/* * 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 #include #include #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); drawTexedQuad(dstX, dstY, width, height, texX1, texY1, texX2, texY2); 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() { glMatrixMode(GL_TEXTURE); glLoadIdentity(); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho(0.0, (double)mScreen->w, (double)mScreen->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, mScreen->w, mScreen->h)); } void OpenGLGraphics::_endDraw() { } SDL_Surface* OpenGLGraphics::getScreenshot() { // TODO I expect this to be unneeded for OpenGL, someone with a PPC or // sth. else that is big endian should check this. #if SDL_BYTEORDER == SDL_BIG_ENDIAN int rmask = 0xff000000; int gmask = 0x00ff0000; int bmask = 0x0000ff00; #else int rmask = 0x000000ff; int gmask = 0x0000ff00; int bmask = 0x00ff0000; #endif int amask = 0x00000000; SDL_Surface *screenshot = SDL_CreateRGBSurface(SDL_SWSURFACE, mScreen->w, mScreen->h, 24, rmask, gmask, bmask, amask); if (SDL_MUSTLOCK(screenshot)) { SDL_LockSurface(screenshot); } glPixelStorei(GL_PACK_ALIGNMENT, 1); glReadPixels(0, 0, mScreen->w, mScreen->h, GL_RGB, GL_UNSIGNED_BYTE, screenshot->pixels); unsigned char *data = (unsigned char*)screenshot->pixels; for (int x = 0; x < mScreen->w; x++) { for (int y=0; y < mScreen->h / 2; y++) { int i1 = (y * mScreen->w + x) * 3; int i2 = ((mScreen->h - y - 1) * mScreen->w + x) * 3; unsigned char temp = data[i1]; data[i1] = data[i2]; data[i2] = temp; i1++; i2++; temp = data[i1]; data[i1] = data[i2]; data[i2] = temp; i1++; i2++; temp = data[i1]; data[i1] = data[i2]; data[i2] = temp; } } 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; } bool result = gcn::Graphics::pushClipArea(area); transX += mClipStack.top().xOffset; transY += mClipStack.top().yOffset; glPushMatrix(); glTranslatef(transX, transY, 0); 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; } glPopMatrix(); 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; glColor4ub(color.r, color.g, color.b, color.a); mColorAlpha = (color.a != 255); } void OpenGLGraphics::drawImage(const gcn::Image* image, int srcX, int srcY, int dstX, int dstY, int width, int height) { // 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()))); drawTexedQuad(dstX, dstY, width, height, texX1, texY1, texX2, texY2); } void OpenGLGraphics::drawPoint(int x, int y) { setTexturingAndBlending(false); glBegin(GL_POINTS); glVertex3i(x, y, 0); glEnd(); } void OpenGLGraphics::drawLine(int x1, int y1, int x2, int y2) { setTexturingAndBlending(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& rect) { drawRectangle(rect, false); } void OpenGLGraphics::fillRectangle(const gcn::Rectangle& rect) { drawRectangle(rect, true); } void OpenGLGraphics::setTargetPlane(int width, int height) { } void OpenGLGraphics::setTexturingAndBlending(bool enable) { if (enable) { if (!mTexture) { glEnable(GL_TEXTURE_2D); mTexture = true; }; if (!mAlpha) { glEnable(GL_BLEND); mAlpha = true; } } else { if (mAlpha && !mColorAlpha) { glDisable(GL_BLEND); mAlpha = false; } else if (!mAlpha && mColorAlpha) { glEnable(GL_BLEND); mAlpha = true; } if (mTexture) { glDisable(GL_TEXTURE_2D); mTexture = false; } } } void OpenGLGraphics::drawRectangle(const gcn::Rectangle& rect, bool filled) { float offset = filled ? 0 : 0.5f; setTexturingAndBlending(false); glBegin(filled ? GL_QUADS : GL_LINE_LOOP); glVertex3f(rect.x + offset, rect.y + offset, 0); glVertex3f(rect.x + rect.width - offset, rect.y + offset, 0); glVertex3f(rect.x + rect.width - offset, rect.y + rect.height - offset, 0); glVertex3f(rect.x + offset, rect.y + rect.height - offset, 0); glEnd(); } void OpenGLGraphics::drawTexedQuad(int x, int y, int w, int h, float texX1, float texY1, float texX2, float texY2) { setTexturingAndBlending(true); // Draw a textured quad glBegin(GL_QUADS); glTexCoord2f(texX1, texY1); glVertex3i(x, y, 0); glTexCoord2f(texX2, texY1); glVertex3i(x + w, y, 0); glTexCoord2f(texX2, texY2); glVertex3i(x + w, y + h, 0); glTexCoord2f(texX1, texY2); glVertex3i(x, y + h, 0); glEnd(); } #endif // USE_OPENGL