1 // $Id: gl_lightmap.cpp 5063 2007-05-27 11:32:00Z matzeb $
4 // Copyright (C) 2006 Matthias Braun <matze@braunis.de>
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.
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.
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.
28 #include <SDL_image.h>
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"
42 #include "gameconfig.hpp"
43 #include "gl_texture.hpp"
44 #include "texture_manager.hpp"
45 #include "obstack/obstackpp.hpp"
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,
58 if(effect & HORIZONTAL_FLIP)
59 std::swap(uv_left, uv_right);
61 if(effect & VERTICAL_FLIP)
62 std::swap(uv_top, uv_bottom);
65 glBlendFunc(blend.sfactor, blend.dfactor);
66 glColor4f(color.red, color.green, color.blue, color.alpha * alpha);
75 glVertexPointer(2, GL_FLOAT, 0, vertices);
83 glTexCoordPointer(2, GL_FLOAT, 0, uvs);
85 glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
88 float center_x = (left + right) / 2;
89 float center_y = (top + bottom) / 2;
91 float sa = sinf(angle/180.0f*M_PI);
92 float ca = cosf(angle/180.0f*M_PI);
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
106 glVertexPointer(2, GL_FLOAT, 0, vertices);
114 glTexCoordPointer(2, GL_FLOAT, 0, uvs);
116 glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
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);
128 static inline int next_po2(int val)
139 screen = SDL_GetVideoSurface();
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);
146 lightmap = new Texture(width, height);
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);
153 Lightmap::~Lightmap()
156 texture_manager->remove_texture(lightmap);
162 Lightmap::start_draw(const Color &ambient_color)
164 glViewport(0, screen->h - lightmap_height, lightmap_width, lightmap_height);
165 glMatrixMode(GL_PROJECTION);
167 #ifdef GL_VERSION_ES_CM_1_0
168 glOrthof(0, SCREEN_WIDTH, SCREEN_HEIGHT, 0, -1.0, 1.0);
170 glOrtho(0, SCREEN_WIDTH, SCREEN_HEIGHT, 0, -1.0, 1.0);
172 glMatrixMode(GL_MODELVIEW);
175 glClearColor( ambient_color.red, ambient_color.green, ambient_color.blue, 1 );
176 glClear(GL_COLOR_BUFFER_BIT);
183 glBindTexture(GL_TEXTURE_2D, lightmap->get_handle());
184 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, screen->h - lightmap_height, lightmap_width, lightmap_height);
186 glViewport(0, 0, screen->w, screen->h);
187 glMatrixMode(GL_PROJECTION);
189 #ifdef GL_VERSION_ES_CM_1_0
190 glOrthof(0, SCREEN_WIDTH, SCREEN_HEIGHT, 0, -1.0, 1.0);
192 glOrtho(0, SCREEN_WIDTH, SCREEN_HEIGHT, 0, -1.0, 1.0);
194 glMatrixMode(GL_MODELVIEW);
197 //glClear(GL_COLOR_BUFFER_BIT);
203 const Texture* texture = lightmap;
205 // multiple the lightmap with the framebuffer
206 glBlendFunc(GL_DST_COLOR, GL_ZERO);
208 glBindTexture(GL_TEXTURE_2D, texture->get_handle());
213 SCREEN_WIDTH, SCREEN_HEIGHT,
216 glVertexPointer(2, GL_FLOAT, 0, vertices);
219 0, lightmap_uv_bottom,
220 lightmap_uv_right, lightmap_uv_bottom,
221 lightmap_uv_right, 0,
224 glTexCoordPointer(2, GL_FLOAT, 0, uvs);
226 glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
228 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
232 Lightmap::draw_surface(const DrawingRequest& request)
234 const Surface* surface = (const Surface*) request.request_data;
235 GL::Texture *gltexture = dynamic_cast<GL::Texture *>(surface->get_texture());
236 GL::SurfaceData *surface_data = reinterpret_cast<GL::SurfaceData *>(surface->get_surface_data());
238 glBindTexture(GL_TEXTURE_2D, gltexture->get_handle());
239 intern_draw(request.pos.x, request.pos.y,
240 request.pos.x + surface->get_width(),
241 request.pos.y + surface->get_height(),
242 surface_data->get_uv_left(),
243 surface_data->get_uv_top(),
244 surface_data->get_uv_right(),
245 surface_data->get_uv_bottom(),
250 request.drawing_effect);
254 Lightmap::draw_surface_part(const DrawingRequest& request)
256 const SurfacePartRequest* surfacepartrequest
257 = (SurfacePartRequest*) request.request_data;
258 const Surface *surface = surfacepartrequest->surface;
259 GL::Texture *gltexture = dynamic_cast<GL::Texture *>(surface->get_texture());
260 GL::SurfaceData *surface_data = reinterpret_cast<GL::SurfaceData *>(surface->get_surface_data());
262 float uv_width = surface_data->get_uv_right() - surface_data->get_uv_left();
263 float uv_height = surface_data->get_uv_bottom() - surface_data->get_uv_top();
265 float uv_left = surface_data->get_uv_left() + (uv_width * surfacepartrequest->source.x) / surface->get_width();
266 float uv_top = surface_data->get_uv_top() + (uv_height * surfacepartrequest->source.y) / surface->get_height();
267 float uv_right = surface_data->get_uv_left() + (uv_width * (surfacepartrequest->source.x + surfacepartrequest->size.x)) / surface->get_width();
268 float uv_bottom = surface_data->get_uv_top() + (uv_height * (surfacepartrequest->source.y + surfacepartrequest->size.y)) / surface->get_height();
270 glBindTexture(GL_TEXTURE_2D, gltexture->get_handle());
271 intern_draw(request.pos.x, request.pos.y,
272 request.pos.x + surfacepartrequest->size.x,
273 request.pos.y + surfacepartrequest->size.y,
280 Color(1.0, 1.0, 1.0),
282 request.drawing_effect);
286 Lightmap::draw_gradient(const DrawingRequest& request)
288 const GradientRequest* gradientrequest
289 = (GradientRequest*) request.request_data;
290 const Color& top = gradientrequest->top;
291 const Color& bottom = gradientrequest->bottom;
293 glDisable(GL_TEXTURE_2D);
294 glDisable(GL_TEXTURE_COORD_ARRAY);
295 glEnable(GL_COLOR_ARRAY);
300 SCREEN_WIDTH, SCREEN_HEIGHT,
303 glVertexPointer(2, GL_FLOAT, 0, vertices);
306 top.red, top.green, top.blue, top.alpha,
307 top.red, top.green, top.blue, top.alpha,
308 bottom.red, bottom.green, bottom.blue, bottom.alpha,
309 bottom.red, bottom.green, bottom.blue, bottom.alpha,
311 glColorPointer(4, GL_FLOAT, 0, colors);
313 glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
315 glDisable(GL_COLOR_ARRAY);
316 glEnable(GL_TEXTURE_COORD_ARRAY);
318 glEnable(GL_TEXTURE_2D);
319 glColor4f(1, 1, 1, 1);
323 Lightmap::draw_filled_rect(const DrawingRequest& request)
325 const FillRectRequest* fillrectrequest
326 = (FillRectRequest*) request.request_data;
328 float x = request.pos.x;
329 float y = request.pos.y;
330 float w = fillrectrequest->size.x;
331 float h = fillrectrequest->size.y;
333 glDisable(GL_TEXTURE_2D);
334 glColor4f(fillrectrequest->color.red, fillrectrequest->color.green,
335 fillrectrequest->color.blue, fillrectrequest->color.alpha);
336 glDisable(GL_TEXTURE_COORD_ARRAY);
344 glVertexPointer(2, GL_FLOAT, 0, vertices);
346 glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
348 glEnable(GL_TEXTURE_COORD_ARRAY);
349 glEnable(GL_TEXTURE_2D);
350 glColor4f(1, 1, 1, 1);
354 Lightmap::get_light(const DrawingRequest& request) const
356 const GetLightRequest* getlightrequest
357 = (GetLightRequest*) request.request_data;
360 for( int i = 0; i<3; i++)
361 pixels[i] = 0.0f; //set to black
363 float posX = request.pos.x * lightmap_width / SCREEN_WIDTH;
364 float posY = screen->h - request.pos.y * lightmap_height / SCREEN_HEIGHT;
365 glReadPixels((GLint) posX, (GLint) posY , 1, 1, GL_RGB, GL_FLOAT, pixels);
366 *(getlightrequest->color_ptr) = Color( pixels[0], pixels[1], pixels[2]);