Mercurial > fife-parpg
view engine/core/video/opengl/glimage.cpp @ 661:e3140f01749d
* Merged the light branch back into trunk.
* Modified the demos so they work with the new loaders and setting.
author | helios2000@33b003aa-7bff-0310-803a-e67f0ece8222 |
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date | Fri, 05 Nov 2010 15:21:10 +0000 |
parents | 5d6b1820b953 |
children |
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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::invalidate() { resetGlimage(); } 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); } void GLImage::drawLightPrimitive(const Point& p, uint8_t intensity, float radius, int subdivisions, float xstretch, float ystretch, uint8_t red, uint8_t green, uint8_t blue) { cleanup(); m_sdlimage->drawLightPrimitive(p, intensity, radius, subdivisions, xstretch, ystretch, red, green, blue); } }