/*
* 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 .
*/
#include "main.h"
#if defined USE_OPENGL && !defined ANDROID
#include "render/normalopenglgraphics.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 "utils/stringutils.h"
#include
#include "debug.h"
GLuint NormalOpenGLGraphics::mLastImage = 0;
#ifdef DEBUG_DRAW_CALLS
unsigned int NormalOpenGLGraphics::mDrawCalls = 0;
unsigned int NormalOpenGLGraphics::mLastDrawCalls = 0;
#endif
#ifdef DEBUG_BIND_TEXTURE
unsigned int NormalOpenGLGraphics::mBinds = 0;
unsigned int NormalOpenGLGraphics::mLastBinds = 0;
#endif
NormalOpenGLGraphics::NormalOpenGLGraphics():
mFloatTexArray(nullptr),
mIntTexArray(nullptr),
mIntVertArray(nullptr),
mTexture(false),
mIsByteColor(false),
mByteColor(),
mFloatColor(1.0f),
mMaxVertices(500),
mColorAlpha(false),
#ifdef DEBUG_BIND_TEXTURE
mOldTexture(),
mOldTextureId(0),
#endif
mFbo()
{
mOpenGL = 1;
mName = "fast OpenGL";
}
NormalOpenGLGraphics::~NormalOpenGLGraphics()
{
delete [] mFloatTexArray;
delete [] mIntTexArray;
delete [] mIntVertArray;
}
void NormalOpenGLGraphics::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
vertexBufSize = mMaxVertices;
const int sz = mMaxVertices * 4 + 30;
mFloatTexArray = new GLfloat[sz];
mIntTexArray = new GLint[sz];
mIntVertArray = new GLint[sz];
}
bool NormalOpenGLGraphics::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(image->mTexWidth);
const float th = static_cast(image->mTexHeight);
// Find OpenGL normalized texture coordinates.
const float texX1 = static_cast(srcX) / tw;
const float texY1 = static_cast(srcY) / th;
const float texX2 = static_cast(srcX + width) / tw;
const float texY2 = static_cast(srcY + height) / th;
GLfloat tex[] =
{
texX1, texY1,
texX2, texY1,
texX2, texY2,
texX1, texY2
};
GLint vert[] =
{
dstX, dstY,
dstX + width, dstY,
dstX + width, dstY + height,
dstX, dstY + height
};
glVertexPointer(2, GL_INT, 0, &vert);
glTexCoordPointer(2, GL_FLOAT, 0, &tex);
#ifdef DEBUG_DRAW_CALLS
NormalOpenGLGraphics::mDrawCalls ++;
#endif
glDrawArrays(GL_QUADS, 0, 4);
}
else
{
GLint tex[] =
{
srcX, srcY,
srcX + width, srcY,
srcX + width, srcY + height,
srcX, srcY + height
};
GLint vert[] =
{
dstX, dstY,
dstX + width, dstY,
dstX + width, dstY + height,
dstX, dstY + height
};
glVertexPointer(2, GL_INT, 0, &vert);
glTexCoordPointer(2, GL_INT, 0, &tex);
#ifdef DEBUG_DRAW_CALLS
NormalOpenGLGraphics::mDrawCalls ++;
#endif
glDrawArrays(GL_QUADS, 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(image->mTexWidth);
const float th = static_cast(image->mTexHeight);
// Find OpenGL normalized texture coordinates.
const float texX1 = static_cast(srcX) / tw;
const float texY1 = static_cast(srcY) / th;
const float texX2 = static_cast(srcX + width) / tw;
const float texY2 = static_cast(srcY + height) / th;
GLfloat tex[] =
{
texX1, texY1,
texX2, texY1,
texX2, texY2,
texX1, texY2
};
GLint vert[] =
{
dstX, dstY,
dstX + desiredWidth, dstY,
dstX + desiredWidth, dstY + desiredHeight,
dstX, dstY + desiredHeight
};
glVertexPointer(2, GL_INT, 0, &vert);
glTexCoordPointer(2, GL_FLOAT, 0, &tex);
#ifdef DEBUG_DRAW_CALLS
NormalOpenGLGraphics::mDrawCalls ++;
#endif
glDrawArrays(GL_QUADS, 0, 4);
}
else
{
GLint tex[] =
{
srcX, srcY,
srcX + width, srcY,
srcX + width, srcY + height,
srcX, srcY + height
};
GLint vert[] =
{
dstX, dstY,
dstX + desiredWidth, dstY,
dstX + desiredWidth, dstY + desiredHeight,
dstX, dstY + desiredHeight
};
glVertexPointer(2, GL_INT, 0, &vert);
glTexCoordPointer(2, GL_INT, 0, &tex);
#ifdef DEBUG_DRAW_CALLS
NormalOpenGLGraphics::mDrawCalls ++;
#endif
glDrawArrays(GL_QUADS, 0, 4);
}
}
bool NormalOpenGLGraphics::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 NormalOpenGLGraphics::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 NormalOpenGLGraphics::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 NormalOpenGLGraphics::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(image->mTexWidth);
const float th = static_cast(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(srcX) / tw;
const float texY1 = static_cast(srcY) / th;
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(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(srcX + width) / tw;
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] = texY2;
mIntVertArray[vp + 0] = dstX;
mIntVertArray[vp + 1] = dstY;
mIntVertArray[vp + 2] = dstX + width;
mIntVertArray[vp + 3] = dstY;
mIntVertArray[vp + 4] = dstX + width;
mIntVertArray[vp + 5] = dstY + height;
mIntVertArray[vp + 6] = dstX;
mIntVertArray[vp + 7] = dstY + height;
vp += 8;
if (vp >= vLimit)
{
drawQuadArrayfi(vp);
vp = 0;
}
}
}
if (vp > 0)
drawQuadArrayfi(vp);
}
else
{
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)
{
const int width = (px + iw >= w) ? w - px : iw;
const int dstX = x + px;
mIntTexArray[vp + 0] = srcX;
mIntTexArray[vp + 1] = srcY;
mIntTexArray[vp + 2] = srcX + width;
mIntTexArray[vp + 3] = srcY;
mIntTexArray[vp + 4] = srcX + width;
mIntTexArray[vp + 5] = srcY + height;
mIntTexArray[vp + 6] = srcX;
mIntTexArray[vp + 7] = srcY + height;
mIntVertArray[vp + 0] = dstX;
mIntVertArray[vp + 1] = dstY;
mIntVertArray[vp + 2] = dstX + width;
mIntVertArray[vp + 3] = dstY;
mIntVertArray[vp + 4] = dstX + width;
mIntVertArray[vp + 5] = dstY + height;
mIntVertArray[vp + 6] = dstX;
mIntVertArray[vp + 7] = dstY + height;
vp += 8;
if (vp >= vLimit)
{
drawQuadArrayii(vp);
vp = 0;
}
}
}
if (vp > 0)
drawQuadArrayii(vp);
}
}
void NormalOpenGLGraphics::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 iw = imageRect.w;
const int ih = imageRect.h;
if (iw == 0 || ih == 0)
return;
const int srcX = imageRect.x;
const int srcY = imageRect.y;
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(image->mTexWidth);
const float th = static_cast(image->mTexHeight);
const float texX1 = static_cast(srcX) / tw;
const float texY1 = static_cast(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(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(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] = texY2;
mIntVertArray[vp + 0] = dstX;
mIntVertArray[vp + 1] = dstY;
mIntVertArray[vp + 2] = dstX + width;
mIntVertArray[vp + 3] = dstY;
mIntVertArray[vp + 4] = dstX + width;
mIntVertArray[vp + 5] = dstY + height;
mIntVertArray[vp + 6] = dstX;
mIntVertArray[vp + 7] = dstY + height;
vp += 8;
if (vp >= vLimit)
{
drawQuadArrayfi(vp);
vp = 0;
}
}
}
if (vp > 0)
drawQuadArrayfi(vp);
}
else
{
const float scaleFactorW = static_cast(scaledWidth) / iw;
const float scaleFactorH = static_cast(scaledHeight) / ih;
for (int py = 0; py < h; py += scaledHeight)
{
const int height = (py + scaledHeight >= h)
? h - py : scaledHeight;
const int dstY = y + py;
const int scaledY = srcY + height / scaleFactorH;
for (int px = 0; px < w; px += scaledWidth)
{
const int width = (px + scaledWidth >= w)
? w - px : scaledWidth;
const int dstX = x + px;
const int scaledX = srcX + width / scaleFactorW;
mIntTexArray[vp + 0] = srcX;
mIntTexArray[vp + 1] = srcY;
mIntTexArray[vp + 2] = scaledX;
mIntTexArray[vp + 3] = srcY;
mIntTexArray[vp + 4] = scaledX;
mIntTexArray[vp + 5] = scaledY;
mIntTexArray[vp + 6] = srcX;
mIntTexArray[vp + 7] = scaledY;
mIntVertArray[vp + 0] = dstX;
mIntVertArray[vp + 1] = dstY;
mIntVertArray[vp + 2] = dstX + width;
mIntVertArray[vp + 3] = dstY;
mIntVertArray[vp + 4] = dstX + width;
mIntVertArray[vp + 5] = dstY + height;
mIntVertArray[vp + 6] = dstX;
mIntVertArray[vp + 7] = dstY + height;
vp += 8;
if (vp >= vLimit)
{
drawQuadArrayii(vp);
vp = 0;
}
}
}
if (vp > 0)
drawQuadArrayii(vp);
}
}
inline void NormalOpenGLGraphics::drawVertexes(const
NormalOpenGLGraphicsVertexes
&ogl)
{
const std::vector &intVertPool = ogl.mIntVertPool;
std::vector::const_iterator iv;
const std::vector::const_iterator iv_end = intVertPool.end();
const std::vector &vp = ogl.mVp;
std::vector::const_iterator ivp;
const std::vector::const_iterator ivp_end = vp.end();
// Draw a set of textured rectangles
if (OpenGLImageHelper::mTextureType == GL_TEXTURE_2D)
{
const std::vector &floatTexPool = ogl.mFloatTexPool;
std::vector::const_iterator ft;
const std::vector::const_iterator
ft_end = floatTexPool.end();
for (iv = intVertPool.begin(), ft = floatTexPool.begin(),
ivp = vp.begin();
iv != iv_end && ft != ft_end && ivp != ivp_end;
++ iv, ++ ft, ++ ivp)
{
drawQuadArrayfi(*iv, *ft, *ivp);
}
}
else
{
const std::vector &intTexPool = ogl.mIntTexPool;
std::vector::const_iterator it;
const std::vector::const_iterator it_end = intTexPool.end();
for (iv = intVertPool.begin(), it = intTexPool.begin(),
ivp = vp.begin();
iv != iv_end && it != it_end && ivp != ivp_end;
++ iv, ++ it, ++ ivp)
{
drawQuadArrayii(*iv, *it, *ivp);
}
}
}
void NormalOpenGLGraphics::calcImagePattern(ImageVertexes* const vert,
const Image *const image,
const int x, const int y,
const int w, const int h) const
{
if (!image)
return;
const SDL_Rect &imageRect = image->mBounds;
const int iw = imageRect.w;
const int ih = imageRect.h;
if (iw == 0 || ih == 0)
return;
const int srcX = imageRect.x;
const int srcY = imageRect.y;
const float tw = static_cast(image->mTexWidth);
const float th = static_cast(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(srcX) / tw;
const float texY1 = static_cast(srcY) / th;
GLfloat *floatTexArray = ogl.continueFloatTexArray();
GLint *intVertArray = ogl.continueIntVertArray();
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(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(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] = texY2;
intVertArray[vp + 0] = dstX;
intVertArray[vp + 1] = dstY;
intVertArray[vp + 2] = dstX + width;
intVertArray[vp + 3] = dstY;
intVertArray[vp + 4] = dstX + width;
intVertArray[vp + 5] = dstY + height;
intVertArray[vp + 6] = dstX;
intVertArray[vp + 7] = dstY + height;
vp += 8;
if (vp >= vLimit)
{
floatTexArray = ogl.switchFloatTexArray();
intVertArray = ogl.switchIntVertArray();
ogl.switchVp(vp);
vp = 0;
}
}
}
}
else
{
GLint *intTexArray = ogl.continueIntTexArray();
GLint *intVertArray = ogl.continueIntVertArray();
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)
{
const int width = (px + iw >= w) ? w - px : iw;
const int dstX = x + px;
intTexArray[vp + 0] = srcX;
intTexArray[vp + 1] = srcY;
intTexArray[vp + 2] = srcX + width;
intTexArray[vp + 3] = srcY;
intTexArray[vp + 4] = srcX + width;
intTexArray[vp + 5] = srcY + height;
intTexArray[vp + 6] = srcX;
intTexArray[vp + 7] = srcY + height;
intVertArray[vp + 0] = dstX;
intVertArray[vp + 1] = dstY;
intVertArray[vp + 2] = dstX + width;
intVertArray[vp + 3] = dstY;
intVertArray[vp + 4] = dstX + width;
intVertArray[vp + 5] = dstY + height;
intVertArray[vp + 6] = dstX;
intVertArray[vp + 7] = dstY + height;
vp += 8;
if (vp >= vLimit)
{
intTexArray = ogl.switchIntTexArray();
intVertArray = ogl.switchIntVertArray();
ogl.switchVp(vp);
vp = 0;
}
}
}
}
ogl.switchVp(vp);
}
void NormalOpenGLGraphics::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 NormalOpenGLGraphics::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 NormalOpenGLGraphics::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 NormalOpenGLGraphics::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 w = imageRect.w;
const int h = imageRect.h;
if (w == 0 || h == 0)
return;
const int srcX = imageRect.x;
const int srcY = imageRect.y;
const float tw = static_cast(image->mTexWidth);
const float th = static_cast(image->mTexHeight);
const unsigned int vLimit = mMaxVertices * 4;
NormalOpenGLGraphicsVertexes &ogl = vert->ogl;
// std::vector *vps = ogl.getVp();
unsigned int vp = ogl.continueVp();
// Draw a set of textured rectangles
if (OpenGLImageHelper::mTextureType == GL_TEXTURE_2D)
{
const float texX1 = static_cast(srcX) / tw;
const float texY1 = static_cast(srcY) / th;
const float texX2 = static_cast(srcX + w) / tw;
const float texY2 = static_cast(srcY + h) / th;
GLfloat *const floatTexArray = ogl.continueFloatTexArray();
GLint *const intVertArray = ogl.continueIntVertArray();
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] = texY2;
intVertArray[vp + 0] = dstX;
intVertArray[vp + 1] = dstY;
intVertArray[vp + 2] = dstX + w;
intVertArray[vp + 3] = dstY;
intVertArray[vp + 4] = dstX + w;
intVertArray[vp + 5] = dstY + h;
intVertArray[vp + 6] = dstX;
intVertArray[vp + 7] = dstY + h;
vp += 8;
if (vp >= vLimit)
{
ogl.switchFloatTexArray();
ogl.switchIntVertArray();
ogl.switchVp(vp);
vp = 0;
}
}
else
{
GLint *const intTexArray = ogl.continueIntTexArray();
GLint *const intVertArray = ogl.continueIntVertArray();
intTexArray[vp + 0] = srcX;
intTexArray[vp + 1] = srcY;
intTexArray[vp + 2] = srcX + w;
intTexArray[vp + 3] = srcY;
intTexArray[vp + 4] = srcX + w;
intTexArray[vp + 5] = srcY + h;
intTexArray[vp + 6] = srcX;
intTexArray[vp + 7] = srcY + h;
intVertArray[vp + 0] = dstX;
intVertArray[vp + 1] = dstY;
intVertArray[vp + 2] = dstX + w;
intVertArray[vp + 3] = dstY;
intVertArray[vp + 4] = dstX + w;
intVertArray[vp + 5] = dstY + h;
intVertArray[vp + 6] = dstX;
intVertArray[vp + 7] = dstY + h;
vp += 8;
if (vp >= vLimit)
{
ogl.switchIntTexArray();
ogl.switchIntVertArray();
ogl.switchVp(vp);
vp = 0;
}
}
ogl.switchVp(vp);
}
void NormalOpenGLGraphics::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 NormalOpenGLGraphics::calcWindow(ImageCollection *const vertCol,
const int x, const int y,
const int w, const int h,
const ImageRect &imgRect)
{
ImageVertexes *vert = nullptr;
Image *const image = imgRect.grid[4];
if (!image)
return false;
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;
}
const Image *const *const grid = &imgRect.grid[0];
return calcImageRect(vert, x, y, w, h,
grid[0], grid[2], grid[6], grid[8],
grid[1], grid[5], grid[7], grid[3],
grid[4]);
}
void NormalOpenGLGraphics::updateScreen()
{
BLOCK_START("Graphics::updateScreen")
// glFlush();
// glFinish();
#ifdef DEBUG_DRAW_CALLS
mLastDrawCalls = mDrawCalls;
mDrawCalls = 0;
#endif
#ifdef DEBUG_BIND_TEXTURE
mLastBinds = mBinds;
mBinds = 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 NormalOpenGLGraphics::_beginDraw()
{
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
const int w = mRect.w;
const int h = mRect.h;
#ifdef ANDROID
glOrthof(0.0, static_cast(w), static_cast(h),
0.0, -1.0, 1.0);
#else
glOrtho(0.0, static_cast(w), static_cast(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);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glShadeModel(GL_FLAT);
glDepthMask(GL_FALSE);
#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
pushClipArea(gcn::Rectangle(0, 0, w, h));
}
void NormalOpenGLGraphics::_endDraw()
{
popClipArea();
}
void NormalOpenGLGraphics::prepareScreenshot()
{
if (config.getBoolValue("usefbo"))
graphicsManager.createFBO(mRect.w, mRect.h, &mFbo);
}
SDL_Surface* NormalOpenGLGraphics::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);
// 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 unsigned int lineSize = 3 * w;
GLubyte *const buf = static_cast(malloc(lineSize));
const int h2 = h / 2;
for (int i = 0; i < h2; i++)
{
GLubyte *const top = static_cast(
screenshot->pixels) + lineSize * i;
GLubyte *const bot = static_cast(
screenshot->pixels) + lineSize * (h - 1 - i);
memcpy(buf, top, lineSize);
memcpy(top, bot, lineSize);
memcpy(bot, buf, lineSize);
}
free(buf);
if (config.getBoolValue("usefbo"))
graphicsManager.deleteFBO(&mFbo);
glPixelStorei(GL_PACK_ALIGNMENT, pack);
if (SDL_MUSTLOCK(screenshot))
SDL_UnlockSurface(screenshot);
return screenshot;
}
bool NormalOpenGLGraphics::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;
glPushMatrix();
if (transX || transY)
{
glTranslatef(static_cast(transX),
static_cast(transY), 0);
}
glScissor(clipArea.x, mRect.h - clipArea.y - clipArea.height,
clipArea.width, clipArea.height);
return result;
}
void NormalOpenGLGraphics::popClipArea()
{
gcn::Graphics::popClipArea();
if (mClipStack.empty())
return;
glPopMatrix();
const gcn::ClipRectangle &clipArea = mClipStack.top();
glScissor(clipArea.x, mRect.h - clipArea.y - clipArea.height,
clipArea.width, clipArea.height);
}
void NormalOpenGLGraphics::drawPoint(int x, int y)
{
setTexturingAndBlending(false);
restoreColor();
#ifdef ANDROID
// TODO need fix
#else
glBegin(GL_POINTS);
glVertex2i(x, y);
glEnd();
#endif
}
void NormalOpenGLGraphics::drawLine(int x1, int y1, int x2, int y2)
{
setTexturingAndBlending(false);
restoreColor();
mFloatTexArray[0] = static_cast(x1) + 0.5f;
mFloatTexArray[1] = static_cast(y1) + 0.5f;
mFloatTexArray[2] = static_cast(x2) + 0.5f;
mFloatTexArray[3] = static_cast(y2) + 0.5f;
drawLineArrayf(4);
}
void NormalOpenGLGraphics::drawRectangle(const gcn::Rectangle& rect)
{
drawRectangle(rect, false);
}
void NormalOpenGLGraphics::fillRectangle(const gcn::Rectangle& rect)
{
drawRectangle(rect, true);
}
void NormalOpenGLGraphics::setTargetPlane(int width A_UNUSED,
int height A_UNUSED)
{
}
void NormalOpenGLGraphics::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 NormalOpenGLGraphics::drawRectangle(const gcn::Rectangle& rect,
const bool filled)
{
BLOCK_START("Graphics::drawRectangle")
const float offset = filled ? 0 : 0.5f;
const float x = static_cast(rect.x);
const float y = static_cast(rect.y);
const float width = static_cast(rect.width);
const float height = static_cast(rect.height);
setTexturingAndBlending(false);
restoreColor();
GLfloat vert[] =
{
x + offset, y + offset,
x + width - offset, y + offset,
x + width - offset, y + height - offset,
x + offset, y + height - offset
};
glVertexPointer(2, GL_FLOAT, 0, &vert);
#ifdef DEBUG_DRAW_CALLS
mDrawCalls ++;
#endif
glDrawArrays(filled ? GL_QUADS : GL_LINE_LOOP, 0, 4);
BLOCK_END("Graphics::drawRectangle")
}
bool NormalOpenGLGraphics::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 float xf1 = static_cast(x1);
const float xf2 = static_cast(x2);
const float yf1 = static_cast(y1);
const float yf2 = static_cast(y2);
for (int y = y1; y < y2; y += height)
{
mFloatTexArray[vp + 0] = xf1;
mFloatTexArray[vp + 1] = static_cast(y);
mFloatTexArray[vp + 2] = xf2;
mFloatTexArray[vp + 3] = static_cast(y);
vp += 4;
if (vp >= vLimit)
{
drawLineArrayf(vp);
vp = 0;
}
}
for (int x = x1; x < x2; x += width)
{
mFloatTexArray[vp + 0] = static_cast(x);
mFloatTexArray[vp + 1] = yf1;
mFloatTexArray[vp + 2] = static_cast(x);
mFloatTexArray[vp + 3] = yf2;
vp += 4;
if (vp >= vLimit)
{
drawLineArrayf(vp);
vp = 0;
}
}
if (vp > 0)
drawLineArrayf(vp);
return true;
}
void NormalOpenGLGraphics::bindTexture(const GLenum target,
const GLuint texture)
{
if (mLastImage != texture)
{
mLastImage = texture;
glBindTexture(target, texture);
#ifdef DEBUG_BIND_TEXTURE
mBinds ++;
#endif
}
}
inline void NormalOpenGLGraphics::drawQuadArrayfi(const int size)
{
glVertexPointer(2, GL_INT, 0, mIntVertArray);
glTexCoordPointer(2, GL_FLOAT, 0, mFloatTexArray);
#ifdef DEBUG_DRAW_CALLS
mDrawCalls ++;
#endif
glDrawArrays(GL_QUADS, 0, size / 2);
}
inline void NormalOpenGLGraphics::drawQuadArrayfi(const GLint *const
intVertArray,
const GLfloat *const
floatTexArray,
const int size)
{
glVertexPointer(2, GL_INT, 0, intVertArray);
glTexCoordPointer(2, GL_FLOAT, 0, floatTexArray);
#ifdef DEBUG_DRAW_CALLS
mDrawCalls ++;
#endif
glDrawArrays(GL_QUADS, 0, size / 2);
}
inline void NormalOpenGLGraphics::drawQuadArrayii(const int size)
{
glVertexPointer(2, GL_INT, 0, mIntVertArray);
glTexCoordPointer(2, GL_INT, 0, mIntTexArray);
#ifdef DEBUG_DRAW_CALLS
mDrawCalls ++;
#endif
glDrawArrays(GL_QUADS, 0, size / 2);
}
inline void NormalOpenGLGraphics::drawQuadArrayii(const GLint *const
intVertArray,
const GLint *const
intTexArray,
const int size)
{
glVertexPointer(2, GL_INT, 0, intVertArray);
glTexCoordPointer(2, GL_INT, 0, intTexArray);
#ifdef DEBUG_DRAW_CALLS
mDrawCalls ++;
#endif
glDrawArrays(GL_QUADS, 0, size / 2);
}
inline void NormalOpenGLGraphics::drawLineArrayi(const int size)
{
glVertexPointer(2, GL_INT, 0, mIntVertArray);
#ifdef DEBUG_DRAW_CALLS
mDrawCalls ++;
#endif
glDrawArrays(GL_LINES, 0, size / 2);
}
inline void NormalOpenGLGraphics::drawLineArrayf(const int size)
{
glVertexPointer(2, GL_FLOAT, 0, mFloatTexArray);
#ifdef DEBUG_DRAW_CALLS
mDrawCalls ++;
#endif
glDrawArrays(GL_LINES, 0, size / 2);
}
void NormalOpenGLGraphics::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 NormalOpenGLGraphics::setColorAlpha(const float alpha)
{
if (!mIsByteColor && mFloatColor == alpha)
return;
glColor4f(1.0f, 1.0f, 1.0f, alpha);
mIsByteColor = false;
mFloatColor = alpha;
}
void NormalOpenGLGraphics::restoreColor()
{
if (mIsByteColor && mByteColor == mColor)
return;
glColor4ub(static_cast(mColor.r),
static_cast(mColor.g),
static_cast(mColor.b),
static_cast(mColor.a));
mIsByteColor = true;
mByteColor = mColor;
}
#ifdef DEBUG_BIND_TEXTURE
void NormalOpenGLGraphics::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 NormalOpenGLGraphics::debugBindTexture(const Image *const image A_UNUSED)
{
}
#endif
#endif // USE_OPENGL