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authorAndrei Karas <akaras@inbox.ru>2011-03-26 05:07:12 +0200
committerAndrei Karas <akaras@inbox.ru>2011-03-26 05:50:44 +0200
commit8403dcf857c9cc639e8162edd5d4df4af07274bc (patch)
tree2f127213e0df4691b06c549a8f20b3d5225b9220 /src/openglgraphics.cpp
parentfc24490f1ecd186f3c294915fadee62c3053d841 (diff)
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Precalculation vertexes for improving draw speed.
Implemented in Software and fast OpenGL backends. Not all controls using this mode because some limitations. Known issue: impossible compile without opengl. Will be fixed in next commits.
Diffstat (limited to 'src/openglgraphics.cpp')
-rw-r--r--src/openglgraphics.cpp212
1 files changed, 211 insertions, 1 deletions
diff --git a/src/openglgraphics.cpp b/src/openglgraphics.cpp
index 302c895d0..f30d20666 100644
--- a/src/openglgraphics.cpp
+++ b/src/openglgraphics.cpp
@@ -24,8 +24,8 @@
#ifdef USE_OPENGL
+#include "graphicsvertexes.h"
#include "openglgraphics.h"
-
#include "log.h"
#include "resources/image.h"
@@ -617,6 +617,198 @@ void OpenGLGraphics::drawRescaledImagePattern(Image *image, int x, int y,
static_cast<GLubyte>(mColor.a));
}
+void OpenGLGraphics::drawImagePattern2(GraphicsVertexes *vert, 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*>::iterator iv;
+ std::vector<int> &vp = ogl->getVp();
+ std::vector<int>::iterator ivp;
+
+ // Draw a set of textured rectangles
+ if (image->getTextureType() == GL_TEXTURE_2D)
+ {
+ std::vector<GLfloat*> &floatTexPool = ogl->getFloatTexPool();
+ std::vector<GLfloat*>::iterator ft;
+
+ for (iv = intVertPool.begin(), ft = floatTexPool.begin(),
+ ivp = vp.begin();
+ iv != intVertPool.end(), ft != floatTexPool.end(),
+ ivp != vp.end();
+ ++ iv, ++ ft, ++ ivp)
+ {
+ drawQuadArrayfi(*iv, *ft, *ivp);
+ }
+ }
+ else
+ {
+ std::vector<GLint*> &intTexPool = ogl->getIntTexPool();
+ std::vector<GLint*>::iterator it;
+
+ for (iv = intVertPool.begin(), it = intTexPool.begin(),
+ ivp = vp.begin();
+ iv != intVertPool.end(), it != intTexPool.end(),
+ ivp != vp.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->getWidth();
+ const int ih = image->getHeight();
+
+ 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->getTextureType() == 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::updateScreen()
{
glFlush();
@@ -930,6 +1122,15 @@ inline void OpenGLGraphics::drawQuadArrayfi(int size)
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);
@@ -938,6 +1139,15 @@ inline void OpenGLGraphics::drawQuadArrayii(int size)
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);