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authorIra Rice <irarice@gmail.com>2009-03-16 22:45:49 -0600
committerIra Rice <irarice@gmail.com>2009-03-16 22:45:49 -0600
commita1eb62126bae54557e03682cac70c8331e359e01 (patch)
tree74e06ee9079e492a14d6e75290460ffc6e4feb47
parentd654758ef63f6515d678ceaf77d63a2693e08fb7 (diff)
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Applied a similar optimization as in commit
d654758ef63f6515d678ceaf77d63a2693e08fb7, but for SDL instead. This currently doesn't buy too much, but it's a little better than it used to be. TODO: Find out why SDL is bottlenecked, and try to bring its performance up to OpenGL levels, if possible. Signed-off-by: Ira Rice <irarice@gmail.com>
-rw-r--r--src/graphics.cpp34
-rw-r--r--src/openglgraphics.cpp53
2 files changed, 58 insertions, 29 deletions
diff --git a/src/graphics.cpp b/src/graphics.cpp
index 48fd1340..ca86f536 100644
--- a/src/graphics.cpp
+++ b/src/graphics.cpp
@@ -154,24 +154,34 @@ void Graphics::drawImage(gcn::Image const *image, int srcX, int srcY,
void Graphics::drawImagePattern(Image *image, int x, int y, int w, int h)
{
- int iw = image->getWidth();
- int ih = image->getHeight();
- if (iw == 0 || ih == 0) return;
+ // Check that preconditions for blitting are met.
+ if (!mScreen || !image || !image->mImage) return;
- int px = 0; // X position on pattern plane
- int py = 0; // Y position on pattern plane
+ const int iw = image->getWidth();
+ const int ih = image->getHeight();
+
+ if (iw == 0 || ih == 0) return;
- while (py < h)
+ for (int py = 0; py < h; py += ih) // Y position on pattern plane
{
- while (px < w)
+ int dh = (py + ih >= h) ? h - py : ih;
+ int srcY = image->mBounds.y;
+ int dstY = y + py + mClipStack.top().yOffset;
+
+ for (int px = 0; px < w; px += iw) // X position on pattern plane
{
int dw = (px + iw >= w) ? w - px : iw;
- int dh = (py + ih >= h) ? h - py : ih;
- drawImage(image, 0, 0, x + px, y + py, dw, dh);
- px += iw;
+ int srcX = image->mBounds.x;
+ int dstX = x + px + mClipStack.top().xOffset;
+
+ SDL_Rect dstRect;
+ SDL_Rect srcRect;
+ dstRect.x = dstX; dstRect.y = dstY;
+ srcRect.x = srcX; srcRect.y = srcY;
+ srcRect.w = dw; srcRect.h = dh;
+
+ SDL_BlitSurface(image->mImage, &srcRect, mScreen, &dstRect);
}
- py += ih;
- px = 0;
}
}
diff --git a/src/openglgraphics.cpp b/src/openglgraphics.cpp
index d436e7a5..78b502ea 100644
--- a/src/openglgraphics.cpp
+++ b/src/openglgraphics.cpp
@@ -110,6 +110,8 @@ bool OpenGLGraphics::setVideoMode(int w, int h, int bpp, bool fs, bool hwaccel)
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;
@@ -166,16 +168,14 @@ bool OpenGLGraphics::drawImage(Image *image, int srcX, int srcY,
* so that glBegin...glEnd are outside the main loop. */
void OpenGLGraphics::drawImagePattern(Image *image, int x, int y, int w, int h)
{
- if (Image::mTextureType == GL_TEXTURE_2D)
- {
- /* I'm not seeing this get called at all, so no point in optimising it. */
- Graphics::drawImagePattern(image, x, y, w, h);
- return;
- }
+ if (!image) return;
const int srcX = image->mBounds.x;
const int srcY = image->mBounds.y;
+ const float texX1 = srcX / (float)image->mTexWidth;
+ const float texY1 = srcY / (float)image->mTexHeight;
+
int iw = image->getWidth();
int ih = image->getHeight();
if (iw == 0 || ih == 0)
@@ -184,6 +184,7 @@ void OpenGLGraphics::drawImagePattern(Image *image, int x, int y, int w, int h)
glColor4f(1.0f, 1.0f, 1.0f, image->mAlpha);
glBindTexture(Image::mTextureType, image->mGLImage);
+
setTexturingAndBlending(true);
// Draw a set of textured rectangles
@@ -192,20 +193,38 @@ void OpenGLGraphics::drawImagePattern(Image *image, int x, int y, int w, int h)
for (int py = 0; py < h; py += ih)
{
int height = (py + ih >= h) ? h - py : ih;
- int dstY = y+py;
+ int dstY = y + py;
for (int px = 0; px < w; px += iw)
{
int width = (px + iw >= w) ? w - px : iw;
- int dstX = x+px;
-
- 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);
+ int dstX = x + px;
+
+ if (Image::mTextureType == GL_TEXTURE_2D)
+ {
+ // Find OpenGL normalized texture coordinates.
+ float texX2 = (srcX + width) / (float) image->mTexWidth;
+ float texY2 = (srcY + height) / (float) image->mTexHeight;
+
+ 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);
+ }
}
}