1114 lines
30 KiB
C
1114 lines
30 KiB
C
#include <SDL/SDL.h>
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#include <SDL/SDL_image.h>
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#include "SDL_version.h"
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#include <png.h>
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#include <ft2build.h>
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#include <freetype2/freetype.h>
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#include <freetype2/ftglyph.h>
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#include <stdlib.h>
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#include <stdio.h>
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#include <string.h>
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#include <stdarg.h>
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#include "lephisto.h"
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#include "log.h"
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#include "ldata.h"
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#include "opengl.h"
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/* Requirements. */
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#define OPENGL_REQ_MULTITEX 2 /**< 2 is minimum OpenGL 1.2. Must have. */
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glInfo gl_screen; /**< Give data of current opengl settings. */
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Vec2* gl_camera; /**< Camera we are using. */
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/* offsets to Adjust the pilot's place onscreen */
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/*to be in the middle, even with the GUI. */
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extern double gui_xoff;
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extern double gui_yoff;
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/* Graphic list. */
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/**
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* @brief Represents a node in the texture list.
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*/
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typedef struct glTexList_ {
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struct glTexList_* next; /**< Next in linked list */
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glTexture* tex; /**< Assosciated texture. */
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int used; /**< Count how many times texture is being used. */
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} glTexList;
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static glTexList* texture_list = NULL;
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/* Misc. */
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static int SDL_VFlipSurface(SDL_Surface* surface);
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static int SDL_IsTrans(SDL_Surface* s, int x, int y);
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static uint8_t* SDL_MapTrans(SDL_Surface* s);
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/* glTexture. */
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static GLuint gl_loadSurface(SDL_Surface* surface, int* rw, int* rh);
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static glTexture* gl_loadNewImage(const char* path);
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static void gl_blitTexture(const glTexture* texture,
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const double x, const double y,
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const double tx, const double ty, const glColour* c);
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/* PNG. */
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int write_png(const char* file_name, png_bytep* rows, int w, int h,
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int colourtype, int bitdepth);
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/* Global. */
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static GLboolean gl_hasExt(char* name);
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/*
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* MISC!
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*/
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/* Get the closest power of two. */
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int gl_pot(int n) {
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int i = 1;
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while(i < n)
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i<<=1;
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return i;
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}
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/* Flips the surface vertically. Return 0 on success. */
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static int SDL_VFlipSurface(SDL_Surface* surface) {
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/* Flip the image. */
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Uint8* rowhi, *rowlo, *tmpbuf;
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int y;
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tmpbuf = malloc(surface->pitch);
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if(tmpbuf == NULL) {
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WARN("Out of memory");
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return -1;
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}
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rowhi = (Uint8*)surface->pixels;
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rowlo = rowhi + (surface->h * surface->pitch) - surface->pitch;
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for(y = 0; y < surface->h / 2; ++y) {
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memcpy(tmpbuf, rowhi, surface->pitch);
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memcpy(rowhi, rowlo, surface->pitch);
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memcpy(rowlo, tmpbuf, surface->pitch);
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rowhi += surface->pitch;
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rowlo -= surface->pitch;
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}
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free(tmpbuf);
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/* Might be obvious, but I'm done flipping. */
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return 0;
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}
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/* Return true if position (x,y) of s is transparent. */
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static int SDL_IsTrans(SDL_Surface* s, int x, int y) {
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int bpp = s->format->BytesPerPixel;
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/* p is the address to the pixel we want to retrieve. */
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Uint8* p = (Uint8*)s->pixels + y * s->pitch + x*bpp;
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Uint32 pixelcolour = 0;
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switch(bpp) {
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case 1:
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pixelcolour = *p;
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break;
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case 2:
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pixelcolour = *(Uint16*)p;
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break;
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case 3:
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if(SDL_BYTEORDER == SDL_BIG_ENDIAN)
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pixelcolour = p[0] << 16 | p[1] << 8 | p[2];
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else
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pixelcolour = p[0] | p[1] << 8 | p[2] << 16;
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break;
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case 4:
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pixelcolour = *(Uint32*)p;
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break;
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}
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/* Test whetehr the pixels color is equal to color of */
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/*transparent pixels for that surface. */
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return (pixelcolour == s->format->colorkey);
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}
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/* Map the surface transparancy. */
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/* Return 0 on success. */
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static uint8_t* SDL_MapTrans(SDL_Surface* s) {
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/* Allocate memory for just enough bits to hold all the data we need. */
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int size = s->w*s->h/8 + ((s->w*s->h%8)?1:0);
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uint8_t* t = malloc(size);
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memset(t, 0, size); /* *must* be set to zero. */
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if(t == NULL) {
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WARN("Out of memeory");
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return NULL;
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}
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int i, j;
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for(i = 0; i < s->h; i++)
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for(j = 0; j < s->w; j++) /* Set each bit to be 1 if not transparent or 0 if it is. */
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t[(i*s->w+j)/8] |= (SDL_IsTrans(s,j,i)) ? 0 : (1<<((i*s->w+j)%8));
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return t;
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}
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/* Take a screenshot. */
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void gl_screenshot(const char* filename) {
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SDL_Surface* screen = SDL_GetVideoSurface();
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unsigned rowbytes = screen->w * 3;
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unsigned char screenbuf[screen->h][rowbytes], *rows[screen->h];
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int i;
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glReadPixels(0, 0, screen->w, screen->h, GL_RGB, GL_UNSIGNED_BYTE, screenbuf);
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for(i = 0; i < screen->h; i++) rows[i] = screenbuf[screen->h - i - 1];
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write_png(filename, rows, screen->w, screen->h, PNG_COLOR_TYPE_RGB, 8);
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gl_checkErr();
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}
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/* Save a surface to a file as a png. */
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int SDL_savePNG(SDL_Surface* surface, const char* file) {
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static unsigned char** ss_rows;
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static int ss_size;
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static int ss_w, ss_h;
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SDL_Surface* ss_surface;
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SDL_Rect ss_rect;
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int r, i;
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int alpha = 0;
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int pixel_bits = 32;
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unsigned surf_flags;
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unsigned surf_alpha;
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ss_rows = 0;
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ss_size = 0;
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ss_surface = 0;
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ss_w = surface->w;
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ss_h = surface->h;
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if(surface->format->Amask) {
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alpha = 1;
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pixel_bits = 32;
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} else {
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pixel_bits = 24;
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}
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ss_surface = SDL_CreateRGBSurface(SDL_SWSURFACE | SDL_SRCALPHA, ss_w, ss_h,
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pixel_bits, RGBAMASK);
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if(ss_surface == 0) {
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return -1;
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}
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surf_flags = surface->flags & (SDL_SRCALPHA | SDL_SRCCOLORKEY);
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surf_alpha = surface->format->alpha;
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if(surf_flags & SDL_SRCALPHA)
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SDL_SetAlpha(surface, 0, SDL_ALPHA_OPAQUE);
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if(surf_flags & SDL_SRCCOLORKEY)
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SDL_SetColorKey(surface, 0, surface->format->colorkey);
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ss_rect.x = 0;
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ss_rect.y = 0;
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ss_rect.w = ss_w;
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ss_rect.h = ss_h;
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SDL_BlitSurface(surface, &ss_rect, ss_surface, 0);
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if(ss_size == 0) {
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ss_size = ss_h;
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ss_rows = (unsigned char**)malloc(sizeof(unsigned char*)*ss_size);
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if(ss_rows == 0) {
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return -1;
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}
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}
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if(surf_flags & SDL_SRCALPHA)
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SDL_SetAlpha(surface, SDL_SRCALPHA, (Uint8)surf_alpha);
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if(surf_flags & SDL_SRCCOLORKEY)
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SDL_SetColorKey(surface, SDL_SRCCOLORKEY, surface->format->colorkey);
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for(i = 0; i < ss_h; i++) {
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ss_rows[i] = ((unsigned char*)ss_surface->pixels) + i * ss_surface->pitch;
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}
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if(alpha) {
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r = write_png(file, ss_rows, surface->w, surface->h, PNG_COLOR_TYPE_RGB_ALPHA, 8);
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} else {
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r = write_png(file, ss_rows, surface->w, surface->h, PNG_COLOR_TYPE_RGB, 8);
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}
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free(ss_rows);
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SDL_FreeSurface(ss_surface);
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ss_surface = NULL;
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return r;
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}
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/*
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* ================
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* TEXTURE!
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* ================
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*/
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/* Returns the texture ID.
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* Stores real sizes in rw/rh (from POT padding).
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*/
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SDL_Surface* gl_prepareSurface(SDL_Surface* surface) {
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SDL_Surface* tmp;
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Uint32 saved_flags;
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Uint8 saved_alpha;
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int potw, poth;
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SDL_Rect rtemp;
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/* Make size power of two. */
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potw = gl_pot(surface->w);
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poth = gl_pot(surface->h);
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rtemp.x = rtemp.y = 0;
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rtemp.w = surface->w;
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rtemp.h = surface->h;
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/* Save alpha. */
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saved_flags = surface->flags & (SDL_SRCALPHA | SDL_RLEACCELOK);
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saved_alpha = surface->format->alpha;
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if((saved_flags & SDL_SRCALPHA) == SDL_SRCALPHA)
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SDL_SetAlpha(surface, 0, SDL_ALPHA_OPAQUE);
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if((saved_flags & SDL_SRCALPHA) == SDL_SRCALPHA)
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SDL_SetColorKey(surface, 0, surface->format->colorkey);
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/* Create the temp POT surface. */
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tmp = SDL_CreateRGBSurface(SDL_SRCCOLORKEY,
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potw, poth, surface->format->BytesPerPixel*8, RGBAMASK);
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if(tmp == NULL) {
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WARN("Unable to create POT surface: %s", SDL_GetError());
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return 0;
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}
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if(SDL_FillRect(tmp, NULL,
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SDL_MapRGBA(surface->format, 0, 0, 0, SDL_ALPHA_TRANSPARENT))) {
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WARN("Unable to fill rect: %s", SDL_GetError());
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return 0;
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}
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/* Change the surface to the new blitted one. */
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SDL_BlitSurface(surface, &rtemp, tmp, &rtemp);
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SDL_FreeSurface(surface);
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surface = tmp;
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/* Set saved alpha. */
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if((saved_flags & SDL_SRCALPHA) == SDL_SRCALPHA)
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SDL_SetAlpha(surface, 0, 0);
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return surface;
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}
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/*
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* Return the texture id.
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* Stores real sizes in rw/rh (from POT padding).
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*/
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static GLuint gl_loadSurface(SDL_Surface* surface, int *rw, int* rh) {
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GLuint texture;
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surface = gl_prepareSurface(surface);
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if(rw != NULL) (*rw) = surface->w;
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if(rh != NULL) (*rh) = surface->h;
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/* Opengl texture binding. */
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glGenTextures(1, &texture); /* Create the texure. */
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glBindTexture(GL_TEXTURE_2D, texture); /* Load the texture. */
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/* Filtering, LINEAR is better for scaling, nearest looks nicer, LINEAR */
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/* also seems to create a bit of artifacts around the edges. */
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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/* Always wrap just in case. */
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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/* Now lead the texture data up. */
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SDL_LockSurface(surface);
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glTexImage2D(GL_TEXTURE_2D, 0, surface->format->BytesPerPixel,
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surface->w, surface->h, 0, GL_RGBA, GL_UNSIGNED_BYTE, surface->pixels);
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/* Cleanup. */
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SDL_UnlockSurface(surface);
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SDL_FreeSurface(surface);
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gl_checkErr();
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return texture;
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}
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/* Load the SDL_Surface to an openGL texture. */
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glTexture* gl_loadImage(SDL_Surface* surface) {
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int rw, rh;
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/* Set up the texture defaults. */
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glTexture* texture = MALLOC_L(glTexture);
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texture->w = (double)surface->w;
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texture->h = (double)surface->h;
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texture->sx = 1.;
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texture->sy = 1.;
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texture->texture = gl_loadSurface(surface, &rw, &rh);
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texture->rw = (double)rw;
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texture->rh = (double)rh;
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texture->sw = texture->w;
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texture->sh = texture->h;
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texture->trans = NULL;
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texture->name = NULL;
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return texture;
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}
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/* Load the image if not already done. */
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glTexture* gl_newImage(const char* path) {
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glTexList* cur, *last;
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/* Check to see if it already exists. */
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if(texture_list != NULL) {
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for(cur = texture_list; cur != NULL; cur = cur->next) {
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if(strcmp(path, cur->tex->name)==0) {
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cur->used += 1;
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return cur->tex;
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}
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last = cur;
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}
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}
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/* Create the new node. */
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cur = malloc(sizeof(glTexList));
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cur->next = NULL;
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cur->used = 1;
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/* Load the image. */
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cur->tex = gl_loadNewImage(path);
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if(texture_list == NULL) /* Special condition - creating new list. */
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texture_list = cur;
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else
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last->next = cur;
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return cur->tex;
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}
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/* Load the image as an opengl texture directly. */
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static glTexture* gl_loadNewImage(const char* path) {
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SDL_Surface* tmp, *surface;
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glTexture* t;
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uint8_t* trans = NULL;
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uint32_t filesize;
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char* buf;
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/* Load from packfile. */
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buf = ldata_read(path, &filesize);
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if(buf == NULL) {
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ERR("Loading surface from ldata.");
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return NULL;
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}
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SDL_RWops* rw = SDL_RWFromMem(buf, filesize);
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tmp = IMG_Load_RW(rw, 1);
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free(buf);
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if(tmp == 0) {
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ERR("'%s' could not be opened: %s", path, IMG_GetError());
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return NULL;
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}
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surface = SDL_DisplayFormatAlpha(tmp); /* Sets the surface to what we use. */
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if(surface == 0) {
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WARN("Error converting image to screen format: %s", SDL_GetError());
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return NULL;
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}
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SDL_FreeSurface(tmp); /* Free the temp surface. */
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/* We have to flip our surfaces to match the ortho. */
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if(SDL_VFlipSurface(surface)) {
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WARN("Error flipping surface");
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return NULL;
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}
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/* Do after flipping for collision detection. */
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SDL_LockSurface(surface);
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trans = SDL_MapTrans(surface);
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SDL_UnlockSurface(surface);
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/* Set the texture. */
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t = gl_loadImage(surface);
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t->trans = trans;
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t->name = strdup(path);
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return t;
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}
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/* Load the texture immediately, but also set is as a sprite. */
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glTexture* gl_newSprite(const char* path, const int sx, const int sy) {
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glTexture* texture;
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if((texture = gl_newImage(path)) == NULL)
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return NULL;
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/*
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* Will possibly overwrite an existing textures properties
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* so we have to load some texture, always the same sprite.
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*/
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texture->sx = (double)sx;
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texture->sy = (double)sy;
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texture->sw = texture->w/texture->sx;
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texture->sh = texture->h/texture->sy;
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return texture;
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}
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/* Free the texture. */
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void gl_freeTexture(glTexture* texture) {
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glTexList* cur, *last;
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/* Shouldn't be NULL (won't segfault though). */
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if(texture == NULL) {
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WARN("Attempting to free NULL texture!");
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return;
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}
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/* See if we can find it in stack. */
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last = NULL;
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for(cur = texture_list; cur != NULL; cur = cur->next) {
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if(cur->tex == texture) { /* Found it! */
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cur->used--;
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if(cur->used <= 0) {
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/* Not used anymore - Free the texture. */
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glDeleteTextures(1, &texture->texture);
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if(texture->trans != NULL) free(texture->trans);
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if(texture->name != NULL) free(texture->name);
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free(texture);
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/* Free the list node. */
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if(last == NULL) { /* Case there's no texture before it. */
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if(cur->next != NULL)
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texture_list = cur->next;
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else /* Case it's the last texture. */
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texture_list = NULL;
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} else
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last->next = cur->next;
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free(cur);
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}
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return; /* We already found it so we can exit. */
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}
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last = cur;
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}
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/* Not found. */
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if(texture->name != NULL) /* Surface will have NULL names. */
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WARN("Attempring to free texture '%s' not found in stack!", texture->name);
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/* Free anyways. */
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glDeleteTextures(1, &texture->texture);
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if(texture->trans != NULL) free(texture->trans);
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if(texture->name != NULL) free(texture->name);
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free(texture);
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gl_checkErr();
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}
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/* Return true if pixel at pos (x,y) is transparent. */
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int gl_isTrans(const glTexture* t, const int x, const int y) {
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return !(t->trans[(y*(int)(t->w)+x)/8] & (1<<((y*(int)(t->w)+x)%8)));
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}
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/* Set x and y to be the appropriate sprite for glTexture using dir. */
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void gl_getSpriteFromDir(int* x, int* y, const glTexture* t, const double dir) {
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int s, sx, sy;
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double shard, rdir;
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/* What each image represents in angle. */
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shard = 2.0*M_PI / (t->sy*t->sx);
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rdir = dir + shard/2.;
|
|
if(rdir < 0.) rdir = 0.;
|
|
|
|
/* Now calculate the sprite we need. */
|
|
s = (int)(rdir / shard);
|
|
sx = t->sx;
|
|
sy = t->sy;
|
|
|
|
/* Make sure the sprite is "in range". */
|
|
if(s > (sy*sx-1)) s = s % (sy*sx);
|
|
|
|
(*x) = s % sx;
|
|
(*y) = s / sx;
|
|
}
|
|
|
|
/* ================ */
|
|
/* BLITTING! */
|
|
/* ================ */
|
|
|
|
static void gl_blitTexture(const glTexture* texture,
|
|
const double x, const double y,
|
|
const double tx, const double ty, const glColour* c) {
|
|
|
|
double tw, th;
|
|
|
|
/* Texture dimensions. */
|
|
tw = texture->sw / texture->rw;
|
|
th = texture->sh / texture->rh;
|
|
|
|
glEnable(GL_TEXTURE_2D);
|
|
glBindTexture(GL_TEXTURE_2D, texture->texture);
|
|
glBegin(GL_QUADS);
|
|
/* Set colour or default if not set. */
|
|
if(c == NULL) glColor4d(1., 1., 1., 1.);
|
|
else COLOUR(*c);
|
|
|
|
glTexCoord2d(tx, ty);
|
|
glVertex2d(x, y);
|
|
|
|
glTexCoord2d(tx + tw, ty);
|
|
glVertex2d(x + texture->sw, y);
|
|
|
|
glTexCoord2d(tx + tw, ty + th);
|
|
glVertex2d(x + texture->sw, y + texture->sh);
|
|
|
|
glTexCoord2d(tx, ty + th);
|
|
glVertex2d(x, y + texture->sh);
|
|
glEnd();
|
|
glDisable(GL_TEXTURE_2D);
|
|
|
|
/* Did anything fail? */
|
|
gl_checkErr();
|
|
}
|
|
|
|
/* Blit the sprite at given position. */
|
|
void gl_blitSprite(const glTexture* sprite, const double bx, const double by,
|
|
const int sx, const int sy, const glColour* c) {
|
|
|
|
double x, y, tx, ty;
|
|
|
|
/* Calculate position - we'll use relative coords to player. */
|
|
x = bx - VX(*gl_camera) - sprite->sw/2. + gui_xoff;
|
|
y = by - VY(*gl_camera) - sprite->sh/2. + gui_yoff;
|
|
|
|
/* Check if inbounds. */
|
|
if((fabs(x) > SCREEN_W/2 + sprite->sw) ||
|
|
(fabs(y) > SCREEN_H/2 + sprite->sh))
|
|
return;
|
|
|
|
/* Texture coords. */
|
|
tx = sprite->sw * (double)(sx)/sprite->rw;
|
|
ty = sprite->sh * (sprite->sy-(double)sy-1)/sprite->rh;
|
|
|
|
/* Actual blitting. */
|
|
gl_blitTexture(sprite, x, y, tx, ty, c);
|
|
}
|
|
|
|
/* Blit the sprite at pos (blits absolute position). */
|
|
void gl_blitStaticSprite(const glTexture* sprite, const double bx,
|
|
const double by, const int sx, const int sy, const glColour* c) {
|
|
|
|
double x, y, tx, ty;
|
|
|
|
x = bx - (double)SCREEN_W/2.;
|
|
y = by - (double)SCREEN_H/2.;
|
|
|
|
/* Texture coords. */
|
|
tx = sprite->sw*(double)(sx)/sprite->rw;
|
|
ty = sprite->sh*(sprite->sy-(double)sy-1)/sprite->rh;
|
|
|
|
/* Actual blitting. */
|
|
gl_blitTexture(sprite, x, y, tx, ty, c);
|
|
}
|
|
|
|
/* Like gl_blitStatic but scales to size. */
|
|
void gl_blitScale(const glTexture* texture,
|
|
const double bx, const double by,
|
|
const double bw, const double bh, const glColour* c) {
|
|
|
|
double x, y;
|
|
double tw, th;
|
|
double tx, ty;
|
|
|
|
/* Here we use absolute coords. */
|
|
x = bx - (double)SCREEN_W/2.;
|
|
y = by - (double)SCREEN_H/2.;
|
|
|
|
/* Texture dimensions. */
|
|
tw = texture->sw / texture->rw;
|
|
th = texture->sh / texture->rh;
|
|
tx = ty = 0.;
|
|
|
|
glEnable(GL_TEXTURE_2D);
|
|
glBindTexture(GL_TEXTURE_2D, texture->texture);
|
|
glBegin(GL_QUADS);
|
|
/* Set colour or default if not set. */
|
|
if(c == NULL) glColor4d(1., 1., 1., 1.);
|
|
else COLOUR(*c);
|
|
|
|
glTexCoord2d(tx, ty);
|
|
glVertex2d(x, y);
|
|
|
|
glTexCoord2d(tx+tw, ty);
|
|
glVertex2d(x+bw, y);
|
|
|
|
glTexCoord2d(tx+tw, ty+th);
|
|
glVertex2d(x+bw, y+bh);
|
|
|
|
glTexCoord2d(tx, ty+th);
|
|
glVertex2d(x, y+bh);
|
|
glEnd();
|
|
glDisable(GL_TEXTURE_2D);
|
|
|
|
/* Anything failed? */
|
|
gl_checkErr();
|
|
}
|
|
|
|
/* Just straight out blit the thing at position. */
|
|
void gl_blitStatic(const glTexture* texture, const double bx, const double by,
|
|
const glColour* c) {
|
|
double x, y;
|
|
|
|
/* Here we use absolute coords. */
|
|
x = bx - (double)SCREEN_W/2.;
|
|
y = by - (double)SCREEN_H/2.;
|
|
|
|
/* Actual blitting.. */
|
|
gl_blitTexture(texture, x, y, 0, 0, c);
|
|
}
|
|
|
|
/* Bind our precious camera to a vector. */
|
|
void gl_bindCamera(const Vec2* pos) {
|
|
gl_camera = (Vec2*)pos;
|
|
}
|
|
|
|
/* Draw circles. */
|
|
void gl_drawCircle(const double cx, const double cy, const double r) {
|
|
double x, y, p;
|
|
|
|
x = 0;
|
|
y = r;
|
|
p = (5. - (r*4.)) / 4.;
|
|
|
|
glBegin(GL_POINTS);
|
|
glVertex2d(cx, cy+y);
|
|
glVertex2d(cx, cy-y);
|
|
glVertex2d(cx+y, cy);
|
|
glVertex2d(cx-y, cy);
|
|
|
|
while(x < y) {
|
|
x++;
|
|
if(p < 0) p += 2*(double)(x)+1;
|
|
else p += 2*(double)(x-(--y))+1;
|
|
|
|
if(x == 0) {
|
|
glVertex2d(cx, cy+y);
|
|
glVertex2d(cx, cy-y);
|
|
glVertex2d(cx+y, cy);
|
|
glVertex2d(cx-y, cy);
|
|
}
|
|
else if(x == y) {
|
|
glVertex2d(cx+x, cy+y);
|
|
glVertex2d(cx-x, cy+y);
|
|
glVertex2d(cx+x, cy-y);
|
|
glVertex2d(cx-x, cy-y);
|
|
}
|
|
else if(x < y) {
|
|
glVertex2d(cx+x, cy+y);
|
|
glVertex2d(cx-x, cy+y);
|
|
glVertex2d(cx+x, cy-y);
|
|
glVertex2d(cx-x, cy-y);
|
|
glVertex2d(cx+y, cy+x);
|
|
glVertex2d(cx-y, cy+x);
|
|
glVertex2d(cx+y, cy-x);
|
|
glVertex2d(cx-y, cy-x);
|
|
}
|
|
}
|
|
glEnd();
|
|
|
|
gl_checkErr();
|
|
}
|
|
|
|
/* Draw a cirlce in a rect. */
|
|
#define PIXEL(x,y) \
|
|
if((x>rx) && (y>ry) && (x<rxw) && (y<ryh)) \
|
|
glVertex2d(x,y)
|
|
|
|
void gl_drawCircleInRect(const double cx, const double cy, const double r,
|
|
const double rx, const double ry, const double rw, const double rh) {
|
|
|
|
double rxw, ryh, x, y, p;
|
|
|
|
rxw = rx+rw;
|
|
ryh = ry+rh;
|
|
|
|
/* Are we offscreen? */
|
|
if((cx+r < rx) || (cy+r < ry) || (cx-r > rxw) || (cy-r > ryh))
|
|
return;
|
|
/* Can be drawn normally. */
|
|
else if((cx-r > rx) && (cy-r > ry) && (cx+r < rxw) && (cy+r < ryh)) {
|
|
gl_drawCircle(cx, cy, r);
|
|
return;
|
|
}
|
|
|
|
x = 0;
|
|
y = r;
|
|
p = (5. - (r*4.)) / 4.;
|
|
|
|
glBegin(GL_POINTS);
|
|
PIXEL(cx, cy+y);
|
|
PIXEL(cx, cy-y);
|
|
PIXEL(cx+y, cy);
|
|
PIXEL(cx-y, cy);
|
|
|
|
while(x < y) {
|
|
x++;
|
|
if(p < 0) p += 2*(double)(x)+1;
|
|
else p += 2*(double)(x-(--y))+1;
|
|
|
|
if(x == 0) {
|
|
PIXEL(cx, cy+y);
|
|
PIXEL(cx, cy-y);
|
|
PIXEL(cx+y, cy);
|
|
PIXEL(cx-y, cy);
|
|
}
|
|
else if(x == y) {
|
|
PIXEL(cx+x, cy+y);
|
|
PIXEL(cx-x, cy+y);
|
|
PIXEL(cx+x, cy-y);
|
|
PIXEL(cx-x, cy-y);
|
|
}
|
|
else if(x < y) {
|
|
PIXEL(cx+x, cy+y);
|
|
PIXEL(cx-x, cy+y);
|
|
PIXEL(cx+x, cy-y);
|
|
PIXEL(cx-x, cy-y);
|
|
PIXEL(cx+y, cy+x);
|
|
PIXEL(cx-y, cy+x);
|
|
PIXEL(cx+y, cy-x);
|
|
PIXEL(cx-y, cy-x);
|
|
}
|
|
}
|
|
glEnd();
|
|
|
|
gl_checkErr();
|
|
}
|
|
#undef PIXEL
|
|
|
|
/* ================ */
|
|
/* GLOBAL. */
|
|
/* ================ */
|
|
|
|
/* Check for extensions. */
|
|
static GLboolean gl_hasExt(char* name) {
|
|
/* ====================================================== */
|
|
/* Search for name in the extensions string. Use of strstr() */
|
|
/* is not sufficient because extensions names can be prefixes of */
|
|
/* other extension names. Could use strtol() but the constant */
|
|
/* string returned by glGetString can be in read-only memory. */
|
|
/* ====================================================== */
|
|
|
|
char* p, *end;
|
|
size_t len, n;
|
|
|
|
p = (char*) glGetString(GL_EXTENSIONS);
|
|
len = strlen(name);
|
|
end = p + strlen(p);
|
|
|
|
while(p < end) {
|
|
n = strcspn(p, " ");
|
|
if((len == n) && (strncmp(name, p, n)==0))
|
|
return GL_TRUE;
|
|
|
|
p += (n+1);
|
|
}
|
|
return GL_FALSE;
|
|
}
|
|
|
|
/* Check and report if there's been an error. */
|
|
/*#ifndef gl_checkErr // I know, I know, it's a little hackish. */
|
|
void gl_checkErr(void) {
|
|
#ifdef DEBUG
|
|
GLenum err;
|
|
char* errstr;
|
|
|
|
err = glGetError();
|
|
|
|
if(err == GL_NO_ERROR) return; /* No error. */
|
|
|
|
switch(err) {
|
|
case GL_INVALID_ENUM:
|
|
errstr = "GL invalid enum";
|
|
break;
|
|
case GL_INVALID_VALUE:
|
|
errstr = "GL invalid operation";
|
|
break;
|
|
case GL_INVALID_OPERATION:
|
|
errstr = "GL invalid operation";
|
|
break;
|
|
case GL_STACK_OVERFLOW:
|
|
errstr = "GL stack overflow";
|
|
break;
|
|
case GL_STACK_UNDERFLOW:
|
|
errstr = "GL stack underflow";
|
|
break;
|
|
case GL_OUT_OF_MEMORY:
|
|
errstr = "GL out of memory";
|
|
break;
|
|
case GL_TABLE_TOO_LARGE:
|
|
errstr = "GL table too large";
|
|
break;
|
|
default:
|
|
errstr = "GL unkown error";
|
|
break;
|
|
}
|
|
WARN("OpenGL error: %s", errstr);
|
|
#endif
|
|
}
|
|
/*#endif */
|
|
|
|
/* Initialize SDL/OpenGL etc. */
|
|
int gl_init(void) {
|
|
double dmin;
|
|
int doublebuf, depth, i, j, off, toff, supported, fsaa;
|
|
SDL_Rect** modes;
|
|
int flags = SDL_OPENGL;
|
|
flags |= SDL_FULLSCREEN * (gl_has(OPENGL_FULLSCREEN) ? 1: 0);
|
|
|
|
supported = 0;
|
|
|
|
/* Initializes video. */
|
|
if(SDL_InitSubSystem(SDL_INIT_VIDEO) < 0) {
|
|
WARN("Unable to initialize SDL Video: %s", SDL_GetError());
|
|
return -1;
|
|
}
|
|
|
|
/* Set opengl flags. */
|
|
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); /* Ideally want double buffering. */
|
|
if(gl_has(OPENGL_FSAA)) {
|
|
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1);
|
|
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, gl_screen.fsaa);
|
|
}
|
|
if(gl_has(OPENGL_VSYNC))
|
|
SDL_GL_SetAttribute(SDL_GL_SWAP_CONTROL, 1);
|
|
|
|
if(gl_has(OPENGL_FULLSCREEN)) {
|
|
/* Try to use desktop resolution if nothing is specifically set. */
|
|
#if SDL_VERSION_ATLEAST(1,2,10)
|
|
if(!gl_has(OPENGL_DIM_DEF)) {
|
|
const SDL_VideoInfo* vidinfo = SDL_GetVideoInfo();
|
|
gl_screen.w = vidinfo->current_w;
|
|
gl_screen.h = vidinfo->current_h;
|
|
}
|
|
#endif
|
|
/* Get available modes and see what we can use. */
|
|
modes = SDL_ListModes(NULL, SDL_OPENGL | SDL_FULLSCREEN);
|
|
if(modes == NULL) { /* Could happen, but rare. */
|
|
WARN("No fullscreen modes available");
|
|
if(flags & SDL_FULLSCREEN) {
|
|
WARN("Disabling fullscreen mode");
|
|
flags &= ~SDL_FULLSCREEN;
|
|
}
|
|
}
|
|
else if(modes == (SDL_Rect**)-1)
|
|
DEBUG("All fullscreen modes available");
|
|
else {
|
|
DEBUG("Available fullscreen modes:");
|
|
for(i = 0; modes[i]; i++) {
|
|
DEBUG("\t%dx%d", modes[i]->w, modes[i]->h);
|
|
if((flags & SDL_FULLSCREEN) && (modes[i]->w == SCREEN_W) &&
|
|
(modes[i]->h == SCREEN_H))
|
|
supported = 1; /* Mode we asked for is supported. */
|
|
}
|
|
}
|
|
|
|
/* Make sure fullscreen mode is supported. */
|
|
if((flags & SDL_FULLSCREEN) && !supported) {
|
|
/* Try to get the closest aproximation to mode we asked for. */
|
|
off = -1;
|
|
j = 0;
|
|
for(i = 0; modes[i]; i++) {
|
|
toff = ABS(SCREEN_W-modes[i]->w) + ABS(SCREEN_H-modes[i]->h);
|
|
if((off == -1) || (toff < off)) {
|
|
j = i;
|
|
off = toff;
|
|
}
|
|
}
|
|
WARN("Fullscreen mode %dx%d is not supported by your setup\n"
|
|
" Switching to %dx%d",
|
|
SCREEN_W, SCREEN_H,
|
|
modes[j]->w, modes[j]->h);
|
|
|
|
gl_screen.w = modes[j]->w;
|
|
gl_screen.h = modes[j]->h;
|
|
}
|
|
}
|
|
|
|
/* Test the setup - aim for 32. */
|
|
gl_screen.depth = 32;
|
|
depth = SDL_VideoModeOK(SCREEN_W, SCREEN_H, gl_screen.depth, flags);
|
|
if(depth == 0)
|
|
WARN("Video mode %dx%d @ %d bpp not supported"
|
|
" going to try to create it anyway...",
|
|
SCREEN_W, SCREEN_H, gl_screen.depth);
|
|
if(depth != gl_screen.depth)
|
|
LOG("Depth: %d bpp unavailable, will use %d bpp", gl_screen.depth, depth);
|
|
|
|
gl_screen.depth = depth;
|
|
|
|
/* Actually creating the screen. */
|
|
if(SDL_SetVideoMode(SCREEN_W, SCREEN_H, gl_screen.depth, flags) == NULL) {
|
|
if(gl_has(OPENGL_FSAA)) {
|
|
LOG("Unable to create OpenGL window: Trying without FSAA.");
|
|
gl_screen.flags &= ~OPENGL_FSAA;
|
|
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 0);
|
|
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 0);
|
|
}
|
|
if(SDL_SetVideoMode(SCREEN_W, SCREEN_H, gl_screen.depth, flags)==NULL) {
|
|
ERR("Unable to create OpenGL window: %s", SDL_GetError());
|
|
return -1;
|
|
}
|
|
}
|
|
|
|
/* Save real window width/height. */
|
|
gl_screen.rw = SCREEN_W;
|
|
gl_screen.rh = SCREEN_H;
|
|
|
|
/* Get info about the OpenGL window. */
|
|
SDL_GL_GetAttribute(SDL_GL_RED_SIZE, &gl_screen.r);
|
|
SDL_GL_GetAttribute(SDL_GL_GREEN_SIZE, &gl_screen.g);
|
|
SDL_GL_GetAttribute(SDL_GL_BLUE_SIZE, &gl_screen.b);
|
|
SDL_GL_GetAttribute(SDL_GL_ALPHA_SIZE, &gl_screen.a);
|
|
SDL_GL_GetAttribute(SDL_GL_DOUBLEBUFFER, &doublebuf);
|
|
SDL_GL_GetAttribute(SDL_GL_MULTISAMPLESAMPLES, &fsaa);
|
|
if(doublebuf) gl_screen.flags |= OPENGL_DOUBLEBUF;
|
|
gl_screen.depth = gl_screen.r + gl_screen.g + gl_screen.b + gl_screen.a;
|
|
|
|
/* Get info about some extensions. */
|
|
if(gl_hasExt("GL_ARB_vertex_program")==GL_TRUE)
|
|
gl_screen.flags |= OPENGL_VERT_SHADER;
|
|
if(gl_hasExt("GL_ARB_fragment_program")==GL_TRUE)
|
|
gl_screen.flags |= OPENGL_FRAG_SHADER;
|
|
|
|
/* Texture information. */
|
|
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_screen.tex_max);
|
|
glGetIntegerv(GL_MAX_TEXTURE_UNITS, &gl_screen.multitex_max);
|
|
|
|
/* Debug heaven. */
|
|
DEBUG("OpenGL Window Created: %dx%d@%dbpp %s", SCREEN_W, SCREEN_H,
|
|
gl_screen.depth, (gl_has(OPENGL_FULLSCREEN)) ? "fullscreen" : "window");
|
|
|
|
DEBUG("r: %d, g: %d, b: %d, a: %d, db: %s, fsaa: %d, tex: %d",
|
|
gl_screen.r, gl_screen.g, gl_screen.b, gl_screen.a,
|
|
gl_has(OPENGL_DOUBLEBUF) ? "yes" : "no",
|
|
fsaa, gl_screen.tex_max);
|
|
|
|
DEBUG("Renderer: %s", glGetString(GL_RENDERER));
|
|
DEBUG("Version: %s", glGetString(GL_VERSION));
|
|
/* Now check for things that can be bad. */
|
|
if(gl_screen.multitex_max < OPENGL_REQ_MULTITEX)
|
|
WARN("Missing texture units (%d required, %d found)",
|
|
OPENGL_REQ_MULTITEX, gl_screen.multitex_max);
|
|
if(gl_has(OPENGL_FSAA) && (fsaa != gl_screen.fsaa))
|
|
WARN("Unable to get requested fsaa level (%d requested, got %d)",
|
|
gl_screen.fsaa, fsaa);
|
|
if(!gl_has(OPENGL_FRAG_SHADER))
|
|
DEBUG("No fragment shader extension detected"); /* Not a warning yet. */
|
|
DEBUG("");
|
|
|
|
/* Some openGL options. */
|
|
glClearColor(0., 0., 0., 1.);
|
|
|
|
/* Enable/Disable. */
|
|
glDisable(GL_DEPTH_TEST); /* Set for doing 2D shidazles. */
|
|
/*glEnable(GL_TEXTURE_2D); // Don't enable globally, it will break non-texture blits. */
|
|
glDisable(GL_LIGHTING); /* No lighting, it is done when rendered. */
|
|
glEnable(GL_BLEND); /* Alpha blending ftw. */
|
|
|
|
/* Models. */
|
|
glShadeModel(GL_FLAT); /* Default shade model. Functions should keep this when done.. */
|
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); /* Good blend model. */
|
|
|
|
/* Set up the matrix. */
|
|
dmin = 1.;
|
|
if((SCREEN_W < 640) && (SCREEN_W <= SCREEN_H)) {
|
|
gl_screen.w = (gl_screen.w * 640) / SCREEN_H;
|
|
gl_screen.rw = (gl_screen.rw * SCREEN_H) / 640;
|
|
gl_screen.h = 640;
|
|
}
|
|
else if((SCREEN_W >= 640) && (SCREEN_W >= SCREEN_H)) {
|
|
gl_screen.w = (gl_screen.w * 640) / SCREEN_H;
|
|
gl_screen.rw = (gl_screen.rw * SCREEN_H) / 640;
|
|
gl_screen.h = 640;
|
|
}
|
|
DEBUG("%dx%d on %dx%d", gl_screen.w, gl_screen.h, gl_screen.rw, gl_screen.rh);
|
|
gl_defViewport();
|
|
|
|
/* Finishing touches. */
|
|
glClear(GL_COLOR_BUFFER_BIT); /* Must clear the buffer first. */
|
|
gl_checkErr();
|
|
|
|
return 0;
|
|
}
|
|
|
|
/* Reset viewport to default. */
|
|
void gl_defViewport(void) {
|
|
glMatrixMode(GL_PROJECTION);
|
|
glLoadIdentity();
|
|
/*glViewport(0, 0, (GLsizei)SCREEN_W, (GLsizei)SCREEN_H);*/
|
|
glOrtho(-SCREEN_W /2, /* Left edge. */
|
|
SCREEN_W /2, /* Right edge. */
|
|
-SCREEN_H /2, /* Bottom edge. */
|
|
SCREEN_H /2, /* Top edge. */
|
|
-1., /* Near. */
|
|
1.); /* Far. */
|
|
glScaled(gl_screen.w / gl_screen.rw, gl_screen.h / gl_screen.rh, 1.);
|
|
}
|
|
|
|
/* Clean up our mess. */
|
|
void gl_exit(void) {
|
|
glTexList* tex;
|
|
|
|
/* Make sure there's no texture leak. */
|
|
if(texture_list != NULL) {
|
|
DEBUG("Texture leak detected!");
|
|
for(tex = texture_list; tex != NULL; tex = tex->next)
|
|
DEBUG(" '%s' opened %d times", tex->tex->name, tex->used);
|
|
}
|
|
|
|
/* Shut down the subsystem. */
|
|
SDL_QuitSubSystem(SDL_INIT_VIDEO);
|
|
}
|
|
|
|
/* Saves a png. */
|
|
int write_png(const char* file_name, png_bytep* rows, int w, int h,
|
|
int colourtype, int bitdepth) {
|
|
png_structp png_ptr;
|
|
png_infop info_ptr;
|
|
FILE* fp = NULL;
|
|
char* doing = "Open for writing";
|
|
|
|
if(!(fp = fopen(file_name, "wb"))) goto fail;
|
|
|
|
doing = "Create png write struct";
|
|
if(!(png_ptr = png_create_write_struct(PNG_LIBPNG_VER_STRING,
|
|
NULL, NULL, NULL))) goto fail;
|
|
|
|
doing = "Create png info struct";
|
|
if(!(info_ptr = png_create_info_struct(png_ptr))) goto fail;
|
|
if(setjmp(png_jmpbuf(png_ptr))) goto fail;
|
|
|
|
doing = "Init IO";
|
|
png_init_io(png_ptr, fp);
|
|
png_set_IHDR(png_ptr, info_ptr, w, h, bitdepth, colourtype, PNG_INTERLACE_NONE,
|
|
PNG_COMPRESSION_TYPE_BASE, PNG_FILTER_TYPE_BASE);
|
|
|
|
doing = "Write info";
|
|
png_write_info(png_ptr, info_ptr);
|
|
|
|
doing = "Write image";
|
|
png_write_image(png_ptr, rows);
|
|
|
|
doing = "Write end";
|
|
png_write_end(png_ptr, NULL);
|
|
|
|
doing = "Closing file";
|
|
if(0 != fclose(fp)) goto fail;
|
|
|
|
return 0;
|
|
|
|
fail:
|
|
WARN("write_png: Could not %s", doing);
|
|
return -1;
|
|
}
|
|
|