/* * The Mana World * Copyright 2004 The Mana World Development Team * * This file is part of The Mana World. * * The Mana World 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. * * The Mana World 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 The Mana World; if not, write to the Free Software * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA * * $Id$ */ #include "../log.h" #include "image.h" #include #include #include "../graphic/graphic.h" #include "resourcemanager.h" #ifndef USE_OPENGL Image::Image(SDL_Surface *image): image(image) #else Image::Image(GLuint image, int width, int height, int texWidth, int texHeight): image(image), width(width), height(height), texWidth(texWidth), texHeight(texHeight) #endif { } Image::~Image() { unload(); } Image* Image::load(const std::string &filePath, int flags) { log("Image::load(%s)", filePath.c_str()); // Attempt to use SDL_Image to load the file. SDL_Surface *tmpImage = IMG_Load(filePath.c_str()); // Check if the file was opened and return the appropriate value. if (!tmpImage) { log("Error: Image load failed."); return NULL; } #ifndef USE_OPENGL SDL_Surface *image; if (flags & IMG_ALPHA) { image = SDL_DisplayFormatAlpha(tmpImage); } else { SDL_SetColorKey(tmpImage, SDL_SRCCOLORKEY | SDL_RLEACCEL, SDL_MapRGB(tmpImage->format, 255, 0, 255)); image = SDL_DisplayFormat(tmpImage); } SDL_FreeSurface(tmpImage); // Check if the file was opened and return the appropriate value. if (!image) { log("Error: Image convert failed."); return NULL; } return new Image(image); #else Uint32 rmask, gmask, bmask, amask; #if SDL_BYTEORDER == SDL_BIG_ENDIAN rmask = 0xff000000; gmask = 0x00ff0000; bmask = 0x0000ff00; amask = 0x000000ff; #else rmask = 0x000000ff; gmask = 0x0000ff00; bmask = 0x00ff0000; amask = 0xff000000; #endif SDL_Surface *formatImage = SDL_CreateRGBSurface(SDL_SWSURFACE, 0, 0, 32, rmask, gmask, bmask, amask); if (formatImage == NULL) { log("Error", "Image load failed: not enough memory"); } SDL_Surface *image = SDL_ConvertSurface( tmpImage, formatImage->format, SDL_SWSURFACE); SDL_FreeSurface(formatImage); SDL_FreeSurface(tmpImage); unsigned int *rawData = (unsigned int *)image->pixels; int width = image->w; int height = image->h; int realWidth = 1, realHeight = 1; while (realWidth < width && realWidth < 1024) { realWidth *= 2; } while (realHeight < height && realHeight < 1024) { realHeight *= 2; } unsigned int *realData = new unsigned int[realWidth * realHeight]; int x, y; for (y = 0; y < realHeight; y++) { for (x = 0; x < realWidth; x++) { if (x < width && y < height) { if (rawData[x + y * width] == 0xffff00ff) { realData[x + y * realWidth] = 0x00000000; } else { realData[x + y * realWidth] = rawData[x + y * width]; } } else { realData[x + y * realWidth] = 0; } } } GLuint texture; glGenTextures(1, &texture); log("Binding texture %d (%dx%d)", texture, realWidth, realHeight); glBindTexture(GL_TEXTURE_2D, texture); glTexImage2D( GL_TEXTURE_2D, 0, 4, realWidth, realHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, realData); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); delete[] realData; SDL_FreeSurface(image); GLenum error = glGetError(); if (error) { std::string errmsg = "Unkown error"; switch (error) { case GL_INVALID_ENUM: errmsg = "GL_INVALID_ENUM"; break; case GL_INVALID_VALUE: errmsg = "GL_INVALID_VALUE"; break; case GL_INVALID_OPERATION: errmsg = "GL_INVALID_OPERATION"; break; case GL_STACK_OVERFLOW: errmsg = "GL_STACK_OVERFLOW"; break; case GL_STACK_UNDERFLOW: errmsg = "GL_STACK_UNDERFLOW"; break; case GL_OUT_OF_MEMORY: errmsg = "GL_OUT_OF_MEMORY"; break; } log("Error: Image GL import failed: %s", errmsg.c_str()); return NULL; } return new Image(texture, width, height, realWidth, realHeight); #endif } void Image::unload() { // Free the image surface. #ifndef USE_OPENGL if (image != NULL) { SDL_FreeSurface(image); image = NULL; loaded = false; } #endif loaded = false; } int Image::getWidth() const { #ifndef USE_OPENGL if (image != NULL) { return image->w; } #else return width; #endif return 0; } int Image::getHeight() const { #ifndef USE_OPENGL if (image != NULL) { return image->h; } #else return height; #endif return 0; } Image *Image::getSubImage(int x, int y, int width, int height) { // Create a new clipped sub-image #ifdef USE_OPENGL return new SubImage(this, image, x, y, width, height, texWidth, texHeight); #else return new SubImage(this, image, x, y, width, height); #endif } bool Image::draw(SDL_Surface *screen, int srcX, int srcY, int dstX, int dstY, int width, int height) { #ifndef USE_OPENGL // Check that preconditions for blitting are met. if (screen == NULL || image == NULL) return false; SDL_Rect dstRect; SDL_Rect srcRect; dstRect.x = dstX; dstRect.y = dstY; srcRect.x = srcX; srcRect.y = srcY; srcRect.w = width; srcRect.h = height; if (SDL_BlitSurface(image, &srcRect, screen, &dstRect) < 0) { return false; } #else // Find OpenGL texture coordinates float texX1 = srcX / (float)texWidth; float texY1 = srcY / (float)texHeight; float texX2 = (srcX + width) / (float)texWidth; float texY2 = (srcY + height) / (float)texHeight; glBindTexture(GL_TEXTURE_2D, image); glEnable(GL_TEXTURE_2D); glEnable(GL_BLEND); // Draw a textured quad -- the image glBegin(GL_QUADS); glTexCoord2f(texX1, texY1); glVertex3i(dstX, dstY, 0); glTexCoord2f(texX2, texY1); glVertex3i(dstX + width, dstY, 0); glTexCoord2f(texX2, texY2); glVertex3i(dstX + width, dstY + height, 0); glTexCoord2f(texX1, texY2); glVertex3i(dstX, dstY + height, 0); glEnd(); glDisable(GL_TEXTURE_2D); glDisable(GL_BLEND); #endif return true; } bool Image::draw(SDL_Surface *screen, int x, int y) { #ifndef USE_OPENGL // Check that preconditions for blitting are met. if (screen == NULL || image == NULL) return false; SDL_Rect dstRect; dstRect.x = x; dstRect.y = y; if (SDL_BlitSurface(image, NULL, screen, &dstRect) < 0) { return false; } #else // Find OpenGL texture coordinates float texX1 = 0.0f; float texY1 = 0.0f; float texX2 = width / (float)texWidth; float texY2 = height / (float)texHeight; glBindTexture(GL_TEXTURE_2D, image); glEnable(GL_TEXTURE_2D); glEnable(GL_BLEND); // Draw a textured quad -- the image glBegin(GL_QUADS); glTexCoord2f(texX1, texY1); glVertex3i(x, y, 0); glTexCoord2f(texX2, texY1); glVertex3i(x + width, y, 0); glTexCoord2f(texX2, texY2); glVertex3i(x + width, y + height, 0); glTexCoord2f(texX1, texY2); glVertex3i(x, y + height, 0); glEnd(); glDisable(GL_TEXTURE_2D); glDisable(GL_BLEND); #endif return true; } void Image::drawPattern(SDL_Surface *screen, int x, int y, int w, int h) { int iw = getWidth(); // Width of image int ih = getHeight(); // Height of image if (iw == 0 || ih == 0) return; int px = 0; // X position on pattern plane int py = 0; // Y position on pattern plane while (py < h) { while (px < w) { int dw = (px + iw >= w) ? w - px : iw; int dh = (py + ih >= h) ? h - py : ih; draw(screen, 0, 0, x + px, y + py, dw, dh); px += iw; } py += ih; px = 0; } } //============================================================================ #ifndef USE_OPENGL SubImage::SubImage(Image *parent, SDL_Surface *image, int x, int y, int width, int height): Image(image), #else SubImage::SubImage(Image *parent, GLuint image, int x, int y, int width, int height, int texWidth, int texHeight): Image(image, width, height, texWidth, texHeight), #endif parent(parent) { parent->incRef(); // Set up the rectangle. rect.x = x; rect.y = y; rect.w = width; rect.h = height; } SubImage::~SubImage() { #ifndef USE_OPENGL image = NULL; #endif // TODO: Enable when no longer a problem //parent->decRef(); } int SubImage::getWidth() const { return rect.w; } int SubImage::getHeight() const { return rect.h; } Image *SubImage::getSubImage(int x, int y, int w, int h) { return NULL; } bool SubImage::draw(SDL_Surface *screen, int srcX, int srcY, int dstX, int dstY, int width, int height) { #ifndef USE_OPENGL // Check that preconditions for blitting are met. if (screen == NULL || image == NULL) return false; SDL_Rect dstRect; SDL_Rect srcRect; dstRect.x = dstX; dstRect.y = dstY; srcRect.x = rect.x + srcX; srcRect.y = rect.y + srcY; srcRect.w = width; srcRect.h = height; if (SDL_BlitSurface(image, &srcRect, screen, &dstRect) < 0) { return false; } #else // Find OpenGL texture coordinates float texX1 = (rect.x + srcX) / (float)texWidth; float texY1 = (rect.y + srcY) / (float)texHeight; float texX2 = (rect.x + srcX + width) / (float)texWidth; float texY2 = (rect.y + srcY + height) / (float)texHeight; glBindTexture(GL_TEXTURE_2D, image); glEnable(GL_TEXTURE_2D); glEnable(GL_BLEND); // Draw a textured quad -- the image glBegin(GL_QUADS); glTexCoord2f(texX1, texY1); glVertex3i(dstX, dstY, 0); glTexCoord2f(texX2, texY1); glVertex3i(dstX + width, dstY, 0); glTexCoord2f(texX2, texY2); glVertex3i(dstX + width, dstY + height, 0); glTexCoord2f(texX1, texY2); glVertex3i(dstX, dstY + height, 0); glEnd(); glDisable(GL_TEXTURE_2D); glDisable(GL_BLEND); #endif return true; } bool SubImage::draw(SDL_Surface *screen, int x, int y) { #ifndef USE_OPENGL // Check that drawing preconditions are satisfied. if (screen == NULL || image == NULL) return false; SDL_Rect dstRect; dstRect.x = x; dstRect.y = y; // Draw subimage part to given location if (SDL_BlitSurface(image, &rect, screen, &dstRect) < 0) { return false; } #else // Find OpenGL texture coordinates float texX1 = rect.x / (float)texWidth; float texY1 = rect.y / (float)texHeight; float texX2 = (rect.x + rect.w) / (float)texWidth; float texY2 = (rect.y + rect.h) / (float)texHeight; glBindTexture(GL_TEXTURE_2D, image); glEnable(GL_TEXTURE_2D); glEnable(GL_BLEND); // Draw a textured quad -- the image glBegin(GL_QUADS); glTexCoord2f(texX1, texY1); glVertex3i(x, y, 0); glTexCoord2f(texX2, texY1); glVertex3i(x + rect.w, y, 0); glTexCoord2f(texX2, texY2); glVertex3i(x + rect.w, y + rect.h, 0); glTexCoord2f(texX1, texY2); glVertex3i(x, y + rect.h, 0); glEnd(); glDisable(GL_TEXTURE_2D); glDisable(GL_BLEND); #endif return true; }