ddnet/src/engine/client/ec_gfx.c

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2007-11-25 19:42:40 +00:00
/* copyright (c) 2007 magnus auvinen, see licence.txt for more info */
#include <engine/external/glfw/include/GL/glfw.h>
#include <engine/external/pnglite/pnglite.h>
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#include <engine/e_system.h>
#include <engine/e_interface.h>
#include <engine/e_engine.h>
#include <engine/e_config.h>
#include <engine/e_keys.h>
#include <string.h>
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#include <stdio.h>
#include <math.h>
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#include "ec_font.h"
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/* compressed textures */
#define GL_COMPRESSED_RGB_ARB 0x84ED
#define GL_COMPRESSED_RGBA_ARB 0x84EE
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#define TEXTURE_MAX_ANISOTROPY_EXT 0x84FE
enum
{
DRAWING_QUADS=1,
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DRAWING_LINES=2
};
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/* */
typedef struct { float x, y, z; } VEC3;
typedef struct { float u, v; } TEXCOORD;
typedef struct { float r, g, b, a; } COLOR;
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typedef struct
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{
VEC3 pos;
TEXCOORD tex;
COLOR color;
} VERTEX;
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const int vertex_buffer_size = 32*1024;
static VERTEX *vertices = 0;
static int num_vertices = 0;
static COLOR color[4];
static TEXCOORD texture[4];
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static int do_screenshot = 0;
static int screen_width = -1;
static int screen_height = -1;
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static float rotation = 0;
static int drawing = 0;
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static float screen_x0 = 0;
static float screen_y0 = 0;
static float screen_x1 = 0;
static float screen_y1 = 0;
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typedef struct
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{
GLuint tex;
int memsize;
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int flags;
int next;
} TEXTURE;
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enum
{
MAX_TEXTURES = 128
};
static TEXTURE textures[MAX_TEXTURES];
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static int first_free_texture;
static int memory_usage = 0;
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static const unsigned char null_texture_data[] = {
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0xff,0x00,0x00,0xff, 0xff,0x00,0x00,0xff, 0x00,0xff,0x00,0xff, 0x00,0xff,0x00,0xff,
0xff,0x00,0x00,0xff, 0xff,0x00,0x00,0xff, 0x00,0xff,0x00,0xff, 0x00,0xff,0x00,0xff,
0x00,0x00,0xff,0xff, 0x00,0x00,0xff,0xff, 0xff,0xff,0x00,0xff, 0xff,0xff,0x00,0xff,
0x00,0x00,0xff,0xff, 0x00,0x00,0xff,0xff, 0xff,0xff,0x00,0xff, 0xff,0xff,0x00,0xff,
};
static void flush()
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{
if(num_vertices == 0)
return;
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glVertexPointer(3, GL_FLOAT,
sizeof(VERTEX),
(char*)vertices);
glTexCoordPointer(2, GL_FLOAT,
sizeof(VERTEX),
(char*)vertices + sizeof(float)*3);
glColorPointer(4, GL_FLOAT,
sizeof(VERTEX),
(char*)vertices + sizeof(float)*5);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
if(drawing == DRAWING_QUADS)
glDrawArrays(GL_QUADS, 0, num_vertices);
else if(drawing == DRAWING_LINES)
glDrawArrays(GL_LINES, 0, num_vertices);
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/* Reset pointer */
num_vertices = 0;
}
static void draw_line()
{
num_vertices += 2;
if((num_vertices + 2) >= vertex_buffer_size)
flush();
}
static void draw_quad()
{
num_vertices += 4;
if((num_vertices + 4) >= vertex_buffer_size)
flush();
}
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static void screen_resize(int width, int height)
{
screen_width = width;
screen_height = height;
glViewport(0, 0, screen_width, screen_height);
}
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int gfx_init()
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{
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int i;
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screen_width = config.gfx_screen_width;
screen_height = config.gfx_screen_height;
glfwInit();
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if(config.dbg_stress)
{
screen_width = 320;
screen_height = 240;
}
/* set antialiasing */
if(config.gfx_fsaa_samples)
glfwOpenWindowHint(GLFW_FSAA_SAMPLES, config.gfx_fsaa_samples);
/* set refresh rate */
if(config.gfx_refresh_rate)
glfwOpenWindowHint(GLFW_REFRESH_RATE, config.gfx_refresh_rate);
/* no resizing allowed */
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if (!config.gfx_debug_resizable)
glfwOpenWindowHint(GLFW_WINDOW_NO_RESIZE, 1);
/* open window */
if(config.gfx_fullscreen)
{
int result = glfwOpenWindow(screen_width, screen_height, 8, 8, 8, 0, 24, 0, GLFW_FULLSCREEN);
if(result != GL_TRUE)
{
dbg_msg("game", "failed to create gl context");
return 0;
}
}
else
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{
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int result = glfwOpenWindow(screen_width, screen_height, 0, 0, 0, 0, 24, 0, GLFW_WINDOW);
if(result != GL_TRUE)
{
dbg_msg("game", "failed to create gl context");
return 0;
}
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}
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glfwSetWindowSizeCallback(screen_resize);
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glGetIntegerv(GL_DEPTH_BITS, &i);
dbg_msg("gfx", "depthbits = %d", i);
glfwSetWindowTitle("Teewars");
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/* We don't want to see the window when we run the stress testing */
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if(config.dbg_stress)
glfwIconifyWindow();
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/* Init vertices */
if (vertices)
mem_free(vertices);
vertices = (VERTEX*)mem_alloc(sizeof(VERTEX) * vertex_buffer_size, 1);
num_vertices = 0;
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/*
dbg_msg("gfx", "OpenGL version %d.%d.%d", context.version_major(),
context.version_minor(),
context.version_rev());*/
gfx_mapscreen(0,0,config.gfx_screen_width, config.gfx_screen_height);
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/* set some default settings */
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glEnable(GL_BLEND);
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glDisable(GL_CULL_FACE);
glDisable(GL_DEPTH_TEST);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
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gfx_mask_op(MASK_NONE, 0);
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/* Set all z to -5.0f */
for (i = 0; i < vertex_buffer_size; i++)
vertices[i].pos.z = -5.0f;
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/* init textures */
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first_free_texture = 0;
for(i = 0; i < MAX_TEXTURES; i++)
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textures[i].next = i+1;
textures[MAX_TEXTURES-1].next = -1;
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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/* init input */
inp_init();
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/* create null texture, will get id=0 */
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gfx_load_texture_raw(4,4,IMG_RGBA,null_texture_data,IMG_RGBA);
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/* set vsync as needed */
gfx_set_vsync(config.gfx_vsync);
return 1;
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}
float gfx_screenaspect()
{
return gfx_screenwidth()/(float)gfx_screenheight();
}
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void gfx_clear_mask(int fill)
{
int i;
glGetIntegerv(GL_DEPTH_WRITEMASK, &i);
glDepthMask(GL_TRUE);
glClearDepth(0.0f);
glClear(GL_DEPTH_BUFFER_BIT);
glDepthMask(i);
}
void gfx_mask_op(int mask, int write)
{
glEnable(GL_DEPTH_TEST);
if(write)
glDepthMask(GL_TRUE);
else
glDepthMask(GL_FALSE);
if(mask == MASK_NONE)
glDepthFunc(GL_ALWAYS);
else if(mask == MASK_SET)
glDepthFunc(GL_LEQUAL);
else if(mask == MASK_ZERO)
glDepthFunc(GL_NOTEQUAL);
}
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int gfx_window_active()
{
return glfwGetWindowParam(GLFW_ACTIVE) == GL_TRUE ? 1 : 0;
}
int gfx_window_open()
{
return glfwGetWindowParam(GLFW_OPENED) == GL_TRUE ? 1 : 0;
}
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VIDEO_MODE fakemodes[] = {
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{320,240,8,8,8}, {400,300,8,8,8}, {640,480,8,8,8},
{720,400,8,8,8}, {768,576,8,8,8}, {800,600,8,8,8},
{1024,600,8,8,8}, {1024,768,8,8,8}, {1152,864,8,8,8},
{1280,768,8,8,8}, {1280,800,8,8,8}, {1280,960,8,8,8},
{1280,1024,8,8,8}, {1368,768,8,8,8}, {1400,1050,8,8,8},
{1440,900,8,8,8}, {1440,1050,8,8,8}, {1600,1000,8,8,8},
{1600,1200,8,8,8}, {1680,1050,8,8,8}, {1792,1344,8,8,8},
{1800,1440,8,8,8}, {1856,1392,8,8,8}, {1920,1080,8,8,8},
{1920,1200,8,8,8}, {1920,1440,8,8,8}, {1920,2400,8,8,8},
{2048,1536,8,8,8},
{320,240,5,6,5}, {400,300,5,6,5}, {640,480,5,6,5},
{720,400,5,6,5}, {768,576,5,6,5}, {800,600,5,6,5},
{1024,600,5,6,5}, {1024,768,5,6,5}, {1152,864,5,6,5},
{1280,768,5,6,5}, {1280,800,5,6,5}, {1280,960,5,6,5},
{1280,1024,5,6,5}, {1368,768,5,6,5}, {1400,1050,5,6,5},
{1440,900,5,6,5}, {1440,1050,5,6,5}, {1600,1000,5,6,5},
{1600,1200,5,6,5}, {1680,1050,5,6,5}, {1792,1344,5,6,5},
{1800,1440,5,6,5}, {1856,1392,5,6,5}, {1920,1080,5,6,5},
{1920,1200,5,6,5}, {1920,1440,5,6,5}, {1920,2400,5,6,5},
{2048,1536,5,6,5}
};
int gfx_get_video_modes(VIDEO_MODE *list, int maxcount)
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{
if(config.gfx_display_all_modes)
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{
int count = sizeof(fakemodes)/sizeof(VIDEO_MODE);
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mem_copy(list, fakemodes, sizeof(fakemodes));
if(maxcount < count)
count = maxcount;
return count;
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}
return glfwGetVideoModes((GLFWvidmode *)list, maxcount);
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}
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void gfx_set_vsync(int val)
{
glfwSwapInterval(val);
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}
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int gfx_unload_texture(int index)
{
glDeleteTextures(1, &textures[index].tex);
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textures[index].next = first_free_texture;
memory_usage -= textures[index].memsize;
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first_free_texture = index;
return 0;
}
void gfx_blend_normal()
{
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
void gfx_blend_additive()
{
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
}
int gfx_memory_usage() { return memory_usage; }
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static unsigned char sample(int w, int h, const unsigned char *data, int u, int v, int offset)
{
return (data[(v*w+u)*4+offset]+
data[(v*w+u+1)*4+offset]+
data[((v+1)*w+u)*4+offset]+
data[((v+1)*w+u+1)*4+offset])/4;
}
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int gfx_load_texture_raw(int w, int h, int format, const void *data, int store_format)
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{
int mipmap = 1;
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unsigned char *texdata = (unsigned char *)data;
unsigned char *tmpdata = 0;
int oglformat = 0;
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int store_oglformat = 0;
int tex = 0;
/* don't waste memory on texture if we are stress testing */
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if(config.dbg_stress)
return -1;
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/* grab texture */
tex = first_free_texture;
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first_free_texture = textures[tex].next;
textures[tex].next = -1;
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/* resample if needed */
if(config.gfx_texture_quality==0)
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{
if(w > 16 && h > 16 && format == IMG_RGBA)
{
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unsigned char *tmpdata;
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int c = 0;
int x, y;
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tmpdata = (unsigned char *)mem_alloc(w*h*4, 1);
w/=2;
h/=2;
for(y = 0; y < h; y++)
for(x = 0; x < w; x++, c++)
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{
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tmpdata[c*4] = sample(w*2, h*2, texdata, x*2,y*2, 0);
tmpdata[c*4+1] = sample(w*2, h*2, texdata, x*2,y*2, 1);
tmpdata[c*4+2] = sample(w*2, h*2, texdata, x*2,y*2, 2);
tmpdata[c*4+3] = sample(w*2, h*2, texdata, x*2,y*2, 3);
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}
texdata = tmpdata;
}
}
if(config.debug)
dbg_msg("gfx", "%d = %dx%d", tex, w, h);
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oglformat = GL_RGBA;
if(format == IMG_RGB)
oglformat = GL_RGB;
else if(format == IMG_ALPHA)
oglformat = GL_ALPHA;
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/* upload texture */
if(config.gfx_texture_compression)
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{
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store_oglformat = GL_COMPRESSED_RGBA_ARB;
if(store_format == IMG_RGB)
store_oglformat = GL_COMPRESSED_RGB_ARB;
else if(store_format == IMG_ALPHA)
store_oglformat = GL_COMPRESSED_ALPHA_ARB;
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}
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else
{
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store_oglformat = GL_RGBA;
if(store_format == IMG_RGB)
store_oglformat = GL_RGB;
else if(store_format == IMG_ALPHA)
store_oglformat = GL_ALPHA;
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}
glGenTextures(1, &textures[tex].tex);
glBindTexture(GL_TEXTURE_2D, textures[tex].tex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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gluBuild2DMipmaps(GL_TEXTURE_2D, store_oglformat, w, h, oglformat, GL_UNSIGNED_BYTE, texdata);
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/* calculate memory usage */
{
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int pixel_size = 4;
if(store_format == IMG_RGB)
pixel_size = 3;
else if(store_format == IMG_ALPHA)
pixel_size = 1;
textures[tex].memsize = w*h*pixel_size;
if(mipmap)
{
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while(w > 2 && h > 2)
{
w>>=1;
h>>=1;
textures[tex].memsize += w*h*pixel_size;
}
}
}
memory_usage += textures[tex].memsize;
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mem_free(tmpdata);
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return tex;
}
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/* simple uncompressed RGBA loaders */
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int gfx_load_texture(const char *filename, int store_format)
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{
int l = strlen(filename);
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int id;
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IMAGE_INFO img;
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if(l < 3)
return 0;
if(gfx_load_png(&img, filename))
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{
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if (store_format == IMG_AUTO)
store_format = img.format;
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id = gfx_load_texture_raw(img.width, img.height, img.format, img.data, store_format);
mem_free(img.data);
return id;
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}
return 0;
}
int gfx_load_png(IMAGE_INFO *img, const char *filename)
{
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unsigned char *buffer;
png_t png;
/* open file for reading */
png_init(0,0);
if(png_open_file(&png, filename) != PNG_NO_ERROR)
{
dbg_msg("game/png", "failed to open file. filename='%s'", filename);
return 0;
}
if(png.depth != 8 || (png.color_type != PNG_TRUECOLOR && png.color_type != PNG_TRUECOLOR_ALPHA))
{
dbg_msg("game/png", "invalid format. filename='%s'", filename);
png_close_file(&png);
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return 0;
}
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buffer = (unsigned char *)mem_alloc(png.width * png.height * png.bpp, 1);
png_get_data(&png, buffer);
png_close_file(&png);
img->width = png.width;
img->height = png.height;
if(png.color_type == PNG_TRUECOLOR)
img->format = IMG_RGB;
else if(png.color_type == PNG_TRUECOLOR_ALPHA)
img->format = IMG_RGBA;
img->data = buffer;
return 1;
}
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void gfx_shutdown()
{
if (vertices)
mem_free(vertices);
glfwCloseWindow();
glfwTerminate();
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}
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void gfx_screenshot()
{
do_screenshot = 1;
}
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static int64 next_frame = 0;
static int record = 0;
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void gfx_swap()
{
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if(record)
{
int w = screen_width;
int h = screen_height;
unsigned char *pixel_data = (unsigned char *)mem_alloc(w*(h+1)*3, 1);
/*unsigned char *temp_row = pixel_data+w*h*3;*/
glReadPixels(0,0, w, h, GL_RGB, GL_UNSIGNED_BYTE, pixel_data);
/* clean up */
mem_free(pixel_data);
if(next_frame)
next_frame += time_freq()/30;
else
next_frame = time_get() + time_freq()/30;
while(time_get() < next_frame)
(void)0;
}
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if(do_screenshot)
{
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/* fetch image data */
int y;
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int w = screen_width;
int h = screen_height;
unsigned char *pixel_data = (unsigned char *)mem_alloc(w*(h+1)*3, 1);
unsigned char *temp_row = pixel_data+w*h*3;
glReadPixels(0,0, w, h, GL_RGB, GL_UNSIGNED_BYTE, pixel_data);
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/* flip the pixel because opengl works from bottom left corner */
for(y = 0; y < h/2; y++)
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{
mem_copy(temp_row, pixel_data+y*w*3, w*3);
mem_copy(pixel_data+y*w*3, pixel_data+(h-y-1)*w*3, w*3);
mem_copy(pixel_data+(h-y-1)*w*3, temp_row,w*3);
}
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/* find filename */
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{
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char wholepath[1024];
char filename[128];
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static int index = 1;
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png_t png;
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for(; index < 1000; index++)
{
IOHANDLE io;
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engine_savepath(filename, wholepath, sizeof(wholepath));
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io = io_open(wholepath, IOFLAG_READ);
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if(io)
io_close(io);
else
break;
}
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/* save png */
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dbg_msg("client", "saved screenshot to '%s'", wholepath);
png_open_file_write(&png, wholepath);
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png_set_data(&png, w, h, 8, PNG_TRUECOLOR, (unsigned char *)pixel_data);
png_close_file(&png);
}
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/* clean up */
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mem_free(pixel_data);
do_screenshot = 0;
}
glfwSwapBuffers();
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glFinish();
glfwPollEvents();
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}
int gfx_screenwidth()
{
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return screen_width;
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}
int gfx_screenheight()
{
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return screen_height;
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}
void gfx_texture_set(int slot)
{
dbg_assert(drawing == 0, "called gfx_texture_set within begin");
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if(slot == -1)
glDisable(GL_TEXTURE_2D);
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else
{
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, textures[slot].tex);
}
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}
void gfx_clear(float r, float g, float b)
{
glClearColor(r,g,b,1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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}
void gfx_mapscreen(float tl_x, float tl_y, float br_x, float br_y)
{
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screen_x0 = tl_x;
screen_y0 = tl_y;
screen_x1 = br_x;
screen_y1 = br_y;
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(tl_x, br_x, br_y, tl_y, 1.0f, 10.f);
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}
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void gfx_getscreen(float *tl_x, float *tl_y, float *br_x, float *br_y)
{
*tl_x = screen_x0;
*tl_y = screen_y0;
*br_x = screen_x1;
*br_y = screen_y1;
}
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void gfx_setoffset(float x, float y)
{
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(x, y, 0);
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}
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void gfx_quads_begin()
{
dbg_assert(drawing == 0, "called quads_begin twice");
drawing = DRAWING_QUADS;
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gfx_quads_setsubset(0,0,1,1);
gfx_quads_setrotation(0);
gfx_setcolor(1,1,1,1);
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}
void gfx_quads_end()
{
dbg_assert(drawing == DRAWING_QUADS, "called quads_end without begin");
flush();
drawing = 0;
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}
void gfx_quads_setrotation(float angle)
{
dbg_assert(drawing == DRAWING_QUADS, "called gfx_quads_setrotation without begin");
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rotation = angle;
}
void gfx_setcolorvertex(int i, float r, float g, float b, float a)
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{
dbg_assert(drawing != 0, "called gfx_quads_setcolorvertex without begin");
color[i].r = r;
color[i].g = g;
color[i].b = b;
color[i].a = a;
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}
void gfx_setcolor(float r, float g, float b, float a)
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{
dbg_assert(drawing != 0, "called gfx_quads_setcolor without begin");
gfx_setcolorvertex(0, r, g, b, a);
gfx_setcolorvertex(1, r, g, b, a);
gfx_setcolorvertex(2, r, g, b, a);
gfx_setcolorvertex(3, r, g, b, a);
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}
void gfx_quads_setsubset(float tl_u, float tl_v, float br_u, float br_v)
{
dbg_assert(drawing == DRAWING_QUADS, "called gfx_quads_setsubset without begin");
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texture[0].u = tl_u;
texture[0].v = tl_v;
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texture[1].u = br_u;
texture[1].v = tl_v;
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texture[2].u = br_u;
texture[2].v = br_v;
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texture[3].u = tl_u;
texture[3].v = br_v;
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}
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void gfx_quads_setsubset_free(
float x0, float y0,
float x1, float y1,
float x2, float y2,
float x3, float y3)
{
texture[0].u = x0;
texture[0].v = y0;
texture[1].u = x1;
texture[1].v = y1;
texture[2].u = x2;
texture[2].v = y2;
texture[3].u = x3;
texture[3].v = y3;
}
static void rotate(VEC3 *center, VEC3 *point)
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{
float x = point->x - center->x;
float y = point->y - center->y;
point->x = x * cosf(rotation) - y * sinf(rotation) + center->x;
point->y = x * sinf(rotation) + y * cosf(rotation) + center->y;
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}
void gfx_quads_draw(float x, float y, float w, float h)
{
gfx_quads_drawTL(x-w/2, y-h/2,w,h);
}
void gfx_quads_drawTL(float x, float y, float width, float height)
{
VEC3 center;
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dbg_assert(drawing == DRAWING_QUADS, "called quads_draw without begin");
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center.x = x + width/2;
center.y = y + height/2;
center.z = 0;
vertices[num_vertices].pos.x = x;
vertices[num_vertices].pos.y = y;
vertices[num_vertices].tex = texture[0];
vertices[num_vertices].color = color[0];
rotate(&center, &vertices[num_vertices].pos);
vertices[num_vertices + 1].pos.x = x+width;
vertices[num_vertices + 1].pos.y = y;
vertices[num_vertices + 1].tex = texture[1];
vertices[num_vertices + 1].color = color[1];
rotate(&center, &vertices[num_vertices + 1].pos);
vertices[num_vertices + 2].pos.x = x + width;
vertices[num_vertices + 2].pos.y = y+height;
vertices[num_vertices + 2].tex = texture[2];
vertices[num_vertices + 2].color = color[2];
rotate(&center, &vertices[num_vertices + 2].pos);
vertices[num_vertices + 3].pos.x = x;
vertices[num_vertices + 3].pos.y = y+height;
vertices[num_vertices + 3].tex = texture[3];
vertices[num_vertices + 3].color = color[3];
rotate(&center, &vertices[num_vertices + 3].pos);
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draw_quad();
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}
void gfx_quads_draw_freeform(
float x0, float y0,
float x1, float y1,
float x2, float y2,
float x3, float y3)
{
dbg_assert(drawing == DRAWING_QUADS, "called quads_draw_freeform without begin");
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vertices[num_vertices].pos.x = x0;
vertices[num_vertices].pos.y = y0;
vertices[num_vertices].tex = texture[0];
vertices[num_vertices].color = color[0];
vertices[num_vertices + 1].pos.x = x1;
vertices[num_vertices + 1].pos.y = y1;
vertices[num_vertices + 1].tex = texture[1];
vertices[num_vertices + 1].color = color[1];
vertices[num_vertices + 2].pos.x = x3;
vertices[num_vertices + 2].pos.y = y3;
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vertices[num_vertices + 2].tex = texture[3];
vertices[num_vertices + 2].color = color[3];
vertices[num_vertices + 3].pos.x = x2;
vertices[num_vertices + 3].pos.y = y2;
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vertices[num_vertices + 3].tex = texture[2];
vertices[num_vertices + 3].color = color[2];
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draw_quad();
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}
void gfx_quads_text(float x, float y, float size, const char *text)
{
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float startx = x;
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gfx_quads_begin();
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while(*text)
{
char c = *text;
text++;
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if(c == '\n')
{
x = startx;
y += size;
}
else
{
gfx_quads_setsubset(
(c%16)/16.0f,
(c/16)/16.0f,
(c%16)/16.0f+1.0f/16.0f,
(c/16)/16.0f+1.0f/16.0f);
gfx_quads_drawTL(x,y,size,size);
x += size/2;
}
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}
gfx_quads_end();
}
static int word_length(const char *text)
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{
int s = 1;
while(1)
{
if(*text == 0)
return s-1;
if(*text == '\n' || *text == '\t' || *text == ' ')
return s;
text++;
s++;
}
}
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static float text_r=1;
static float text_g=1;
static float text_b=1;
static float text_a=1;
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static FONT_SET *default_font_set = 0;
void gfx_text_set_default_font(void *font)
{
default_font_set = (FONT_SET *)font;
}
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float gfx_text_raw(void *font_set_v, float x, float y, float size, const char *text, int length)
{
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FONT_SET *font_set = font_set_v;
float fake_to_screen_x = (screen_width/(screen_x1-screen_x0));
float fake_to_screen_y = (screen_height/(screen_y1-screen_y0));
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FONT *font;
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int actual_size;
int i;
float draw_x;
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/* to correct coords, convert to screen coords, round, and convert back */
int actual_x = x * fake_to_screen_x;
int actual_y = y * fake_to_screen_y;
x = actual_x / fake_to_screen_x;
y = actual_y / fake_to_screen_y;
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/* same with size */
actual_size = size * fake_to_screen_y;
size = actual_size / fake_to_screen_y;
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if(!font_set)
font_set = default_font_set;
font = font_set_pick(font_set, actual_size);
if (length < 0)
length = strlen(text);
for (i = 0; i < 2; i++)
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{
const unsigned char *c = (unsigned char *)text;
int to_render = length;
draw_x = x;
if (i == 0)
gfx_texture_set(font->outline_texture);
else
gfx_texture_set(font->text_texture);
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gfx_quads_begin();
if (i == 0)
gfx_setcolor(0.0f, 0.0f, 0.0f, 0.3f);
else
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gfx_setcolor(text_r, text_g, text_b, text_a);
while (to_render--)
{
float tex_x0, tex_y0, tex_x1, tex_y1;
float width, height;
float x_offset, y_offset, x_advance;
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float advance;
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font_character_info(font, *c, &tex_x0, &tex_y0, &tex_x1, &tex_y1, &width, &height, &x_offset, &y_offset, &x_advance);
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gfx_quads_setsubset(tex_x0, tex_y0, tex_x1, tex_y1);
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gfx_quads_drawTL(draw_x+x_offset*size, y+y_offset*size, width*size, height*size);
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advance = x_advance + font_kerning(font, *c, *(c+1));
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draw_x += advance*size;
c++;
}
gfx_quads_end();
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}
return draw_x;
}
void gfx_text(void *font_set_v, float x, float y, float size, const char *text, int max_width)
{
if(max_width == -1)
gfx_text_raw(font_set_v, x, y, size, text, -1);
else
{
float startx = x;
while(*text)
{
int wlen = word_length(text);
float w = gfx_text_width(font_set_v, size, text, wlen);
if(x+w-startx > max_width)
{
y += size;
x = startx;
}
x = gfx_text_raw(font_set_v, x, y, size, text, wlen);
text += wlen;
}
}
gfx_text_raw(font_set_v, x, y, size, text, -1);
}
float gfx_text_width(void *font_set_v, float size, const char *text, int length)
{
FONT_SET *font_set = font_set_v;
FONT *font;
float fake_to_screen_y = (screen_height/(screen_y1-screen_y0));
int actual_size = size * fake_to_screen_y;
size = actual_size / fake_to_screen_y;
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if(!font_set)
font_set = default_font_set;
font = font_set_pick(font_set, actual_size);
return font_text_width(font, text, size, length);
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}
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void gfx_text_color(float r, float g, float b, float a)
{
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text_r = r;
text_g = g;
text_b = b;
text_a = a;
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}
void gfx_lines_begin()
{
dbg_assert(drawing == 0, "called begin twice");
drawing = DRAWING_LINES;
gfx_setcolor(1,1,1,1);
}
void gfx_lines_end()
{
dbg_assert(drawing == DRAWING_LINES, "called end without begin");
flush();
drawing = 0;
}
void gfx_lines_draw(float x0, float y0, float x1, float y1)
{
dbg_assert(drawing == DRAWING_LINES, "called draw without begin");
vertices[num_vertices].pos.x = x0;
vertices[num_vertices].pos.y = y0;
vertices[num_vertices].tex = texture[0];
vertices[num_vertices].color = color[0];
vertices[num_vertices + 1].pos.x = x1;
vertices[num_vertices + 1].pos.y = y1;
vertices[num_vertices + 1].tex = texture[1];
vertices[num_vertices + 1].color = color[1];
draw_line();
}
void gfx_clip_enable(int x, int y, int w, int h)
{
glScissor(x, gfx_screenheight()-(y+h), w, h);
glEnable(GL_SCISSOR_TEST);
}
void gfx_clip_disable()
{
glDisable(GL_SCISSOR_TEST);
}