#include "video/drawing_context.hpp"
#include "video/drawing_request.hpp"
#include "video/font.hpp"
-#include "video/gl/gl_surface_data.hpp"
+#include "video/gl/gl_painter.hpp"
#include "video/gl/gl_renderer.hpp"
+#include "video/gl/gl_surface_data.hpp"
#include "video/gl/gl_texture.hpp"
#include "video/glutil.hpp"
#include "video/lightmap.hpp"
#include "video/surface.hpp"
#include "video/texture_manager.hpp"
+inline int next_po2(int val)
+{
+ int result = 1;
+ while(result < val)
+ result *= 2;
+
+ return result;
+}
+
GLLightmap::GLLightmap() :
- lightmap(),
- lightmap_width(),
- lightmap_height(),
- lightmap_uv_right(),
- lightmap_uv_bottom()
+ m_lightmap(),
+ m_lightmap_width(),
+ m_lightmap_height(),
+ m_lightmap_uv_right(),
+ m_lightmap_uv_bottom()
{
- lightmap_width = SCREEN_WIDTH / LIGHTMAP_DIV;
- lightmap_height = SCREEN_HEIGHT / LIGHTMAP_DIV;
- unsigned int width = next_po2(lightmap_width);
- unsigned int height = next_po2(lightmap_height);
+ m_lightmap_width = SCREEN_WIDTH / s_LIGHTMAP_DIV;
+ m_lightmap_height = SCREEN_HEIGHT / s_LIGHTMAP_DIV;
+ unsigned int width = next_po2(m_lightmap_width);
+ unsigned int height = next_po2(m_lightmap_height);
- lightmap.reset(new GLTexture(width, height));
+ m_lightmap.reset(new GLTexture(width, height));
- lightmap_uv_right = static_cast<float>(lightmap_width) / static_cast<float>(width);
- lightmap_uv_bottom = static_cast<float>(lightmap_height) / static_cast<float>(height);
- texture_manager->register_texture(lightmap.get());
+ m_lightmap_uv_right = static_cast<float>(m_lightmap_width) / static_cast<float>(width);
+ m_lightmap_uv_bottom = static_cast<float>(m_lightmap_height) / static_cast<float>(height);
+ TextureManager::current()->register_texture(m_lightmap.get());
}
GLLightmap::~GLLightmap()
void
GLLightmap::start_draw(const Color &ambient_color)
{
-
- glGetFloatv(GL_VIEWPORT, old_viewport); //save viewport
- glViewport(old_viewport[0], old_viewport[3] - lightmap_height + old_viewport[1], lightmap_width, lightmap_height);
+
+ glGetFloatv(GL_VIEWPORT, m_old_viewport); //save viewport
+ glViewport(m_old_viewport[0], m_old_viewport[3] - m_lightmap_height + m_old_viewport[1], m_lightmap_width, m_lightmap_height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
#ifdef GL_VERSION_ES_CM_1_0
GLLightmap::end_draw()
{
glDisable(GL_BLEND);
- glBindTexture(GL_TEXTURE_2D, lightmap->get_handle());
- glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, old_viewport[0], old_viewport[3] - lightmap_height + old_viewport[1], lightmap_width, lightmap_height);
-
- glViewport(old_viewport[0], old_viewport[1], old_viewport[2], old_viewport[3]);
+ glBindTexture(GL_TEXTURE_2D, m_lightmap->get_handle());
+ glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, m_old_viewport[0], m_old_viewport[3] - m_lightmap_height + m_old_viewport[1], m_lightmap_width, m_lightmap_height);
+
+ glViewport(m_old_viewport[0], m_old_viewport[1], m_old_viewport[2], m_old_viewport[3]);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
#ifdef GL_VERSION_ES_CM_1_0
// multiple the lightmap with the framebuffer
glBlendFunc(GL_DST_COLOR, GL_ZERO);
- glBindTexture(GL_TEXTURE_2D, lightmap->get_handle());
+ glBindTexture(GL_TEXTURE_2D, m_lightmap->get_handle());
float vertices[] = {
0, 0,
glVertexPointer(2, GL_FLOAT, 0, vertices);
float uvs[] = {
- 0, lightmap_uv_bottom,
- lightmap_uv_right, lightmap_uv_bottom,
- lightmap_uv_right, 0,
+ 0, m_lightmap_uv_bottom,
+ m_lightmap_uv_right, m_lightmap_uv_bottom,
+ m_lightmap_uv_right, 0,
0, 0
};
glTexCoordPointer(2, GL_FLOAT, 0, uvs);
void
GLLightmap::draw_surface(const DrawingRequest& request)
{
- const Surface* surface = (const Surface*) request.request_data;
- boost::shared_ptr<GLTexture> gltexture = boost::dynamic_pointer_cast<GLTexture>(surface->get_texture());
- GLSurfaceData *surface_data = reinterpret_cast<GLSurfaceData *>(surface->get_surface_data());
-
- glBindTexture(GL_TEXTURE_2D, gltexture->get_handle());
- intern_draw(request.pos.x, request.pos.y,
- request.pos.x + surface->get_width(),
- request.pos.y + surface->get_height(),
- surface_data->get_uv_left(),
- surface_data->get_uv_top(),
- surface_data->get_uv_right(),
- surface_data->get_uv_bottom(),
- request.angle,
- request.alpha,
- request.color,
- request.blend,
- request.drawing_effect);
+ GLPainter::draw_surface(request);
}
void
GLLightmap::draw_surface_part(const DrawingRequest& request)
{
- const SurfacePartRequest* surfacepartrequest
- = (SurfacePartRequest*) request.request_data;
- const Surface* surface = surfacepartrequest->surface;
- boost::shared_ptr<GLTexture> gltexture = boost::dynamic_pointer_cast<GLTexture>(surface->get_texture());
- GLSurfaceData *surface_data = reinterpret_cast<GLSurfaceData *>(surface->get_surface_data());
-
- float uv_width = surface_data->get_uv_right() - surface_data->get_uv_left();
- float uv_height = surface_data->get_uv_bottom() - surface_data->get_uv_top();
-
- float uv_left = surface_data->get_uv_left() + (uv_width * surfacepartrequest->source.x) / surface->get_width();
- float uv_top = surface_data->get_uv_top() + (uv_height * surfacepartrequest->source.y) / surface->get_height();
- float uv_right = surface_data->get_uv_left() + (uv_width * (surfacepartrequest->source.x + surfacepartrequest->size.x)) / surface->get_width();
- float uv_bottom = surface_data->get_uv_top() + (uv_height * (surfacepartrequest->source.y + surfacepartrequest->size.y)) / surface->get_height();
-
- glBindTexture(GL_TEXTURE_2D, gltexture->get_handle());
- intern_draw(request.pos.x, request.pos.y,
- request.pos.x + surfacepartrequest->size.x,
- request.pos.y + surfacepartrequest->size.y,
- uv_left,
- uv_top,
- uv_right,
- uv_bottom,
- 0.0,
- request.alpha,
- Color(1.0, 1.0, 1.0),
- Blend(),
- request.drawing_effect);
+ GLPainter::draw_surface_part(request);
}
void
GLLightmap::draw_gradient(const DrawingRequest& request)
{
- const GradientRequest* gradientrequest
- = (GradientRequest*) request.request_data;
- const Color& top = gradientrequest->top;
- const Color& bottom = gradientrequest->bottom;
-
- glDisable(GL_TEXTURE_2D);
- glDisable(GL_TEXTURE_COORD_ARRAY);
- glEnable(GL_COLOR_ARRAY);
-
- float vertices[] = {
- 0, 0,
- float(SCREEN_WIDTH), 0,
- float(SCREEN_WIDTH), float(SCREEN_HEIGHT),
- 0, float(SCREEN_HEIGHT)
- };
- glVertexPointer(2, GL_FLOAT, 0, vertices);
-
- float colors[] = {
- top.red, top.green, top.blue, top.alpha,
- top.red, top.green, top.blue, top.alpha,
- bottom.red, bottom.green, bottom.blue, bottom.alpha,
- bottom.red, bottom.green, bottom.blue, bottom.alpha,
- };
- glColorPointer(4, GL_FLOAT, 0, colors);
-
- glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
-
- glDisable(GL_COLOR_ARRAY);
- glEnable(GL_TEXTURE_COORD_ARRAY);
-
- glEnable(GL_TEXTURE_2D);
- glColor4f(1, 1, 1, 1);
+ GLPainter::draw_gradient(request);
}
void
GLLightmap::draw_filled_rect(const DrawingRequest& request)
{
- const FillRectRequest* fillrectrequest
- = (FillRectRequest*) request.request_data;
-
- float x = request.pos.x;
- float y = request.pos.y;
- float w = fillrectrequest->size.x;
- float h = fillrectrequest->size.y;
-
- glDisable(GL_TEXTURE_2D);
- glColor4f(fillrectrequest->color.red, fillrectrequest->color.green,
- fillrectrequest->color.blue, fillrectrequest->color.alpha);
- glDisable(GL_TEXTURE_COORD_ARRAY);
-
- float vertices[] = {
- x, y,
- x+w, y,
- x+w, y+h,
- x, y+h
- };
- glVertexPointer(2, GL_FLOAT, 0, vertices);
-
- glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
+ GLPainter::draw_filled_rect(request);
+}
- glEnable(GL_TEXTURE_COORD_ARRAY);
- glEnable(GL_TEXTURE_2D);
- glColor4f(1, 1, 1, 1);
+void
+GLLightmap::draw_inverse_ellipse(const DrawingRequest& request)
+{
+ GLPainter::draw_inverse_ellipse(request);
}
void
GLLightmap::get_light(const DrawingRequest& request) const
{
- const GetLightRequest* getlightrequest
- = (GetLightRequest*) request.request_data;
+ const GetLightRequest* getlightrequest
+ = static_cast<GetLightRequest*>(request.request_data);
float pixels[3];
for( int i = 0; i<3; i++)
pixels[i] = 0.0f; //set to black
- float posX = request.pos.x * lightmap_width / SCREEN_WIDTH + old_viewport[0];
- float posY = old_viewport[3] + old_viewport[1] - request.pos.y * lightmap_height / SCREEN_HEIGHT;
+ float posX = request.pos.x * m_lightmap_width / SCREEN_WIDTH + m_old_viewport[0];
+ float posY = m_old_viewport[3] + m_old_viewport[1] - request.pos.y * m_lightmap_height / SCREEN_HEIGHT;
glReadPixels((GLint) posX, (GLint) posY , 1, 1, GL_RGB, GL_FLOAT, pixels);
*(getlightrequest->color_ptr) = Color( pixels[0], pixels[1], pixels[2]);
}