Moved all duplicated drawing code from GLLightmap and GLRenderer into new GLPainter...
authorIngo Ruhnke <grumbel@gmail.com>
Sat, 16 Aug 2014 20:43:40 +0000 (22:43 +0200)
committerIngo Ruhnke <grumbel@gmail.com>
Sat, 16 Aug 2014 20:43:40 +0000 (22:43 +0200)
src/video/gl/gl_lightmap.cpp
src/video/gl/gl_lightmap.hpp
src/video/gl/gl_painter.cpp [new file with mode: 0644]
src/video/gl/gl_painter.hpp [new file with mode: 0644]
src/video/gl/gl_renderer.cpp
src/video/gl/gl_renderer.hpp

index 4104181..a0ce5e4 100644 (file)
@@ -32,8 +32,9 @@
 #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"
@@ -148,123 +149,31 @@ GLLightmap::do_draw()
 void
 GLLightmap::draw_surface(const DrawingRequest& request)
 {
-  const Surface* surface = static_cast<const SurfaceRequest*>(request.request_data)->surface;
-  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->srcrect.p1.x) / surface->get_width();
-  float uv_top = surface_data->get_uv_top() + (uv_height * surfacepartrequest->srcrect.p1.y) / surface->get_height();
-  float uv_right = surface_data->get_uv_left() + (uv_width * surfacepartrequest->srcrect.p2.x) / surface->get_width();
-  float uv_bottom = surface_data->get_uv_top() + (uv_height * surfacepartrequest->srcrect.p2.y) / surface->get_height();
-
-  glBindTexture(GL_TEXTURE_2D, gltexture->get_handle());
-  intern_draw(request.pos.x, request.pos.y,
-              request.pos.x + surfacepartrequest->dstsize.width,
-              request.pos.y + surfacepartrequest->dstsize.height,
-              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
index b440639..0cd473c 100644 (file)
@@ -36,6 +36,7 @@ public:
   void draw_surface_part(const DrawingRequest& request);
   void draw_gradient(const DrawingRequest& request);
   void draw_filled_rect(const DrawingRequest& request);
+  void draw_inverse_ellipse(const DrawingRequest& request);
   void get_light(const DrawingRequest& request) const;
 
 private:
diff --git a/src/video/gl/gl_painter.cpp b/src/video/gl/gl_painter.cpp
new file mode 100644 (file)
index 0000000..3617dde
--- /dev/null
@@ -0,0 +1,374 @@
+//  SuperTux
+//  Copyright (C) 2014 Ingo Ruhnke <grumbel@gmail.com>
+//
+//  This program is free software: you can redistribute it and/or modify
+//  it under the terms of the GNU General Public License as published by
+//  the Free Software Foundation, either version 3 of the License, or
+//  (at your option) any later version.
+//
+//  This program is distributed in the hope that it will be useful,
+//  but WITHOUT ANY WARRANTY; without even the implied warranty of
+//  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+//  GNU General Public License for more details.
+//
+//  You should have received a copy of the GNU General Public License
+//  along with this program.  If not, see <http://www.gnu.org/licenses/>.
+
+#include "video/gl/gl_painter.hpp"
+
+#include "video/drawing_request.hpp"
+#include "video/gl/gl_surface_data.hpp"
+#include "video/gl/gl_texture.hpp"
+
+GLuint GLPainter::last_texture = static_cast<GLuint>(-1);
+
+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
+
+void
+GLPainter::draw_surface(const DrawingRequest& request)
+{
+  const Surface* surface = static_cast<const SurfaceRequest*>(request.request_data)->surface;
+  if(surface == NULL)
+  {
+    return;
+  }
+  GLTexture* gltexture = static_cast<GLTexture*>(surface->get_texture().get());
+  if(gltexture == NULL)
+  {
+    return;
+  }
+  GLSurfaceData *surface_data = static_cast<GLSurfaceData*>(surface->get_surface_data());
+  if(surface_data == NULL)
+  {
+    return;
+  }
+
+  GLuint th = gltexture->get_handle();
+  if (th != last_texture) {
+    last_texture = th;
+    glBindTexture(GL_TEXTURE_2D, th);
+  }
+  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);
+}
+
+void
+GLPainter::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->srcrect.p1.x) / surface->get_width();
+  float uv_top = surface_data->get_uv_top() + (uv_height * surfacepartrequest->srcrect.p1.y) / surface->get_height();
+  float uv_right = surface_data->get_uv_left() + (uv_width * surfacepartrequest->srcrect.p2.x) / surface->get_width();
+  float uv_bottom = surface_data->get_uv_top() + (uv_height * surfacepartrequest->srcrect.p2.y) / surface->get_height();
+
+  GLuint th = gltexture->get_handle();
+  if (th != last_texture) {
+    last_texture = th;
+    glBindTexture(GL_TEXTURE_2D, th);
+  }
+  intern_draw(request.pos.x, request.pos.y,
+              request.pos.x + surfacepartrequest->dstsize.width,
+              request.pos.y + surfacepartrequest->dstsize.height,
+              uv_left,
+              uv_top,
+              uv_right,
+              uv_bottom,
+              0.0,
+              request.alpha,
+              request.color,
+              Blend(),
+              request.drawing_effect);
+}
+
+void
+GLPainter::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,
+    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);
+
+  glDisableClientState(GL_COLOR_ARRAY);
+  glEnableClientState(GL_TEXTURE_COORD_ARRAY);
+
+  glEnable(GL_TEXTURE_2D);
+  glColor4f(1, 1, 1, 1);
+}
+
+void
+GLPainter::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
+    Rectf 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;
+    std::vector<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.begin());
+    glDrawArrays(GL_TRIANGLE_STRIP, 0,  vertices.size()/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);
+  }
+
+  glEnableClientState(GL_TEXTURE_COORD_ARRAY);
+  glEnable(GL_TEXTURE_2D);
+  glColor4f(1, 1, 1, 1);
+}
+
+void
+GLPainter::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;
+  }
+
+  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);
+}
+
+/* EOF */
diff --git a/src/video/gl/gl_painter.hpp b/src/video/gl/gl_painter.hpp
new file mode 100644 (file)
index 0000000..3b006af
--- /dev/null
@@ -0,0 +1,46 @@
+//  SuperTux
+//  Copyright (C) 2014 Ingo Ruhnke <grumbel@gmail.com>
+//
+//  This program is free software: you can redistribute it and/or modify
+//  it under the terms of the GNU General Public License as published by
+//  the Free Software Foundation, either version 3 of the License, or
+//  (at your option) any later version.
+//
+//  This program is distributed in the hope that it will be useful,
+//  but WITHOUT ANY WARRANTY; without even the implied warranty of
+//  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+//  GNU General Public License for more details.
+//
+//  You should have received a copy of the GNU General Public License
+//  along with this program.  If not, see <http://www.gnu.org/licenses/>.
+
+#ifndef HEADER_SUPERTUX_VIDEO_GL_GL_PAINTER_HPP
+#define HEADER_SUPERTUX_VIDEO_GL_GL_PAINTER_HPP
+
+#include <GL/glew.h>
+#include "SDL_opengl.h"
+
+class DrawingRequest;
+
+class GLPainter
+{
+private:
+  static GLuint last_texture;
+
+public:
+  GLPainter();
+
+  static void draw_surface(const DrawingRequest& request);
+  static void draw_surface_part(const DrawingRequest& request);
+  static void draw_gradient(const DrawingRequest& request);
+  static void draw_filled_rect(const DrawingRequest& request);
+  static void draw_inverse_ellipse(const DrawingRequest& request);
+
+private:
+  GLPainter(const GLPainter&) = delete;
+  GLPainter& operator=(const GLPainter&) = delete;
+};
+
+#endif
+
+/* EOF */
index 15fcafe..03dadff 100644 (file)
@@ -25,6 +25,7 @@
 #include "supertux/gameconfig.hpp"
 #include "supertux/globals.hpp"
 #include "video/drawing_request.hpp"
+#include "video/gl/gl_painter.hpp"
 #include "video/gl/gl_surface_data.hpp"
 #include "video/gl/gl_texture.hpp"
 #include "video/util.hpp"
@@ -40,8 +41,7 @@ GLRenderer::GLRenderer() :
   glcontext(),
   viewport(),
   desktop_size(0, 0),
-  fullscreen_active(false),
-  last_texture(static_cast<GLuint> (-1))
+  fullscreen_active(false)
 {
   Renderer::instance_ = this;
 
@@ -109,277 +109,6 @@ GLRenderer::~GLRenderer()
 }
 
 void
-GLRenderer::draw_surface(const DrawingRequest& request)
-{
-  const Surface* surface = static_cast<const SurfaceRequest*>(request.request_data)->surface;
-  if(surface == NULL)
-  {
-    return;
-  }
-  GLTexture* gltexture = static_cast<GLTexture*>(surface->get_texture().get());
-  if(gltexture == NULL)
-  {
-    return;
-  }
-  GLSurfaceData *surface_data = static_cast<GLSurfaceData*>(surface->get_surface_data());
-  if(surface_data == NULL)
-  {
-    return;
-  }
-
-  GLuint th = gltexture->get_handle();
-  if (th != last_texture) {
-    last_texture = th;
-    glBindTexture(GL_TEXTURE_2D, th);
-  }
-  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);
-}
-
-void
-GLRenderer::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->srcrect.p1.x) / surface->get_width();
-  float uv_top = surface_data->get_uv_top() + (uv_height * surfacepartrequest->srcrect.p1.y) / surface->get_height();
-  float uv_right = surface_data->get_uv_left() + (uv_width * surfacepartrequest->srcrect.p2.x) / surface->get_width();
-  float uv_bottom = surface_data->get_uv_top() + (uv_height * surfacepartrequest->srcrect.p2.y) / surface->get_height();
-
-  GLuint th = gltexture->get_handle();
-  if (th != last_texture) {
-    last_texture = th;
-    glBindTexture(GL_TEXTURE_2D, th);
-  }
-  intern_draw(request.pos.x, request.pos.y,
-              request.pos.x + surfacepartrequest->dstsize.width,
-              request.pos.y + surfacepartrequest->dstsize.height,
-              uv_left,
-              uv_top,
-              uv_right,
-              uv_bottom,
-              0.0,
-              request.alpha,
-              request.color,
-              Blend(),
-              request.drawing_effect);
-}
-
-void
-GLRenderer::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,
-    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);
-
-  glDisableClientState(GL_COLOR_ARRAY);
-  glEnableClientState(GL_TEXTURE_COORD_ARRAY);
-
-  glEnable(GL_TEXTURE_2D);
-  glColor4f(1, 1, 1, 1);
-}
-
-void
-GLRenderer::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
-    Rectf 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;
-    std::vector<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.begin());
-    glDrawArrays(GL_TRIANGLE_STRIP, 0,  vertices.size()/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);
-  }
-
-  glEnableClientState(GL_TEXTURE_COORD_ARRAY);
-  glEnable(GL_TEXTURE_2D);
-  glColor4f(1, 1, 1, 1);
-}
-
-void
-GLRenderer::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;
-  }
-
-  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
 GLRenderer::do_take_screenshot()
 {
   // [Christoph] TODO: Yes, this method also takes care of the actual disk I/O. Split it?
@@ -622,6 +351,36 @@ GLRenderer::apply_video_mode()
   }
 }
 
+void
+GLRenderer::draw_surface(const DrawingRequest& request)
+{
+  GLPainter::draw_surface(request);
+}
+
+void
+GLRenderer::draw_surface_part(const DrawingRequest& request)
+{
+  GLPainter::draw_surface_part(request);
+}
+
+void
+GLRenderer::draw_gradient(const DrawingRequest& request)
+{
+  GLPainter::draw_gradient(request);
+}
+
+void
+GLRenderer::draw_filled_rect(const DrawingRequest& request)
+{
+  GLPainter::draw_filled_rect(request);
+}
+
+void
+GLRenderer::draw_inverse_ellipse(const DrawingRequest& request)
+{
+  GLPainter::draw_inverse_ellipse(request);
+}
+
 Vector
 GLRenderer::to_logical(int physical_x, int physical_y)
 {
index 13bc6f9..afb7542 100644 (file)
 #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:
@@ -113,8 +33,6 @@ private:
   Size desktop_size;
   bool fullscreen_active;
 
-  GLuint last_texture;
-
 public:
   GLRenderer();
   ~GLRenderer();