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authorAndrei Karas <akaras@inbox.ru>2011-01-02 01:48:38 +0200
committerAndrei Karas <akaras@inbox.ru>2011-01-02 02:41:24 +0200
commit3eeae12c498d1a4dbe969462d2ba841f77ee3ccb (patch)
treeff8eab35e732bc0749fc11677c8873a7b3a58704 /src/opengl1graphics.cpp
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Initial commit.
This code based on mana client http://www.gitorious.org/mana/mana and my private repository.
Diffstat (limited to 'src/opengl1graphics.cpp')
-rw-r--r--src/opengl1graphics.cpp603
1 files changed, 603 insertions, 0 deletions
diff --git a/src/opengl1graphics.cpp b/src/opengl1graphics.cpp
new file mode 100644
index 000000000..acd4c9d13
--- /dev/null
+++ b/src/opengl1graphics.cpp
@@ -0,0 +1,603 @@
+/*
+ * The Mana Client
+ * Copyright (C) 2004-2009 The Mana World Development Team
+ * Copyright (C) 2009-2010 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 "log.h"
+#include "opengl1graphics.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
+
+GLuint OpenGL1Graphics::mLastImage = 0;
+
+OpenGL1Graphics::OpenGL1Graphics():
+ mAlpha(false), mTexture(false), mColorAlpha(false),
+ mSync(false)
+{
+}
+
+OpenGL1Graphics::~OpenGL1Graphics()
+{
+}
+
+void OpenGL1Graphics::setSync(bool sync)
+{
+ mSync = sync;
+}
+
+bool OpenGL1Graphics::setVideoMode(int w, int h, int bpp,
+ bool fs, bool hwaccel)
+{
+ 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;
+
+ if (fs)
+ displayFlags |= SDL_FULLSCREEN;
+
+ 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 = (char const *)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->getTextureType() == GL_TEXTURE_2D)
+ {
+ // Find OpenGL normalized texture coordinates.
+ float texX1 = srcX / (float) image->getTextureWidth();
+ float texY1 = srcY / (float) image->getTextureHeight();
+ float texX2 = (srcX + width) / (float) image->getTextureWidth();
+ float texY2 = (srcY + height) / (float) 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->getTextureType() == GL_TEXTURE_2D)
+ {
+ // Find OpenGL normalized texture coordinates.
+ float texX1 = srcX / (float) image->getTextureWidth();
+ float texY1 = srcY / (float) image->getTextureHeight();
+ float texX2 = (srcX + width) / (float) image->getTextureWidth();
+ float texY2 = (srcY + height) / (float) 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<GLubyte>(mColor.r),
+ static_cast<GLubyte>(mColor.g),
+ static_cast<GLubyte>(mColor.b),
+ static_cast<GLubyte>(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<GLubyte>(mColor.r),
+ static_cast<GLubyte>(mColor.g),
+ static_cast<GLubyte>(mColor.b),
+ static_cast<GLubyte>(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->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);
+
+ // 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<GLubyte>(mColor.r),
+ static_cast<GLubyte>(mColor.g),
+ static_cast<GLubyte>(mColor.b),
+ static_cast<GLubyte>(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);
+
+ 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, height, scaledWidth, scaledHeight);
+ }
+ }
+
+ glEnd();
+
+ glColor4ub(mColor.r, mColor.g, mColor.b, mColor.a);
+}
+
+void OpenGL1Graphics::updateScreen()
+{
+ glFlush();
+ glFinish();
+ SDL_GL_SwapBuffers();
+}
+
+void OpenGL1Graphics::_beginDraw()
+{
+ glMatrixMode(GL_TEXTURE);
+ glLoadIdentity();
+
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity();
+
+ glOrtho(0.0, (double)mTarget->w, (double)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()
+{
+}
+
+SDL_Surface* OpenGL1Graphics::getScreenshot()
+{
+ int h = mTarget->h;
+ int w = mTarget->w;
+
+ 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
+ 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 = (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);
+
+ if (SDL_MUSTLOCK(screenshot))
+ SDL_UnlockSurface(screenshot);
+
+ return screenshot;
+}
+
+bool OpenGL1Graphics::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(static_cast<GLfloat>(transX),
+ static_cast<GLfloat>(transY), 0);
+ glScissor(mClipStack.top().x,
+ mTarget->h - mClipStack.top().y - mClipStack.top().height,
+ mClipStack.top().width,
+ mClipStack.top().height);
+
+ return result;
+}
+
+void OpenGL1Graphics::popClipArea()
+{
+ gcn::Graphics::popClipArea();
+
+ if (mClipStack.empty())
+ return;
+
+ glPopMatrix();
+ glScissor(mClipStack.top().x,
+ mTarget->h - mClipStack.top().y - mClipStack.top().height,
+ mClipStack.top().width,
+ mClipStack.top().height);
+}
+
+void OpenGL1Graphics::setColor(const gcn::Color& color)
+{
+ mColor = color;
+ glColor4ub(static_cast<GLubyte>(color.r),
+ static_cast<GLubyte>(color.g),
+ static_cast<GLubyte>(color.b),
+ static_cast<GLubyte>(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(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 OpenGL1Graphics::drawRectangle(const gcn::Rectangle& rect)
+{
+ drawRectangle(rect, false);
+}
+
+void OpenGL1Graphics::fillRectangle(const gcn::Rectangle& rect)
+{
+ drawRectangle(rect, true);
+}
+
+void OpenGL1Graphics::setTargetPlane(int width _UNUSED_, int height _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(rect.x + offset, rect.y + offset);
+ glVertex2f(rect.x + rect.width - offset, rect.y + offset);
+ glVertex2f(rect.x + rect.width - offset, rect.y + rect.height - offset);
+ glVertex2f(rect.x + offset, rect.y + rect.height - offset);
+ glEnd();
+}
+
+void OpenGL1Graphics::bindTexture(GLenum target, GLuint texture)
+{
+ if (mLastImage != texture)
+ {
+ mLastImage = texture;
+ glBindTexture(target, texture);
+ }
+}
+
+#endif // USE_OPENGL