/*
* The Mana World
* Copyright 2004 The Mana World Development Team
*
* This file is part of The Mana World.
*
* The Mana World 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.
*
* The Mana World 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 The Mana World; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*
* $Id$
*/
#ifdef USE_OPENGL
#include "openglgraphics.h"
#include <iostream>
#include <SDL.h>
#include <guichan/image.hpp>
#include "log.h"
#include "resources/image.h"
extern volatile int framesToDraw;
OpenGLGraphics::OpenGLGraphics():
mAlpha(false), mTexture(false), mColorAlpha(false)
{
}
OpenGLGraphics::~OpenGLGraphics()
{
}
bool OpenGLGraphics::setVideoMode(int w, int h, int bpp, bool fs, bool hwaccel)
{
int displayFlags = SDL_ANYFORMAT | SDL_OPENGL;
mFullscreen = fs;
mHWAccel = hwaccel;
if (fs) {
displayFlags |= SDL_FULLSCREEN;
}
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
if (!(mScreen = SDL_SetVideoMode(w, h, bpp, displayFlags))) {
return false;
}
// Setup OpenGL
glViewport(0, 0, w, h);
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
int gotDoubleBuffer;
SDL_GL_GetAttribute(SDL_GL_DOUBLEBUFFER, &gotDoubleBuffer);
logger->log("Using OpenGL %s double buffering.",
(gotDoubleBuffer ? "with" : "without"));
return true;
}
bool OpenGLGraphics::drawImage(Image *image, int srcX, int srcY,
int dstX, int dstY, int width, int height)
{
srcX += image->bounds.x;
srcY += image->bounds.y;
// Find OpenGL texture coordinates
float texX1 = srcX / (float)image->texWidth;
float texY1 = srcY / (float)image->texHeight;
float texX2 = (srcX + width) / (float)image->texWidth;
float texY2 = (srcY + height) / (float)image->texHeight;
glColor4f(1.0f, 1.0f, 1.0f, image->alpha);
glBindTexture(GL_TEXTURE_2D, image->glimage);
drawTexedQuad(dstX, dstY, width, height, texX1, texY1, texX2, texY2);
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
return true;
}
void OpenGLGraphics::updateScreen()
{
glFlush();
glFinish();
SDL_GL_SwapBuffers();
// Decrement frame counter when using framerate limiting
if (framesToDraw > 1) framesToDraw--;
// Wait while we're not allowed to draw next frame yet
while (framesToDraw == 1)
{
SDL_Delay(10);
}
}
void OpenGLGraphics::_beginDraw()
{
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0.0, (double)mScreen->w, (double)mScreen->h, 0.0, -1.0, 1.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glEnable(GL_SCISSOR_TEST);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
pushClipArea(gcn::Rectangle(0, 0, mScreen->w, mScreen->h));
}
void OpenGLGraphics::_endDraw()
{
}
SDL_Surface* OpenGLGraphics::getScreenshot()
{
// TODO I expect this to be unneeded for OpenGL, someone with a PPC or
// sth. else that is big endian should check this.
#if SDL_BYTEORDER == SDL_BIG_ENDIAN
int rmask = 0xff000000;
int gmask = 0x00ff0000;
int bmask = 0x0000ff00;
#else
int rmask = 0x000000ff;
int gmask = 0x0000ff00;
int bmask = 0x00ff0000;
#endif
int amask = 0x00000000;
SDL_Surface *screenshot = SDL_CreateRGBSurface(SDL_SWSURFACE, mScreen->w,
mScreen->h, 24, rmask, gmask, bmask, amask);
if (SDL_MUSTLOCK(screenshot)) {
SDL_LockSurface(screenshot);
}
glPixelStorei(GL_PACK_ALIGNMENT, 1);
glReadPixels(0, 0, mScreen->w, mScreen->h, GL_RGB, GL_UNSIGNED_BYTE,
screenshot->pixels);
unsigned char *data = (unsigned char*)screenshot->pixels;
for (int x = 0; x < mScreen->w; x++) {
for (int y=0; y < mScreen->h / 2; y++) {
int i1 = (y * mScreen->w + x) * 3;
int i2 = ((mScreen->h - y - 1) * mScreen->w + x) * 3;
unsigned char temp = data[i1];
data[i1] = data[i2];
data[i2] = temp;
i1++; i2++;
temp = data[i1];
data[i1] = data[i2];
data[i2] = temp;
i1++; i2++;
temp = data[i1];
data[i1] = data[i2];
data[i2] = temp;
}
}
if (SDL_MUSTLOCK(screenshot)) {
SDL_UnlockSurface(screenshot);
}
return screenshot;
}
bool OpenGLGraphics::pushClipArea(gcn::Rectangle area)
{
int transX = 0;
int transY = 0;
if (!mClipStack.empty()) {
transX = -mClipStack.top().xOffset;
transY = -mClipStack.top().yOffset;
}
bool result = gcn::Graphics::pushClipArea(area);
transX += mClipStack.top().xOffset;
transY += mClipStack.top().yOffset;
glPushMatrix();
glTranslatef(transX, transY, 0);
glScissor(mClipStack.top().x,
mScreen->h - mClipStack.top().y - mClipStack.top().height,
mClipStack.top().width,
mClipStack.top().height);
return result;
}
void OpenGLGraphics::popClipArea()
{
gcn::Graphics::popClipArea();
if (mClipStack.empty())
{
return;
}
glPopMatrix();
glScissor(mClipStack.top().x,
mScreen->h - mClipStack.top().y - mClipStack.top().height,
mClipStack.top().width,
mClipStack.top().height);
}
void OpenGLGraphics::setColor(const gcn::Color& color)
{
mColor = color;
glColor4ub(color.r, color.g, color.b, color.a);
mColorAlpha = (color.a != 255);
}
void OpenGLGraphics::drawImage(const gcn::Image* image,
int srcX, int srcY,
int dstX, int dstY,
int width, int height)
{
// The following code finds the real width and height of the texture.
// OpenGL only supports texture sizes that are powers of two
int realImageWidth = 1;
int realImageHeight = 1;
while (realImageWidth < image->getWidth())
{
realImageWidth *= 2;
}
while (realImageHeight < image->getHeight())
{
realImageHeight *= 2;
}
// Find OpenGL texture coordinates
float texX1 = srcX / (float)realImageWidth;
float texY1 = srcY / (float)realImageHeight;
float texX2 = (srcX + width) / (float)realImageWidth;
float texY2 = (srcY + height) / (float)realImageHeight;
// Please dont look too closely at the next line, it is not pretty.
// It uses the image data as a pointer to a GLuint
glBindTexture(GL_TEXTURE_2D, *((GLuint *)(image->_getData())));
drawTexedQuad(dstX, dstY, width, height, texX1, texY1, texX2, texY2);
}
void OpenGLGraphics::drawPoint(int x, int y)
{
setTexturingAndBlending(false);
glBegin(GL_POINTS);
glVertex3i(x, y, 0);
glEnd();
}
void OpenGLGraphics::drawLine(int x1, int y1, int x2, int y2)
{
setTexturingAndBlending(false);
glBegin(GL_LINES);
glVertex3f(x1 + 0.5f, y1 + 0.5f, 0);
glVertex3f(x2 + 0.5f, y2 + 0.5f, 0);
glEnd();
glBegin(GL_POINTS);
glVertex3f(x2 + 0.5f, y2 + 0.5f, 0);
glEnd();
}
void OpenGLGraphics::drawRectangle(const gcn::Rectangle& rect)
{
drawRectangle(rect, false);
}
void OpenGLGraphics::fillRectangle(const gcn::Rectangle& rect)
{
drawRectangle(rect, true);
}
void OpenGLGraphics::setTargetPlane(int width, int height)
{
}
void OpenGLGraphics::setTexturingAndBlending(bool enable)
{
if (enable) {
if (!mTexture) {
glEnable(GL_TEXTURE_2D);
mTexture = true;
};
if (!mAlpha)
{
glEnable(GL_BLEND);
mAlpha = true;
}
} else {
if (mAlpha && !mColorAlpha) {
glDisable(GL_BLEND);
mAlpha = false;
} else if (!mAlpha && mColorAlpha) {
glEnable(GL_BLEND);
mAlpha = true;
}
if (mTexture) {
glDisable(GL_TEXTURE_2D);
mTexture = false;
}
}
}
void OpenGLGraphics::drawRectangle(const gcn::Rectangle& rect, bool filled)
{
float offset = filled ? 0 : 0.5f;
setTexturingAndBlending(false);
glBegin(filled ? GL_QUADS : GL_LINE_LOOP);
glVertex3f(rect.x + offset, rect.y + offset, 0);
glVertex3f(rect.x + rect.width - offset, rect.y + offset, 0);
glVertex3f(rect.x + rect.width - offset, rect.y + rect.height - offset, 0);
glVertex3f(rect.x + offset, rect.y + rect.height - offset, 0);
glEnd();
}
void OpenGLGraphics::drawTexedQuad(int x, int y, int w, int h,
float texX1, float texY1, float texX2, float texY2)
{
setTexturingAndBlending(true);
// Draw a textured quad
glBegin(GL_QUADS);
glTexCoord2f(texX1, texY1);
glVertex3i(x, y, 0);
glTexCoord2f(texX2, texY1);
glVertex3i(x + w, y, 0);
glTexCoord2f(texX2, texY2);
glVertex3i(x + w, y + h, 0);
glTexCoord2f(texX1, texY2);
glVertex3i(x, y + h, 0);
glEnd();
}
#endif // USE_OPENGL