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()
155 texture_manager->remove_texture(lightmap);
160 Lightmap::start_draw(const Color &ambient_color)
162 glViewport(0, screen->h - lightmap_height, lightmap_width, lightmap_height);
163 glMatrixMode(GL_PROJECTION);
165 #ifdef GL_VERSION_ES_CM_1_0
166 glOrthof(0, SCREEN_WIDTH, SCREEN_HEIGHT, 0, -1.0, 1.0);
168 glOrtho(0, SCREEN_WIDTH, SCREEN_HEIGHT, 0, -1.0, 1.0);
170 glMatrixMode(GL_MODELVIEW);
173 glClearColor( ambient_color.red, ambient_color.green, ambient_color.blue, 1 );
174 glClear(GL_COLOR_BUFFER_BIT);
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);
184 glViewport(0, 0, screen->w, screen->h);
185 glMatrixMode(GL_PROJECTION);
187 #ifdef GL_VERSION_ES_CM_1_0
188 glOrthof(0, SCREEN_WIDTH, SCREEN_HEIGHT, 0, -1.0, 1.0);
190 glOrtho(0, SCREEN_WIDTH, SCREEN_HEIGHT, 0, -1.0, 1.0);
192 glMatrixMode(GL_MODELVIEW);
195 //glClear(GL_COLOR_BUFFER_BIT);
201 const Texture* texture = lightmap;
203 // multiple the lightmap with the framebuffer
204 glBlendFunc(GL_DST_COLOR, GL_ZERO);
206 glBindTexture(GL_TEXTURE_2D, texture->get_handle());
211 SCREEN_WIDTH, SCREEN_HEIGHT,
214 glVertexPointer(2, GL_FLOAT, 0, vertices);
217 0, lightmap_uv_bottom,
218 lightmap_uv_right, lightmap_uv_bottom,
219 lightmap_uv_right, 0,
222 glTexCoordPointer(2, GL_FLOAT, 0, uvs);
224 glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
226 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
230 Lightmap::draw_surface(const DrawingRequest& request)
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());
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(),
248 request.drawing_effect);
252 Lightmap::draw_surface_part(const DrawingRequest& request)
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());
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();
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();
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,
278 Color(1.0, 1.0, 1.0),
280 request.drawing_effect);
284 Lightmap::draw_gradient(const DrawingRequest& request)
286 const GradientRequest* gradientrequest
287 = (GradientRequest*) request.request_data;
288 const Color& top = gradientrequest->top;
289 const Color& bottom = gradientrequest->bottom;
291 glDisable(GL_TEXTURE_2D);
292 glDisable(GL_TEXTURE_COORD_ARRAY);
293 glEnable(GL_COLOR_ARRAY);
298 SCREEN_WIDTH, SCREEN_HEIGHT,
301 glVertexPointer(2, GL_FLOAT, 0, vertices);
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,
309 glColorPointer(4, GL_FLOAT, 0, colors);
311 glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
313 glDisable(GL_COLOR_ARRAY);
314 glEnable(GL_TEXTURE_COORD_ARRAY);
316 glEnable(GL_TEXTURE_2D);
317 glColor4f(1, 1, 1, 1);
321 Lightmap::draw_filled_rect(const DrawingRequest& request)
323 const FillRectRequest* fillrectrequest
324 = (FillRectRequest*) request.request_data;
326 float x = request.pos.x;
327 float y = request.pos.y;
328 float w = fillrectrequest->size.x;
329 float h = fillrectrequest->size.y;
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);
342 glVertexPointer(2, GL_FLOAT, 0, vertices);
344 glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
346 glEnable(GL_TEXTURE_COORD_ARRAY);
347 glEnable(GL_TEXTURE_2D);
348 glColor4f(1, 1, 1, 1);
352 Lightmap::get_light(const DrawingRequest& request) const
354 const GetLightRequest* getlightrequest
355 = (GetLightRequest*) request.request_data;
358 for( int i = 0; i<3; i++)
359 pixels[i] = 0.0f; //set to black
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]);