/* * 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 <http://www.gnu.org/licenses/>. */ #include "main.h" #ifdef USE_OPENGL #include "graphicsvertexes.h" #include "openglgraphics.h" #include "configuration.h" #include "logger.h" #include "resources/image.h" #include "utils/stringutils.h" #include <SDL.h> #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 OpenGLGraphics::mLastImage = 0; OpenGLGraphics::OpenGLGraphics(): mAlpha(false), mTexture(false), mColorAlpha(false), mFboId(0), mTextureId(0), mRboId(0) { mOpenGL = 1; mName = "fast OpenGL"; mFloatTexArray = new GLfloat[vertexBufSize * 4 + 30]; mIntTexArray = new GLint[vertexBufSize * 4 + 30]; mIntVertArray = new GLint[vertexBufSize * 4 + 30]; } OpenGLGraphics::~OpenGLGraphics() { delete [] mFloatTexArray; delete [] mIntTexArray; delete [] mIntVertArray; } bool OpenGLGraphics::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 (image->mTextureType == 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->mTextureType == 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(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); 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) { return drawRescaledImage(image, srcX, srcY, dstX, dstY, width, height, desiredWidth, desiredHeight, useColor, true); } bool OpenGLGraphics::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. 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<GLubyte>(mColor.r), static_cast<GLubyte>(mColor.g), static_cast<GLubyte>(mColor.b), static_cast<GLubyte>(mColor.a)); } return true; } void OpenGLGraphics::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<float>(image->getTextureWidth()); const float 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->mTextureType == 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->mTextureType == GL_TEXTURE_2D) { const float tw = static_cast<float>(image->getTextureWidth()); const float 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 = static_cast<float>(width) / scaledWidth; const float visibleFractionH = static_cast<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 = static_cast<float>(scaledWidth) / iw; const float scaleFactorH = static_cast<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; 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<GLubyte>(mColor.r), static_cast<GLubyte>(mColor.g), static_cast<GLubyte>(mColor.b), static_cast<GLubyte>(mColor.a)); } void OpenGLGraphics::drawImagePattern2(GraphicsVertexes *vert, const Image *image) { if (!image) return; OpenGLGraphicsVertexes *ogl = vert->getOGL(); glColor4f(1.0f, 1.0f, 1.0f, image->mAlpha); bindTexture(Image::mTextureType, image->mGLImage); setTexturingAndBlending(true); std::vector<GLint*> *intVertPool = ogl->getIntVertPool(); std::vector<GLint*>::const_iterator iv; std::vector<GLint*>::const_iterator iv_end = intVertPool->end(); std::vector<int> *vp = ogl->getVp(); std::vector<int>::const_iterator ivp; std::vector<int>::const_iterator ivp_end = vp->end(); // Draw a set of textured rectangles if (image->mTextureType == GL_TEXTURE_2D) { std::vector<GLfloat*> *floatTexPool = ogl->getFloatTexPool(); std::vector<GLfloat*>::const_iterator ft; std::vector<GLfloat*>::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<GLint*> *intTexPool = ogl->getIntTexPool(); std::vector<GLint*>::const_iterator it; std::vector<GLint*>::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<GLubyte>(mColor.r), static_cast<GLubyte>(mColor.g), static_cast<GLubyte>(mColor.b), static_cast<GLubyte>(mColor.a)); } void OpenGLGraphics::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<float>(image->getTextureWidth()); const float th = static_cast<float>(image->getTextureHeight()); unsigned int vp = 0; const unsigned int vLimit = vertexBufSize * 4; OpenGLGraphicsVertexes *ogl = vert->getOGL(); ogl->init(); // Draw a set of textured rectangles if (image->mTextureType == GL_TEXTURE_2D) { float texX1 = static_cast<float>(srcX) / tw; float texY1 = static_cast<float>(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<float>(srcX + width) / tw; float texY2 = static_cast<float>(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 OpenGLGraphics::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<float>(image->mTexWidth); const float th = static_cast<float>(image->mTexHeight); const unsigned int vLimit = vertexBufSize * 4; OpenGLGraphicsVertexes *ogl = vert->ogl; unsigned int vp = ogl->ptr; // Draw a set of textured rectangles if (image->mTextureType == GL_TEXTURE_2D) { float texX1 = static_cast<float>(srcX) / tw; float texY1 = static_cast<float>(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<float>(srcX + w) / tw; float texY2 = static_cast<float>(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 OpenGLGraphics::drawTile(ImageVertexes *vert) { if (!vert) return; Image *image = vert->image; OpenGLGraphicsVertexes *ogl = vert->ogl; glColor4f(1.0f, 1.0f, 1.0f, image->mAlpha); bindTexture(Image::mTextureType, image->mGLImage); setTexturingAndBlending(true); if (image->mTextureType == GL_TEXTURE_2D) drawQuadArrayfi(ogl->mIntVertArray, ogl->mFloatTexArray, ogl->ptr); else drawQuadArrayii(ogl->mIntVertArray, ogl->mIntTexArray, ogl->ptr); glColor4ub(static_cast<GLubyte>(mColor.r), static_cast<GLubyte>(mColor.g), static_cast<GLubyte>(mColor.b), static_cast<GLubyte>(mColor.a)); } void OpenGLGraphics::updateScreen() { // glFlush(); // glFinish(); SDL_GL_SwapBuffers(); // may be need clear? // glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); } void OpenGLGraphics::_beginDraw() { glMatrixMode(GL_TEXTURE); glLoadIdentity(); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho(0.0, static_cast<double>(mTarget->w), static_cast<double>(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 OpenGLGraphics::_endDraw() { popClipArea(); } void OpenGLGraphics::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* OpenGLGraphics::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<GLubyte*>(malloc(lineSize)); for (int i = 0; i < (h / 2); i++) { GLubyte *top = static_cast<GLubyte*>( screenshot->pixels) + lineSize * i; GLubyte *bot = static_cast<GLubyte*>( 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 OpenGLGraphics::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<GLfloat>(transX), static_cast<GLfloat>(transY), 0); } glScissor(clipArea.x, mTarget->h - clipArea.y - clipArea.height, clipArea.width, clipArea.height); return result; } void OpenGLGraphics::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 OpenGLGraphics::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 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); glDisableClientState(GL_TEXTURE_COORD_ARRAY); mFloatTexArray[0] = static_cast<float>(x1) + 0.5f; mFloatTexArray[1] = static_cast<float>(y1) + 0.5f; mFloatTexArray[2] = static_cast<float>(x2) + 0.5f; mFloatTexArray[3] = static_cast<float>(y2) + 0.5f; drawLineArrayf(4); glEnableClientState(GL_TEXTURE_COORD_ARRAY); } 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 A_UNUSED, int height A_UNUSED) { } 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; const float x = static_cast<float>(rect.x); const float y = static_cast<float>(rect.y); const float width = static_cast<float>(rect.width); const float height = static_cast<float>(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 OpenGLGraphics::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<float>(x1); const float xf2 = static_cast<float>(x2); const float yf1 = static_cast<float>(y1); const float yf2 = static_cast<float>(y2); for (int y = y1; y < y2; y += height) { mFloatTexArray[vp + 0] = xf1; mFloatTexArray[vp + 1] = static_cast<float>(y); mFloatTexArray[vp + 2] = xf2; mFloatTexArray[vp + 3] = static_cast<float>(y); vp += 4; if (vp >= vLimit) { drawLineArrayf(vp); vp = 0; } } for (int x = x1; x < x2; x += width) { mFloatTexArray[vp + 0] = static_cast<float>(x); mFloatTexArray[vp + 1] = yf1; mFloatTexArray[vp + 2] = static_cast<float>(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 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::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 OpenGLGraphics::drawQuadArrayii(int size) { glVertexPointer(2, GL_INT, 0, mIntVertArray); glTexCoordPointer(2, GL_INT, 0, mIntTexArray); glDrawArrays(GL_QUADS, 0, size / 2); } inline void OpenGLGraphics::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 OpenGLGraphics::drawLineArrayi(int size) { glVertexPointer(2, GL_INT, 0, mIntVertArray); glDrawArrays(GL_LINES, 0, size / 2); } inline void OpenGLGraphics::drawLineArrayf(int size) { glVertexPointer(2, GL_FLOAT, 0, mFloatTexArray); glDrawArrays(GL_LINES, 0, size / 2); } void OpenGLGraphics::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]); } } } #endif // USE_OPENGL