view engine/core/video/opengl/renderbackendopengl.cpp @ 546:8fee2d2286e9

Rewrote the object serializing routines to use a "template" idea for loading an object from disk. This allows for multiple objects to load the same base object template but be unique on the scene AND have different values. Useful for say more than one gold stack on the ground with different gold values. TODO: fix the "spawn" console command.
author prock@33b003aa-7bff-0310-803a-e67f0ece8222
date Thu, 03 Jun 2010 21:35:06 +0000
parents ad1f09d954f9
children b2feacaed53c
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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(const SDL_Color& colorkey) : RenderBackend(colorkey) {
		// 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() {
		glDisable(GL_SCISSOR_TEST);
		glClear(GL_COLOR_BUFFER_BIT);
		glEnable(GL_SCISSOR_TEST);
	}

	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();
	}

	void RenderBackendOpenGL::drawVertex(const Point& p, const uint8_t size, int r, int g, int b){

		GLfloat width;

		glGetFloatv(GL_LINE_WIDTH, &width);
		glLineWidth(1.0);

		glBegin(GL_LINE_LOOP);
		glColor4ub(r, g, b, 255);

		glVertex3f(p.x-size, p.y+size, 0);
		glVertex3f(p.x+size, p.y+size, 0);
		glVertex3f(p.x+size, p.y-size, 0);
		glVertex3f(p.x-size, p.y-size, 0);

		glEnd();

		glLineWidth(width);
	}
}