view engine/core/video/opengl/glimage.h @ 695:47d58c7a95d7

Fixed a bug in VFSDirectory that prevented absolute paths from being resolved. * Modified the VFSDirectory constructor so that it now adds the drive root as the VFS root by default, instead of the current working directory. * Added the current working directory to the VFS in Engine::preInit in addition to the default drive root. * Reverted a change to EventManager::processMouseEvent which prevents GUIChan from grabbing mouse input. The fact that GUIChan grabs all mouse input will need to be addressed once the GUI code is modularized.
author M. George Hansen <technopolitica@gmail.com>
date Fri, 10 Jun 2011 23:36:14 -1000
parents e3140f01749d
children
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/***************************************************************************
 *   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 Lesser General Public            *
 *   License as published by the Free Software Foundation; either          *
 *   version 2.1 of the License, or (at your option) any later version.    *
 *                                                                         *
 *   This library 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     *
 *   Lesser General Public License for more details.                       *
 *                                                                         *
 *   You should have received a copy of the GNU Lesser General Public      *
 *   License along with this library; if not, write to the                 *
 *   Free Software Foundation, Inc.,                                       *
 *   51 Franklin Street, 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
#include <SDL_video.h>

// 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 invalidate();
		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, int a = 255);
		void drawLine(const Point& p1, const Point& p2, int r, int g, int b, int a = 255);
		void drawTriangle(const Point& p1, const Point& p2, const Point& p3, int r, int g, int b, int a = 255);
		void drawRectangle(const Point& p, uint16_t w, uint16_t h, uint8_t r, uint8_t g, uint8_t b, uint8_t a = 255);
		void fillRectangle(const Point& p, uint16_t w, uint16_t h, uint8_t r, uint8_t g, uint8_t b, uint8_t a = 255);
		void drawQuad(const Point& p1, const Point& p2, const Point& p3, const Point& p4,  int r, int g, int b, int a = 255);
		void drawVertex(const Point& p, const uint8_t size, int r, int g, int b, int a = 255);
		void drawLightPrimitive(const Point& p, uint8_t intensity, float radius, int subdivisions, float xstretch, float ystretch, uint8_t red, uint8_t green, uint8_t blue);

	protected:
		void setClipArea(const Rect& cliparea, bool clear);

	private:
		// texture coords to use
		float m_col_tex_coord;
		// @see m_col_tex_coord
		float m_row_tex_coord;

		/** 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 the GL Texture for use when rendering.
		 */
		void generateGLTexture();

		/** 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;

		uint32_t m_chunk_size_w;
		uint32_t m_chunk_size_h;

		SDL_Color m_colorkey;
	};
}

#endif
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