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authorAndrei Karas <akaras@inbox.ru>2012-10-25 21:43:32 +0300
committerAndrei Karas <akaras@inbox.ru>2012-10-26 13:48:26 +0300
commit9abb51fce0cca32ebe267c4797363d99520c2a0a (patch)
treee0a22c5dc699fdd0f85d04ff1aa96196cc8d43ac /src/mobileopenglgraphics.cpp
parent5ff486002243e1481e6686494a85480a85220451 (diff)
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Add initial version of mobile OpenGL backend.
Diffstat (limited to 'src/mobileopenglgraphics.cpp')
-rw-r--r--src/mobileopenglgraphics.cpp1180
1 files changed, 1180 insertions, 0 deletions
diff --git a/src/mobileopenglgraphics.cpp b/src/mobileopenglgraphics.cpp
new file mode 100644
index 000000000..1cc1fae8a
--- /dev/null
+++ b/src/mobileopenglgraphics.cpp
@@ -0,0 +1,1180 @@
+/*
+ * 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 "mobileopenglgraphics.h"
+
+#include "configuration.h"
+#include "graphicsmanager.h"
+#include "graphicsvertexes.h"
+#include "logger.h"
+
+#include "resources/image.h"
+#include "resources/openglimagehelper.h"
+
+#include "utils/stringutils.h"
+
+#include <SDL.h>
+
+#include "debug.h"
+
+GLuint MobileOpenGLGraphics::mLastImage = 0;
+
+//unsigned int vertexBufSize = 500;
+
+MobileOpenGLGraphics::MobileOpenGLGraphics():
+ mFloatTexArray(nullptr),
+ mIntTexArray(nullptr),
+ mIntVertArray(nullptr),
+ mShortVertArray(nullptr),
+ mAlpha(false),
+ mTexture(false),
+ mIsByteColor(false),
+ mFloatColor(1.0f),
+ mMaxVertices(500),
+#ifdef DEBUG_BIND_TEXTURE
+ mColorAlpha(false),
+ mOldTextureId(0)
+#else
+ mColorAlpha(false)
+#endif
+{
+ mOpenGL = 3;
+ mName = "mobile OpenGL";
+}
+
+MobileOpenGLGraphics::~MobileOpenGLGraphics()
+{
+ delete [] mFloatTexArray;
+ delete [] mIntTexArray;
+ delete [] mIntVertArray;
+ delete [] mShortVertArray;
+}
+
+void MobileOpenGLGraphics::initArrays()
+{
+ mMaxVertices = graphicsManager.getMaxVertices();
+ if (mMaxVertices < 500)
+ mMaxVertices = 500;
+ else if (mMaxVertices > 1024)
+ mMaxVertices = 1024;
+
+ // need alocate small size, after if limit reached reallocate to double size
+ vertexBufSize = mMaxVertices;
+ mFloatTexArray = new GLfloat[mMaxVertices * 4 + 30];
+ mIntTexArray = new GLint[mMaxVertices * 4 + 30];
+ mIntVertArray = new GLint[mMaxVertices * 4 + 30];
+ mShortVertArray = new GLshort[mMaxVertices * 4 + 30];
+}
+
+bool MobileOpenGLGraphics::setVideoMode(const int w, const int h,
+ const int bpp, const bool fs,
+ const bool hwaccel, const bool resize,
+ const 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->mTexWidth);
+ const float texY1 = static_cast<float>(srcY) /
+ static_cast<float>(image->mTexHeight);
+ const float texX2 = static_cast<float>(srcX + width) /
+ static_cast<float>(image->mTexWidth);
+ const float texY2 = static_cast<float>(srcY + height) /
+ static_cast<float>(image->mTexHeight);
+
+ GLfloat tex[] =
+ {
+ texX1, texY1,
+ texX2, texY1,
+ texX1, texY2,
+ texX2, texY2
+ };
+
+ GLshort vert[] =
+ {
+ static_cast<GLshort>(dstX), static_cast<GLshort>(dstY),
+ static_cast<GLshort>(dstX + width), static_cast<GLshort>(dstY),
+ static_cast<GLshort>(dstX), static_cast<GLshort>(dstY + height),
+ static_cast<GLshort>(dstX + width),
+ static_cast<GLshort>(dstY + height)
+ };
+
+ glVertexPointer(2, GL_SHORT, 0, &vert);
+ glTexCoordPointer(2, GL_FLOAT, 0, &tex);
+
+ glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+ }
+}
+
+static inline void drawRescaledQuad(const Image *const 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->mTexWidth);
+ const float texY1 = static_cast<float>(srcY) /
+ static_cast<float>(image->mTexHeight);
+ const float texX2 = static_cast<float>(srcX + width) /
+ static_cast<float>(image->mTexWidth);
+ const float texY2 = static_cast<float>(srcY + height) /
+ static_cast<float>(image->mTexHeight);
+
+ GLfloat tex[] =
+ {
+ texX1, texY1,
+ texX2, texY1,
+ texX1, texY2,
+ texX2, texY2
+ };
+
+ GLshort vert[] =
+ {
+ static_cast<GLshort>(dstX), static_cast<GLshort>(dstY),
+ static_cast<GLshort>(dstX + desiredWidth),
+ static_cast<GLshort>(dstY),
+ static_cast<GLshort>(dstX), static_cast<GLshort>(
+ dstY + desiredHeight),
+ static_cast<GLshort>(dstX + desiredWidth),
+ static_cast<GLshort>(dstY + desiredHeight)
+ };
+ glVertexPointer(2, GL_SHORT, 0, &vert);
+ glTexCoordPointer(2, GL_FLOAT, 0, &tex);
+
+ glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+ }
+}
+
+
+bool MobileOpenGLGraphics::drawImage2(const Image *const image,
+ int srcX, int srcY,
+ int dstX, int dstY,
+ const int width, const int height,
+ const bool useColor)
+{
+ if (!image)
+ return false;
+
+ srcX += image->mBounds.x;
+ srcY += image->mBounds.y;
+
+ if (!useColor)
+ setColorAlpha(image->mAlpha);
+
+#ifdef DEBUG_BIND_TEXTURE
+ debugBindTexture(image);
+#endif
+ bindTexture(OpenGLImageHelper::mTextureType, image->mGLImage);
+
+ setTexturingAndBlending(true);
+
+ drawQuad(image, srcX, srcY, dstX, dstY, width, height);
+
+ return true;
+}
+
+bool MobileOpenGLGraphics::drawRescaledImage(Image *const image, int srcX,
+ int srcY, int dstX, int dstY,
+ const int width, const int height,
+ const int desiredWidth,
+ const int desiredHeight,
+ const bool useColor)
+{
+ return drawRescaledImage(image, srcX, srcY,
+ dstX, dstY,
+ width, height,
+ desiredWidth, desiredHeight,
+ useColor, true);
+}
+
+bool MobileOpenGLGraphics::drawRescaledImage(Image *const image, int srcX,
+ int srcY, int dstX, int dstY,
+ const int width, const int height,
+ const int desiredWidth,
+ const int desiredHeight,
+ const 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)
+ setColorAlpha(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...
+ {
+ setColorAlpha(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);
+ }
+
+ return true;
+}
+
+void MobileOpenGLGraphics::drawImagePattern(const Image *const image,
+ const int x, const int y,
+ const int w, const 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->mTexWidth);
+ const float th = static_cast<float>(image->mTexHeight);
+
+ setColorAlpha(image->mAlpha);
+
+#ifdef DEBUG_BIND_TEXTURE
+ debugBindTexture(image);
+#endif
+ bindTexture(OpenGLImageHelper::mTextureType, image->mGLImage);
+
+ setTexturingAndBlending(true);
+
+ unsigned int vp = 0;
+ const unsigned int vLimit = mMaxVertices * 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; //1
+ mFloatTexArray[vp + 1] = texY1;
+
+ mFloatTexArray[vp + 2] = texX2; //2
+ mFloatTexArray[vp + 3] = texY1;
+
+ mFloatTexArray[vp + 4] = texX2; //3
+ mFloatTexArray[vp + 5] = texY2;
+
+ mFloatTexArray[vp + 6] = texX1; //1
+ mFloatTexArray[vp + 7] = texY1;
+
+ mFloatTexArray[vp + 8] = texX1; //4
+ mFloatTexArray[vp + 9] = texY2;
+
+ mFloatTexArray[vp + 10] = texX2; //3
+ mFloatTexArray[vp + 11] = texY2;
+
+ mShortVertArray[vp + 0] = dstX;
+ mShortVertArray[vp + 1] = dstY;
+
+ mShortVertArray[vp + 2] = dstX + width;
+ mShortVertArray[vp + 3] = dstY;
+
+ mShortVertArray[vp + 4] = dstX + width;
+ mShortVertArray[vp + 5] = dstY + height;
+
+ mShortVertArray[vp + 6] = dstX;
+ mShortVertArray[vp + 7] = dstY;
+
+ mShortVertArray[vp + 8] = dstX;
+ mShortVertArray[vp + 9] = dstY + height;
+
+ mShortVertArray[vp + 10] = dstX + width;
+ mShortVertArray[vp + 11] = dstY + height;
+
+ vp += 12;
+ if (vp >= vLimit)
+ {
+ drawTriangleArrayfs(vp);
+ vp = 0;
+ }
+ }
+ }
+ if (vp > 0)
+ drawTriangleArrayfs(vp);
+ }
+}
+
+void MobileOpenGLGraphics::drawRescaledImagePattern(const Image *const image,
+ const int x, const int y,
+ const int w, const int h,
+ const int scaledWidth,
+ const 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;
+
+ setColorAlpha(image->mAlpha);
+
+#ifdef DEBUG_BIND_TEXTURE
+ debugBindTexture(image);
+#endif
+ bindTexture(OpenGLImageHelper::mTextureType, image->mGLImage);
+
+ setTexturingAndBlending(true);
+
+ unsigned int vp = 0;
+ const unsigned int vLimit = mMaxVertices * 4;
+
+ // Draw a set of textured rectangles
+// if (OpenGLImageHelper::mTextureType == GL_TEXTURE_2D)
+ {
+ const float tw = static_cast<float>(image->mTexWidth);
+ const float th = static_cast<float>(image->mTexHeight);
+
+ 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] = texY1;
+
+ mFloatTexArray[vp + 8] = texX1;
+ mFloatTexArray[vp + 9] = texY2;
+
+ mFloatTexArray[vp + 10] = texX2;
+ mFloatTexArray[vp + 11] = texY2;
+
+
+ mShortVertArray[vp + 0] = dstX;
+ mShortVertArray[vp + 1] = dstY;
+
+ mShortVertArray[vp + 2] = dstX + width;
+ mShortVertArray[vp + 3] = dstY;
+
+ mShortVertArray[vp + 4] = dstX + width;
+ mShortVertArray[vp + 5] = dstY + height;
+
+ mShortVertArray[vp + 6] = dstX;
+ mShortVertArray[vp + 7] = dstY;
+
+ mShortVertArray[vp + 8] = dstX;
+ mShortVertArray[vp + 9] = dstY + height;
+
+ mShortVertArray[vp + 10] = dstX + width;
+ mShortVertArray[vp + 11] = dstY + height;
+
+ vp += 12;
+ if (vp >= vLimit)
+ {
+ drawTriangleArrayfs(vp);
+ vp = 0;
+ }
+ }
+ }
+ if (vp > 0)
+ drawTriangleArrayfs(vp);
+ }
+}
+
+void MobileOpenGLGraphics::drawImagePattern2(GraphicsVertexes *const vert,
+ const Image *const image)
+{
+ if (!image)
+ return;
+
+ setColorAlpha(image->mAlpha);
+#ifdef DEBUG_BIND_TEXTURE
+ debugBindTexture(image);
+#endif
+ bindTexture(OpenGLImageHelper::mTextureType, image->mGLImage);
+ setTexturingAndBlending(true);
+
+ drawVertexes(vert->getOGL());
+}
+
+inline void MobileOpenGLGraphics::drawVertexes(NormalOpenGLGraphicsVertexes
+ &ogl)
+{
+ std::vector<GLshort*> &shortVertPool = ogl.mShortVertPool;
+ std::vector<GLshort*>::const_iterator iv;
+ std::vector<GLshort*>::const_iterator iv_end = shortVertPool.end();
+ std::vector<int> &vp = ogl.mVp;
+ 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.mFloatTexPool;
+ std::vector<GLfloat*>::const_iterator ft;
+ std::vector<GLfloat*>::const_iterator ft_end = floatTexPool.end();
+
+ for (iv = shortVertPool.begin(), ft = floatTexPool.begin(),
+ ivp = vp.begin();
+ iv != iv_end, ft != ft_end,
+ ivp != ivp_end;
+ ++ iv, ++ ft, ++ ivp)
+ {
+ drawTriangleArrayfs(*iv, *ft, *ivp);
+ }
+ }
+}
+
+void MobileOpenGLGraphics::calcImagePattern(GraphicsVertexes *const vert,
+ const Image *const image,
+ const int x, const int y,
+ const int w, const 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->mTexWidth);
+ const float th = static_cast<float>(image->mTexHeight);
+
+ unsigned int vp = 0;
+ const unsigned int vLimit = mMaxVertices * 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();
+ GLshort *shortVertArray = ogl.switchShortVertArray();
+
+ 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] = texY1;
+
+ floatTexArray[vp + 8] = texX1;
+ floatTexArray[vp + 9] = texY2;
+
+ floatTexArray[vp + 10] = texX2;
+ floatTexArray[vp + 11] = texY2;
+
+
+ shortVertArray[vp + 0] = dstX;
+ shortVertArray[vp + 1] = dstY;
+
+ shortVertArray[vp + 2] = dstX + width;
+ shortVertArray[vp + 3] = dstY;
+
+ shortVertArray[vp + 4] = dstX + width;
+ shortVertArray[vp + 5] = dstY + height;
+
+ shortVertArray[vp + 6] = dstX;
+ shortVertArray[vp + 7] = dstY;
+
+ shortVertArray[vp + 8] = dstX;
+ shortVertArray[vp + 9] = dstY + height;
+
+ shortVertArray[vp + 10] = dstX + width;
+ shortVertArray[vp + 11] = dstY + height;
+
+ vp += 12;
+ if (vp >= vLimit)
+ {
+ floatTexArray = ogl.switchFloatTexArray();
+ shortVertArray = ogl.switchShortVertArray();
+ ogl.switchVp(vp);
+ vp = 0;
+ }
+ }
+ }
+ }
+ ogl.switchVp(vp);
+ vert->incPtr(1);
+}
+
+void MobileOpenGLGraphics::calcTile(ImageVertexes *const vert,
+ const Image *const image,
+ int dstX, int dstY)
+{
+ if (!vert || !image)
+ return;
+
+ 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 = mMaxVertices * 4;
+
+ NormalOpenGLGraphicsVertexes &ogl = vert->ogl;
+
+// std::vector<int> *vps = ogl.getVp();
+ unsigned int vp = ogl.continueVp();
+
+ // 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;
+
+ float texX2 = static_cast<float>(srcX + w) / tw;
+ float texY2 = static_cast<float>(srcY + h) / th;
+
+ GLfloat *floatTexArray = ogl.continueFloatTexArray();
+ GLshort *shortVertArray = ogl.continueShortVertArray();
+
+ 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] = texY1;
+
+ floatTexArray[vp + 8] = texX1;
+ floatTexArray[vp + 9] = texY2;
+
+ floatTexArray[vp + 10] = texX2;
+ floatTexArray[vp + 11] = texY2;
+
+ shortVertArray[vp + 0] = dstX;
+ shortVertArray[vp + 1] = dstY;
+
+ shortVertArray[vp + 2] = dstX + w;
+ shortVertArray[vp + 3] = dstY;
+
+ shortVertArray[vp + 4] = dstX + w;
+ shortVertArray[vp + 5] = dstY + h;
+
+ shortVertArray[vp + 6] = dstX;
+ shortVertArray[vp + 7] = dstY;
+
+ shortVertArray[vp + 8] = dstX;
+ shortVertArray[vp + 9] = dstY + h;
+
+ shortVertArray[vp + 10] = dstX + w;
+ shortVertArray[vp + 11] = dstY + h;
+
+ vp += 12;
+ if (vp >= vLimit)
+ {
+ ogl.switchFloatTexArray();
+ ogl.switchShortVertArray();
+ ogl.switchVp(vp);
+ vp = 0;
+ }
+ }
+ ogl.switchVp(vp);
+}
+
+void MobileOpenGLGraphics::drawTile(ImageVertexes *const vert)
+{
+ if (!vert)
+ return;
+ Image *image = vert->image;
+
+ setColorAlpha(image->mAlpha);
+#ifdef DEBUG_BIND_TEXTURE
+ debugBindTexture(image);
+#endif
+ bindTexture(OpenGLImageHelper::mTextureType, image->mGLImage);
+ setTexturingAndBlending(true);
+ drawVertexes(vert->ogl);
+}
+
+void MobileOpenGLGraphics::updateScreen()
+{
+// glFlush();
+// glFinish();
+ SDL_GL_SwapBuffers();
+// may be need clear?
+// glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
+}
+
+void MobileOpenGLGraphics::_beginDraw()
+{
+ glMatrixMode(GL_TEXTURE);
+ glLoadIdentity();
+
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity();
+
+#ifdef ANDROID
+ glOrthof(0.0, static_cast<float>(mTarget->w),
+ static_cast<float>(mTarget->h), 0.0, -1.0, 1.0);
+#else
+ glOrtho(0.0, static_cast<double>(mTarget->w),
+ static_cast<double>(mTarget->h), 0.0, -1.0, 1.0);
+#endif
+
+ glMatrixMode(GL_MODELVIEW);
+ glLoadIdentity();
+
+ glEnable(GL_SCISSOR_TEST);
+ glDisable(GL_DITHER);
+
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+
+ glEnableClientState(GL_VERTEX_ARRAY);
+ glDisableClientState(GL_TEXTURE_COORD_ARRAY);
+
+#ifndef ANDROID
+ 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
+#endif
+
+// glScalef(0.5f, 0.5f, 0.5f);
+
+ pushClipArea(gcn::Rectangle(0, 0, mTarget->w, mTarget->h));
+}
+
+void MobileOpenGLGraphics::_endDraw()
+{
+ popClipArea();
+}
+
+void MobileOpenGLGraphics::prepareScreenshot()
+{
+ if (config.getBoolValue("usefbo"))
+ graphicsManager.createFBO(mTarget->w, mTarget->h, &mFbo);
+}
+
+SDL_Surface* MobileOpenGLGraphics::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 (config.getBoolValue("usefbo"))
+ graphicsManager.deleteFBO(&mFbo);
+
+ glPixelStorei(GL_PACK_ALIGNMENT, pack);
+
+ if (SDL_MUSTLOCK(screenshot))
+ SDL_UnlockSurface(screenshot);
+
+ return screenshot;
+}
+
+bool MobileOpenGLGraphics::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 MobileOpenGLGraphics::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 MobileOpenGLGraphics::setColor(const gcn::Color& color)
+{
+ mColor = color;
+ mColorAlpha = (color.a != 255);
+}
+
+void MobileOpenGLGraphics::drawPoint(int x, int y)
+{
+ setTexturingAndBlending(false);
+ restoreColor();
+
+#ifdef ANDROID
+ // TODO need fix
+#else
+ glBegin(GL_POINTS);
+ glVertex2i(x, y);
+ glEnd();
+#endif
+}
+
+void MobileOpenGLGraphics::drawLine(int x1, int y1, int x2, int y2)
+{
+ setTexturingAndBlending(false);
+ restoreColor();
+
+ mShortVertArray[0] = static_cast<GLshort>(x1);
+ mShortVertArray[1] = static_cast<GLshort>(y1);
+ mShortVertArray[2] = static_cast<GLshort>(x2);
+ mShortVertArray[3] = static_cast<GLshort>(y2);
+
+ drawLineArrays(4);
+}
+
+void MobileOpenGLGraphics::drawRectangle(const gcn::Rectangle& rect)
+{
+ drawRectangle(rect, false);
+}
+
+void MobileOpenGLGraphics::fillRectangle(const gcn::Rectangle& rect)
+{
+ drawRectangle(rect, true);
+}
+
+void MobileOpenGLGraphics::setTargetPlane(int width A_UNUSED,
+ int height A_UNUSED)
+{
+}
+
+void MobileOpenGLGraphics::setTexturingAndBlending(bool enable)
+{
+ if (enable)
+ {
+ if (!mTexture)
+ {
+ glEnable(OpenGLImageHelper::mTextureType);
+ glEnableClientState(GL_TEXTURE_COORD_ARRAY);
+ 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);
+ glDisableClientState(GL_TEXTURE_COORD_ARRAY);
+ mTexture = false;
+ }
+ }
+}
+
+void MobileOpenGLGraphics::drawRectangle(const gcn::Rectangle& rect,
+ bool filled)
+{
+ setTexturingAndBlending(false);
+ restoreColor();
+
+ const GLshort x = static_cast<GLshort>(rect.x);
+ const GLshort y = static_cast<GLshort>(rect.y);
+ const GLshort width = static_cast<GLshort>(rect.width);
+ const GLshort height = static_cast<GLshort>(rect.height);
+ const GLshort xw = static_cast<GLshort>(rect.x + width);
+ const GLshort yh = static_cast<GLshort>(rect.y + height);
+
+ if (filled)
+ {
+ GLshort vert[] =
+ {
+ x, y,
+ xw, y,
+ x, yh,
+ xw, yh
+ };
+
+ glVertexPointer(2, GL_SHORT, 0, &vert);
+ glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+ }
+ else
+ {
+ GLshort vert[] =
+ {
+ x, y,
+ xw, y,
+ xw, yh,
+ x, yh
+ };
+
+ glVertexPointer(2, GL_SHORT, 0, &vert);
+ glDrawArrays(GL_LINE_LOOP, 0, 4);
+ }
+}
+
+bool MobileOpenGLGraphics::drawNet(const int x1, const int y1,
+ const int x2, const int y2,
+ const int width, const int height)
+{
+ unsigned int vp = 0;
+ const unsigned int vLimit = mMaxVertices * 4;
+
+ setTexturingAndBlending(false);
+ restoreColor();
+
+ const GLshort xs1 = static_cast<GLshort>(x1);
+ const GLshort xs2 = static_cast<GLshort>(x2);
+ const GLshort ys1 = static_cast<GLshort>(y1);
+ const GLshort ys2 = static_cast<GLshort>(y2);
+
+ for (short y = y1; y < y2; y += height)
+ {
+ mShortVertArray[vp + 0] = xs1;
+ mShortVertArray[vp + 1] = y;
+
+ mShortVertArray[vp + 2] = xs2;
+ mShortVertArray[vp + 3] = y;
+
+ vp += 4;
+ if (vp >= vLimit)
+ {
+ drawLineArrays(vp);
+ vp = 0;
+ }
+ }
+
+ for (short x = x1; x < x2; x += width)
+ {
+ mShortVertArray[vp + 0] = x;
+ mShortVertArray[vp + 1] = ys1;
+
+ mShortVertArray[vp + 2] = x;
+ mShortVertArray[vp + 3] = ys2;
+
+ vp += 4;
+ if (vp >= vLimit)
+ {
+ drawLineArrays(vp);
+ vp = 0;
+ }
+ }
+
+ if (vp > 0)
+ drawLineArrays(vp);
+
+ return true;
+}
+
+void MobileOpenGLGraphics::bindTexture(GLenum target, GLuint texture)
+{
+ if (mLastImage != texture)
+ {
+ mLastImage = texture;
+ glBindTexture(target, texture);
+ }
+}
+
+inline void MobileOpenGLGraphics::drawTriangleArrayfs(int size)
+{
+ glVertexPointer(2, GL_SHORT, 0, mShortVertArray);
+ glTexCoordPointer(2, GL_FLOAT, 0, mFloatTexArray);
+
+ glDrawArrays(GL_TRIANGLES, 0, size / 2);
+}
+
+inline void MobileOpenGLGraphics::drawTriangleArrayfs(GLshort *const
+ shortVertArray,
+ GLfloat *const
+ floatTexArray,
+ const int size)
+{
+ glVertexPointer(2, GL_SHORT, 0, shortVertArray);
+ glTexCoordPointer(2, GL_FLOAT, 0, floatTexArray);
+
+ glDrawArrays(GL_TRIANGLES, 0, size / 2);
+}
+
+inline void MobileOpenGLGraphics::drawLineArrays(int size)
+{
+ glVertexPointer(2, GL_SHORT, 0, mShortVertArray);
+
+ glDrawArrays(GL_LINES, 0, size / 2);
+}
+
+void MobileOpenGLGraphics::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]);
+ }
+ }
+}
+
+void MobileOpenGLGraphics::setColorAlpha(const float alpha)
+{
+ if (!mIsByteColor && mFloatColor == alpha)
+ return;
+
+ glColor4f(1.0f, 1.0f, 1.0f, alpha);
+ mIsByteColor = false;
+ mFloatColor = alpha;
+}
+
+void MobileOpenGLGraphics::restoreColor()
+{
+ if (mIsByteColor && mByteColor == mColor)
+ return;
+
+ glColor4ub(static_cast<GLubyte>(mColor.r),
+ static_cast<GLubyte>(mColor.g),
+ static_cast<GLubyte>(mColor.b),
+ static_cast<GLubyte>(mColor.a));
+ mIsByteColor = true;
+ mByteColor = mColor;
+}
+
+#ifdef DEBUG_BIND_TEXTURE
+void MobileOpenGLGraphics::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 MobileOpenGLGraphics::debugBindTexture(const Image *image A_UNUSED)
+{
+}
+#endif
+
+#endif // USE_OPENGL