view engine/core/video/opengl/glimage.cpp @ 639:685d250f2c2d

* Improvements for DeviceCaps. It now stores a list of valid SDL drivers. Currently in windows we are limited to the windows GDI (which is slow). This could mean that SDL users could benifit from hardware acceleration with directx (a valid SDL driver).
author prock@33b003aa-7bff-0310-803a-e67f0ece8222
date Thu, 07 Oct 2010 16:44:44 +0000
parents f3457443c95f
children 5d6b1820b953
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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
#include <cassert>
#include <iostream>
// 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 "util/structures/rect.h"
#include "video/sdl/sdlimage.h"
#include "video/renderbackend.h"

#include "glimage.h"

namespace FIFE {
	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) {
		assert(m_surface);
		m_sdlimage = new SDLImage(m_surface);

		m_textureids = NULL;

		resetGlimage();
	}

	GLImage::~GLImage() {
		// remove surface so that deletion happens correctly (by base class destructor)
		m_sdlimage->detachSurface();
		delete m_sdlimage;

		cleanup();
	}

	void GLImage::resetGlimage() {
		cleanup();

		m_chunk_size_w = 0;
		m_chunk_size_h = 0;

		m_colorkey = RenderBackend::instance()->getColorKey();
	}

	void GLImage::cleanup() {
		if (m_textureids) {
			glDeleteTextures(1, &m_textureids[0]);

			delete[] m_textureids;
			m_textureids = NULL;
		}

		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) {
			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;
		}

		// 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);

		// 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);
		glBindTexture(GL_TEXTURE_2D, m_textureids[0]);

		glBegin(GL_QUADS);
			glTexCoord2f(0.0f, 0.0f);
			glVertex2i(rect.x, rect.y);

			glTexCoord2f(0.0f, m_row_tex_coord);
			glVertex2i(rect.x, rect.y + h);

			glTexCoord2f(m_col_tex_coord, m_row_tex_coord);
			glVertex2i(rect.x + w, rect.y + h);

			glTexCoord2f(m_col_tex_coord, 0.0f);
			glVertex2i(rect.x + w, rect.y);
		glEnd();
		glDisable(GL_TEXTURE_2D);

	}

	void GLImage::generateGLTexture() {
		const unsigned int width = m_surface->w;
		const unsigned int height = m_surface->h;

		//calculate the nearest larger power of 2
		m_chunk_size_w = nextPow2(width);
		m_chunk_size_h = nextPow2(height);

		// used to calculate the fill ratio for given chunk
		m_col_tex_coord = static_cast<float>(m_surface->w%m_chunk_size_w) / static_cast<float>(m_chunk_size_w);
		m_row_tex_coord = static_cast<float>(m_surface->h%m_chunk_size_h) / static_cast<float>(m_chunk_size_h);

		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;


		assert(!m_textureids);

		m_textureids = new GLuint[1];
		memset(m_textureids, 0x00, 1*sizeof(GLuint));


		uint32_t* oglbuffer = new uint32_t[m_chunk_size_w * m_chunk_size_h];
		memset(oglbuffer, 0x00, m_chunk_size_w*m_chunk_size_h*sizeof(uint32_t));

		for (unsigned int y = 0;  y < height; ++y) {
			for (unsigned int x = 0; x < width; ++x) {
				unsigned int pos = (y * pitch) + (x * 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];

				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*m_chunk_size_w) + 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_w, m_chunk_size_h, 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();
		SDL_Surface *surface = NULL;
		uint8_t *pixels;

		surface = SDL_CreateRGBSurface(SDL_SWSURFACE, swidth,
			sheight, 24,
			RMASK,GMASK,BMASK, NULLMASK);

		if(surface == NULL) {
			return;
		}

		SDL_LockSurface(surface);
		pixels = new uint8_t[swidth * sheight * 3];
		glReadPixels(0, 0, swidth, sheight, GL_RGB, GL_UNSIGNED_BYTE, reinterpret_cast<GLvoid*>(pixels));

		uint8_t *imagepixels = reinterpret_cast<uint8_t*>(surface->pixels);
		// Copy the "reversed_image" memory to the "image" memory
		for (int y = (sheight - 1); y >= 0; --y) {
			uint8_t *rowbegin = pixels + y * swidth * 3;
			uint8_t *rowend = rowbegin + swidth * 3;

			std::copy(rowbegin, rowend, imagepixels);

			// Advance a row in the output surface.
			imagepixels += surface->pitch;
		}

		SDL_UnlockSurface(surface);
		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);

		if (clear) {
	        	glClear(GL_COLOR_BUFFER_BIT);
		}
	}

	bool GLImage::putPixel(int x, int y, int r, int g, int b, int a) {
		cleanup();
		return m_sdlimage->putPixel(x, y, r, g, b, a);
	}

	void GLImage::drawLine(const Point& p1, const Point& p2, int r, int g, int b, int a) {
		cleanup();
		m_sdlimage->drawLine(p1, p2, r, g, b, a);
	}

	void GLImage::drawTriangle(const Point& p1, const Point& p2, const Point& p3, int r, int g, int b, int a) {
		cleanup();
		m_sdlimage->drawTriangle(p1, p2, p3, r, g, b, a);
	}

	void GLImage::drawRectangle(const Point& p, uint16_t w, uint16_t h, uint8_t r, uint8_t g, uint8_t b, uint8_t a) {
		cleanup();
		m_sdlimage->drawRectangle(p, w, h, r, g, b, a);
	}

	void GLImage::fillRectangle(const Point& p, uint16_t w, uint16_t h, uint8_t r, uint8_t g, uint8_t b, uint8_t a) {
		cleanup();
		m_sdlimage->fillRectangle(p, w, h, r, g, b, a);
	}

	void GLImage::drawQuad(const Point& p1, const Point& p2, const Point& p3, const Point& p4,  int r, int g, int b, int a) {
		cleanup();
		m_sdlimage->drawQuad(p1, p2, p3, p4, r, g, b, a);
	}

	void GLImage::drawVertex(const Point& p, const uint8_t size, int r, int g, int b, int a) {
		cleanup();
		m_sdlimage->drawVertex(p, size, r, g, b, a);
	}
}