/* * 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" #if defined USE_OPENGL && !defined ANDROID #include "render/normalopenglgraphics.h" #include "configuration.h" #include "graphicsmanager.h" #include "graphicsvertexes.h" #include "logger.h" #include "render/mgl.h" #include "resources/image.h" #include "resources/imagerect.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] = y2; \ vVar[vp + 0] = dstX; \ vVar[vp + 1] = dstY; \ vVar[vp + 2] = dstX + w; \ vVar[vp + 3] = dstY; \ vVar[vp + 4] = dstX + w; \ vVar[vp + 5] = dstY + h; \ vVar[vp + 6] = dstX; \ vVar[vp + 7] = dstY + h; #define vertFillNv(tVar, vVar, srcX, srcY, dstX, dstY, w, h) \ tVar[vp + 0] = srcX; \ tVar[vp + 1] = srcY; \ tVar[vp + 2] = srcX + w; \ tVar[vp + 3] = srcY; \ tVar[vp + 4] = srcX + w; \ tVar[vp + 5] = srcY + h; \ tVar[vp + 6] = srcX; \ tVar[vp + 7] = srcY + h; \ vVar[vp + 0] = dstX; \ vVar[vp + 1] = dstY; \ vVar[vp + 2] = dstX + w; \ vVar[vp + 3] = dstY; \ vVar[vp + 4] = dstX + w; \ vVar[vp + 5] = dstY + h; \ vVar[vp + 6] = dstX; \ vVar[vp + 7] = dstY + h; namespace { const void *vertPtr = nullptr; } // namespace GLuint NormalOpenGLGraphics::mTextureBinded = 0; #ifdef DEBUG_DRAW_CALLS unsigned int NormalOpenGLGraphics::mDrawCalls = 0; unsigned int NormalOpenGLGraphics::mLastDrawCalls = 0; #endif #ifdef DEBUG_BIND_TEXTURE unsigned int NormalOpenGLGraphics::mBinds = 0; unsigned int NormalOpenGLGraphics::mLastBinds = 0; #endif NormalOpenGLGraphics::NormalOpenGLGraphics() : mFloatTexArray(nullptr), mIntTexArray(nullptr), mIntVertArray(nullptr), mFloatTexArrayCached(nullptr), mIntTexArrayCached(nullptr), mIntVertArrayCached(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_NORMAL_OPENGL; mName = "normal OpenGL"; } NormalOpenGLGraphics::~NormalOpenGLGraphics() { deleteArraysInternal(); } void NormalOpenGLGraphics::initArrays(const int vertCount) { mMaxVertices = vertCount; if (mMaxVertices < 500) mMaxVertices = 500; else if (mMaxVertices > 1024) mMaxVertices = 1024; // need alocate small size, after if limit reached reallocate to double size vertexBufSize = mMaxVertices; const size_t sz = mMaxVertices * 4 + 30; if (!mFloatTexArray) mFloatTexArray = new GLfloat[sz]; if (!mIntTexArray) mIntTexArray = new GLint[sz]; if (!mIntVertArray) mIntVertArray = new GLint[sz]; if (!mFloatTexArrayCached) mFloatTexArrayCached = new GLfloat[sz]; if (!mIntTexArrayCached) mIntTexArrayCached = new GLint[sz]; if (!mIntVertArrayCached) mIntVertArrayCached = new GLint[sz]; } void NormalOpenGLGraphics::deleteArrays() { deleteArraysInternal(); } void NormalOpenGLGraphics::deleteArraysInternal() { delete [] mFloatTexArray; mFloatTexArray = nullptr; delete [] mIntTexArray; mIntTexArray = nullptr; delete [] mIntVertArray; mIntVertArray = nullptr; delete [] mFloatTexArrayCached; mFloatTexArrayCached = nullptr; delete [] mIntTexArrayCached; mIntTexArrayCached = nullptr; delete [] mIntVertArrayCached; mIntVertArrayCached = nullptr; } bool NormalOpenGLGraphics::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 bindPointerIntFloat(const GLint *const vert, const GLfloat *const tex) { if (vertPtr != vert) { vertPtr = vert; glVertexPointer(2, GL_INT, 0, vert); glTexCoordPointer(2, GL_FLOAT, 0, tex); } } static inline void bindPointerInt(const GLint *const vert, const GLint *const tex) { if (vertPtr != vert) { vertPtr = vert; glVertexPointer(2, GL_INT, 0, vert); glTexCoordPointer(2, GL_INT, 0, tex); } } 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, texX2, texY2, texX1, texY2 }; GLint vert[] = { dstX, dstY, dstX + width, dstY, dstX + width, dstY + height, dstX, dstY + height }; bindPointerIntFloat(&vert[0], &tex[0]); #ifdef DEBUG_DRAW_CALLS NormalOpenGLGraphics::mDrawCalls ++; #endif 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 }; bindPointerInt(&vert[0], &tex[0]); #ifdef DEBUG_DRAW_CALLS NormalOpenGLGraphics::mDrawCalls ++; #endif glDrawArrays(GL_QUADS, 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, texX2, texY2, texX1, texY2 }; GLint vert[] = { dstX, dstY, dstX + desiredWidth, dstY, dstX + desiredWidth, dstY + desiredHeight, dstX, dstY + desiredHeight }; bindPointerIntFloat(&vert[0], &tex[0]); #ifdef DEBUG_DRAW_CALLS NormalOpenGLGraphics::mDrawCalls ++; #endif 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 }; bindPointerInt(&vert[0], &tex[0]); #ifdef DEBUG_DRAW_CALLS NormalOpenGLGraphics::mDrawCalls ++; #endif glDrawArrays(GL_QUADS, 0, 4); } } void NormalOpenGLGraphics::drawImage(const Image *const image, int dstX, int dstY) { drawImageInline(image, dstX, dstY); } void NormalOpenGLGraphics::drawImageInline(const Image *const image, int dstX, int dstY) { FUNC_BLOCK("Graphics::drawImage", 1) if (!image) return; 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); } void NormalOpenGLGraphics::copyImage(const Image *const image, int dstX, int dstY) { drawImageInline(image, dstX, dstY); } void NormalOpenGLGraphics::testDraw() { if (OpenGLImageHelper::mTextureType == GL_TEXTURE_2D) { GLfloat tex[] = { 0.0f, 0.781250f, 0.0f, 0.781250f, 0.0f, 0.585938f, 0.0f, 0.585938f }; GLint vert[] = { 0, 0, 800, 0, 800, 600, 0, 600 }; bindPointerIntFloat(&vert[0], &tex[0]); #ifdef DEBUG_DRAW_CALLS NormalOpenGLGraphics::mDrawCalls ++; #endif glDrawArrays(GL_QUADS, 0, 4); } else { GLint tex[] = { 0, 0, 800, 0, 800, 600, 0, 600 }; GLint vert[] = { 0, 0, 800, 0, 800, 600, 0, 600 }; bindPointerInt(&vert[0], &tex[0]); #ifdef DEBUG_DRAW_CALLS NormalOpenGLGraphics::mDrawCalls ++; #endif glDrawArrays(GL_QUADS, 0, 4); } } void NormalOpenGLGraphics::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 w = imageRect.w; const int h = imageRect.h; if (w == 0 || h == 0) return; const int srcX = imageRect.x; const int srcY = imageRect.y; 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) { const float texX1 = static_cast<float>(srcX) / tw; const float texY1 = static_cast<float>(srcY) / th; const float texX2 = static_cast<float>(srcX + w) / tw; const float texY2 = static_cast<float>(srcY + h) / th; vertFill2D(mFloatTexArrayCached, mIntVertArrayCached, texX1, texY1, texX2, texY2, x, y, w, h); vp += 8; if (vp >= vLimit) { completeCache(); vp = 0; } else { mVpCached = vp; } } else { vertFillNv(mIntTexArrayCached, mIntVertArrayCached, srcX, srcY, x, y, w, h); vp += 8; if (vp >= vLimit) { completeCache(); vp = 0; } else { mVpCached = vp; } } } void NormalOpenGLGraphics::drawPatternCached(const Image *const image, const int x, const int y, const int w, const int h) { FUNC_BLOCK("Graphics::drawPatternCached", 1) 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 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(mFloatTexArrayCached, mIntVertArrayCached, texX1, texY1, texX2, texY2, dstX, dstY, width, height); vp += 8; if (vp >= vLimit) { completeCache(); vp = 0; } } } } 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) { const int width = (px + iw >= w) ? w - px : iw; const int dstX = x + px; vertFillNv(mIntTexArrayCached, mIntVertArrayCached, srcX, srcY, dstX, dstY, width, height); vp += 8; if (vp >= vLimit) { completeCache(); vp = 0; } } } } mVpCached = vp; } void NormalOpenGLGraphics::completeCache() { if (!mImageCached) return; setColorAlpha(mAlphaCached); #ifdef DEBUG_BIND_TEXTURE debugBindTexture(image); #endif bindTexture(OpenGLImageHelper::mTextureType, mImageCached); setTexturingAndBlending(true); if (OpenGLImageHelper::mTextureType == GL_TEXTURE_2D) drawQuadArrayfiCached(mVpCached); else drawQuadArrayiiCached(mVpCached); mImageCached = 0; mVpCached = 0; } void NormalOpenGLGraphics::drawRescaledImage(const Image *const image, int dstX, int dstY, const int desiredWidth, const int desiredHeight) { FUNC_BLOCK("Graphics::drawRescaledImage", 1) if (!image) return; const SDL_Rect &imageRect = image->mBounds; // Just draw the image normally when no resizing is necessary, if (imageRect.w == desiredWidth && imageRect.h == desiredHeight) { drawImageInline(image, dstX, dstY); return; } 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); } void NormalOpenGLGraphics::drawPattern(const Image *const image, const int x, const int y, const int w, const int h) { drawPatternInline(image, x, y, w, h); } void NormalOpenGLGraphics::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 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(mFloatTexArray, mIntVertArray, texX1, texY1, texX2, texY2, dstX, dstY, width, 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) { const int width = (px + iw >= w) ? w - px : iw; const int dstX = x + px; vertFillNv(mIntTexArray, mIntVertArray, srcX, srcY, dstX, dstY, width, height); vp += 8; if (vp >= vLimit) { drawQuadArrayii(vp); vp = 0; } } } if (vp > 0) drawQuadArrayii(vp); } } void NormalOpenGLGraphics::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 iw = imageRect.w; const int ih = imageRect.h; if (iw == 0 || ih == 0) return; const int srcX = imageRect.x; const int srcY = imageRect.y; 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, mIntVertArray, texX1, texY1, texX2, texY2, dstX, dstY, width, 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); } } inline void NormalOpenGLGraphics::drawVertexes(const OpenGLGraphicsVertexes &ogl) { const std::vector<GLint*> &intVertPool = ogl.mIntVertPool; std::vector<GLint*>::const_iterator iv; const std::vector<GLint*>::const_iterator iv_end = intVertPool.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 = 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 { const std::vector<GLint*> &intTexPool = ogl.mIntTexPool; std::vector<GLint*>::const_iterator it; const 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); } } } void NormalOpenGLGraphics::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 NormalOpenGLGraphics::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 iw = imageRect.w; const int ih = imageRect.h; if (iw == 0 || ih == 0) return; const int srcX = imageRect.x; const int srcY = imageRect.y; const float tw = static_cast<float>(image->mTexWidth); const float th = static_cast<float>(image->mTexHeight); const unsigned int vLimit = mMaxVertices * 4; OpenGLGraphicsVertexes &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(); GLint *intVertArray = ogl.continueIntVertArray(); 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, intVertArray, texX1, texY1, texX2, texY2, dstX, dstY, width, height); vp += 8; if (vp >= vLimit) { floatTexArray = ogl.switchFloatTexArray(); intVertArray = ogl.switchIntVertArray(); ogl.switchVp(vp); vp = 0; } } } } else { GLint *intTexArray = ogl.continueIntTexArray(); GLint *intVertArray = ogl.continueIntVertArray(); 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) { const int width = (px + iw >= w) ? w - px : iw; const int dstX = x + px; vertFillNv(intTexArray, intVertArray, srcX, srcY, dstX, dstY, width, height); vp += 8; if (vp >= vLimit) { intTexArray = ogl.switchIntTexArray(); intVertArray = ogl.switchIntVertArray(); ogl.switchVp(vp); vp = 0; } } } } ogl.switchVp(vp); } void NormalOpenGLGraphics::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 NormalOpenGLGraphics::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 NormalOpenGLGraphics::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 NormalOpenGLGraphics::calcTileVertexes(ImageVertexes *const vert, const Image *const image, int dstX, int dstY) const { calcTileVertexesInline(vert, image, dstX, dstY); } void NormalOpenGLGraphics::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 w = imageRect.w; const int h = imageRect.h; if (w == 0 || h == 0) return; const int srcX = imageRect.x; const int srcY = imageRect.y; const float tw = static_cast<float>(image->mTexWidth); const float th = static_cast<float>(image->mTexHeight); const unsigned int vLimit = mMaxVertices * 4; OpenGLGraphicsVertexes &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) { const float texX1 = static_cast<float>(srcX) / tw; const float texY1 = static_cast<float>(srcY) / th; const float texX2 = static_cast<float>(srcX + w) / tw; const float texY2 = static_cast<float>(srcY + h) / th; GLfloat *const floatTexArray = ogl.continueFloatTexArray(); GLint *const intVertArray = ogl.continueIntVertArray(); vertFill2D(floatTexArray, intVertArray, texX1, texY1, texX2, texY2, dstX, dstY, w, h); vp += 8; if (vp >= vLimit) { ogl.switchFloatTexArray(); ogl.switchIntVertArray(); ogl.switchVp(vp); vp = 0; } } else { GLint *const intTexArray = ogl.continueIntTexArray(); GLint *const intVertArray = ogl.continueIntVertArray(); vertFillNv(intTexArray, intVertArray, srcX, srcY, dstX, dstY, w, h); vp += 8; if (vp >= vLimit) { ogl.switchIntTexArray(); ogl.switchIntVertArray(); ogl.switchVp(vp); vp = 0; } } ogl.switchVp(vp); } void NormalOpenGLGraphics::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 NormalOpenGLGraphics::calcWindow(ImageCollection *const vertCol, const int x, const int y, const int w, const int h, const ImageRect &imgRect) { ImageVertexes *vert = nullptr; Image *const image = imgRect.grid[4]; if (!image) return; 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 NormalOpenGLGraphics::updateScreen() { BLOCK_START("Graphics::updateScreen") // glFlush(); // glFinish(); #ifdef DEBUG_DRAW_CALLS mLastDrawCalls = mDrawCalls; mDrawCalls = 0; #endif #ifdef DEBUG_BIND_TEXTURE mLastBinds = mBinds; mBinds = 0; #endif #ifdef USE_SDL2 SDL_GL_SwapWindow(mWindow); #else SDL_GL_SwapBuffers(); #endif #ifdef DEBUG_OPENGL if (isGLNotNull(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 NormalOpenGLGraphics::beginDraw() { glMatrixMode(GL_TEXTURE); glLoadIdentity(); glMatrixMode(GL_PROJECTION); glLoadIdentity(); const int w = mRect.w; const int h = mRect.h; #ifdef ANDROID glOrthof(0.0, static_cast<float>(w), static_cast<float>(h), 0.0, -1.0, 1.0); #else glOrtho(0.0, static_cast<double>(w), static_cast<double>(h), 0.0, -1.0, 1.0); #endif glMatrixMode(GL_MODELVIEW); glLoadIdentity(); setOpenGLFlags(); glDisable(GL_LIGHTING); glDisable(GL_FOG); glDisable(GL_COLOR_MATERIAL); glEnableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_TEXTURE_COORD_ARRAY); glShadeModel(GL_FLAT); glDepthMask(GL_FALSE); glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST); #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); #endif pushClipArea(Rect(0, 0, w, h)); } void NormalOpenGLGraphics::endDraw() { popClipArea(); } void NormalOpenGLGraphics::prepareScreenshot() { if (config.getBoolValue("usefbo")) graphicsManager.createFBO(mRect.w, mRect.h, &mFbo); } SDL_Surface* NormalOpenGLGraphics::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); // 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 size_t lineSize = 3 * w; GLubyte *const buf = new GLubyte[lineSize]; const int h2 = h / 2; for (int i = 0; i < h2; i++) { GLubyte *const top = static_cast<GLubyte *const>( screenshot->pixels) + lineSize * i; GLubyte *const bot = static_cast<GLubyte *const>( 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; } void NormalOpenGLGraphics::pushClipArea(const Rect &area) { int transX = 0; int transY = 0; if (!mClipStack.empty()) { const ClipRect &clipArea = mClipStack.top(); transX = -clipArea.xOffset; transY = -clipArea.yOffset; } 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); } void NormalOpenGLGraphics::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); } void NormalOpenGLGraphics::drawPoint(int x, int y) { setTexturingAndBlending(false); restoreColor(); #ifdef ANDROID // TODO need fix #else glBegin(GL_POINTS); glVertex2i(x, y); glEnd(); #endif } void NormalOpenGLGraphics::drawLine(int x1, int y1, int x2, int y2) { setTexturingAndBlending(false); restoreColor(); 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); } void NormalOpenGLGraphics::drawRectangle(const Rect& rect) { drawRectangle(rect, false); } void NormalOpenGLGraphics::fillRectangle(const Rect& rect) { drawRectangle(rect, true); } void NormalOpenGLGraphics::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 { mTextureBinded = 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 NormalOpenGLGraphics::drawRectangle(const Rect& rect, const bool filled) { BLOCK_START("Graphics::drawRectangle") 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); restoreColor(); 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); vertPtr = nullptr; #ifdef DEBUG_DRAW_CALLS mDrawCalls ++; #endif glDrawArrays(filled ? GL_QUADS : GL_LINE_LOOP, 0, 4); BLOCK_END("Graphics::drawRectangle") } void NormalOpenGLGraphics::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 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); } void NormalOpenGLGraphics::bindTexture(const GLenum target, const GLuint texture) { if (mTextureBinded != texture) { mTextureBinded = texture; glBindTexture(target, texture); #ifdef DEBUG_BIND_TEXTURE mBinds ++; #endif } } inline void NormalOpenGLGraphics::drawQuadArrayfi(const int size) { bindPointerIntFloat(&mIntVertArray[0], &mFloatTexArray[0]); #ifdef DEBUG_DRAW_CALLS mDrawCalls ++; #endif glDrawArrays(GL_QUADS, 0, size / 2); } inline void NormalOpenGLGraphics::drawQuadArrayfiCached(const int size) { bindPointerIntFloat(&mIntVertArrayCached[0], &mFloatTexArrayCached[0]); #ifdef DEBUG_DRAW_CALLS mDrawCalls ++; #endif glDrawArrays(GL_QUADS, 0, size / 2); } inline void NormalOpenGLGraphics::drawQuadArrayfi(const GLint *const intVertArray, const GLfloat *const floatTexArray, const int size) { vertPtr = intVertArray; glVertexPointer(2, GL_INT, 0, intVertArray); glTexCoordPointer(2, GL_FLOAT, 0, floatTexArray); #ifdef DEBUG_DRAW_CALLS mDrawCalls ++; #endif glDrawArrays(GL_QUADS, 0, size / 2); } inline void NormalOpenGLGraphics::drawQuadArrayii(const int size) { bindPointerInt(&mIntVertArray[0], &mIntTexArray[0]); #ifdef DEBUG_DRAW_CALLS mDrawCalls ++; #endif glDrawArrays(GL_QUADS, 0, size / 2); } inline void NormalOpenGLGraphics::drawQuadArrayiiCached(const int size) { bindPointerInt(&mIntVertArrayCached[0], &mIntTexArrayCached[0]); #ifdef DEBUG_DRAW_CALLS mDrawCalls ++; #endif glDrawArrays(GL_QUADS, 0, size / 2); } inline void NormalOpenGLGraphics::drawQuadArrayii(const GLint *const intVertArray, const GLint *const intTexArray, const int size) { vertPtr = intVertArray; glVertexPointer(2, GL_INT, 0, intVertArray); glTexCoordPointer(2, GL_INT, 0, intTexArray); #ifdef DEBUG_DRAW_CALLS mDrawCalls ++; #endif glDrawArrays(GL_QUADS, 0, size / 2); } inline void NormalOpenGLGraphics::drawLineArrayi(const int size) { glVertexPointer(2, GL_INT, 0, mIntVertArray); vertPtr = nullptr; #ifdef DEBUG_DRAW_CALLS mDrawCalls ++; #endif glDrawArrays(GL_LINES, 0, size / 2); } inline void NormalOpenGLGraphics::drawLineArrayf(const int size) { glVertexPointer(2, GL_FLOAT, 0, mFloatTexArray); vertPtr = nullptr; #ifdef DEBUG_DRAW_CALLS mDrawCalls ++; #endif 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]); } } } void NormalOpenGLGraphics::setColorAlpha(const float alpha) { if (!mIsByteColor && mFloatColor == alpha) return; glColor4f(1.0F, 1.0F, 1.0F, alpha); mIsByteColor = false; mFloatColor = alpha; } void NormalOpenGLGraphics::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 NormalOpenGLGraphics::drawImageRect(const int x, const int y, const int w, const int h, const ImageRect &imgRect) { #include "render/graphics_drawImageRect.hpp" } void NormalOpenGLGraphics::calcImageRect(ImageVertexes *const vert, const int x, const int y, const int w, const int h, const ImageRect &imgRect) { #include "render/graphics_calcImageRect.hpp" } void NormalOpenGLGraphics::clearScreen() const { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); } #ifdef DEBUG_BIND_TEXTURE void NormalOpenGLGraphics::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 NormalOpenGLGraphics::debugBindTexture(const Image *const image A_UNUSED) { } #endif #endif // USE_OPENGL