/*
* 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
*
* $Id$
*/
#include "../log.h"
#include "image.h"
#include <iostream>
#include <SDL_image.h>
#include "../graphic/graphic.h"
#include "resourcemanager.h"
#ifndef USE_OPENGL
Image::Image(SDL_Surface *image):
image(image)
#else
Image::Image(GLuint image, int width, int height, int texWidth, int texHeight):
image(image),
width(width),
height(height),
texWidth(texWidth),
texHeight(texHeight)
#endif
{
}
Image::~Image()
{
unload();
}
Image* Image::load(const std::string &filePath, int flags)
{
log("Image::load(%s)", filePath.c_str());
// Attempt to use SDL_Image to load the file.
SDL_Surface *tmpImage = IMG_Load(filePath.c_str());
// Check if the file was opened and return the appropriate value.
if (!tmpImage) {
log("Error: Image load failed.");
return NULL;
}
#ifndef USE_OPENGL
SDL_Surface *image;
if (flags & IMG_ALPHA) {
image = SDL_DisplayFormatAlpha(tmpImage);
}
else {
SDL_SetColorKey(tmpImage, SDL_SRCCOLORKEY | SDL_RLEACCEL,
SDL_MapRGB(tmpImage->format, 255, 0, 255));
image = SDL_DisplayFormat(tmpImage);
}
SDL_FreeSurface(tmpImage);
// Check if the file was opened and return the appropriate value.
if (!image) {
log("Error: Image convert failed.");
return NULL;
}
return new Image(image);
#else
Uint32 rmask, gmask, bmask, amask;
#if SDL_BYTEORDER == SDL_BIG_ENDIAN
rmask = 0xff000000;
gmask = 0x00ff0000;
bmask = 0x0000ff00;
amask = 0x000000ff;
#else
rmask = 0x000000ff;
gmask = 0x0000ff00;
bmask = 0x00ff0000;
amask = 0xff000000;
#endif
SDL_Surface *formatImage = SDL_CreateRGBSurface(SDL_SWSURFACE, 0, 0, 32,
rmask, gmask, bmask, amask);
if (formatImage == NULL) {
log("Error", "Image load failed: not enough memory");
}
SDL_Surface *image = SDL_ConvertSurface(
tmpImage, formatImage->format, SDL_SWSURFACE);
SDL_FreeSurface(formatImage);
SDL_FreeSurface(tmpImage);
unsigned int *rawData = (unsigned int *)image->pixels;
int width = image->w;
int height = image->h;
int realWidth = 1, realHeight = 1;
while (realWidth < width && realWidth < 1024) {
realWidth *= 2;
}
while (realHeight < height && realHeight < 1024) {
realHeight *= 2;
}
unsigned int *realData = new unsigned int[realWidth * realHeight];
int x, y;
for (y = 0; y < realHeight; y++)
{
for (x = 0; x < realWidth; x++)
{
if (x < width && y < height)
{
if (rawData[x + y * width] == 0xffff00ff)
{
realData[x + y * realWidth] = 0x00000000;
}
else
{
realData[x + y * realWidth] = rawData[x + y * width];
}
}
else
{
realData[x + y * realWidth] = 0;
}
}
}
GLuint texture;
glGenTextures(1, &texture);
log("Binding texture %d (%dx%d)", texture, realWidth, realHeight);
glBindTexture(GL_TEXTURE_2D, texture);
glTexImage2D(
GL_TEXTURE_2D, 0, 4,
realWidth, realHeight,
0, GL_RGBA, GL_UNSIGNED_BYTE,
realData);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
delete[] realData;
SDL_FreeSurface(image);
GLenum error = glGetError();
if (error)
{
std::string errmsg = "Unkown error";
switch (error)
{
case GL_INVALID_ENUM:
errmsg = "GL_INVALID_ENUM";
break;
case GL_INVALID_VALUE:
errmsg = "GL_INVALID_VALUE";
break;
case GL_INVALID_OPERATION:
errmsg = "GL_INVALID_OPERATION";
break;
case GL_STACK_OVERFLOW:
errmsg = "GL_STACK_OVERFLOW";
break;
case GL_STACK_UNDERFLOW:
errmsg = "GL_STACK_UNDERFLOW";
break;
case GL_OUT_OF_MEMORY:
errmsg = "GL_OUT_OF_MEMORY";
break;
}
log("Error: Image GL import failed: %s", errmsg.c_str());
return NULL;
}
return new Image(texture, width, height, realWidth, realHeight);
#endif
}
void Image::unload()
{
// Free the image surface.
#ifndef USE_OPENGL
if (image != NULL) {
SDL_FreeSurface(image);
image = NULL;
loaded = false;
}
#endif
loaded = false;
}
int Image::getWidth() const
{
#ifndef USE_OPENGL
if (image != NULL) {
return image->w;
}
#else
return width;
#endif
return 0;
}
int Image::getHeight() const
{
#ifndef USE_OPENGL
if (image != NULL) {
return image->h;
}
#else
return height;
#endif
return 0;
}
Image *Image::getSubImage(int x, int y, int width, int height)
{
// Create a new clipped sub-image
#ifdef USE_OPENGL
return new SubImage(this, image, x, y, width, height, texWidth, texHeight);
#else
return new SubImage(this, image, x, y, width, height);
#endif
}
bool Image::draw(SDL_Surface *screen, int srcX, int srcY, int dstX, int dstY,
int width, int height)
{
#ifndef USE_OPENGL
// Check that preconditions for blitting are met.
if (screen == NULL || image == NULL) return false;
SDL_Rect dstRect;
SDL_Rect srcRect;
dstRect.x = dstX; dstRect.y = dstY;
srcRect.x = srcX; srcRect.y = srcY;
srcRect.w = width;
srcRect.h = height;
if (SDL_BlitSurface(image, &srcRect, screen, &dstRect) < 0) {
return false;
}
#else
// Find OpenGL texture coordinates
float texX1 = srcX / (float)texWidth;
float texY1 = srcY / (float)texHeight;
float texX2 = (srcX + width) / (float)texWidth;
float texY2 = (srcY + height) / (float)texHeight;
glBindTexture(GL_TEXTURE_2D, image);
glEnable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
// Draw a textured quad -- the image
glBegin(GL_QUADS);
glTexCoord2f(texX1, texY1);
glVertex3i(dstX, dstY, 0);
glTexCoord2f(texX2, texY1);
glVertex3i(dstX + width, dstY, 0);
glTexCoord2f(texX2, texY2);
glVertex3i(dstX + width, dstY + height, 0);
glTexCoord2f(texX1, texY2);
glVertex3i(dstX, dstY + height, 0);
glEnd();
glDisable(GL_TEXTURE_2D);
glDisable(GL_BLEND);
#endif
return true;
}
bool Image::draw(SDL_Surface *screen, int x, int y)
{
#ifndef USE_OPENGL
// Check that preconditions for blitting are met.
if (screen == NULL || image == NULL) return false;
SDL_Rect dstRect;
dstRect.x = x;
dstRect.y = y;
if (SDL_BlitSurface(image, NULL, screen, &dstRect) < 0) {
return false;
}
#else
// Find OpenGL texture coordinates
float texX1 = 0.0f;
float texY1 = 0.0f;
float texX2 = width / (float)texWidth;
float texY2 = height / (float)texHeight;
glBindTexture(GL_TEXTURE_2D, image);
glEnable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
// Draw a textured quad -- the image
glBegin(GL_QUADS);
glTexCoord2f(texX1, texY1);
glVertex3i(x, y, 0);
glTexCoord2f(texX2, texY1);
glVertex3i(x + width, y, 0);
glTexCoord2f(texX2, texY2);
glVertex3i(x + width, y + height, 0);
glTexCoord2f(texX1, texY2);
glVertex3i(x, y + height, 0);
glEnd();
glDisable(GL_TEXTURE_2D);
glDisable(GL_BLEND);
#endif
return true;
}
void Image::drawPattern(SDL_Surface *screen, int x, int y, int w, int h)
{
int iw = getWidth(); // Width of image
int ih = getHeight(); // Height of image
if (iw == 0 || ih == 0) return;
int px = 0; // X position on pattern plane
int py = 0; // Y position on pattern plane
while (py < h) {
while (px < w) {
int dw = (px + iw >= w) ? w - px : iw;
int dh = (py + ih >= h) ? h - py : ih;
draw(screen, 0, 0, x + px, y + py, dw, dh);
px += iw;
}
py += ih;
px = 0;
}
}
//============================================================================
#ifndef USE_OPENGL
SubImage::SubImage(Image *parent, SDL_Surface *image,
int x, int y, int width, int height):
Image(image),
#else
SubImage::SubImage(Image *parent, GLuint image,
int x, int y, int width, int height, int texWidth, int texHeight):
Image(image, width, height, texWidth, texHeight),
#endif
parent(parent)
{
parent->incRef();
// Set up the rectangle.
rect.x = x;
rect.y = y;
rect.w = width;
rect.h = height;
}
SubImage::~SubImage()
{
#ifndef USE_OPENGL
image = NULL;
#endif
// TODO: Enable when no longer a problem
//parent->decRef();
}
int SubImage::getWidth() const
{
return rect.w;
}
int SubImage::getHeight() const
{
return rect.h;
}
Image *SubImage::getSubImage(int x, int y, int w, int h)
{
return NULL;
}
bool SubImage::draw(SDL_Surface *screen, int srcX, int srcY,
int dstX, int dstY, int width, int height)
{
#ifndef USE_OPENGL
// Check that preconditions for blitting are met.
if (screen == NULL || image == NULL) return false;
SDL_Rect dstRect;
SDL_Rect srcRect;
dstRect.x = dstX; dstRect.y = dstY;
srcRect.x = rect.x + srcX;
srcRect.y = rect.y + srcY;
srcRect.w = width;
srcRect.h = height;
if (SDL_BlitSurface(image, &srcRect, screen, &dstRect) < 0) {
return false;
}
#else
// Find OpenGL texture coordinates
float texX1 = (rect.x + srcX) / (float)texWidth;
float texY1 = (rect.y + srcY) / (float)texHeight;
float texX2 = (rect.x + srcX + width) / (float)texWidth;
float texY2 = (rect.y + srcY + height) / (float)texHeight;
glBindTexture(GL_TEXTURE_2D, image);
glEnable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
// Draw a textured quad -- the image
glBegin(GL_QUADS);
glTexCoord2f(texX1, texY1);
glVertex3i(dstX, dstY, 0);
glTexCoord2f(texX2, texY1);
glVertex3i(dstX + width, dstY, 0);
glTexCoord2f(texX2, texY2);
glVertex3i(dstX + width, dstY + height, 0);
glTexCoord2f(texX1, texY2);
glVertex3i(dstX, dstY + height, 0);
glEnd();
glDisable(GL_TEXTURE_2D);
glDisable(GL_BLEND);
#endif
return true;
}
bool SubImage::draw(SDL_Surface *screen, int x, int y)
{
#ifndef USE_OPENGL
// Check that drawing preconditions are satisfied.
if (screen == NULL || image == NULL) return false;
SDL_Rect dstRect;
dstRect.x = x;
dstRect.y = y;
// Draw subimage part to given location
if (SDL_BlitSurface(image, &rect, screen, &dstRect) < 0) {
return false;
}
#else
// Find OpenGL texture coordinates
float texX1 = rect.x / (float)texWidth;
float texY1 = rect.y / (float)texHeight;
float texX2 = (rect.x + rect.w) / (float)texWidth;
float texY2 = (rect.y + rect.h) / (float)texHeight;
glBindTexture(GL_TEXTURE_2D, image);
glEnable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
// Draw a textured quad -- the image
glBegin(GL_QUADS);
glTexCoord2f(texX1, texY1);
glVertex3i(x, y, 0);
glTexCoord2f(texX2, texY1);
glVertex3i(x + rect.w, y, 0);
glTexCoord2f(texX2, texY2);
glVertex3i(x + rect.w, y + rect.h, 0);
glTexCoord2f(texX1, texY2);
glVertex3i(x, y + rect.h, 0);
glEnd();
glDisable(GL_TEXTURE_2D);
glDisable(GL_BLEND);
#endif
return true;
}