/*
* The Mana World
* Copyright (C) 2004-2010 The Mana World Development Team
*
* This file is part of The Mana World.
*
* 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, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#include "log.h"
#include "openglgraphics.h"
#include "resources/image.h"
#ifdef USE_OPENGL
#ifdef __APPLE__
#include <OpenGL/OpenGL.h>
#endif
#include <SDL.h>
#ifndef GL_TEXTURE_RECTANGLE_ARB
#define GL_TEXTURE_RECTANGLE_ARB 0x84F5
#define GL_MAX_RECTANGLE_TEXTURE_SIZE_ARB 0x84F8
#endif
OpenGLGraphics::OpenGLGraphics():
mAlpha(false), mTexture(false), mColorAlpha(false),
mSync(false)
{
}
OpenGLGraphics::~OpenGLGraphics()
{
}
void OpenGLGraphics::setSync(bool sync)
{
mSync = sync;
}
bool OpenGLGraphics::setVideoMode(int w, int h, int bpp, bool fs, bool hwaccel)
{
logger->log("Setting video mode %dx%d %s",
w, h, fs ? "fullscreen" : "windowed");
int displayFlags = SDL_ANYFORMAT | SDL_OPENGL;
mWidth = w;
mHeight = h;
mBpp = bpp;
mFullscreen = fs;
mHWAccel = hwaccel;
if (fs)
displayFlags |= SDL_FULLSCREEN;
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
if (!(mTarget = SDL_SetVideoMode(w, h, bpp, displayFlags)))
return false;
#ifdef __APPLE__
if (mSync)
{
const GLint VBL = 1;
CGLSetParameter(CGLGetCurrentContext(), kCGLCPSwapInterval, &VBL);
}
#endif
// Setup OpenGL
glViewport(0, 0, w, h);
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
int gotDoubleBuffer;
SDL_GL_GetAttribute(SDL_GL_DOUBLEBUFFER, &gotDoubleBuffer);
logger->log("Using OpenGL %s double buffering.",
(gotDoubleBuffer ? "with" : "without"));
char const *glExtensions = (char const *)glGetString(GL_EXTENSIONS);
GLint texSize;
bool rectTex = strstr(glExtensions, "GL_ARB_texture_rectangle");
if (rectTex)
{
Image::mTextureType = GL_TEXTURE_RECTANGLE_ARB;
glGetIntegerv(GL_MAX_RECTANGLE_TEXTURE_SIZE_ARB, &texSize);
}
else
{
Image::mTextureType = GL_TEXTURE_2D;
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &texSize);
}
Image::mTextureSize = texSize;
logger->log("OpenGL texture size: %d pixels%s", Image::mTextureSize,
rectTex ? " (rectangle textures)" : "");
return true;
}
static inline void drawQuad(Image *image,
int srcX, int srcY, int dstX, int dstY,
int width, int height)
{
if (image->getTextureType() == GL_TEXTURE_2D)
{
// Find OpenGL normalized texture coordinates.
float texX1 = srcX / (float) image->getTextureWidth();
float texY1 = srcY / (float) image->getTextureHeight();
float texX2 = (srcX + width) / (float) image->getTextureWidth();
float texY2 = (srcY + height) / (float) image->getTextureHeight();
glTexCoord2f(texX1, texY1);
glVertex2i(dstX, dstY);
glTexCoord2f(texX2, texY1);
glVertex2i(dstX + width, dstY);
glTexCoord2f(texX2, texY2);
glVertex2i(dstX + width, dstY + height);
glTexCoord2f(texX1, texY2);
glVertex2i(dstX, dstY + height);
}
else
{
glTexCoord2i(srcX, srcY);
glVertex2i(dstX, dstY);
glTexCoord2i(srcX + width, srcY);
glVertex2i(dstX + width, dstY);
glTexCoord2i(srcX + width, srcY + height);
glVertex2i(dstX + width, dstY + height);
glTexCoord2i(srcX, srcY + height);
glVertex2i(dstX, dstY + height);
}
}
static inline void drawRescaledQuad(Image *image,
int srcX, int srcY, int dstX, int dstY,
int width, int height,
int desiredWidth, int desiredHeight)
{
if (image->getTextureType() == GL_TEXTURE_2D)
{
// Find OpenGL normalized texture coordinates.
float texX1 = srcX / (float) image->getTextureWidth();
float texY1 = srcY / (float) image->getTextureHeight();
float texX2 = (srcX + width) / (float) image->getTextureWidth();
float texY2 = (srcY + height) / (float) image->getTextureHeight();
glTexCoord2f(texX1, texY1);
glVertex2i(dstX, dstY);
glTexCoord2f(texX2, texY1);
glVertex2i(dstX + desiredWidth, dstY);
glTexCoord2f(texX2, texY2);
glVertex2i(dstX + desiredWidth, dstY + desiredHeight);
glTexCoord2f(texX1, texY2);
glVertex2i(dstX, dstY + desiredHeight);
}
else
{
glTexCoord2i(srcX, srcY);
glVertex2i(dstX, dstY);
glTexCoord2i(srcX + width, srcY);
glVertex2i(dstX + desiredWidth, dstY);
glTexCoord2i(srcX + width, srcY + height);
glVertex2i(dstX + desiredWidth, dstY + desiredHeight);
glTexCoord2i(srcX, srcY + height);
glVertex2i(dstX, dstY + desiredHeight);
}
}
bool OpenGLGraphics::drawImage(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);
glBindTexture(Image::mTextureType, image->mGLImage);
setTexturingAndBlending(true);
// Draw a textured quad.
glBegin(GL_QUADS);
drawQuad(image, srcX, srcY, dstX, dstY, width, height);
glEnd();
if (!useColor)
glColor4ub(mColor.r, mColor.g, mColor.b, 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);
glBindTexture(Image::mTextureType, image->mGLImage);
setTexturingAndBlending(true);
// Draw a textured quad.
glBegin(GL_QUADS);
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);
}
glEnd();
if (!useColor)
glColor4ub(mColor.r, mColor.g, mColor.b, mColor.a);
return true;
}
/* Optimising the functions that Graphics::drawImagePattern would call,
* so that glBegin...glEnd are outside the main loop. */
void OpenGLGraphics::drawImagePattern(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->getWidth();
const int ih = image->getHeight();
if (iw == 0 || ih == 0)
return;
glColor4f(1.0f, 1.0f, 1.0f, image->mAlpha);
glBindTexture(Image::mTextureType, image->mGLImage);
setTexturingAndBlending(true);
// Draw a set of textured rectangles
glBegin(GL_QUADS);
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;
drawQuad(image, srcX, srcY, dstX, dstY, width, height);
}
}
glEnd();
glColor4ub(mColor.r, mColor.g, mColor.b, mColor.a);
}
void OpenGLGraphics::drawRescaledImagePattern(Image *image, int x, int y,
int w, int h,
int scaledWidth, int scaledHeight)
{
if (!image)
return;
const int srcX = image->mBounds.x;
const int srcY = image->mBounds.y;
const int iw = scaledWidth;
const int ih = scaledHeight;
if (iw == 0 || ih == 0)
return;
glColor4f(1.0f, 1.0f, 1.0f, image->mAlpha);
glBindTexture(Image::mTextureType, image->mGLImage);
setTexturingAndBlending(true);
// Draw a set of textured rectangles
glBegin(GL_QUADS);
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;
drawRescaledQuad(image, srcX, srcY, dstX, dstY,
width, height, scaledWidth, scaledHeight);
}
}
glEnd();
glColor4ub(mColor.r, mColor.g, mColor.b, mColor.a);
}
void OpenGLGraphics::updateScreen()
{
glFlush();
glFinish();
SDL_GL_SwapBuffers();
}
void OpenGLGraphics::_beginDraw()
{
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0.0, (double)mTarget->w, (double)mTarget->h, 0.0, -1.0, 1.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glEnable(GL_SCISSOR_TEST);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
pushClipArea(gcn::Rectangle(0, 0, mTarget->w, mTarget->h));
}
void OpenGLGraphics::_endDraw()
{
}
SDL_Surface* OpenGLGraphics::getScreenshot()
{
int h = mTarget->h;
int w = mTarget->w;
SDL_Surface *screenshot = SDL_CreateRGBSurface(
SDL_SWSURFACE,
w, h, 24,
0xff0000, 0x00ff00, 0x0000ff, 0x000000);
if (SDL_MUSTLOCK(screenshot))
SDL_LockSurface(screenshot);
// Grap the pixel buffer and write it to the SDL surface
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 = (GLubyte*)malloc(lineSize);
for (int i = 0; i < (h / 2); i++)
{
GLubyte *top = (GLubyte*)screenshot->pixels + lineSize * i;
GLubyte *bot = (GLubyte*)screenshot->pixels + lineSize * (h - 1 - i);
memcpy(buf, top, lineSize);
memcpy(top, bot, lineSize);
memcpy(bot, buf, lineSize);
}
free(buf);
if (SDL_MUSTLOCK(screenshot))
SDL_UnlockSurface(screenshot);
return screenshot;
}
bool OpenGLGraphics::pushClipArea(gcn::Rectangle area)
{
int transX = 0;
int transY = 0;
if (!mClipStack.empty())
{
transX = -mClipStack.top().xOffset;
transY = -mClipStack.top().yOffset;
}
bool result = gcn::Graphics::pushClipArea(area);
transX += mClipStack.top().xOffset;
transY += mClipStack.top().yOffset;
glPushMatrix();
glTranslatef(transX, transY, 0);
glScissor(mClipStack.top().x,
mTarget->h - mClipStack.top().y - mClipStack.top().height,
mClipStack.top().width,
mClipStack.top().height);
return result;
}
void OpenGLGraphics::popClipArea()
{
gcn::Graphics::popClipArea();
if (mClipStack.empty())
return;
glPopMatrix();
glScissor(mClipStack.top().x,
mTarget->h - mClipStack.top().y - mClipStack.top().height,
mClipStack.top().width,
mClipStack.top().height);
}
void OpenGLGraphics::setColor(const gcn::Color& color)
{
mColor = color;
glColor4ub(color.r, color.g, color.b, 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);
glBegin(GL_LINES);
glVertex2f(x1 + 0.5f, y1 + 0.5f);
glVertex2f(x2 + 0.5f, y2 + 0.5f);
glEnd();
glBegin(GL_POINTS);
glVertex2f(x2 + 0.5f, y2 + 0.5f);
glEnd();
}
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, int height)
{
}
void OpenGLGraphics::setTexturingAndBlending(bool enable)
{
if (enable)
{
if (!mTexture)
{
glEnable(Image::mTextureType);
mTexture = true;
}
if (!mAlpha)
{
glEnable(GL_BLEND);
mAlpha = true;
}
}
else
{
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;
setTexturingAndBlending(false);
glBegin(filled ? GL_QUADS : GL_LINE_LOOP);
glVertex2f(rect.x + offset, rect.y + offset);
glVertex2f(rect.x + rect.width - offset, rect.y + offset);
glVertex2f(rect.x + rect.width - offset, rect.y + rect.height - offset);
glVertex2f(rect.x + offset, rect.y + rect.height - offset);
glEnd();
}
#endif // USE_OPENGL