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author | Andrei Karas <akaras@inbox.ru> | 2011-01-02 01:48:38 +0200 |
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committer | Andrei Karas <akaras@inbox.ru> | 2011-01-02 02:41:24 +0200 |
commit | 3eeae12c498d1a4dbe969462d2ba841f77ee3ccb (patch) | |
tree | ff8eab35e732bc0749fc11677c8873a7b3a58704 /src/openglgraphics.cpp | |
download | plus-3eeae12c498d1a4dbe969462d2ba841f77ee3ccb.tar.gz plus-3eeae12c498d1a4dbe969462d2ba841f77ee3ccb.tar.bz2 plus-3eeae12c498d1a4dbe969462d2ba841f77ee3ccb.tar.xz plus-3eeae12c498d1a4dbe969462d2ba841f77ee3ccb.zip |
Initial commit.
This code based on mana client http://www.gitorious.org/mana/mana
and my private repository.
Diffstat (limited to 'src/openglgraphics.cpp')
-rw-r--r-- | src/openglgraphics.cpp | 950 |
1 files changed, 950 insertions, 0 deletions
diff --git a/src/openglgraphics.cpp b/src/openglgraphics.cpp new file mode 100644 index 000000000..f1bfffa35 --- /dev/null +++ b/src/openglgraphics.cpp @@ -0,0 +1,950 @@ +/* + * The Mana Client + * Copyright (C) 2004-2009 The Mana World Development Team + * Copyright (C) 2009-2010 The Mana Developers + * + * This file is part of The Mana Client. + * + * This program is free software; you can redistribute it and/or modify + * it under the terms of the GNU General Public License as published by + * the Free Software Foundation; either version 2 of the License, or + * any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program. If not, see <http://www.gnu.org/licenses/>. + */ + +#include "main.h" + +#ifdef USE_OPENGL + +#include "openglgraphics.h" + +#include "log.h" + +#include "resources/image.h" + +#include "utils/stringutils.h" + +#ifdef __APPLE__ +#include <OpenGL/OpenGL.h> +#endif + +#include <SDL.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), + mSync(false) +{ + 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; +} + +void OpenGLGraphics::setSync(bool sync) +{ + mSync = sync; +} + +bool OpenGLGraphics::setVideoMode(int w, int h, int bpp, bool fs, bool hwaccel) +{ + logger->log("Setting video mode %dx%d %s", + w, h, fs ? "fullscreen" : "windowed"); + + int displayFlags = SDL_ANYFORMAT | SDL_OPENGL; + + mWidth = w; + mHeight = h; + mBpp = bpp; + mFullscreen = fs; + mHWAccel = hwaccel; + + if (fs) + displayFlags |= SDL_FULLSCREEN; + + SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); + + if (!(mTarget = SDL_SetVideoMode(w, h, bpp, displayFlags))) + return false; + +#ifdef __APPLE__ + if (mSync) + { + const GLint VBL = 1; + CGLSetParameter(CGLGetCurrentContext(), kCGLCPSwapInterval, &VBL); + } +#endif + + // Setup OpenGL + glViewport(0, 0, w, h); + glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST); + int gotDoubleBuffer; + SDL_GL_GetAttribute(SDL_GL_DOUBLEBUFFER, &gotDoubleBuffer); + logger->log("Using OpenGL %s double buffering.", + (gotDoubleBuffer ? "with" : "without")); + + char const *glExtensions = (char const *)glGetString(GL_EXTENSIONS); + GLint texSize; + bool rectTex = strstr(glExtensions, "GL_ARB_texture_rectangle"); + if (rectTex) + { + Image::mTextureType = GL_TEXTURE_RECTANGLE_ARB; + glGetIntegerv(GL_MAX_RECTANGLE_TEXTURE_SIZE_ARB, &texSize); + } + else + { + Image::mTextureType = GL_TEXTURE_2D; + glGetIntegerv(GL_MAX_TEXTURE_SIZE, &texSize); + } + Image::mTextureSize = texSize; + logger->log("OpenGL texture size: %d pixels%s", Image::mTextureSize, + rectTex ? " (rectangle textures)" : ""); + + return true; +} + +static inline void drawQuad(Image *image, + int srcX, int srcY, int dstX, int dstY, + int width, int height) +{ + if (image->getTextureType() == 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_FLOAT, 0, &vert); + glTexCoordPointer(2, GL_INT, 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->getTextureType() == 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_FLOAT, 0, &vert); + glTexCoordPointer(2, GL_INT, 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(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(Image *image, int x, int y, int w, int h) +{ + if (!image) + return; + + const int srcX = image->mBounds.x; + const int srcY = image->mBounds.y; + + const int iw = image->getWidth(); + const int ih = image->getHeight(); + + if (iw == 0 || ih == 0) + return; + + const 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->getTextureType() == 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; + + const int srcX = image->mBounds.x; + const int srcY = image->mBounds.y; + + const int iw = scaledWidth; + const int ih = scaledHeight; + 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; + + float texX1 = static_cast<float>(srcX) / tw; + float texY1 = static_cast<float>(srcY) / th; + + // Draw a set of textured rectangles + if (image->getTextureType() == GL_TEXTURE_2D) + { + 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 + scaledWidth; + mIntVertArray[vp + 3] = dstY; + + mIntVertArray[vp + 4] = dstX + scaledWidth; + mIntVertArray[vp + 5] = dstY + scaledHeight; + + mIntVertArray[vp + 6] = dstX; + mIntVertArray[vp + 7] = dstY + scaledHeight; + + 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 + scaledWidth; + mIntVertArray[vp + 3] = dstY; + + mIntVertArray[vp + 4] = dstX + scaledWidth; + mIntVertArray[vp + 5] = dstY + scaledHeight; + + mIntVertArray[vp + 6] = dstX; + mIntVertArray[vp + 7] = dstY + scaledHeight; + + 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::updateScreen() +{ + glFlush(); + glFinish(); + SDL_GL_SwapBuffers(); +} + +void OpenGLGraphics::_beginDraw() +{ + glMatrixMode(GL_TEXTURE); + glLoadIdentity(); + + glMatrixMode(GL_PROJECTION); + glLoadIdentity(); + + glOrtho(0.0, (double)mTarget->w, (double)mTarget->h, 0.0, -1.0, 1.0); + + glMatrixMode(GL_MODELVIEW); + glLoadIdentity(); + + glEnable(GL_SCISSOR_TEST); + glEnableClientState(GL_VERTEX_ARRAY); + + 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() +{ +} + +SDL_Surface* OpenGLGraphics::getScreenshot() +{ + int h = mTarget->h; + int w = mTarget->w; + + SDL_Surface *screenshot = SDL_CreateRGBSurface( + SDL_SWSURFACE, + w, h, 24, + 0xff0000, 0x00ff00, 0x0000ff, 0x000000); + + if (SDL_MUSTLOCK(screenshot)) + SDL_LockSurface(screenshot); + + // Grap the pixel buffer and write it to the SDL surface + 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 = (GLubyte*)malloc(lineSize); + + for (int i = 0; i < (h / 2); i++) + { + GLubyte *top = (GLubyte*)screenshot->pixels + lineSize * i; + GLubyte *bot = (GLubyte*)screenshot->pixels + lineSize * (h - 1 - i); + + memcpy(buf, top, lineSize); + memcpy(top, bot, lineSize); + memcpy(bot, buf, lineSize); + } + + free(buf); + + if (SDL_MUSTLOCK(screenshot)) + SDL_UnlockSurface(screenshot); + + return screenshot; +} + +bool OpenGLGraphics::pushClipArea(gcn::Rectangle area) +{ + int transX = 0; + int transY = 0; + + if (!mClipStack.empty()) + { + transX = -mClipStack.top().xOffset; + transY = -mClipStack.top().yOffset; + } + + bool result = gcn::Graphics::pushClipArea(area); + + transX += mClipStack.top().xOffset; + transY += mClipStack.top().yOffset; + + glPushMatrix(); + glTranslatef(static_cast<GLfloat>(transX), + static_cast<GLfloat>(transY), 0); + glScissor(mClipStack.top().x, + mTarget->h - mClipStack.top().y - mClipStack.top().height, + mClipStack.top().width, + mClipStack.top().height); + + return result; +} + +void OpenGLGraphics::popClipArea() +{ + gcn::Graphics::popClipArea(); + + if (mClipStack.empty()) + return; + + glPopMatrix(); + glScissor(mClipStack.top().x, + mTarget->h - mClipStack.top().y - mClipStack.top().height, + mClipStack.top().width, + mClipStack.top().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); + + float x3 = static_cast<float>(x2) + 0.5f; + float y3 = static_cast<float>(y2) + 0.5f; + + glBegin(GL_LINES); + glVertex2f(static_cast<float>(x1) + 0.5f, static_cast<float>(y1) + 0.5f); + glVertex2f(x3, y3); + glEnd(); + + glBegin(GL_POINTS); + glVertex2f(x3, y3); + glEnd(); +} + +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 _UNUSED_, int height _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::drawQuadArrayii(int size) +{ + glVertexPointer(2, GL_INT, 0, mIntVertArray); + glTexCoordPointer(2, GL_INT, 0, mIntTexArray); + + 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); +} + +#endif // USE_OPENGL |