ddnet/src/engine/client/graphics.cpp

1036 lines
27 KiB
C++

/* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */
/* If you are missing that file, acquire a complete release at teeworlds.com. */
#include <base/detect.h>
#include <base/math.h>
#include <base/tl/threading.h>
#include "SDL.h"
#include "SDL_opengl.h"
#include <base/system.h>
#include <engine/external/pnglite/pnglite.h>
#include <engine/shared/config.h>
#include <engine/graphics.h>
#include <engine/storage.h>
#include <engine/keys.h>
#include <engine/console.h>
#include <math.h> // cosf, sinf
#include "graphics.h"
#if defined(CONF_PLATFORM_MACOSX)
class semaphore
{
SDL_sem *sem;
public:
semaphore() { sem = SDL_CreateSemaphore(0); }
~semaphore() { SDL_DestroySemaphore(sem); }
void wait() { SDL_SemWait(sem); }
void signal() { SDL_SemPost(sem); }
};
#endif
static CVideoMode g_aFakeModes[] = {
{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}
};
void CGraphics_OpenGL::Flush()
{
if(m_NumVertices == 0)
return;
//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glVertexPointer(3, GL_FLOAT,
sizeof(CVertex),
(char*)m_aVertices);
glTexCoordPointer(2, GL_FLOAT,
sizeof(CVertex),
(char*)m_aVertices + sizeof(float)*3);
glColorPointer(4, GL_FLOAT,
sizeof(CVertex),
(char*)m_aVertices + sizeof(float)*5);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
if(m_RenderEnable)
{
if(m_Drawing == DRAWING_QUADS)
glDrawArrays(GL_QUADS, 0, m_NumVertices);
else if(m_Drawing == DRAWING_LINES)
glDrawArrays(GL_LINES, 0, m_NumVertices);
}
// Reset pointer
m_NumVertices = 0;
}
void CGraphics_OpenGL::AddVertices(int Count)
{
m_NumVertices += Count;
if((m_NumVertices + Count) >= MAX_VERTICES)
Flush();
}
void CGraphics_OpenGL::Rotate4(const CPoint &rCenter, CVertex *pPoints)
{
float c = cosf(m_Rotation);
float s = sinf(m_Rotation);
float x, y;
int i;
for(i = 0; i < 4; i++)
{
x = pPoints[i].m_Pos.x - rCenter.x;
y = pPoints[i].m_Pos.y - rCenter.y;
pPoints[i].m_Pos.x = x * c - y * s + rCenter.x;
pPoints[i].m_Pos.y = x * s + y * c + rCenter.y;
}
}
unsigned char CGraphics_OpenGL::Sample(int w, int h, const unsigned char *pData, int u, int v, int Offset, int ScaleW, int ScaleH, int Bpp)
{
int Value = 0;
for(int x = 0; x < ScaleW; x++)
for(int y = 0; y < ScaleH; y++)
Value += pData[((v+y)*w+(u+x))*Bpp+Offset];
return Value/(ScaleW*ScaleH);
}
unsigned char *CGraphics_OpenGL::Rescale(int Width, int Height, int NewWidth, int NewHeight, int Format, const unsigned char *pData)
{
unsigned char *pTmpData;
int ScaleW = Width/NewWidth;
int ScaleH = Height/NewHeight;
int Bpp = 3;
if(Format == CImageInfo::FORMAT_RGBA)
Bpp = 4;
pTmpData = (unsigned char *)mem_alloc(NewWidth*NewHeight*Bpp, 1);
int c = 0;
for(int y = 0; y < NewHeight; y++)
for(int x = 0; x < NewWidth; x++, c++)
{
pTmpData[c*Bpp] = Sample(Width, Height, pData, x*ScaleW, y*ScaleH, 0, ScaleW, ScaleH, Bpp);
pTmpData[c*Bpp+1] = Sample(Width, Height, pData, x*ScaleW, y*ScaleH, 1, ScaleW, ScaleH, Bpp);
pTmpData[c*Bpp+2] = Sample(Width, Height, pData, x*ScaleW, y*ScaleH, 2, ScaleW, ScaleH, Bpp);
if(Bpp == 4)
pTmpData[c*Bpp+3] = Sample(Width, Height, pData, x*ScaleW, y*ScaleH, 3, ScaleW, ScaleH, Bpp);
}
return pTmpData;
}
CGraphics_OpenGL::CGraphics_OpenGL()
{
m_NumVertices = 0;
m_ScreenX0 = 0;
m_ScreenY0 = 0;
m_ScreenX1 = 0;
m_ScreenY1 = 0;
m_ScreenWidth = -1;
m_ScreenHeight = -1;
m_Rotation = 0;
m_Drawing = 0;
m_InvalidTexture = 0;
m_TextureMemoryUsage = 0;
m_RenderEnable = true;
m_DoScreenshot = false;
}
void CGraphics_OpenGL::ClipEnable(int x, int y, int w, int h)
{
if(x < 0)
w += x;
if(y < 0)
h += y;
x = clamp(x, 0, ScreenWidth());
y = clamp(y, 0, ScreenHeight());
w = clamp(w, 0, ScreenWidth()-x);
h = clamp(h, 0, ScreenHeight()-y);
glScissor(x, ScreenHeight()-(y+h), w, h);
glEnable(GL_SCISSOR_TEST);
}
void CGraphics_OpenGL::ClipDisable()
{
//if(no_gfx) return;
glDisable(GL_SCISSOR_TEST);
}
void CGraphics_OpenGL::BlendNone()
{
glDisable(GL_BLEND);
}
void CGraphics_OpenGL::BlendNormal()
{
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
void CGraphics_OpenGL::BlendAdditive()
{
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
}
void CGraphics_OpenGL::WrapNormal()
{
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
}
void CGraphics_OpenGL::WrapClamp()
{
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
}
int CGraphics_OpenGL::MemoryUsage() const
{
return m_TextureMemoryUsage;
}
void CGraphics_OpenGL::MapScreen(float TopLeftX, float TopLeftY, float BottomRightX, float BottomRightY)
{
m_ScreenX0 = TopLeftX;
m_ScreenY0 = TopLeftY;
m_ScreenX1 = BottomRightX;
m_ScreenY1 = BottomRightY;
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(TopLeftX, BottomRightX, BottomRightY, TopLeftY, 1.0f, 10.f);
}
void CGraphics_OpenGL::GetScreen(float *pTopLeftX, float *pTopLeftY, float *pBottomRightX, float *pBottomRightY)
{
*pTopLeftX = m_ScreenX0;
*pTopLeftY = m_ScreenY0;
*pBottomRightX = m_ScreenX1;
*pBottomRightY = m_ScreenY1;
}
void CGraphics_OpenGL::LinesBegin()
{
dbg_assert(m_Drawing == 0, "called Graphics()->LinesBegin twice");
m_Drawing = DRAWING_LINES;
SetColor(1,1,1,1);
}
void CGraphics_OpenGL::LinesEnd()
{
dbg_assert(m_Drawing == DRAWING_LINES, "called Graphics()->LinesEnd without begin");
Flush();
m_Drawing = 0;
}
void CGraphics_OpenGL::LinesDraw(const CLineItem *pArray, int Num)
{
dbg_assert(m_Drawing == DRAWING_LINES, "called Graphics()->LinesDraw without begin");
for(int i = 0; i < Num; ++i)
{
m_aVertices[m_NumVertices + 2*i].m_Pos.x = pArray[i].m_X0;
m_aVertices[m_NumVertices + 2*i].m_Pos.y = pArray[i].m_Y0;
m_aVertices[m_NumVertices + 2*i].m_Tex = m_aTexture[0];
m_aVertices[m_NumVertices + 2*i].m_Color = m_aColor[0];
m_aVertices[m_NumVertices + 2*i + 1].m_Pos.x = pArray[i].m_X1;
m_aVertices[m_NumVertices + 2*i + 1].m_Pos.y = pArray[i].m_Y1;
m_aVertices[m_NumVertices + 2*i + 1].m_Tex = m_aTexture[1];
m_aVertices[m_NumVertices + 2*i + 1].m_Color = m_aColor[1];
}
AddVertices(2*Num);
}
int CGraphics_OpenGL::UnloadTexture(int Index)
{
if(Index == m_InvalidTexture)
return 0;
if(Index < 0)
return 0;
glDeleteTextures(1, &m_aTextures[Index].m_Tex);
m_aTextures[Index].m_Next = m_FirstFreeTexture;
m_TextureMemoryUsage -= m_aTextures[Index].m_MemSize;
m_FirstFreeTexture = Index;
return 0;
}
int CGraphics_OpenGL::LoadTextureRawSub(int TextureID, int x, int y, int Width, int Height, int Format, const void *pData)
{
int Oglformat = GL_RGBA;
if(Format == CImageInfo::FORMAT_RGB)
Oglformat = GL_RGB;
else if(Format == CImageInfo::FORMAT_ALPHA)
Oglformat = GL_ALPHA;
glBindTexture(GL_TEXTURE_2D, m_aTextures[TextureID].m_Tex);
glTexSubImage2D(GL_TEXTURE_2D, 0, x, y, Width, Height, Oglformat, GL_UNSIGNED_BYTE, pData);
return 0;
}
int CGraphics_OpenGL::LoadTextureRaw(int Width, int Height, int Format, const void *pData, int StoreFormat, int Flags)
{
int Mipmap = 1;
unsigned char *pTexData = (unsigned char *)pData;
unsigned char *pTmpData = 0;
int Oglformat = 0;
int StoreOglformat = 0;
int Tex = 0;
// don't waste memory on texture if we are stress testing
if(g_Config.m_DbgStress)
return m_InvalidTexture;
// grab texture
Tex = m_FirstFreeTexture;
m_FirstFreeTexture = m_aTextures[Tex].m_Next;
m_aTextures[Tex].m_Next = -1;
// resample if needed
if(!(Flags&TEXLOAD_NORESAMPLE) && (Format == CImageInfo::FORMAT_RGBA || Format == CImageInfo::FORMAT_RGB))
{
if(Width > GL_MAX_TEXTURE_SIZE || Height > GL_MAX_TEXTURE_SIZE)
{
int NewWidth = min(Width, GL_MAX_TEXTURE_SIZE);
int NewHeight = min(Height, GL_MAX_TEXTURE_SIZE);
pTmpData = Rescale(Width, Height, NewWidth, NewHeight, Format, pTexData);
pTexData = pTmpData;
Width = NewWidth;
Height = NewHeight;
}
else if(Width > 16 && Height > 16 && g_Config.m_GfxTextureQuality == 0)
{
pTmpData = Rescale(Width, Height, Width/2, Height/2, Format, pTexData);
pTexData = pTmpData;
Width /= 2;
Height /= 2;
}
}
Oglformat = GL_RGBA;
if(Format == CImageInfo::FORMAT_RGB)
Oglformat = GL_RGB;
else if(Format == CImageInfo::FORMAT_ALPHA)
Oglformat = GL_ALPHA;
// upload texture
if(g_Config.m_GfxTextureCompression)
{
StoreOglformat = GL_COMPRESSED_RGBA_ARB;
if(StoreFormat == CImageInfo::FORMAT_RGB)
StoreOglformat = GL_COMPRESSED_RGB_ARB;
else if(StoreFormat == CImageInfo::FORMAT_ALPHA)
StoreOglformat = GL_COMPRESSED_ALPHA_ARB;
}
else
{
StoreOglformat = GL_RGBA;
if(StoreFormat == CImageInfo::FORMAT_RGB)
StoreOglformat = GL_RGB;
else if(StoreFormat == CImageInfo::FORMAT_ALPHA)
StoreOglformat = GL_ALPHA;
}
glGenTextures(1, &m_aTextures[Tex].m_Tex);
glBindTexture(GL_TEXTURE_2D, m_aTextures[Tex].m_Tex);
if(Flags&TEXLOAD_NOMIPMAPS)
{
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, StoreOglformat, Width, Height, 0, Oglformat, GL_UNSIGNED_BYTE, pData);
}
else
{
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
gluBuild2DMipmaps(GL_TEXTURE_2D, StoreOglformat, Width, Height, Oglformat, GL_UNSIGNED_BYTE, pTexData);
}
// calculate memory usage
{
int PixelSize = 4;
if(StoreFormat == CImageInfo::FORMAT_RGB)
PixelSize = 3;
else if(StoreFormat == CImageInfo::FORMAT_ALPHA)
PixelSize = 1;
m_aTextures[Tex].m_MemSize = Width*Height*PixelSize;
if(Mipmap)
{
while(Width > 2 && Height > 2)
{
Width>>=1;
Height>>=1;
m_aTextures[Tex].m_MemSize += Width*Height*PixelSize;
}
}
}
m_TextureMemoryUsage += m_aTextures[Tex].m_MemSize;
mem_free(pTmpData);
return Tex;
}
// simple uncompressed RGBA loaders
int CGraphics_OpenGL::LoadTexture(const char *pFilename, int StorageType, int StoreFormat, int Flags)
{
int l = str_length(pFilename);
int ID;
CImageInfo Img;
if(l < 3)
return -1;
if(LoadPNG(&Img, pFilename, StorageType))
{
if (StoreFormat == CImageInfo::FORMAT_AUTO)
StoreFormat = Img.m_Format;
ID = LoadTextureRaw(Img.m_Width, Img.m_Height, Img.m_Format, Img.m_pData, StoreFormat, Flags);
mem_free(Img.m_pData);
if(ID != m_InvalidTexture && g_Config.m_Debug)
dbg_msg("graphics/texture", "loaded %s", pFilename);
return ID;
}
return m_InvalidTexture;
}
int CGraphics_OpenGL::LoadPNG(CImageInfo *pImg, const char *pFilename, int StorageType)
{
char aCompleteFilename[512];
unsigned char *pBuffer;
png_t Png; // ignore_convention
// open file for reading
png_init(0,0); // ignore_convention
IOHANDLE File = m_pStorage->OpenFile(pFilename, IOFLAG_READ, StorageType, aCompleteFilename, sizeof(aCompleteFilename));
if(File)
io_close(File);
else
{
dbg_msg("game/png", "failed to open file. filename='%s'", pFilename);
return 0;
}
int Error = png_open_file(&Png, aCompleteFilename); // ignore_convention
if(Error != PNG_NO_ERROR)
{
dbg_msg("game/png", "failed to open file. filename='%s'", aCompleteFilename);
if(Error != PNG_FILE_ERROR)
png_close_file(&Png); // ignore_convention
return 0;
}
if(Png.depth != 8 || (Png.color_type != PNG_TRUECOLOR && Png.color_type != PNG_TRUECOLOR_ALPHA)) // ignore_convention
{
dbg_msg("game/png", "invalid format. filename='%s'", aCompleteFilename);
png_close_file(&Png); // ignore_convention
return 0;
}
pBuffer = (unsigned char *)mem_alloc(Png.width * Png.height * Png.bpp, 1); // ignore_convention
png_get_data(&Png, pBuffer); // ignore_convention
png_close_file(&Png); // ignore_convention
pImg->m_Width = Png.width; // ignore_convention
pImg->m_Height = Png.height; // ignore_convention
if(Png.color_type == PNG_TRUECOLOR) // ignore_convention
pImg->m_Format = CImageInfo::FORMAT_RGB;
else if(Png.color_type == PNG_TRUECOLOR_ALPHA) // ignore_convention
pImg->m_Format = CImageInfo::FORMAT_RGBA;
pImg->m_pData = pBuffer;
return 1;
}
void CGraphics_OpenGL::ScreenshotDirect(const char *pFilename)
{
// fetch image data
int y;
int w = m_ScreenWidth;
int h = m_ScreenHeight;
unsigned char *pPixelData = (unsigned char *)mem_alloc(w*(h+1)*3, 1);
unsigned char *pTempRow = pPixelData+w*h*3;
GLint Alignment;
glGetIntegerv(GL_PACK_ALIGNMENT, &Alignment);
glPixelStorei(GL_PACK_ALIGNMENT, 1);
glReadPixels(0,0, w, h, GL_RGB, GL_UNSIGNED_BYTE, pPixelData);
glPixelStorei(GL_PACK_ALIGNMENT, Alignment);
// flip the pixel because opengl works from bottom left corner
for(y = 0; y < h/2; y++)
{
mem_copy(pTempRow, pPixelData+y*w*3, w*3);
mem_copy(pPixelData+y*w*3, pPixelData+(h-y-1)*w*3, w*3);
mem_copy(pPixelData+(h-y-1)*w*3, pTempRow,w*3);
}
// find filename
{
char aWholePath[1024];
png_t Png; // ignore_convention
IOHANDLE File = m_pStorage->OpenFile(pFilename, IOFLAG_WRITE, IStorage::TYPE_SAVE, aWholePath, sizeof(aWholePath));
if(File)
io_close(File);
// save png
char aBuf[256];
str_format(aBuf, sizeof(aBuf), "saved screenshot to '%s'", aWholePath);
m_pConsole->Print(IConsole::OUTPUT_LEVEL_STANDARD, "client", aBuf);
png_open_file_write(&Png, aWholePath); // ignore_convention
png_set_data(&Png, w, h, 8, PNG_TRUECOLOR, (unsigned char *)pPixelData); // ignore_convention
png_close_file(&Png); // ignore_convention
}
// clean up
mem_free(pPixelData);
}
void CGraphics_OpenGL::TextureSet(int TextureID)
{
dbg_assert(m_Drawing == 0, "called Graphics()->TextureSet within begin");
if(TextureID == -1)
{
glDisable(GL_TEXTURE_2D);
}
else
{
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, m_aTextures[TextureID].m_Tex);
}
}
void CGraphics_OpenGL::Clear(float r, float g, float b)
{
glClearColor(r,g,b,0.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
void CGraphics_OpenGL::QuadsBegin()
{
dbg_assert(m_Drawing == 0, "called Graphics()->QuadsBegin twice");
m_Drawing = DRAWING_QUADS;
QuadsSetSubset(0,0,1,1);
QuadsSetRotation(0);
SetColor(1,1,1,1);
}
void CGraphics_OpenGL::QuadsEnd()
{
dbg_assert(m_Drawing == DRAWING_QUADS, "called Graphics()->QuadsEnd without begin");
Flush();
m_Drawing = 0;
}
void CGraphics_OpenGL::QuadsSetRotation(float Angle)
{
dbg_assert(m_Drawing == DRAWING_QUADS, "called Graphics()->QuadsSetRotation without begin");
m_Rotation = Angle;
}
void CGraphics_OpenGL::SetColorVertex(const CColorVertex *pArray, int Num)
{
dbg_assert(m_Drawing != 0, "called Graphics()->SetColorVertex without begin");
for(int i = 0; i < Num; ++i)
{
m_aColor[pArray[i].m_Index].r = pArray[i].m_R;
m_aColor[pArray[i].m_Index].g = pArray[i].m_G;
m_aColor[pArray[i].m_Index].b = pArray[i].m_B;
m_aColor[pArray[i].m_Index].a = pArray[i].m_A;
}
}
void CGraphics_OpenGL::SetColor(float r, float g, float b, float a)
{
dbg_assert(m_Drawing != 0, "called Graphics()->SetColor without begin");
CColorVertex Array[4] = {
CColorVertex(0, r, g, b, a),
CColorVertex(1, r, g, b, a),
CColorVertex(2, r, g, b, a),
CColorVertex(3, r, g, b, a)};
SetColorVertex(Array, 4);
}
void CGraphics_OpenGL::QuadsSetSubset(float TlU, float TlV, float BrU, float BrV)
{
dbg_assert(m_Drawing == DRAWING_QUADS, "called Graphics()->QuadsSetSubset without begin");
m_aTexture[0].u = TlU; m_aTexture[1].u = BrU;
m_aTexture[0].v = TlV; m_aTexture[1].v = TlV;
m_aTexture[3].u = TlU; m_aTexture[2].u = BrU;
m_aTexture[3].v = BrV; m_aTexture[2].v = BrV;
}
void CGraphics_OpenGL::QuadsSetSubsetFree(
float x0, float y0, float x1, float y1,
float x2, float y2, float x3, float y3)
{
m_aTexture[0].u = x0; m_aTexture[0].v = y0;
m_aTexture[1].u = x1; m_aTexture[1].v = y1;
m_aTexture[2].u = x2; m_aTexture[2].v = y2;
m_aTexture[3].u = x3; m_aTexture[3].v = y3;
}
void CGraphics_OpenGL::QuadsDraw(CQuadItem *pArray, int Num)
{
for(int i = 0; i < Num; ++i)
{
pArray[i].m_X -= pArray[i].m_Width/2;
pArray[i].m_Y -= pArray[i].m_Height/2;
}
QuadsDrawTL(pArray, Num);
}
void CGraphics_OpenGL::QuadsDrawTL(const CQuadItem *pArray, int Num)
{
CPoint Center;
Center.z = 0;
dbg_assert(m_Drawing == DRAWING_QUADS, "called Graphics()->QuadsDrawTL without begin");
for(int i = 0; i < Num; ++i)
{
m_aVertices[m_NumVertices + 4*i].m_Pos.x = pArray[i].m_X;
m_aVertices[m_NumVertices + 4*i].m_Pos.y = pArray[i].m_Y;
m_aVertices[m_NumVertices + 4*i].m_Tex = m_aTexture[0];
m_aVertices[m_NumVertices + 4*i].m_Color = m_aColor[0];
m_aVertices[m_NumVertices + 4*i + 1].m_Pos.x = pArray[i].m_X + pArray[i].m_Width;
m_aVertices[m_NumVertices + 4*i + 1].m_Pos.y = pArray[i].m_Y;
m_aVertices[m_NumVertices + 4*i + 1].m_Tex = m_aTexture[1];
m_aVertices[m_NumVertices + 4*i + 1].m_Color = m_aColor[1];
m_aVertices[m_NumVertices + 4*i + 2].m_Pos.x = pArray[i].m_X + pArray[i].m_Width;
m_aVertices[m_NumVertices + 4*i + 2].m_Pos.y = pArray[i].m_Y + pArray[i].m_Height;
m_aVertices[m_NumVertices + 4*i + 2].m_Tex = m_aTexture[2];
m_aVertices[m_NumVertices + 4*i + 2].m_Color = m_aColor[2];
m_aVertices[m_NumVertices + 4*i + 3].m_Pos.x = pArray[i].m_X;
m_aVertices[m_NumVertices + 4*i + 3].m_Pos.y = pArray[i].m_Y + pArray[i].m_Height;
m_aVertices[m_NumVertices + 4*i + 3].m_Tex = m_aTexture[3];
m_aVertices[m_NumVertices + 4*i + 3].m_Color = m_aColor[3];
if(m_Rotation != 0)
{
Center.x = pArray[i].m_X + pArray[i].m_Width/2;
Center.y = pArray[i].m_Y + pArray[i].m_Height/2;
Rotate4(Center, &m_aVertices[m_NumVertices + 4*i]);
}
}
AddVertices(4*Num);
}
void CGraphics_OpenGL::QuadsDrawFreeform(const CFreeformItem *pArray, int Num)
{
dbg_assert(m_Drawing == DRAWING_QUADS, "called Graphics()->QuadsDrawFreeform without begin");
for(int i = 0; i < Num; ++i)
{
m_aVertices[m_NumVertices + 4*i].m_Pos.x = pArray[i].m_X0;
m_aVertices[m_NumVertices + 4*i].m_Pos.y = pArray[i].m_Y0;
m_aVertices[m_NumVertices + 4*i].m_Tex = m_aTexture[0];
m_aVertices[m_NumVertices + 4*i].m_Color = m_aColor[0];
m_aVertices[m_NumVertices + 4*i + 1].m_Pos.x = pArray[i].m_X1;
m_aVertices[m_NumVertices + 4*i + 1].m_Pos.y = pArray[i].m_Y1;
m_aVertices[m_NumVertices + 4*i + 1].m_Tex = m_aTexture[1];
m_aVertices[m_NumVertices + 4*i + 1].m_Color = m_aColor[1];
m_aVertices[m_NumVertices + 4*i + 2].m_Pos.x = pArray[i].m_X3;
m_aVertices[m_NumVertices + 4*i + 2].m_Pos.y = pArray[i].m_Y3;
m_aVertices[m_NumVertices + 4*i + 2].m_Tex = m_aTexture[3];
m_aVertices[m_NumVertices + 4*i + 2].m_Color = m_aColor[3];
m_aVertices[m_NumVertices + 4*i + 3].m_Pos.x = pArray[i].m_X2;
m_aVertices[m_NumVertices + 4*i + 3].m_Pos.y = pArray[i].m_Y2;
m_aVertices[m_NumVertices + 4*i + 3].m_Tex = m_aTexture[2];
m_aVertices[m_NumVertices + 4*i + 3].m_Color = m_aColor[2];
}
AddVertices(4*Num);
}
void CGraphics_OpenGL::QuadsText(float x, float y, float Size, const char *pText)
{
float StartX = x;
while(*pText)
{
char c = *pText;
pText++;
if(c == '\n')
{
x = StartX;
y += Size;
}
else
{
QuadsSetSubset(
(c%16)/16.0f,
(c/16)/16.0f,
(c%16)/16.0f+1.0f/16.0f,
(c/16)/16.0f+1.0f/16.0f);
CQuadItem QuadItem(x, y, Size, Size);
QuadsDrawTL(&QuadItem, 1);
x += Size/2;
}
}
}
int CGraphics_OpenGL::Init()
{
m_pStorage = Kernel()->RequestInterface<IStorage>();
m_pConsole = Kernel()->RequestInterface<IConsole>();
// Set all z to -5.0f
for(int i = 0; i < MAX_VERTICES; i++)
m_aVertices[i].m_Pos.z = -5.0f;
// init textures
m_FirstFreeTexture = 0;
for(int i = 0; i < MAX_TEXTURES; i++)
m_aTextures[i].m_Next = i+1;
m_aTextures[MAX_TEXTURES-1].m_Next = -1;
// set some default settings
glEnable(GL_BLEND);
glDisable(GL_CULL_FACE);
glDisable(GL_DEPTH_TEST);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glAlphaFunc(GL_GREATER, 0);
glEnable(GL_ALPHA_TEST);
glDepthMask(0);
// create null texture, will get id=0
static const unsigned char aNullTextureData[] = {
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,
};
m_InvalidTexture = LoadTextureRaw(4,4,CImageInfo::FORMAT_RGBA,aNullTextureData,CImageInfo::FORMAT_RGBA,TEXLOAD_NORESAMPLE);
return 0;
}
int CGraphics_SDL::TryInit()
{
const SDL_VideoInfo *pInfo = SDL_GetVideoInfo();
SDL_EventState(SDL_MOUSEMOTION, SDL_IGNORE); // prevent stuck mouse cursor sdl-bug when loosing fullscreen focus in windows
// use current resolution as default
if(g_Config.m_GfxScreenWidth == 0 || g_Config.m_GfxScreenHeight == 0)
{
g_Config.m_GfxScreenWidth = pInfo->current_w;
g_Config.m_GfxScreenHeight = pInfo->current_h;
}
m_ScreenWidth = g_Config.m_GfxScreenWidth;
m_ScreenHeight = g_Config.m_GfxScreenHeight;
// set flags
int Flags = SDL_OPENGL;
if(g_Config.m_DbgResizable)
Flags |= SDL_RESIZABLE;
if(pInfo->hw_available) // ignore_convention
Flags |= SDL_HWSURFACE;
else
Flags |= SDL_SWSURFACE;
if(pInfo->blit_hw) // ignore_convention
Flags |= SDL_HWACCEL;
if(g_Config.m_GfxBorderless && g_Config.m_GfxFullscreen)
{
dbg_msg("gfx", "both borderless and fullscreen activated, disabling borderless");
g_Config.m_GfxBorderless = 0;
}
if(g_Config.m_GfxBorderless)
Flags |= SDL_NOFRAME;
else if(g_Config.m_GfxFullscreen)
Flags |= SDL_FULLSCREEN;
// set gl attributes
if(g_Config.m_GfxFsaaSamples)
{
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1);
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, g_Config.m_GfxFsaaSamples);
}
else
{
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 0);
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 0);
}
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
SDL_GL_SetAttribute(SDL_GL_SWAP_CONTROL, g_Config.m_GfxVsync);
// set caption
SDL_WM_SetCaption("DDNet Client", "DDNet Client");
// create window
m_pScreenSurface = SDL_SetVideoMode(m_ScreenWidth, m_ScreenHeight, 0, Flags);
if(m_pScreenSurface == NULL)
{
dbg_msg("gfx", "unable to set video mode: %s", SDL_GetError());
return -1;
}
return 0;
}
int CGraphics_SDL::InitWindow()
{
if(TryInit() == 0)
return 0;
// try disabling fsaa
while(g_Config.m_GfxFsaaSamples)
{
g_Config.m_GfxFsaaSamples--;
if(g_Config.m_GfxFsaaSamples)
dbg_msg("gfx", "lowering FSAA to %d and trying again", g_Config.m_GfxFsaaSamples);
else
dbg_msg("gfx", "disabling FSAA and trying again");
if(TryInit() == 0)
return 0;
}
// try lowering the resolution
if(g_Config.m_GfxScreenWidth != 640 || g_Config.m_GfxScreenHeight != 480)
{
dbg_msg("gfx", "setting resolution to 640x480 and trying again");
g_Config.m_GfxScreenWidth = 640;
g_Config.m_GfxScreenHeight = 480;
if(TryInit() == 0)
return 0;
}
dbg_msg("gfx", "out of ideas. failed to init graphics");
return -1;
}
CGraphics_SDL::CGraphics_SDL()
{
m_pScreenSurface = 0;
}
int CGraphics_SDL::Init()
{
{
int Systems = SDL_INIT_VIDEO;
if(g_Config.m_SndEnable)
Systems |= SDL_INIT_AUDIO;
if(g_Config.m_ClEventthread)
Systems |= SDL_INIT_EVENTTHREAD;
if(SDL_Init(Systems) < 0)
{
dbg_msg("gfx", "unable to init SDL: %s", SDL_GetError());
return -1;
}
}
atexit(SDL_Quit); // ignore_convention
#ifdef CONF_FAMILY_WINDOWS
if(!getenv("SDL_VIDEO_WINDOW_POS") && !getenv("SDL_VIDEO_CENTERED")) // ignore_convention
putenv("SDL_VIDEO_WINDOW_POS=center"); // ignore_convention
#endif
if(InitWindow() != 0)
return -1;
SDL_ShowCursor(0);
CGraphics_OpenGL::Init();
MapScreen(0,0,g_Config.m_GfxScreenWidth, g_Config.m_GfxScreenHeight);
return 0;
}
void CGraphics_SDL::Shutdown()
{
// TODO: SDL, is this correct?
SDL_Quit();
}
void CGraphics_SDL::Minimize()
{
SDL_WM_IconifyWindow();
}
void CGraphics_SDL::Maximize()
{
// TODO: SDL
}
int CGraphics_SDL::WindowActive()
{
return SDL_GetAppState()&SDL_APPINPUTFOCUS;
}
int CGraphics_SDL::WindowOpen()
{
return SDL_GetAppState()&SDL_APPACTIVE;
}
void CGraphics_SDL::TakeScreenshot(const char *pFilename)
{
char aDate[20];
str_timestamp(aDate, sizeof(aDate));
str_format(m_aScreenshotName, sizeof(m_aScreenshotName), "screenshots/%s_%s.png", pFilename?pFilename:"screenshot", aDate);
m_DoScreenshot = true;
}
void CGraphics_SDL::TakeCustomScreenshot(const char *pFilename)
{
str_copy(m_aScreenshotName, pFilename, sizeof(m_aScreenshotName));
m_DoScreenshot = true;
}
void CGraphics_SDL::Swap()
{
if(m_DoScreenshot)
{
if(WindowActive())
ScreenshotDirect(m_aScreenshotName);
m_DoScreenshot = false;
}
SDL_GL_SwapBuffers();
if(g_Config.m_GfxFinish)
glFinish();
}
int CGraphics_SDL::GetVideoModes(CVideoMode *pModes, int MaxModes)
{
int NumModes = sizeof(g_aFakeModes)/sizeof(CVideoMode);
SDL_Rect **ppModes;
if(g_Config.m_GfxDisplayAllModes)
{
int Count = sizeof(g_aFakeModes)/sizeof(CVideoMode);
mem_copy(pModes, g_aFakeModes, sizeof(g_aFakeModes));
if(MaxModes < Count)
Count = MaxModes;
return Count;
}
// TODO: fix this code on osx or windows
ppModes = SDL_ListModes(NULL, SDL_OPENGL|SDL_GL_DOUBLEBUFFER|SDL_FULLSCREEN);
if(ppModes == NULL)
{
// no modes
NumModes = 0;
}
else if(ppModes == (SDL_Rect**)-1)
{
// all modes
}
else
{
NumModes = 0;
for(int i = 0; ppModes[i]; ++i)
{
if(NumModes == MaxModes)
break;
pModes[NumModes].m_Width = ppModes[i]->w;
pModes[NumModes].m_Height = ppModes[i]->h;
pModes[NumModes].m_Red = 8;
pModes[NumModes].m_Green = 8;
pModes[NumModes].m_Blue = 8;
NumModes++;
}
}
return NumModes;
}
// syncronization
void CGraphics_SDL::InsertSignal(semaphore *pSemaphore)
{
pSemaphore->signal();
}
bool CGraphics_SDL::IsIdle()
{
return true;
}
void CGraphics_SDL::WaitForIdle()
{
}
extern IEngineGraphics *CreateEngineGraphics() { return new CGraphics_SDL(); }