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diff --git a/src/render/normalopenglgraphics.cpp b/src/render/normalopenglgraphics.cpp
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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) 2011-2013 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 && !defined ANDROID
+
+#include "render/normalopenglgraphics.h"
+
+#include "configuration.h"
+#include "graphicsmanager.h"
+#include "graphicsvertexes.h"
+#include "logger.h"
+
+#include "resources/image.h"
+#include "resources/openglimagehelper.h"
+
+#include "utils/sdlcheckutils.h"
+#include "utils/stringutils.h"
+
+#include <SDL.h>
+
+#include "debug.h"
+
+GLuint NormalOpenGLGraphics::mLastImage = 0;
+#ifdef DEBUG_DRAW_CALLS
+unsigned int NormalOpenGLGraphics::mDrawCalls = 0;
+unsigned int NormalOpenGLGraphics::mLastDrawCalls = 0;
+#endif
+#ifdef DEBUG_BIND_TEXTURE
+unsigned int NormalOpenGLGraphics::mBinds = 0;
+unsigned int NormalOpenGLGraphics::mLastBinds = 0;
+#endif
+
+NormalOpenGLGraphics::NormalOpenGLGraphics():
+ 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 = 1;
+ mName = "fast OpenGL";
+}
+
+NormalOpenGLGraphics::~NormalOpenGLGraphics()
+{
+ delete [] mFloatTexArray;
+ delete [] mIntTexArray;
+ delete [] mIntVertArray;
+}
+
+void NormalOpenGLGraphics::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 NormalOpenGLGraphics::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,
+ const int srcX, const int srcY,
+ const int dstX, const int dstY,
+ const int width, const int height)
+{
+ if (OpenGLImageHelper::mTextureType == GL_TEXTURE_2D)
+ {
+ const float tw = static_cast<float>(image->mTexWidth);
+ const float th = static_cast<float>(image->mTexHeight);
+ // Find OpenGL normalized texture coordinates.
+ const float texX1 = static_cast<float>(srcX) / tw;
+ const float texY1 = static_cast<float>(srcY) / th;
+ const float texX2 = static_cast<float>(srcX + width) / tw;
+ const float texY2 = static_cast<float>(srcY + height) / th;
+
+ 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);
+
+#ifdef DEBUG_DRAW_CALLS
+ NormalOpenGLGraphics::mDrawCalls ++;
+#endif
+ 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);
+
+#ifdef DEBUG_DRAW_CALLS
+ NormalOpenGLGraphics::mDrawCalls ++;
+#endif
+ glDrawArrays(GL_QUADS, 0, 4);
+ }
+}
+
+static inline void drawRescaledQuad(const Image *const image,
+ const int srcX, const int srcY,
+ const int dstX, const int dstY,
+ const int width, const int height,
+ const int desiredWidth,
+ const int desiredHeight)
+{
+ if (OpenGLImageHelper::mTextureType == GL_TEXTURE_2D)
+ {
+ const float tw = static_cast<float>(image->mTexWidth);
+ const float th = static_cast<float>(image->mTexHeight);
+ // Find OpenGL normalized texture coordinates.
+ const float texX1 = static_cast<float>(srcX) / tw;
+ const float texY1 = static_cast<float>(srcY) / th;
+ const float texX2 = static_cast<float>(srcX + width) / tw;
+ const float texY2 = static_cast<float>(srcY + height) / th;
+
+ 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);
+
+#ifdef DEBUG_DRAW_CALLS
+ NormalOpenGLGraphics::mDrawCalls ++;
+#endif
+ 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);
+
+#ifdef DEBUG_DRAW_CALLS
+ NormalOpenGLGraphics::mDrawCalls ++;
+#endif
+ glDrawArrays(GL_QUADS, 0, 4);
+ }
+}
+
+
+bool NormalOpenGLGraphics::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;
+
+ if (!useColor)
+ setColorAlpha(image->mAlpha);
+
+#ifdef DEBUG_BIND_TEXTURE
+ debugBindTexture(image);
+#endif
+ bindTexture(OpenGLImageHelper::mTextureType, image->mGLImage);
+
+ setTexturingAndBlending(true);
+
+ drawQuad(image, srcX + imageRect.x, srcY + imageRect.y,
+ dstX, dstY, width, height);
+
+ return true;
+}
+
+bool NormalOpenGLGraphics::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 NormalOpenGLGraphics::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 NormalOpenGLGraphics::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 NormalOpenGLGraphics::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 NormalOpenGLGraphics::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 NormalOpenGLGraphics::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 NormalOpenGLGraphics::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 NormalOpenGLGraphics::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 NormalOpenGLGraphics::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 NormalOpenGLGraphics::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 NormalOpenGLGraphics::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 NormalOpenGLGraphics::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;
+ }
+
+ const Image *const *const grid = &imgRect.grid[0];
+ return calcImageRect(vert, x, y, w, h,
+ grid[0], grid[2], grid[6], grid[8],
+ grid[1], grid[5], grid[7], grid[3],
+ grid[4]);
+}
+
+void NormalOpenGLGraphics::updateScreen()
+{
+ BLOCK_START("Graphics::updateScreen")
+// glFlush();
+// glFinish();
+#ifdef DEBUG_DRAW_CALLS
+ mLastDrawCalls = mDrawCalls;
+ mDrawCalls = 0;
+#endif
+#ifdef DEBUG_BIND_TEXTURE
+ mLastBinds = mBinds;
+ mBinds = 0;
+#endif
+#ifdef USE_SDL2
+ SDL_GL_SwapWindow(mWindow);
+#else
+ SDL_GL_SwapBuffers();
+#endif
+// may be need clear?
+// glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
+ BLOCK_END("Graphics::updateScreen")
+}
+
+void NormalOpenGLGraphics::_beginDraw()
+{
+ glMatrixMode(GL_TEXTURE);
+ glLoadIdentity();
+
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity();
+
+ const int w = mRect.w;
+ const int h = mRect.h;
+
+#ifdef ANDROID
+ glOrthof(0.0, static_cast<float>(w), static_cast<float>(h),
+ 0.0, -1.0, 1.0);
+#else
+ glOrtho(0.0, static_cast<double>(w), static_cast<double>(h),
+ 0.0, -1.0, 1.0);
+#endif
+
+ glMatrixMode(GL_MODELVIEW);
+ glLoadIdentity();
+
+ glEnable(GL_SCISSOR_TEST);
+ glDisable(GL_DITHER);
+ glDisable(GL_LIGHTING);
+ glDisable(GL_DEPTH_TEST);
+ glDisable(GL_FOG);
+ glDisable(GL_COLOR_LOGIC_OP);
+ glDisable(GL_COLOR_MATERIAL);
+ glDisable(GL_STENCIL_TEST);
+
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+
+ glEnableClientState(GL_VERTEX_ARRAY);
+ glDisableClientState(GL_TEXTURE_COORD_ARRAY);
+
+ glShadeModel(GL_FLAT);
+ glDepthMask(GL_FALSE);
+
+#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
+
+ pushClipArea(gcn::Rectangle(0, 0, w, h));
+}
+
+void NormalOpenGLGraphics::_endDraw()
+{
+ popClipArea();
+}
+
+void NormalOpenGLGraphics::prepareScreenshot()
+{
+ if (config.getBoolValue("usefbo"))
+ graphicsManager.createFBO(mRect.w, mRect.h, &mFbo);
+}
+
+SDL_Surface* NormalOpenGLGraphics::getScreenshot()
+{
+ const int h = mRect.h;
+ const int w = mRect.w - (mRect.w % 4);
+ GLint pack = 1;
+
+ SDL_Surface *const screenshot = MSDL_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
+ const unsigned int lineSize = 3 * w;
+ GLubyte *const buf = static_cast<GLubyte *const>(malloc(lineSize));
+
+ const int h2 = h / 2;
+ for (int i = 0; i < h2; i++)
+ {
+ GLubyte *const top = static_cast<GLubyte *const>(
+ screenshot->pixels) + lineSize * i;
+ GLubyte *const bot = static_cast<GLubyte *const>(
+ 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 NormalOpenGLGraphics::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;
+
+ glPushMatrix();
+ if (transX || transY)
+ {
+ glTranslatef(static_cast<GLfloat>(transX),
+ static_cast<GLfloat>(transY), 0);
+ }
+ glScissor(clipArea.x, mRect.h - clipArea.y - clipArea.height,
+ clipArea.width, clipArea.height);
+
+ return result;
+}
+
+void NormalOpenGLGraphics::popClipArea()
+{
+ gcn::Graphics::popClipArea();
+
+ if (mClipStack.empty())
+ return;
+
+ glPopMatrix();
+ const gcn::ClipRectangle &clipArea = mClipStack.top();
+ glScissor(clipArea.x, mRect.h - clipArea.y - clipArea.height,
+ clipArea.width, clipArea.height);
+}
+
+void NormalOpenGLGraphics::drawPoint(int x, int y)
+{
+ setTexturingAndBlending(false);
+ restoreColor();
+
+#ifdef ANDROID
+ // TODO need fix
+#else
+ glBegin(GL_POINTS);
+ glVertex2i(x, y);
+ glEnd();
+#endif
+}
+
+void NormalOpenGLGraphics::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 NormalOpenGLGraphics::drawRectangle(const gcn::Rectangle& rect)
+{
+ drawRectangle(rect, false);
+}
+
+void NormalOpenGLGraphics::fillRectangle(const gcn::Rectangle& rect)
+{
+ drawRectangle(rect, true);
+}
+
+void NormalOpenGLGraphics::setTargetPlane(int width A_UNUSED,
+ int height A_UNUSED)
+{
+}
+
+void NormalOpenGLGraphics::setTexturingAndBlending(const 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 NormalOpenGLGraphics::drawRectangle(const gcn::Rectangle& rect,
+ const bool filled)
+{
+ BLOCK_START("Graphics::drawRectangle")
+ 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);
+ restoreColor();
+
+ 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);
+#ifdef DEBUG_DRAW_CALLS
+ mDrawCalls ++;
+#endif
+ glDrawArrays(filled ? GL_QUADS : GL_LINE_LOOP, 0, 4);
+ BLOCK_END("Graphics::drawRectangle")
+}
+
+bool NormalOpenGLGraphics::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 NormalOpenGLGraphics::bindTexture(const GLenum target,
+ const GLuint texture)
+{
+ if (mLastImage != texture)
+ {
+ mLastImage = texture;
+ glBindTexture(target, texture);
+#ifdef DEBUG_BIND_TEXTURE
+ mBinds ++;
+#endif
+ }
+}
+
+inline void NormalOpenGLGraphics::drawQuadArrayfi(const int size)
+{
+ glVertexPointer(2, GL_INT, 0, mIntVertArray);
+ glTexCoordPointer(2, GL_FLOAT, 0, mFloatTexArray);
+
+#ifdef DEBUG_DRAW_CALLS
+ mDrawCalls ++;
+#endif
+ glDrawArrays(GL_QUADS, 0, size / 2);
+}
+
+inline void NormalOpenGLGraphics::drawQuadArrayfi(const GLint *const
+ intVertArray,
+ const GLfloat *const
+ floatTexArray,
+ const int size)
+{
+ glVertexPointer(2, GL_INT, 0, intVertArray);
+ glTexCoordPointer(2, GL_FLOAT, 0, floatTexArray);
+
+#ifdef DEBUG_DRAW_CALLS
+ mDrawCalls ++;
+#endif
+ glDrawArrays(GL_QUADS, 0, size / 2);
+}
+
+inline void NormalOpenGLGraphics::drawQuadArrayii(const int size)
+{
+ glVertexPointer(2, GL_INT, 0, mIntVertArray);
+ glTexCoordPointer(2, GL_INT, 0, mIntTexArray);
+
+#ifdef DEBUG_DRAW_CALLS
+ mDrawCalls ++;
+#endif
+ glDrawArrays(GL_QUADS, 0, size / 2);
+}
+
+inline void NormalOpenGLGraphics::drawQuadArrayii(const GLint *const
+ intVertArray,
+ const GLint *const
+ intTexArray,
+ const int size)
+{
+ glVertexPointer(2, GL_INT, 0, intVertArray);
+ glTexCoordPointer(2, GL_INT, 0, intTexArray);
+
+#ifdef DEBUG_DRAW_CALLS
+ mDrawCalls ++;
+#endif
+ glDrawArrays(GL_QUADS, 0, size / 2);
+}
+
+inline void NormalOpenGLGraphics::drawLineArrayi(const int size)
+{
+ glVertexPointer(2, GL_INT, 0, mIntVertArray);
+
+#ifdef DEBUG_DRAW_CALLS
+ mDrawCalls ++;
+#endif
+ glDrawArrays(GL_LINES, 0, size / 2);
+}
+
+inline void NormalOpenGLGraphics::drawLineArrayf(const int size)
+{
+ glVertexPointer(2, GL_FLOAT, 0, mFloatTexArray);
+
+#ifdef DEBUG_DRAW_CALLS
+ mDrawCalls ++;
+#endif
+ glDrawArrays(GL_LINES, 0, size / 2);
+}
+
+void NormalOpenGLGraphics::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 NormalOpenGLGraphics::setColorAlpha(const float alpha)
+{
+ if (!mIsByteColor && mFloatColor == alpha)
+ return;
+
+ glColor4f(1.0f, 1.0f, 1.0f, alpha);
+ mIsByteColor = false;
+ mFloatColor = alpha;
+}
+
+void NormalOpenGLGraphics::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 NormalOpenGLGraphics::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 NormalOpenGLGraphics::debugBindTexture(const Image *const image A_UNUSED)
+{
+}
+#endif
+
+#endif // USE_OPENGL