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/*
 *  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)
{
    FUNC_BLOCK("Graphics::drawImage2", 1)
    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)
{
    FUNC_BLOCK("Graphics::drawRescaledImage", 1)
    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)
{
    FUNC_BLOCK("Graphics::drawImagePattern", 1)
    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] = static_cast<GLshort>(dstX);
                mShortVertArray[vp + 1] = static_cast<GLshort>(dstY);

                mShortVertArray[vp + 2] = static_cast<GLshort>(dstX + width);
                mShortVertArray[vp + 3] = static_cast<GLshort>(dstY);

                mShortVertArray[vp + 4] = static_cast<GLshort>(dstX + width);
                mShortVertArray[vp + 5] = static_cast<GLshort>(dstY + height);

                mShortVertArray[vp + 6] = static_cast<GLshort>(dstX);
                mShortVertArray[vp + 7] = static_cast<GLshort>(dstY);

                mShortVertArray[vp + 8] = static_cast<GLshort>(dstX);
                mShortVertArray[vp + 9] = static_cast<GLshort>(dstY + height);

                mShortVertArray[vp + 10] = static_cast<GLshort>(dstX + width);
                mShortVertArray[vp + 11] = static_cast<GLshort>(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] = static_cast<GLshort>(dstX);
                mShortVertArray[vp + 1] = static_cast<GLshort>(dstY);

                mShortVertArray[vp + 2] = static_cast<GLshort>(dstX + width);
                mShortVertArray[vp + 3] = static_cast<GLshort>(dstY);

                mShortVertArray[vp + 4] = static_cast<GLshort>(dstX + width);
                mShortVertArray[vp + 5] = static_cast<GLshort>(dstY + height);

                mShortVertArray[vp + 6] = static_cast<GLshort>(dstX);
                mShortVertArray[vp + 7] = static_cast<GLshort>(dstY);

                mShortVertArray[vp + 8] = static_cast<GLshort>(dstX);
                mShortVertArray[vp + 9] = static_cast<GLshort>(dstY + height);

                mShortVertArray[vp + 10] = static_cast<GLshort>(dstX + width);
                mShortVertArray[vp + 11] = static_cast<GLshort>(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()
{
    BLOCK_START("Graphics::updateScreen")
//    glFlush();
//    glFinish();
    SDL_GL_SwapBuffers();
// may be need clear?
//    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
    BLOCK_END("Graphics::updateScreen")
}

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)
{
    BLOCK_START("Graphics::drawRectangle")
    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);
    }
    BLOCK_END("Graphics::drawRectangle")
}

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