Lephisto/src/opengl.c
Allanis c10b1f24fb [Add] A few more AI(Lua) calls.
[Add] A little more documentation for Lua.
2013-02-04 14:10:59 +00:00

580 lines
16 KiB
C

#include <SDL.h>
#include <SDL_image.h>
#include <ft2build.h>
#include <freetype/freetype.h>
#include <freetype/ftglyph.h>
#include <math.h>
#include <stdarg.h>
#include <string.h>
#include "main.h"
#include "log.h"
#include "pack.h"
#include "opengl.h"
#define SCREEN_W gl_screen.w
#define SCREEN_H gl_screen.h
#define FONT_DEF "../gfx/fonts/FreeSans.ttf"
// The screen info, gives data of current opengl settings.
gl_info gl_screen;
// Our precious camera.
Vec2* gl_camera;
// Default font.
gl_font gl_defFont;
// Misc.
static int SDL_VFlipSurface(SDL_Surface* surface);
static int pot(int n);
// gl_texture.
static GLuint gl_loadSurface(SDL_Surface* surface, int* rw, int* rh);
// Gl font.
static void gl_fontMakeDList(FT_Face face, char ch, GLuint list_base, GLuint* tex_base);
// ================
// MISC!
// ================
// Get me the closest power of two plox.
static int pot(int n) {
int i = 1;
while(i < n)
i<<=1;
return i;
}
// Flips the surface vertically. Return 0 on success.
static int SDL_VFlipSurface(SDL_Surface* surface) {
// Flip the image.
Uint8* rowhi, *rowlo, *tmpbuf;
int y;
tmpbuf = malloc(surface->pitch);
if(tmpbuf == NULL) {
WARN("Out of memory");
return -1;
}
rowhi = (Uint8*)surface->pixels;
rowlo = rowhi + (surface->h * surface->pitch) - surface->pitch;
for(y = 0; y < surface->h / 2; ++y) {
memcpy(tmpbuf, rowhi, surface->pitch);
memcpy(rowhi, rowlo, surface->pitch);
memcpy(rowlo, tmpbuf, surface->pitch);
rowhi += surface->pitch;
rowlo -= surface->pitch;
}
free(tmpbuf);
// Might be obvious, but I'm done flipping.
return 0;
}
// ================
// TEXTURE!
// ================
// Returns the texture ID.
// Stores real sizes in rw/rh (from POT padding).
static GLuint gl_loadSurface(SDL_Surface* surface, int* rw, int* rh) {
GLuint texture;
SDL_Surface* tmp;
Uint32 saved_flags;
Uint8 saved_alpha;
int potw, poth;
// Make size power of two.
potw = pot(surface->w);
poth = pot(surface->h);
if(rw)*rw = potw;
if(rh)*rh = poth;
if(surface->w != potw || surface->h != poth) {
// Size isn't original.
SDL_Rect rtemp;
rtemp.x = rtemp.y = 0;
rtemp.w = surface->w;
rtemp.h = surface->h;
// Save alpha.
saved_flags = surface->flags & (SDL_SRCALPHA | SDL_RLEACCELOK);
saved_alpha = surface->format->alpha;
if((saved_flags & SDL_SRCALPHA) == SDL_SRCALPHA)
SDL_SetAlpha(surface, 0, 0);
// Create the temp POT surface.
tmp = SDL_CreateRGBSurface(SDL_SRCCOLORKEY,
potw, poth, surface->format->BytesPerPixel*8, RGBMASK);
if(tmp == NULL) {
WARN("Unable to create POT surface %s", SDL_GetError());
return 0;
}
if(SDL_FillRect(tmp, NULL, SDL_MapRGBA(surface->format, 0, 0, 0, SDL_ALPHA_TRANSPARENT))) {
WARN("Unable to fill rect: %s", SDL_GetError());
return 0;
}
SDL_BlitSurface(surface, &rtemp, tmp, &rtemp);
SDL_FreeSurface(surface);
surface = tmp;
// Set saved alpha.
if((saved_flags & SDL_SRCALPHA) == SDL_SRCALPHA)
SDL_SetAlpha(surface, 0, 0);
// Create the temp POT surface.
tmp = SDL_CreateRGBSurface(SDL_SRCCOLORKEY,
potw, poth, surface->format->BytesPerPixel*8, RGBMASK);
if(tmp == NULL) {
WARN("Unable to create POT surface %s", SDL_GetError());
return 0;
}
if(SDL_FillRect(tmp, NULL, SDL_MapRGBA(surface->format, 0, 0, 0, SDL_ALPHA_TRANSPARENT))) {
WARN("Unable to fill rect: %s", SDL_GetError());
return 0;
}
SDL_BlitSurface(surface, &rtemp, tmp, &rtemp);
SDL_FreeSurface(surface);
surface = tmp;
// Set saved alpha.
if((saved_flags & SDL_SRCALPHA) == SDL_SRCALPHA)
SDL_SetAlpha(surface, saved_flags, saved_alpha);
}
glGenTextures(1, &texture); // Create the texure.
glBindTexture(GL_TEXTURE_2D, texture); // Load the texture.
// Filtering, LINEAR is better for scaling, nearest looks nicer, LINEAR
// also seems to create a bit of artifacts around the edges.
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
SDL_LockSurface(surface);
glTexImage2D(GL_TEXTURE_2D, 0, surface->format->BytesPerPixel,
surface->w, surface->h, 0, GL_RGBA, GL_UNSIGNED_BYTE, surface->pixels);
SDL_UnlockSurface(surface);
SDL_FreeSurface(surface);
return texture;
}
// Load the SDL_Surface to an openGL texture.
gl_texture* gl_loadImage(SDL_Surface* surface) {
int rw, rh;
// Set up the texture defaults.
gl_texture* texture = MALLOC_L(gl_texture);
texture->w = (double)surface->w;
texture->h = (double)surface->h;
texture->sx = 1.;
texture->sy = 1.;
texture->texture = gl_loadSurface(surface, &rw, &rh);
texture->rw = (double)rw;
texture->rh = (double)rh;
texture->sw = texture->w;
texture->sh = texture->h;
return texture;
}
// Load the image directly as an opengl texture.
gl_texture* gl_newImage(const char* path) {
SDL_Surface* tmp, *surface;
uint32_t filesize;
char* buf = pack_readfile(DATA, (char*)path, &filesize);
if(buf == NULL) {
ERR("Loading surface from packfile.");
return NULL;
}
SDL_RWops* rw = SDL_RWFromMem(buf, filesize);
tmp = IMG_Load_RW(rw, 1);
free(buf);
if(tmp == 0) {
ERR("'%s' could not be opened: %s", path, IMG_GetError());
return NULL;
}
surface = SDL_DisplayFormatAlpha(tmp); // Sets the surface to what we use.
if(surface == 0) {
WARN("Error converting image to screen format: %s", SDL_GetError());
return NULL;
}
SDL_FreeSurface(tmp); // Free the temp surface.
if(SDL_VFlipSurface(surface)) {
WARN("Error flipping surface");
return NULL;
}
return gl_loadImage(surface);
}
// Load the texture immediately, but also set is as a sprite.
gl_texture* gl_newSprite(const char* path, const int sx, const int sy) {
gl_texture* texture;
if((texture = gl_newImage(path)) == NULL)
return NULL;
texture->sx = (double)sx;
texture->sy = (double)sy;
texture->sw = texture->w/texture->sx;
texture->sh = texture->h/texture->sy;
return texture;
}
// Free the texture.
void gl_freeTexture(gl_texture* texture) {
glDeleteTextures(1, &texture->texture);
free(texture);
}
// ================
// BLITTING!
// ================
// Blit the sprite at given position.
void gl_blitSprite(const gl_texture* sprite, const Vec2* pos, const int sx, const int sy) {
// Don't bother drawing if offscreen -- waste of cycles.
if(fabs(VX(*pos) -VX(*gl_camera)) > gl_screen.w / 2 + sprite->sw / 2 ||
fabs(VY(*pos) -VY(*gl_camera)) > gl_screen.h / 2 + sprite->sh / 2)
return;
glEnable(GL_TEXTURE_2D);
glMatrixMode(GL_TEXTURE);
glPushMatrix();
glTranslated(sprite->sw * (double)(sx)/sprite->rw,
sprite->sh*(sprite->sy-(double)sy-1)/sprite->rh, 0.);
glMatrixMode(GL_PROJECTION);
glPushMatrix(); // Projection translation matrix.
glTranslated(VX(*pos) - VX(*gl_camera) - sprite->sw/2.,
VY(*pos) -VY(*gl_camera) - sprite->sh/2., 0.);
glScalef((double)gl_screen.w/SCREEN_W, (double)gl_screen.h/SCREEN_H, 0.);
// Actual blitting....
glBindTexture(GL_TEXTURE_2D, sprite->texture);
glBegin(GL_TRIANGLE_STRIP);
glColor4d(1., 1., 1., 1.);
glTexCoord2d(0., 0.);
glVertex2d(0., 0.);
glTexCoord2d(sprite->sw/sprite->rw, 0.);
glVertex2d(sprite->sw, 0.);
glTexCoord2d(0., sprite->sh/sprite->rh);
glVertex2d(0., sprite->sh);
glTexCoord2d(sprite->sw/sprite->rw, sprite->sh/sprite->rh);
glVertex2d(sprite->sw, sprite->sh);
glEnd();
glPopMatrix(); // Projection translation matrix.
glMatrixMode(GL_TEXTURE);
glPopMatrix(); // Sprite translation matrix.
glDisable(GL_TEXTURE_2D);
}
// Just straight out blit the thing at position.
void gl_blitStatic(const gl_texture* texture, const Vec2* pos) {
glEnable(GL_TEXTURE_2D);
glMatrixMode(GL_PROJECTION);
glPushMatrix(); // Set up translation matrix.
glTranslated(VX(*pos) - (double)gl_screen.w/2., VY(*pos) - (double)gl_screen.h/2., 0);
glScaled((double)gl_screen.w/SCREEN_W, (double)gl_screen.h/SCREEN_H, 0.);
// Actual blitting..
glBindTexture(GL_TEXTURE_2D, texture->texture);
glBegin(GL_TRIANGLE_STRIP);
glColor4ub(1., 1., 1., 1.);
glTexCoord2d(0., 0.);
glVertex2d(0., 0.);
glTexCoord2d(texture->w/texture->rw, 0.);
glVertex2d(texture->w, 0.);
glTexCoord2d(0., texture->h/texture->rh);
glVertex2d(0., texture->h);
glTexCoord2d(texture->w/texture->rw, texture->h/texture->rh);
glVertex2d(texture->w, texture->h);
glEnd();
glPopMatrix(); // Pop the translation matrix.
glDisable(GL_TEXTURE_2D);
}
// Bind our precious camera to a vector.
void gl_bindCamera(const Vec2* pos) {
gl_camera = (Vec2*)pos;
}
// Print text on screen! YES!!!! Just like printf! But different!
// Defaults ft_font to gl_defFont if NULL.
void gl_print(const gl_font* ft_font, const Vec2* pos, const char* fmt, ...) {
//float h = ft_font->h / .63; // Slightly increases font size.
char text[256];
va_list ap;
if(ft_font == NULL) ft_font = &gl_defFont;
if(fmt == NULL) return;
else {
// convert the symbols to text.
va_start(ap, fmt);
vsprintf(text, fmt, ap);
va_end(ap);
}
glEnable(GL_TEXTURE_2D);
glListBase(ft_font->list_base);
glMatrixMode(GL_PROJECTION);
glPushMatrix(); // Translation matrix.
glTranslated(VX(*pos) - (double)gl_screen.w/2., VY(*pos) - (double)gl_screen.h/2., 0);
glColor4d(1., 1., 1., 1.);
glCallLists(strlen(text), GL_UNSIGNED_BYTE, &text);
glPopMatrix(); // Translation matrix.
glDisable(GL_TEXTURE_2D);
}
// ================
// FONT!
// ================
static void gl_fontMakeDList(FT_Face face, char ch, GLuint list_base, GLuint* tex_base) {
FT_Glyph glyph;
FT_Bitmap bitmap;
GLubyte* expanded_data;
int w, h;
int i, j;
if(FT_Load_Glyph(face, FT_Get_Char_Index(face, ch), FT_LOAD_DEFAULT))
WARN("FT_Load_Glyph failed");
if(FT_Get_Glyph(face->glyph, &glyph))
WARN("FT_Ge_Glyph failed");
// Convert your glyph to a bitmap.
FT_Glyph_To_Bitmap(&glyph, ft_render_mode_normal, 0, 1);
FT_BitmapGlyph bitmap_glyph = (FT_BitmapGlyph)glyph;
bitmap = bitmap_glyph->bitmap; // To simplify.
// Need the POT wrapping for GL.
w = pot(bitmap.width);
h = pot(bitmap.rows);
// Memory for textured data.
// Bitmap is useing two channels, one for luminosity and one for alpha.
expanded_data = (GLubyte*)malloc(sizeof(GLubyte)*2*w*h);
for(j = 0; j < h; j++) {
for(i = 0; i < w; i++) {
expanded_data[2*(i+j*w)] = expanded_data[2*(i+j*w)+1] =
(i >= bitmap.width || j >= bitmap.rows) ? 0 : bitmap.buffer[i + bitmap.width*j];
}
}
// Create the GL texture.
glBindTexture(GL_TEXTURE_2D, tex_base[(int)ch]);
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, GL_RGBA, w, h, 0, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, expanded_data);
free(expanded_data); // No need for this now.
// Create the display lists.
glNewList(list_base+ch, GL_COMPILE);
// Corrects a spacing flaw between letters and
// downwards correction for letters like g or y.
glPushMatrix();
glTranslated(bitmap_glyph->left, bitmap_glyph->top-bitmap.rows, 0);
// Take the opengl POT wrapping into account.
double x = (double)bitmap.width/(double)w;
double y = (double)bitmap.rows/(double)h;
// Draw the texture mapped quad.
glBindTexture(GL_TEXTURE_2D, tex_base[(int)ch]);
glBegin(GL_TRIANGLE_STRIP);
glTexCoord2d(0, 0);
glVertex2d(0, bitmap.rows);
glTexCoord2d(x, 0);
glVertex2d(bitmap.width, bitmap.rows);
glTexCoord2d(0, y);
glVertex2d(0, 0);
glTexCoord2d(x, y);
glVertex2d(bitmap.width, 0);
glEnd();
glPopMatrix();
glTranslated(face->glyph->advance.x >> 6, 0,0);
// End of the display list.
glEndList();
FT_Done_Glyph(glyph);
}
void gl_fontInit(gl_font* font, const char* fname, unsigned int h) {
if(font == NULL) font = &gl_defFont;
uint32_t bufsize;
FT_Byte* buf = pack_readfile(DATA, (fname) ? fname : FONT_DEF, &bufsize);
font->textures = malloc(sizeof(GLuint)*128);
font->h = h;
// Create a FreeType font library.
FT_Library library;
if(FT_Init_FreeType(&library)) {
WARN("FT_Init_FreeType failed");
}
// Objects that freetype uses to store font info.
FT_Face face;
if(FT_New_Memory_Face(library, buf, bufsize, 0, &face))
WARN("FT_New_Memory_Face failed loading library from %s", fname);
// FreeType is pretty nice and measures using 1/64 of a pixel, therfore expand.
FT_Set_Char_Size(face, h << 6, h << 6, 96, 96);
// Have OpenGL allocate space for the textures / display lists.
font->list_base = glGenLists(128);
glGenTextures(128, font->textures);
// Create each of the font display lists.
unsigned char i;
for(i = 0; i < 128; i++)
gl_fontMakeDList(face, i, font->list_base, font->textures);
// We can now free the face and library.
FT_Done_Face(face);
FT_Done_FreeType(library);
free(buf);
}
void gl_freeFont(gl_font* font) {
if(font == NULL) font = &gl_defFont;
glDeleteLists(font->list_base, 128);
glDeleteTextures(128, font->textures);
free(font->textures);
}
// ================
// GLOBAL.
// ================
// Initialize SDL/OpenGL etc.
int gl_init(void) {
int depth, i, supported = 0;
SDL_Rect** modes;
int flags = SDL_OPENGL;
flags |= SDL_FULLSCREEN * gl_screen.fullscreen;
// Initializes video.
if(SDL_InitSubSystem(SDL_INIT_VIDEO) < 0) {
WARN("Unable to initialize SDL: %s", SDL_GetError());
return -1;
}
// FFUUUU Ugly cursor thing.
// -- Ok, Maybe for now.
//SDL_ShowCursor(SDL_DISABLE);
// Get available fullscreen modes.
if(gl_screen.fullscreen) {
modes = SDL_ListModes(NULL, SDL_OPENGL | SDL_FULLSCREEN);
if(modes == NULL) {
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 == gl_screen.w && modes[i]->h == gl_screen.h)
supported = 1;
}
}
// Make sure fullscreen mode is supported.
if(flags & SDL_FULLSCREEN && !supported) {
WARN("Fullscreen mode %dx%d is not supported by your current setup, switching to another mode",
gl_screen.w, gl_screen.h);
gl_screen.w = modes[0]->w;
gl_screen.h = modes[0]->h;
}
}
// Test the setup.
depth = SDL_VideoModeOK(gl_screen.w, gl_screen.h, gl_screen.depth, flags);
if(depth != gl_screen.depth)
WARN("Depth: %d bpp unavailable, will use %d bpp", gl_screen.depth, depth);
gl_screen.depth = depth;
// Actually creating the screen.
if(SDL_SetVideoMode(gl_screen.w, gl_screen.h, gl_screen.depth, flags) == NULL) {
WARN("Unable to create OpenGL window: %s", SDL_GetError());
SDL_Quit();
return -1;
}
// Grab some info.
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, &gl_screen.doublebuf);
gl_screen.depth = gl_screen.r + gl_screen.g + gl_screen.b + gl_screen.a;
// Debug heaven.
DEBUG("OpenGL Window Created: %dx%d@%dbpp %s", gl_screen.w, gl_screen.h, gl_screen.depth,
gl_screen.fullscreen ? "fullscreen" : "window");
DEBUG("r: %d, g: %d, b: %d, a: %d, doublebuffer: %s", gl_screen.r, gl_screen.g, gl_screen.b, gl_screen.a,
gl_screen.doublebuf ? "yes" : "no");
DEBUG("Renderer: %s", glGetString(GL_RENDERER));
// Some openGL options.
glClearColor(0., 0., 0., 1.);
glDisable(GL_DEPTH_TEST); // Set for doing 2D shidazles.
//glEnable(GL_TEXTURE_2D);
glDisable(GL_LIGHTING); // No lighting, it is done when rendered.
glMatrixMode(GL_PROJECTION);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
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.
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // Alpha.
glEnable(GL_BLEND);
glPointSize(1.); // Default is 1.
glClear(GL_COLOR_BUFFER_BIT);
return 0;
}
// Clean up our mess.
void gl_exit(void) {
//SDL_ShowCursor(SDL_ENABLE);
SDL_Quit();
}