/* * The ManaPlus Client * Copyright (C) 2004-2009 The Mana World Development Team * Copyright (C) 2009-2010 The Mana Developers * Copyright (C) 2011-2014 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 "render/mobileopenglgraphics.h" #include "configuration.h" #include "graphicsmanager.h" #include "graphicsvertexes.h" #include "logger.h" #include "render/mgl.h" #include "resources/image.h" #include "resources/openglimagehelper.h" #include "utils/sdlcheckutils.h" #include "debug.h" #define vertFill2D(tVar, vVar, x1, y1, x2, y2, dstX, dstY, w, h) \ tVar[vp + 0] = x1; \ tVar[vp + 1] = y1; \ tVar[vp + 2] = x2; \ tVar[vp + 3] = y1; \ tVar[vp + 4] = x2; \ tVar[vp + 5] = y2; \ tVar[vp + 6] = x1; \ tVar[vp + 7] = y1; \ tVar[vp + 8] = x1; \ tVar[vp + 9] = y2; \ tVar[vp + 10] = x2; \ tVar[vp + 11] = y2; \ vVar[vp + 0] = static_cast<GLshort>(dstX); \ vVar[vp + 1] = static_cast<GLshort>(dstY); \ vVar[vp + 2] = static_cast<GLshort>(dstX + w); \ vVar[vp + 3] = static_cast<GLshort>(dstY); \ vVar[vp + 4] = static_cast<GLshort>(dstX + w); \ vVar[vp + 5] = static_cast<GLshort>(dstY + h); \ vVar[vp + 6] = static_cast<GLshort>(dstX); \ vVar[vp + 7] = static_cast<GLshort>(dstY); \ vVar[vp + 8] = static_cast<GLshort>(dstX); \ vVar[vp + 9] = static_cast<GLshort>(dstY + h); \ vVar[vp + 10] = static_cast<GLshort>(dstX + w); \ vVar[vp + 11] = static_cast<GLshort>(dstY + h); GLuint MobileOpenGLGraphics::mLastImage = 0; #ifdef DEBUG_DRAW_CALLS unsigned int MobileOpenGLGraphics::mDrawCalls = 0; unsigned int MobileOpenGLGraphics::mLastDrawCalls = 0; #endif MobileOpenGLGraphics::MobileOpenGLGraphics(): mFloatTexArray(nullptr), mShortVertArray(nullptr), mFloatTexArrayCached(nullptr), mShortVertArrayCached(nullptr), mAlphaCached(1.0F), mVpCached(0), mTexture(false), mIsByteColor(false), mByteColor(), mImageCached(0), mFloatColor(1.0F), mMaxVertices(500), mColorAlpha(false), #ifdef DEBUG_BIND_TEXTURE mOldTexture(), mOldTextureId(0), #endif mFbo() { mOpenGL = RENDER_GLES_OPENGL; mName = "mobile OpenGL"; } MobileOpenGLGraphics::~MobileOpenGLGraphics() { delete [] mFloatTexArray; delete [] mShortVertArray; delete [] mFloatTexArrayCached; delete [] mShortVertArrayCached; } void MobileOpenGLGraphics::initArrays() { mMaxVertices = graphicsManager.getMaxVertices(); if (mMaxVertices < 500) mMaxVertices = 500; else if (mMaxVertices > 1024) mMaxVertices = 1024; // need alocate small size, after if limit reached reallocate to double size const int sz = mMaxVertices * 4 + 30; vertexBufSize = mMaxVertices; if (!mFloatTexArray) mFloatTexArray = new GLfloat[sz]; if (!mShortVertArray) mShortVertArray = new GLshort[sz]; if (!mFloatTexArrayCached) mFloatTexArrayCached = new GLfloat[sz]; if (!mShortVertArrayCached) mShortVertArrayCached = new GLshort[sz]; } bool MobileOpenGLGraphics::setVideoMode(const int w, const int h, const int scale, const int bpp, const bool fs, const bool hwaccel, const bool resize, const bool noFrame) { setMainFlags(w, h, scale, bpp, fs, hwaccel, resize, noFrame); return setOpenGLMode(); } static inline void drawQuad(const Image *const image, const int srcX, const int srcY, const int dstX, const int dstY, const int width, const int height) { // if (OpenGLImageHelper::mTextureType == GL_TEXTURE_2D) { const float tw = static_cast<float>(image->mTexWidth); const float th = static_cast<float>(image->mTexHeight); // Find OpenGL normalized texture coordinates. const float texX1 = static_cast<float>(srcX) / tw; const float texY1 = static_cast<float>(srcY) / th; const float texX2 = static_cast<float>(srcX + width) / tw; const float texY2 = static_cast<float>(srcY + height) / th; GLfloat tex[] = { texX1, texY1, texX2, texY1, texX1, texY2, texX2, texY2 }; GLshort vert[] = { static_cast<GLshort>(dstX), static_cast<GLshort>(dstY), static_cast<GLshort>(dstX + width), static_cast<GLshort>(dstY), static_cast<GLshort>(dstX), static_cast<GLshort>(dstY + height), static_cast<GLshort>(dstX + width), static_cast<GLshort>(dstY + height) }; glVertexPointer(2, GL_SHORT, 0, &vert); glTexCoordPointer(2, GL_FLOAT, 0, &tex); #ifdef DEBUG_DRAW_CALLS MobileOpenGLGraphics::mDrawCalls ++; #endif glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); } } static inline void drawRescaledQuad(const Image *const image, const int srcX, const int srcY, const int dstX, const int dstY, const int width, const int height, const int desiredWidth, const int desiredHeight) { // if (OpenGLImageHelper::mTextureType == GL_TEXTURE_2D) { const float tw = static_cast<float>(image->mTexWidth); const float th = static_cast<float>(image->mTexHeight); // Find OpenGL normalized texture coordinates. const float texX1 = static_cast<float>(srcX) / tw; const float texY1 = static_cast<float>(srcY) / th; const float texX2 = static_cast<float>(srcX + width) / tw; const float texY2 = static_cast<float>(srcY + height) / th; GLfloat tex[] = { texX1, texY1, texX2, texY1, texX1, texY2, texX2, texY2 }; GLshort vert[] = { static_cast<GLshort>(dstX), static_cast<GLshort>(dstY), static_cast<GLshort>(dstX + desiredWidth), static_cast<GLshort>(dstY), static_cast<GLshort>(dstX), static_cast<GLshort>( dstY + desiredHeight), static_cast<GLshort>(dstX + desiredWidth), static_cast<GLshort>(dstY + desiredHeight) }; glVertexPointer(2, GL_SHORT, 0, &vert); glTexCoordPointer(2, GL_FLOAT, 0, &tex); #ifdef DEBUG_DRAW_CALLS MobileOpenGLGraphics::mDrawCalls ++; #endif glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); } } bool MobileOpenGLGraphics::drawImage(const Image *const image, int dstX, int dstY) { return drawImageInline(image, dstX, dstY); } bool MobileOpenGLGraphics::drawImageInline(const Image *const image, int dstX, int dstY) { FUNC_BLOCK("Graphics::drawImage", 1) if (!image) return false; setColorAlpha(image->mAlpha); #ifdef DEBUG_BIND_TEXTURE debugBindTexture(image); #endif bindTexture(OpenGLImageHelper::mTextureType, image->mGLImage); setTexturingAndBlending(true); const SDL_Rect &imageRect = image->mBounds; drawQuad(image, imageRect.x, imageRect.y, dstX, dstY, imageRect.w, imageRect.h); return true; } void MobileOpenGLGraphics::drawImageCached(const Image *const image, int x, int y) { if (!image) return; if (image->mGLImage != mImageCached) { completeCache(); mImageCached = image->mGLImage; mAlphaCached = image->mAlpha; } const SDL_Rect &imageRect = image->mBounds; const int srcX = imageRect.x; const int srcY = imageRect.y; const int w = imageRect.w; const int h = imageRect.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 = mMaxVertices * 4; unsigned int vp = mVpCached; // Draw a set of textured rectangles // if (OpenGLImageHelper::mTextureType == GL_TEXTURE_2D) { float texX1 = static_cast<float>(srcX) / tw; float texY1 = static_cast<float>(srcY) / th; float texX2 = static_cast<float>(srcX + w) / tw; float texY2 = static_cast<float>(srcY + h) / th; vertFill2D(mFloatTexArrayCached, mShortVertArrayCached, texX1, texY1, texX2, texY2, x, y, w, h); vp += 12; if (vp >= vLimit) { completeCache(); vp = 0; } else { mVpCached = vp; } } } void MobileOpenGLGraphics::drawPatternCached(const Image *const image, const int x, const int y, const int w, const int h) { if (!image) return; if (image->mGLImage != mImageCached) { completeCache(); mImageCached = image->mGLImage; } const SDL_Rect &imageRect = image->mBounds; const int srcX = imageRect.x; const int srcY = imageRect.y; const int iw = imageRect.w; const int ih = imageRect.h; if (iw == 0 || ih == 0) return; const float tw = static_cast<float>(image->mTexWidth); const float th = static_cast<float>(image->mTexHeight); unsigned int vp = mVpCached; const unsigned int vLimit = mMaxVertices * 4; // Draw a set of textured rectangles // if (OpenGLImageHelper::mTextureType == GL_TEXTURE_2D) // { const float texX1 = static_cast<float>(srcX) / tw; const 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 float texY2 = static_cast<float>(srcY + height) / th; const int dstY = y + py; for (int px = 0; px < w; px += iw) { const int width = (px + iw >= w) ? w - px : iw; const int dstX = x + px; const float texX2 = static_cast<float>(srcX + width) / tw; vertFill2D(mFloatTexArrayCached, mShortVertArrayCached, texX1, texY1, texX2, texY2, dstX, dstY, width, height); vp += 12; if (vp >= vLimit) { completeCache(); vp = 0; } } } // } mVpCached = vp; } void MobileOpenGLGraphics::completeCache() { if (!mImageCached) return; setColorAlpha(mAlphaCached); #ifdef DEBUG_BIND_TEXTURE // debugBindTexture(image); #endif bindTexture(OpenGLImageHelper::mTextureType, mImageCached); setTexturingAndBlending(true); drawTriangleArrayfsCached(mVpCached); mImageCached = 0; mVpCached = 0; } bool MobileOpenGLGraphics::drawRescaledImage(const Image *const image, int dstX, int dstY, const int desiredWidth, const int desiredHeight) { FUNC_BLOCK("Graphics::drawRescaledImage", 1) if (!image) return false; const SDL_Rect &imageRect = image->mBounds; // Just draw the image normally when no resizing is necessary, if (imageRect.w == desiredWidth && imageRect.h == desiredHeight) return drawImageInline(image, dstX, dstY); setColorAlpha(image->mAlpha); #ifdef DEBUG_BIND_TEXTURE debugBindTexture(image); #endif bindTexture(OpenGLImageHelper::mTextureType, image->mGLImage); setTexturingAndBlending(true); // Draw a textured quad. drawRescaledQuad(image, imageRect.x, imageRect.y, dstX, dstY, imageRect.w, imageRect.h, desiredWidth, desiredHeight); return true; } void MobileOpenGLGraphics::drawPattern(const Image *const image, const int x, const int y, const int w, const int h) { drawPatternInline(image, x, y, w, h); } void MobileOpenGLGraphics::drawPatternInline(const Image *const image, const int x, const int y, const int w, const int h) { FUNC_BLOCK("Graphics::drawPattern", 1) if (!image) return; const SDL_Rect &imageRect = image->mBounds; const int srcX = imageRect.x; const int srcY = imageRect.y; const int iw = imageRect.w; const int ih = imageRect.h; if (iw == 0 || ih == 0) return; const float tw = static_cast<float>(image->mTexWidth); const float th = static_cast<float>(image->mTexHeight); setColorAlpha(image->mAlpha); #ifdef DEBUG_BIND_TEXTURE debugBindTexture(image); #endif bindTexture(OpenGLImageHelper::mTextureType, image->mGLImage); setTexturingAndBlending(true); unsigned int vp = 0; const unsigned int vLimit = mMaxVertices * 4; // Draw a set of textured rectangles // if (OpenGLImageHelper::mTextureType == GL_TEXTURE_2D) // { const float texX1 = static_cast<float>(srcX) / tw; const 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 float texY2 = static_cast<float>(srcY + height) / th; const int dstY = y + py; for (int px = 0; px < w; px += iw) { const int width = (px + iw >= w) ? w - px : iw; const int dstX = x + px; const float texX2 = static_cast<float>(srcX + width) / tw; vertFill2D(mFloatTexArray, mShortVertArray, texX1, texY1, texX2, texY2, dstX, dstY, width, height); vp += 12; if (vp >= vLimit) { drawTriangleArrayfs(vp); vp = 0; } } } if (vp > 0) drawTriangleArrayfs(vp); // } } void MobileOpenGLGraphics::drawRescaledPattern(const Image *const image, const int x, const int y, const int w, const int h, const int scaledWidth, const int scaledHeight) { if (!image) return; if (scaledWidth == 0 || scaledHeight == 0) return; const SDL_Rect &imageRect = image->mBounds; const int srcX = imageRect.x; const int srcY = imageRect.y; const int iw = imageRect.w; const int ih = imageRect.h; if (iw == 0 || ih == 0) return; setColorAlpha(image->mAlpha); #ifdef DEBUG_BIND_TEXTURE debugBindTexture(image); #endif bindTexture(OpenGLImageHelper::mTextureType, image->mGLImage); setTexturingAndBlending(true); unsigned int vp = 0; const unsigned int vLimit = mMaxVertices * 4; // Draw a set of textured rectangles // if (OpenGLImageHelper::mTextureType == GL_TEXTURE_2D) // { const float tw = static_cast<float>(image->mTexWidth); const float th = static_cast<float>(image->mTexHeight); 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; const float visibleFractionH = static_cast<float>(height) / scaledHeight; const float texY2 = texY1 + tFractionH * visibleFractionH; for (int px = 0; px < w; px += scaledWidth) { const int width = (px + scaledWidth >= w) ? w - px : scaledWidth; const int dstX = x + px; const float visibleFractionW = static_cast<float>(width) / scaledWidth; const float texX2 = texX1 + tFractionW * visibleFractionW; vertFill2D(mFloatTexArray, mShortVertArray, texX1, texY1, texX2, texY2, dstX, dstY, width, height); vp += 12; if (vp >= vLimit) { drawTriangleArrayfs(vp); vp = 0; } } } if (vp > 0) drawTriangleArrayfs(vp); // } } inline void MobileOpenGLGraphics::drawVertexes(const NormalOpenGLGraphicsVertexes &ogl) { const std::vector<GLshort*> &shortVertPool = ogl.mShortVertPool; std::vector<GLshort*>::const_iterator iv; const std::vector<GLshort*>::const_iterator iv_end = shortVertPool.end(); const std::vector<int> &vp = ogl.mVp; std::vector<int>::const_iterator ivp; const std::vector<int>::const_iterator ivp_end = vp.end(); // Draw a set of textured rectangles // if (OpenGLImageHelper::mTextureType == GL_TEXTURE_2D) { const std::vector<GLfloat*> &floatTexPool = ogl.mFloatTexPool; std::vector<GLfloat*>::const_iterator ft; const std::vector<GLfloat*>::const_iterator ft_end = floatTexPool.end(); for (iv = shortVertPool.begin(), ft = floatTexPool.begin(), ivp = vp.begin(); iv != iv_end && ft != ft_end && ivp != ivp_end; ++ iv, ++ ft, ++ ivp) { drawTriangleArrayfs(*iv, *ft, *ivp); } } } void MobileOpenGLGraphics::calcPattern(ImageVertexes *const vert, const Image *const image, const int x, const int y, const int w, const int h) const { calcPatternInline(vert, image, x, y, w, h); } void MobileOpenGLGraphics::calcPatternInline(ImageVertexes *const vert, const Image *const image, const int x, const int y, const int w, const int h) const { if (!image || !vert) return; const SDL_Rect &imageRect = image->mBounds; const int srcX = imageRect.x; const int srcY = imageRect.y; const int iw = imageRect.w; const int ih = imageRect.h; if (iw == 0 || ih == 0) return; const float tw = static_cast<float>(image->mTexWidth); const float th = static_cast<float>(image->mTexHeight); const unsigned int vLimit = mMaxVertices * 4; NormalOpenGLGraphicsVertexes &ogl = vert->ogl; unsigned int vp = ogl.continueVp(); // Draw a set of textured rectangles // if (OpenGLImageHelper::mTextureType == GL_TEXTURE_2D) { const float texX1 = static_cast<float>(srcX) / tw; const float texY1 = static_cast<float>(srcY) / th; GLfloat *floatTexArray = ogl.continueFloatTexArray(); GLshort *shortVertArray = ogl.continueShortVertArray(); for (int py = 0; py < h; py += ih) { const int height = (py + ih >= h) ? h - py : ih; const int dstY = y + py; const float texY2 = static_cast<float>(srcY + height) / th; for (int px = 0; px < w; px += iw) { const int width = (px + iw >= w) ? w - px : iw; const int dstX = x + px; const float texX2 = static_cast<float>(srcX + width) / tw; vertFill2D(floatTexArray, shortVertArray, texX1, texY1, texX2, texY2, dstX, dstY, width, height); vp += 12; if (vp >= vLimit) { floatTexArray = ogl.switchFloatTexArray(); shortVertArray = ogl.switchShortVertArray(); ogl.switchVp(vp); vp = 0; } } } } ogl.switchVp(vp); } void MobileOpenGLGraphics::calcTileCollection(ImageCollection *const vertCol, const Image *const image, int x, int y) { if (vertCol->currentGLImage != image->mGLImage) { ImageVertexes *const vert = new ImageVertexes(); vertCol->currentGLImage = image->mGLImage; vertCol->currentVert = vert; vert->image = image; vertCol->draws.push_back(vert); calcTileVertexesInline(vert, image, x, y); } else { calcTileVertexesInline(vertCol->currentVert, image, x, y); } } void MobileOpenGLGraphics::drawTileCollection(const ImageCollection *const vertCol) { const ImageVertexesVector &draws = vertCol->draws; const ImageCollectionCIter it_end = draws.end(); for (ImageCollectionCIter it = draws.begin(); it != it_end; ++ it) { const ImageVertexes *const vert = *it; const Image *const image = vert->image; setColorAlpha(image->mAlpha); #ifdef DEBUG_BIND_TEXTURE debugBindTexture(image); #endif bindTexture(OpenGLImageHelper::mTextureType, image->mGLImage); setTexturingAndBlending(true); drawVertexes(vert->ogl); } } void MobileOpenGLGraphics::calcPattern(ImageCollection* const vertCol, const Image *const image, const int x, const int y, const int w, const int h) const { ImageVertexes *vert = nullptr; if (vertCol->currentGLImage != image->mGLImage) { vert = new ImageVertexes(); vertCol->currentGLImage = image->mGLImage; vertCol->currentVert = vert; vert->image = image; vertCol->draws.push_back(vert); } else { vert = vertCol->currentVert; } calcPatternInline(vert, image, x, y, w, h); } void MobileOpenGLGraphics::calcTileVertexes(ImageVertexes *const vert, const Image *const image, int dstX, int dstY) const { calcTileVertexesInline(vert, image, dstX, dstY); } void MobileOpenGLGraphics::calcTileVertexesInline(ImageVertexes *const vert, const Image *const image, int dstX, int dstY) const { if (!vert || !image) return; const SDL_Rect &imageRect = image->mBounds; const int srcX = imageRect.x; const int srcY = imageRect.y; const int w = imageRect.w; const int h = imageRect.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 = mMaxVertices * 4; NormalOpenGLGraphicsVertexes &ogl = vert->ogl; // std::vector<int> *vps = ogl.getVp(); unsigned int vp = ogl.continueVp(); // Draw a set of textured rectangles // if (OpenGLImageHelper::mTextureType == GL_TEXTURE_2D) { float texX1 = static_cast<float>(srcX) / tw; float texY1 = static_cast<float>(srcY) / th; float texX2 = static_cast<float>(srcX + w) / tw; float texY2 = static_cast<float>(srcY + h) / th; GLfloat *const floatTexArray = ogl.continueFloatTexArray(); GLshort *const shortVertArray = ogl.continueShortVertArray(); vertFill2D(floatTexArray, shortVertArray, texX1, texY1, texX2, texY2, dstX, dstY, w, h); vp += 12; if (vp >= vLimit) { ogl.switchFloatTexArray(); ogl.switchShortVertArray(); ogl.switchVp(vp); vp = 0; } } ogl.switchVp(vp); } void MobileOpenGLGraphics::drawTileVertexes(const ImageVertexes *const vert) { if (!vert) return; const Image *const image = vert->image; setColorAlpha(image->mAlpha); #ifdef DEBUG_BIND_TEXTURE debugBindTexture(image); #endif bindTexture(OpenGLImageHelper::mTextureType, image->mGLImage); setTexturingAndBlending(true); drawVertexes(vert->ogl); } void MobileOpenGLGraphics::calcWindow(ImageCollection *const vertCol, const int x, const int y, const int w, const int h, const ImageRect &imgRect) { ImageVertexes *vert = nullptr; const Image *const image = imgRect.grid[4]; if (vertCol->currentGLImage != image->mGLImage) { vert = new ImageVertexes(); vertCol->currentGLImage = image->mGLImage; vertCol->currentVert = vert; vert->image = image; vertCol->draws.push_back(vert); } else { vert = vertCol->currentVert; } calcImageRect(vert, x, y, w, h, imgRect); } void MobileOpenGLGraphics::updateScreen() { BLOCK_START("Graphics::updateScreen") // glFlush(); // glFinish(); #ifdef DEBUG_DRAW_CALLS mLastDrawCalls = mDrawCalls; mDrawCalls = 0; #endif #ifdef USE_SDL2 SDL_GL_SwapWindow(mWindow); #else SDL_GL_SwapBuffers(); #endif #ifdef DEBUG_OPENGL if (mglFrameTerminator) mglFrameTerminator(); #endif // may be need clear? // glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); BLOCK_END("Graphics::updateScreen") } void MobileOpenGLGraphics::beginDraw() { glMatrixMode(GL_TEXTURE); glLoadIdentity(); glMatrixMode(GL_PROJECTION); glLoadIdentity(); #ifdef ANDROID glOrthof(0.0, static_cast<float>(mRect.w), static_cast<float>(mRect.h), 0.0, -1.0, 1.0); #else glOrtho(0.0, static_cast<double>(mRect.w), static_cast<double>(mRect.h), 0.0, -1.0, 1.0); #endif glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glEnable(GL_SCISSOR_TEST); glDisable(GL_DITHER); glDisable(GL_LIGHTING); glDisable(GL_DEPTH_TEST); glDisable(GL_FOG); glDisable(GL_COLOR_LOGIC_OP); glDisable(GL_COLOR_MATERIAL); glDisable(GL_STENCIL_TEST); glShadeModel(GL_FLAT); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glEnableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_TEXTURE_COORD_ARRAY); #ifndef ANDROID 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 #endif // glScalef(0.5F, 0.5F, 0.5F); pushClipArea(Rect(0, 0, mRect.w, mRect.h)); } void MobileOpenGLGraphics::endDraw() { popClipArea(); } void MobileOpenGLGraphics::prepareScreenshot() { if (config.getBoolValue("usefbo")) graphicsManager.createFBO(mRect.w, mRect.h, &mFbo); } SDL_Surface* MobileOpenGLGraphics::getScreenshot() { const int h = mRect.h; const int w = mRect.w - (mRect.w % 4); GLint pack = 1; SDL_Surface *const screenshot = MSDL_CreateRGBSurface( SDL_SWSURFACE, w, h, 24, 0xff0000, 0x00ff00, 0x0000ff, 0x000000); if (!screenshot) return nullptr; if (SDL_MUSTLOCK(screenshot)) SDL_LockSurface(screenshot); const unsigned int lineSize = 3 * w; GLubyte *const buf = new GLubyte[lineSize]; if (!buf) return nullptr; // 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 const int h2 = h / 2; for (int i = 0; i < h2; i++) { GLubyte *const top = static_cast<GLubyte*>( screenshot->pixels) + lineSize * i; GLubyte *const bot = static_cast<GLubyte*>( screenshot->pixels) + lineSize * (h - 1 - i); memcpy(buf, top, lineSize); memcpy(top, bot, lineSize); memcpy(bot, buf, lineSize); } delete [] buf; if (config.getBoolValue("usefbo")) graphicsManager.deleteFBO(&mFbo); glPixelStorei(GL_PACK_ALIGNMENT, pack); if (SDL_MUSTLOCK(screenshot)) SDL_UnlockSurface(screenshot); return screenshot; } bool MobileOpenGLGraphics::pushClipArea(const Rect &area) { int transX = 0; int transY = 0; if (!mClipStack.empty()) { const ClipRect &clipArea = mClipStack.top(); transX = -clipArea.xOffset; transY = -clipArea.yOffset; } const bool result = Graphics::pushClipArea(area); const ClipRect &clipArea = mClipStack.top(); transX += clipArea.xOffset; transY += clipArea.yOffset; if (transX || transY) { glTranslatef(static_cast<GLfloat>(transX), static_cast<GLfloat>(transY), 0); } glScissor(clipArea.x * mScale, (mRect.h - clipArea.y - clipArea.height) * mScale, clipArea.width * mScale, clipArea.height * mScale); return result; } void MobileOpenGLGraphics::popClipArea() { if (mClipStack.empty()) return; const ClipRect &clipArea1 = mClipStack.top(); int transX = -clipArea1.xOffset; int transY = -clipArea1.yOffset; Graphics::popClipArea(); if (mClipStack.empty()) return; const ClipRect &clipArea = mClipStack.top(); transX += clipArea.xOffset; transY += clipArea.yOffset; if (transX || transY) { glTranslatef(static_cast<GLfloat>(transX), static_cast<GLfloat>(transY), 0); } glScissor(clipArea.x * mScale, (mRect.h - clipArea.y - clipArea.height) * mScale, clipArea.width * mScale, clipArea.height * mScale); } #ifdef ANDROID void MobileOpenGLGraphics::drawPoint(int x A_UNUSED, int y A_UNUSED) #else void MobileOpenGLGraphics::drawPoint(int x, int y) #endif { setTexturingAndBlending(false); restoreColor(); #ifdef ANDROID // TODO need fix #else glBegin(GL_POINTS); glVertex2i(x, y); glEnd(); #endif } void MobileOpenGLGraphics::drawLine(int x1, int y1, int x2, int y2) { setTexturingAndBlending(false); restoreColor(); mShortVertArray[0] = static_cast<GLshort>(x1); mShortVertArray[1] = static_cast<GLshort>(y1); mShortVertArray[2] = static_cast<GLshort>(x2); mShortVertArray[3] = static_cast<GLshort>(y2); drawLineArrays(4); } void MobileOpenGLGraphics::drawRectangle(const Rect& rect) { drawRectangle(rect, false); } void MobileOpenGLGraphics::fillRectangle(const Rect& rect) { drawRectangle(rect, true); } void MobileOpenGLGraphics::setTexturingAndBlending(const bool enable) { if (enable) { if (!mTexture) { glEnable(OpenGLImageHelper::mTextureType); glEnableClientState(GL_TEXTURE_COORD_ARRAY); 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); glDisableClientState(GL_TEXTURE_COORD_ARRAY); mTexture = false; } } } void MobileOpenGLGraphics::drawRectangle(const Rect& rect, const bool filled) { BLOCK_START("Graphics::drawRectangle") setTexturingAndBlending(false); restoreColor(); const GLshort x = static_cast<GLshort>(rect.x); const GLshort y = static_cast<GLshort>(rect.y); const GLshort width = static_cast<GLshort>(rect.width); const GLshort height = static_cast<GLshort>(rect.height); const GLshort xw = static_cast<GLshort>(rect.x + width); const GLshort yh = static_cast<GLshort>(rect.y + height); if (filled) { GLshort vert[] = { x, y, xw, y, x, yh, xw, yh }; glVertexPointer(2, GL_SHORT, 0, &vert); #ifdef DEBUG_DRAW_CALLS mDrawCalls ++; #endif glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); } else { GLshort vert[] = { x, y, xw, y, xw, yh, x, yh }; glVertexPointer(2, GL_SHORT, 0, &vert); #ifdef DEBUG_DRAW_CALLS mDrawCalls ++; #endif glDrawArrays(GL_LINE_LOOP, 0, 4); } BLOCK_END("Graphics::drawRectangle") } bool MobileOpenGLGraphics::drawNet(const int x1, const int y1, const int x2, const int y2, const int width, const int height) { unsigned int vp = 0; const unsigned int vLimit = mMaxVertices * 4; setTexturingAndBlending(false); restoreColor(); const GLshort xs1 = static_cast<GLshort>(x1); const GLshort xs2 = static_cast<GLshort>(x2); const GLshort ys1 = static_cast<GLshort>(y1); const GLshort ys2 = static_cast<GLshort>(y2); const int16_t width1 = static_cast<int16_t>(width); const int16_t height1 = static_cast<int16_t>(height); for (int16_t y = static_cast<int16_t>(y1); y < y2; y += height1) { mShortVertArray[vp + 0] = xs1; mShortVertArray[vp + 1] = y; mShortVertArray[vp + 2] = xs2; mShortVertArray[vp + 3] = y; vp += 4; if (vp >= vLimit) { drawLineArrays(vp); vp = 0; } } for (int16_t x = static_cast<int16_t>(x1); x < x2; x += width1) { mShortVertArray[vp + 0] = x; mShortVertArray[vp + 1] = ys1; mShortVertArray[vp + 2] = x; mShortVertArray[vp + 3] = ys2; vp += 4; if (vp >= vLimit) { drawLineArrays(vp); vp = 0; } } if (vp > 0) drawLineArrays(vp); return true; } void MobileOpenGLGraphics::bindTexture(const GLenum target, const GLuint texture) { if (mLastImage != texture) { mLastImage = texture; glBindTexture(target, texture); } } inline void MobileOpenGLGraphics::drawTriangleArrayfs(const int size) { glVertexPointer(2, GL_SHORT, 0, mShortVertArray); glTexCoordPointer(2, GL_FLOAT, 0, mFloatTexArray); #ifdef DEBUG_DRAW_CALLS mDrawCalls ++; #endif glDrawArrays(GL_TRIANGLES, 0, size / 2); } inline void MobileOpenGLGraphics::drawTriangleArrayfsCached(const int size) { glVertexPointer(2, GL_SHORT, 0, mShortVertArrayCached); glTexCoordPointer(2, GL_FLOAT, 0, mFloatTexArrayCached); #ifdef DEBUG_DRAW_CALLS mDrawCalls ++; #endif glDrawArrays(GL_TRIANGLES, 0, size / 2); } inline void MobileOpenGLGraphics::drawTriangleArrayfs(const GLshort *const shortVertArray, const GLfloat *const floatTexArray, const int size) { glVertexPointer(2, GL_SHORT, 0, shortVertArray); glTexCoordPointer(2, GL_FLOAT, 0, floatTexArray); #ifdef DEBUG_DRAW_CALLS mDrawCalls ++; #endif glDrawArrays(GL_TRIANGLES, 0, size / 2); } inline void MobileOpenGLGraphics::drawLineArrays(const int size) { glVertexPointer(2, GL_SHORT, 0, mShortVertArray); #ifdef DEBUG_DRAW_CALLS mDrawCalls ++; #endif glDrawArrays(GL_LINES, 0, size / 2); } void MobileOpenGLGraphics::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]); } } } void MobileOpenGLGraphics::setColorAlpha(const float alpha) { if (!mIsByteColor && mFloatColor == alpha) return; glColor4f(1.0F, 1.0F, 1.0F, alpha); mIsByteColor = false; mFloatColor = alpha; } void MobileOpenGLGraphics::restoreColor() { if (mIsByteColor && mByteColor == mColor) return; glColor4ub(static_cast<GLubyte>(mColor.r), static_cast<GLubyte>(mColor.g), static_cast<GLubyte>(mColor.b), static_cast<GLubyte>(mColor.a)); mIsByteColor = true; mByteColor = mColor; } void MobileOpenGLGraphics::drawImageRect(const int x, const int y, const int w, const int h, const ImageRect &imgRect) { #include "render/graphics_drawImageRect.hpp" } void MobileOpenGLGraphics::calcImageRect(ImageVertexes *const vert, const int x, const int y, const int w, const int h, const ImageRect &imgRect) { #include "render/graphics_calcImageRect.hpp" } #ifdef DEBUG_BIND_TEXTURE void MobileOpenGLGraphics::debugBindTexture(const Image *const 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 MobileOpenGLGraphics::debugBindTexture(const Image *const image A_UNUSED) { } #endif #endif // USE_OPENGL