/*
* The ManaPlus Client
* Copyright (C) 2004-2009 The Mana World Development Team
* Copyright (C) 2009-2010 The Mana Developers
* Copyright (C) 2011-2013 The ManaPlus Developers
*
* This file is part of The ManaPlus Client.
*
* 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, see <http://www.gnu.org/licenses/>.
*/
#include "main.h"
#ifdef USE_OPENGL
#include "render/mobileopenglgraphics.h"
#include "configuration.h"
#include "graphicsmanager.h"
#include "graphicsvertexes.h"
#include "logger.h"
#include "resources/image.h"
#include "resources/openglimagehelper.h"
#include "utils/sdlcheckutils.h"
#include "debug.h"
GLuint MobileOpenGLGraphics::mLastImage = 0;
#ifdef DEBUG_DRAW_CALLS
unsigned int MobileOpenGLGraphics::mDrawCalls = 0;
unsigned int MobileOpenGLGraphics::mLastDrawCalls = 0;
#endif
MobileOpenGLGraphics::MobileOpenGLGraphics():
mFloatTexArray(nullptr),
mIntTexArray(nullptr),
mIntVertArray(nullptr),
mShortVertArray(nullptr),
mTexture(false),
mIsByteColor(false),
mByteColor(),
mFloatColor(1.0F),
mMaxVertices(500),
mColorAlpha(false),
#ifdef DEBUG_BIND_TEXTURE
mOldTexture(),
mOldTextureId(0),
#endif
mFbo()
{
mOpenGL = RENDER_GLES_OPENGL;
mName = "mobile OpenGL";
}
MobileOpenGLGraphics::~MobileOpenGLGraphics()
{
delete [] mFloatTexArray;
delete [] mIntTexArray;
delete [] mIntVertArray;
delete [] mShortVertArray;
}
void MobileOpenGLGraphics::initArrays()
{
mMaxVertices = graphicsManager.getMaxVertices();
if (mMaxVertices < 500)
mMaxVertices = 500;
else if (mMaxVertices > 1024)
mMaxVertices = 1024;
// need alocate small size, after if limit reached reallocate to double size
const int sz = mMaxVertices * 4 + 30;
vertexBufSize = mMaxVertices;
mFloatTexArray = new GLfloat[sz];
mIntTexArray = new GLint[sz];
mIntVertArray = new GLint[sz];
mShortVertArray = new GLshort[sz];
}
bool MobileOpenGLGraphics::setVideoMode(const int w, const int h,
const int bpp, const bool fs,
const bool hwaccel, const bool resize,
const bool noFrame)
{
setMainFlags(w, h, bpp, fs, hwaccel, resize, noFrame);
return setOpenGLMode();
}
static inline void drawQuad(const Image *const image,
const int srcX, const int srcY,
const int dstX, const int dstY,
const int width, const int height)
{
// if (OpenGLImageHelper::mTextureType == GL_TEXTURE_2D)
{
const float tw = static_cast<float>(image->mTexWidth);
const float th = static_cast<float>(image->mTexHeight);
// Find OpenGL normalized texture coordinates.
const float texX1 = static_cast<float>(srcX) / tw;
const float texY1 = static_cast<float>(srcY) / th;
const float texX2 = static_cast<float>(srcX + width) / tw;
const float texY2 = static_cast<float>(srcY + height) / th;
GLfloat tex[] =
{
texX1, texY1,
texX2, texY1,
texX1, texY2,
texX2, texY2
};
GLshort vert[] =
{
static_cast<GLshort>(dstX), static_cast<GLshort>(dstY),
static_cast<GLshort>(dstX + width), static_cast<GLshort>(dstY),
static_cast<GLshort>(dstX), static_cast<GLshort>(dstY + height),
static_cast<GLshort>(dstX + width),
static_cast<GLshort>(dstY + height)
};
glVertexPointer(2, GL_SHORT, 0, &vert);
glTexCoordPointer(2, GL_FLOAT, 0, &tex);
#ifdef DEBUG_DRAW_CALLS
MobileOpenGLGraphics::mDrawCalls ++;
#endif
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
}
static inline void drawRescaledQuad(const Image *const image,
const int srcX, const int srcY,
const int dstX, const int dstY,
const int width, const int height,
const int desiredWidth,
const int desiredHeight)
{
// if (OpenGLImageHelper::mTextureType == GL_TEXTURE_2D)
{
const float tw = static_cast<float>(image->mTexWidth);
const float th = static_cast<float>(image->mTexHeight);
// Find OpenGL normalized texture coordinates.
const float texX1 = static_cast<float>(srcX) / tw;
const float texY1 = static_cast<float>(srcY) / th;
const float texX2 = static_cast<float>(srcX + width) / tw;
const float texY2 = static_cast<float>(srcY + height) / th;
GLfloat tex[] =
{
texX1, texY1,
texX2, texY1,
texX1, texY2,
texX2, texY2
};
GLshort vert[] =
{
static_cast<GLshort>(dstX), static_cast<GLshort>(dstY),
static_cast<GLshort>(dstX + desiredWidth),
static_cast<GLshort>(dstY),
static_cast<GLshort>(dstX), static_cast<GLshort>(
dstY + desiredHeight),
static_cast<GLshort>(dstX + desiredWidth),
static_cast<GLshort>(dstY + desiredHeight)
};
glVertexPointer(2, GL_SHORT, 0, &vert);
glTexCoordPointer(2, GL_FLOAT, 0, &tex);
#ifdef DEBUG_DRAW_CALLS
MobileOpenGLGraphics::mDrawCalls ++;
#endif
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
}
bool MobileOpenGLGraphics::drawImage2(const Image *const image,
int srcX, int srcY,
int dstX, int dstY,
const int width, const int height,
const bool useColor)
{
FUNC_BLOCK("Graphics::drawImage2", 1)
if (!image)
return false;
const SDL_Rect &imageRect = image->mBounds;
if (!useColor)
setColorAlpha(image->mAlpha);
#ifdef DEBUG_BIND_TEXTURE
debugBindTexture(image);
#endif
bindTexture(OpenGLImageHelper::mTextureType, image->mGLImage);
setTexturingAndBlending(true);
drawQuad(image, srcX + imageRect.x, srcY + imageRect.y,
dstX, dstY, width, height);
return true;
}
bool MobileOpenGLGraphics::drawRescaledImage(const Image *const image,
int srcX, int srcY,
int dstX, int dstY,
const int width, const int height,
const int desiredWidth,
const int desiredHeight,
const bool useColor)
{
return drawRescaledImage(image, srcX, srcY,
dstX, dstY,
width, height,
desiredWidth, desiredHeight,
useColor, true);
}
bool MobileOpenGLGraphics::drawRescaledImage(const Image *const image,
int srcX, int srcY,
int dstX, int dstY,
const int width, const int height,
const int desiredWidth,
const int desiredHeight,
const bool useColor,
bool smooth)
{
FUNC_BLOCK("Graphics::drawRescaledImage", 1)
if (!image)
return false;
// Just draw the image normally when no resizing is necessary,
if (width == desiredWidth && height == desiredHeight)
{
return drawImage2(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;
const SDL_Rect &imageRect = image->mBounds;
srcX += imageRect.x;
srcY += imageRect.y;
if (!useColor)
setColorAlpha(image->mAlpha);
#ifdef DEBUG_BIND_TEXTURE
debugBindTexture(image);
#endif
bindTexture(OpenGLImageHelper::mTextureType, image->mGLImage);
setTexturingAndBlending(true);
// Draw a textured quad.
drawRescaledQuad(image, srcX, srcY, dstX, dstY, width, height,
desiredWidth, desiredHeight);
if (smooth) // A basic smooth effect...
{
setColorAlpha(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);
}
return true;
}
void MobileOpenGLGraphics::drawImagePattern(const Image *const image,
const int x, const int y,
const int w, const int h)
{
FUNC_BLOCK("Graphics::drawImagePattern", 1)
if (!image)
return;
const SDL_Rect &imageRect = image->mBounds;
const int srcX = imageRect.x;
const int srcY = imageRect.y;
const int iw = imageRect.w;
const int ih = imageRect.h;
if (iw == 0 || ih == 0)
return;
const float tw = static_cast<float>(image->mTexWidth);
const float th = static_cast<float>(image->mTexHeight);
setColorAlpha(image->mAlpha);
#ifdef DEBUG_BIND_TEXTURE
debugBindTexture(image);
#endif
bindTexture(OpenGLImageHelper::mTextureType, image->mGLImage);
setTexturingAndBlending(true);
unsigned int vp = 0;
const unsigned int vLimit = mMaxVertices * 4;
// Draw a set of textured rectangles
// if (OpenGLImageHelper::mTextureType == GL_TEXTURE_2D)
// {
const float texX1 = static_cast<float>(srcX) / tw;
const float texY1 = static_cast<float>(srcY) / th;
for (int py = 0; py < h; py += ih)
{
const int height = (py + ih >= h) ? h - py : ih;
const float texY2 = static_cast<float>(srcY + height) / th;
const int dstY = y + py;
for (int px = 0; px < w; px += iw)
{
const int width = (px + iw >= w) ? w - px : iw;
const int dstX = x + px;
const float texX2 = static_cast<float>(srcX + width) / tw;
mFloatTexArray[vp + 0] = texX1; // 1
mFloatTexArray[vp + 1] = texY1;
mFloatTexArray[vp + 2] = texX2; // 2
mFloatTexArray[vp + 3] = texY1;
mFloatTexArray[vp + 4] = texX2; // 3
mFloatTexArray[vp + 5] = texY2;
mFloatTexArray[vp + 6] = texX1; // 1
mFloatTexArray[vp + 7] = texY1;
mFloatTexArray[vp + 8] = texX1; // 4
mFloatTexArray[vp + 9] = texY2;
mFloatTexArray[vp + 10] = texX2; // 3
mFloatTexArray[vp + 11] = texY2;
mShortVertArray[vp + 0] = static_cast<GLshort>(dstX);
mShortVertArray[vp + 1] = static_cast<GLshort>(dstY);
mShortVertArray[vp + 2] = static_cast<GLshort>(dstX + width);
mShortVertArray[vp + 3] = static_cast<GLshort>(dstY);
mShortVertArray[vp + 4] = static_cast<GLshort>(dstX + width);
mShortVertArray[vp + 5] = static_cast<GLshort>(dstY + height);
mShortVertArray[vp + 6] = static_cast<GLshort>(dstX);
mShortVertArray[vp + 7] = static_cast<GLshort>(dstY);
mShortVertArray[vp + 8] = static_cast<GLshort>(dstX);
mShortVertArray[vp + 9] = static_cast<GLshort>(dstY + height);
mShortVertArray[vp + 10] = static_cast<GLshort>(dstX + width);
mShortVertArray[vp + 11] = static_cast<GLshort>(dstY + height);
vp += 12;
if (vp >= vLimit)
{
drawTriangleArrayfs(vp);
vp = 0;
}
}
}
if (vp > 0)
drawTriangleArrayfs(vp);
// }
}
void MobileOpenGLGraphics::drawRescaledImagePattern(const Image *const image,
const int x, const int y,
const int w, const int h,
const int scaledWidth,
const int scaledHeight)
{
if (!image)
return;
if (scaledWidth == 0 || scaledHeight == 0)
return;
const SDL_Rect &imageRect = image->mBounds;
const int srcX = imageRect.x;
const int srcY = imageRect.y;
const int iw = imageRect.w;
const int ih = imageRect.h;
if (iw == 0 || ih == 0)
return;
setColorAlpha(image->mAlpha);
#ifdef DEBUG_BIND_TEXTURE
debugBindTexture(image);
#endif
bindTexture(OpenGLImageHelper::mTextureType, image->mGLImage);
setTexturingAndBlending(true);
unsigned int vp = 0;
const unsigned int vLimit = mMaxVertices * 4;
// Draw a set of textured rectangles
// if (OpenGLImageHelper::mTextureType == GL_TEXTURE_2D)
// {
const float tw = static_cast<float>(image->mTexWidth);
const float th = static_cast<float>(image->mTexHeight);
const float texX1 = static_cast<float>(srcX) / tw;
const float texY1 = static_cast<float>(srcY) / th;
const float tFractionW = iw / tw;
const float tFractionH = ih / th;
for (int py = 0; py < h; py += scaledHeight)
{
const int height = (py + scaledHeight >= h)
? h - py : scaledHeight;
const int dstY = y + py;
const float visibleFractionH = static_cast<float>(height)
/ scaledHeight;
const float texY2 = texY1 + tFractionH * visibleFractionH;
for (int px = 0; px < w; px += scaledWidth)
{
const int width = (px + scaledWidth >= w)
? w - px : scaledWidth;
const int dstX = x + px;
const float visibleFractionW = static_cast<float>(width)
/ scaledWidth;
const float texX2 = texX1 + tFractionW * visibleFractionW;
mFloatTexArray[vp + 0] = texX1;
mFloatTexArray[vp + 1] = texY1;
mFloatTexArray[vp + 2] = texX2;
mFloatTexArray[vp + 3] = texY1;
mFloatTexArray[vp + 4] = texX2;
mFloatTexArray[vp + 5] = texY2;
mFloatTexArray[vp + 6] = texX1;
mFloatTexArray[vp + 7] = texY1;
mFloatTexArray[vp + 8] = texX1;
mFloatTexArray[vp + 9] = texY2;
mFloatTexArray[vp + 10] = texX2;
mFloatTexArray[vp + 11] = texY2;
mShortVertArray[vp + 0] = static_cast<GLshort>(dstX);
mShortVertArray[vp + 1] = static_cast<GLshort>(dstY);
mShortVertArray[vp + 2] = static_cast<GLshort>(dstX + width);
mShortVertArray[vp + 3] = static_cast<GLshort>(dstY);
mShortVertArray[vp + 4] = static_cast<GLshort>(dstX + width);
mShortVertArray[vp + 5] = static_cast<GLshort>(dstY + height);
mShortVertArray[vp + 6] = static_cast<GLshort>(dstX);
mShortVertArray[vp + 7] = static_cast<GLshort>(dstY);
mShortVertArray[vp + 8] = static_cast<GLshort>(dstX);
mShortVertArray[vp + 9] = static_cast<GLshort>(dstY + height);
mShortVertArray[vp + 10] = static_cast<GLshort>(dstX + width);
mShortVertArray[vp + 11] = static_cast<GLshort>(dstY + height);
vp += 12;
if (vp >= vLimit)
{
drawTriangleArrayfs(vp);
vp = 0;
}
}
}
if (vp > 0)
drawTriangleArrayfs(vp);
// }
}
inline void MobileOpenGLGraphics::drawVertexes(const
NormalOpenGLGraphicsVertexes
&ogl)
{
const std::vector<GLshort*> &shortVertPool = ogl.mShortVertPool;
std::vector<GLshort*>::const_iterator iv;
const std::vector<GLshort*>::const_iterator iv_end = shortVertPool.end();
const std::vector<int> &vp = ogl.mVp;
std::vector<int>::const_iterator ivp;
const std::vector<int>::const_iterator ivp_end = vp.end();
// Draw a set of textured rectangles
// if (OpenGLImageHelper::mTextureType == GL_TEXTURE_2D)
{
const std::vector<GLfloat*> &floatTexPool = ogl.mFloatTexPool;
std::vector<GLfloat*>::const_iterator ft;
const std::vector<GLfloat*>::const_iterator
ft_end = floatTexPool.end();
for (iv = shortVertPool.begin(), ft = floatTexPool.begin(),
ivp = vp.begin();
iv != iv_end && ft != ft_end && ivp != ivp_end;
++ iv, ++ ft, ++ ivp)
{
drawTriangleArrayfs(*iv, *ft, *ivp);
}
}
}
void MobileOpenGLGraphics::calcImagePattern(ImageVertexes *const vert,
const Image *const image,
const int x, const int y,
const int w, const int h) const
{
if (!image || !vert)
return;
const SDL_Rect &imageRect = image->mBounds;
const int srcX = imageRect.x;
const int srcY = imageRect.y;
const int iw = imageRect.w;
const int ih = imageRect.h;
if (iw == 0 || ih == 0)
return;
const float tw = static_cast<float>(image->mTexWidth);
const float th = static_cast<float>(image->mTexHeight);
const unsigned int vLimit = mMaxVertices * 4;
NormalOpenGLGraphicsVertexes &ogl = vert->ogl;
unsigned int vp = ogl.continueVp();
// Draw a set of textured rectangles
// if (OpenGLImageHelper::mTextureType == GL_TEXTURE_2D)
{
const float texX1 = static_cast<float>(srcX) / tw;
const float texY1 = static_cast<float>(srcY) / th;
GLfloat *floatTexArray = ogl.continueFloatTexArray();
GLshort *shortVertArray = ogl.continueShortVertArray();
for (int py = 0; py < h; py += ih)
{
const int height = (py + ih >= h) ? h - py : ih;
const int dstY = y + py;
const float texY2 = static_cast<float>(srcY + height) / th;
for (int px = 0; px < w; px += iw)
{
const int width = (px + iw >= w) ? w - px : iw;
const int dstX = x + px;
const float texX2 = static_cast<float>(srcX + width) / tw;
floatTexArray[vp + 0] = texX1;
floatTexArray[vp + 1] = texY1;
floatTexArray[vp + 2] = texX2;
floatTexArray[vp + 3] = texY1;
floatTexArray[vp + 4] = texX2;
floatTexArray[vp + 5] = texY2;
floatTexArray[vp + 6] = texX1;
floatTexArray[vp + 7] = texY1;
floatTexArray[vp + 8] = texX1;
floatTexArray[vp + 9] = texY2;
floatTexArray[vp + 10] = texX2;
floatTexArray[vp + 11] = texY2;
shortVertArray[vp + 0] = dstX;
shortVertArray[vp + 1] = dstY;
shortVertArray[vp + 2] = dstX + width;
shortVertArray[vp + 3] = dstY;
shortVertArray[vp + 4] = dstX + width;
shortVertArray[vp + 5] = dstY + height;
shortVertArray[vp + 6] = dstX;
shortVertArray[vp + 7] = dstY;
shortVertArray[vp + 8] = dstX;
shortVertArray[vp + 9] = dstY + height;
shortVertArray[vp + 10] = dstX + width;
shortVertArray[vp + 11] = dstY + height;
vp += 12;
if (vp >= vLimit)
{
floatTexArray = ogl.switchFloatTexArray();
shortVertArray = ogl.switchShortVertArray();
ogl.switchVp(vp);
vp = 0;
}
}
}
}
ogl.switchVp(vp);
}
void MobileOpenGLGraphics::calcTile(ImageCollection *const vertCol,
const Image *const image,
int x, int y)
{
if (vertCol->currentGLImage != image->mGLImage)
{
ImageVertexes *const vert = new ImageVertexes();
vertCol->currentGLImage = image->mGLImage;
vertCol->currentVert = vert;
vert->image = image;
vertCol->draws.push_back(vert);
calcTile(vert, image, x, y);
}
else
{
calcTile(vertCol->currentVert, image, x, y);
}
}
void MobileOpenGLGraphics::drawTile(const ImageCollection *const vertCol)
{
const ImageVertexesVector &draws = vertCol->draws;
const ImageCollectionCIter it_end = draws.end();
for (ImageCollectionCIter it = draws.begin(); it != it_end; ++ it)
{
const ImageVertexes *const vert = *it;
const Image *const image = vert->image;
setColorAlpha(image->mAlpha);
#ifdef DEBUG_BIND_TEXTURE
debugBindTexture(image);
#endif
bindTexture(OpenGLImageHelper::mTextureType, image->mGLImage);
setTexturingAndBlending(true);
drawVertexes(vert->ogl);
}
}
void MobileOpenGLGraphics::calcImagePattern(ImageCollection* const vertCol,
const Image *const image,
const int x, const int y,
const int w, const int h) const
{
ImageVertexes *vert = nullptr;
if (vertCol->currentGLImage != image->mGLImage)
{
vert = new ImageVertexes();
vertCol->currentGLImage = image->mGLImage;
vertCol->currentVert = vert;
vert->image = image;
vertCol->draws.push_back(vert);
}
else
{
vert = vertCol->currentVert;
}
calcImagePattern(vert, image, x, y, w, h);
}
void MobileOpenGLGraphics::calcTile(ImageVertexes *const vert,
const Image *const image,
int dstX, int dstY) const
{
if (!vert || !image)
return;
const SDL_Rect &imageRect = image->mBounds;
const int srcX = imageRect.x;
const int srcY = imageRect.y;
const int w = imageRect.w;
const int h = imageRect.h;
if (w == 0 || h == 0)
return;
const float tw = static_cast<float>(image->mTexWidth);
const float th = static_cast<float>(image->mTexHeight);
const unsigned int vLimit = mMaxVertices * 4;
NormalOpenGLGraphicsVertexes &ogl = vert->ogl;
// std::vector<int> *vps = ogl.getVp();
unsigned int vp = ogl.continueVp();
// Draw a set of textured rectangles
// if (OpenGLImageHelper::mTextureType == GL_TEXTURE_2D)
{
float texX1 = static_cast<float>(srcX) / tw;
float texY1 = static_cast<float>(srcY) / th;
float texX2 = static_cast<float>(srcX + w) / tw;
float texY2 = static_cast<float>(srcY + h) / th;
GLfloat *const floatTexArray = ogl.continueFloatTexArray();
GLshort *const shortVertArray = ogl.continueShortVertArray();
floatTexArray[vp + 0] = texX1;
floatTexArray[vp + 1] = texY1;
floatTexArray[vp + 2] = texX2;
floatTexArray[vp + 3] = texY1;
floatTexArray[vp + 4] = texX2;
floatTexArray[vp + 5] = texY2;
floatTexArray[vp + 6] = texX1;
floatTexArray[vp + 7] = texY1;
floatTexArray[vp + 8] = texX1;
floatTexArray[vp + 9] = texY2;
floatTexArray[vp + 10] = texX2;
floatTexArray[vp + 11] = texY2;
shortVertArray[vp + 0] = dstX;
shortVertArray[vp + 1] = dstY;
shortVertArray[vp + 2] = dstX + w;
shortVertArray[vp + 3] = dstY;
shortVertArray[vp + 4] = dstX + w;
shortVertArray[vp + 5] = dstY + h;
shortVertArray[vp + 6] = dstX;
shortVertArray[vp + 7] = dstY;
shortVertArray[vp + 8] = dstX;
shortVertArray[vp + 9] = dstY + h;
shortVertArray[vp + 10] = dstX + w;
shortVertArray[vp + 11] = dstY + h;
vp += 12;
if (vp >= vLimit)
{
ogl.switchFloatTexArray();
ogl.switchShortVertArray();
ogl.switchVp(vp);
vp = 0;
}
}
ogl.switchVp(vp);
}
void MobileOpenGLGraphics::drawTile(const ImageVertexes *const vert)
{
if (!vert)
return;
const Image *const image = vert->image;
setColorAlpha(image->mAlpha);
#ifdef DEBUG_BIND_TEXTURE
debugBindTexture(image);
#endif
bindTexture(OpenGLImageHelper::mTextureType, image->mGLImage);
setTexturingAndBlending(true);
drawVertexes(vert->ogl);
}
bool MobileOpenGLGraphics::calcWindow(ImageCollection *const vertCol,
const int x, const int y,
const int w, const int h,
const ImageRect &imgRect)
{
ImageVertexes *vert = nullptr;
const Image *const image = imgRect.grid[4];
if (vertCol->currentGLImage != image->mGLImage)
{
vert = new ImageVertexes();
vertCol->currentGLImage = image->mGLImage;
vertCol->currentVert = vert;
vert->image = image;
vertCol->draws.push_back(vert);
}
else
{
vert = vertCol->currentVert;
}
return calcImageRect(vert, x, y, w, h,
imgRect.grid[0], imgRect.grid[2], imgRect.grid[6], imgRect.grid[8],
imgRect.grid[1], imgRect.grid[5], imgRect.grid[7], imgRect.grid[3],
imgRect.grid[4]);
}
void MobileOpenGLGraphics::updateScreen()
{
BLOCK_START("Graphics::updateScreen")
// glFlush();
// glFinish();
#ifdef DEBUG_DRAW_CALLS
mLastDrawCalls = mDrawCalls;
mDrawCalls = 0;
#endif
#ifdef USE_SDL2
SDL_GL_SwapWindow(mWindow);
#else
SDL_GL_SwapBuffers();
#endif
// may be need clear?
// glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
BLOCK_END("Graphics::updateScreen")
}
void MobileOpenGLGraphics::_beginDraw()
{
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
#ifdef ANDROID
glOrthof(0.0, static_cast<float>(mRect.w),
static_cast<float>(mRect.h), 0.0, -1.0, 1.0);
#else
glOrtho(0.0, static_cast<double>(mRect.w),
static_cast<double>(mRect.h), 0.0, -1.0, 1.0);
#endif
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glEnable(GL_SCISSOR_TEST);
glDisable(GL_DITHER);
glDisable(GL_LIGHTING);
glDisable(GL_DEPTH_TEST);
glDisable(GL_FOG);
glDisable(GL_COLOR_LOGIC_OP);
glDisable(GL_COLOR_MATERIAL);
glDisable(GL_STENCIL_TEST);
glShadeModel(GL_FLAT);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
#ifndef ANDROID
glHint(GL_LINE_SMOOTH_HINT, GL_FASTEST);
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
glHint(GL_POINT_SMOOTH_HINT, GL_FASTEST);
glHint(GL_POLYGON_SMOOTH_HINT, GL_FASTEST);
#ifndef __MINGW32__
glHint(GL_TEXTURE_COMPRESSION_HINT, GL_FASTEST);
#endif
#endif
// glScalef(0.5F, 0.5F, 0.5F);
pushClipArea(gcn::Rectangle(0, 0, mRect.w, mRect.h));
}
void MobileOpenGLGraphics::_endDraw()
{
popClipArea();
}
void MobileOpenGLGraphics::prepareScreenshot()
{
if (config.getBoolValue("usefbo"))
graphicsManager.createFBO(mRect.w, mRect.h, &mFbo);
}
SDL_Surface* MobileOpenGLGraphics::getScreenshot()
{
const int h = mRect.h;
const int w = mRect.w - (mRect.w % 4);
GLint pack = 1;
SDL_Surface *const screenshot = MSDL_CreateRGBSurface(
SDL_SWSURFACE, w, h, 24,
0xff0000, 0x00ff00, 0x0000ff, 0x000000);
if (!screenshot)
return nullptr;
if (SDL_MUSTLOCK(screenshot))
SDL_LockSurface(screenshot);
const unsigned int lineSize = 3 * w;
GLubyte *const buf = new GLubyte[lineSize];
if (!buf)
return nullptr;
// Grap the pixel buffer and write it to the SDL surface
glGetIntegerv(GL_PACK_ALIGNMENT, &pack);
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
const int h2 = h / 2;
for (int i = 0; i < h2; i++)
{
GLubyte *const top = static_cast<GLubyte*>(
screenshot->pixels) + lineSize * i;
GLubyte *const bot = static_cast<GLubyte*>(
screenshot->pixels) + lineSize * (h - 1 - i);
memcpy(buf, top, lineSize);
memcpy(top, bot, lineSize);
memcpy(bot, buf, lineSize);
}
delete [] buf;
if (config.getBoolValue("usefbo"))
graphicsManager.deleteFBO(&mFbo);
glPixelStorei(GL_PACK_ALIGNMENT, pack);
if (SDL_MUSTLOCK(screenshot))
SDL_UnlockSurface(screenshot);
return screenshot;
}
bool MobileOpenGLGraphics::pushClipArea(gcn::Rectangle area)
{
int transX = 0;
int transY = 0;
if (!mClipStack.empty())
{
const gcn::ClipRectangle &clipArea = mClipStack.top();
transX = -clipArea.xOffset;
transY = -clipArea.yOffset;
}
const bool result = gcn::Graphics::pushClipArea(area);
const gcn::ClipRectangle &clipArea = mClipStack.top();
transX += clipArea.xOffset;
transY += clipArea.yOffset;
if (transX || transY)
{
glTranslatef(static_cast<GLfloat>(transX),
static_cast<GLfloat>(transY), 0);
}
glScissor(clipArea.x, mRect.h - clipArea.y - clipArea.height,
clipArea.width, clipArea.height);
return result;
}
void MobileOpenGLGraphics::popClipArea()
{
if (mClipStack.empty())
return;
const gcn::ClipRectangle &clipArea1 = mClipStack.top();
int transX = -clipArea1.xOffset;
int transY = -clipArea1.yOffset;
gcn::Graphics::popClipArea();
if (mClipStack.empty())
return;
const gcn::ClipRectangle &clipArea = mClipStack.top();
transX += clipArea.xOffset;
transY += clipArea.yOffset;
if (transX || transY)
{
glTranslatef(static_cast<GLfloat>(transX),
static_cast<GLfloat>(transY), 0);
}
glScissor(clipArea.x, mRect.h - clipArea.y - clipArea.height,
clipArea.width, clipArea.height);
}
#ifdef ANDROID
void MobileOpenGLGraphics::drawPoint(int x A_UNUSED, int y A_UNUSED)
#else
void MobileOpenGLGraphics::drawPoint(int x, int y)
#endif
{
setTexturingAndBlending(false);
restoreColor();
#ifdef ANDROID
// TODO need fix
#else
glBegin(GL_POINTS);
glVertex2i(x, y);
glEnd();
#endif
}
void MobileOpenGLGraphics::drawLine(int x1, int y1, int x2, int y2)
{
setTexturingAndBlending(false);
restoreColor();
mShortVertArray[0] = static_cast<GLshort>(x1);
mShortVertArray[1] = static_cast<GLshort>(y1);
mShortVertArray[2] = static_cast<GLshort>(x2);
mShortVertArray[3] = static_cast<GLshort>(y2);
drawLineArrays(4);
}
void MobileOpenGLGraphics::drawRectangle(const gcn::Rectangle& rect)
{
drawRectangle(rect, false);
}
void MobileOpenGLGraphics::fillRectangle(const gcn::Rectangle& rect)
{
drawRectangle(rect, true);
}
void MobileOpenGLGraphics::setTargetPlane(int width A_UNUSED,
int height A_UNUSED)
{
}
void MobileOpenGLGraphics::setTexturingAndBlending(const bool enable)
{
if (enable)
{
if (!mTexture)
{
glEnable(OpenGLImageHelper::mTextureType);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
mTexture = true;
}
if (!mAlpha)
{
glEnable(GL_BLEND);
mAlpha = true;
}
}
else
{
mLastImage = 0;
if (mAlpha && !mColorAlpha)
{
glDisable(GL_BLEND);
mAlpha = false;
}
else if (!mAlpha && mColorAlpha)
{
glEnable(GL_BLEND);
mAlpha = true;
}
if (mTexture)
{
glDisable(OpenGLImageHelper::mTextureType);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
mTexture = false;
}
}
}
void MobileOpenGLGraphics::drawRectangle(const gcn::Rectangle& rect,
const bool filled)
{
BLOCK_START("Graphics::drawRectangle")
setTexturingAndBlending(false);
restoreColor();
const GLshort x = static_cast<GLshort>(rect.x);
const GLshort y = static_cast<GLshort>(rect.y);
const GLshort width = static_cast<GLshort>(rect.width);
const GLshort height = static_cast<GLshort>(rect.height);
const GLshort xw = static_cast<GLshort>(rect.x + width);
const GLshort yh = static_cast<GLshort>(rect.y + height);
if (filled)
{
GLshort vert[] =
{
x, y,
xw, y,
x, yh,
xw, yh
};
glVertexPointer(2, GL_SHORT, 0, &vert);
#ifdef DEBUG_DRAW_CALLS
mDrawCalls ++;
#endif
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
else
{
GLshort vert[] =
{
x, y,
xw, y,
xw, yh,
x, yh
};
glVertexPointer(2, GL_SHORT, 0, &vert);
#ifdef DEBUG_DRAW_CALLS
mDrawCalls ++;
#endif
glDrawArrays(GL_LINE_LOOP, 0, 4);
}
BLOCK_END("Graphics::drawRectangle")
}
bool MobileOpenGLGraphics::drawNet(const int x1, const int y1,
const int x2, const int y2,
const int width, const int height)
{
unsigned int vp = 0;
const unsigned int vLimit = mMaxVertices * 4;
setTexturingAndBlending(false);
restoreColor();
const GLshort xs1 = static_cast<GLshort>(x1);
const GLshort xs2 = static_cast<GLshort>(x2);
const GLshort ys1 = static_cast<GLshort>(y1);
const GLshort ys2 = static_cast<GLshort>(y2);
for (int16_t y = y1; y < y2; y += height)
{
mShortVertArray[vp + 0] = xs1;
mShortVertArray[vp + 1] = y;
mShortVertArray[vp + 2] = xs2;
mShortVertArray[vp + 3] = y;
vp += 4;
if (vp >= vLimit)
{
drawLineArrays(vp);
vp = 0;
}
}
for (int16_t x = x1; x < x2; x += width)
{
mShortVertArray[vp + 0] = x;
mShortVertArray[vp + 1] = ys1;
mShortVertArray[vp + 2] = x;
mShortVertArray[vp + 3] = ys2;
vp += 4;
if (vp >= vLimit)
{
drawLineArrays(vp);
vp = 0;
}
}
if (vp > 0)
drawLineArrays(vp);
return true;
}
void MobileOpenGLGraphics::bindTexture(const GLenum target,
const GLuint texture)
{
if (mLastImage != texture)
{
mLastImage = texture;
glBindTexture(target, texture);
}
}
inline void MobileOpenGLGraphics::drawTriangleArrayfs(const int size)
{
glVertexPointer(2, GL_SHORT, 0, mShortVertArray);
glTexCoordPointer(2, GL_FLOAT, 0, mFloatTexArray);
#ifdef DEBUG_DRAW_CALLS
mDrawCalls ++;
#endif
glDrawArrays(GL_TRIANGLES, 0, size / 2);
}
inline void MobileOpenGLGraphics::drawTriangleArrayfs(const GLshort *const
shortVertArray,
const GLfloat *const
floatTexArray,
const int size)
{
glVertexPointer(2, GL_SHORT, 0, shortVertArray);
glTexCoordPointer(2, GL_FLOAT, 0, floatTexArray);
#ifdef DEBUG_DRAW_CALLS
mDrawCalls ++;
#endif
glDrawArrays(GL_TRIANGLES, 0, size / 2);
}
inline void MobileOpenGLGraphics::drawLineArrays(const int size)
{
glVertexPointer(2, GL_SHORT, 0, mShortVertArray);
#ifdef DEBUG_DRAW_CALLS
mDrawCalls ++;
#endif
glDrawArrays(GL_LINES, 0, size / 2);
}
void MobileOpenGLGraphics::dumpSettings()
{
GLint test[1000];
logger->log("\n\n");
logger->log("start opengl dump");
for (int f = 0; f < 65535; f ++)
{
test[0] = 0;
test[1] = 0;
test[2] = 0;
test[3] = 0;
glGetIntegerv(f, &test[0]);
if (test[0] || test[1] || test[2] || test[3])
{
logger->log("\n%d = %d, %d, %d, %d", f,
test[0], test[1], test[2], test[3]);
}
}
}
void MobileOpenGLGraphics::setColorAlpha(const float alpha)
{
if (!mIsByteColor && mFloatColor == alpha)
return;
glColor4f(1.0F, 1.0F, 1.0F, alpha);
mIsByteColor = false;
mFloatColor = alpha;
}
void MobileOpenGLGraphics::restoreColor()
{
if (mIsByteColor && mByteColor == mColor)
return;
glColor4ub(static_cast<GLubyte>(mColor.r),
static_cast<GLubyte>(mColor.g),
static_cast<GLubyte>(mColor.b),
static_cast<GLubyte>(mColor.a));
mIsByteColor = true;
mByteColor = mColor;
}
#ifdef DEBUG_BIND_TEXTURE
void MobileOpenGLGraphics::debugBindTexture(const Image *const image)
{
const std::string texture = image->getIdPath();
if (mOldTexture != texture)
{
if ((!mOldTexture.empty() || !texture.empty())
&& mOldTextureId != image->mGLImage)
{
logger->log("bind: %s (%d) to %s (%d)", mOldTexture.c_str(),
mOldTextureId, texture.c_str(), image->mGLImage);
}
mOldTextureId = image->mGLImage;
mOldTexture = texture;
}
}
#else
void MobileOpenGLGraphics::debugBindTexture(const Image *const image A_UNUSED)
{
}
#endif
#endif // USE_OPENGL