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author | Andrei Karas <akaras@inbox.ru> | 2013-08-31 20:38:42 +0300 |
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committer | Andrei Karas <akaras@inbox.ru> | 2013-08-31 20:38:42 +0300 |
commit | b310c51796d1632aeefc834dc0e931c52f909a41 (patch) | |
tree | 1332b627664b8450cc3fdbbd2995ce0ffc67b724 /src/render/nullopenglgraphics.cpp | |
parent | 07c2392f2a7a7fa90d1c0dfe97dbd3bf29fdfad1 (diff) | |
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move render classes into render dir.
Diffstat (limited to 'src/render/nullopenglgraphics.cpp')
-rw-r--r-- | src/render/nullopenglgraphics.cpp | 1208 |
1 files changed, 1208 insertions, 0 deletions
diff --git a/src/render/nullopenglgraphics.cpp b/src/render/nullopenglgraphics.cpp new file mode 100644 index 000000000..8030353eb --- /dev/null +++ b/src/render/nullopenglgraphics.cpp @@ -0,0 +1,1208 @@ +/* + * The ManaPlus Client + * Copyright (C) 2004-2009 The Mana World Development Team + * Copyright (C) 2009-2010 The Mana Developers + * Copyright (C) 2011-2013 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" +#if defined USE_OPENGL + +#include "render/nullopenglgraphics.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 NullOpenGLGraphics::mLastImage = 0; +#ifdef DEBUG_DRAW_CALLS +unsigned int NullOpenGLGraphics::mDrawCalls = 0; +unsigned int NullOpenGLGraphics::mLastDrawCalls = 0; +#endif + +NullOpenGLGraphics::NullOpenGLGraphics(): + mFloatTexArray(nullptr), + mIntTexArray(nullptr), + mIntVertArray(nullptr), + mTexture(false), + mIsByteColor(false), + mByteColor(), + mFloatColor(1.0f), + mMaxVertices(500), + mColorAlpha(false), +#ifdef DEBUG_BIND_TEXTURE + mOldTexture(), + mOldTextureId(0), +#endif + mFbo() +{ + mOpenGL = 100; + mName = "null OpenGL"; +} + +NullOpenGLGraphics::~NullOpenGLGraphics() +{ + delete [] mFloatTexArray; + delete [] mIntTexArray; + delete [] mIntVertArray; +} + +void NullOpenGLGraphics::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; + const int sz = mMaxVertices * 4 + 30; + mFloatTexArray = new GLfloat[sz]; + mIntTexArray = new GLint[sz]; + mIntVertArray = new GLint[sz]; +} + +bool NullOpenGLGraphics::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 *const image A_UNUSED, + const int srcX A_UNUSED, const int srcY A_UNUSED, + const int dstX A_UNUSED, const int dstY A_UNUSED, + const int width A_UNUSED, + const int height A_UNUSED) +{ + if (OpenGLImageHelper::mTextureType == GL_TEXTURE_2D) + { +#ifdef DEBUG_DRAW_CALLS + NullOpenGLGraphics::mDrawCalls ++; +#endif + } + else + { +#ifdef DEBUG_DRAW_CALLS + NullOpenGLGraphics::mDrawCalls ++; +#endif + } +} + +static inline void drawRescaledQuad(const Image *const image A_UNUSED, + const int srcX A_UNUSED, + const int srcY A_UNUSED, + const int dstX A_UNUSED, + const int dstY A_UNUSED, + const int width A_UNUSED, + const int height A_UNUSED, + const int desiredWidth A_UNUSED, + const int desiredHeight A_UNUSED) +{ + if (OpenGLImageHelper::mTextureType == GL_TEXTURE_2D) + { +#ifdef DEBUG_DRAW_CALLS + NullOpenGLGraphics::mDrawCalls ++; +#endif + } + else + { +#ifdef DEBUG_DRAW_CALLS + NullOpenGLGraphics::mDrawCalls ++; +#endif + } +} + + +bool NullOpenGLGraphics::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; + + const SDL_Rect &imageRect = image->mBounds; + srcX += imageRect.x; + srcY += imageRect.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 NullOpenGLGraphics::drawRescaledImage(const 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 NullOpenGLGraphics::drawRescaledImage(const 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; + + const SDL_Rect &imageRect = image->mBounds; + srcX += imageRect.x; + srcY += imageRect.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 NullOpenGLGraphics::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 SDL_Rect &imageRect = image->mBounds; + const int srcX = imageRect.x; + const int srcY = imageRect.y; + const int iw = imageRect.w; + const int ih = imageRect.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) + { + const float texX1 = static_cast<float>(srcX) / tw; + const 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; + const float texY2 = static_cast<float>(srcY + height) / th; + for (int px = 0; px < w; px += iw) + { + const int width = (px + iw >= w) ? w - px : iw; + const int dstX = x + px; + + const float texX2 = static_cast<float>(srcX + width) / tw; + + 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) + { + const int width = (px + iw >= w) ? w - px : iw; + const 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); + } +} + +void NullOpenGLGraphics::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 SDL_Rect &imageRect = image->mBounds; + const int iw = imageRect.w; + const int ih = imageRect.h; + if (iw == 0 || ih == 0) + return; + + const int srcX = imageRect.x; + const int srcY = imageRect.y; + + 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; + const float visibleFractionH = static_cast<float>(height) + / scaledHeight; + const float texY2 = texY1 + tFractionH * visibleFractionH; + for (int px = 0; px < w; px += scaledWidth) + { + const int width = (px + scaledWidth >= w) + ? w - px : scaledWidth; + const int dstX = x + px; + const float visibleFractionW = static_cast<float>(width) + / scaledWidth; + const float texX2 = texX1 + tFractionW * visibleFractionW; + + 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); + } +} + +inline void NullOpenGLGraphics::drawVertexes(const + NormalOpenGLGraphicsVertexes + &ogl) +{ + const std::vector<GLint*> &intVertPool = ogl.mIntVertPool; + std::vector<GLint*>::const_iterator iv; + const std::vector<GLint*>::const_iterator iv_end = intVertPool.end(); + const std::vector<int> &vp = ogl.mVp; + std::vector<int>::const_iterator ivp; + const std::vector<int>::const_iterator ivp_end = vp.end(); + + // Draw a set of textured rectangles + if (OpenGLImageHelper::mTextureType == GL_TEXTURE_2D) + { + const std::vector<GLfloat*> &floatTexPool = ogl.mFloatTexPool; + std::vector<GLfloat*>::const_iterator ft; + const 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 + { + const std::vector<GLint*> &intTexPool = ogl.mIntTexPool; + std::vector<GLint*>::const_iterator it; + const 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); + } + } +} + +void NullOpenGLGraphics::calcImagePattern(ImageVertexes* const vert, + const Image *const image, + const int x, const int y, + const int w, const int h) const +{ + if (!image) + return; + + const SDL_Rect &imageRect = image->mBounds; + const int iw = imageRect.w; + const int ih = imageRect.h; + + if (iw == 0 || ih == 0) + return; + + const int srcX = imageRect.x; + const int srcY = imageRect.y; + 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; + unsigned int vp = ogl.continueVp(); + + // Draw a set of textured rectangles + if (OpenGLImageHelper::mTextureType == GL_TEXTURE_2D) + { + const float texX1 = static_cast<float>(srcX) / tw; + const float texY1 = static_cast<float>(srcY) / th; + + GLfloat *floatTexArray = ogl.continueFloatTexArray(); + GLint *intVertArray = ogl.continueIntVertArray(); + + for (int py = 0; py < h; py += ih) + { + const int height = (py + ih >= h) ? h - py : ih; + const int dstY = y + py; + const float texY2 = static_cast<float>(srcY + height) / th; + for (int px = 0; px < w; px += iw) + { + const int width = (px + iw >= w) ? w - px : iw; + const int dstX = x + px; + const float texX2 = static_cast<float>(srcX + width) / tw; + + 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.continueIntTexArray(); + GLint *intVertArray = ogl.continueIntVertArray(); + + 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) + { + const int width = (px + iw >= w) ? w - px : iw; + const 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); +} + +void NullOpenGLGraphics::calcTile(ImageCollection *const vertCol, + const Image *const image, + int x, int y) +{ + if (vertCol->currentGLImage != image->mGLImage) + { + ImageVertexes *const vert = new ImageVertexes(); + vertCol->currentGLImage = image->mGLImage; + vertCol->currentVert = vert; + vert->image = image; + vertCol->draws.push_back(vert); + calcTile(vert, image, x, y); + } + else + { + calcTile(vertCol->currentVert, image, x, y); + } +} + +void NullOpenGLGraphics::drawTile(const ImageCollection *const vertCol) +{ + const ImageVertexesVector &draws = vertCol->draws; + const ImageCollectionCIter it_end = draws.end(); + for (ImageCollectionCIter it = draws.begin(); it != it_end; ++ it) + { + const ImageVertexes *const vert = *it; + const Image *const image = vert->image; + + setColorAlpha(image->mAlpha); +#ifdef DEBUG_BIND_TEXTURE + debugBindTexture(image); +#endif + bindTexture(OpenGLImageHelper::mTextureType, image->mGLImage); + setTexturingAndBlending(true); + drawVertexes(vert->ogl); + } +} + +void NullOpenGLGraphics::calcImagePattern(ImageCollection* const vertCol, + const Image *const image, + const int x, const int y, + const int w, const int h) const +{ + ImageVertexes *vert = nullptr; + if (vertCol->currentGLImage != image->mGLImage) + { + vert = new ImageVertexes(); + vertCol->currentGLImage = image->mGLImage; + vertCol->currentVert = vert; + vert->image = image; + vertCol->draws.push_back(vert); + } + else + { + vert = vertCol->currentVert; + } + + calcImagePattern(vert, image, x, y, w, h); +} + +void NullOpenGLGraphics::calcTile(ImageVertexes *const vert, + const Image *const image, + int dstX, int dstY) const +{ + if (!vert || !image) + return; + + const SDL_Rect &imageRect = image->mBounds; + const int w = imageRect.w; + const int h = imageRect.h; + + if (w == 0 || h == 0) + return; + + const int srcX = imageRect.x; + const int srcY = imageRect.y; + + 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) + { + const float texX1 = static_cast<float>(srcX) / tw; + const float texY1 = static_cast<float>(srcY) / th; + + const float texX2 = static_cast<float>(srcX + w) / tw; + const float texY2 = static_cast<float>(srcY + h) / th; + + GLfloat *const floatTexArray = ogl.continueFloatTexArray(); + GLint *const intVertArray = ogl.continueIntVertArray(); + + 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.switchFloatTexArray(); + ogl.switchIntVertArray(); + ogl.switchVp(vp); + vp = 0; + } + } + else + { + GLint *const intTexArray = ogl.continueIntTexArray(); + GLint *const intVertArray = ogl.continueIntVertArray(); + + 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.switchIntTexArray(); + ogl.switchIntVertArray(); + ogl.switchVp(vp); + vp = 0; + } + } + ogl.switchVp(vp); +} + +void NullOpenGLGraphics::drawTile(const ImageVertexes *const vert) +{ + if (!vert) + return; + const Image *const image = vert->image; + + setColorAlpha(image->mAlpha); +#ifdef DEBUG_BIND_TEXTURE + debugBindTexture(image); +#endif + bindTexture(OpenGLImageHelper::mTextureType, image->mGLImage); + setTexturingAndBlending(true); + drawVertexes(vert->ogl); +} + +bool NullOpenGLGraphics::calcWindow(ImageCollection *const vertCol, + const int x, const int y, + const int w, const int h, + const ImageRect &imgRect) +{ + ImageVertexes *vert = nullptr; + Image *const image = imgRect.grid[4]; + if (!image) + return false; + if (vertCol->currentGLImage != image->mGLImage) + { + vert = new ImageVertexes(); + vertCol->currentGLImage = image->mGLImage; + vertCol->currentVert = vert; + vert->image = image; + vertCol->draws.push_back(vert); + } + else + { + vert = vertCol->currentVert; + } + + return calcImageRect(vert, x, y, w, h, + imgRect.grid[0], imgRect.grid[2], imgRect.grid[6], imgRect.grid[8], + imgRect.grid[1], imgRect.grid[5], imgRect.grid[7], imgRect.grid[3], + imgRect.grid[4]); +} + +void NullOpenGLGraphics::updateScreen() +{ + BLOCK_START("Graphics::updateScreen") +#ifdef DEBUG_DRAW_CALLS + mLastDrawCalls = mDrawCalls; + mDrawCalls = 0; +#endif + BLOCK_END("Graphics::updateScreen") +} + +void NullOpenGLGraphics::_beginDraw() +{ + pushClipArea(gcn::Rectangle(0, 0, 640, 480)); +} + +void NullOpenGLGraphics::_endDraw() +{ + popClipArea(); +} + +void NullOpenGLGraphics::prepareScreenshot() +{ +} + +SDL_Surface* NullOpenGLGraphics::getScreenshot() +{ + return nullptr; +} + +bool NullOpenGLGraphics::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; + } + + const bool result = gcn::Graphics::pushClipArea(area); + + const gcn::ClipRectangle &clipArea = mClipStack.top(); + transX += clipArea.xOffset; + transY += clipArea.yOffset; + + return result; +} + +void NullOpenGLGraphics::popClipArea() +{ + gcn::Graphics::popClipArea(); + + if (mClipStack.empty()) + return; +} + +void NullOpenGLGraphics::drawPoint(int x A_UNUSED, int y A_UNUSED) +{ + setTexturingAndBlending(false); + restoreColor(); +} + +void NullOpenGLGraphics::drawLine(int x1, int y1, + int x2, int y2) +{ + setTexturingAndBlending(false); + restoreColor(); + + 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); +} + +void NullOpenGLGraphics::drawRectangle(const gcn::Rectangle& rect) +{ + drawRectangle(rect, false); +} + +void NullOpenGLGraphics::fillRectangle(const gcn::Rectangle& rect) +{ + drawRectangle(rect, true); +} + +void NullOpenGLGraphics::setTargetPlane(int width A_UNUSED, + int height A_UNUSED) +{ +} + +void NullOpenGLGraphics::setTexturingAndBlending(const bool enable) +{ + if (enable) + { + if (!mTexture) + mTexture = true; + + if (!mAlpha) + mAlpha = true; + } + else + { + mLastImage = 0; + if (mAlpha && !mColorAlpha) + mAlpha = false; + else if (!mAlpha && mColorAlpha) + mAlpha = true; + + if (mTexture) + mTexture = false; + } +} + +void NullOpenGLGraphics::drawRectangle(const gcn::Rectangle& rect A_UNUSED, + const bool filled A_UNUSED) +{ + BLOCK_START("Graphics::drawRectangle") + setTexturingAndBlending(false); + restoreColor(); + +#ifdef DEBUG_DRAW_CALLS + mDrawCalls ++; +#endif + BLOCK_END("Graphics::drawRectangle") +} + +bool NullOpenGLGraphics::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 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); + + return true; +} + +void NullOpenGLGraphics::bindTexture(const GLenum target A_UNUSED, + const GLuint texture) +{ + if (mLastImage != texture) + mLastImage = texture; +} + +inline void NullOpenGLGraphics::drawQuadArrayfi(const int size A_UNUSED) +{ +#ifdef DEBUG_DRAW_CALLS + mDrawCalls ++; +#endif +} + +inline void NullOpenGLGraphics::drawQuadArrayfi(const GLint *const + intVertArray A_UNUSED, + const GLfloat *const + floatTexArray A_UNUSED, + const int size A_UNUSED) +{ +#ifdef DEBUG_DRAW_CALLS + mDrawCalls ++; +#endif +} + +inline void NullOpenGLGraphics::drawQuadArrayii(const int size A_UNUSED) +{ +#ifdef DEBUG_DRAW_CALLS + mDrawCalls ++; +#endif +} + +inline void NullOpenGLGraphics::drawQuadArrayii(const GLint *const + intVertArray A_UNUSED, + const GLint *const + intTexArray A_UNUSED, + const int size A_UNUSED) +{ +#ifdef DEBUG_DRAW_CALLS + mDrawCalls ++; +#endif +} + +inline void NullOpenGLGraphics::drawLineArrayi(const int size A_UNUSED) +{ +#ifdef DEBUG_DRAW_CALLS + mDrawCalls ++; +#endif +} + +inline void NullOpenGLGraphics::drawLineArrayf(const int size A_UNUSED) +{ +#ifdef DEBUG_DRAW_CALLS + mDrawCalls ++; +#endif +} + +void NullOpenGLGraphics::dumpSettings() +{ +} + +void NullOpenGLGraphics::setColorAlpha(const float alpha) +{ + if (!mIsByteColor && mFloatColor == alpha) + return; + + mIsByteColor = false; + mFloatColor = alpha; +} + +void NullOpenGLGraphics::restoreColor() +{ + if (mIsByteColor && mByteColor == mColor) + return; + + mIsByteColor = true; + mByteColor = mColor; +} + +#ifdef DEBUG_BIND_TEXTURE +void NullOpenGLGraphics::debugBindTexture(const Image *const 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 NullOpenGLGraphics::debugBindTexture(const Image *const image A_UNUSED) +{ +} +#endif + +#endif // USE_OPENGL |