/* * The Mana Client * Copyright (C) 2004-2009 The Mana World Development Team * Copyright (C) 2009-2012 The Mana Developers * * This file is part of The Mana 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 . */ #ifdef USE_OPENGL #include "openglgraphics.h" #include "log.h" #include "video.h" #include "resources/image.h" #ifdef __APPLE__ #include #endif #include #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 OpenGLGraphics::mLastImage = 0; std::unique_ptr OpenGLGraphics::create(SDL_Window *window, const VideoSettings &settings) { SDL_GLContext glContext = SDL_GL_CreateContext(window); if (!glContext) return {}; if (settings.vsync) SDL_GL_SetSwapInterval(1); return std::make_unique(window, glContext); } OpenGLGraphics::OpenGLGraphics(SDL_Window *window, SDL_GLContext glContext) : mWindow(window) , mContext(glContext) { Image::setLoadAsOpenGL(true); mFloatTexArray = new GLfloat[vertexBufSize * 4]; mIntTexArray = new GLint[vertexBufSize * 4]; mIntVertArray = new GLint[vertexBufSize * 4]; SDL_GL_GetDrawableSize(mWindow, &mWidth, &mHeight); // Setup OpenGL glViewport(0, 0, mWidth, mHeight); glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST); char const *glExtensions = (char const *)glGetString(GL_EXTENSIONS); GLint texSize; bool rectTex = strstr(glExtensions, "GL_ARB_texture_rectangle"); bool npotTex = strstr(glExtensions, "GL_ARB_texture_non_power_of_two"); if (rectTex && !npotTex) { Image::mTextureType = GL_TEXTURE_RECTANGLE_ARB; Image::mPowerOfTwoTextures = false; glGetIntegerv(GL_MAX_RECTANGLE_TEXTURE_SIZE_ARB, &texSize); } else { Image::mTextureType = GL_TEXTURE_2D; Image::mPowerOfTwoTextures = !npotTex; glGetIntegerv(GL_MAX_TEXTURE_SIZE, &texSize); } Image::mTextureSize = texSize; logger->log("OpenGL texture size: %d pixels%s", Image::mTextureSize, rectTex ? " (rectangle textures)" : ""); glMatrixMode(GL_TEXTURE); glLoadIdentity(); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho(0.0, (double)mWidth, (double)mHeight, 0.0, -1.0, 1.0); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glEnable(GL_SCISSOR_TEST); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); } OpenGLGraphics::~OpenGLGraphics() { SDL_GL_DeleteContext(mContext); delete[] mFloatTexArray; delete[] mIntTexArray; delete[] mIntVertArray; } void OpenGLGraphics::setVSync(bool sync) { SDL_GL_SetSwapInterval(sync ? 1 : 0); } void OpenGLGraphics::setReduceInputLag(bool reduceInputLag) { mReduceInputLag = reduceInputLag; } void OpenGLGraphics::updateSize(int windowWidth, int windowHeight, float scale) { mUserScale = scale; int drawableWidth; int drawableHeight; SDL_GL_GetDrawableSize(mWindow, &drawableWidth, &drawableHeight); glViewport(0, 0, drawableWidth, drawableHeight); float displayScaleX = windowWidth > 0 ? static_cast(drawableWidth) / windowWidth : 1.0f; float displayScaleY = windowHeight > 0 ? static_cast(drawableHeight) / windowHeight : 1.0f; mScaleX = mUserScale * displayScaleX; mScaleY = mUserScale * displayScaleY; mWidth = std::ceil(drawableWidth / mScaleX); mHeight = std::ceil(drawableHeight / mScaleY); mScale = mScaleX; glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho(0.0, (double)mWidth, (double)mHeight, 0.0, -1.0, 1.0); } static inline void drawRescaledQuad(const Image *image, int srcX, int srcY, float dstX, float dstY, int width, int height, float desiredWidth, float desiredHeight) { if (Image::getTextureType() == GL_TEXTURE_2D) { // Find OpenGL normalized texture coordinates. const float texX1 = static_cast(srcX) / static_cast(image->getTextureWidth()); const float texY1 = static_cast(srcY) / static_cast(image->getTextureHeight()); const float texX2 = static_cast(srcX + width) / static_cast(image->getTextureWidth()); const float texY2 = static_cast(srcY + height) / static_cast(image->getTextureHeight()); const GLfloat tex[] = { texX1, texY1, texX2, texY1, texX2, texY2, texX1, texY2 }; const GLfloat vert[] = { dstX, dstY, dstX + desiredWidth, dstY, dstX + desiredWidth, dstY + desiredHeight, dstX, dstY + desiredHeight }; glVertexPointer(2, GL_FLOAT, 0, &vert); glTexCoordPointer(2, GL_FLOAT, 0, &tex); glDrawArrays(GL_QUADS, 0, 4); } else { const GLint tex[] = { srcX, srcY, srcX + width, srcY, srcX + width, srcY + height, srcX, srcY + height }; const GLfloat vert[] = { dstX, dstY, dstX + desiredWidth, dstY, dstX + desiredWidth, dstY + desiredHeight, dstX, dstY + desiredHeight }; glVertexPointer(2, GL_FLOAT, 0, &vert); glTexCoordPointer(2, GL_INT, 0, &tex); glDrawArrays(GL_QUADS, 0, 4); } } bool OpenGLGraphics::drawRescaledImage(const Image *image, int srcX, int srcY, int dstX, int dstY, int width, int height, int desiredWidth, int desiredHeight, bool useColor) { return drawRescaledImageF(image, srcX, srcY, dstX, dstY, width, height, desiredWidth, desiredHeight, useColor); } bool OpenGLGraphics::drawRescaledImageF(const Image *image, int srcX, int srcY, float dstX, float dstY, int width, int height, float desiredWidth, float desiredHeight, 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); bindTexture(Image::mTextureType, image->mGLImage); setTexturingAndBlending(true); // Draw a textured quad. drawRescaledQuad(image, srcX, srcY, dstX, dstY, width, height, desiredWidth, desiredHeight); if (!useColor) { glColor4ub(static_cast(mColor.r), static_cast(mColor.g), static_cast(mColor.b), static_cast(mColor.a)); } return true; } void OpenGLGraphics::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->getWidth(); const int ih = image->getHeight(); if (iw == 0 || ih == 0) return; const auto tw = static_cast(image->getTextureWidth()); const auto th = static_cast(image->getTextureHeight()); glColor4f(1.0f, 1.0f, 1.0f, image->mAlpha); bindTexture(Image::mTextureType, image->mGLImage); setTexturingAndBlending(true); unsigned int vp = 0; const unsigned int vLimit = vertexBufSize * 4; // Draw a set of textured rectangles if (Image::getTextureType() == GL_TEXTURE_2D) { float texX1 = static_cast(srcX) / tw; float texY1 = static_cast(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(srcX + width) / tw; float texY2 = static_cast(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(mColor.r), static_cast(mColor.g), static_cast(mColor.b), static_cast(mColor.a)); } void OpenGLGraphics::drawRescaledImagePattern(const 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); bindTexture(Image::mTextureType, image->mGLImage); setTexturingAndBlending(true); unsigned int vp = 0; const unsigned int vLimit = vertexBufSize * 4; // Draw a set of textured rectangles if (Image::getTextureType() == GL_TEXTURE_2D) { const auto tw = static_cast(image->getTextureWidth()); const auto th = static_cast(image->getTextureHeight()); const float texX1 = static_cast(srcX) / tw; const float texY1 = static_cast(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 = (float) width / scaledWidth; const float visibleFractionH = (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 = (float) scaledWidth / iw; const float scaleFactorH = (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; for (int px = 0; px < w; px += scaledWidth) { int width = (px + scaledWidth >= w) ? w - px : scaledWidth; int dstX = x + px; mIntTexArray[vp + 0] = srcX; mIntTexArray[vp + 1] = srcY; mIntTexArray[vp + 2] = srcX + width / scaleFactorW; mIntTexArray[vp + 3] = srcY; mIntTexArray[vp + 4] = srcX + width / scaleFactorW; mIntTexArray[vp + 5] = srcY + height / scaleFactorH; mIntTexArray[vp + 6] = srcX; mIntTexArray[vp + 7] = srcY + height / scaleFactorH; 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(mColor.r, mColor.g, mColor.b, mColor.a); } void OpenGLGraphics::updateScreen() { SDL_GL_SwapWindow(mWindow); /* * glFinish flushes all OpenGL commands and makes sure they have been * executed before continuing. If we do not do this we allow the next * frame to be prepared while the current one isn't even displaying yet, * which can cause input lag that is especially noticable at mouse * movement. * * The setting is optional since calling glFinish can reduce performance * and increase CPU usage. */ if (mReduceInputLag) glFinish(); } void OpenGLGraphics::windowToLogical(int windowX, int windowY, float &logicalX, float &logicalY) const { logicalX = windowX / mUserScale; logicalY = windowY / mUserScale; } SDL_Surface *OpenGLGraphics::getScreenshot() { int w, h; SDL_GL_GetDrawableSize(mWindow, &w, &h); GLint pack = 1; SDL_Surface *screenshot = SDL_CreateRGBSurface( SDL_SWSURFACE, w, h, 24, 0xff0000, 0x00ff00, 0x0000ff, 0x000000); 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; auto* buf = (GLubyte*)malloc(lineSize); for (int i = 0; i < (h / 2); i++) { GLubyte *top = (GLubyte*)screenshot->pixels + lineSize * i; GLubyte *bot = (GLubyte*)screenshot->pixels + lineSize * (h - 1 - i); memcpy(buf, top, lineSize); memcpy(top, bot, lineSize); memcpy(bot, buf, lineSize); } free(buf); glPixelStorei(GL_PACK_ALIGNMENT, pack); 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 = Graphics::pushClipArea(area); transX += mClipStack.top().xOffset; transY += mClipStack.top().yOffset; glPushMatrix(); glTranslatef(transX, transY, 0); int x = (int) (mClipStack.top().x * mScaleX); int y = (int) ((mHeight - mClipStack.top().y - mClipStack.top().height) * mScaleY); int width = (int) (mClipStack.top().width * mScaleX); int height = (int) (mClipStack.top().height * mScaleY); glScissor(x, y, width, height); return result; } void OpenGLGraphics::popClipArea() { Graphics::popClipArea(); glPopMatrix(); if (mClipStack.empty()) return; int x = (int) (mClipStack.top().x * mScaleX); int y = (int) ((mHeight - mClipStack.top().y - mClipStack.top().height) * mScaleY); int width = (int) (mClipStack.top().width * mScaleX); int height = (int) (mClipStack.top().height * mScaleY); glScissor(x, y, width, height); } void OpenGLGraphics::setColor(const gcn::Color &color) { Graphics::setColor(color); glColor4ub(color.r, color.g, color.b, color.a); mColorAlpha = (color.a != 255); } void OpenGLGraphics::drawPoint(int x, int y) { setTexturingAndBlending(false); glBegin(GL_POINTS); glVertex2i(x, y); glEnd(); } void OpenGLGraphics::drawLine(int x1, int y1, int x2, int y2) { setTexturingAndBlending(false); glBegin(GL_LINES); glVertex2f(x1 + 0.5f, y1 + 0.5f); glVertex2f(x2 + 0.5f, y2 + 0.5f); glEnd(); glBegin(GL_POINTS); glVertex2f(x2 + 0.5f, y2 + 0.5f); glEnd(); } void OpenGLGraphics::drawRectangle(const gcn::Rectangle &rect) { drawRectangle(rect, false); } void OpenGLGraphics::fillRectangle(const gcn::Rectangle &rect) { drawRectangle(rect, true); } void OpenGLGraphics::setTexturingAndBlending(bool enable) { if (enable) { if (!mTexture) { glEnable(Image::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(Image::mTextureType); mTexture = false; } } } void OpenGLGraphics::drawRectangle(const gcn::Rectangle &rect, bool filled) { const float offset = filled ? 0 : 0.5f; setTexturingAndBlending(false); glDisableClientState(GL_TEXTURE_COORD_ARRAY); GLfloat vert[] = { rect.x + offset, rect.y + offset, rect.x + rect.width - offset, rect.y + offset, rect.x + rect.width - offset, rect.y + rect.height - offset, rect.x + offset, rect.y + rect.height - offset }; glVertexPointer(2, GL_FLOAT, 0, &vert); glDrawArrays(filled ? GL_QUADS : GL_LINE_LOOP, 0, 4); glEnableClientState(GL_TEXTURE_COORD_ARRAY); } void OpenGLGraphics::bindTexture(GLenum target, GLuint texture) { if (mLastImage != texture) { mLastImage = texture; glBindTexture(target, texture); } } inline void OpenGLGraphics::drawQuadArrayfi(int size) { glVertexPointer(2, GL_INT, 0, mIntVertArray); glTexCoordPointer(2, GL_FLOAT, 0, mFloatTexArray); glDrawArrays(GL_QUADS, 0, size / 2); } inline void OpenGLGraphics::drawQuadArrayii(int size) { glVertexPointer(2, GL_INT, 0, mIntVertArray); glTexCoordPointer(2, GL_INT, 0, mIntTexArray); glDrawArrays(GL_QUADS, 0, size / 2); } #endif // USE_OPENGL