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author | Björn Steinbrink <B.Steinbrink@gmx.de> | 2005-08-18 13:11:12 +0000 |
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committer | Björn Steinbrink <B.Steinbrink@gmx.de> | 2005-08-18 13:11:12 +0000 |
commit | 141975cfd22b21403383ea5213cb85ef5427fc9e (patch) | |
tree | 6a9acf54dc1b3b95d873b48d5d292f72e6cdcf07 /src/openglgraphics.cpp | |
parent | b0867dde000892f1aab803bf7d06a51d799baf43 (diff) | |
download | mana-141975cfd22b21403383ea5213cb85ef5427fc9e.tar.gz mana-141975cfd22b21403383ea5213cb85ef5427fc9e.tar.bz2 mana-141975cfd22b21403383ea5213cb85ef5427fc9e.tar.xz mana-141975cfd22b21403383ea5213cb85ef5427fc9e.zip |
Semi-separated OpenGL and SDL graphics classes, improving OpenGL performance.
Diffstat (limited to 'src/openglgraphics.cpp')
-rw-r--r-- | src/openglgraphics.cpp | 389 |
1 files changed, 389 insertions, 0 deletions
diff --git a/src/openglgraphics.cpp b/src/openglgraphics.cpp new file mode 100644 index 00000000..5008a22f --- /dev/null +++ b/src/openglgraphics.cpp @@ -0,0 +1,389 @@ +/* + * The Mana World + * Copyright 2004 The Mana World Development Team + * + * This file is part of The Mana World. + * + * The Mana World 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. + * + * The Mana World 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 The Mana World; if not, write to the Free Software + * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA + * + * $Id$ + */ + +#ifdef USE_OPENGL + +#include "openglgraphics.h" + +#include <iostream> +#include <SDL.h> + +#include "log.h" + +#include "resources/image.h" + +extern volatile int framesToDraw; + +OpenGLGraphics::OpenGLGraphics(): + mAlpha(false), mTexture(false), mColorAlpha(false) +{ +} + +OpenGLGraphics::~OpenGLGraphics() +{ +} + +bool OpenGLGraphics::setVideoMode(int w, int h, int bpp, bool fs, bool hwaccel) +{ + int displayFlags = SDL_ANYFORMAT | SDL_OPENGL; + + mFullscreen = fs; + mHWAccel = hwaccel; + + if (fs) { + displayFlags |= SDL_FULLSCREEN; + } + + SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); + + if (!(mScreen = SDL_SetVideoMode(w, h, bpp, displayFlags))) { + return false; + } + + // 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")); + + return true; +} + +bool OpenGLGraphics::drawImage(Image *image, int srcX, int srcY, + int dstX, int dstY, int width, int height) +{ + srcX += image->bounds.x; + srcY += image->bounds.y; + + // Find OpenGL texture coordinates + float texX1 = srcX / (float)image->texWidth; + float texY1 = srcY / (float)image->texHeight; + float texX2 = (srcX + width) / (float)image->texWidth; + float texY2 = (srcY + height) / (float)image->texHeight; + + glColor4f(1.0f, 1.0f, 1.0f, image->alpha); + glBindTexture(GL_TEXTURE_2D, image->glimage); + + if (!mTexture) { + glEnable(GL_TEXTURE_2D); + mTexture = true; + }; + + // Check if blending already is enabled + if (!mAlpha) + { + glEnable(GL_BLEND); + mAlpha = true; + } + + // Draw a textured quad -- the image + glBegin(GL_QUADS); + glTexCoord2f(texX1, texY1); + glVertex3i(dstX, dstY, 0); + + glTexCoord2f(texX2, texY1); + glVertex3i(dstX + width, dstY, 0); + + glTexCoord2f(texX2, texY2); + glVertex3i(dstX + width, dstY + height, 0); + + glTexCoord2f(texX1, texY2); + glVertex3i(dstX, dstY + height, 0); + glEnd(); + + glColor4f(1.0f, 1.0f, 1.0f, 1.0f); + + return true; +} + +void OpenGLGraphics::updateScreen() +{ + glFlush(); + glFinish(); + SDL_GL_SwapBuffers(); + + // Decrement frame counter when using framerate limiting + if (framesToDraw > 1) framesToDraw--; + + // Wait while we're not allowed to draw next frame yet + while (framesToDraw == 1) + { + SDL_Delay(10); + } +} + +void OpenGLGraphics::_beginDraw() +{ + glPushAttrib( + GL_COLOR_BUFFER_BIT | + GL_CURRENT_BIT | + GL_DEPTH_BUFFER_BIT | + GL_ENABLE_BIT | + GL_FOG_BIT | + GL_LIGHTING_BIT | + GL_LINE_BIT | + GL_POINT_BIT | + GL_POLYGON_BIT | + GL_SCISSOR_BIT | + GL_STENCIL_BUFFER_BIT | + GL_TEXTURE_BIT | + GL_TRANSFORM_BIT + ); + + glMatrixMode(GL_MODELVIEW); + glPushMatrix(); + glLoadIdentity(); + + glMatrixMode(GL_TEXTURE); + glPushMatrix(); + glLoadIdentity(); + + glMatrixMode(GL_PROJECTION); + glPushMatrix(); + glLoadIdentity(); + + glOrtho(0.0, (double)mScreen->w, (double)mScreen->h, 0.0, -1.0, 1.0); + + glDisable(GL_LIGHTING); + glDisable(GL_CULL_FACE); + glDisable(GL_DEPTH_TEST); + + glEnable(GL_SCISSOR_TEST); + + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + + glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); + + pushClipArea(gcn::Rectangle(0, 0, mScreen->w, mScreen->h)); +} + +void OpenGLGraphics::_endDraw() +{ + glMatrixMode(GL_MODELVIEW); + glPopMatrix(); + + glMatrixMode(GL_TEXTURE); + glPopMatrix(); + + glMatrixMode(GL_PROJECTION); + glPopMatrix(); + + glPopAttrib(); + + popClipArea(); +} + +bool OpenGLGraphics::pushClipArea(gcn::Rectangle area) +{ + bool result = gcn::Graphics::pushClipArea(area); + + glScissor(mClipStack.top().x, + mScreen->h - mClipStack.top().y - mClipStack.top().height, + mClipStack.top().width, + mClipStack.top().height); + + return result; +} + +void OpenGLGraphics::popClipArea() +{ + gcn::Graphics::popClipArea(); + + if (mClipStack.empty()) + { + return; + } + + glScissor(mClipStack.top().x, + mScreen->h - mClipStack.top().y - mClipStack.top().height, + mClipStack.top().width, + mClipStack.top().height); +} + +void OpenGLGraphics::setColor(const gcn::Color& color) +{ + mColor = color; + glColor4f(color.r/255.0, + color.g/255.0, + color.b/255.0, + color.a/255.0); + + mColorAlpha = (color.a != 255); +} + +void OpenGLGraphics::drawImage(const gcn::Image* image, int srcX, int srcY, + int dstX, int dstY, int width, int height) +{ + dstX += mClipStack.top().xOffset; + dstY += mClipStack.top().yOffset; + + // The following code finds the real width and height of the texture. + // OpenGL only supports texture sizes that are powers of two + int realImageWidth = 1; + int realImageHeight = 1; + while (realImageWidth < image->getWidth()) + { + realImageWidth *= 2; + } + while (realImageHeight < image->getHeight()) + { + realImageHeight *= 2; + } + + // Find OpenGL texture coordinates + float texX1 = srcX / (float)realImageWidth; + float texY1 = srcY / (float)realImageHeight; + float texX2 = (srcX+width) / (float)realImageWidth; + float texY2 = (srcY+height) / (float)realImageHeight; + + // Please dont look too closely at the next line, it is not pretty. + // It uses the image data as a pointer to a GLuint + glBindTexture(GL_TEXTURE_2D, *((GLuint *)(image->_getData()))); + + if (!mTexture) { + glEnable(GL_TEXTURE_2D); + mTexture = true; + }; + + // Check if blending already is enabled + if (!mAlpha) + { + glEnable(GL_BLEND); + mAlpha = true; + } + + // Draw a textured quad -- the image + glBegin(GL_QUADS); + glTexCoord2f(texX1, texY1); + glVertex3i(dstX, dstY, 0); + + glTexCoord2f(texX1, texY2); + glVertex3i(dstX, dstY + height, 0); + + glTexCoord2f(texX2, texY2); + glVertex3i(dstX + width, dstY + height, 0); + + glTexCoord2f(texX2, texY1); + glVertex3i(dstX + width, dstY, 0); + glEnd(); +} + +void OpenGLGraphics::drawPoint(int x, int y) +{ + x += mClipStack.top().xOffset; + y += mClipStack.top().yOffset; + + if (mAlpha && !mColorAlpha) { + glDisable(GL_BLEND); + mAlpha = false; + } + + glDisable(GL_TEXTURE_2D); + mTexture = false; + + glBegin(GL_POINTS); + glVertex3i(x, y, 0); + glEnd(); +} + +void OpenGLGraphics::drawLine(int x1, int y1, int x2, int y2) +{ + x1 += mClipStack.top().xOffset; + y1 += mClipStack.top().yOffset; + x2 += mClipStack.top().xOffset; + y2 += mClipStack.top().yOffset; + + if (mAlpha && !mColorAlpha) { + glDisable(GL_BLEND); + mAlpha = false; + } + + glDisable(GL_TEXTURE_2D); + mTexture = false; + + glBegin(GL_LINES); + glVertex3f(x1+0.5f, y1+0.5f, 0); + glVertex3f(x2+0.5f, y2+0.5f, 0); + glEnd(); + + glBegin(GL_POINTS); + glVertex3f(x2+0.5f, y2+0.5f, 0); + glEnd(); +} + +void OpenGLGraphics::drawRectangle(const gcn::Rectangle& rectangle) +{ + if (mAlpha && !mColorAlpha) { + glDisable(GL_BLEND); + mAlpha = false; + } + + glDisable(GL_TEXTURE_2D); + mTexture = false; + + glBegin(GL_LINE_LOOP); + glVertex3f(rectangle.x + mClipStack.top().xOffset + 0.5f, + rectangle.y + mClipStack.top().yOffset + 0.5f, 0); + glVertex3f(rectangle.x + rectangle.width - 0.5f + mClipStack.top().xOffset, + rectangle.y + mClipStack.top().yOffset + 0.5f, 0); + glVertex3f(rectangle.x + rectangle.width - 0.5f + mClipStack.top().xOffset, + rectangle.y + rectangle.height + mClipStack.top().yOffset - 0.5f, 0); + glVertex3f(rectangle.x + mClipStack.top().xOffset + 0.5f, + rectangle.y + rectangle.height + mClipStack.top().yOffset - 0.5f, 0); + glEnd(); +} + +void OpenGLGraphics::fillRectangle(const gcn::Rectangle& rectangle) +{ + if (mAlpha && !mColorAlpha) { + glDisable(GL_BLEND); + mAlpha = false; + } + + glDisable(GL_TEXTURE_2D); + mTexture = false; + + glBegin(GL_QUADS); + glVertex3i(rectangle.x + mClipStack.top().xOffset, + rectangle.y + mClipStack.top().yOffset, 0); + glVertex3i(rectangle.x + rectangle.width + mClipStack.top().xOffset, + rectangle.y + mClipStack.top().yOffset, 0); + glVertex3i(rectangle.x + rectangle.width + mClipStack.top().xOffset, + rectangle.y + rectangle.height + mClipStack.top().yOffset, 0); + glVertex3i(rectangle.x + mClipStack.top().xOffset, + rectangle.y + rectangle.height + mClipStack.top().yOffset, 0); + glEnd(); +} + +void OpenGLGraphics::setTargetPlane(int width, int height) +{ +} + +#endif // USE_OPENGL |