view engine/core/video/opengl/renderbackendopengl.cpp @ 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 66db8ce5dfa2
children 14e8087cde2c
line wrap: on
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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          *
 ***************************************************************************/

// Standard C++ library includes

// Platform specific includes

// 3rd party library includes
#include <SDL.h>

// FIFE includes
#include "util/base/exception.h"

#include "fife_opengl.h"
#include "glimage.h"
#include "renderbackendopengl.h"
#include "SDL_image.h"

namespace FIFE {

	RenderBackendOpenGL::RenderBackendOpenGL() : RenderBackend() {
		// Get the pixelformat we want.
		SDL_Surface* testsurface = SDL_CreateRGBSurface(SDL_SWSURFACE | SDL_SRCALPHA, 1, 1, 32,
				RMASK, GMASK, BMASK ,AMASK);

		m_rgba_format = *(testsurface->format);
		SDL_FreeSurface(testsurface);
	}

	const std::string& RenderBackendOpenGL::getName() const {
		static std::string backend_name = "OpenGL";
		return backend_name;
	}

	RenderBackendOpenGL::~RenderBackendOpenGL() {
	}


	void RenderBackendOpenGL::init() {
		Uint32 flags = SDL_INIT_VIDEO;
		if (SDL_InitSubSystem(flags) < 0)
			throw SDLException(SDL_GetError());
		SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);

		SDL_EnableKeyRepeat(SDL_DEFAULT_REPEAT_DELAY, SDL_DEFAULT_REPEAT_INTERVAL); // temporary hack
	}

	Image* RenderBackendOpenGL::createMainScreen(unsigned int width, unsigned int height, unsigned char bitsPerPixel, bool fs, const std::string& title, const std::string& icon) {
		delete m_screen;
		m_screen = 0;

		Uint32 flags = SDL_OPENGL | SDL_HWPALETTE | SDL_HWACCEL;
		if ( fs ) {
			flags |= SDL_FULLSCREEN;
		}

		if(icon != "") {
			SDL_Surface *img = IMG_Load(icon.c_str());
			if(img != NULL) {
				SDL_WM_SetIcon(img, 0);
			}
		}

		SDL_Surface* screen = NULL;

		if( 0 == bitsPerPixel ) {
			/// autodetect best mode
			unsigned char possibleBitsPerPixel[] = {32, 24, 16, 0};
			int i = 0;
			while( true ) {
				bitsPerPixel = possibleBitsPerPixel[i];
				if( !bitsPerPixel ) {
					throw SDLException("Videomode not available");
				}

				if ( SDL_VideoModeOK(width, height, bitsPerPixel, flags) ) {
					screen = SDL_SetVideoMode(width, height, bitsPerPixel, flags);
					if( screen ) {
						break;
					}
				}
				++i;
			}
		} else {
			if ( !SDL_VideoModeOK(width, height, bitsPerPixel, flags) ) {
				throw SDLException("Videomode not available");
			}
			screen = SDL_SetVideoMode(width, height, bitsPerPixel, flags);
		}

		SDL_WM_SetCaption(title.c_str(), 0);

		if (!screen) {
			throw SDLException(SDL_GetError());
		}

		glViewport(0, 0, width, height);
		glMatrixMode(GL_PROJECTION);
		gluOrtho2D(0, width, height, 0);
		glMatrixMode(GL_MODELVIEW);

		glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
		glEnable(GL_TEXTURE_2D);
		glEnable(GL_BLEND);
		glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

		glEnable(GL_SCISSOR_TEST);

		glPointSize(1.0);
		glLineWidth(1.0);

		m_screen = new GLImage(screen);
		return m_screen;
	}

	void RenderBackendOpenGL::startFrame() {
		glClear(GL_COLOR_BUFFER_BIT);
	}

	void RenderBackendOpenGL::endFrame() {
		SDL_GL_SwapBuffers();
	}

	Image* RenderBackendOpenGL::createImage(SDL_Surface* surface) {
		// Given an abritary surface, we must convert it to the format GLImage will understand.
		// It's easiest to let SDL do this for us.

		// Uh. Gotta love this :-)
		// Check for colorkey too?
		// Leave out the loss/shift checks?
		if(    m_rgba_format.BitsPerPixel == surface->format->BitsPerPixel
			&& m_rgba_format.Rmask == surface->format->Rmask
			&& m_rgba_format.Gmask == surface->format->Gmask
			&& m_rgba_format.Bmask == surface->format->Bmask
			&& m_rgba_format.Amask == surface->format->Amask
			&& m_rgba_format.Rshift == surface->format->Rshift
			&& m_rgba_format.Gshift == surface->format->Gshift
			&& m_rgba_format.Bshift == surface->format->Bshift
			&& m_rgba_format.Ashift == surface->format->Ashift
			&& m_rgba_format.Rloss == surface->format->Rloss
			&& m_rgba_format.Gloss == surface->format->Gloss
			&& m_rgba_format.Bloss == surface->format->Bloss
			&& m_rgba_format.Aloss == surface->format->Aloss
			&& surface->flags & SDL_SRCALPHA   ) {

			return new GLImage(surface);
		}

		SDL_Surface* conv = SDL_ConvertSurface(surface, &m_rgba_format, SDL_SWSURFACE|SDL_SRCALPHA);
		GLImage* image = new GLImage(conv);
		SDL_FreeSurface( surface );
		return image;
	}

	Image* RenderBackendOpenGL::createImage(const uint8_t* data, unsigned int width, unsigned int height) {
		return new GLImage(data, width, height);
	}
	
	bool RenderBackendOpenGL::putPixel(int x, int y, int r, int g, int b) {
		if ((x < 0) || (x >= (int)getWidth()) || (y < 0) || (y >= (int)getHeight())) {
			return false;
		}
		glColor4ub(r, g, b, 255);
		glBegin(GL_POINTS);
		glVertex2i(x, y);
		glEnd();
		return true;
	}
	
	void RenderBackendOpenGL::drawLine(const Point& p1, const Point& p2, int r, int g, int b) {
		glColor4ub(r, g, b, 255);
		glBegin(GL_LINES);
		glVertex3f(p1.x+0.5f, p1.y+0.5f, 0);
		glVertex3f(p2.x+0.5f, p2.y+0.5f, 0);
		glEnd();

		glBegin(GL_POINTS);
		glVertex3f(p2.x+0.5f, p2.y+0.5f, 0);
		glEnd();
	}
	
	void RenderBackendOpenGL::drawQuad(const Point& p1, const Point& p2, const Point& p3, const Point& p4,  int r, int g, int b) {
	        glColor4ub(r, g, b, 165);
		glBegin(GL_QUADS);
		glVertex3f(p1.x, p1.y, 0);
		glVertex3f(p2.x, p2.y, 0);
		glVertex3f(p3.x, p3.y, 0);
		glVertex3f(p4.x, p4.y, 0);
		glEnd();
	}
	
}