Mercurial > fife-parpg
diff engine/core/video/opengl/glimage.cpp @ 620:853d25234671
* Moved the GLEnable and GLDisable structures from opengl_gui_graphics.cpp to fife_opengl.h as they may prove to be useful elsewhere.
* Fixed the color mask definitions in fife_stdint.h
* Added the nextPow2() function to calculate the nearest (greater) power of 2
* Removed a bunch of re-definitions of RGB masks
* Modified GLImage to only generate one "texture chunk". I hope this makes better use of memory and speeds things up a hair
* Made use of the GLEnable structure when clearing the screen
author | prock@33b003aa-7bff-0310-803a-e67f0ece8222 |
---|---|
date | Thu, 30 Sep 2010 21:24:55 +0000 |
parents | 739d8a43d771 |
children | 92290efadab7 |
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--- a/engine/core/video/opengl/glimage.cpp Wed Sep 29 15:15:45 2010 +0000 +++ b/engine/core/video/opengl/glimage.cpp Thu Sep 30 21:24:55 2010 +0000 @@ -21,7 +21,7 @@ // Standard C++ library includes #include <cassert> - +#include <iostream> // 3rd party library includes // FIFE includes @@ -38,11 +38,17 @@ GLImage::GLImage(SDL_Surface* surface): Image(surface) { m_sdlimage = new SDLImage(surface); + + m_textureids = NULL; + resetGlimage(); } GLImage::GLImage(const uint8_t* data, unsigned int width, unsigned int height): Image(data, width, height) { + + m_textureids = NULL; + resetGlimage(); } @@ -50,235 +56,157 @@ // remove surface so that deletion happens correctly (by base class destructor) m_sdlimage->detachSurface(); delete m_sdlimage; + cleanup(); } void GLImage::resetGlimage() { - m_last_col_fill_ratio = 0; - m_last_row_fill_ratio = 0; - m_textureids = NULL; - m_rows = 0; - m_cols = 0; - m_last_col_width = 0; - m_last_row_height = 0; - m_chunk_size = RenderBackend::instance()->getChunkingSize(); + cleanup(); + + m_chunk_size = 0; m_colorkey = RenderBackend::instance()->getColorKey(); } void GLImage::cleanup() { - for (unsigned int i = 0; i < m_rows*m_cols; ++i) { - glDeleteTextures(1, &m_textureids[i]); + if (m_textureids) { + glDeleteTextures(1, &m_textureids[0]); + + delete[] m_textureids; + m_textureids = NULL; } - delete[] m_textureids; - m_textureids = NULL; - resetGlimage(); + + m_col_tex_coord = 0; + m_row_tex_coord = 0; } void GLImage::render(const Rect& rect, SDL_Surface* screen, unsigned char alpha) { if (!m_textureids) { - generateTextureChunks(); + generateGLTexture(); } + //not on the screen. dont render if (rect.right() < 0 || rect.x > static_cast<int>(screen->w) || rect.bottom() < 0 || rect.y > static_cast<int>(screen->h)) { return; } + //completely transparent so dont bother rendering if (0 == alpha) { return; } - // used to calculate the fill ratio for given chunk - float col_fill_ratio; - float row_fill_ratio; - // the amount of "zooming" for the image float scale_x = static_cast<float>(rect.w) / static_cast<float>(m_surface->w); float scale_y = static_cast<float>(rect.h) / static_cast<float>(m_surface->h); - // rectangle used for drawing - Rect target; - // zooming causes scaling sometimes to round pixels incorrectly. Instead of - // recalculating it all, store the values from previous round and calculate - // new x & y - Rect prev; + // apply the scale to the width and height of the image + uint16_t w = static_cast<int>(round(scale_x*m_surface->w)); + uint16_t h = static_cast<int>(round(scale_y*m_surface->h)); /// setting transparency for the whole primitive: glColor4ub( 255, 255, 255, alpha ); - glEnable(GL_TEXTURE_2D); - for (unsigned int i = 0; i < m_cols; ++i) { - if (i == m_cols-1) { - col_fill_ratio = m_last_col_fill_ratio; - target.w = static_cast<int>(round(scale_x*m_last_col_width*m_last_col_fill_ratio)); - } else { - col_fill_ratio = 1.0; - target.w = static_cast<int>(round(scale_x*m_chunk_size)); - } - if (i > 0) { - target.x = prev.x + prev.w; - } else { - target.x = rect.x; - } + GLEnable flag(GL_TEXTURE_2D); + glBindTexture(GL_TEXTURE_2D, m_textureids[0]); + + glBegin(GL_QUADS); + glTexCoord2f(0.0f, 0.0f); + glVertex2i(rect.x, rect.y); - for (unsigned int j = 0; j < m_rows; ++j) { - if (j == m_rows-1) { - row_fill_ratio = m_last_row_fill_ratio; - target.h = static_cast<int>(round(scale_y*m_last_row_height*m_last_row_fill_ratio)); - } else { - row_fill_ratio = 1.0; - target.h = static_cast<int>(round(scale_y*m_chunk_size)); - } - if (j > 0) { - target.y = prev.y + prev.h; - } else { - target.y = rect.y; - } - prev = target; + glTexCoord2f(0.0f, m_row_tex_coord); + glVertex2i(rect.x, rect.y + h); - glBindTexture(GL_TEXTURE_2D, m_textureids[j*m_cols + i]); - glBegin(GL_QUADS); - glTexCoord2f(0.0f, 0.0f); - glVertex2i(target.x, target.y); - - glTexCoord2f(0.0f, row_fill_ratio); - glVertex2i(target.x, target.y + target.h); + glTexCoord2f(m_col_tex_coord, m_row_tex_coord); + glVertex2i(rect.x + w, rect.y + h); - glTexCoord2f(col_fill_ratio, row_fill_ratio); - glVertex2i(target.x + target.w, target.y + target.h); + glTexCoord2f(m_col_tex_coord, 0.0f); + glVertex2i(rect.x + w, rect.y); + glEnd(); - glTexCoord2f(col_fill_ratio, 0.0f); - glVertex2i(target.x + target.w, target.y); - glEnd(); - } - } - glDisable(GL_TEXTURE_2D); } - void GLImage::generateTextureChunks() { + void GLImage::generateGLTexture() { const unsigned int width = m_surface->w; const unsigned int height = m_surface->h; + + uint32_t size; + + if (width > height){ + size = width; + } + else { + size = height; + } + + //calculate the nearest larger power of 2 + m_chunk_size = nextPow2(size); + + // used to calculate the fill ratio for given chunk + m_col_tex_coord = static_cast<float>(m_surface->w%m_chunk_size) / static_cast<float>(m_chunk_size); + m_row_tex_coord = static_cast<float>(m_surface->h%m_chunk_size) / static_cast<float>(m_chunk_size); + + if (m_col_tex_coord == 0.0f){ + m_col_tex_coord = 1.0f; + } + + if (m_row_tex_coord == 0.0f){ + m_row_tex_coord = 1.0f; + } + uint8_t* data = static_cast<uint8_t*>(m_surface->pixels); int pitch = m_surface->pitch; - m_last_col_width = 1; - m_cols = static_cast<int>(width/m_chunk_size); - if (width%m_chunk_size) { - ++m_cols; - while(m_last_col_width < width%m_chunk_size) { - m_last_col_width <<= 1; - } - } else { - m_last_col_width = m_chunk_size; - } + + assert(!m_textureids); - m_last_row_height = 1; - m_rows = static_cast<int>(height/m_chunk_size); - if (height%m_chunk_size) { - ++m_rows; - while(m_last_row_height < height%m_chunk_size) { - m_last_row_height <<= 1; - } - } else { - m_last_row_height = m_chunk_size; - } - - m_textureids = new GLuint[m_rows*m_cols]; - memset(m_textureids, 0x00, m_rows*m_cols*sizeof(GLuint)); + m_textureids = new GLuint[1]; + memset(m_textureids, 0x00, 1*sizeof(GLuint)); - if(width%m_chunk_size) { - m_last_col_fill_ratio = static_cast<float>(width%m_chunk_size) / static_cast<float>(m_last_col_width); - } else { // (width%m_chunk_size) / m_last_col_width == 0 == m_chunk_size (mod m_chunk_size) - m_last_col_fill_ratio = 1.0f; - } - if (height%m_chunk_size) { - m_last_row_fill_ratio = static_cast<float>(height%m_chunk_size) / static_cast<float>(m_last_row_height); - } else { - m_last_row_fill_ratio = 1.0f; - } - - unsigned int chunk_width; - unsigned int chunk_height; - unsigned int data_chunk_height; - unsigned int data_chunk_width; + uint32_t* oglbuffer = new uint32_t[m_chunk_size * m_chunk_size]; + memset(oglbuffer, 0x00, m_chunk_size*m_chunk_size*sizeof(uint32_t)); - for (unsigned int i = 0; i < m_cols; ++i) { - for (unsigned int j = 0; j < m_rows; ++j) { - if (i==m_cols-1) { - chunk_width = m_last_col_width; - data_chunk_width = width%m_chunk_size; - if(data_chunk_width == 0) { // 0 == m_chunk_size (mod m_chunk_size) - data_chunk_width = m_chunk_size; - } - } else { - chunk_width = m_chunk_size; - data_chunk_width = m_chunk_size; - } - if (j==m_rows-1) { - chunk_height = m_last_row_height; - data_chunk_height = height%m_chunk_size; - if(data_chunk_height == 0) { // 0 = m_chunk_size (mod m_chunk_size) - data_chunk_height = m_chunk_size; - } - } else { - chunk_height = m_chunk_size; - data_chunk_height = m_chunk_size; - } + for (unsigned int y = 0; y < height; ++y) { + for (unsigned int x = 0; x < width; ++x) { + unsigned int pos = (y * pitch) + (x * 4); - uint32_t* oglbuffer = new uint32_t[chunk_width * chunk_height]; - memset(oglbuffer, 0x00, chunk_width*chunk_height*4); - - for (unsigned int y = 0; y < data_chunk_height; ++y) { - for (unsigned int x = 0; x < data_chunk_width; ++x) { - unsigned int pos = (y + j*m_chunk_size)*pitch + (x + i*m_chunk_size) * 4; + uint8_t r = data[pos + 3]; + uint8_t g = data[pos + 2]; + uint8_t b = data[pos + 1]; + uint8_t a = data[pos + 0]; - uint8_t r = data[pos + 3]; - uint8_t g = data[pos + 2]; - uint8_t b = data[pos + 1]; - uint8_t a = data[pos + 0]; - - if (RenderBackend::instance()->isColorKeyEnabled()) { - // only set alpha to zero if colorkey feature is enabled - if (r == m_colorkey.r && g == m_colorkey.g && b == m_colorkey.b) { - a = 0; - } - } - - oglbuffer[(y*chunk_width) + x] = r | (g << 8) | (b << 16) | (a<<24); + if (RenderBackend::instance()->isColorKeyEnabled()) { + // only set alpha to zero if colorkey feature is enabled + if (r == m_colorkey.r && g == m_colorkey.g && b == m_colorkey.b) { + a = 0; } } - // get texture id from opengl - glGenTextures(1, &m_textureids[j*m_cols + i]); - // set focus on that texture - glBindTexture(GL_TEXTURE_2D, m_textureids[j*m_cols + i]); - // set filters for texture - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); - // transfer data from sdl buffer - glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, chunk_width, chunk_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, static_cast<GLvoid*>(oglbuffer)); - - delete[] oglbuffer; + oglbuffer[(y*m_chunk_size) + x] = r | (g << 8) | (b << 16) | (a<<24); } } + + // get texture id from opengl + glGenTextures(1, &m_textureids[0]); + // set focus on that texture + glBindTexture(GL_TEXTURE_2D, m_textureids[0]); + // set filters for texture + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + // transfer data from sdl buffer + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, m_chunk_size, m_chunk_size, 0, GL_RGBA, GL_UNSIGNED_BYTE, static_cast<GLvoid*>(oglbuffer)); + + delete[] oglbuffer; } void GLImage::saveImage(const std::string& filename) { const unsigned int swidth = getWidth(); const unsigned int sheight = getHeight(); - Uint32 rmask, gmask, bmask, amask; SDL_Surface *surface = NULL; uint8_t *pixels; - #if SDL_BYTEORDER == SDL_BIG_ENDIAN - rmask = 0xff000000; gmask = 0x00ff0000; bmask = 0x0000ff00; amask = 0x000000ff; - #else - rmask = 0x000000ff; gmask = 0x0000ff00; bmask = 0x00ff0000; amask = 0xff000000; - #endif - surface = SDL_CreateRGBSurface(SDL_SWSURFACE, swidth, sheight, 24, - rmask, gmask, bmask, 0); + RMASK,GMASK,BMASK, NULLMASK); if(surface == NULL) { return; @@ -304,12 +232,11 @@ saveAsPng(filename, *surface); SDL_FreeSurface(surface); delete [] pixels; - - } void GLImage::setClipArea(const Rect& cliparea, bool clear) { - glScissor(cliparea.x, getHeight() - cliparea.y - cliparea.h, cliparea.w, cliparea.h); + glScissor(cliparea.x, getHeight() - cliparea.y - cliparea.h, cliparea.w, cliparea.h); + if (clear) { glClear(GL_COLOR_BUFFER_BIT); }