Mercurial > fife-parpg
diff engine/core/video/opengl/glimage.h @ 0:4a0efb7baf70
* Datasets becomes the new trunk and retires after that :-)
author | mvbarracuda@33b003aa-7bff-0310-803a-e67f0ece8222 |
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date | Sun, 29 Jun 2008 18:44:17 +0000 |
parents | |
children | 90005975cdbb |
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--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/engine/core/video/opengl/glimage.h Sun Jun 29 18:44:17 2008 +0000 @@ -0,0 +1,124 @@ +/*************************************************************************** + * Copyright (C) 2005-2008 by the FIFE team * + * http://www.fifengine.de * + * This file is part of FIFE. * + * * + * FIFE 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 * + * (at your option) 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., * + * 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA * + ***************************************************************************/ + +#ifndef FIFE_VIDEO_RENDERBACKENDS_OPENGL_GLIMAGE_H +#define FIFE_VIDEO_RENDERBACKENDS_OPENGL_GLIMAGE_H + +// Standard C++ library includes +#include <vector> + +// Platform specific includes +#include "util/base/fife_stdint.h" + +// 3rd party library includes + +// FIFE includes +// These includes are split up in two parts, separated by one empty line +// First block: files included from the FIFE root src directory +// Second block: files included from the same folder +#include "video/image.h" + +#include "fife_opengl.h" + +namespace FIFE { + // FIXME: due to image chunking issues, GLImage uses SDLImage to draw primitives on its surface + // remember though that OpenGL backend is not separate thing of SDL; instead it sits on top of it + class SDLImage; + + + /** Implements an Image using OpenGL. + * + * This class contains a texture handle bound to the data given to the constructor; + * it draws a textured @i Quad to the screen. + * + * @see Image + * @note Width and height are not limited to powers of two; non-power of two + * images will be converted internally. + * @todo Check the correctness of the generateTexture function on big endian systems (ppc) + */ + class GLImage : public Image { + public: + GLImage(SDL_Surface* surface); + GLImage(const uint8_t* data, unsigned int width, unsigned int height); + virtual ~GLImage(); + void render(const Rect& rect, SDL_Surface* dst, unsigned char alpha = 255); + void saveImage(const std::string& filename); + bool putPixel(int x, int y, int r, int g, int b); + void drawLine(const Point& p1, const Point& p2, int r, int g, int b); + void drawQuad(const Point& p1, const Point& p2, const Point& p3, const Point& p4, int r, int g, int b); + + protected: + void setClipArea(const Rect& cliparea, bool clear); + + private: + // number of rows into which this image is sliced, so that it "becomes power of 2 compatible" + unsigned int m_rows; + // see m_rows + unsigned int m_cols; + + // ratio of texture fill in last column. E.g. in case image width = 300, chunk = 256x256, + // last column chunk width = 64 -> ratio is (300-256) / 64 = 0.6875 + // this means that texture fills 68.75% the last column + float m_last_col_fill_ratio; + // @see m_last_col_fill_ratio + float m_last_row_fill_ratio; + + /** the width of last column to render. This is also power of two + * (e.g. if chunks are 256x256 and image width = 300, last column = 64 + */ + unsigned int m_last_col_width; + // see m_last_col_width + unsigned int m_last_row_height; + + /** Holds texture ids that are used to access textures in GL rendering context + */ + GLuint* m_textureids; + + /** Frees allocated memory and calls resetGlImage + */ + void cleanup(); + + /** Resets GLImage variables + */ + void resetGlimage(); + + //void saveAsPng(const std::string& filename, SDL_Surface& surface); + + /** Generates chunks for render. For reference, see + * http://developer.apple.com/documentation/GraphicsImaging/Conceptual/OpenGL-MacProgGuide/opengl_texturedata/chapter_10_section_4.html + */ + void generateTextureChunks(); + + /** Original SDLImage where GLImage is created from + * FIXME: at the moment SDLImage is used to draw graphics (e.g. line) on screen + * this is clearly not optimal, but image chunking makes somewhat harder to do + * proper drawing of graphics (e.g. how to segment lines into correct boxes). + * It might be possible to use some kind of offscreen OpenGL image for this + * purpose + */ + SDLImage* m_sdlimage; + + unsigned int m_chunk_size; + }; +} + +#endif +/* vim: set noexpandtab: set shiftwidth=2: set tabstop=2: */