Made WARNING build option usable again
[supertux.git] / src / video / gl / gl_renderer.hpp
index a11ddfb..13bc6f9 100644 (file)
 #define HEADER_SUPERTUX_VIDEO_GL_RENDERER_HPP
 
 #include "math/size.hpp"
+#include "video/drawing_request.hpp"
 #include "video/renderer.hpp"
 
+#include "SDL.h"
+#include <math.h>
+
+namespace {
+
+inline void intern_draw(float left, float top, float right, float bottom,
+                        float uv_left, float uv_top,
+                        float uv_right, float uv_bottom,
+                        float angle, float alpha,
+                        const Color& color,
+                        const Blend& blend,
+                        DrawingEffect effect)
+{
+  if(effect & HORIZONTAL_FLIP)
+    std::swap(uv_left, uv_right);
+
+  if(effect & VERTICAL_FLIP)
+    std::swap(uv_top, uv_bottom);
+
+  glBlendFunc(blend.sfactor, blend.dfactor);
+  glColor4f(color.red, color.green, color.blue, color.alpha * alpha);
+
+  // unrotated blit
+  if (angle == 0.0f) {
+    float vertices[] = {
+      left, top,
+      right, top,
+      right, bottom,
+      left, bottom,
+    };
+    glVertexPointer(2, GL_FLOAT, 0, vertices);
+
+    float uvs[] = {
+      uv_left, uv_top,
+      uv_right, uv_top,
+      uv_right, uv_bottom,
+      uv_left, uv_bottom,
+    };
+    glTexCoordPointer(2, GL_FLOAT, 0, uvs);
+
+    glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
+  } else {
+    // rotated blit
+    float center_x = (left + right) / 2;
+    float center_y = (top + bottom) / 2;
+
+    float sa = sinf(angle/180.0f*M_PI);
+    float ca = cosf(angle/180.0f*M_PI);
+
+    left  -= center_x;
+    right -= center_x;
+
+    top    -= center_y;
+    bottom -= center_y;
+
+    float vertices[] = {
+      left*ca - top*sa + center_x, left*sa + top*ca + center_y,
+      right*ca - top*sa + center_x, right*sa + top*ca + center_y,
+      right*ca - bottom*sa + center_x, right*sa + bottom*ca + center_y,
+      left*ca - bottom*sa + center_x, left*sa + bottom*ca + center_y
+    };
+    glVertexPointer(2, GL_FLOAT, 0, vertices);
+
+    float uvs[] = {
+      uv_left, uv_top,
+      uv_right, uv_top,
+      uv_right, uv_bottom,
+      uv_left, uv_bottom,
+    };
+    glTexCoordPointer(2, GL_FLOAT, 0, uvs);
+
+    glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
+  }
+
+  // FIXME: find a better way to restore the blend mode
+  glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
+  glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+}
+
+} // namespace
+
+
+
 class GLRenderer : public Renderer
 {
 private:
+  SDL_Window* window;
+  SDL_GLContext glcontext;
+  SDL_Rect viewport;
   Size desktop_size;
-  Size screen_size;
   bool fullscreen_active;
 
+  GLuint last_texture;
+
 public:
   GLRenderer();
   ~GLRenderer();
 
   void draw_surface(const DrawingRequest& request);
   void draw_surface_part(const DrawingRequest& request);
-  void draw_text(const DrawingRequest& request);
   void draw_gradient(const DrawingRequest& request);
   void draw_filled_rect(const DrawingRequest& request);
   void draw_inverse_ellipse(const DrawingRequest& request);
@@ -41,7 +128,14 @@ public:
   void flip();
   void resize(int w, int h);
   void apply_config();
-  void apply_video_mode(const Size& size, bool fullscreen);
+  void apply_video_mode();
+  Vector to_logical(int physical_x, int physical_y);
+  void set_gamma(float gamma);
+  SDL_Window* get_window() const { return window; }
+
+private:
+  GLRenderer(const GLRenderer&) = delete;
+  GLRenderer& operator=(const GLRenderer&) = delete;
 };
 
 #endif