1 // $Id: gl_renderer.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_renderer.hpp"
35 #include "gl_texture.hpp"
36 #include "gl_surface_data.hpp"
37 #include "drawing_context.hpp"
38 #include "drawing_request.hpp"
39 #include "surface.hpp"
42 #include "gameconfig.hpp"
43 #include "texture.hpp"
44 #include "texture_manager.hpp"
45 #include "obstack/obstackpp.hpp"
46 #define LIGHTMAP_DIV 5
51 inline void intern_draw(float left, float top, float right, float bottom,
52 float uv_left, float uv_top,
53 float uv_right, float uv_bottom,
54 float angle, float alpha,
59 if(effect & HORIZONTAL_FLIP)
60 std::swap(uv_left, uv_right);
62 if(effect & VERTICAL_FLIP)
63 std::swap(uv_top, uv_bottom);
66 glBlendFunc(blend.sfactor, blend.dfactor);
67 glColor4f(color.red, color.green, color.blue, color.alpha * alpha);
76 glVertexPointer(2, GL_FLOAT, 0, vertices);
84 glTexCoordPointer(2, GL_FLOAT, 0, uvs);
86 glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
89 float center_x = (left + right) / 2;
90 float center_y = (top + bottom) / 2;
92 float sa = sinf(angle/180.0f*M_PI);
93 float ca = cosf(angle/180.0f*M_PI);
102 left*ca - top*sa + center_x, left*sa + top*ca + center_y,
103 right*ca - top*sa + center_x, right*sa + top*ca + center_y,
104 right*ca - bottom*sa + center_x, right*sa + bottom*ca + center_y,
105 left*ca - bottom*sa + center_x, left*sa + bottom*ca + center_y
107 glVertexPointer(2, GL_FLOAT, 0, vertices);
115 glTexCoordPointer(2, GL_FLOAT, 0, uvs);
117 glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
120 // FIXME: find a better way to restore the blend mode
121 glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
122 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
133 ::Renderer::instance_ = this;
135 #if SDL_MAJOR_VERSION > 1 || SDL_MINOR_VERSION > 2 || (SDL_MINOR_VERSION == 2 && SDL_PATCHLEVEL >= 10)
136 // unfortunately only newer SDLs have these infos.
137 // This must be called before SDL_SetVideoMode() or it will return
138 // the window size instead of the desktop size.
139 const SDL_VideoInfo *info = SDL_GetVideoInfo();
142 desktop_width = info->current_w;
143 desktop_height = info->current_h;
147 if(texture_manager != 0)
148 texture_manager->save_textures();
150 if(config->try_vsync) {
151 /* we want vsync for smooth scrolling */
152 SDL_GL_SetAttribute(SDL_GL_SWAP_CONTROL, 1);
155 SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
157 // Hu? 16bit rendering?
158 SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 5);
159 SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 5);
160 SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 5);
162 int flags = SDL_OPENGL;
165 if(config->use_fullscreen)
167 flags |= SDL_FULLSCREEN;
168 width = config->fullscreen_width;
169 height = config->fullscreen_height;
173 flags |= SDL_RESIZABLE;
174 width = config->window_width;
175 height = config->window_height;
179 SDL_Surface *screen = SDL_SetVideoMode(width, height, bpp, flags);
181 std::stringstream msg;
182 msg << "Couldn't set video mode (" << width << "x" << height
183 << "-" << bpp << "bpp): " << SDL_GetError();
184 throw std::runtime_error(msg.str());
187 // setup opengl state and transform
188 glDisable(GL_DEPTH_TEST);
189 glDisable(GL_CULL_FACE);
190 glEnable(GL_TEXTURE_2D);
192 glEnable(GL_VERTEX_ARRAY);
193 glEnable(GL_TEXTURE_COORD_ARRAY);
194 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
196 glViewport(0, 0, screen->w, screen->h);
197 glMatrixMode(GL_PROJECTION);
200 // logical resolution here not real monitor resolution
201 glOrtho(0, SCREEN_WIDTH, SCREEN_HEIGHT, 0, -1.0, 1.0);
203 glMatrixMode(GL_MODELVIEW);
205 glTranslatef(0, 0, 0);
207 check_gl_error("Setting up view matrices");
210 if(texture_manager == 0)
211 texture_manager = new TextureManager();
213 texture_manager->reload_textures();
216 Renderer::~Renderer()
221 Renderer::draw_surface(const DrawingRequest& request)
223 const Surface* surface = (const Surface*) request.request_data;
224 GL::Texture *gltexture = dynamic_cast<GL::Texture *>(surface->get_texture());
225 GL::SurfaceData *surface_data = reinterpret_cast<GL::SurfaceData *>(surface->get_surface_data());
227 glBindTexture(GL_TEXTURE_2D, gltexture->get_handle());
228 intern_draw(request.pos.x, request.pos.y,
229 request.pos.x + surface->get_width(),
230 request.pos.y + surface->get_height(),
231 surface_data->get_uv_left(),
232 surface_data->get_uv_top(),
233 surface_data->get_uv_right(),
234 surface_data->get_uv_bottom(),
239 request.drawing_effect);
243 Renderer::draw_surface_part(const DrawingRequest& request)
245 const SurfacePartRequest* surfacepartrequest
246 = (SurfacePartRequest*) request.request_data;
247 const Surface *surface = surfacepartrequest->surface;
248 GL::Texture *gltexture = dynamic_cast<GL::Texture *>(surface->get_texture());
249 GL::SurfaceData *surface_data = reinterpret_cast<GL::SurfaceData *>(surface->get_surface_data());
251 float uv_width = surface_data->get_uv_right() - surface_data->get_uv_left();
252 float uv_height = surface_data->get_uv_bottom() - surface_data->get_uv_top();
254 float uv_left = surface_data->get_uv_left() + (uv_width * surfacepartrequest->source.x) / surface->get_width();
255 float uv_top = surface_data->get_uv_top() + (uv_height * surfacepartrequest->source.y) / surface->get_height();
256 float uv_right = surface_data->get_uv_left() + (uv_width * (surfacepartrequest->source.x + surfacepartrequest->size.x)) / surface->get_width();
257 float uv_bottom = surface_data->get_uv_top() + (uv_height * (surfacepartrequest->source.y + surfacepartrequest->size.y)) / surface->get_height();
259 glBindTexture(GL_TEXTURE_2D, gltexture->get_handle());
260 intern_draw(request.pos.x, request.pos.y,
261 request.pos.x + surfacepartrequest->size.x,
262 request.pos.y + surfacepartrequest->size.y,
269 Color(1.0, 1.0, 1.0),
271 request.drawing_effect);
275 Renderer::draw_gradient(const DrawingRequest& request)
277 const GradientRequest* gradientrequest
278 = (GradientRequest*) request.request_data;
279 const Color& top = gradientrequest->top;
280 const Color& bottom = gradientrequest->bottom;
282 glDisable(GL_TEXTURE_2D);
283 glDisable(GL_TEXTURE_COORD_ARRAY);
284 glEnable(GL_COLOR_ARRAY);
289 SCREEN_WIDTH, SCREEN_HEIGHT,
292 glVertexPointer(2, GL_FLOAT, 0, vertices);
295 top.red, top.green, top.blue, top.alpha,
296 top.red, top.green, top.blue, top.alpha,
297 bottom.red, bottom.green, bottom.blue, bottom.alpha,
298 bottom.red, bottom.green, bottom.blue, bottom.alpha,
300 glColorPointer(4, GL_FLOAT, 0, colors);
302 glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
304 glDisable(GL_COLOR_ARRAY);
305 glEnable(GL_TEXTURE_COORD_ARRAY);
307 glEnable(GL_TEXTURE_2D);
308 glColor4f(1, 1, 1, 1);
312 Renderer::draw_filled_rect(const DrawingRequest& request)
314 const FillRectRequest* fillrectrequest
315 = (FillRectRequest*) request.request_data;
317 if (fillrectrequest->radius != 0.0f)
320 // Keep radius in the limits, so that we get a circle instead of
322 float radius = std::min(fillrectrequest->radius,
323 std::min(fillrectrequest->size.x/2,
324 fillrectrequest->size.y/2));
327 Rect irect(request.pos.x + radius,
328 request.pos.y + radius,
329 request.pos.x + fillrectrequest->size.x - radius,
330 request.pos.y + fillrectrequest->size.y - radius);
332 glDisable(GL_TEXTURE_2D);
333 glColor4f(fillrectrequest->color.red, fillrectrequest->color.green,
334 fillrectrequest->color.blue, fillrectrequest->color.alpha);
338 glBegin(GL_QUAD_STRIP);
339 for(int i = 0; i <= n; ++i)
341 float x = sinf(i * (M_PI/2) / n) * radius;
342 float y = cosf(i * (M_PI/2) / n) * radius;
344 glVertex2f(irect.get_left() - x, irect.get_top() - y);
345 glVertex2f(irect.get_right() + x, irect.get_top() - y);
347 for(int i = 0; i <= n; ++i)
349 float x = cosf(i * (M_PI/2) / n) * radius;
350 float y = sinf(i * (M_PI/2) / n) * radius;
352 glVertex2f(irect.get_left() - x, irect.get_bottom() + y);
353 glVertex2f(irect.get_right() + x, irect.get_bottom() + y);
356 glEnable(GL_TEXTURE_2D);
357 glColor4f(1, 1, 1, 1);
361 float x = request.pos.x;
362 float y = request.pos.y;
363 float w = fillrectrequest->size.x;
364 float h = fillrectrequest->size.y;
366 glDisable(GL_TEXTURE_2D);
367 glColor4f(fillrectrequest->color.red, fillrectrequest->color.green,
368 fillrectrequest->color.blue, fillrectrequest->color.alpha);
369 glDisable(GL_TEXTURE_COORD_ARRAY);
377 glVertexPointer(2, GL_FLOAT, 0, vertices);
379 glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
381 glEnable(GL_TEXTURE_COORD_ARRAY);
382 glEnable(GL_TEXTURE_2D);
383 glColor4f(1, 1, 1, 1);
388 Renderer::draw_inverse_ellipse(const DrawingRequest& request)
390 const InverseEllipseRequest* ellipse = (InverseEllipseRequest*)request.request_data;
392 glDisable(GL_TEXTURE_2D);
393 glColor4f(ellipse->color.red, ellipse->color.green,
394 ellipse->color.blue, ellipse->color.alpha);
396 float x = request.pos.x;
397 float y = request.pos.y;
398 float w = ellipse->size.x/2.0f;
399 float h = ellipse->size.y/2.0f;
401 static const int slices = 16;
402 static const int points = (slices+1) * 12;
404 float vertices[points * 2];
408 vertices[p++] = SCREEN_WIDTH; vertices[p++] = SCREEN_HEIGHT;
409 vertices[p++] = 0; vertices[p++] = SCREEN_HEIGHT;
410 vertices[p++] = x; vertices[p++] = y+h;
413 vertices[p++] = SCREEN_WIDTH; vertices[p++] = 0;
414 vertices[p++] = 0; vertices[p++] = 0;
415 vertices[p++] = x; vertices[p++] = y-h;
418 vertices[p++] = SCREEN_WIDTH; vertices[p++] = 0;
419 vertices[p++] = SCREEN_WIDTH; vertices[p++] = SCREEN_HEIGHT;
420 vertices[p++] = x+w; vertices[p++] = y;
423 vertices[p++] = 0; vertices[p++] = 0;
424 vertices[p++] = 0; vertices[p++] = SCREEN_HEIGHT;
425 vertices[p++] = x-w; vertices[p++] = y;
427 for(int i = 0; i < slices; ++i)
429 float ex1 = sinf(M_PI/2 / slices * i) * w;
430 float ey1 = cosf(M_PI/2 / slices * i) * h;
432 float ex2 = sinf(M_PI/2 / slices * (i+1)) * w;
433 float ey2 = cosf(M_PI/2 / slices * (i+1)) * h;
436 vertices[p++] = SCREEN_WIDTH; vertices[p++] = SCREEN_HEIGHT;
437 vertices[p++] = x + ex1; vertices[p++] = y + ey1;
438 vertices[p++] = x + ex2; vertices[p++] = y + ey2;
441 vertices[p++] = 0; vertices[p++] = 0;
442 vertices[p++] = x - ex1; vertices[p++] = y - ey1;
443 vertices[p++] = x - ex2; vertices[p++] = y - ey2;
446 vertices[p++] = SCREEN_WIDTH; vertices[p++] = 0;
447 vertices[p++] = x + ex1; vertices[p++] = y - ey1;
448 vertices[p++] = x + ex2; vertices[p++] = y - ey2;
451 vertices[p++] = 0; vertices[p++] = SCREEN_HEIGHT;
452 vertices[p++] = x - ex1; vertices[p++] = y + ey1;
453 vertices[p++] = x - ex2; vertices[p++] = y + ey2;
456 glDisable(GL_TEXTURE_COORD_ARRAY);
457 glVertexPointer(2, GL_FLOAT, 0, vertices);
459 glDrawArrays(GL_TRIANGLES, 0, points);
461 glEnable(GL_TEXTURE_COORD_ARRAY);
463 glEnable(GL_TEXTURE_2D);
464 glColor4f(1, 1, 1, 1);
468 Renderer::do_take_screenshot()
470 // [Christoph] TODO: Yes, this method also takes care of the actual disk I/O. Split it?
472 SDL_Surface *shot_surf;
473 // create surface to hold screenshot
474 #if SDL_BYTEORDER == SDL_BIG_ENDIAN
475 shot_surf = SDL_CreateRGBSurface(SDL_SWSURFACE, SCREEN_WIDTH, SCREEN_HEIGHT, 24, 0x00FF0000, 0x0000FF00, 0x000000FF, 0);
477 shot_surf = SDL_CreateRGBSurface(SDL_SWSURFACE, SCREEN_WIDTH, SCREEN_HEIGHT, 24, 0x000000FF, 0x0000FF00, 0x00FF0000, 0);
480 log_warning << "Could not create RGB Surface to contain screenshot" << std::endl;
484 // read pixels into array
485 char* pixels = new char[3 * SCREEN_WIDTH * SCREEN_HEIGHT];
487 log_warning << "Could not allocate memory to store screenshot" << std::endl;
488 SDL_FreeSurface(shot_surf);
491 glReadPixels(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, GL_RGB, GL_UNSIGNED_BYTE, pixels);
493 // copy array line-by-line
494 for (int i = 0; i < SCREEN_HEIGHT; i++) {
495 char* src = pixels + (3 * SCREEN_WIDTH * (SCREEN_HEIGHT - i - 1));
496 if(SDL_MUSTLOCK(shot_surf))
498 SDL_LockSurface(shot_surf);
500 char* dst = ((char*)shot_surf->pixels) + i * shot_surf->pitch;
501 memcpy(dst, src, 3 * SCREEN_WIDTH);
502 if(SDL_MUSTLOCK(shot_surf))
504 SDL_UnlockSurface(shot_surf);
512 static const std::string writeDir = PHYSFS_getWriteDir();
513 static const std::string dirSep = PHYSFS_getDirSeparator();
514 static const std::string baseName = "screenshot";
515 static const std::string fileExt = ".bmp";
516 std::string fullFilename;
517 for (int num = 0; num < 1000; num++) {
518 std::ostringstream oss;
520 oss << std::setw(3) << std::setfill('0') << num;
522 std::string fileName = oss.str();
523 fullFilename = writeDir + dirSep + fileName;
524 if (!PHYSFS_exists(fileName.c_str())) {
525 SDL_SaveBMP(shot_surf, fullFilename.c_str());
526 log_debug << "Wrote screenshot to \"" << fullFilename << "\"" << std::endl;
527 SDL_FreeSurface(shot_surf);
531 log_warning << "Did not save screenshot, because all files up to \"" << fullFilename << "\" already existed" << std::endl;
532 SDL_FreeSurface(shot_surf);
538 assert_gl("drawing");
539 SDL_GL_SwapBuffers();
543 Renderer::resize(int w, int h)
545 // This causes the screen to go black, which is annoying, but seems
546 // unavoidable with SDL at the moment
547 SDL_SetVideoMode(w, h, 0, SDL_OPENGL | SDL_RESIZABLE);
549 config->window_width = w;
550 config->window_height = h;
556 Renderer::apply_config()
558 std::cout << "Applying Config:"
559 << "\n Desktop: " << desktop_width << "x" << desktop_height
560 << "\n Window: " << config->window_width << "x" << config->window_height
561 << "\n FullRes: " << config->fullscreen_width << "x" << config->fullscreen_height
562 << "\n Aspect: " << config->aspect_width << ":" << config->aspect_height
563 << "\n Magnif: " << config->magnification
567 float target_aspect = float(config->aspect_width) / float(config->aspect_height);
568 float desktop_aspect = 4.0f / 3.0f; // random default fallback guess
570 if (desktop_width != -1 && desktop_height != -1)
572 desktop_aspect = float(desktop_width) / float(desktop_height);
575 if (config->use_fullscreen)
577 w = config->fullscreen_width;
578 h = config->fullscreen_height;
579 desktop_aspect = float(w) / float(h);
583 w = config->window_width;
584 h = config->window_height;
587 if (target_aspect > 1.0f)
589 SCREEN_WIDTH = static_cast<int> (w * (target_aspect / desktop_aspect));
590 SCREEN_HEIGHT = static_cast<int> (h);
594 SCREEN_WIDTH = static_cast<int> (w);
595 SCREEN_HEIGHT = static_cast<int> (h * (target_aspect / desktop_aspect));
598 SCREEN_WIDTH = static_cast<int> ((float) SCREEN_WIDTH / config->magnification);
599 SCREEN_HEIGHT = static_cast<int> ((float) SCREEN_HEIGHT / config->magnification);
601 int max_width = 1600; // FIXME: Maybe 1920 is ok too
602 int max_height = 1200;
606 // This scales SCREEN_WIDTH/SCREEN_HEIGHT so that they never excede
607 // max_width/max_height
608 if (SCREEN_WIDTH > max_width || SCREEN_HEIGHT > max_height)
610 float scale1 = float(max_width)/SCREEN_WIDTH;
611 float scale2 = float(max_height)/SCREEN_HEIGHT;
612 float scale = scale1 < scale2 ? scale1 : scale2;
613 SCREEN_WIDTH = static_cast<int> ((float) SCREEN_WIDTH * scale);
614 SCREEN_HEIGHT = static_cast<int> ((float) SCREEN_HEIGHT * scale);
617 glViewport(0, 0, w, h);
621 // This works by adding black borders around the screen to limit
622 // SCREEN_WIDTH/SCREEN_HEIGHT to max_width/max_height
626 if (SCREEN_WIDTH > max_width)
628 nw = static_cast<int> ((float) nw * float(max_width)/SCREEN_WIDTH);
629 SCREEN_WIDTH = static_cast<int> (max_width);
632 if (SCREEN_HEIGHT > max_height)
634 nh = static_cast<int> ((float) nh * float(max_height)/SCREEN_HEIGHT);
635 SCREEN_HEIGHT = static_cast<int> (max_height);
638 glClear(GL_COLOR_BUFFER_BIT);
640 std::cout << (w-nw)/2 << " "
642 << nw << "x" << nh << std::endl;
643 glViewport(std::max(0, (w-nw)/2),
644 std::max(0, (h-nh)/2),
649 std::cout << " -> " << SCREEN_WIDTH << "x" << SCREEN_HEIGHT << std::endl;
652 glMatrixMode(GL_PROJECTION);
654 glOrtho(0, SCREEN_WIDTH, SCREEN_HEIGHT, 0, -1.0, 1.0);