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author | Ira Rice <irarice@gmail.com> | 2009-03-16 22:45:49 -0600 |
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committer | Ira Rice <irarice@gmail.com> | 2009-03-16 22:45:49 -0600 |
commit | a1eb62126bae54557e03682cac70c8331e359e01 (patch) | |
tree | 74e06ee9079e492a14d6e75290460ffc6e4feb47 | |
parent | d654758ef63f6515d678ceaf77d63a2693e08fb7 (diff) | |
download | mana-client-a1eb62126bae54557e03682cac70c8331e359e01.tar.gz mana-client-a1eb62126bae54557e03682cac70c8331e359e01.tar.bz2 mana-client-a1eb62126bae54557e03682cac70c8331e359e01.tar.xz mana-client-a1eb62126bae54557e03682cac70c8331e359e01.zip |
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.cpp | 34 | ||||
-rw-r--r-- | src/openglgraphics.cpp | 53 |
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); + } } } |