/*
* The Mana Client
* Copyright (C) 2004-2009 The Mana World Development Team
* Copyright (C) 2009-2012 The Mana Developers
*
* This file is part of The Mana Client.
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include "openglgraphics.h"
#include "log.h"
#include "resources/image.h"
#ifdef USE_OPENGL
#ifdef __APPLE__
#include <OpenGL/OpenGL.h>
#endif
#include <SDL.h>
#ifndef GL_TEXTURE_RECTANGLE_ARB
#define GL_TEXTURE_RECTANGLE_ARB 0x84F5
#define GL_MAX_RECTANGLE_TEXTURE_SIZE_ARB 0x84F8
#endif
const unsigned int vertexBufSize = 500;
GLuint OpenGLGraphics::mLastImage = 0;
OpenGLGraphics::OpenGLGraphics():
mAlpha(false), mTexture(false), mColorAlpha(false),
mSync(false),
mReduceInputLag(true)
{
mFloatTexArray = new GLfloat[vertexBufSize * 4];
mIntTexArray = new GLint[vertexBufSize * 4];
mIntVertArray = new GLint[vertexBufSize * 4];
}
OpenGLGraphics::~OpenGLGraphics()
{
delete[] mFloatTexArray;
delete[] mIntTexArray;
delete[] mIntVertArray;
}
void OpenGLGraphics::setSync(bool sync)
{
if (mSync == sync)
return;
mSync = sync;
if (mContext)
SDL_GL_SetSwapInterval(sync ? 1 : 0);
}
void OpenGLGraphics::setReduceInputLag(bool reduceInputLag)
{
mReduceInputLag = reduceInputLag;
}
bool OpenGLGraphics::setVideoMode(int w, int h, bool fs)
{
logger->log("Setting video mode %dx%d %s",
w, h, fs ? "fullscreen" : "windowed");
// TODO_SDL2: Support SDL_WINDOW_ALLOW_HIGHDPI, but check handling of clip area
int windowFlags = SDL_WINDOW_OPENGL;
if (fs)
{
windowFlags |= SDL_WINDOW_FULLSCREEN;
}
else
{
// Resizing currently not supported on Windows, where it would require
// reuploading all textures.
#if !defined(_WIN32)
windowFlags |= SDL_WINDOW_RESIZABLE;
#endif
}
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
SDL_Window *window = SDL_CreateWindow("Mana",
SDL_WINDOWPOS_UNDEFINED,
SDL_WINDOWPOS_UNDEFINED,
w, h, windowFlags);
if (!window) {
logger->log("Failed to create window: %s", SDL_GetError());
return false;
}
SDL_SetWindowMinimumSize(window, 640, 480);
SDL_GLContext glContext = SDL_GL_CreateContext(window);
if (!glContext) {
logger->log("Failed to create OpenGL context: %s", SDL_GetError());
return false;
}
mTarget = window;
mContext = glContext;
mWidth = w;
mHeight = h;
mFullscreen = fs;
if (mSync)
{
SDL_GL_SetSwapInterval(1);
}
// Setup OpenGL
glViewport(0, 0, w, h);
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
int gotDoubleBuffer;
SDL_GL_GetAttribute(SDL_GL_DOUBLEBUFFER, &gotDoubleBuffer);
logger->log("Using OpenGL %s double buffering.",
(gotDoubleBuffer ? "with" : "without"));
char const *glExtensions = (char const *)glGetString(GL_EXTENSIONS);
GLint texSize;
bool rectTex = strstr(glExtensions, "GL_ARB_texture_rectangle");
bool npotTex = strstr(glExtensions, "GL_ARB_texture_non_power_of_two");
if (rectTex && !npotTex)
{
Image::mTextureType = GL_TEXTURE_RECTANGLE_ARB;
Image::mPowerOfTwoTextures = false;
glGetIntegerv(GL_MAX_RECTANGLE_TEXTURE_SIZE_ARB, &texSize);
}
else
{
Image::mTextureType = GL_TEXTURE_2D;
Image::mPowerOfTwoTextures = !npotTex;
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &texSize);
}
Image::mTextureSize = texSize;
logger->log("OpenGL texture size: %d pixels%s", Image::mTextureSize,
rectTex ? " (rectangle textures)" : "");
return true;
}
void OpenGLGraphics::videoResized(int w, int h)
{
_endDraw();
mWidth = w;
mHeight = h;
glViewport(0, 0, w, h);
_beginDraw();
}
static inline void drawQuad(Image *image,
int srcX, int srcY, int dstX, int dstY,
int width, int height)
{
if (image->getTextureType() == GL_TEXTURE_2D)
{
// Find OpenGL normalized texture coordinates.
const float texX1 = static_cast<float>(srcX) /
static_cast<float>(image->getTextureWidth());
const float texY1 = static_cast<float>(srcY) /
static_cast<float>(image->getTextureHeight());
const float texX2 = static_cast<float>(srcX + width) /
static_cast<float>(image->getTextureWidth());
const float texY2 = static_cast<float>(srcY + height) /
static_cast<float>(image->getTextureHeight());
GLfloat tex[] =
{
texX1, texY1,
texX2, texY1,
texX2, texY2,
texX1, texY2
};
GLint vert[] =
{
dstX, dstY,
dstX + width, dstY,
dstX + width, dstY + height,
dstX, dstY + height
};
glVertexPointer(2, GL_INT, 0, &vert);
glTexCoordPointer(2, GL_FLOAT, 0, &tex);
glDrawArrays(GL_QUADS, 0, 4);
}
else
{
GLint tex[] =
{
srcX, srcY,
srcX + width, srcY,
srcX + width, srcY + height,
srcX, srcY + height
};
GLint vert[] =
{
dstX, dstY,
dstX + width, dstY,
dstX + width, dstY + height,
dstX, dstY + height
};
glVertexPointer(2, GL_INT, 0, &vert);
glTexCoordPointer(2, GL_INT, 0, &tex);
glDrawArrays(GL_QUADS, 0, 4);
}
}
static inline void drawRescaledQuad(Image *image,
int srcX, int srcY, int dstX, int dstY,
int width, int height,
int desiredWidth, int desiredHeight)
{
if (image->getTextureType() == GL_TEXTURE_2D)
{
// Find OpenGL normalized texture coordinates.
const float texX1 = static_cast<float>(srcX) /
static_cast<float>(image->getTextureWidth());
const float texY1 = static_cast<float>(srcY) /
static_cast<float>(image->getTextureHeight());
const float texX2 = static_cast<float>(srcX + width) /
static_cast<float>(image->getTextureWidth());
const float texY2 = static_cast<float>(srcY + height) /
static_cast<float>(image->getTextureHeight());
GLfloat tex[] =
{
texX1, texY1,
texX2, texY1,
texX2, texY2,
texX1, texY2
};
GLint vert[] =
{
dstX, dstY,
dstX + desiredWidth, dstY,
dstX + desiredWidth, dstY + desiredHeight,
dstX, dstY + desiredHeight
};
glVertexPointer(2, GL_INT, 0, &vert);
glTexCoordPointer(2, GL_FLOAT, 0, &tex);
glDrawArrays(GL_QUADS, 0, 4);
}
else
{
GLint tex[] =
{
srcX, srcY,
srcX + width, srcY,
srcX + width, srcY + height,
srcX, srcY + height
};
GLint vert[] =
{
dstX, dstY,
dstX + desiredWidth, dstY,
dstX + desiredWidth, dstY + desiredHeight,
dstX, dstY + desiredHeight
};
glVertexPointer(2, GL_INT, 0, &vert);
glTexCoordPointer(2, GL_INT, 0, &tex);
glDrawArrays(GL_QUADS, 0, 4);
}
}
bool OpenGLGraphics::drawImage(Image *image, int srcX, int srcY,
int dstX, int dstY,
int width, int height, bool useColor)
{
if (!image)
return false;
srcX += image->mBounds.x;
srcY += image->mBounds.y;
if (!useColor)
glColor4f(1.0f, 1.0f, 1.0f, image->mAlpha);
bindTexture(Image::mTextureType, image->mGLImage);
setTexturingAndBlending(true);
drawQuad(image, srcX, srcY, dstX, dstY, width, height);
if (!useColor)
{
glColor4ub(static_cast<GLubyte>(mColor.r),
static_cast<GLubyte>(mColor.g),
static_cast<GLubyte>(mColor.b),
static_cast<GLubyte>(mColor.a));
}
return true;
}
bool OpenGLGraphics::drawRescaledImage(Image *image, int srcX, int srcY,
int dstX, int dstY,
int width, int height,
int desiredWidth, int desiredHeight,
bool useColor)
{
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);
}
srcX += image->mBounds.x;
srcY += image->mBounds.y;
if (!useColor)
glColor4f(1.0f, 1.0f, 1.0f, image->mAlpha);
bindTexture(Image::mTextureType, image->mGLImage);
setTexturingAndBlending(true);
// Draw a textured quad.
drawRescaledQuad(image, srcX, srcY, dstX, dstY, width, height,
desiredWidth, desiredHeight);
if (!useColor)
{
glColor4ub(static_cast<GLubyte>(mColor.r),
static_cast<GLubyte>(mColor.g),
static_cast<GLubyte>(mColor.b),
static_cast<GLubyte>(mColor.a));
}
return true;
}
void OpenGLGraphics::drawImagePattern(Image *image, int x, int y, int w, int h)
{
if (!image)
return;
const int srcX = image->mBounds.x;
const int srcY = image->mBounds.y;
const int iw = image->getWidth();
const int ih = image->getHeight();
if (iw == 0 || ih == 0)
return;
const auto tw = static_cast<float>(image->getTextureWidth());
const auto th = static_cast<float>(image->getTextureHeight());
glColor4f(1.0f, 1.0f, 1.0f, image->mAlpha);
bindTexture(Image::mTextureType, image->mGLImage);
setTexturingAndBlending(true);
unsigned int vp = 0;
const unsigned int vLimit = vertexBufSize * 4;
// Draw a set of textured rectangles
if (image->getTextureType() == GL_TEXTURE_2D)
{
float texX1 = static_cast<float>(srcX) / tw;
float texY1 = static_cast<float>(srcY) / th;
for (int py = 0; py < h; py += ih)
{
const int height = (py + ih >= h) ? h - py : ih;
const int dstY = y + py;
for (int px = 0; px < w; px += iw)
{
int width = (px + iw >= w) ? w - px : iw;
int dstX = x + px;
float texX2 = static_cast<float>(srcX + width) / tw;
float texY2 = static_cast<float>(srcY + height) / th;
mFloatTexArray[vp + 0] = texX1;
mFloatTexArray[vp + 1] = texY1;
mFloatTexArray[vp + 2] = texX2;
mFloatTexArray[vp + 3] = texY1;
mFloatTexArray[vp + 4] = texX2;
mFloatTexArray[vp + 5] = texY2;
mFloatTexArray[vp + 6] = texX1;
mFloatTexArray[vp + 7] = texY2;
mIntVertArray[vp + 0] = dstX;
mIntVertArray[vp + 1] = dstY;
mIntVertArray[vp + 2] = dstX + width;
mIntVertArray[vp + 3] = dstY;
mIntVertArray[vp + 4] = dstX + width;
mIntVertArray[vp + 5] = dstY + height;
mIntVertArray[vp + 6] = dstX;
mIntVertArray[vp + 7] = dstY + height;
vp += 8;
if (vp >= vLimit)
{
drawQuadArrayfi(vp);
vp = 0;
}
}
}
if (vp > 0)
drawQuadArrayfi(vp);
}
else
{
for (int py = 0; py < h; py += ih)
{
const int height = (py + ih >= h) ? h - py : ih;
const int dstY = y + py;
for (int px = 0; px < w; px += iw)
{
int width = (px + iw >= w) ? w - px : iw;
int dstX = x + px;
mIntTexArray[vp + 0] = srcX;
mIntTexArray[vp + 1] = srcY;
mIntTexArray[vp + 2] = srcX + width;
mIntTexArray[vp + 3] = srcY;
mIntTexArray[vp + 4] = srcX + width;
mIntTexArray[vp + 5] = srcY + height;
mIntTexArray[vp + 6] = srcX;
mIntTexArray[vp + 7] = srcY + height;
mIntVertArray[vp + 0] = dstX;
mIntVertArray[vp + 1] = dstY;
mIntVertArray[vp + 2] = dstX + width;
mIntVertArray[vp + 3] = dstY;
mIntVertArray[vp + 4] = dstX + width;
mIntVertArray[vp + 5] = dstY + height;
mIntVertArray[vp + 6] = dstX;
mIntVertArray[vp + 7] = dstY + height;
vp += 8;
if (vp >= vLimit)
{
drawQuadArrayii(vp);
vp = 0;
}
}
}
if (vp > 0)
drawQuadArrayii(vp);
}
glColor4ub(static_cast<GLubyte>(mColor.r),
static_cast<GLubyte>(mColor.g),
static_cast<GLubyte>(mColor.b),
static_cast<GLubyte>(mColor.a));
}
void OpenGLGraphics::drawRescaledImagePattern(Image *image,
int x, int y,
int w, int h,
int scaledWidth,
int scaledHeight)
{
if (!image)
return;
if (scaledWidth == 0 || scaledHeight == 0)
return;
const int srcX = image->mBounds.x;
const int srcY = image->mBounds.y;
const int iw = image->getWidth();
const int ih = image->getHeight();
if (iw == 0 || ih == 0)
return;
glColor4f(1.0f, 1.0f, 1.0f, image->mAlpha);
bindTexture(Image::mTextureType, image->mGLImage);
setTexturingAndBlending(true);
unsigned int vp = 0;
const unsigned int vLimit = vertexBufSize * 4;
// Draw a set of textured rectangles
if (image->getTextureType() == GL_TEXTURE_2D)
{
const auto tw = static_cast<float>(image->getTextureWidth());
const auto th = static_cast<float>(image->getTextureHeight());
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;
for (int px = 0; px < w; px += scaledWidth)
{
int width = (px + scaledWidth >= w) ? w - px : scaledWidth;
int dstX = x + px;
const float visibleFractionW = (float) width / scaledWidth;
const float visibleFractionH = (float) height / scaledHeight;
const float texX2 = texX1 + tFractionW * visibleFractionW;
const float texY2 = texY1 + tFractionH * visibleFractionH;
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 = (float) scaledWidth / iw;
const float scaleFactorH = (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;
for (int px = 0; px < w; px += scaledWidth)
{
int width = (px + scaledWidth >= w) ? w - px : scaledWidth;
int dstX = x + px;
mIntTexArray[vp + 0] = srcX;
mIntTexArray[vp + 1] = srcY;
mIntTexArray[vp + 2] = srcX + width / scaleFactorW;
mIntTexArray[vp + 3] = srcY;
mIntTexArray[vp + 4] = srcX + width / scaleFactorW;
mIntTexArray[vp + 5] = srcY + height / scaleFactorH;
mIntTexArray[vp + 6] = srcX;
mIntTexArray[vp + 7] = srcY + height / scaleFactorH;
mIntVertArray[vp + 0] = dstX;
mIntVertArray[vp + 1] = dstY;
mIntVertArray[vp + 2] = dstX + width;
mIntVertArray[vp + 3] = dstY;
mIntVertArray[vp + 4] = dstX + width;
mIntVertArray[vp + 5] = dstY + height;
mIntVertArray[vp + 6] = dstX;
mIntVertArray[vp + 7] = dstY + height;
vp += 8;
if (vp >= vLimit)
{
drawQuadArrayii(vp);
vp = 0;
}
}
}
if (vp > 0)
drawQuadArrayii(vp);
}
glColor4ub(mColor.r, mColor.g, mColor.b, mColor.a);
}
void OpenGLGraphics::updateScreen()
{
SDL_GL_SwapWindow(mTarget);
/*
* glFinish flushes all OpenGL commands and makes sure they have been
* executed before continuing. If we do not do this we allow the next
* frame to be prepared while the current one isn't even displaying yet,
* which can cause input lag that is especially noticable at mouse
* movement.
*
* The setting is optional since calling glFinish can reduce performance
* and increase CPU usage.
*/
if (mReduceInputLag)
glFinish();
}
void OpenGLGraphics::_beginDraw()
{
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0.0, (double)mWidth, (double)mHeight, 0.0, -1.0, 1.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glEnable(GL_SCISSOR_TEST);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
pushClipArea(gcn::Rectangle(0, 0, mWidth, mHeight));
}
void OpenGLGraphics::_endDraw()
{
popClipArea();
}
SDL_Surface* OpenGLGraphics::getScreenshot()
{
int w, h;
SDL_GL_GetDrawableSize(mTarget, &w, &h);
GLint pack = 1;
SDL_Surface *screenshot = SDL_CreateRGBSurface(
SDL_SWSURFACE,
w, h, 24,
0xff0000, 0x00ff00, 0x0000ff, 0x000000);
if (SDL_MUSTLOCK(screenshot))
SDL_LockSurface(screenshot);
// Grap the pixel buffer and write it to the SDL surface
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;
auto* buf = (GLubyte*)malloc(lineSize);
for (int i = 0; i < (h / 2); i++)
{
GLubyte *top = (GLubyte*)screenshot->pixels + lineSize * i;
GLubyte *bot = (GLubyte*)screenshot->pixels + lineSize * (h - 1 - i);
memcpy(buf, top, lineSize);
memcpy(top, bot, lineSize);
memcpy(bot, buf, lineSize);
}
free(buf);
glPixelStorei(GL_PACK_ALIGNMENT, pack);
if (SDL_MUSTLOCK(screenshot))
SDL_UnlockSurface(screenshot);
return screenshot;
}
bool OpenGLGraphics::pushClipArea(gcn::Rectangle area)
{
int transX = 0;
int transY = 0;
if (!mClipStack.empty())
{
transX = -mClipStack.top().xOffset;
transY = -mClipStack.top().yOffset;
}
// Skip Graphics::popClipArea since we don't need to interact with SDL2
bool result = gcn::Graphics::pushClipArea(area);
transX += mClipStack.top().xOffset;
transY += mClipStack.top().yOffset;
glPushMatrix();
glTranslatef(transX, transY, 0);
glScissor(mClipStack.top().x,
mHeight - mClipStack.top().y - mClipStack.top().height,
mClipStack.top().width,
mClipStack.top().height);
return result;
}
void OpenGLGraphics::popClipArea()
{
// Skip Graphics::popClipArea since we don't need to interact with SDL2
gcn::Graphics::popClipArea();
if (mClipStack.empty())
return;
glPopMatrix();
glScissor(mClipStack.top().x,
mHeight - mClipStack.top().y - mClipStack.top().height,
mClipStack.top().width,
mClipStack.top().height);
}
void OpenGLGraphics::setColor(const gcn::Color& color)
{
mColor = color;
glColor4ub(color.r, color.g, color.b, color.a);
mColorAlpha = (color.a != 255);
}
void OpenGLGraphics::drawPoint(int x, int y)
{
setTexturingAndBlending(false);
glBegin(GL_POINTS);
glVertex2i(x, y);
glEnd();
}
void OpenGLGraphics::drawLine(int x1, int y1, int x2, int y2)
{
setTexturingAndBlending(false);
glBegin(GL_LINES);
glVertex2f(x1 + 0.5f, y1 + 0.5f);
glVertex2f(x2 + 0.5f, y2 + 0.5f);
glEnd();
glBegin(GL_POINTS);
glVertex2f(x2 + 0.5f, y2 + 0.5f);
glEnd();
}
void OpenGLGraphics::drawRectangle(const gcn::Rectangle& rect)
{
drawRectangle(rect, false);
}
void OpenGLGraphics::fillRectangle(const gcn::Rectangle& rect)
{
drawRectangle(rect, true);
}
void OpenGLGraphics::setTexturingAndBlending(bool enable)
{
if (enable)
{
if (!mTexture)
{
glEnable(Image::mTextureType);
mTexture = true;
}
if (!mAlpha)
{
glEnable(GL_BLEND);
mAlpha = true;
}
}
else
{
mLastImage = 0;
if (mAlpha && !mColorAlpha)
{
glDisable(GL_BLEND);
mAlpha = false;
}
else if (!mAlpha && mColorAlpha)
{
glEnable(GL_BLEND);
mAlpha = true;
}
if (mTexture)
{
glDisable(Image::mTextureType);
mTexture = false;
}
}
}
void OpenGLGraphics::drawRectangle(const gcn::Rectangle& rect, bool filled)
{
const float offset = filled ? 0 : 0.5f;
setTexturingAndBlending(false);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
GLfloat vert[] =
{
rect.x + offset, rect.y + offset,
rect.x + rect.width - offset, rect.y + offset,
rect.x + rect.width - offset, rect.y + rect.height - offset,
rect.x + offset, rect.y + rect.height - offset
};
glVertexPointer(2, GL_FLOAT, 0, &vert);
glDrawArrays(filled ? GL_QUADS : GL_LINE_LOOP, 0, 4);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
}
void OpenGLGraphics::bindTexture(GLenum target, GLuint texture)
{
if (mLastImage != texture)
{
mLastImage = texture;
glBindTexture(target, texture);
}
}
inline void OpenGLGraphics::drawQuadArrayfi(int size)
{
glVertexPointer(2, GL_INT, 0, mIntVertArray);
glTexCoordPointer(2, GL_FLOAT, 0, mFloatTexArray);
glDrawArrays(GL_QUADS, 0, size / 2);
}
inline void OpenGLGraphics::drawQuadArrayii(int size)
{
glVertexPointer(2, GL_INT, 0, mIntVertArray);
glTexCoordPointer(2, GL_INT, 0, mIntTexArray);
glDrawArrays(GL_QUADS, 0, size / 2);
}
#endif // USE_OPENGL