view engine/core/video/opengl/glimage.h @ 378:64738befdf3b

bringing in the changes from the build_system_rework branch in preparation for the 0.3.0 release. This commit will require the Jan2010 devkit. Clients will also need to be modified to the new way to import fife.
author vtchill@33b003aa-7bff-0310-803a-e67f0ece8222
date Mon, 11 Jan 2010 23:34:52 +0000
parents 90005975cdbb
children ad7969d9460b
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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

// 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
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