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/*
* 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 "../main.h"
#include "../graphics.h"
#include "image.h"
#include "../log.h"
#include <iostream>
#include <SDL_image.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
{
// Default to opaque
alpha = 1.0f;
}
Image::~Image()
{
unload();
}
Image* Image::load(void* buffer, unsigned int bufferSize)
{
// Load the raw file data from the buffer in an RWops structure
SDL_RWops *rw = SDL_RWFromMem(buffer, bufferSize);
// Use SDL_Image to load the raw image data and have it free the data
SDL_Surface* tmpImage = IMG_Load_RW(rw, 1);
if (tmpImage == NULL) {
logger->log("Error, image load failed");
return NULL;
}
// Determine 32-bit masks based on byte order
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
// Convert the image to a 32 bit software surface for processing
SDL_Surface *formatImage = SDL_CreateRGBSurface(SDL_SWSURFACE, 0, 0, 32,
rmask, gmask, bmask, amask);
if (formatImage == NULL) {
logger->log("Error, image load failed: not enough memory");
SDL_FreeSurface(tmpImage);
return NULL;
}
SDL_Surface *image = SDL_ConvertSurface(
tmpImage, formatImage->format, SDL_SWSURFACE);
SDL_FreeSurface(formatImage);
if (image == NULL) {
logger->log("Error, image load failed: not enough memory");
return NULL;
}
bool hasPink = false;
bool hasAlpha = false;
int i;
Uint32 pink = SDL_MapRGB(image->format, 255, 0, 255);
// Figure out whether the image has pink pixels
for (i = 0; i < image->w * image->h; ++i)
{
if (((Uint32*)image->pixels)[i] == pink)
{
hasPink = true;
break;
}
}
// Figure out whether the image uses its alpha layer
for (i = 0; i < image->w * image->h; ++i)
{
Uint8 r, g, b, a;
SDL_GetRGBA(
((Uint32*)image->pixels)[i],
image->format,
&r, &g, &b, &a);
if (a != 255)
{
hasAlpha = true;
break;
}
}
SDL_FreeSurface(image);
if (hasPink && !hasAlpha) {
SDL_SetColorKey(tmpImage, SDL_SRCCOLORKEY | SDL_RLEACCEL,
SDL_MapRGB(tmpImage->format, 255, 0, 255));
} else if (hasAlpha) {
SDL_SetAlpha(tmpImage, SDL_SRCALPHA | SDL_RLEACCEL, SDL_ALPHA_OPAQUE);
}
#ifndef USE_OPENGL
// Set color key and alpha blending optins, and convert the surface to the
// current display format
SDL_Surface *prevImage = tmpImage;
if (hasAlpha) {
image = SDL_DisplayFormatAlpha(tmpImage);
}
else {
image = SDL_DisplayFormat(tmpImage);
}
SDL_FreeSurface(prevImage);
if (image == NULL) {
logger->log("Error: Image convert failed.");
return NULL;
}
logger->log("Alpha: %d, Magic pink: %d", hasAlpha, hasPink);
return new Image(image);
#else
int width = tmpImage->w;
int height = tmpImage->h;
int realWidth = 1, realHeight = 1;
while (realWidth < width && realWidth < 1024) {
realWidth *= 2;
}
while (realHeight < height && realHeight < 1024) {
realHeight *= 2;
}
SDL_SetAlpha(tmpImage, 0, SDL_ALPHA_OPAQUE);
SDL_Surface *oldImage = tmpImage;
tmpImage = SDL_CreateRGBSurface(SDL_SWSURFACE, realWidth, realHeight, 32,
rmask, gmask, bmask, amask);
if (tmpImage == NULL) {
logger->log("Error, image convert failed: out of memory");
return NULL;
}
SDL_BlitSurface(oldImage, NULL, tmpImage, NULL);
SDL_FreeSurface(oldImage);
GLuint texture;
glGenTextures(1, &texture);
logger->log("Binding texture %d (%dx%d)",
texture, tmpImage->w, tmpImage->h);
glBindTexture(GL_TEXTURE_2D, texture);
if (SDL_MUSTLOCK(tmpImage)) {
SDL_LockSurface(tmpImage);
}
glTexImage2D(
GL_TEXTURE_2D, 0, 4,
tmpImage->w, tmpImage->h,
0, GL_RGBA, GL_UNSIGNED_BYTE,
tmpImage->pixels);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
if (SDL_MUSTLOCK(tmpImage)) {
SDL_UnlockSurface(tmpImage);
}
SDL_FreeSurface(tmpImage);
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;
}
logger->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;
glColor4f(1.0f, 1.0f, 1.0f, alpha);
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);
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
#endif
return true;
}
bool Image::draw(SDL_Surface *screen, int x, int y)
{
return draw(screen, 0, 0, x, y, getWidth(), getHeight());
}
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;
}
}
void Image::setAlpha(float a)
{
alpha = a;
#ifndef USE_OPENGL
// Set the alpha value this image is drawn at
SDL_SetAlpha(image, SDL_SRCALPHA | SDL_RLEACCEL, (int)(255 * alpha));
#endif
}
float Image::getAlpha()
{
return alpha;
}
//============================================================================
// SubImage Class
//============================================================================
#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;
glColor4f(1.0f, 1.0f, 1.0f, alpha);
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);
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
#endif
return true;
}
bool SubImage::draw(SDL_Surface *screen, int x, int y)
{
return draw(screen, 0, 0, x, y, getWidth(), getHeight());
}
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