Getting rid of nasty tabs
[supertux.git] / src / video / gl_lightmap.cpp
1 //  $Id: gl_lightmap.cpp 5063 2007-05-27 11:32:00Z matzeb $
2 //
3 //  SuperTux
4 //  Copyright (C) 2006 Matthias Braun <matze@braunis.de>
5 //
6 //  This program is free software; you can redistribute it and/or
7 //  modify it under the terms of the GNU General Public License
8 //  as published by the Free Software Foundation; either version 2
9 //  of the License, or (at your option) any later version.
10 //
11 //  This program is distributed in the hope that it will be useful,
12 //  but WITHOUT ANY WARRANTY; without even the implied warranty of
13 //  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
14 //  GNU General Public License for more details.
15 //
16 //  You should have received a copy of the GNU General Public License
17 //  along with this program; if not, write to the Free Software
18 //  Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
19 #include <config.h>
20
21 #ifdef HAVE_OPENGL
22
23 #include <functional>
24 #include <algorithm>
25 #include <cassert>
26 #include <math.h>
27 #include <iostream>
28 #include <SDL_image.h>
29 #include <sstream>
30 #include <iomanip>
31 #include <physfs.h>
32
33 #include "glutil.hpp"
34 #include "gl_lightmap.hpp"
35 #include "gl_surface_data.hpp"
36 #include "drawing_context.hpp"
37 #include "drawing_request.hpp"
38 #include "renderer.hpp"
39 #include "surface.hpp"
40 #include "font.hpp"
41 #include "main.hpp"
42 #include "gameconfig.hpp"
43 #include "gl_texture.hpp"
44 #include "texture_manager.hpp"
45 #include "obstack/obstackpp.hpp"
46
47 namespace
48 {
49
50 inline void intern_draw(float left, float top, float right, float bottom,
51                         float uv_left, float uv_top,
52                         float uv_right, float uv_bottom,
53                         float angle, float alpha,
54                         const Color& color,
55                         const Blend& blend,
56                         DrawingEffect effect)
57 {
58   if(effect & HORIZONTAL_FLIP)
59     std::swap(uv_left, uv_right);
60  
61   if(effect & VERTICAL_FLIP) 
62     std::swap(uv_top, uv_bottom);
63
64   // unrotated blit
65   glBlendFunc(blend.sfactor, blend.dfactor);
66   glColor4f(color.red, color.green, color.blue, color.alpha * alpha);
67  
68   if (angle == 0.0f) {
69     float vertices[] = {
70       left, top,
71       right, top,
72       right, bottom,
73       left, bottom,
74     };
75     glVertexPointer(2, GL_FLOAT, 0, vertices);
76
77     float uvs[] = {
78       uv_left, uv_top,
79       uv_right, uv_top,
80       uv_right, uv_bottom,
81       uv_left, uv_bottom,
82     };
83     glTexCoordPointer(2, GL_FLOAT, 0, uvs);
84
85     glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
86   } else {
87     // rotated blit
88     float center_x = (left + right) / 2;
89     float center_y = (top + bottom) / 2;
90
91     float sa = sinf(angle/180.0f*M_PI);
92     float ca = cosf(angle/180.0f*M_PI);
93
94     left  -= center_x;
95     right -= center_x;
96
97     top    -= center_y;
98     bottom -= center_y;
99
100     float vertices[] = {
101         left*ca - top*sa + center_x, left*sa + top*ca + center_y,
102         right*ca - top*sa + center_x, right*sa + top*ca + center_y,
103         right*ca - bottom*sa + center_x, right*sa + bottom*ca + center_y,
104         left*ca - bottom*sa + center_x, left*sa + bottom*ca + center_y
105     };
106     glVertexPointer(2, GL_FLOAT, 0, vertices);
107
108     float uvs[] = {
109       uv_left, uv_top,
110       uv_right, uv_top,
111       uv_right, uv_bottom,
112       uv_left, uv_bottom,
113     };
114     glTexCoordPointer(2, GL_FLOAT, 0, uvs);
115
116     glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
117   }
118
119   // FIXME: find a better way to restore the blend mode
120   glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
121   glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
122 }
123
124 }
125
126 namespace GL
127 {
128   static inline int next_po2(int val)
129   {
130     int result = 1;
131     while(result < val)
132       result *= 2;
133
134     return result;
135   }
136
137   Lightmap::Lightmap()
138   {
139     screen = SDL_GetVideoSurface();
140
141     lightmap_width = screen->w / LIGHTMAP_DIV;
142     lightmap_height = screen->h / LIGHTMAP_DIV;
143     unsigned int width = next_po2(lightmap_width);
144     unsigned int height = next_po2(lightmap_height);
145
146     lightmap = new Texture(width, height);
147
148     lightmap_uv_right = static_cast<float>(lightmap_width) / static_cast<float>(width);
149     lightmap_uv_bottom = static_cast<float>(lightmap_height) / static_cast<float>(height);
150     texture_manager->register_texture(lightmap);
151   }
152
153   Lightmap::~Lightmap()
154   {
155     texture_manager->remove_texture(lightmap);
156     delete lightmap;
157   }
158
159   void
160   Lightmap::start_draw(const Color &ambient_color)
161   {
162     glViewport(0, screen->h - lightmap_height, lightmap_width, lightmap_height);
163     glMatrixMode(GL_PROJECTION);
164     glLoadIdentity();
165 #ifdef GL_VERSION_ES_CM_1_0
166     glOrthof(0, SCREEN_WIDTH, SCREEN_HEIGHT, 0, -1.0, 1.0);
167 #else
168     glOrtho(0, SCREEN_WIDTH, SCREEN_HEIGHT, 0, -1.0, 1.0);
169 #endif
170     glMatrixMode(GL_MODELVIEW);
171     glLoadIdentity();
172
173     glClearColor( ambient_color.red, ambient_color.green, ambient_color.blue, 1 );
174     glClear(GL_COLOR_BUFFER_BIT);
175   }
176
177   void
178   Lightmap::end_draw()
179   {
180     glDisable(GL_BLEND);
181     glBindTexture(GL_TEXTURE_2D, lightmap->get_handle());
182     glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, screen->h - lightmap_height, lightmap_width, lightmap_height);
183
184     glViewport(0, 0, screen->w, screen->h);
185     glMatrixMode(GL_PROJECTION);
186     glLoadIdentity();
187 #ifdef GL_VERSION_ES_CM_1_0
188     glOrthof(0, SCREEN_WIDTH, SCREEN_HEIGHT, 0, -1.0, 1.0);
189 #else
190     glOrtho(0, SCREEN_WIDTH, SCREEN_HEIGHT, 0, -1.0, 1.0);
191 #endif
192     glMatrixMode(GL_MODELVIEW);
193     glLoadIdentity();
194     glEnable(GL_BLEND);
195     //glClear(GL_COLOR_BUFFER_BIT);
196   }
197
198   void
199   Lightmap::do_draw()
200   {
201     const Texture* texture = lightmap;
202
203     // multiple the lightmap with the framebuffer
204     glBlendFunc(GL_DST_COLOR, GL_ZERO);
205
206     glBindTexture(GL_TEXTURE_2D, texture->get_handle());
207
208     float vertices[] = {
209       0, 0,
210       SCREEN_WIDTH, 0,
211       SCREEN_WIDTH, SCREEN_HEIGHT,
212       0, SCREEN_HEIGHT
213     };
214     glVertexPointer(2, GL_FLOAT, 0, vertices);
215
216     float uvs[] = {
217       0,                 lightmap_uv_bottom,
218       lightmap_uv_right, lightmap_uv_bottom,
219       lightmap_uv_right, 0,
220       0, 0
221     };
222     glTexCoordPointer(2, GL_FLOAT, 0, uvs);
223
224     glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
225
226     glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
227   }
228
229   void
230   Lightmap::draw_surface(const DrawingRequest& request)
231   {
232     const Surface* surface = (const Surface*) request.request_data;
233     GL::Texture *gltexture = dynamic_cast<GL::Texture *>(surface->get_texture());
234     GL::SurfaceData *surface_data = reinterpret_cast<GL::SurfaceData *>(surface->get_surface_data());
235
236     glBindTexture(GL_TEXTURE_2D, gltexture->get_handle());
237     intern_draw(request.pos.x, request.pos.y,
238                 request.pos.x + surface->get_width(),
239                 request.pos.y + surface->get_height(),
240                 surface_data->get_uv_left(),
241                 surface_data->get_uv_top(),
242                 surface_data->get_uv_right(),
243                 surface_data->get_uv_bottom(),
244                 request.angle,
245                 request.alpha,
246                 request.color,
247                 request.blend,
248                 request.drawing_effect);
249   }
250
251   void
252   Lightmap::draw_surface_part(const DrawingRequest& request)
253   {
254     const SurfacePartRequest* surfacepartrequest
255       = (SurfacePartRequest*) request.request_data;
256     const Surface *surface = surfacepartrequest->surface;
257     GL::Texture *gltexture = dynamic_cast<GL::Texture *>(surface->get_texture());
258     GL::SurfaceData *surface_data = reinterpret_cast<GL::SurfaceData *>(surface->get_surface_data());
259
260     float uv_width = surface_data->get_uv_right() - surface_data->get_uv_left();
261     float uv_height = surface_data->get_uv_bottom() - surface_data->get_uv_top();
262
263     float uv_left = surface_data->get_uv_left() + (uv_width * surfacepartrequest->source.x) / surface->get_width();
264     float uv_top = surface_data->get_uv_top() + (uv_height * surfacepartrequest->source.y) / surface->get_height();
265     float uv_right = surface_data->get_uv_left() + (uv_width * (surfacepartrequest->source.x + surfacepartrequest->size.x)) / surface->get_width();
266     float uv_bottom = surface_data->get_uv_top() + (uv_height * (surfacepartrequest->source.y + surfacepartrequest->size.y)) / surface->get_height();
267
268     glBindTexture(GL_TEXTURE_2D, gltexture->get_handle());
269     intern_draw(request.pos.x, request.pos.y,
270                 request.pos.x + surfacepartrequest->size.x,
271                 request.pos.y + surfacepartrequest->size.y,
272                 uv_left,
273                 uv_top,
274                 uv_right,
275                 uv_bottom,
276                 0.0,
277                 request.alpha,
278                 Color(1.0, 1.0, 1.0),
279                 Blend(),
280                 request.drawing_effect);
281   }
282
283   void
284   Lightmap::draw_gradient(const DrawingRequest& request)
285   {
286     const GradientRequest* gradientrequest 
287       = (GradientRequest*) request.request_data;
288     const Color& top = gradientrequest->top;
289     const Color& bottom = gradientrequest->bottom;
290
291     glDisable(GL_TEXTURE_2D);
292     glDisable(GL_TEXTURE_COORD_ARRAY);
293     glEnable(GL_COLOR_ARRAY);
294
295     float vertices[] = {
296       0, 0,
297       SCREEN_WIDTH, 0,
298       SCREEN_WIDTH, SCREEN_HEIGHT,
299       0, SCREEN_HEIGHT
300     };
301     glVertexPointer(2, GL_FLOAT, 0, vertices);
302
303     float colors[] = {
304       top.red, top.green, top.blue, top.alpha,
305       top.red, top.green, top.blue, top.alpha,
306       bottom.red, bottom.green, bottom.blue, bottom.alpha,
307       bottom.red, bottom.green, bottom.blue, bottom.alpha,
308     };
309     glColorPointer(4, GL_FLOAT, 0, colors);
310
311     glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
312
313     glDisable(GL_COLOR_ARRAY);
314     glEnable(GL_TEXTURE_COORD_ARRAY);
315
316     glEnable(GL_TEXTURE_2D);
317     glColor4f(1, 1, 1, 1);
318   }
319
320   void
321   Lightmap::draw_filled_rect(const DrawingRequest& request)
322   {
323     const FillRectRequest* fillrectrequest
324       = (FillRectRequest*) request.request_data;
325
326     float x = request.pos.x;
327     float y = request.pos.y;
328     float w = fillrectrequest->size.x;
329     float h = fillrectrequest->size.y;
330
331     glDisable(GL_TEXTURE_2D);
332     glColor4f(fillrectrequest->color.red, fillrectrequest->color.green,
333               fillrectrequest->color.blue, fillrectrequest->color.alpha);
334     glDisable(GL_TEXTURE_COORD_ARRAY);
335
336     float vertices[] = {
337       x,   y,
338       x+w, y,
339       x+w, y+h,
340       x,   y+h
341     };
342     glVertexPointer(2, GL_FLOAT, 0, vertices);
343
344     glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
345
346     glEnable(GL_TEXTURE_COORD_ARRAY);
347     glEnable(GL_TEXTURE_2D);
348     glColor4f(1, 1, 1, 1);
349   }
350
351   void
352   Lightmap::get_light(const DrawingRequest& request) const
353   {
354     const GetLightRequest* getlightrequest 
355       = (GetLightRequest*) request.request_data;
356
357     float pixels[3];
358     for( int i = 0; i<3; i++)
359       pixels[i] = 0.0f; //set to black
360
361     float posX = request.pos.x * lightmap_width / SCREEN_WIDTH;
362     float posY = screen->h - request.pos.y * lightmap_height / SCREEN_HEIGHT;
363     glReadPixels((GLint) posX, (GLint) posY , 1, 1, GL_RGB, GL_FLOAT, pixels);
364     *(getlightrequest->color_ptr) = Color( pixels[0], pixels[1], pixels[2]);
365   }
366 }
367
368 #endif