/* * The Mana World * Copyright (C) 2004 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 #include "log.h" #include "openglgraphics.h" #include "resources/image.h" #ifdef USE_OPENGL #ifdef __APPLE__ #include #endif #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; mFullscreen = fs; mHWAccel = hwaccel; if (fs) displayFlags |= SDL_FULLSCREEN; SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); if (!(mScreen = 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) { 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); drawRescaledQuad(image, srcX, srcY, dstX, dstY, width, height, desiredWidth, desiredHeight); 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::updateScreen() { glFlush(); glFinish(); SDL_GL_SwapBuffers(); } void OpenGLGraphics::_beginDraw() { glMatrixMode(GL_TEXTURE); glLoadIdentity(); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho(0.0, (double)mScreen->w, (double)mScreen->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, mScreen->w, mScreen->h)); } void OpenGLGraphics::_endDraw() { } SDL_Surface* OpenGLGraphics::getScreenshot() { int h = mScreen->h; int w = mScreen->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, mScreen->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, mScreen->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