From 08f911af478cb3bbede503a3e704b61da713b74e Mon Sep 17 00:00:00 2001 From: Andrei Karas Date: Thu, 19 Jul 2012 21:32:43 +0300 Subject: Rename openglgraphics to normalopenglgraphics. --- src/normalopenglgraphics.cpp | 1431 ++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 1431 insertions(+) create mode 100644 src/normalopenglgraphics.cpp (limited to 'src/normalopenglgraphics.cpp') diff --git a/src/normalopenglgraphics.cpp b/src/normalopenglgraphics.cpp new file mode 100644 index 000000000..1114f1620 --- /dev/null +++ b/src/normalopenglgraphics.cpp @@ -0,0 +1,1431 @@ +/* + * 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 "graphicsvertexes.h" +#include "normalopenglgraphics.h" +#include "configuration.h" +#include "logger.h" + +#include "resources/image.h" +#include "resources/openglimagehelper.h" + +#include "utils/stringutils.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 + +const unsigned int vertexBufSize = 500; + +GLuint NormalOpenGLGraphics::mLastImage = 0; + +NormalOpenGLGraphics::NormalOpenGLGraphics(): + mFloatTexArray(new GLfloat[vertexBufSize * 4 + 30]), + mIntTexArray(new GLint[vertexBufSize * 4 + 30]), + mIntVertArray(new GLint[vertexBufSize * 4 + 30]), + mAlpha(false), + mTexture(false), + mColorAlpha(false), + mFboId(0), + mTextureId(0), +#ifdef DEBUG_BIND_TEXTURE + mRboId(0), + mOldTextureId(0) +#else + mRboId(0) +#endif +{ + mOpenGL = 1; + mName = "fast OpenGL"; +} + +NormalOpenGLGraphics::~NormalOpenGLGraphics() +{ + delete [] mFloatTexArray; + delete [] mIntTexArray; + delete [] mIntVertArray; +} + +bool NormalOpenGLGraphics::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 (OpenGLImageHelper::mTextureType == GL_TEXTURE_2D) + { + // Find OpenGL normalized texture coordinates. + const float texX1 = static_cast(srcX) / + static_cast(image->getTextureWidth()); + const float texY1 = static_cast(srcY) / + static_cast(image->getTextureHeight()); + const float texX2 = static_cast(srcX + width) / + static_cast(image->getTextureWidth()); + const float texY2 = static_cast(srcY + height) / + static_cast(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 (OpenGLImageHelper::mTextureType == GL_TEXTURE_2D) + { + // Find OpenGL normalized texture coordinates. + const float texX1 = static_cast(srcX) / + static_cast(image->getTextureWidth()); + const float texY1 = static_cast(srcY) / + static_cast(image->getTextureHeight()); + const float texX2 = static_cast(srcX + width) / + static_cast(image->getTextureWidth()); + const float texY2 = static_cast(srcY + height) / + static_cast(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 NormalOpenGLGraphics::drawImage2(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); + +#ifdef DEBUG_BIND_TEXTURE + debugBindTexture(image); +#endif + bindTexture(OpenGLImageHelper::mTextureType, image->mGLImage); + + setTexturingAndBlending(true); + + drawQuad(image, srcX, srcY, dstX, dstY, width, height); + + if (!useColor) + { + glColor4ub(static_cast(mColor.r), + static_cast(mColor.g), + static_cast(mColor.b), + static_cast(mColor.a)); + } + + return true; +} + +bool NormalOpenGLGraphics::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 NormalOpenGLGraphics::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 drawImage2(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); + +#ifdef DEBUG_BIND_TEXTURE + debugBindTexture(image); +#endif + bindTexture(OpenGLImageHelper::mTextureType, image->mGLImage); + + setTexturingAndBlending(true); + + // Draw a textured quad. + 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); + } + + if (!useColor) + { + glColor4ub(static_cast(mColor.r), + static_cast(mColor.g), + static_cast(mColor.b), + static_cast(mColor.a)); + } + + return true; +} + +void NormalOpenGLGraphics::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; + + const float tw = static_cast(image->getTextureWidth()); + const float th = static_cast(image->getTextureHeight()); + + glColor4f(1.0f, 1.0f, 1.0f, image->mAlpha); + +#ifdef DEBUG_BIND_TEXTURE + debugBindTexture(image); +#endif + bindTexture(OpenGLImageHelper::mTextureType, image->mGLImage); + + setTexturingAndBlending(true); + + unsigned int vp = 0; + const unsigned int vLimit = vertexBufSize * 4; + // Draw a set of textured rectangles + if (OpenGLImageHelper::mTextureType == GL_TEXTURE_2D) + { + float texX1 = static_cast(srcX) / tw; + float texY1 = static_cast(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(srcX + width) / tw; + float texY2 = static_cast(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(mColor.r), + static_cast(mColor.g), + static_cast(mColor.b), + static_cast(mColor.a)); +} + +void NormalOpenGLGraphics::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); + +#ifdef DEBUG_BIND_TEXTURE + debugBindTexture(image); +#endif + bindTexture(OpenGLImageHelper::mTextureType, image->mGLImage); + + setTexturingAndBlending(true); + + unsigned int vp = 0; + const unsigned int vLimit = vertexBufSize * 4; + + // Draw a set of textured rectangles + if (OpenGLImageHelper::mTextureType == GL_TEXTURE_2D) + { + const float tw = static_cast(image->getTextureWidth()); + const float th = static_cast(image->getTextureHeight()); + + const float texX1 = static_cast(srcX) / tw; + const float texY1 = static_cast(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 = static_cast(width) + / scaledWidth; + const float visibleFractionH = static_cast(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 = static_cast(scaledWidth) / iw; + const float scaleFactorH = static_cast(scaledHeight) / ih; + + for (int py = 0; py < h; py += scaledHeight) + { + const int height = (py + scaledHeight >= h) + ? h - py : scaledHeight; + const int dstY = y + py; + const int scaledY = srcY + height / scaleFactorH; + for (int px = 0; px < w; px += scaledWidth) + { + const int width = (px + scaledWidth >= w) + ? w - px : scaledWidth; + const int dstX = x + px; + const int scaledX = srcX + width / scaleFactorW; + + mIntTexArray[vp + 0] = srcX; + mIntTexArray[vp + 1] = srcY; + + mIntTexArray[vp + 2] = scaledX; + mIntTexArray[vp + 3] = srcY; + + mIntTexArray[vp + 4] = scaledX; + mIntTexArray[vp + 5] = scaledY; + + mIntTexArray[vp + 6] = srcX; + mIntTexArray[vp + 7] = scaledY; + + 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(mColor.r), + static_cast(mColor.g), + static_cast(mColor.b), + static_cast(mColor.a)); +} + +void NormalOpenGLGraphics::drawImagePattern2(GraphicsVertexes *vert, + const Image *image) +{ + if (!image) + return; + + NormalOpenGLGraphicsVertexes *ogl = vert->getOGL(); + + glColor4f(1.0f, 1.0f, 1.0f, image->mAlpha); +#ifdef DEBUG_BIND_TEXTURE + debugBindTexture(image); +#endif + bindTexture(OpenGLImageHelper::mTextureType, image->mGLImage); + setTexturingAndBlending(true); + + std::vector *intVertPool = ogl->getIntVertPool(); + std::vector::const_iterator iv; + std::vector::const_iterator iv_end = intVertPool->end(); + std::vector *vp = ogl->getVp(); + std::vector::const_iterator ivp; + std::vector::const_iterator ivp_end = vp->end(); + + // Draw a set of textured rectangles + if (OpenGLImageHelper::mTextureType == GL_TEXTURE_2D) + { + std::vector *floatTexPool = ogl->getFloatTexPool(); + std::vector::const_iterator ft; + std::vector::const_iterator ft_end = floatTexPool->end(); + + for (iv = intVertPool->begin(), ft = floatTexPool->begin(), + ivp = vp->begin(); + iv != iv_end, ft != ft_end, + ivp != ivp_end; + ++ iv, ++ ft, ++ ivp) + { + drawQuadArrayfi(*iv, *ft, *ivp); + } + } + else + { + std::vector *intTexPool = ogl->getIntTexPool(); + std::vector::const_iterator it; + std::vector::const_iterator it_end = intTexPool->end(); + + for (iv = intVertPool->begin(), it = intTexPool->begin(), + ivp = vp->begin(); + iv != iv_end, it != it_end, + ivp != ivp_end; + ++ iv, ++ it, ++ ivp) + { + drawQuadArrayii(*iv, *it, *ivp); + } + } + + glColor4ub(static_cast(mColor.r), + static_cast(mColor.g), + static_cast(mColor.b), + static_cast(mColor.a)); + +} + +void NormalOpenGLGraphics::calcImagePattern(GraphicsVertexes* vert, + Image *image, + int x, int y, int w, int h) +{ + if (!image) + { + vert->incPtr(1); + 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) + { + vert->incPtr(1); + return; + } + + const float tw = static_cast(image->getTextureWidth()); + const float th = static_cast(image->getTextureHeight()); + + unsigned int vp = 0; + const unsigned int vLimit = vertexBufSize * 4; + + NormalOpenGLGraphicsVertexes *ogl = vert->getOGL(); + ogl->init(); + + // Draw a set of textured rectangles + if (OpenGLImageHelper::mTextureType == GL_TEXTURE_2D) + { + float texX1 = static_cast(srcX) / tw; + float texY1 = static_cast(srcY) / th; + + GLfloat *floatTexArray = ogl->switchFloatTexArray(); + GLint *intVertArray = ogl->switchIntVertArray(); + + 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(srcX + width) / tw; + float texY2 = static_cast(srcY + height) / th; + + floatTexArray[vp + 0] = texX1; + floatTexArray[vp + 1] = texY1; + + floatTexArray[vp + 2] = texX2; + floatTexArray[vp + 3] = texY1; + + floatTexArray[vp + 4] = texX2; + floatTexArray[vp + 5] = texY2; + + floatTexArray[vp + 6] = texX1; + floatTexArray[vp + 7] = texY2; + + intVertArray[vp + 0] = dstX; + intVertArray[vp + 1] = dstY; + + intVertArray[vp + 2] = dstX + width; + intVertArray[vp + 3] = dstY; + + intVertArray[vp + 4] = dstX + width; + intVertArray[vp + 5] = dstY + height; + + intVertArray[vp + 6] = dstX; + intVertArray[vp + 7] = dstY + height; + + vp += 8; + if (vp >= vLimit) + { + floatTexArray = ogl->switchFloatTexArray(); + intVertArray = ogl->switchIntVertArray(); + ogl->switchVp(vp); + vp = 0; + } + } + } + } + else + { + GLint *intTexArray = ogl->switchIntTexArray(); + GLint *intVertArray = ogl->switchIntVertArray(); + + 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; + + intTexArray[vp + 0] = srcX; + intTexArray[vp + 1] = srcY; + + intTexArray[vp + 2] = srcX + width; + intTexArray[vp + 3] = srcY; + + intTexArray[vp + 4] = srcX + width; + intTexArray[vp + 5] = srcY + height; + + intTexArray[vp + 6] = srcX; + intTexArray[vp + 7] = srcY + height; + + intVertArray[vp + 0] = dstX; + intVertArray[vp + 1] = dstY; + + intVertArray[vp + 2] = dstX + width; + intVertArray[vp + 3] = dstY; + + intVertArray[vp + 4] = dstX + width; + intVertArray[vp + 5] = dstY + height; + + intVertArray[vp + 6] = dstX; + intVertArray[vp + 7] = dstY + height; + + vp += 8; + if (vp >= vLimit) + { + intTexArray = ogl->switchIntTexArray(); + intVertArray = ogl->switchIntVertArray(); + ogl->switchVp(vp); + vp = 0; + } + } + } + } + ogl->switchVp(vp); + vert->incPtr(1); +} + +void NormalOpenGLGraphics::calcTile(ImageVertexes *vert, int dstX, int dstY) +{ + if (!vert) + return; + + Image *image = vert->image; + const int srcX = image->mBounds.x; + const int srcY = image->mBounds.y; + + const int w = image->mBounds.w; + const int h = image->mBounds.h; + + if (w == 0 || h == 0) + return; + + const float tw = static_cast(image->mTexWidth); + const float th = static_cast(image->mTexHeight); + + const unsigned int vLimit = vertexBufSize * 4; + + NormalOpenGLGraphicsVertexes *ogl = vert->ogl; + + unsigned int vp = ogl->ptr; + + // Draw a set of textured rectangles + if (OpenGLImageHelper::mTextureType == GL_TEXTURE_2D) + { + float texX1 = static_cast(srcX) / tw; + float texY1 = static_cast(srcY) / th; + + if (!ogl->mFloatTexArray) + ogl->mFloatTexArray = new GLfloat[vertexBufSize * 4 + 30]; + if (!ogl->mIntVertArray) + ogl->mIntVertArray = new GLint[vertexBufSize * 4 + 30]; + + GLfloat *floatTexArray = ogl->mFloatTexArray; + GLint *intVertArray = ogl->mIntVertArray; + + float texX2 = static_cast(srcX + w) / tw; + float texY2 = static_cast(srcY + h) / th; + + floatTexArray[vp + 0] = texX1; + floatTexArray[vp + 1] = texY1; + + floatTexArray[vp + 2] = texX2; + floatTexArray[vp + 3] = texY1; + + floatTexArray[vp + 4] = texX2; + floatTexArray[vp + 5] = texY2; + + floatTexArray[vp + 6] = texX1; + floatTexArray[vp + 7] = texY2; + + intVertArray[vp + 0] = dstX; + intVertArray[vp + 1] = dstY; + + intVertArray[vp + 2] = dstX + w; + intVertArray[vp + 3] = dstY; + + intVertArray[vp + 4] = dstX + w; + intVertArray[vp + 5] = dstY + h; + + intVertArray[vp + 6] = dstX; + intVertArray[vp + 7] = dstY + h; + + vp += 8; + + if (vp >= vLimit) + { + ogl->ptr = vp; + return; + } + } + else + { + if (!ogl->mIntTexArray) + ogl->mIntTexArray = new GLint[vertexBufSize * 4 + 30]; + if (!ogl->mIntVertArray) + ogl->mIntVertArray = new GLint[vertexBufSize * 4 + 30]; + + GLint *intTexArray = ogl->mIntTexArray; + GLint *intVertArray = ogl->mIntVertArray; + + intTexArray[vp + 0] = srcX; + intTexArray[vp + 1] = srcY; + + intTexArray[vp + 2] = srcX + w; + intTexArray[vp + 3] = srcY; + + intTexArray[vp + 4] = srcX + w; + intTexArray[vp + 5] = srcY + h; + + intTexArray[vp + 6] = srcX; + intTexArray[vp + 7] = srcY + h; + + intVertArray[vp + 0] = dstX; + intVertArray[vp + 1] = dstY; + + intVertArray[vp + 2] = dstX + w; + intVertArray[vp + 3] = dstY; + + intVertArray[vp + 4] = dstX + w; + intVertArray[vp + 5] = dstY + h; + + intVertArray[vp + 6] = dstX; + intVertArray[vp + 7] = dstY + h; + + vp += 8; + if (vp >= vLimit) + { + ogl->ptr = vp; + return; + } + } + ogl->ptr = vp; +} + +void NormalOpenGLGraphics::drawTile(ImageVertexes *vert) +{ + if (!vert) + return; + Image *image = vert->image; + + NormalOpenGLGraphicsVertexes *ogl = vert->ogl; + + glColor4f(1.0f, 1.0f, 1.0f, image->mAlpha); +#ifdef DEBUG_BIND_TEXTURE + debugBindTexture(image); +#endif + bindTexture(OpenGLImageHelper::mTextureType, image->mGLImage); + setTexturingAndBlending(true); + + if (OpenGLImageHelper::mTextureType == GL_TEXTURE_2D) + drawQuadArrayfi(ogl->mIntVertArray, ogl->mFloatTexArray, ogl->ptr); + else + drawQuadArrayii(ogl->mIntVertArray, ogl->mIntTexArray, ogl->ptr); + + glColor4ub(static_cast(mColor.r), + static_cast(mColor.g), + static_cast(mColor.b), + static_cast(mColor.a)); +} + +void NormalOpenGLGraphics::updateScreen() +{ +// glFlush(); +// glFinish(); + SDL_GL_SwapBuffers(); +// may be need clear? +// glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); +} + +void NormalOpenGLGraphics::_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); + glDisable(GL_DITHER); + + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + + glEnableClientState(GL_VERTEX_ARRAY); + glEnableClientState(GL_TEXTURE_COORD_ARRAY); + + glHint(GL_LINE_SMOOTH_HINT, GL_FASTEST); + glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST); + glHint(GL_POINT_SMOOTH_HINT, GL_FASTEST); + glHint(GL_POLYGON_SMOOTH_HINT, GL_FASTEST); + +#ifndef __MINGW32__ + glHint(GL_TEXTURE_COMPRESSION_HINT, GL_FASTEST); +#endif + +// glScalef(0.5f, 0.5f, 0.5f); + + pushClipArea(gcn::Rectangle(0, 0, mTarget->w, mTarget->h)); +} + +void NormalOpenGLGraphics::_endDraw() +{ + popClipArea(); +} + +void NormalOpenGLGraphics::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* NormalOpenGLGraphics::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 NormalOpenGLGraphics::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(); + if (transX || transY) + { + glTranslatef(static_cast(transX), + static_cast(transY), 0); + } + glScissor(clipArea.x, mTarget->h - clipArea.y - clipArea.height, + clipArea.width, clipArea.height); + + return result; +} + +void NormalOpenGLGraphics::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 NormalOpenGLGraphics::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 NormalOpenGLGraphics::drawPoint(int x, int y) +{ + setTexturingAndBlending(false); + + glBegin(GL_POINTS); + glVertex2i(x, y); + glEnd(); +} + +void NormalOpenGLGraphics::drawLine(int x1, int y1, int x2, int y2) +{ + setTexturingAndBlending(false); + glDisableClientState(GL_TEXTURE_COORD_ARRAY); + + mFloatTexArray[0] = static_cast(x1) + 0.5f; + mFloatTexArray[1] = static_cast(y1) + 0.5f; + mFloatTexArray[2] = static_cast(x2) + 0.5f; + mFloatTexArray[3] = static_cast(y2) + 0.5f; + + drawLineArrayf(4); + + glEnableClientState(GL_TEXTURE_COORD_ARRAY); +} + +void NormalOpenGLGraphics::drawRectangle(const gcn::Rectangle& rect) +{ + drawRectangle(rect, false); +} + +void NormalOpenGLGraphics::fillRectangle(const gcn::Rectangle& rect) +{ + drawRectangle(rect, true); +} + +void NormalOpenGLGraphics::setTargetPlane(int width A_UNUSED, + int height A_UNUSED) +{ +} + +void NormalOpenGLGraphics::setTexturingAndBlending(bool enable) +{ + if (enable) + { + if (!mTexture) + { + glEnable(OpenGLImageHelper::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(OpenGLImageHelper::mTextureType); + mTexture = false; + } + } +} + +void NormalOpenGLGraphics::drawRectangle(const gcn::Rectangle& rect, + bool filled) +{ + const float offset = filled ? 0 : 0.5f; + const float x = static_cast(rect.x); + const float y = static_cast(rect.y); + const float width = static_cast(rect.width); + const float height = static_cast(rect.height); + + setTexturingAndBlending(false); + glDisableClientState(GL_TEXTURE_COORD_ARRAY); + + GLfloat vert[] = + { + x + offset, y + offset, + x + width - offset, y + offset, + x + width - offset, y + height - offset, + x + offset, y + height - offset + }; + + glVertexPointer(2, GL_FLOAT, 0, &vert); + glDrawArrays(filled ? GL_QUADS : GL_LINE_LOOP, 0, 4); + + glEnableClientState(GL_TEXTURE_COORD_ARRAY); +} + +bool NormalOpenGLGraphics::drawNet(int x1, int y1, int x2, int y2, + int width, int height) +{ + unsigned int vp = 0; + const unsigned int vLimit = vertexBufSize * 4; + + setTexturingAndBlending(false); + glDisableClientState(GL_TEXTURE_COORD_ARRAY); + + const float xf1 = static_cast(x1); + const float xf2 = static_cast(x2); + const float yf1 = static_cast(y1); + const float yf2 = static_cast(y2); + + for (int y = y1; y < y2; y += height) + { + mFloatTexArray[vp + 0] = xf1; + mFloatTexArray[vp + 1] = static_cast(y); + + mFloatTexArray[vp + 2] = xf2; + mFloatTexArray[vp + 3] = static_cast(y); + + vp += 4; + if (vp >= vLimit) + { + drawLineArrayf(vp); + vp = 0; + } + } + + for (int x = x1; x < x2; x += width) + { + mFloatTexArray[vp + 0] = static_cast(x); + mFloatTexArray[vp + 1] = yf1; + + mFloatTexArray[vp + 2] = static_cast(x); + mFloatTexArray[vp + 3] = yf2; + + vp += 4; + if (vp >= vLimit) + { + drawLineArrayf(vp); + vp = 0; + } + } + + if (vp > 0) + drawLineArrayf(vp); + + glEnableClientState(GL_TEXTURE_COORD_ARRAY); + return true; +} + +void NormalOpenGLGraphics::bindTexture(GLenum target, GLuint texture) +{ + if (mLastImage != texture) + { + mLastImage = texture; + glBindTexture(target, texture); + } +} + +inline void NormalOpenGLGraphics::drawQuadArrayfi(int size) +{ + glVertexPointer(2, GL_INT, 0, mIntVertArray); + glTexCoordPointer(2, GL_FLOAT, 0, mFloatTexArray); + + glDrawArrays(GL_QUADS, 0, size / 2); +} + +inline void NormalOpenGLGraphics::drawQuadArrayfi(GLint *intVertArray, + GLfloat *floatTexArray, + int size) +{ + glVertexPointer(2, GL_INT, 0, intVertArray); + glTexCoordPointer(2, GL_FLOAT, 0, floatTexArray); + + glDrawArrays(GL_QUADS, 0, size / 2); +} + +inline void NormalOpenGLGraphics::drawQuadArrayii(int size) +{ + glVertexPointer(2, GL_INT, 0, mIntVertArray); + glTexCoordPointer(2, GL_INT, 0, mIntTexArray); + + glDrawArrays(GL_QUADS, 0, size / 2); +} + +inline void NormalOpenGLGraphics::drawQuadArrayii(GLint *intVertArray, + GLint *intTexArray, int size) +{ + glVertexPointer(2, GL_INT, 0, intVertArray); + glTexCoordPointer(2, GL_INT, 0, intTexArray); + + glDrawArrays(GL_QUADS, 0, size / 2); +} + +inline void NormalOpenGLGraphics::drawLineArrayi(int size) +{ + glVertexPointer(2, GL_INT, 0, mIntVertArray); + + glDrawArrays(GL_LINES, 0, size / 2); +} + +inline void NormalOpenGLGraphics::drawLineArrayf(int size) +{ + glVertexPointer(2, GL_FLOAT, 0, mFloatTexArray); + + glDrawArrays(GL_LINES, 0, size / 2); +} + +void NormalOpenGLGraphics::dumpSettings() +{ + GLint test[1000]; + logger->log("\n\n"); + logger->log("start opengl dump"); + for (int f = 0; f < 65535; f ++) + { + test[0] = 0; + test[1] = 0; + test[2] = 0; + test[3] = 0; + glGetIntegerv(f, &test[0]); + if (test[0] || test[1] || test[2] || test[3]) + { + logger->log("\n%d = %d, %d, %d, %d", f, + test[0], test[1], test[2], test[3]); + } + } +} + +#ifdef DEBUG_BIND_TEXTURE +void NormalOpenGLGraphics::debugBindTexture(const Image *image) +{ + const std::string texture = image->getIdPath(); + if (mOldTexture != texture) + { + if (!mOldTexture.empty() && !texture.empty() + && mOldTextureId != image->mGLImage) + { + logger->log("bind: %s (%d) to %s (%d)", mOldTexture.c_str(), + mOldTextureId, texture.c_str(), image->mGLImage); + } + mOldTextureId = image->mGLImage; + mOldTexture = texture; + } +} +#else +void NormalOpenGLGraphics::debugBindTexture(const Image *image A_UNUSED) +{ +} +#endif + +#endif // USE_OPENGL -- cgit v1.2.3-70-g09d2