Mercurial > fife-parpg
view engine/core/video/opengl/glimage.h @ 615:6f3f5686a56e
Fixed a small bug where the widgets were not being updated with new data when the default settings were loaded.
author | prock@33b003aa-7bff-0310-803a-e67f0ece8222 |
---|---|
date | Mon, 27 Sep 2010 14:22:07 +0000 |
parents | 47b49b9b0c0a |
children | 853d25234671 |
line wrap: on
line source
/*************************************************************************** * 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 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 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); 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; SDL_Color m_colorkey; }; } #endif /* vim: set noexpandtab: set shiftwidth=2: set tabstop=2: */