
+ */
+
+#include "main.h"
+
+#ifdef USE_OPENGL
+
+#include "graphicsvertexes.h"
+#include "normalopenglgraphics.h"
+#include "configuration.h"
+#include "logger.h"
+
+#include "resources/image.h"
+#include "resources/openglimagehelper.h"
+
+#include "utils/stringutils.h"
+
+#include <SDL.h>
+
+#include "debug.h"
+
+#ifndef GL_TEXTURE_RECTANGLE_ARB
+#define GL_TEXTURE_RECTANGLE_ARB 0x84F5
+#define GL_MAX_RECTANGLE_TEXTURE_SIZE_ARB 0x84F8
+#endif
+
+const unsigned int vertexBufSize = 500;
+
+GLuint NormalOpenGLGraphics::mLastImage = 0;
+
+NormalOpenGLGraphics::NormalOpenGLGraphics():
+ mFloatTexArray(new GLfloat[vertexBufSize * 4 + 30]),
+ mIntTexArray(new GLint[vertexBufSize * 4 + 30]),
+ mIntVertArray(new GLint[vertexBufSize * 4 + 30]),
+ mAlpha(false),
+ mTexture(false),
+ mColorAlpha(false),
+ mFboId(0),
+ mTextureId(0),
+#ifdef DEBUG_BIND_TEXTURE
+ mRboId(0),
+ mOldTextureId(0)
+#else
+ mRboId(0)
+#endif
+{
+ mOpenGL = 1;
+ mName = "fast OpenGL";
+}
+
+NormalOpenGLGraphics::~NormalOpenGLGraphics()
+{
+ delete [] mFloatTexArray;
+ delete [] mIntTexArray;
+ delete [] mIntVertArray;
+}
+
+bool NormalOpenGLGraphics::setVideoMode(int w, int h, int bpp, bool fs,
+ bool hwaccel, bool resize,
+ bool noFrame)
+{
+ setMainFlags(w, h, bpp, fs, hwaccel, resize, noFrame);
+
+ return setOpenGLMode();
+}
+
+static inline void drawQuad(const Image *image,
+ int srcX, int srcY, int dstX, int dstY,
+ int width, int height)
+{
+ if (OpenGLImageHelper::mTextureType == GL_TEXTURE_2D)
+ {
+ // Find OpenGL normalized texture coordinates.
+ const float texX1 = static_cast<float>(srcX) /
+ static_cast<float>(image->getTextureWidth());
+ const float texY1 = static_cast<float>(srcY) /
+ static_cast<float>(image->getTextureHeight());
+ const float texX2 = static_cast<float>(srcX + width) /
+ static_cast<float>(image->getTextureWidth());
+ const float texY2 = static_cast<float>(srcY + height) /
+ static_cast<float>(image->getTextureHeight());
+
+ GLfloat tex[] =
+ {
+ texX1, texY1,
+ texX2, texY1,
+ texX2, texY2,
+ texX1, texY2
+ };
+
+ GLint vert[] =
+ {
+ dstX, dstY,
+ dstX + width, dstY,
+ dstX + width, dstY + height,
+ dstX, dstY + height
+ };
+
+ glVertexPointer(2, GL_INT, 0, &vert);
+ glTexCoordPointer(2, GL_FLOAT, 0, &tex);
+
+ glDrawArrays(GL_QUADS, 0, 4);
+ }
+ else
+ {
+ GLint tex[] =
+ {
+ srcX, srcY,
+ srcX + width, srcY,
+ srcX + width, srcY + height,
+ srcX, srcY + height
+ };
+ GLint vert[] =
+ {
+ dstX, dstY,
+ dstX + width, dstY,
+ dstX + width, dstY + height,
+ dstX, dstY + height
+ };
+
+ glVertexPointer(2, GL_INT, 0, &vert);
+ glTexCoordPointer(2, GL_INT, 0, &tex);
+
+ glDrawArrays(GL_QUADS, 0, 4);
+ }
+}
+
+static inline void drawRescaledQuad(Image *image,
+ int srcX, int srcY, int dstX, int dstY,
+ int width, int height,
+ int desiredWidth, int desiredHeight)
+{
+ if (OpenGLImageHelper::mTextureType == GL_TEXTURE_2D)
+ {
+ // Find OpenGL normalized texture coordinates.
+ const float texX1 = static_cast<float>(srcX) /
+ static_cast<float>(image->getTextureWidth());
+ const float texY1 = static_cast<float>(srcY) /
+ static_cast<float>(image->getTextureHeight());
+ const float texX2 = static_cast<float>(srcX + width) /
+ static_cast<float>(image->getTextureWidth());
+ const float texY2 = static_cast<float>(srcY + height) /
+ static_cast<float>(image->getTextureHeight());
+
+ GLfloat tex[] =
+ {
+ texX1, texY1,
+ texX2, texY1,
+ texX2, texY2,
+ texX1, texY2
+ };
+
+ GLint vert[] =
+ {
+ dstX, dstY,
+ dstX + desiredWidth, dstY,
+ dstX + desiredWidth, dstY + desiredHeight,
+ dstX, dstY + desiredHeight
+ };
+
+ glVertexPointer(2, GL_INT, 0, &vert);
+ glTexCoordPointer(2, GL_FLOAT, 0, &tex);
+
+ glDrawArrays(GL_QUADS, 0, 4);
+ }
+ else
+ {
+ GLint tex[] =
+ {
+ srcX, srcY,
+ srcX + width, srcY,
+ srcX + width, srcY + height,
+ srcX, srcY + height
+ };
+ GLint vert[] =
+ {
+ dstX, dstY,
+ dstX + desiredWidth, dstY,
+ dstX + desiredWidth, dstY + desiredHeight,
+ dstX, dstY + desiredHeight
+ };
+
+ glVertexPointer(2, GL_INT, 0, &vert);
+ glTexCoordPointer(2, GL_INT, 0, &tex);
+
+ glDrawArrays(GL_QUADS, 0, 4);
+ }
+}
+
+
+bool NormalOpenGLGraphics::drawImage2(const Image *image, int srcX, int srcY,
+ int dstX, int dstY,
+ int width, int height, bool useColor)
+{
+ if (!image)
+ return false;
+
+ srcX += image->mBounds.x;
+ srcY += image->mBounds.y;
+
+ if (!useColor)
+ glColor4f(1.0f, 1.0f, 1.0f, image->mAlpha);
+
+#ifdef DEBUG_BIND_TEXTURE
+ debugBindTexture(image);
+#endif
+ bindTexture(OpenGLImageHelper::mTextureType, image->mGLImage);
+
+ setTexturingAndBlending(true);
+
+ drawQuad(image, srcX, srcY, dstX, dstY, width, height);
+
+ if (!useColor)
+ {
+ glColor4ub(static_cast<GLubyte>(mColor.r),
+ static_cast<GLubyte>(mColor.g),
+ static_cast<GLubyte>(mColor.b),
+ static_cast<GLubyte>(mColor.a));
+ }
+
+ return true;
+}
+
+bool NormalOpenGLGraphics::drawRescaledImage(Image *image, int srcX, int srcY,
+ int dstX, int dstY,
+ int width, int height,
+ int desiredWidth,
+ int desiredHeight,
+ bool useColor)
+{
+ return drawRescaledImage(image, srcX, srcY,
+ dstX, dstY,
+ width, height,
+ desiredWidth, desiredHeight,
+ useColor, true);
+}
+
+bool NormalOpenGLGraphics::drawRescaledImage(Image *image, int srcX, int srcY,
+ int dstX, int dstY,
+ int width, int height,
+ int desiredWidth,
+ int desiredHeight,
+ bool useColor, bool smooth)
+{
+ if (!image)
+ return false;
+
+ // Just draw the image normally when no resizing is necessary,
+ if (width == desiredWidth && height == desiredHeight)
+ {
+ return drawImage2(image, srcX, srcY, dstX, dstY,
+ width, height, useColor);
+ }
+
+ // When the desired image is smaller than the current one,
+ // disable smooth effect.
+ if (width > desiredWidth && height > desiredHeight)
+ smooth = false;
+
+ srcX += image->mBounds.x;
+ srcY += image->mBounds.y;
+
+ if (!useColor)
+ glColor4f(1.0f, 1.0f, 1.0f, image->mAlpha);
+
+#ifdef DEBUG_BIND_TEXTURE
+ debugBindTexture(image);
+#endif
+ bindTexture(OpenGLImageHelper::mTextureType, image->mGLImage);
+
+ setTexturingAndBlending(true);
+
+ // Draw a textured quad.
+ drawRescaledQuad(image, srcX, srcY, dstX, dstY, width, height,
+ desiredWidth, desiredHeight);
+
+ if (smooth) // A basic smooth effect...
+ {
+ glColor4f(1.0f, 1.0f, 1.0f, 0.2f);
+ drawRescaledQuad(image, srcX, srcY, dstX - 1, dstY - 1, width, height,
+ desiredWidth + 1, desiredHeight + 1);
+ drawRescaledQuad(image, srcX, srcY, dstX + 1, dstY + 1, width, height,
+ desiredWidth - 1, desiredHeight - 1);
+
+ drawRescaledQuad(image, srcX, srcY, dstX + 1, dstY, width, height,
+ desiredWidth - 1, desiredHeight);
+ drawRescaledQuad(image, srcX, srcY, dstX, dstY + 1, width, height,
+ desiredWidth, desiredHeight - 1);
+ }
+
+ if (!useColor)
+ {
+ glColor4ub(static_cast<GLubyte>(mColor.r),
+ static_cast<GLubyte>(mColor.g),
+ static_cast<GLubyte>(mColor.b),
+ static_cast<GLubyte>(mColor.a));
+ }
+
+ return true;
+}
+
+void NormalOpenGLGraphics::drawImagePattern(const Image *image, int x, int y,
+ int w, int h)
+{
+ if (!image)
+ return;
+
+ const int srcX = image->mBounds.x;
+ const int srcY = image->mBounds.y;
+
+ const int iw = image->mBounds.w;
+ const int ih = image->mBounds.h;
+
+ if (iw == 0 || ih == 0)
+ return;
+
+ const float tw = static_cast<float>(image->getTextureWidth());
+ const float th = static_cast<float>(image->getTextureHeight());
+
+ glColor4f(1.0f, 1.0f, 1.0f, image->mAlpha);
+
+#ifdef DEBUG_BIND_TEXTURE
+ debugBindTexture(image);
+#endif
+ bindTexture(OpenGLImageHelper::mTextureType, image->mGLImage);
+
+ setTexturingAndBlending(true);
+
+ unsigned int vp = 0;
+ const unsigned int vLimit = vertexBufSize * 4;
+ // Draw a set of textured rectangles
+ if (OpenGLImageHelper::mTextureType == GL_TEXTURE_2D)
+ {
+ float texX1 = static_cast<float>(srcX) / tw;
+ float texY1 = static_cast<float>(srcY) / th;
+
+ for (int py = 0; py < h; py += ih)
+ {
+ const int height = (py + ih >= h) ? h - py : ih;
+ const int dstY = y + py;
+ for (int px = 0; px < w; px += iw)
+ {
+ int width = (px + iw >= w) ? w - px : iw;
+ int dstX = x + px;
+
+ float texX2 = static_cast<float>(srcX + width) / tw;
+ float texY2 = static_cast<float>(srcY + height) / th;
+
+ mFloatTexArray[vp + 0] = texX1;
+ mFloatTexArray[vp + 1] = texY1;
+
+ mFloatTexArray[vp + 2] = texX2;
+ mFloatTexArray[vp + 3] = texY1;
+
+ mFloatTexArray[vp + 4] = texX2;
+ mFloatTexArray[vp + 5] = texY2;
+
+ mFloatTexArray[vp + 6] = texX1;
+ mFloatTexArray[vp + 7] = texY2;
+
+ mIntVertArray[vp + 0] = dstX;
+ mIntVertArray[vp + 1] = dstY;
+
+ mIntVertArray[vp + 2] = dstX + width;
+ mIntVertArray[vp + 3] = dstY;
+
+ mIntVertArray[vp + 4] = dstX + width;
+ mIntVertArray[vp + 5] = dstY + height;
+
+ mIntVertArray[vp + 6] = dstX;
+ mIntVertArray[vp + 7] = dstY + height;
+
+ vp += 8;
+ if (vp >= vLimit)
+ {
+ drawQuadArrayfi(vp);
+ vp = 0;
+ }
+ }
+ }
+ if (vp > 0)
+ drawQuadArrayfi(vp);
+ }
+ else
+ {
+ for (int py = 0; py < h; py += ih)
+ {
+ const int height = (py + ih >= h) ? h - py : ih;
+ const int dstY = y + py;
+ for (int px = 0; px < w; px += iw)
+ {
+ int width = (px + iw >= w) ? w - px : iw;
+ int dstX = x + px;
+
+ mIntTexArray[vp + 0] = srcX;
+ mIntTexArray[vp + 1] = srcY;
+
+ mIntTexArray[vp + 2] = srcX + width;
+ mIntTexArray[vp + 3] = srcY;
+
+ mIntTexArray[vp + 4] = srcX + width;
+ mIntTexArray[vp + 5] = srcY + height;
+
+ mIntTexArray[vp + 6] = srcX;
+ mIntTexArray[vp + 7] = srcY + height;
+
+ mIntVertArray[vp + 0] = dstX;
+ mIntVertArray[vp + 1] = dstY;
+
+ mIntVertArray[vp + 2] = dstX + width;
+ mIntVertArray[vp + 3] = dstY;
+
+ mIntVertArray[vp + 4] = dstX + width;
+ mIntVertArray[vp + 5] = dstY + height;
+
+ mIntVertArray[vp + 6] = dstX;
+ mIntVertArray[vp + 7] = dstY + height;
+
+ vp += 8;
+ if (vp >= vLimit)
+ {
+ drawQuadArrayii(vp);
+ vp = 0;
+ }
+ }
+ }
+ if (vp > 0)
+ drawQuadArrayii(vp);
+ }
+
+ glColor4ub(static_cast<GLubyte>(mColor.r),
+ static_cast<GLubyte>(mColor.g),
+ static_cast<GLubyte>(mColor.b),
+ static_cast<GLubyte>(mColor.a));
+}
+
+void NormalOpenGLGraphics::drawRescaledImagePattern(Image *image,
+ int x, int y,
+ int w, int h,
+ int scaledWidth,
+ int scaledHeight)
+{
+ if (!image)
+ return;
+
+ if (scaledWidth == 0 || scaledHeight == 0)
+ return;
+
+ const int srcX = image->mBounds.x;
+ const int srcY = image->mBounds.y;
+
+ const int iw = image->getWidth();
+ const int ih = image->getHeight();
+ if (iw == 0 || ih == 0)
+ return;
+
+ glColor4f(1.0f, 1.0f, 1.0f, image->mAlpha);
+
+#ifdef DEBUG_BIND_TEXTURE
+ debugBindTexture(image);
+#endif
+ bindTexture(OpenGLImageHelper::mTextureType, image->mGLImage);
+
+ setTexturingAndBlending(true);
+
+ unsigned int vp = 0;
+ const unsigned int vLimit = vertexBufSize * 4;
+
+ // Draw a set of textured rectangles
+ if (OpenGLImageHelper::mTextureType == GL_TEXTURE_2D)
+ {
+ const float tw = static_cast<float>(image->getTextureWidth());
+ const float th = static_cast<float>(image->getTextureHeight());
+
+ const float texX1 = static_cast<float>(srcX) / tw;
+ const float texY1 = static_cast<float>(srcY) / th;
+
+ const float tFractionW = iw / tw;
+ const float tFractionH = ih / th;
+
+ for (int py = 0; py < h; py += scaledHeight)
+ {
+ const int height = (py + scaledHeight >= h)
+ ? h - py : scaledHeight;
+ const int dstY = y + py;
+ for (int px = 0; px < w; px += scaledWidth)
+ {
+ int width = (px + scaledWidth >= w) ? w - px : scaledWidth;
+ int dstX = x + px;
+ const float visibleFractionW = static_cast<float>(width)
+ / scaledWidth;
+ const float visibleFractionH = static_cast<float>(height)
+ / scaledHeight;
+
+ const float texX2 = texX1 + tFractionW * visibleFractionW;
+ const float texY2 = texY1 + tFractionH * visibleFractionH;
+
+ mFloatTexArray[vp + 0] = texX1;
+ mFloatTexArray[vp + 1] = texY1;
+
+ mFloatTexArray[vp + 2] = texX2;
+ mFloatTexArray[vp + 3] = texY1;
+
+ mFloatTexArray[vp + 4] = texX2;
+ mFloatTexArray[vp + 5] = texY2;
+
+ mFloatTexArray[vp + 6] = texX1;
+ mFloatTexArray[vp + 7] = texY2;
+
+ mIntVertArray[vp + 0] = dstX;
+ mIntVertArray[vp + 1] = dstY;
+
+ mIntVertArray[vp + 2] = dstX + width;
+ mIntVertArray[vp + 3] = dstY;
+
+ mIntVertArray[vp + 4] = dstX + width;
+ mIntVertArray[vp + 5] = dstY + height;
+
+ mIntVertArray[vp + 6] = dstX;
+ mIntVertArray[vp + 7] = dstY + height;
+
+ vp += 8;
+ if (vp >= vLimit)
+ {
+ drawQuadArrayfi(vp);
+ vp = 0;
+ }
+ }
+ }
+ if (vp > 0)
+ drawQuadArrayfi(vp);
+ }
+ else
+ {
+ const float scaleFactorW = static_cast<float>(scaledWidth) / iw;
+ const float scaleFactorH = static_cast<float>(scaledHeight) / ih;
+
+ for (int py = 0; py < h; py += scaledHeight)
+ {
+ const int height = (py + scaledHeight >= h)
+ ? h - py : scaledHeight;
+ const int dstY = y + py;
+ const int scaledY = srcY + height / scaleFactorH;
+ for (int px = 0; px < w; px += scaledWidth)
+ {
+ const int width = (px + scaledWidth >= w)
+ ? w - px : scaledWidth;
+ const int dstX = x + px;
+ const int scaledX = srcX + width / scaleFactorW;
+
+ mIntTexArray[vp + 0] = srcX;
+ mIntTexArray[vp + 1] = srcY;
+
+ mIntTexArray[vp + 2] = scaledX;
+ mIntTexArray[vp + 3] = srcY;
+
+ mIntTexArray[vp + 4] = scaledX;
+ mIntTexArray[vp + 5] = scaledY;
+
+ mIntTexArray[vp + 6] = srcX;
+ mIntTexArray[vp + 7] = scaledY;
+
+ mIntVertArray[vp + 0] = dstX;
+ mIntVertArray[vp + 1] = dstY;
+
+ mIntVertArray[vp + 2] = dstX + width;
+ mIntVertArray[vp + 3] = dstY;
+
+ mIntVertArray[vp + 4] = dstX + width;
+ mIntVertArray[vp + 5] = dstY + height;
+
+ mIntVertArray[vp + 6] = dstX;
+ mIntVertArray[vp + 7] = dstY + height;
+
+ vp += 8;
+ if (vp >= vLimit)
+ {
+ drawQuadArrayii(vp);
+ vp = 0;
+ }
+ }
+ }
+ if (vp > 0)
+ drawQuadArrayii(vp);
+ }
+
+ glColor4ub(static_cast<GLubyte>(mColor.r),
+ static_cast<GLubyte>(mColor.g),
+ static_cast<GLubyte>(mColor.b),
+ static_cast<GLubyte>(mColor.a));
+}
+
+void NormalOpenGLGraphics::drawImagePattern2(GraphicsVertexes *vert,
+ const Image *image)
+{
+ if (!image)
+ return;
+
+ NormalOpenGLGraphicsVertexes *ogl = vert->getOGL();
+
+ glColor4f(1.0f, 1.0f, 1.0f, image->mAlpha);
+#ifdef DEBUG_BIND_TEXTURE
+ debugBindTexture(image);
+#endif
+ bindTexture(OpenGLImageHelper::mTextureType, image->mGLImage);
+ setTexturingAndBlending(true);
+
+ std::vector<GLint*> *intVertPool = ogl->getIntVertPool();
+ std::vector<GLint*>::const_iterator iv;
+ std::vector<GLint*>::const_iterator iv_end = intVertPool->end();
+ std::vector<int> *vp = ogl->getVp();
+ std::vector<int>::const_iterator ivp;
+ std::vector<int>::const_iterator ivp_end = vp->end();
+
+ // Draw a set of textured rectangles
+ if (OpenGLImageHelper::mTextureType == GL_TEXTURE_2D)
+ {
+ std::vector<GLfloat*> *floatTexPool = ogl->getFloatTexPool();
+ std::vector<GLfloat*>::const_iterator ft;
+ std::vector<GLfloat*>::const_iterator ft_end = floatTexPool->end();
+
+ for (iv = intVertPool->begin(), ft = floatTexPool->begin(),
+ ivp = vp->begin();
+ iv != iv_end, ft != ft_end,
+ ivp != ivp_end;
+ ++ iv, ++ ft, ++ ivp)
+ {
+ drawQuadArrayfi(*iv, *ft, *ivp);
+ }
+ }
+ else
+ {
+ std::vector<GLint*> *intTexPool = ogl->getIntTexPool();
+ std::vector<GLint*>::const_iterator it;
+ std::vector<GLint*>::const_iterator it_end = intTexPool->end();
+
+ for (iv = intVertPool->begin(), it = intTexPool->begin(),
+ ivp = vp->begin();
+ iv != iv_end, it != it_end,
+ ivp != ivp_end;
+ ++ iv, ++ it, ++ ivp)
+ {
+ drawQuadArrayii(*iv, *it, *ivp);
+ }
+ }
+
+ glColor4ub(static_cast<GLubyte>(mColor.r),
+ static_cast<GLubyte>(mColor.g),
+ static_cast<GLubyte>(mColor.b),
+ static_cast<GLubyte>(mColor.a));
+
+}
+
+void NormalOpenGLGraphics::calcImagePattern(GraphicsVertexes* vert,
+ Image *image,
+ int x, int y, int w, int h)
+{
+ if (!image)
+ {
+ vert->incPtr(1);
+ return;
+ }
+
+ const int srcX = image->mBounds.x;
+ const int srcY = image->mBounds.y;
+
+ const int iw = image->mBounds.w;
+ const int ih = image->mBounds.h;
+
+ if (iw == 0 || ih == 0)
+ {
+ vert->incPtr(1);
+ return;
+ }
+
+ const float tw = static_cast<float>(image->getTextureWidth());
+ const float th = static_cast<float>(image->getTextureHeight());
+
+ unsigned int vp = 0;
+ const unsigned int vLimit = vertexBufSize * 4;
+
+ NormalOpenGLGraphicsVertexes *ogl = vert->getOGL();
+ ogl->init();
+
+ // Draw a set of textured rectangles
+ if (OpenGLImageHelper::mTextureType == GL_TEXTURE_2D)
+ {
+ float texX1 = static_cast<float>(srcX) / tw;
+ float texY1 = static_cast<float>(srcY) / th;
+
+ GLfloat *floatTexArray = ogl->switchFloatTexArray();
+ GLint *intVertArray = ogl->switchIntVertArray();
+
+ for (int py = 0; py < h; py += ih)
+ {
+ const int height = (py + ih >= h) ? h - py : ih;
+ const int dstY = y + py;
+ for (int px = 0; px < w; px += iw)
+ {
+ int width = (px + iw >= w) ? w - px : iw;
+ int dstX = x + px;
+
+ float texX2 = static_cast<float>(srcX + width) / tw;
+ float texY2 = static_cast<float>(srcY + height) / th;
+
+ floatTexArray[vp + 0] = texX1;
+ floatTexArray[vp + 1] = texY1;
+
+ floatTexArray[vp + 2] = texX2;
+ floatTexArray[vp + 3] = texY1;
+
+ floatTexArray[vp + 4] = texX2;
+ floatTexArray[vp + 5] = texY2;
+
+ floatTexArray[vp + 6] = texX1;
+ floatTexArray[vp + 7] = texY2;
+
+ intVertArray[vp + 0] = dstX;
+ intVertArray[vp + 1] = dstY;
+
+ intVertArray[vp + 2] = dstX + width;
+ intVertArray[vp + 3] = dstY;
+
+ intVertArray[vp + 4] = dstX + width;
+ intVertArray[vp + 5] = dstY + height;
+
+ intVertArray[vp + 6] = dstX;
+ intVertArray[vp + 7] = dstY + height;
+
+ vp += 8;
+ if (vp >= vLimit)
+ {
+ floatTexArray = ogl->switchFloatTexArray();
+ intVertArray = ogl->switchIntVertArray();
+ ogl->switchVp(vp);
+ vp = 0;
+ }
+ }
+ }
+ }
+ else
+ {
+ GLint *intTexArray = ogl->switchIntTexArray();
+ GLint *intVertArray = ogl->switchIntVertArray();
+
+ for (int py = 0; py < h; py += ih)
+ {
+ const int height = (py + ih >= h) ? h - py : ih;
+ const int dstY = y + py;
+ for (int px = 0; px < w; px += iw)
+ {
+ int width = (px + iw >= w) ? w - px : iw;
+ int dstX = x + px;
+
+ intTexArray[vp + 0] = srcX;
+ intTexArray[vp + 1] = srcY;
+
+ intTexArray[vp + 2] = srcX + width;
+ intTexArray[vp + 3] = srcY;
+
+ intTexArray[vp + 4] = srcX + width;
+ intTexArray[vp + 5] = srcY + height;
+
+ intTexArray[vp + 6] = srcX;
+ intTexArray[vp + 7] = srcY + height;
+
+ intVertArray[vp + 0] = dstX;
+ intVertArray[vp + 1] = dstY;
+
+ intVertArray[vp + 2] = dstX + width;
+ intVertArray[vp + 3] = dstY;
+
+ intVertArray[vp + 4] = dstX + width;
+ intVertArray[vp + 5] = dstY + height;
+
+ intVertArray[vp + 6] = dstX;
+ intVertArray[vp + 7] = dstY + height;
+
+ vp += 8;
+ if (vp >= vLimit)
+ {
+ intTexArray = ogl->switchIntTexArray();
+ intVertArray = ogl->switchIntVertArray();
+ ogl->switchVp(vp);
+ vp = 0;
+ }
+ }
+ }
+ }
+ ogl->switchVp(vp);
+ vert->incPtr(1);
+}
+
+void NormalOpenGLGraphics::calcTile(ImageVertexes *vert, int dstX, int dstY)
+{
+ if (!vert)
+ return;
+
+ Image *image = vert->image;
+ const int srcX = image->mBounds.x;
+ const int srcY = image->mBounds.y;
+
+ const int w = image->mBounds.w;
+ const int h = image->mBounds.h;
+
+ if (w == 0 || h == 0)
+ return;
+
+ const float tw = static_cast<float>(image->mTexWidth);
+ const float th = static_cast<float>(image->mTexHeight);
+
+ const unsigned int vLimit = vertexBufSize * 4;
+
+ NormalOpenGLGraphicsVertexes *ogl = vert->ogl;
+
+ unsigned int vp = ogl->ptr;
+
+ // Draw a set of textured rectangles
+ if (OpenGLImageHelper::mTextureType == GL_TEXTURE_2D)
+ {
+ float texX1 = static_cast<float>(srcX) / tw;
+ float texY1 = static_cast<float>(srcY) / th;
+
+ if (!ogl->mFloatTexArray)
+ ogl->mFloatTexArray = new GLfloat[vertexBufSize * 4 + 30];
+ if (!ogl->mIntVertArray)
+ ogl->mIntVertArray = new GLint[vertexBufSize * 4 + 30];
+
+ GLfloat *floatTexArray = ogl->mFloatTexArray;
+ GLint *intVertArray = ogl->mIntVertArray;
+
+ float texX2 = static_cast<float>(srcX + w) / tw;
+ float texY2 = static_cast<float>(srcY + h) / th;
+
+ floatTexArray[vp + 0] = texX1;
+ floatTexArray[vp + 1] = texY1;
+
+ floatTexArray[vp + 2] = texX2;
+ floatTexArray[vp + 3] = texY1;
+
+ floatTexArray[vp + 4] = texX2;
+ floatTexArray[vp + 5] = texY2;
+
+ floatTexArray[vp + 6] = texX1;
+ floatTexArray[vp + 7] = texY2;
+
+ intVertArray[vp + 0] = dstX;
+ intVertArray[vp + 1] = dstY;
+
+ intVertArray[vp + 2] = dstX + w;
+ intVertArray[vp + 3] = dstY;
+
+ intVertArray[vp + 4] = dstX + w;
+ intVertArray[vp + 5] = dstY + h;
+
+ intVertArray[vp + 6] = dstX;
+ intVertArray[vp + 7] = dstY + h;
+
+ vp += 8;
+
+ if (vp >= vLimit)
+ {
+ ogl->ptr = vp;
+ return;
+ }
+ }
+ else
+ {
+ if (!ogl->mIntTexArray)
+ ogl->mIntTexArray = new GLint[vertexBufSize * 4 + 30];
+ if (!ogl->mIntVertArray)
+ ogl->mIntVertArray = new GLint[vertexBufSize * 4 + 30];
+
+ GLint *intTexArray = ogl->mIntTexArray;
+ GLint *intVertArray = ogl->mIntVertArray;
+
+ intTexArray[vp + 0] = srcX;
+ intTexArray[vp + 1] = srcY;
+
+ intTexArray[vp + 2] = srcX + w;
+ intTexArray[vp + 3] = srcY;
+
+ intTexArray[vp + 4] = srcX + w;
+ intTexArray[vp + 5] = srcY + h;
+
+ intTexArray[vp + 6] = srcX;
+ intTexArray[vp + 7] = srcY + h;
+
+ intVertArray[vp + 0] = dstX;
+ intVertArray[vp + 1] = dstY;
+
+ intVertArray[vp + 2] = dstX + w;
+ intVertArray[vp + 3] = dstY;
+
+ intVertArray[vp + 4] = dstX + w;
+ intVertArray[vp + 5] = dstY + h;
+
+ intVertArray[vp + 6] = dstX;
+ intVertArray[vp + 7] = dstY + h;
+
+ vp += 8;
+ if (vp >= vLimit)
+ {
+ ogl->ptr = vp;
+ return;
+ }
+ }
+ ogl->ptr = vp;
+}
+
+void NormalOpenGLGraphics::drawTile(ImageVertexes *vert)
+{
+ if (!vert)
+ return;
+ Image *image = vert->image;
+
+ NormalOpenGLGraphicsVertexes *ogl = vert->ogl;
+
+ glColor4f(1.0f, 1.0f, 1.0f, image->mAlpha);
+#ifdef DEBUG_BIND_TEXTURE
+ debugBindTexture(image);
+#endif
+ bindTexture(OpenGLImageHelper::mTextureType, image->mGLImage);
+ setTexturingAndBlending(true);
+
+ if (OpenGLImageHelper::mTextureType == GL_TEXTURE_2D)
+ drawQuadArrayfi(ogl->mIntVertArray, ogl->mFloatTexArray, ogl->ptr);
+ else
+ drawQuadArrayii(ogl->mIntVertArray, ogl->mIntTexArray, ogl->ptr);
+
+ glColor4ub(static_cast<GLubyte>(mColor.r),
+ static_cast<GLubyte>(mColor.g),
+ static_cast<GLubyte>(mColor.b),
+ static_cast<GLubyte>(mColor.a));
+}
+
+void NormalOpenGLGraphics::updateScreen()
+{
+// glFlush();
+// glFinish();
+ SDL_GL_SwapBuffers();
+// may be need clear?
+// glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
+}
+
+void NormalOpenGLGraphics::_beginDraw()
+{
+ glMatrixMode(GL_TEXTURE);
+ glLoadIdentity();
+
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity();
+
+ glOrtho(0.0, static_cast<double>(mTarget->w),
+ static_cast<double>(mTarget->h), 0.0, -1.0, 1.0);
+
+ glMatrixMode(GL_MODELVIEW);
+ glLoadIdentity();
+
+ glEnable(GL_SCISSOR_TEST);
+ glDisable(GL_DITHER);
+
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+
+ glEnableClientState(GL_VERTEX_ARRAY);
+ glEnableClientState(GL_TEXTURE_COORD_ARRAY);
+
+ glHint(GL_LINE_SMOOTH_HINT, GL_FASTEST);
+ glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
+ glHint(GL_POINT_SMOOTH_HINT, GL_FASTEST);
+ glHint(GL_POLYGON_SMOOTH_HINT, GL_FASTEST);
+
+#ifndef __MINGW32__
+ glHint(GL_TEXTURE_COMPRESSION_HINT, GL_FASTEST);
+#endif
+
+// glScalef(0.5f, 0.5f, 0.5f);
+
+ pushClipArea(gcn::Rectangle(0, 0, mTarget->w, mTarget->h));
+}
+
+void NormalOpenGLGraphics::_endDraw()
+{
+ popClipArea();
+}
+
+void NormalOpenGLGraphics::prepareScreenshot()
+{
+#if !defined(_WIN32)
+ if (config.getBoolValue("usefbo"))
+ {
+ int h = mTarget->h;
+ int w = mTarget->w;
+
+ // create a texture object
+ glGenTextures(1, &mTextureId);
+ glBindTexture(GL_TEXTURE_2D, mTextureId);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, w, h, 0,
+ GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
+ glBindTexture(GL_TEXTURE_2D, 0);
+
+ // create a renderbuffer object to store depth info
+ glGenRenderbuffersEXT(1, &mRboId);
+ glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, mRboId);
+ glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT,
+ GL_DEPTH_COMPONENT, w, h);
+ glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
+
+ // create a framebuffer object
+ glGenFramebuffersEXT(1, &mFboId);
+ glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, mFboId);
+
+ // attach the texture to FBO color attachment point
+ glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,
+ GL_TEXTURE_2D, mTextureId, 0);
+
+ // attach the renderbuffer to depth attachment point
+ glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT,
+ GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, mRboId);
+
+ glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, mFboId);
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+ }
+#endif
+}
+
+SDL_Surface* NormalOpenGLGraphics::getScreenshot()
+{
+ const int h = mTarget->h;
+ const int w = mTarget->w - (mTarget->w % 4);
+ GLint pack = 1;
+
+ SDL_Surface *screenshot = SDL_CreateRGBSurface(
+ SDL_SWSURFACE,
+ w, h, 24,
+ 0xff0000, 0x00ff00, 0x0000ff, 0x000000);
+
+ if (!screenshot)
+ return nullptr;
+
+ if (SDL_MUSTLOCK(screenshot))
+ SDL_LockSurface(screenshot);
+
+ // Grap the pixel buffer and write it to the SDL surface
+ glGetIntegerv(GL_PACK_ALIGNMENT, &pack);
+ glPixelStorei(GL_PACK_ALIGNMENT, 1);
+ glReadPixels(0, 0, w, h, GL_RGB, GL_UNSIGNED_BYTE, screenshot->pixels);
+
+ // Flip the screenshot, as OpenGL has 0,0 in bottom left
+ unsigned int lineSize = 3 * w;
+ GLubyte* buf = static_cast<GLubyte*>(malloc(lineSize));
+
+ for (int i = 0; i < (h / 2); i++)
+ {
+ GLubyte *top = static_cast<GLubyte*>(
+ screenshot->pixels) + lineSize * i;
+ GLubyte *bot = static_cast<GLubyte*>(
+ screenshot->pixels) + lineSize * (h - 1 - i);
+
+ memcpy(buf, top, lineSize);
+ memcpy(top, bot, lineSize);
+ memcpy(bot, buf, lineSize);
+ }
+
+ free(buf);
+
+#if !defined(_WIN32)
+ if (config.getBoolValue("usefbo"))
+ {
+ glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
+ if (mFboId)
+ {
+ glDeleteFramebuffersEXT(1, &mFboId);
+ mFboId = 0;
+ }
+ glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
+ if (mRboId)
+ {
+ glDeleteRenderbuffersEXT(1, &mRboId);
+ mRboId = 0;
+ }
+ if (mTextureId)
+ {
+ glDeleteTextures(1, &mTextureId);
+ mTextureId = 0;
+ }
+ }
+#endif
+
+ glPixelStorei(GL_PACK_ALIGNMENT, pack);
+
+ if (SDL_MUSTLOCK(screenshot))
+ SDL_UnlockSurface(screenshot);
+
+ return screenshot;
+}
+
+bool NormalOpenGLGraphics::pushClipArea(gcn::Rectangle area)
+{
+ int transX = 0;
+ int transY = 0;
+
+ if (!mClipStack.empty())
+ {
+ const gcn::ClipRectangle &clipArea = mClipStack.top();
+ transX = -clipArea.xOffset;
+ transY = -clipArea.yOffset;
+ }
+
+ bool result = gcn::Graphics::pushClipArea(area);
+
+ const gcn::ClipRectangle &clipArea = mClipStack.top();
+ transX += clipArea.xOffset;
+ transY += clipArea.yOffset;
+
+ glPushMatrix();
+ if (transX || transY)
+ {
+ glTranslatef(static_cast<GLfloat>(transX),
+ static_cast<GLfloat>(transY), 0);
+ }
+ glScissor(clipArea.x, mTarget->h - clipArea.y - clipArea.height,
+ clipArea.width, clipArea.height);
+
+ return result;
+}
+
+void NormalOpenGLGraphics::popClipArea()
+{
+ gcn::Graphics::popClipArea();
+
+ if (mClipStack.empty())
+ return;
+
+ glPopMatrix();
+ const gcn::ClipRectangle &clipArea = mClipStack.top();
+ glScissor(clipArea.x, mTarget->h - clipArea.y - clipArea.height,
+ clipArea.width, clipArea.height);
+}
+
+void NormalOpenGLGraphics::setColor(const gcn::Color& color)
+{
+ mColor = color;
+ glColor4ub(static_cast<GLubyte>(color.r),
+ static_cast<GLubyte>(color.g),
+ static_cast<GLubyte>(color.b),
+ static_cast<GLubyte>(color.a));
+
+ mColorAlpha = (color.a != 255);
+}
+
+void NormalOpenGLGraphics::drawPoint(int x, int y)
+{
+ setTexturingAndBlending(false);
+
+ glBegin(GL_POINTS);
+ glVertex2i(x, y);
+ glEnd();
+}
+
+void NormalOpenGLGraphics::drawLine(int x1, int y1, int x2, int y2)
+{
+ setTexturingAndBlending(false);
+ glDisableClientState(GL_TEXTURE_COORD_ARRAY);
+
+ mFloatTexArray[0] = static_cast<float>(x1) + 0.5f;
+ mFloatTexArray[1] = static_cast<float>(y1) + 0.5f;
+ mFloatTexArray[2] = static_cast<float>(x2) + 0.5f;
+ mFloatTexArray[3] = static_cast<float>(y2) + 0.5f;
+
+ drawLineArrayf(4);
+
+ glEnableClientState(GL_TEXTURE_COORD_ARRAY);
+}
+
+void NormalOpenGLGraphics::drawRectangle(const gcn::Rectangle& rect)
+{
+ drawRectangle(rect, false);
+}
+
+void NormalOpenGLGraphics::fillRectangle(const gcn::Rectangle& rect)
+{
+ drawRectangle(rect, true);
+}
+
+void NormalOpenGLGraphics::setTargetPlane(int width A_UNUSED,
+ int height A_UNUSED)
+{
+}
+
+void NormalOpenGLGraphics::setTexturingAndBlending(bool enable)
+{
+ if (enable)
+ {
+ if (!mTexture)
+ {
+ glEnable(OpenGLImageHelper::mTextureType);
+ mTexture = true;
+ }
+
+ if (!mAlpha)
+ {
+ glEnable(GL_BLEND);
+ mAlpha = true;
+ }
+ }
+ else
+ {
+ mLastImage = 0;
+ if (mAlpha && !mColorAlpha)
+ {
+ glDisable(GL_BLEND);
+ mAlpha = false;
+ }
+ else if (!mAlpha && mColorAlpha)
+ {
+ glEnable(GL_BLEND);
+ mAlpha = true;
+ }
+
+ if (mTexture)
+ {
+ glDisable(OpenGLImageHelper::mTextureType);
+ mTexture = false;
+ }
+ }
+}
+
+void NormalOpenGLGraphics::drawRectangle(const gcn::Rectangle& rect,
+ bool filled)
+{
+ const float offset = filled ? 0 : 0.5f;
+ const float x = static_cast<float>(rect.x);
+ const float y = static_cast<float>(rect.y);
+ const float width = static_cast<float>(rect.width);
+ const float height = static_cast<float>(rect.height);
+
+ setTexturingAndBlending(false);
+ glDisableClientState(GL_TEXTURE_COORD_ARRAY);
+
+ GLfloat vert[] =
+ {
+ x + offset, y + offset,
+ x + width - offset, y + offset,
+ x + width - offset, y + height - offset,
+ x + offset, y + height - offset
+ };
+
+ glVertexPointer(2, GL_FLOAT, 0, &vert);
+ glDrawArrays(filled ? GL_QUADS : GL_LINE_LOOP, 0, 4);
+
+ glEnableClientState(GL_TEXTURE_COORD_ARRAY);
+}
+
+bool NormalOpenGLGraphics::drawNet(int x1, int y1, int x2, int y2,
+ int width, int height)
+{
+ unsigned int vp = 0;
+ const unsigned int vLimit = vertexBufSize * 4;
+
+ setTexturingAndBlending(false);
+ glDisableClientState(GL_TEXTURE_COORD_ARRAY);
+
+ const float xf1 = static_cast<float>(x1);
+ const float xf2 = static_cast<float>(x2);
+ const float yf1 = static_cast<float>(y1);
+ const float yf2 = static_cast<float>(y2);
+
+ for (int y = y1; y < y2; y += height)
+ {
+ mFloatTexArray[vp + 0] = xf1;
+ mFloatTexArray[vp + 1] = static_cast<float>(y);
+
+ mFloatTexArray[vp + 2] = xf2;
+ mFloatTexArray[vp + 3] = static_cast<float>(y);
+
+ vp += 4;
+ if (vp >= vLimit)
+ {
+ drawLineArrayf(vp);
+ vp = 0;
+ }
+ }
+
+ for (int x = x1; x < x2; x += width)
+ {
+ mFloatTexArray[vp + 0] = static_cast<float>(x);
+ mFloatTexArray[vp + 1] = yf1;
+
+ mFloatTexArray[vp + 2] = static_cast<float>(x);
+ mFloatTexArray[vp + 3] = yf2;
+
+ vp += 4;
+ if (vp >= vLimit)
+ {
+ drawLineArrayf(vp);
+ vp = 0;
+ }
+ }
+
+ if (vp > 0)
+ drawLineArrayf(vp);
+
+ glEnableClientState(GL_TEXTURE_COORD_ARRAY);
+ return true;
+}
+
+void NormalOpenGLGraphics::bindTexture(GLenum target, GLuint texture)
+{
+ if (mLastImage != texture)
+ {
+ mLastImage = texture;
+ glBindTexture(target, texture);
+ }
+}
+
+inline void NormalOpenGLGraphics::drawQuadArrayfi(int size)
+{
+ glVertexPointer(2, GL_INT, 0, mIntVertArray);
+ glTexCoordPointer(2, GL_FLOAT, 0, mFloatTexArray);
+
+ glDrawArrays(GL_QUADS, 0, size / 2);
+}
+
+inline void NormalOpenGLGraphics::drawQuadArrayfi(GLint *intVertArray,
+ GLfloat *floatTexArray,
+ int size)
+{
+ glVertexPointer(2, GL_INT, 0, intVertArray);
+ glTexCoordPointer(2, GL_FLOAT, 0, floatTexArray);
+
+ glDrawArrays(GL_QUADS, 0, size / 2);
+}
+
+inline void NormalOpenGLGraphics::drawQuadArrayii(int size)
+{
+ glVertexPointer(2, GL_INT, 0, mIntVertArray);
+ glTexCoordPointer(2, GL_INT, 0, mIntTexArray);
+
+ glDrawArrays(GL_QUADS, 0, size / 2);
+}
+
+inline void NormalOpenGLGraphics::drawQuadArrayii(GLint *intVertArray,
+ GLint *intTexArray, int size)
+{
+ glVertexPointer(2, GL_INT, 0, intVertArray);
+ glTexCoordPointer(2, GL_INT, 0, intTexArray);
+
+ glDrawArrays(GL_QUADS, 0, size / 2);
+}
+
+inline void NormalOpenGLGraphics::drawLineArrayi(int size)
+{
+ glVertexPointer(2, GL_INT, 0, mIntVertArray);
+
+ glDrawArrays(GL_LINES, 0, size / 2);
+}
+
+inline void NormalOpenGLGraphics::drawLineArrayf(int size)
+{
+ glVertexPointer(2, GL_FLOAT, 0, mFloatTexArray);
+
+ glDrawArrays(GL_LINES, 0, size / 2);
+}
+
+void NormalOpenGLGraphics::dumpSettings()
+{
+ GLint test[1000];
+ logger->log("\n\n");
+ logger->log("start opengl dump");
+ for (int f = 0; f < 65535; f ++)
+ {
+ test[0] = 0;
+ test[1] = 0;
+ test[2] = 0;
+ test[3] = 0;
+ glGetIntegerv(f, &test[0]);
+ if (test[0] || test[1] || test[2] || test[3])
+ {
+ logger->log("\n%d = %d, %d, %d, %d", f,
+ test[0], test[1], test[2], test[3]);
+ }
+ }
+}
+
+#ifdef DEBUG_BIND_TEXTURE
+void NormalOpenGLGraphics::debugBindTexture(const Image *image)
+{
+ const std::string texture = image->getIdPath();
+ if (mOldTexture != texture)
+ {
+ if (!mOldTexture.empty() && !texture.empty()
+ && mOldTextureId != image->mGLImage)
+ {
+ logger->log("bind: %s (%d) to %s (%d)", mOldTexture.c_str(),
+ mOldTextureId, texture.c_str(), image->mGLImage);
+ }
+ mOldTextureId = image->mGLImage;
+ mOldTexture = texture;
+ }
+}
+#else
+void NormalOpenGLGraphics::debugBindTexture(const Image *image A_UNUSED)
+{
+}
+#endif
+
+#endif // USE_OPENGL