#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;
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