New grow and skid sounds from remaxim
[supertux.git] / src / video / gl_renderer.cpp
index 6fb6480..c861595 100644 (file)
 #include "obstack/obstackpp.hpp"
 #define LIGHTMAP_DIV 5
 
-namespace
+#ifdef GL_VERSION_ES_CM_1_0
+#  define glOrtho glOrthof
+#endif
+
+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);
-    }
 
+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);
+
+  // unrotated blit
+  glBlendFunc(blend.sfactor, blend.dfactor);
+  glColor4f(color.red, color.green, color.blue, color.alpha * alpha);
+  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;
 
@@ -73,276 +102,580 @@ namespace
     top    -= center_y;
     bottom -= center_y;
 
-    glBlendFunc(blend.sfactor, blend.dfactor);
-    glColor4f(color.red, color.green, color.blue, color.alpha * alpha);
-    glBegin(GL_QUADS);
-    glTexCoord2f(uv_left, uv_top);
-    glVertex2f(left*ca - top*sa + center_x,
-               left*sa + top*ca + center_y);
-
-    glTexCoord2f(uv_right, uv_top);
-    glVertex2f(right*ca - top*sa + center_x,
-               right*sa + top*ca + center_y);
-
-    glTexCoord2f(uv_right, uv_bottom);
-    glVertex2f(right*ca - bottom*sa + center_x,
-               right*sa + bottom*ca + center_y);
-
-    glTexCoord2f(uv_left, uv_bottom);
-    glVertex2f(left*ca - bottom*sa + center_x,
-               left*sa + bottom*ca + center_y);
-    glEnd();
-
-    // 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);
+    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 GL
+}
+
+namespace GL {
+
+Renderer::Renderer()
+  : desktop_width(-1),
+    desktop_height(-1)
 {
-  Renderer::Renderer()
-  {
-    if(texture_manager != 0)
-      texture_manager->save_textures();
+  ::Renderer::instance_ = this;
+
+#if SDL_MAJOR_VERSION > 1 || SDL_MINOR_VERSION > 2 || (SDL_MINOR_VERSION == 2 && SDL_PATCHLEVEL >= 10)
+  // unfortunately only newer SDLs have these infos.
+  // This must be called before SDL_SetVideoMode() or it will return
+  // the window size instead of the desktop size.
+  const SDL_VideoInfo *info = SDL_GetVideoInfo();
+  if (info)
+    {
+      desktop_width  = info->current_w;
+      desktop_height = info->current_h;     
+    }
+#endif
+
+  if(texture_manager != 0)
+    texture_manager->save_textures();
 
-    if(config->try_vsync) {
-      /* we want vsync for smooth scrolling */
+#ifdef SDL_GL_SWAP_CONTROL
+  if(config->try_vsync) {
+    /* we want vsync for smooth scrolling */
     SDL_GL_SetAttribute(SDL_GL_SWAP_CONTROL, 1);
-    }
+  }
+#endif
 
-    SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
-    SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 5);
-    SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 5);
-    SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 5);
+  SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
 
-    int flags = SDL_OPENGL;
-    if(config->use_fullscreen)
+  // FIXME: Hu? 16bit rendering?
+  SDL_GL_SetAttribute(SDL_GL_RED_SIZE,   5);
+  SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 5);
+  SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE,  5);
+
+  int flags = SDL_OPENGL;
+  int width;
+  int height;
+
+  if(config->use_fullscreen)
+    {
       flags |= SDL_FULLSCREEN;
-    int width = config->screenwidth;
-    int height = config->screenheight;
-    int bpp = 0;
-
-    SDL_Surface *screen = SDL_SetVideoMode(width, height, bpp, flags);
-    if(screen == 0) {
-      std::stringstream msg;
-      msg << "Couldn't set video mode (" << width << "x" << height
-          << "-" << bpp << "bpp): " << SDL_GetError();
-      throw std::runtime_error(msg.str());
+      width  = config->fullscreen_width;
+      height = config->fullscreen_height;
+    }
+  else
+    {
+//      flags |= SDL_RESIZABLE;
+      width  = config->window_width;
+      height = config->window_height;
     }
 
-    // setup opengl state and transform
-    glDisable(GL_DEPTH_TEST);
-    glDisable(GL_CULL_FACE);
-    glEnable(GL_TEXTURE_2D);
-    glEnable(GL_BLEND);
-    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-
-    glViewport(0, 0, screen->w, screen->h);
-    glMatrixMode(GL_PROJECTION);
-    glLoadIdentity();
-    // logical resolution here not real monitor resolution
-    glOrtho(0, SCREEN_WIDTH, SCREEN_HEIGHT, 0, -1.0, 1.0);
-    glMatrixMode(GL_MODELVIEW);
-    glLoadIdentity();
-    glTranslatef(0, 0, 0);
-
-    check_gl_error("Setting up view matrices");
-
-
-    if(texture_manager == 0)
-      texture_manager = new TextureManager();
-    else
-      texture_manager->reload_textures();
-  }
-
-  Renderer::~Renderer()
-  {
-  }
+  int bpp = 0;
+  SDL_Surface *screen = SDL_SetVideoMode(width, height, bpp, flags);
 
-  void
-  Renderer::draw_surface(const DrawingRequest& request)
-  {
-    const Surface* surface = (const Surface*) request.request_data;
-    GL::Texture *gltexture = dynamic_cast<GL::Texture *>(surface->get_texture());
-    GL::SurfaceData *surface_data = reinterpret_cast<GL::SurfaceData *>(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);
+  if(screen == 0) {
+    std::stringstream msg;
+    msg << "Couldn't set video mode (" << width << "x" << height
+        << "-" << bpp << "bpp): " << SDL_GetError();
+    throw std::runtime_error(msg.str());
   }
 
-  void
-  Renderer::draw_surface_part(const DrawingRequest& request)
-  {
-    const SurfacePartRequest* surfacepartrequest
-      = (SurfacePartRequest*) request.request_data;
-    const Surface *surface = surfacepartrequest->surface;
-    GL::Texture *gltexture = dynamic_cast<GL::Texture *>(surface->get_texture());
-    GL::SurfaceData *surface_data = reinterpret_cast<GL::SurfaceData *>(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);
-  }
+  // setup opengl state and transform
+  glDisable(GL_DEPTH_TEST);
+  glDisable(GL_CULL_FACE);
+  glEnable(GL_TEXTURE_2D);
+  glEnable(GL_BLEND);
+  glEnableClientState(GL_VERTEX_ARRAY);
+  glEnableClientState(GL_TEXTURE_COORD_ARRAY);
+  glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+
+  // Init the projection matrix, viewport and stuff
+  apply_config();
+  
+  if(texture_manager == 0)
+    texture_manager = new TextureManager();
+  else
+    texture_manager->reload_textures();
+}
 
-  void
-  Renderer::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);
-    glBegin(GL_QUADS);
-    glColor4f(top.red, top.green, top.blue, top.alpha);
-    glVertex2f(0, 0);
-    glVertex2f(SCREEN_WIDTH, 0);
-    glColor4f(bottom.red, bottom.green, bottom.blue, bottom.alpha);
-    glVertex2f(SCREEN_WIDTH, SCREEN_HEIGHT);
-    glVertex2f(0, SCREEN_HEIGHT);
-    glEnd();
-    glEnable(GL_TEXTURE_2D);
-    glColor4f(1, 1, 1, 1);
-  }
+Renderer::~Renderer()
+{
+}
 
-  void
-  Renderer::draw_text(const DrawingRequest& request)
-  {
-    const TextRequest* textrequest = (TextRequest*) request.request_data;
+void
+Renderer::draw_surface(const DrawingRequest& request)
+{
+  const Surface* surface = (const Surface*) request.request_data;
+  GL::Texture *gltexture = dynamic_cast<GL::Texture *>(surface->get_texture());
+  GL::SurfaceData *surface_data = reinterpret_cast<GL::SurfaceData *>(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);
+}
 
-    textrequest->font->draw(this, textrequest->text, request.pos,
-        textrequest->alignment, request.drawing_effect, request.alpha);
-  }
+void
+Renderer::draw_surface_part(const DrawingRequest& request)
+{
+  const SurfacePartRequest* surfacepartrequest
+    = (SurfacePartRequest*) request.request_data;
+  const Surface *surface = surfacepartrequest->surface;
+  GL::Texture *gltexture = dynamic_cast<GL::Texture *>(surface->get_texture());
+  GL::SurfaceData *surface_data = reinterpret_cast<GL::SurfaceData *>(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,
+              request.color,
+              Blend(),
+              request.drawing_effect);
+}
 
-  void
-  Renderer::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);
-
-    glBegin(GL_QUADS);
-    glVertex2f(x, y);
-    glVertex2f(x+w, y);
-    glVertex2f(x+w, y+h);
-    glVertex2f(x, y+h);
-    glEnd();
-    glEnable(GL_TEXTURE_2D);
-    glColor4f(1, 1, 1, 1);
-  }
+void
+Renderer::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);
+  glDisableClientState(GL_TEXTURE_COORD_ARRAY);
+  glEnableClientState(GL_COLOR_ARRAY);
+
+  float vertices[] = {
+    0, 0,
+    SCREEN_WIDTH, 0,
+    SCREEN_WIDTH, SCREEN_HEIGHT,
+    0, 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);
+
+  glDisableClientState(GL_COLOR_ARRAY);
+  glEnableClientState(GL_TEXTURE_COORD_ARRAY);
+
+  glEnable(GL_TEXTURE_2D);
+  glColor4f(1, 1, 1, 1);
+}
 
-  void 
-  Renderer::do_take_screenshot()
-  {
-    // [Christoph] TODO: Yes, this method also takes care of the actual disk I/O. Split it?
-
-    SDL_Surface *shot_surf;
-    // create surface to hold screenshot
-    #if SDL_BYTEORDER == SDL_BIG_ENDIAN
-    shot_surf = SDL_CreateRGBSurface(SDL_SWSURFACE, SCREEN_WIDTH, SCREEN_HEIGHT, 24, 0x00FF0000, 0x0000FF00, 0x000000FF, 0);
-    #else
-    shot_surf = SDL_CreateRGBSurface(SDL_SWSURFACE, SCREEN_WIDTH, SCREEN_HEIGHT, 24, 0x000000FF, 0x0000FF00, 0x00FF0000, 0);
-    #endif
-    if (!shot_surf) {
-      log_warning << "Could not create RGB Surface to contain screenshot" << std::endl;
-      return;
+void
+Renderer::draw_filled_rect(const DrawingRequest& request)
+{
+  const FillRectRequest* fillrectrequest
+    = (FillRectRequest*) request.request_data;
+
+  glDisable(GL_TEXTURE_2D);
+  glColor4f(fillrectrequest->color.red, fillrectrequest->color.green,
+            fillrectrequest->color.blue, fillrectrequest->color.alpha);
+  glDisableClientState(GL_TEXTURE_COORD_ARRAY);
+  
+  if (fillrectrequest->radius != 0.0f)
+    {
+      // draw round rect
+      // Keep radius in the limits, so that we get a circle instead of
+      // just graphic junk
+      float radius = std::min(fillrectrequest->radius,
+                              std::min(fillrectrequest->size.x/2,
+                                       fillrectrequest->size.y/2));
+
+      // inner rectangle
+      Rect irect(request.pos.x    + radius,
+                 request.pos.y    + radius,
+                 request.pos.x + fillrectrequest->size.x - radius,
+                 request.pos.y + fillrectrequest->size.y - radius);
+
+
+      int n = 8;
+      int p = 0;
+      float vertices[(n+1) * 4 * 2];
+
+      for(int i = 0; i <= n; ++i)
+        {
+          float x = sinf(i * (M_PI/2) / n) * radius;
+          float y = cosf(i * (M_PI/2) / n) * radius;
+
+          vertices[p++] = irect.get_left() - x;
+          vertices[p++] = irect.get_top()  - y;
+
+          vertices[p++] = irect.get_right() + x;
+          vertices[p++] = irect.get_top()   - y;
+        }
+
+      for(int i = 0; i <= n; ++i)
+        {
+          float x = cosf(i * (M_PI/2) / n) * radius;
+          float y = sinf(i * (M_PI/2) / n) * radius;
+
+          vertices[p++] = irect.get_left()   - x;
+          vertices[p++] = irect.get_bottom() + y;
+
+          vertices[p++] = irect.get_right()  + x;
+          vertices[p++] = irect.get_bottom() + y;
+        }
+
+      glVertexPointer(2, GL_FLOAT, 0, vertices);
+      glDrawArrays(GL_TRIANGLE_STRIP, 0,  sizeof(vertices)/sizeof(float)/2);
+    }
+  else
+    {
+      float x = request.pos.x;
+      float y = request.pos.y;
+      float w = fillrectrequest->size.x;
+      float h = fillrectrequest->size.y;
+
+      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);
     }
 
-    // read pixels into array
-    char* pixels = new char[3 * SCREEN_WIDTH * SCREEN_HEIGHT];
-    if (!pixels) {
-      log_warning << "Could not allocate memory to store screenshot" << std::endl;
-      SDL_FreeSurface(shot_surf);
-      return;
+  glEnableClientState(GL_TEXTURE_COORD_ARRAY);
+  glEnable(GL_TEXTURE_2D);
+  glColor4f(1, 1, 1, 1);
+}
+
+void
+Renderer::draw_inverse_ellipse(const DrawingRequest& request)
+{
+  const InverseEllipseRequest* ellipse = (InverseEllipseRequest*)request.request_data;
+
+  glDisable(GL_TEXTURE_2D);
+  glColor4f(ellipse->color.red,  ellipse->color.green,
+            ellipse->color.blue, ellipse->color.alpha);
+    
+  float x = request.pos.x;
+  float y = request.pos.y;
+  float w = ellipse->size.x/2.0f;
+  float h = ellipse->size.y/2.0f;
+
+  static const int slices = 16;
+  static const int points = (slices+1) * 12;
+
+  float vertices[points * 2];
+  int   p = 0;
+
+  // Bottom
+  vertices[p++] = SCREEN_WIDTH; vertices[p++] = SCREEN_HEIGHT;
+  vertices[p++] = 0;            vertices[p++] = SCREEN_HEIGHT;
+  vertices[p++] = x;            vertices[p++] = y+h;
+
+  // Top
+  vertices[p++] = SCREEN_WIDTH; vertices[p++] = 0;
+  vertices[p++] = 0;            vertices[p++] = 0;
+  vertices[p++] = x;            vertices[p++] = y-h;
+
+  // Left
+  vertices[p++] = SCREEN_WIDTH; vertices[p++] = 0;
+  vertices[p++] = SCREEN_WIDTH; vertices[p++] = SCREEN_HEIGHT;
+  vertices[p++] = x+w;          vertices[p++] = y;
+
+  // Right
+  vertices[p++] = 0;            vertices[p++] = 0;
+  vertices[p++] = 0;            vertices[p++] = SCREEN_HEIGHT;
+  vertices[p++] = x-w;          vertices[p++] = y;
+
+  for(int i = 0; i < slices; ++i)
+    {
+      float ex1 = sinf(M_PI/2 / slices * i) * w;
+      float ey1 = cosf(M_PI/2 / slices * i) * h;
+
+      float ex2 = sinf(M_PI/2 / slices * (i+1)) * w;
+      float ey2 = cosf(M_PI/2 / slices * (i+1)) * h;
+
+      // Bottom/Right
+      vertices[p++] = SCREEN_WIDTH; vertices[p++] = SCREEN_HEIGHT;
+      vertices[p++] = x + ex1;      vertices[p++] = y + ey1;
+      vertices[p++] = x + ex2;      vertices[p++] = y + ey2;
+
+      // Top/Left
+      vertices[p++] = 0;            vertices[p++] = 0;
+      vertices[p++] = x - ex1;      vertices[p++] = y - ey1;
+      vertices[p++] = x - ex2;      vertices[p++] = y - ey2;
+
+      // Top/Right
+      vertices[p++] = SCREEN_WIDTH; vertices[p++] = 0;
+      vertices[p++] = x + ex1;      vertices[p++] = y - ey1;
+      vertices[p++] = x + ex2;      vertices[p++] = y - ey2;
+
+      // Bottom/Left
+      vertices[p++] = 0;            vertices[p++] = SCREEN_HEIGHT;
+      vertices[p++] = x - ex1;      vertices[p++] = y + ey1;
+      vertices[p++] = x - ex2;      vertices[p++] = y + ey2;
     }
-    glReadPixels(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, GL_RGB, GL_UNSIGNED_BYTE, pixels);
 
-    // copy array line-by-line
-    for (int i = 0; i < SCREEN_HEIGHT; i++) {
-      char* src = pixels + (3 * SCREEN_WIDTH * (SCREEN_HEIGHT - i - 1));
-      if(SDL_MUSTLOCK(shot_surf))
+  glDisableClientState(GL_TEXTURE_COORD_ARRAY);
+  glVertexPointer(2, GL_FLOAT, 0, vertices);
+
+  glDrawArrays(GL_TRIANGLES, 0, points);
+
+  glEnableClientState(GL_TEXTURE_COORD_ARRAY);
+
+  glEnable(GL_TEXTURE_2D);
+  glColor4f(1, 1, 1, 1);    
+}
+
+void 
+Renderer::do_take_screenshot()
+{
+  // [Christoph] TODO: Yes, this method also takes care of the actual disk I/O. Split it?
+
+  SDL_Surface *shot_surf;
+  // create surface to hold screenshot
+#if SDL_BYTEORDER == SDL_BIG_ENDIAN
+  shot_surf = SDL_CreateRGBSurface(SDL_SWSURFACE, SCREEN_WIDTH, SCREEN_HEIGHT, 24, 0x00FF0000, 0x0000FF00, 0x000000FF, 0);
+#else
+  shot_surf = SDL_CreateRGBSurface(SDL_SWSURFACE, SCREEN_WIDTH, SCREEN_HEIGHT, 24, 0x000000FF, 0x0000FF00, 0x00FF0000, 0);
+#endif
+  if (!shot_surf) {
+    log_warning << "Could not create RGB Surface to contain screenshot" << std::endl;
+    return;
+  }
+
+  // read pixels into array
+  char* pixels = new char[3 * SCREEN_WIDTH * SCREEN_HEIGHT];
+  if (!pixels) {
+    log_warning << "Could not allocate memory to store screenshot" << std::endl;
+    SDL_FreeSurface(shot_surf);
+    return;
+  }
+  glReadPixels(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, GL_RGB, GL_UNSIGNED_BYTE, pixels);
+
+  // copy array line-by-line
+  for (int i = 0; i < SCREEN_HEIGHT; i++) {
+    char* src = pixels + (3 * SCREEN_WIDTH * (SCREEN_HEIGHT - i - 1));
+    if(SDL_MUSTLOCK(shot_surf))
       {
         SDL_LockSurface(shot_surf);
       }
-      char* dst = ((char*)shot_surf->pixels) + i * shot_surf->pitch;
-      memcpy(dst, src, 3 * SCREEN_WIDTH);
-      if(SDL_MUSTLOCK(shot_surf))
+    char* dst = ((char*)shot_surf->pixels) + i * shot_surf->pitch;
+    memcpy(dst, src, 3 * SCREEN_WIDTH);
+    if(SDL_MUSTLOCK(shot_surf))
       {
         SDL_UnlockSurface(shot_surf);
       }
-    }
+  }
 
-    // free array
-    delete[](pixels);
-
-    // save screenshot
-    static const std::string writeDir = PHYSFS_getWriteDir();
-    static const std::string dirSep = PHYSFS_getDirSeparator();
-    static const std::string baseName = "screenshot";
-    static const std::string fileExt = ".bmp";
-    std::string fullFilename;
-    for (int num = 0; num < 1000; num++) {
-      std::ostringstream oss;
-      oss << baseName;
-      oss << std::setw(3) << std::setfill('0') << num;
-      oss << fileExt;
-      std::string fileName = oss.str();
-      fullFilename = writeDir + dirSep + fileName;
-      if (!PHYSFS_exists(fileName.c_str())) {
-        SDL_SaveBMP(shot_surf, fullFilename.c_str());
-        log_debug << "Wrote screenshot to \"" << fullFilename << "\"" << std::endl;
-        SDL_FreeSurface(shot_surf);
-        return;
-      }
+  // free array
+  delete[](pixels);
+
+  // save screenshot
+  static const std::string writeDir = PHYSFS_getWriteDir();
+  static const std::string dirSep = PHYSFS_getDirSeparator();
+  static const std::string baseName = "screenshot";
+  static const std::string fileExt = ".bmp";
+  std::string fullFilename;
+  for (int num = 0; num < 1000; num++) {
+    std::ostringstream oss;
+    oss << baseName;
+    oss << std::setw(3) << std::setfill('0') << num;
+    oss << fileExt;
+    std::string fileName = oss.str();
+    fullFilename = writeDir + dirSep + fileName;
+    if (!PHYSFS_exists(fileName.c_str())) {
+      SDL_SaveBMP(shot_surf, fullFilename.c_str());
+      log_debug << "Wrote screenshot to \"" << fullFilename << "\"" << std::endl;
+      SDL_FreeSurface(shot_surf);
+      return;
     }
-    log_warning << "Did not save screenshot, because all files up to \"" << fullFilename << "\" already existed" << std::endl;
-    SDL_FreeSurface(shot_surf);
   }
+  log_warning << "Did not save screenshot, because all files up to \"" << fullFilename << "\" already existed" << std::endl;
+  SDL_FreeSurface(shot_surf);
+}
 
-  void
-  Renderer::flip()
-  {
-    assert_gl("drawing");
-    SDL_GL_SwapBuffers();
-  }
+void
+Renderer::flip()
+{
+  assert_gl("drawing");
+  SDL_GL_SwapBuffers();
 }
 
+void
+Renderer::resize(int w, int h)
+{
+  // This causes the screen to go black, which is annoying, but seems
+  // unavoidable with SDL at the moment
+  SDL_SetVideoMode(w, h, 0, SDL_OPENGL /*| SDL_RESIZABLE*/);
+
+  config->window_width  = w;
+  config->window_height = h;
+
+  apply_config();
+}
+
+void
+Renderer::apply_config()
+{    
+  if (0)
+    {
+      std::cout << "Applying Config:" 
+                << "\n  Desktop: " << desktop_width << "x" << desktop_height
+                << "\n  Window:  " << config->window_width << "x" << config->window_height
+                << "\n  FullRes: " << config->fullscreen_width << "x" << config->fullscreen_height
+                << "\n  Aspect:  " << config->aspect_width << ":" << config->aspect_height
+                << "\n  Magnif:  " << config->magnification
+                << std::endl;
+    }
+
+  int w,h;
+  float target_aspect = float(desktop_width) / desktop_height;
+  
+  if (config->aspect_width != 0 && config->aspect_height != 0)
+    target_aspect = float(config->aspect_width) / float(config->aspect_height);
+
+  float desktop_aspect = 4.0f / 3.0f; // random default fallback guess
+  
+  if (desktop_width != -1 && desktop_height != -1)
+    {
+      desktop_aspect = float(desktop_width) / float(desktop_height);
+    }
+
+  // Get the screen width
+  if (config->use_fullscreen)
+    {
+      w = config->fullscreen_width;
+      h = config->fullscreen_height;
+      desktop_aspect = float(w) / float(h);
+    }
+  else
+    {
+      w = config->window_width;        
+      h = config->window_height;
+    }
+
+  if (target_aspect > 1.0f)
+    {
+      SCREEN_WIDTH  = static_cast<int>(w * (target_aspect / desktop_aspect));
+      SCREEN_HEIGHT = static_cast<int>(h);
+    }
+  else
+    {
+      SCREEN_WIDTH  = static_cast<int>(w);
+      SCREEN_HEIGHT = static_cast<int>(h  * (target_aspect / desktop_aspect));
+    }
+
+  int max_width  = 1600; // FIXME: Maybe 1920 is ok too
+  int max_height = 1200;
+
+  if (config->magnification == 0.0f) // Magic value that means 'minfill'
+    {
+      // This scales SCREEN_WIDTH/SCREEN_HEIGHT so that they never excede
+      // max_width/max_height
+      if (SCREEN_WIDTH > max_width || SCREEN_HEIGHT > max_height)
+        {
+          float scale1  = float(max_width)/SCREEN_WIDTH;
+          float scale2  = float(max_height)/SCREEN_HEIGHT;
+          float scale   = (scale1 < scale2) ? scale1 : scale2;
+          SCREEN_WIDTH  = static_cast<int>(SCREEN_WIDTH  * scale);
+          SCREEN_HEIGHT = static_cast<int>(SCREEN_HEIGHT * scale);
+        }
+
+      glViewport(0, 0, w, h);
+    }
+  else
+    {
+      SCREEN_WIDTH  = static_cast<int>(SCREEN_WIDTH  / config->magnification);
+      SCREEN_HEIGHT = static_cast<int>(SCREEN_HEIGHT / config->magnification);
+
+      // This works by adding black borders around the screen to limit
+      // SCREEN_WIDTH/SCREEN_HEIGHT to max_width/max_height
+      int nw = w;
+      int nh = h;
+
+      if (SCREEN_WIDTH > max_width)
+        {
+          nw = static_cast<int>((float) nw * float(max_width)/SCREEN_WIDTH);
+          SCREEN_WIDTH = static_cast<int>(max_width);
+        }
+
+      if (SCREEN_HEIGHT > max_height)
+        {
+          nh = static_cast<int>((float) nh * float(max_height)/SCREEN_HEIGHT);
+          SCREEN_HEIGHT = static_cast<int>(max_height);
+        }
+
+      // Clear both buffers so that we get a clean black border without junk
+      glClear(GL_COLOR_BUFFER_BIT);
+      SDL_GL_SwapBuffers();
+      glClear(GL_COLOR_BUFFER_BIT);
+      SDL_GL_SwapBuffers();
+
+      if (0)
+        std::cout << (w-nw)/2 << " "
+                  << (h-nh)/2 << " "
+                  << nw << "x" << nh << std::endl;
+
+      glViewport(std::max(0, (w-nw)/2), 
+                 std::max(0, (h-nh)/2), 
+                 std::min(nw, w),
+                 std::min(nh, h));
+    }
+
+  if (0)
+    std::cout << "  -> " << SCREEN_WIDTH << "x" << SCREEN_HEIGHT << std::endl;
+
+  glMatrixMode(GL_PROJECTION);
+  glLoadIdentity();
+
+  glOrtho(0, SCREEN_WIDTH, SCREEN_HEIGHT, 0, -1, 1);
+
+  glMatrixMode(GL_MODELVIEW);
+  glLoadIdentity();
+  glTranslatef(0, 0, 0);
+  check_gl_error("Setting up view matrices");
+}
+
+} // namespace GL
+
 #endif