/*
* 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"
#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),
mFboId(0), mTextureId(0), mRboId(0)
{
mOpenGL = 2;
mName = "safe OpenGL";
}
OpenGL1Graphics::~OpenGL1Graphics()
{
}
bool OpenGL1Graphics::setVideoMode(int w, int h, int bpp, bool fs,
bool hwaccel, bool resize, bool noFrame)
{
setMainFlags(w, h, bpp, fs, hwaccel, resize, noFrame);
return setOpenGLMode();
}
static inline void drawQuad(const Image *image,
int srcX, int srcY, int dstX, int dstY,
int width, int height)
{
if (image->mTextureType == GL_TEXTURE_2D)
{
// Find OpenGL normalized texture coordinates.
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(const Image *image, int srcX, int srcY,
int dstX, int dstY,
int width, int height, bool useColor)
{
if (!image)
return false;
srcX += image->mBounds.x;
srcY += image->mBounds.y;
if (!useColor)
glColor4f(1.0f, 1.0f, 1.0f, image->mAlpha);
bindTexture(Image::mTextureType, image->mGLImage);
setTexturingAndBlending(true);
// 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(const Image *image, int x, int y,
int w, int h)
{
if (!image)
return;
const int srcX = image->mBounds.x;
const int srcY = image->mBounds.y;
const int iw = image->mBounds.w;
const int ih = image->mBounds.h;
if (iw == 0 || ih == 0)
return;
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()
{
const int h = mTarget->h;
const int w = mTarget->w - (mTarget->w % 4);
GLint pack = 1;
SDL_Surface *screenshot = SDL_CreateRGBSurface(
SDL_SWSURFACE,
w, h, 24,
0xff0000, 0x00ff00, 0x0000ff, 0x000000);
if (!screenshot)
return nullptr;
if (SDL_MUSTLOCK(screenshot))
SDL_LockSurface(screenshot);
// Grap the pixel buffer and write it to the SDL surface
glGetIntegerv(GL_PACK_ALIGNMENT, &pack);
glPixelStorei(GL_PACK_ALIGNMENT, 1);
glReadPixels(0, 0, w, h, GL_RGB, GL_UNSIGNED_BYTE, screenshot->pixels);
// Flip the screenshot, as OpenGL has 0,0 in bottom left
unsigned int lineSize = 3 * w;
GLubyte* buf = static_cast(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