Got rid of the TEXTURE_RECTANGLE NVIDIA extension for the OpenGl mode.
[supertux.git] / src / texture.c
1 //
2 // C Implementation: texture
3 //
4 // Description:
5 //
6 //
7 // Author: Tobias Glaesser <tobi.web@gmx.de>, (C) 2004
8 //
9 // Copyright: See COPYING file that comes with this distribution
10 //
11 //
12
13 #include <SDL/SDL.h>
14 #include <SDL/SDL_image.h>
15 #include "globals.h"
16 #include "screen.h"
17 #include "setup.h"
18 #include "texture.h"
19
20 void texture_setup(void)
21 {
22 #ifdef NOOPENGL
23   texture_load = texture_load_sdl;
24   texture_load_part = texture_load_part_sdl;
25   texture_free = texture_free_sdl;
26   texture_draw = texture_draw_sdl;
27   texture_draw_bg = texture_draw_bg_sdl;
28   texture_draw_part = texture_draw_part_sdl;
29 #else
30
31   if(use_gl)
32     {
33       texture_load = texture_load_gl;
34       texture_load_part = texture_load_part_gl;
35       texture_free = texture_free_gl;
36       texture_draw = texture_draw_gl;
37       texture_draw_bg = texture_draw_bg_gl;
38       texture_draw_part = texture_draw_part_gl;
39     }
40   else
41     {
42       texture_load = texture_load_sdl;
43       texture_load_part = texture_load_part_sdl;
44       texture_free = texture_free_sdl;
45       texture_draw = texture_draw_sdl;
46       texture_draw_bg = texture_draw_bg_sdl;
47       texture_draw_part = texture_draw_part_sdl;
48     }
49 #endif
50 }
51
52 #ifndef NOOPENGL
53 void texture_load_gl(texture_type* ptexture, char * file, int use_alpha)
54 {
55   texture_load_sdl(ptexture,file,use_alpha);
56   texture_create_gl(ptexture->sdl_surface,&ptexture->gl_texture);
57 }
58
59 void texture_load_part_gl(texture_type* ptexture, char * file, int x, int y, int w, int h, int use_alpha)
60 {
61   texture_load_part_sdl(ptexture,file,x,y,w,h,use_alpha);
62   texture_create_gl(ptexture->sdl_surface,&ptexture->gl_texture);
63 }
64
65 /* Quick utility function for texture creation */
66 static int power_of_two(int input)
67 {
68         int value = 1;
69
70         while ( value < input ) {
71                 value <<= 1;
72         }
73         return value;
74 }
75
76 void texture_create_gl(SDL_Surface * surf, GLint * tex)
77 {
78   Uint32 saved_flags;
79   Uint8  saved_alpha;
80   int w, h;
81   SDL_Surface *conv;
82  
83   w = power_of_two(surf->w);
84   h = power_of_two(surf->h),
85   conv = SDL_CreateRGBSurface(surf->flags, w, h, surf->format->BitsPerPixel,
86 #if SDL_BYTEORDER == SDL_BIG_ENDIAN
87                               0xff000000, 0x00ff0000, 0x0000ff00, 0x000000ff);
88 #else
89
90                               0x000000ff, 0x0000ff00, 0x00ff0000, 0xff000000);
91 #endif
92
93   /* Save the alpha blending attributes */
94   saved_flags = surf->flags&(SDL_SRCALPHA|SDL_RLEACCELOK);
95   saved_alpha = surf->format->alpha;
96   if ( (saved_flags & SDL_SRCALPHA)
97        == SDL_SRCALPHA )
98     {
99       SDL_SetAlpha(surf, 0, 0);
100     }
101
102   SDL_BlitSurface(surf, 0, conv, 0);
103
104   /* Restore the alpha blending attributes */
105   if ( (saved_flags & SDL_SRCALPHA)
106        == SDL_SRCALPHA )
107     {
108       SDL_SetAlpha(surf, saved_flags, saved_alpha);
109     }
110
111
112   glGenTextures(1, &*tex);
113
114   glBindTexture(GL_TEXTURE_2D , *tex);
115   glEnable(GL_TEXTURE_2D);
116   glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
117   glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
118   glPixelStorei(GL_UNPACK_ROW_LENGTH, conv->pitch / conv->format->BytesPerPixel);
119   glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB10_A2, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, conv->pixels);
120   glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
121   SDL_FreeSurface(conv);
122 }
123
124 void texture_free_gl(texture_type* ptexture)
125 {
126   SDL_FreeSurface(ptexture->sdl_surface);
127   glDeleteTextures(1, &ptexture->gl_texture);
128 }
129
130 void texture_draw_gl(texture_type* ptexture, float x, float y, int update)
131 {
132
133
134   glEnable(GL_BLEND);
135   glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
136
137   glColor4ub(255, 255, 255,255);
138
139   glBindTexture(GL_TEXTURE_2D, ptexture->gl_texture);
140
141   glBegin(GL_QUADS);
142   glTexCoord2f(0, 0);
143   glVertex2f(x, y);
144   glTexCoord2f((float)ptexture->w / (float)power_of_two(ptexture->w), 0);
145   glVertex2f((float)ptexture->w+x, y);
146   glTexCoord2f((float)ptexture->w / (float)power_of_two(ptexture->w), (float)ptexture->h / (float)power_of_two(ptexture->h));  glVertex2f((float)ptexture->w+x, (float)ptexture->h+y);
147   glTexCoord2f(0, (float)ptexture->h / (float)power_of_two(ptexture->h));
148   glVertex2f(x, (float)ptexture->h+y);
149   glEnd();
150
151   glDisable(GL_BLEND);
152 }
153
154 void texture_draw_bg_gl(texture_type* ptexture, int update)
155 {
156   glColor3ub(255, 255, 255);
157
158   glEnable(GL_TEXTURE_2D);
159   glBindTexture(GL_TEXTURE_2D, ptexture->gl_texture);
160
161   glBegin(GL_QUADS);
162   glTexCoord2f(0, 0);
163   glVertex2f(0, 0);
164   glTexCoord2f((float)ptexture->w / (float)power_of_two(ptexture->w), 0);
165   glVertex2f(screen->w, 0);
166   glTexCoord2f((float)ptexture->w / (float)power_of_two(ptexture->w), (float)ptexture->h / power_of_two(ptexture->h));
167   glVertex2f(screen->w, screen->h);
168   glTexCoord2f(0, (float)ptexture->h / (float)power_of_two(ptexture->h));
169   glVertex2f(0, screen->h);
170   glEnd();
171 }
172
173 void texture_draw_part_gl(texture_type* ptexture,float sx, float sy, float x, float y, float w, float h, int update)
174 {
175 /*FIXME: The texture isn't drawn to the correct x,y positions.*/
176
177   glBindTexture(GL_TEXTURE_2D, ptexture->gl_texture);
178
179   glEnable(GL_BLEND);
180   glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
181
182   glColor4ub(255, 255, 255,255);
183
184   glEnable(GL_TEXTURE_2D);
185
186
187   glBegin(GL_QUADS);
188   glTexCoord2f(sx / (float)power_of_two(ptexture->w), sy / (float)power_of_two(ptexture->h));
189   glVertex2f(sx, sy);
190   glTexCoord2f((float)(sx + w) / (float)power_of_two(ptexture->w), sy / (float)power_of_two(ptexture->h));
191   glVertex2f(w+sx, sy);
192   glTexCoord2f((sx+w) / (float)power_of_two(ptexture->w), (sy+h) / (float)power_of_two(ptexture->h));
193   glVertex2f(w +sx, h+sy);
194   glTexCoord2f(sx / (float)power_of_two(ptexture->w), (float)(sy+h) / (float)power_of_two(ptexture->h));
195   glVertex2f(sx, h+sy);
196   glEnd();
197
198   glDisable(GL_BLEND);
199
200 }
201 #endif
202
203 void texture_load_sdl(texture_type* ptexture, char * file, int use_alpha)
204 {
205   SDL_Surface * temp;
206
207   temp = IMG_Load(file);
208
209   if (temp == NULL)
210     st_abort("Can't load", file);
211
212   ptexture->sdl_surface = SDL_DisplayFormatAlpha(temp);
213
214   if (ptexture->sdl_surface == NULL)
215     st_abort("Can't covert to display format", file);
216
217   if (use_alpha == IGNORE_ALPHA)
218     SDL_SetAlpha(ptexture->sdl_surface, 0, 0);
219
220   SDL_FreeSurface(temp);
221
222   ptexture->w = ptexture->sdl_surface->w;
223   ptexture->h = ptexture->sdl_surface->h;
224
225 }
226
227 void texture_load_part_sdl(texture_type* ptexture, char * file, int x, int y, int w, int h,  int use_alpha)
228 {
229
230   SDL_Rect src;
231   SDL_Surface * temp;
232   SDL_Surface * conv;
233
234   temp = IMG_Load(file);
235
236   if (temp == NULL)
237     st_abort("Can't load", file);
238
239   /* Set source rectangle for conv: */
240
241   src.x = x;
242   src.y = y;
243   src.w = w;
244   src.h = h;
245
246   conv = SDL_CreateRGBSurface(temp->flags, w, h, temp->format->BitsPerPixel,
247                               temp->format->Rmask,
248                               temp->format->Gmask,
249                               temp->format->Bmask,
250                               temp->format->Amask);
251
252   /* #if SDL_BYTEORDER == SDL_BIG_ENDIAN
253                                0xff000000, 0x00ff0000, 0x0000ff00, 0x000000ff);
254   #else
255
256                                0x000000ff, 0x0000ff00, 0x00ff0000, 0xff000000);
257   #endif*/
258
259   SDL_SetAlpha(temp,0,0);
260
261   SDL_BlitSurface(temp, &src, conv, NULL);
262   ptexture->sdl_surface = SDL_DisplayFormatAlpha(conv);
263
264   if (ptexture->sdl_surface == NULL)
265     st_abort("Can't covert to display format", file);
266
267   if (use_alpha == IGNORE_ALPHA)
268     SDL_SetAlpha(ptexture->sdl_surface, 0, 0);
269
270   SDL_FreeSurface(temp);
271   SDL_FreeSurface(conv);
272
273   ptexture->w = ptexture->sdl_surface->w;
274   ptexture->h = ptexture->sdl_surface->h;
275 }
276
277 void texture_from_sdl_surface(texture_type* ptexture, SDL_Surface* sdl_surf, int use_alpha)
278 {
279
280   /* SDL_Surface * temp;
281
282    temp = IMG_Load(file);
283
284    if (temp == NULL)
285      st_abort("Can't load", file);*/
286
287   ptexture->sdl_surface = SDL_DisplayFormatAlpha(sdl_surf);
288
289   if (ptexture->sdl_surface == NULL)
290     st_abort("Can't covert to display format", "SURFACE");
291
292   if (use_alpha == IGNORE_ALPHA)
293     SDL_SetAlpha(ptexture->sdl_surface, 0, 0);
294
295   ptexture->w = ptexture->sdl_surface->w;
296   ptexture->h = ptexture->sdl_surface->h;
297
298 #ifndef NOOPENGL
299
300   if(use_gl)
301     {
302       texture_create_gl(ptexture->sdl_surface,&ptexture->gl_texture);
303     }
304 #endif
305 }
306
307 void texture_draw_sdl(texture_type* ptexture, float x, float y, int update)
308 {
309   SDL_Rect dest;
310
311   dest.x = x;
312   dest.y = y;
313   dest.w = ptexture->w;
314   dest.h = ptexture->h;
315
316   SDL_BlitSurface(ptexture->sdl_surface, NULL, screen, &dest);
317
318   if (update == UPDATE)
319     SDL_UpdateRect(screen, dest.x, dest.y, dest.w, dest.h);
320 }
321
322
323 void texture_draw_bg_sdl(texture_type* ptexture, int update)
324 {
325   SDL_Rect dest;
326
327   dest.x = 0;
328   dest.y = 0;
329   dest.w = screen->w;
330   dest.h = screen->h;
331
332   SDL_BlitSurface(ptexture->sdl_surface, NULL, screen, &dest);
333
334   if (update == UPDATE)
335     SDL_UpdateRect(screen, dest.x, dest.y, dest.w, dest.h);
336 }
337
338 void texture_draw_part_sdl(texture_type* ptexture, float sx, float sy, float x, float y, float w, float h, int update)
339 {
340   SDL_Rect src, dest;
341
342   src.x = sx;
343   src.y = sy;
344   src.w = w;
345   src.h = h;
346
347   dest.x = x;
348   dest.y = y;
349   dest.w = w;
350   dest.h = h;
351
352
353   SDL_BlitSurface(ptexture->sdl_surface, &src, screen, &dest);
354
355   if (update == UPDATE)
356     update_rect(screen, dest.x, dest.y, dest.w, dest.h);
357 }
358
359 void texture_free_sdl(texture_type* ptexture)
360 {
361   SDL_FreeSurface(ptexture->sdl_surface);
362 }
363