/*
* 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 "graphicsvertexes.h"
#include "openglgraphics.h"
#include "configuration.h"
#include "logger.h"
#include "resources/image.h"
#include "utils/stringutils.h"
#include <SDL.h>
#include "debug.h"
#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;
OpenGLGraphics::OpenGLGraphics():
mAlpha(false), mTexture(false), mColorAlpha(false),
mFboId(0), mTextureId(0), mRboId(0)
{
mOpenGL = 1;
mName = "fast OpenGL";
mFloatTexArray = new GLfloat[vertexBufSize * 4 + 30];
mIntTexArray = new GLint[vertexBufSize * 4 + 30];
mIntVertArray = new GLint[vertexBufSize * 4 + 30];
}
OpenGLGraphics::~OpenGLGraphics()
{
delete [] mFloatTexArray;
delete [] mIntTexArray;
delete [] mIntVertArray;
}
bool OpenGLGraphics::setVideoMode(int w, int h, int bpp, bool fs,
bool hwaccel, bool resize, 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 (image->mTextureType == GL_TEXTURE_2D)
{
// Find OpenGL normalized texture coordinates.
const float texX1 = static_cast<float>(srcX) /
static_cast<float>(image->getTextureWidth());
const float texY1 = static_cast<float>(srcY) /
static_cast<float>(image->getTextureHeight());
const float texX2 = static_cast<float>(srcX + width) /
static_cast<float>(image->getTextureWidth());
const float texY2 = static_cast<float>(srcY + height) /
static_cast<float>(image->getTextureHeight());
GLfloat tex[] =
{
texX1, texY1,
texX2, texY1,
texX2, texY2,
texX1, texY2
};
GLint vert[] =
{
dstX, dstY,
dstX + width, dstY,
dstX + width, dstY + height,
dstX, dstY + height
};
glVertexPointer(2, GL_INT, 0, &vert);
glTexCoordPointer(2, GL_FLOAT, 0, &tex);
glDrawArrays(GL_QUADS, 0, 4);
}
else
{
GLint tex[] =
{
srcX, srcY,
srcX + width, srcY,
srcX + width, srcY + height,
srcX, srcY + height
};
GLint vert[] =
{
dstX, dstY,
dstX + width, dstY,
dstX + width, dstY + height,
dstX, dstY + height
};
glVertexPointer(2, GL_INT, 0, &vert);
glTexCoordPointer(2, GL_INT, 0, &tex);
glDrawArrays(GL_QUADS, 0, 4);
}
}
static inline void drawRescaledQuad(Image *image,
int srcX, int srcY, int dstX, int dstY,
int width, int height,
int desiredWidth, int desiredHeight)
{
if (image->mTextureType == GL_TEXTURE_2D)
{
// Find OpenGL normalized texture coordinates.
const float texX1 = static_cast<float>(srcX) /
static_cast<float>(image->getTextureWidth());
const float texY1 = static_cast<float>(srcY) /
static_cast<float>(image->getTextureHeight());
const float texX2 = static_cast<float>(srcX + width) /
static_cast<float>(image->getTextureWidth());
const float texY2 = static_cast<float>(srcY + height) /
static_cast<float>(image->getTextureHeight());
GLfloat tex[] =
{
texX1, texY1,
texX2, texY1,
texX2, texY2,
texX1, texY2
};
GLint vert[] =
{
dstX, dstY,
dstX + desiredWidth, dstY,
dstX + desiredWidth, dstY + desiredHeight,
dstX, dstY + desiredHeight
};
glVertexPointer(2, GL_INT, 0, &vert);
glTexCoordPointer(2, GL_FLOAT, 0, &tex);
glDrawArrays(GL_QUADS, 0, 4);
}
else
{
GLint tex[] =
{
srcX, srcY,
srcX + width, srcY,
srcX + width, srcY + height,
srcX, srcY + height
};
GLint vert[] =
{
dstX, dstY,
dstX + desiredWidth, dstY,
dstX + desiredWidth, dstY + desiredHeight,
dstX, dstY + desiredHeight
};
glVertexPointer(2, GL_INT, 0, &vert);
glTexCoordPointer(2, GL_INT, 0, &tex);
glDrawArrays(GL_QUADS, 0, 4);
}
}
bool OpenGLGraphics::drawImage(const Image *image, int srcX, int srcY,
int dstX, int dstY,
int width, int height, 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);
drawQuad(image, srcX, srcY, dstX, dstY, width, height);
if (!useColor)
{
glColor4ub(static_cast<GLubyte>(mColor.r),
static_cast<GLubyte>(mColor.g),
static_cast<GLubyte>(mColor.b),
static_cast<GLubyte>(mColor.a));
}
return true;
}
bool OpenGLGraphics::drawRescaledImage(Image *image, int srcX, int srcY,
int dstX, int dstY,
int width, int height,
int desiredWidth, int desiredHeight,
bool useColor)
{
return drawRescaledImage(image, srcX, srcY,
dstX, dstY,
width, height,
desiredWidth, desiredHeight,
useColor, true);
}
bool OpenGLGraphics::drawRescaledImage(Image *image, int srcX, int srcY,
int dstX, int dstY,
int width, int height,
int desiredWidth, int desiredHeight,
bool useColor, bool smooth)
{
if (!image)
return false;
// Just draw the image normally when no resizing is necessary,
if (width == desiredWidth && height == desiredHeight)
{
return drawImage(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)
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 (smooth) // A basic smooth effect...
{
glColor4f(1.0f, 1.0f, 1.0f, 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);
}
if (!useColor)
{
glColor4ub(static_cast<GLubyte>(mColor.r),
static_cast<GLubyte>(mColor.g),
static_cast<GLubyte>(mColor.b),
static_cast<GLubyte>(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->mBounds.w;
const int ih = image->mBounds.h;
if (iw == 0 || ih == 0)
return;
const float tw = static_cast<float>(image->getTextureWidth());
const float th = static_cast<float>(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->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;
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<GLubyte>(mColor.r),
static_cast<GLubyte>(mColor.g),
static_cast<GLubyte>(mColor.b),
static_cast<GLubyte>(mColor.a));
}
void OpenGLGraphics::drawRescaledImagePattern(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->mTextureType == GL_TEXTURE_2D)
{
const float tw = static_cast<float>(image->getTextureWidth());
const float th = static_cast<float>(image->getTextureHeight());
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] = 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 = static_cast<float>(scaledWidth) / iw;
const float scaleFactorH = static_cast<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;
const int scaledY = srcY + height / scaleFactorH;
for (int px = 0; px < w; px += scaledWidth)
{
const int width = (px + scaledWidth >= w)
? w - px : scaledWidth;
const int dstX = x + px;
const int scaledX = srcX + width / scaleFactorW;
mIntTexArray[vp + 0] = srcX;
mIntTexArray[vp + 1] = srcY;
mIntTexArray[vp + 2] = scaledX;
mIntTexArray[vp + 3] = srcY;
mIntTexArray[vp + 4] = scaledX;
mIntTexArray[vp + 5] = scaledY;
mIntTexArray[vp + 6] = srcX;
mIntTexArray[vp + 7] = scaledY;
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<GLubyte>(mColor.r),
static_cast<GLubyte>(mColor.g),
static_cast<GLubyte>(mColor.b),
static_cast<GLubyte>(mColor.a));
}
void OpenGLGraphics::drawImagePattern2(GraphicsVertexes *vert,
const Image *image)
{
if (!image)
return;
OpenGLGraphicsVertexes *ogl = vert->getOGL();
glColor4f(1.0f, 1.0f, 1.0f, image->mAlpha);
bindTexture(Image::mTextureType, image->mGLImage);
setTexturingAndBlending(true);
std::vector<GLint*> *intVertPool = ogl->getIntVertPool();
std::vector<GLint*>::const_iterator iv;
std::vector<GLint*>::const_iterator iv_end = intVertPool->end();
std::vector<int> *vp = ogl->getVp();
std::vector<int>::const_iterator ivp;
std::vector<int>::const_iterator ivp_end = vp->end();
// Draw a set of textured rectangles
if (image->mTextureType == GL_TEXTURE_2D)
{
std::vector<GLfloat*> *floatTexPool = ogl->getFloatTexPool();
std::vector<GLfloat*>::const_iterator ft;
std::vector<GLfloat*>::const_iterator ft_end = floatTexPool->end();
for (iv = intVertPool->begin(), ft = floatTexPool->begin(),
ivp = vp->begin();
iv != iv_end, ft != ft_end,
ivp != ivp_end;
++ iv, ++ ft, ++ ivp)
{
drawQuadArrayfi(*iv, *ft, *ivp);
}
}
else
{
std::vector<GLint*> *intTexPool = ogl->getIntTexPool();
std::vector<GLint*>::const_iterator it;
std::vector<GLint*>::const_iterator it_end = intTexPool->end();
for (iv = intVertPool->begin(), it = intTexPool->begin(),
ivp = vp->begin();
iv != iv_end, it != it_end,
ivp != ivp_end;
++ iv, ++ it, ++ ivp)
{
drawQuadArrayii(*iv, *it, *ivp);
}
}
glColor4ub(static_cast<GLubyte>(mColor.r),
static_cast<GLubyte>(mColor.g),
static_cast<GLubyte>(mColor.b),
static_cast<GLubyte>(mColor.a));
}
void OpenGLGraphics::calcImagePattern(GraphicsVertexes* vert, Image *image,
int x, int y, int w, 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->getTextureWidth());
const float th = static_cast<float>(image->getTextureHeight());
unsigned int vp = 0;
const unsigned int vLimit = vertexBufSize * 4;
OpenGLGraphicsVertexes *ogl = vert->getOGL();
ogl->init();
// Draw a set of textured rectangles
if (image->mTextureType == GL_TEXTURE_2D)
{
float texX1 = static_cast<float>(srcX) / tw;
float texY1 = static_cast<float>(srcY) / th;
GLfloat *floatTexArray = ogl->switchFloatTexArray();
GLint *intVertArray = ogl->switchIntVertArray();
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] = texY2;
intVertArray[vp + 0] = dstX;
intVertArray[vp + 1] = dstY;
intVertArray[vp + 2] = dstX + width;
intVertArray[vp + 3] = dstY;
intVertArray[vp + 4] = dstX + width;
intVertArray[vp + 5] = dstY + height;
intVertArray[vp + 6] = dstX;
intVertArray[vp + 7] = dstY + height;
vp += 8;
if (vp >= vLimit)
{
floatTexArray = ogl->switchFloatTexArray();
intVertArray = ogl->switchIntVertArray();
ogl->switchVp(vp);
vp = 0;
}
}
}
}
else
{
GLint *intTexArray = ogl->switchIntTexArray();
GLint *intVertArray = ogl->switchIntVertArray();
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;
intTexArray[vp + 0] = srcX;
intTexArray[vp + 1] = srcY;
intTexArray[vp + 2] = srcX + width;
intTexArray[vp + 3] = srcY;
intTexArray[vp + 4] = srcX + width;
intTexArray[vp + 5] = srcY + height;
intTexArray[vp + 6] = srcX;
intTexArray[vp + 7] = srcY + height;
intVertArray[vp + 0] = dstX;
intVertArray[vp + 1] = dstY;
intVertArray[vp + 2] = dstX + width;
intVertArray[vp + 3] = dstY;
intVertArray[vp + 4] = dstX + width;
intVertArray[vp + 5] = dstY + height;
intVertArray[vp + 6] = dstX;
intVertArray[vp + 7] = dstY + height;
vp += 8;
if (vp >= vLimit)
{
intTexArray = ogl->switchIntTexArray();
intVertArray = ogl->switchIntVertArray();
ogl->switchVp(vp);
vp = 0;
}
}
}
}
ogl->switchVp(vp);
vert->incPtr(1);
}
void OpenGLGraphics::calcTile(ImageVertexes *vert, int dstX, int dstY)
{
if (!vert)
return;
Image *image = vert->image;
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 = vertexBufSize * 4;
OpenGLGraphicsVertexes *ogl = vert->ogl;
unsigned int vp = ogl->ptr;
// Draw a set of textured rectangles
if (image->mTextureType == GL_TEXTURE_2D)
{
float texX1 = static_cast<float>(srcX) / tw;
float texY1 = static_cast<float>(srcY) / th;
if (!ogl->mFloatTexArray)
ogl->mFloatTexArray = new GLfloat[vertexBufSize * 4 + 30];
if (!ogl->mIntVertArray)
ogl->mIntVertArray = new GLint[vertexBufSize * 4 + 30];
GLfloat *floatTexArray = ogl->mFloatTexArray;
GLint *intVertArray = ogl->mIntVertArray;
float texX2 = static_cast<float>(srcX + w) / tw;
float texY2 = static_cast<float>(srcY + h) / 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] = texY2;
intVertArray[vp + 0] = dstX;
intVertArray[vp + 1] = dstY;
intVertArray[vp + 2] = dstX + w;
intVertArray[vp + 3] = dstY;
intVertArray[vp + 4] = dstX + w;
intVertArray[vp + 5] = dstY + h;
intVertArray[vp + 6] = dstX;
intVertArray[vp + 7] = dstY + h;
vp += 8;
if (vp >= vLimit)
{
ogl->ptr = vp;
return;
}
}
else
{
if (!ogl->mIntTexArray)
ogl->mIntTexArray = new GLint[vertexBufSize * 4 + 30];
if (!ogl->mIntVertArray)
ogl->mIntVertArray = new GLint[vertexBufSize * 4 + 30];
GLint *intTexArray = ogl->mIntTexArray;
GLint *intVertArray = ogl->mIntVertArray;
intTexArray[vp + 0] = srcX;
intTexArray[vp + 1] = srcY;
intTexArray[vp + 2] = srcX + w;
intTexArray[vp + 3] = srcY;
intTexArray[vp + 4] = srcX + w;
intTexArray[vp + 5] = srcY + h;
intTexArray[vp + 6] = srcX;
intTexArray[vp + 7] = srcY + h;
intVertArray[vp + 0] = dstX;
intVertArray[vp + 1] = dstY;
intVertArray[vp + 2] = dstX + w;
intVertArray[vp + 3] = dstY;
intVertArray[vp + 4] = dstX + w;
intVertArray[vp + 5] = dstY + h;
intVertArray[vp + 6] = dstX;
intVertArray[vp + 7] = dstY + h;
vp += 8;
if (vp >= vLimit)
{
ogl->ptr = vp;
return;
}
}
ogl->ptr = vp;
}
void OpenGLGraphics::drawTile(ImageVertexes *vert)
{
if (!vert)
return;
Image *image = vert->image;
OpenGLGraphicsVertexes *ogl = vert->ogl;
glColor4f(1.0f, 1.0f, 1.0f, image->mAlpha);
bindTexture(Image::mTextureType, image->mGLImage);
setTexturingAndBlending(true);
if (image->mTextureType == GL_TEXTURE_2D)
drawQuadArrayfi(ogl->mIntVertArray, ogl->mFloatTexArray, ogl->ptr);
else
drawQuadArrayii(ogl->mIntVertArray, ogl->mIntTexArray, ogl->ptr);
glColor4ub(static_cast<GLubyte>(mColor.r),
static_cast<GLubyte>(mColor.g),
static_cast<GLubyte>(mColor.b),
static_cast<GLubyte>(mColor.a));
}
void OpenGLGraphics::updateScreen()
{
// glFlush();
// glFinish();
SDL_GL_SwapBuffers();
// may be need clear?
// glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
}
void OpenGLGraphics::_beginDraw()
{
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0.0, static_cast<double>(mTarget->w),
static_cast<double>(mTarget->h), 0.0, -1.0, 1.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glEnable(GL_SCISSOR_TEST);
glDisable(GL_DITHER);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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
// glScalef(0.5f, 0.5f, 0.5f);
pushClipArea(gcn::Rectangle(0, 0, mTarget->w, mTarget->h));
}
void OpenGLGraphics::_endDraw()
{
popClipArea();
}
void OpenGLGraphics::prepareScreenshot()
{
#if !defined(_WIN32)
if (config.getBoolValue("usefbo"))
{
int h = mTarget->h;
int w = mTarget->w;
// create a texture object
glGenTextures(1, &mTextureId);
glBindTexture(GL_TEXTURE_2D, mTextureId);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, w, h, 0,
GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glBindTexture(GL_TEXTURE_2D, 0);
// create a renderbuffer object to store depth info
glGenRenderbuffersEXT(1, &mRboId);
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, mRboId);
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT,
GL_DEPTH_COMPONENT, w, h);
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
// create a framebuffer object
glGenFramebuffersEXT(1, &mFboId);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, mFboId);
// attach the texture to FBO color attachment point
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,
GL_TEXTURE_2D, mTextureId, 0);
// attach the renderbuffer to depth attachment point
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT,
GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, mRboId);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, mFboId);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
#endif
}
SDL_Surface* OpenGLGraphics::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 !defined(_WIN32)
if (config.getBoolValue("usefbo"))
{
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
if (mFboId)
{
glDeleteFramebuffersEXT(1, &mFboId);
mFboId = 0;
}
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
if (mRboId)
{
glDeleteRenderbuffersEXT(1, &mRboId);
mRboId = 0;
}
if (mTextureId)
{
glDeleteTextures(1, &mTextureId);
mTextureId = 0;
}
}
#endif
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())
{
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 OpenGLGraphics::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 OpenGLGraphics::setColor(const gcn::Color& color)
{
mColor = color;
glColor4ub(static_cast<GLubyte>(color.r),
static_cast<GLubyte>(color.g),
static_cast<GLubyte>(color.b),
static_cast<GLubyte>(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);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
mFloatTexArray[0] = static_cast<float>(x1) + 0.5f;
mFloatTexArray[1] = static_cast<float>(y1) + 0.5f;
mFloatTexArray[2] = static_cast<float>(x2) + 0.5f;
mFloatTexArray[3] = static_cast<float>(y2) + 0.5f;
drawLineArrayf(4);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
}
void OpenGLGraphics::drawRectangle(const gcn::Rectangle& rect)
{
drawRectangle(rect, false);
}
void OpenGLGraphics::fillRectangle(const gcn::Rectangle& rect)
{
drawRectangle(rect, true);
}
void OpenGLGraphics::setTargetPlane(int width A_UNUSED, int height A_UNUSED)
{
}
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;
const float x = static_cast<float>(rect.x);
const float y = static_cast<float>(rect.y);
const float width = static_cast<float>(rect.width);
const float height = static_cast<float>(rect.height);
setTexturingAndBlending(false);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
GLfloat vert[] =
{
x + offset, y + offset,
x + width - offset, y + offset,
x + width - offset, y + height - offset,
x + offset, y + height - offset
};
glVertexPointer(2, GL_FLOAT, 0, &vert);
glDrawArrays(filled ? GL_QUADS : GL_LINE_LOOP, 0, 4);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
}
bool OpenGLGraphics::drawNet(int x1, int y1, int x2, int y2,
int width, int height)
{
unsigned int vp = 0;
const unsigned int vLimit = vertexBufSize * 4;
setTexturingAndBlending(false);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
const float xf1 = static_cast<float>(x1);
const float xf2 = static_cast<float>(x2);
const float yf1 = static_cast<float>(y1);
const float yf2 = static_cast<float>(y2);
for (int y = y1; y < y2; y += height)
{
mFloatTexArray[vp + 0] = xf1;
mFloatTexArray[vp + 1] = static_cast<float>(y);
mFloatTexArray[vp + 2] = xf2;
mFloatTexArray[vp + 3] = static_cast<float>(y);
vp += 4;
if (vp >= vLimit)
{
drawLineArrayf(vp);
vp = 0;
}
}
for (int x = x1; x < x2; x += width)
{
mFloatTexArray[vp + 0] = static_cast<float>(x);
mFloatTexArray[vp + 1] = yf1;
mFloatTexArray[vp + 2] = static_cast<float>(x);
mFloatTexArray[vp + 3] = yf2;
vp += 4;
if (vp >= vLimit)
{
drawLineArrayf(vp);
vp = 0;
}
}
if (vp > 0)
drawLineArrayf(vp);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
return true;
}
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::drawQuadArrayfi(GLint *intVertArray,
GLfloat *floatTexArray, int size)
{
glVertexPointer(2, GL_INT, 0, intVertArray);
glTexCoordPointer(2, GL_FLOAT, 0, floatTexArray);
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);
}
inline void OpenGLGraphics::drawQuadArrayii(GLint *intVertArray,
GLint *intTexArray, int size)
{
glVertexPointer(2, GL_INT, 0, intVertArray);
glTexCoordPointer(2, GL_INT, 0, intTexArray);
glDrawArrays(GL_QUADS, 0, size / 2);
}
inline void OpenGLGraphics::drawLineArrayi(int size)
{
glVertexPointer(2, GL_INT, 0, mIntVertArray);
glDrawArrays(GL_LINES, 0, size / 2);
}
inline void OpenGLGraphics::drawLineArrayf(int size)
{
glVertexPointer(2, GL_FLOAT, 0, mFloatTexArray);
glDrawArrays(GL_LINES, 0, size / 2);
}
void OpenGLGraphics::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]);
}
}
}
#endif // USE_OPENGL