/* * 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 . */ #include "main.h" #ifdef USE_OPENGL #include "opengl1graphics.h" #include "configuration.h" #include "graphicsvertexes.h" #include "logger.h" #include "resources/image.h" #ifdef __APPLE__ #include #endif #include #include "debug.h" #ifndef GL_TEXTURE_RECTANGLE_ARB #define GL_TEXTURE_RECTANGLE_ARB 0x84F5 #define GL_MAX_RECTANGLE_TEXTURE_SIZE_ARB 0x84F8 #endif GLuint OpenGL1Graphics::mLastImage = 0; OpenGL1Graphics::OpenGL1Graphics(): mAlpha(false), mTexture(false), mColorAlpha(false), mSync(false), mFboId(0), mTextureId(0), mRboId(0) { mOpenGL = 2; } OpenGL1Graphics::~OpenGL1Graphics() { } void OpenGL1Graphics::setSync(bool sync) { mSync = sync; } bool OpenGL1Graphics::setVideoMode(int w, int h, int bpp, bool fs, bool hwaccel, bool resize, bool noFrame) { 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; mEnableResize = resize; mNoFrame = noFrame; if (fs) { displayFlags |= SDL_FULLSCREEN; } else { // Resizing currently not supported on Windows, where it would require // reuploading all textures. #if !defined(_WIN32) if (resize) displayFlags |= SDL_RESIZABLE; #endif } if (noFrame) displayFlags |= SDL_NOFRAME; 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 = reinterpret_cast( 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->mTextureType == GL_TEXTURE_2D) { // Find OpenGL normalized texture coordinates. float texX1 = static_cast(srcX) / static_cast(image->getTextureWidth()); float texY1 = static_cast(srcY) / static_cast(image->getTextureHeight()); float texX2 = static_cast(srcX + width) / static_cast( image->getTextureWidth()); float texY2 = static_cast(srcY + height) / static_cast( image->getTextureHeight()); glTexCoord2f(texX1, texY1); glVertex2i(dstX, dstY); glTexCoord2f(texX2, texY1); glVertex2i(dstX + width, dstY); glTexCoord2f(texX2, texY2); glVertex2i(dstX + width, dstY + height); glTexCoord2f(texX1, texY2); glVertex2i(dstX, dstY + height); } else { glTexCoord2i(srcX, srcY); glVertex2i(dstX, dstY); glTexCoord2i(srcX + width, srcY); glVertex2i(dstX + width, dstY); glTexCoord2i(srcX + width, srcY + height); glVertex2i(dstX + width, dstY + height); glTexCoord2i(srcX, srcY + height); glVertex2i(dstX, dstY + height); } } 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. float texX1 = static_cast(srcX) / static_cast(image->getTextureWidth()); float texY1 = static_cast(srcY) / static_cast(image->getTextureHeight()); float texX2 = static_cast(srcX + width) / static_cast( image->getTextureWidth()); float texY2 = static_cast(srcY + height) / static_cast( image->getTextureHeight()); glTexCoord2f(texX1, texY1); glVertex2i(dstX, dstY); glTexCoord2f(texX2, texY1); glVertex2i(dstX + desiredWidth, dstY); glTexCoord2f(texX2, texY2); glVertex2i(dstX + desiredWidth, dstY + desiredHeight); glTexCoord2f(texX1, texY2); glVertex2i(dstX, dstY + desiredHeight); } else { glTexCoord2i(srcX, srcY); glVertex2i(dstX, dstY); glTexCoord2i(srcX + width, srcY); glVertex2i(dstX + desiredWidth, dstY); glTexCoord2i(srcX + width, srcY + height); glVertex2i(dstX + desiredWidth, dstY + desiredHeight); glTexCoord2i(srcX, srcY + height); glVertex2i(dstX, dstY + desiredHeight); } } bool OpenGL1Graphics::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); // Draw a textured quad. glBegin(GL_QUADS); drawQuad(image, srcX, srcY, dstX, dstY, width, height); glEnd(); if (!useColor) { glColor4ub(static_cast(mColor.r), static_cast(mColor.g), static_cast(mColor.b), static_cast(mColor.a)); } return true; } bool OpenGL1Graphics::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 OpenGL1Graphics::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. glBegin(GL_QUADS); 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); } glEnd(); if (!useColor) { glColor4ub(static_cast(mColor.r), static_cast(mColor.g), static_cast(mColor.b), static_cast(mColor.a)); } return true; } /* Optimising the functions that Graphics::drawImagePattern would call, * so that glBegin...glEnd are outside the main loop. */ void OpenGL1Graphics::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->mBounds.w; const int ih = image->mBounds.h; if (iw == 0 || ih == 0) return; glColor4f(1.0f, 1.0f, 1.0f, image->mAlpha); bindTexture(Image::mTextureType, image->mGLImage); setTexturingAndBlending(true); // Draw a set of textured rectangles glBegin(GL_QUADS); 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; drawQuad(image, srcX, srcY, dstX, dstY, width, height); } } glEnd(); glColor4ub(static_cast(mColor.r), static_cast(mColor.g), static_cast(mColor.b), static_cast(mColor.a)); } void OpenGL1Graphics::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; glColor4f(1.0f, 1.0f, 1.0f, image->mAlpha); bindTexture(Image::mTextureType, image->mGLImage); setTexturingAndBlending(true); // Draw a set of textured rectangles glBegin(GL_QUADS); const float scaleFactorW = static_cast(scaledWidth) / image->getWidth(); const float scaleFactorH = static_cast(scaledHeight) / image->getHeight(); 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; drawRescaledQuad(image, srcX, srcY, dstX, dstY, width / scaleFactorW, height / scaleFactorH, scaledWidth, scaledHeight); } } glEnd(); glColor4ub(static_cast(mColor.r), static_cast(mColor.g), static_cast(mColor.b), static_cast(mColor.a)); } bool OpenGL1Graphics::calcImageRect(GraphicsVertexes* vert, int x, int y, int w, int h, Image *topLeft A_UNUSED, Image *topRight A_UNUSED, Image *bottomLeft A_UNUSED, Image *bottomRight A_UNUSED, Image *top A_UNUSED, Image *right A_UNUSED, Image *bottom A_UNUSED, Image *left A_UNUSED, Image *center A_UNUSED) { if (!vert) return false; vert->init(x, y, w, h); return true; } void OpenGL1Graphics::calcTile(ImageVertexes *vert A_UNUSED, int x A_UNUSED, int y A_UNUSED) { } void OpenGL1Graphics::drawTile(ImageVertexes *vert A_UNUSED) { } void OpenGL1Graphics::drawImageRect2(GraphicsVertexes* vert, const ImageRect &imgRect) { if (!vert) return; drawImageRect(vert->getX(), vert->getY(), vert->getW(), vert->getH(), 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 OpenGL1Graphics::updateScreen() { glFlush(); glFinish(); SDL_GL_SwapBuffers(); } void OpenGL1Graphics::_beginDraw() { glMatrixMode(GL_TEXTURE); glLoadIdentity(); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho(0.0, static_cast(mTarget->w), static_cast(mTarget->h), 0.0, -1.0, 1.0); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glEnable(GL_SCISSOR_TEST); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); pushClipArea(gcn::Rectangle(0, 0, mTarget->w, mTarget->h)); } void OpenGL1Graphics::_endDraw() { popClipArea(); } void OpenGL1Graphics::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* OpenGL1Graphics::getScreenshot() { int h = mTarget->h; int w = mTarget->w; 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(malloc(lineSize)); for (int i = 0; i < (h / 2); i++) { GLubyte *top = static_cast( screenshot->pixels) + lineSize * i; GLubyte *bot = static_cast( 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 OpenGL1Graphics::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(); glTranslatef(static_cast(transX), static_cast(transY), 0); glScissor(clipArea.x, mTarget->h - clipArea.y - clipArea.height, clipArea.width, clipArea.height); return result; } void OpenGL1Graphics::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 OpenGL1Graphics::setColor(const gcn::Color& color) { mColor = color; glColor4ub(static_cast(color.r), static_cast(color.g), static_cast(color.b), static_cast(color.a)); mColorAlpha = (color.a != 255); } void OpenGL1Graphics::drawPoint(int x, int y) { setTexturingAndBlending(false); glBegin(GL_POINTS); glVertex2i(x, y); glEnd(); } void OpenGL1Graphics::drawLine(int x1, int y1, int x2, int y2) { setTexturingAndBlending(false); glBegin(GL_LINES); glVertex2f(static_cast(x1) + 0.5f, static_cast(y1) + 0.5f); glVertex2f(static_cast(x2) + 0.5f, static_cast(y2) + 0.5f); glEnd(); glBegin(GL_POINTS); glVertex2f(static_cast(x2) + 0.5f, static_cast(y2) + 0.5f); glEnd(); } void OpenGL1Graphics::drawRectangle(const gcn::Rectangle& rect) { drawRectangle(rect, false); } void OpenGL1Graphics::fillRectangle(const gcn::Rectangle& rect) { drawRectangle(rect, true); } void OpenGL1Graphics::setTargetPlane(int width A_UNUSED, int height A_UNUSED) { } void OpenGL1Graphics::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 OpenGL1Graphics::drawRectangle(const gcn::Rectangle& rect, bool filled) { const float offset = filled ? 0 : 0.5f; setTexturingAndBlending(false); glBegin(filled ? GL_QUADS : GL_LINE_LOOP); glVertex2f(static_cast(rect.x) + offset, static_cast(rect.y) + offset); glVertex2f(static_cast(rect.x + rect.width) - offset, static_cast(rect.y) + offset); glVertex2f(static_cast(rect.x + rect.width) - offset, static_cast(rect.y + rect.height) - offset); glVertex2f(static_cast(rect.x) + offset, static_cast(rect.y + rect.height) - offset); glEnd(); } void OpenGL1Graphics::bindTexture(GLenum target, GLuint texture) { if (mLastImage != texture) { mLastImage = texture; glBindTexture(target, texture); } } #endif // USE_OPENGL