-// $Id: surface.cpp 2175 2004-11-24 19:02:49Z sik0fewl $
+// $Id$
//
// SuperTux
-// Copyright (C) 2004 Tobias Glaesser <tobi.web@gmx.de>
+// Copyright (C) 2006 Matthias Braun <matze@braunis.de>
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
-// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
-// 02111-1307, USA.
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
+
#include <config.h>
#include <cassert>
#include <algorithm>
#include <stdexcept>
#include <sstream>
+#include <math.h>
#include <SDL.h>
#include <SDL_image.h>
-#include "gameconfig.h"
-#include "video/surface.h"
-#include "video/screen.h"
-
-Surface::Surfaces Surface::surfaces;
+#include "gameconfig.hpp"
+#include "physfs/physfs_sdl.hpp"
+#include "video/surface.hpp"
+#include "video/drawing_context.hpp"
+#include "video/color.hpp"
+#include "image_texture.hpp"
+#include "texture_manager.hpp"
-extern SDL_Surface* screen;
-
-SurfaceData::SurfaceData(SDL_Surface* temp, bool use_alpha_)
- : type(SURFACE), surface(0), use_alpha(use_alpha_),
- x(0), y(0), w(0), h(0)
+Surface::Surface(const std::string& file)
{
- // Copy the given surface and make sure that it is not stored in
- // video memory
- surface = SDL_CreateRGBSurface(temp->flags & (~SDL_HWSURFACE),
- temp->w, temp->h,
- temp->format->BitsPerPixel,
- temp->format->Rmask,
- temp->format->Gmask,
- temp->format->Bmask,
- temp->format->Amask);
- if(!surface)
- throw std::runtime_error("No memory left for surface");
-
- SDL_SetAlpha(temp,0,0);
- SDL_BlitSurface(temp, NULL, surface, NULL);
-}
+ texture = texture_manager->get(file);
+ texture->ref();
+ uv_left = 0;
+ uv_top = 0;
+ uv_right = texture->get_uv_right();
+ uv_bottom = texture->get_uv_bottom();
-SurfaceData::SurfaceData(const std::string& file_, bool use_alpha_)
- : type(LOAD), surface(0), file(file_), use_alpha(use_alpha_)
-{}
-
-SurfaceData::SurfaceData(const std::string& file_, int x_, int y_,
- int w_, int h_, bool use_alpha_)
- : type(LOAD_PART), surface(0), file(file_), use_alpha(use_alpha_),
- x(x_), y(y_), w(w_), h(h_)
-{}
-
-SurfaceData::SurfaceData(Color top_gradient_, Color bottom_gradient_,
- int w_, int h_)
- : type(GRADIENT), surface(0), use_alpha(false), w(w_), h(h_)
-{
- top_gradient = top_gradient_;
- bottom_gradient = bottom_gradient_;
+ width = texture->get_image_width();
+ height = texture->get_image_height();
}
-
-SurfaceData::~SurfaceData()
+Surface::Surface(const std::string& file, int x, int y, int w, int h)
{
- SDL_FreeSurface(surface);
-}
+ texture = texture_manager->get(file);
+ texture->ref();
-SurfaceImpl*
-SurfaceData::create()
-{
- if (config->use_gl)
- return create_SurfaceOpenGL();
- else
- return create_SurfaceSDL();
-}
+ float tex_w = static_cast<float> (texture->get_width());
+ float tex_h = static_cast<float> (texture->get_height());
+ uv_left = static_cast<float>(x) / tex_w;
+ uv_top = static_cast<float>(y) / tex_h;
+ uv_right = static_cast<float>(x+w) / tex_w;
+ uv_bottom = static_cast<float>(y+h) / tex_h;
-SurfaceSDL*
-SurfaceData::create_SurfaceSDL()
-{
- switch(type)
- {
- case LOAD:
- return new SurfaceSDL(file, use_alpha);
- case LOAD_PART:
- return new SurfaceSDL(file, x, y, w, h, use_alpha);
- case SURFACE:
- return new SurfaceSDL(surface, use_alpha);
- case GRADIENT:
- return new SurfaceSDL(top_gradient, bottom_gradient, w, h);
- }
- assert(0);
+ width = w;
+ height = h;
}
-SurfaceOpenGL*
-SurfaceData::create_SurfaceOpenGL()
+Surface::Surface(const Surface& other)
{
- switch(type)
- {
- case LOAD:
- return new SurfaceOpenGL(file, use_alpha);
- case LOAD_PART:
- return new SurfaceOpenGL(file, x, y, w, h, use_alpha);
- case SURFACE:
- return new SurfaceOpenGL(surface, use_alpha);
- case GRADIENT:
- return new SurfaceOpenGL(top_gradient, bottom_gradient, w, h);
- default:
- assert(false);
- }
-}
-
-/* Quick utility function for texture creation */
-static int power_of_two(int input)
-{
- int value = 1;
-
- while ( value < input )
- {
- value <<= 1;
- }
- return value;
-}
-
-Surface::Surface(SDL_Surface* surf, bool use_alpha)
- : impl(0), data(surf, use_alpha), w(0), h(0)
-{
- impl = data.create();
- if (impl)
- {
- w = impl->w;
- h = impl->h;
- }
- surfaces.push_back(this);
-}
-
-Surface::Surface(const std::string& file, bool use_alpha)
- : impl(0), data(file, use_alpha), w(0), h(0)
-{
- impl = data.create();
- if (impl)
- {
- w = impl->w;
- h = impl->h;
- }
- surfaces.push_back(this);
-}
-
-Surface::Surface(const std::string& file, int x, int y, int w_, int h_, bool use_alpha)
- : impl(0), data(file, x, y, w_, h_, use_alpha), w(0), h(0)
-{
- impl = data.create();
- if (impl)
- {
- w = impl->w;
- h = impl->h;
- }
- surfaces.push_back(this);
-}
+ texture = other.texture;
+ texture->ref();
-Surface::Surface(Color top_background, Color bottom_background, int w_, int h_)
- : impl(0), data(top_background, bottom_background, w_, h_), w(0), h(0)
-{
- impl = data.create();
- if (impl)
- {
- w = impl->w;
- h = impl->h;
- }
- surfaces.push_back(this);
+ uv_left = other.uv_left;
+ uv_top = other.uv_top;
+ uv_right = other.uv_right;
+ uv_bottom = other.uv_bottom;
+ width = other.width;
+ height = other.height;
}
-void
-Surface::reload()
+const Surface&
+Surface::operator= (const Surface& other)
{
- delete impl;
- impl = data.create();
- if (impl)
- {
- w = impl->w;
- h = impl->h;
- for(std::vector<SurfaceData::Filter>::iterator i =
- data.applied_filters.begin(); i != data.applied_filters.end();
- i++)
- impl->apply_filter(i->type, i->color);
- }
-}
+ other.texture->ref();
+ texture->unref();
+ texture = other.texture;
-void Surface::apply_filter(int filter, Color color)
-{
- impl->apply_filter(filter, color);
+ uv_left = other.uv_left;
+ uv_top = other.uv_top;
+ uv_right = other.uv_right;
+ uv_bottom = other.uv_bottom;
+ width = other.width;
+ height = other.height;
- SurfaceData::Filter apply_filter;
- apply_filter.type = filter;
- apply_filter.color = color;
- data.applied_filters.push_back(apply_filter);
+ return *this;
}
Surface::~Surface()
{
-#ifdef DEBUG
- bool found = false;
- for(std::list<Surface*>::iterator i = surfaces.begin(); i != surfaces.end();
- ++i)
- {
- if(*i == this)
- {
- found = true; break;
- }
- }
- if(!found)
- printf("Error: Surface freed twice!!!\n");
-#endif
- surfaces.remove(this);
- delete impl;
-}
-
-void
-Surface::reload_all()
-{
- for(Surfaces::iterator i = surfaces.begin(); i != surfaces.end(); ++i)
- {
- (*i)->reload();
- }
+ texture->unref();
}
void
-Surface::debug_check()
+Surface::hflip()
{
- for(Surfaces::iterator i = surfaces.begin(); i != surfaces.end(); ++i)
- {
- printf("Surface not freed: T:%d F:%s.\n", (*i)->data.type,
- (*i)->data.file.c_str());
- }
+ std::swap(uv_left, uv_right);
}
-void
-apply_filter_to_surface(SDL_Surface* surface, int filter, Color color)
+static inline void intern_draw(float left, float top, float right, float bottom, float uv_left, float uv_top,
+ float uv_right, float uv_bottom,
+ DrawingEffect effect)
{
- if(filter == HORIZONTAL_FLIP_FILTER) {
- SDL_Surface* sur_copy = sdl_surface_from_sdl_surface(surface, true);
- SDL_BlitSurface(surface, NULL, sur_copy, NULL);
- SDL_SetAlpha(sur_copy,0,0);
-
- SDL_Rect src, dst;
- src.y = dst.y = 0;
- src.w = dst.w = 1;
- src.h = dst.h = sur_copy->h;
- for(int x = 0; x < sur_copy->w; x++)
- {
- src.x = x; dst.x = sur_copy->w-1 - x;
- SDL_BlitSurface(sur_copy, &src, surface, &dst);
- }
-
- SDL_FreeSurface(sur_copy);
- } else if(filter == MASK_FILTER) {
- SDL_Surface* sur_copy = sdl_surface_from_sdl_surface(surface, true);
-
- Uint8 r,g,b,a;
-
- SDL_LockSurface(sur_copy);
- for(int x = 0; x < sur_copy->w; x++)
- for(int y = 0; y < sur_copy->h; y++) {
- SDL_GetRGBA(getpixel(sur_copy,x,y), sur_copy->format, &r,&g,&b,&a);
- if(a != 0) {
- putpixel(sur_copy, x,y, color.map_rgba(sur_copy));
- }
- }
- SDL_UnlockSurface(sur_copy);
-
- SDL_BlitSurface(sur_copy, NULL, surface, NULL);
- SDL_FreeSurface(sur_copy);
- }
-}
-
-SDL_Surface*
-sdl_surface_part_from_file(const std::string& file, int x, int y, int w, int h, bool use_alpha)
-{
- SDL_Rect src;
- SDL_Surface * sdl_surface;
- SDL_Surface * temp;
- SDL_Surface * conv;
-
- temp = IMG_Load(file.c_str());
- if (temp == 0) {
- std::stringstream msg;
- msg << "Couldn't load '" << file << "': " << SDL_GetError();
- throw std::runtime_error(msg.str());
- }
-
- /* Set source rectangle for conv: */
-
- src.x = x;
- src.y = y;
- src.w = w;
- src.h = h;
-
- conv = SDL_CreateRGBSurface(SDL_SWSURFACE, w, h, temp->format->BitsPerPixel,
- temp->format->Rmask,
- temp->format->Gmask,
- temp->format->Bmask,
- temp->format->Amask);
-
- SDL_SetAlpha(temp,0,0);
-
- SDL_BlitSurface(temp, &src, conv, NULL);
- if(use_alpha == false && !config->use_gl)
- sdl_surface = SDL_DisplayFormat(conv);
- else
- sdl_surface = SDL_DisplayFormatAlpha(conv);
-
- if (sdl_surface == NULL) {
- std::stringstream msg;
- msg << "Can't convert file '" << file << "' to display format.";
- throw std::runtime_error(msg.str());
+ if(effect & HORIZONTAL_FLIP)
+ std::swap(uv_left, uv_right);
+ if(effect & VERTICAL_FLIP) {
+ std::swap(uv_top, uv_bottom);
}
- if (use_alpha == false && !config->use_gl)
- SDL_SetAlpha(sdl_surface, 0, 0);
-
- SDL_FreeSurface(temp);
- SDL_FreeSurface(conv);
-
- return sdl_surface;
-}
-
-SDL_Surface*
-sdl_surface_from_file(const std::string& file, bool use_alpha)
-{
- SDL_Surface* sdl_surface;
- SDL_Surface* temp;
-
- temp = IMG_Load(file.c_str());
- if (temp == 0) {
- std::stringstream msg;
- msg << "Couldn't load file '" << file << "': " << SDL_GetError();
- throw std::runtime_error(msg.str());
- }
-
- if(use_alpha == false && !config->use_gl)
- sdl_surface = SDL_DisplayFormat(temp);
- else
- sdl_surface = SDL_DisplayFormatAlpha(temp);
-
- if (sdl_surface == NULL) {
- std::stringstream msg;
- msg << "Couldn't convert file '" << file << "' to display format";
- throw std::runtime_error(msg.str());
- }
-
- if (use_alpha == false && !config->use_gl)
- SDL_SetAlpha(sdl_surface, 0, 0);
-
- SDL_FreeSurface(temp);
-
- return sdl_surface;
-}
-
-SDL_Surface*
-sdl_surface_from_sdl_surface(SDL_Surface* sdl_surf, bool use_alpha)
-{
- SDL_Surface* sdl_surface;
-#if 0
- Uint32 saved_flags;
- Uint8 saved_alpha;
-
- /* Save the alpha blending attributes */
- saved_flags = sdl_surf->flags&(SDL_SRCALPHA|SDL_RLEACCELOK);
- saved_alpha = sdl_surf->format->alpha;
- if ( (saved_flags & SDL_SRCALPHA)
- == SDL_SRCALPHA )
- {
- SDL_SetAlpha(sdl_surf, 0, 0);
- }
-#endif
-
- if(use_alpha == false && !config->use_gl)
- sdl_surface = SDL_DisplayFormat(sdl_surf);
- else
- sdl_surface = SDL_DisplayFormatAlpha(sdl_surf);
-
-#if 0
- /* Restore the alpha blending attributes */
- if ( (saved_flags & SDL_SRCALPHA)
- == SDL_SRCALPHA )
- {
- SDL_SetAlpha(sdl_surface, saved_flags, saved_alpha);
- }
-#endif
-
- if (sdl_surface == NULL) {
- std::stringstream msg;
- msg << "Can't convert surface to display format.";
- throw std::runtime_error(msg.str());
- }
-
- if (use_alpha == false && !config->use_gl)
- SDL_SetAlpha(sdl_surface, 0, 0);
-
- return sdl_surface;
-}
-
-SDL_Surface*
-sdl_surface_from_gradient(Color top, Color bottom, int w, int h)
-{
- SDL_Surface* sdl_surface
- = SDL_CreateRGBSurface(SDL_SWSURFACE, w, h,
- screen->format->BitsPerPixel, screen->format->Rmask,
- screen->format->Gmask, screen->format->Bmask, 0);
-
- if(sdl_surface == 0)
- throw std::runtime_error("Can't create gradient surface");
-
- if(top == bottom) {
- SDL_FillRect(sdl_surface, NULL, SDL_MapRGB(sdl_surface->format,
- top.red, top.green, top.blue));
- } else {
- float redstep = (float(bottom.red)-float(top.red)) / float(h);
- float greenstep = (float(bottom.green)-float(top.green)) / float(h);
- float bluestep = (float(bottom.blue) - float(top.blue)) / float(h);
-
- SDL_Rect rect;
- rect.x = 0;
- rect.w = w;
- rect.h = 1;
- for(float y = 0; y < h; y++) {
- rect.y = (int)y;
- SDL_FillRect(sdl_surface, &rect, SDL_MapRGB(sdl_surface->format,
- int(float(top.red) + redstep * y),
- int(float(top.green) + greenstep * y),
- int(float(top.blue) + bluestep * y)));
- }
- }
-
- return sdl_surface;
-}
-
-//---------------------------------------------------------------------------
-
-SurfaceImpl::SurfaceImpl()
- : sdl_surface(0)
-{}
-
-SurfaceImpl::~SurfaceImpl()
-{
- if(sdl_surface != 0)
- SDL_FreeSurface(sdl_surface);
-}
-
-SDL_Surface* SurfaceImpl::get_sdl_surface() const
-{
- return sdl_surface;
-}
-
-SurfaceOpenGL::SurfaceOpenGL(SDL_Surface* surf, bool use_alpha)
-{
- sdl_surface = sdl_surface_from_sdl_surface(surf, use_alpha);
- create_gl(sdl_surface,&gl_texture);
-
- w = sdl_surface->w;
- h = sdl_surface->h;
-}
-
-SurfaceOpenGL::SurfaceOpenGL(const std::string& file, bool use_alpha)
-{
- sdl_surface = sdl_surface_from_file(file, use_alpha);
- create_gl(sdl_surface,&gl_texture);
-
- w = sdl_surface->w;
- h = sdl_surface->h;
-}
-
-SurfaceOpenGL::SurfaceOpenGL(const std::string& file_, int x_, int y_,
- int w_, int h_, bool use_alpha_)
-{
- sdl_surface = sdl_surface_part_from_file(file_,x_,y_,w_,h_,use_alpha_);
-
- create_gl(sdl_surface, &gl_texture);
- w = sdl_surface->w;
- h = sdl_surface->h;
-}
-
-SurfaceOpenGL::SurfaceOpenGL(Color top_gradient, Color bottom_gradient,
- int _w, int _h)
-{
- sdl_surface = sdl_surface_from_gradient(top_gradient, bottom_gradient,_w,_h);
- create_gl(sdl_surface, &gl_texture);
- w = sdl_surface->w;
- h = sdl_surface->h;
-}
-
-SurfaceOpenGL::~SurfaceOpenGL()
-{
- glDeleteTextures(1, &gl_texture);
-}
-
-void
-SurfaceOpenGL::create_gl(SDL_Surface * surf, GLuint * tex)
-{
- Uint32 saved_flags;
- Uint8 saved_alpha;
- int w, h;
- SDL_Surface *conv;
-
- w = power_of_two(surf->w);
- h = power_of_two(surf->h),
-
-#if SDL_BYTEORDER == SDL_BIG_ENDIAN
- conv = SDL_CreateRGBSurface(SDL_SWSURFACE, w, h, surf->format->BitsPerPixel,
- 0xff000000, 0x00ff0000, 0x0000ff00, 0x000000ff);
-#else
- conv = SDL_CreateRGBSurface(SDL_SWSURFACE, w, h, surf->format->BitsPerPixel,
- 0x000000ff, 0x0000ff00, 0x00ff0000, 0xff000000);
-#endif
-
- /* Save the alpha blending attributes */
- saved_flags = surf->flags&(SDL_SRCALPHA|SDL_RLEACCELOK);
- saved_alpha = surf->format->alpha;
- if ( (saved_flags & SDL_SRCALPHA)
- == SDL_SRCALPHA )
- {
- SDL_SetAlpha(surf, 0, 0);
- }
-
- SDL_BlitSurface(surf, 0, conv, 0);
-
- /* Restore the alpha blending attributes */
- if ( (saved_flags & SDL_SRCALPHA)
- == SDL_SRCALPHA )
- {
- SDL_SetAlpha(surf, saved_flags, saved_alpha);
- }
-
- // We check all the pixels of the surface to figure out which
- // internal format OpenGL should use for storing it, ie. if no alpha
- // is present store in RGB instead of RGBA, this saves a few bytes
- // of memory, but much more importantly it makes the game look
- // *much* better in 16bit color mode
- int internal_format = GL_RGBA/*GL_RGB10_A2*/;
- bool has_alpha = false;
-
- unsigned char* buf = static_cast<unsigned char*>(conv->pixels);
- for (int y = 0; y < surf->h; ++y)
- for (int x = 0; x < surf->w; ++x)
- {
- if (buf[(conv->pitch*y + x*4) + 3] != 255)
- {
- has_alpha = true;
- break;
- }
- }
-
- if (!has_alpha)
- {
- internal_format = GL_RGB;
- }
-
- glGenTextures(1, &*tex);
- glBindTexture(GL_TEXTURE_2D , *tex);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
- glPixelStorei(GL_UNPACK_ROW_LENGTH, conv->pitch / conv->format->BytesPerPixel);
- glTexImage2D(GL_TEXTURE_2D, 0, internal_format, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, conv->pixels);
- glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
-
- SDL_FreeSurface(conv);
-}
-
-int
-SurfaceOpenGL::draw(float x, float y, Uint8 alpha, Uint32 effect)
-{
- float pw = power_of_two(w);
- float ph = power_of_two(h);
-
- if(effect & SEMI_TRANSPARENT)
- alpha = 128;
-
- glEnable(GL_TEXTURE_2D);
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-
- glColor4ub(alpha, alpha, alpha, alpha);
-
- glBindTexture(GL_TEXTURE_2D, gl_texture);
-
glBegin(GL_QUADS);
+ glTexCoord2f(uv_left, uv_top);
+ glVertex2f(left, top);
- if(effect & VERTICAL_FLIP & HORIZONTAL_FLIP)
- {
- glTexCoord2f(0, 0);
- glVertex2f((float)w+x, (float)h+y);
-
- glTexCoord2f((float)w / pw, 0);
- glVertex2f(x, (float)h+y);
-
- glTexCoord2f((float)w / pw, (float)h / ph);
- glVertex2f(x, y);
-
- glTexCoord2f(0, (float)h / ph);
- glVertex2f((float)w+x, y);
- }
- else if(effect & VERTICAL_FLIP)
- {
- glTexCoord2f(0, 0);
- glVertex2f(x, (float)h+y);
-
- glTexCoord2f((float)w / pw, 0);
- glVertex2f((float)w+x, (float)h+y);
-
- glTexCoord2f((float)w / pw, (float)h / ph);
- glVertex2f((float)w+x, y);
-
- glTexCoord2f(0, (float)h / ph);
- glVertex2f(x, y);
- }
- else if(effect & HORIZONTAL_FLIP)
- {
- glTexCoord2f(0, 0);
- glVertex2f((float)w+x, y);
-
- glTexCoord2f((float)w / pw, 0);
- glVertex2f(x, y);
-
- glTexCoord2f((float)w / pw, (float)h / ph);
- glVertex2f(x, (float)h+y);
-
- glTexCoord2f(0, (float)h / ph);
- glVertex2f((float)w+x, (float)h+y);
- }
- else
- {
- glTexCoord2f(0, 0);
- glVertex2f(x, y);
-
- glTexCoord2f((float)w / pw, 0);
- glVertex2f((float)w+x, y);
+ glTexCoord2f(uv_right, uv_top);
+ glVertex2f(right, top);
- glTexCoord2f((float)w / pw, (float)h / ph);
- glVertex2f((float)w+x, (float)h+y);
+ glTexCoord2f(uv_right, uv_bottom);
+ glVertex2f(right, bottom);
- glTexCoord2f(0, (float)h / ph);
- glVertex2f(x, (float)h+y);
- }
+ glTexCoord2f(uv_left, uv_bottom);
+ glVertex2f(left, bottom);
glEnd();
-
- glDisable(GL_TEXTURE_2D);
- glDisable(GL_BLEND);
-
- return 0;
}
-int
-SurfaceOpenGL::draw_part(float sx, float sy, float x, float y, float w, float h, Uint8 alpha, Uint32 effect)
+static inline void intern_draw2(float left, float top, float right, float bottom,
+ float uv_left, float uv_top,
+ float uv_right, float uv_bottom,
+ float angle,
+ const Color& color,
+ const Blend& blend,
+ DrawingEffect effect)
{
- float pw = power_of_two(int(this->w));
- float ph = power_of_two(int(this->h));
-
- if(effect & SEMI_TRANSPARENT)
- alpha = 128;
-
- glBindTexture(GL_TEXTURE_2D, gl_texture);
+ if(effect & HORIZONTAL_FLIP)
+ std::swap(uv_left, uv_right);
+ if(effect & VERTICAL_FLIP) {
+ std::swap(uv_top, uv_bottom);
+ }
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ float center_x = (left + right) / 2;
+ float center_y = (top + bottom) / 2;
- glColor4ub(alpha, alpha, alpha, alpha);
+ float sa = sinf(angle/180.0f*M_PI);
+ float ca = cosf(angle/180.0f*M_PI);
- glEnable(GL_TEXTURE_2D);
+ left -= center_x;
+ right -= center_x;
+ top -= center_y;
+ bottom -= center_y;
+ glBlendFunc(blend.sfactor, blend.dfactor);
+ glColor4f(color.red, color.green, color.blue, color.alpha);
glBegin(GL_QUADS);
+ glTexCoord2f(uv_left, uv_top);
+ glVertex2f(left*ca - top*sa + center_x,
+ left*sa + top*ca + center_y);
- if(effect & VERTICAL_FLIP & HORIZONTAL_FLIP)
- {
- glTexCoord2f(sx / pw, (float)(sy+h) / ph);
- glVertex2f((float)w+x, (float)h+y);
-
- glTexCoord2f((sx+w) / pw, (sy+h) / ph);
- glVertex2f(x, (float)h+y);
-
- glTexCoord2f((float)(sx + w) / pw, sy / ph);
- glVertex2f(x, y);
-
- glTexCoord2f(sx / pw, sy / ph);
- glVertex2f((float)w+x, y);
- }
- else if(effect & VERTICAL_FLIP)
- {
- glTexCoord2f(sx / pw, sy / ph);
- glVertex2f(x, y);
-
- glTexCoord2f((float)(sx + w) / pw, sy / ph);
- glVertex2f(w+x, y);
-
- glTexCoord2f((sx+w) / pw, (sy+h) / ph);
- glVertex2f(w +x, h+y);
-
- glTexCoord2f(sx / pw, (float)(sy+h) / ph);
- glVertex2f(x, h+y);
- }
- else if(effect & HORIZONTAL_FLIP)
- {
- glTexCoord2f(sx / pw, sy / ph);
- glVertex2f((float)w+x, y);
-
- glTexCoord2f((float)(sx + w) / pw, sy / ph);
- glVertex2f(x, y);
-
- glTexCoord2f((sx+w) / pw, (sy+h) / ph);
- glVertex2f(x, (float)h+y);
-
- glTexCoord2f(sx / pw, (float)(sy+h) / ph);
- glVertex2f((float)w+x, (float)h+y);
- }
- else
- {
- glTexCoord2f(sx / pw, (float)(sy+h) / ph);
- glVertex2f(x, h+y);
+ glTexCoord2f(uv_right, uv_top);
+ glVertex2f(right*ca - top*sa + center_x,
+ right*sa + top*ca + center_y);
- glTexCoord2f((sx+w) / pw, (sy+h) / ph);
- glVertex2f(w +x, h+y);
-
- glTexCoord2f((float)(sx + w) / pw, sy / ph);
- glVertex2f(w+x, y);
-
- glTexCoord2f(sx / pw, sy / ph);
- glVertex2f(x, y);
- }
+ glTexCoord2f(uv_right, uv_bottom);
+ glVertex2f(right*ca - bottom*sa + center_x,
+ right*sa + bottom*ca + center_y);
+ glTexCoord2f(uv_left, uv_bottom);
+ glVertex2f(left*ca - bottom*sa + center_x,
+ left*sa + bottom*ca + center_y);
glEnd();
- glDisable(GL_TEXTURE_2D);
- glDisable(GL_BLEND);
-
- return 0;
-}
-
-int
-SurfaceOpenGL::draw_stretched(float x, float y, int sw, int sh, Uint8 alpha, Uint32 effect)
-{
- float pw = power_of_two(sw);
- float ph = power_of_two(sh);
-
- if(effect & SEMI_TRANSPARENT)
- alpha = 128;
-
- glEnable(GL_TEXTURE_2D);
- glEnable(GL_BLEND);
+ // 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);
-
- glColor4ub(alpha, alpha, alpha, alpha);
-
- glBindTexture(GL_TEXTURE_2D, gl_texture);
-
- glBegin(GL_QUADS);
-
- if(effect & VERTICAL_FLIP & HORIZONTAL_FLIP)
- {
- glTexCoord2f(0, 0);
- glVertex2f((float)sw+x, (float)sh+y);
-
- glTexCoord2f((float)w / pw, 0);
- glVertex2f(x, (float)sh+y);
-
- glTexCoord2f((float)w / pw, (float)h / ph);
- glVertex2f(x, y);
-
- glTexCoord2f(0, (float)h / ph);
- glVertex2f((float)sw+x, y);
- }
- else if(effect & VERTICAL_FLIP)
- {
- glTexCoord2f(0, 0);
- glVertex2f(x, (float)sh+y);
-
- glTexCoord2f((float)w / pw, 0);
- glVertex2f((float)sw+x, (float)sh+y);
-
- glTexCoord2f((float)w / pw, (float)h / ph);
- glVertex2f((float)sw+x, y);
-
- glTexCoord2f(0, (float)h / ph);
- glVertex2f(x, y);
- }
- else if(effect & HORIZONTAL_FLIP)
- {
- glTexCoord2f(0, 0);
- glVertex2f((float)sw+x, y);
-
- glTexCoord2f((float)w / pw, 0);
- glVertex2f(x, y);
-
- glTexCoord2f((float)w / pw, (float)h / ph);
- glVertex2f(x, (float)sh+y);
-
- glTexCoord2f(0, (float)h / ph);
- glVertex2f((float)sw+x, (float)sh+y);
- }
- else
- {
- glTexCoord2f(0, 0);
- glVertex2f(x, y);
-
- glTexCoord2f((float)w / pw, 0);
- glVertex2f((float)sw+x, y);
-
- glTexCoord2f((float)w / pw, (float)h / ph);
- glVertex2f((float)sw+x, (float)sh+y);
-
- glTexCoord2f(0, (float)h / ph);
- glVertex2f(x, (float)sh+y);
- }
- glEnd();
-
- glDisable(GL_TEXTURE_2D);
- glDisable(GL_BLEND);
-
- return 0;
}
void
-SurfaceOpenGL::apply_filter(int filter, Color color)
+Surface::draw(float x, float y, float alpha, float angle, const Color& color, const Blend& blend, DrawingEffect effect) const
{
- ::apply_filter_to_surface(sdl_surface, filter, color);
- create_gl(sdl_surface,&gl_texture);
+ glColor4f(1.0f, 1.0f, 1.0f, alpha);
+ glBindTexture(GL_TEXTURE_2D, texture->get_handle());
- w = sdl_surface->w;
- h = sdl_surface->h;
+ intern_draw2(x, y,
+ x + width, y + height,
+ uv_left, uv_top, uv_right, uv_bottom,
+ angle,
+ color,
+ blend,
+ effect);
}
-SurfaceSDL::SurfaceSDL(SDL_Surface* surf, bool use_alpha)
-{
- sdl_surface = sdl_surface_from_sdl_surface(surf, use_alpha);
- w = sdl_surface->w;
- h = sdl_surface->h;
-}
-
-SurfaceSDL::SurfaceSDL(const std::string& file, bool use_alpha)
-{
- sdl_surface = sdl_surface_from_file(file, use_alpha);
- w = sdl_surface->w;
- h = sdl_surface->h;
-}
-
-SurfaceSDL::SurfaceSDL(const std::string& file, int x, int y, int _w, int _h,
- bool use_alpha)
-{
- sdl_surface = sdl_surface_part_from_file(file, x, y, _w, _h, use_alpha);
- w = sdl_surface->w;
- h = sdl_surface->h;
-}
-
-SurfaceSDL::SurfaceSDL(Color top_gradient, Color bottom_gradient,
- int _w, int _h)
-{
- sdl_surface = sdl_surface_from_gradient(top_gradient, bottom_gradient,_w,_h);
- w = sdl_surface->w;
- h = sdl_surface->h;
-}
-
-int
-SurfaceSDL::draw(float x, float y, Uint8 alpha, Uint32 effect)
-{
- SDL_Rect dest;
-
- dest.x = (int)x;
- dest.y = (int)y;
- dest.w = w;
- dest.h = h;
-
- if(effect & SEMI_TRANSPARENT)
- alpha = 128;
-
- if(effect & VERTICAL_FLIP & HORIZONTAL_FLIP)
- {
- // FIXME: this hack is damn slow. Just keep it cause it isn't that used.
- for(float sx = 0; sx < w; sx++)
- for(float sy = 0; sy < h; sy++)
- if(draw_part(sx, sy, x+(w-sx), y+(h-sy), 1, 1, alpha, NONE_EFFECT) == -2)
- return -2;
- return 0;
- }
- else if(effect & VERTICAL_FLIP) // FIXME: feel free to replace this hack
- {
- for(float sy = 0; sy < h; sy++)
- if(draw_part(0, sy, x, y+(h-sy), w, 1, alpha, NONE_EFFECT) == -2)
- return -2;
- return 0;
- }
- else if(effect & HORIZONTAL_FLIP) // FIXME: feel free to replace this hack
- {
- for(float sx = 0; sx < w; sx++)
- if(draw_part(sx, 0, x+(w-sx), y, 1, h, alpha, NONE_EFFECT) == -2)
- return -2;
- return 0;
- }
-
- if(alpha != 255)
- {
- /* Create a Surface, make it using colorkey, blit surface into temp, apply alpha
- to temp sur, blit the temp into the screen */
- /* Note: this has to be done, since SDL doesn't allow to set alpha to surfaces that
- already have an alpha mask yet... */
-
- SDL_Surface* sdl_surface_copy = SDL_CreateRGBSurface (sdl_surface->flags,
- sdl_surface->w, sdl_surface->h, sdl_surface->format->BitsPerPixel,
- sdl_surface->format->Rmask, sdl_surface->format->Gmask,
- sdl_surface->format->Bmask,
- 0);
- int colorkey = SDL_MapRGB(sdl_surface_copy->format, 255, 0, 255);
- SDL_FillRect(sdl_surface_copy, NULL, colorkey);
- SDL_SetColorKey(sdl_surface_copy, SDL_SRCCOLORKEY, colorkey);
-
-
- SDL_BlitSurface(sdl_surface, NULL, sdl_surface_copy, NULL);
- SDL_SetAlpha(sdl_surface_copy ,SDL_SRCALPHA,alpha);
-
- int ret = SDL_BlitSurface(sdl_surface_copy, NULL, screen, &dest);
-
- SDL_FreeSurface (sdl_surface_copy);
- return ret;
- }
-
- int ret = SDL_BlitSurface(sdl_surface, NULL, screen, &dest);
-
- return ret;
-}
-
-int
-SurfaceSDL::draw_part(float sx, float sy, float x, float y, float w, float h, Uint8 alpha, Uint32 effect)
+void
+Surface::draw(float x, float y, float alpha, DrawingEffect effect) const
{
- SDL_Rect src, dest;
-
- src.x = (int)sx;
- src.y = (int)sy;
- src.w = (int)w;
- src.h = (int)h;
-
- dest.x = (int)x;
- dest.y = (int)y;
- dest.w = (int)w;
- dest.h = (int)h;
-
- if(effect & SEMI_TRANSPARENT)
- alpha = 128;
-
- if(effect & VERTICAL_FLIP & HORIZONTAL_FLIP)
- {
- // FIXME: this hack is damn slow. Just keep it cause it isn't that used.
- for(float sx_ = 0; sx_ < w; sx++)
- for(float sy_ = 0; sy_ < h; sy++)
- if(draw_part(sx_, sy_, sx+(w-sx_), sy+(h-sy_), 1, 1, alpha, NONE_EFFECT) == -2)
- return -2;
- return 0;
- }
- else if(effect & VERTICAL_FLIP) // FIXME: feel free to replace this hack
- {
- for(float sy_ = sy; sy_ < h; sy_++)
- if(draw_part(sx, sy_, x, y+(h-sy_), w, 1, alpha, NONE_EFFECT) == -2)
- return -2;
- return 0;
- }
- else if(effect & HORIZONTAL_FLIP) // FIXME: feel free to replace this hack
- {
- for(float sx_ = 0; sx_ < w; sx_++)
- if(draw_part(sx_, 0, sx+(w-sx_), sy, 1, h, alpha, NONE_EFFECT) == -2)
- return -2;
- return 0;
- }
-
- if(alpha != 255)
- {
- /* Create a Surface, make it using colorkey, blit surface into temp, apply alpha
- to temp sur, blit the temp into the screen */
- /* Note: this has to be done, since SDL doesn't allow to set alpha to surfaces that
- already have an alpha mask, yet... */
-
- SDL_Surface* sdl_surface_copy = SDL_CreateRGBSurface (sdl_surface->flags,
- (int)w, (int)h, sdl_surface->format->BitsPerPixel,
- sdl_surface->format->Rmask, sdl_surface->format->Gmask,
- sdl_surface->format->Bmask,
- 0);
- int colorkey = SDL_MapRGB(sdl_surface_copy->format, 255, 0, 255);
- SDL_FillRect(sdl_surface_copy, NULL, colorkey);
- SDL_SetColorKey(sdl_surface_copy, SDL_SRCCOLORKEY, colorkey);
-
+ glColor4f(1.0f, 1.0f, 1.0f, alpha);
+ glBindTexture(GL_TEXTURE_2D, texture->get_handle());
- SDL_BlitSurface(sdl_surface, &src, sdl_surface_copy, NULL);
- SDL_SetAlpha(sdl_surface_copy ,SDL_SRCALPHA,alpha);
-
- int ret = SDL_BlitSurface(sdl_surface_copy, NULL, screen, &dest);
-
- SDL_FreeSurface (sdl_surface_copy);
- return ret;
- }
-
- int ret = SDL_BlitSurface(sdl_surface, &src, screen, &dest);
-
- return ret;
+ intern_draw(x, y,
+ x + width, y + height,
+ uv_left, uv_top, uv_right, uv_bottom, effect);
}
-int
-SurfaceSDL::draw_stretched(float x, float y, int sw, int sh, Uint8 alpha, Uint32 effect)
+void
+Surface::draw_part(float src_x, float src_y, float dst_x, float dst_y,
+ float width, float height, float alpha,
+ DrawingEffect effect) const
{
- SDL_Rect dest;
-
- dest.x = (int)x;
- dest.y = (int)y;
- dest.w = (int)sw;
- dest.h = (int)sh;
-
- if(effect & SEMI_TRANSPARENT)
- alpha = 128;
-
- SDL_Surface* sdl_surface_copy = SDL_CreateRGBSurface (sdl_surface->flags,
- sw, sh, sdl_surface->format->BitsPerPixel,
- sdl_surface->format->Rmask, sdl_surface->format->Gmask,
- sdl_surface->format->Bmask,
- 0);
+ float uv_width = uv_right - uv_left;
+ float uv_height = uv_bottom - uv_top;
- SDL_BlitSurface(sdl_surface, NULL, sdl_surface_copy, NULL);
- SDL_SoftStretch(sdl_surface_copy, NULL, sdl_surface_copy, &dest);
+ float uv_left = this->uv_left + (uv_width * src_x) / this->width;
+ float uv_top = this->uv_top + (uv_height * src_y) / this->height;
+ float uv_right = this->uv_left + (uv_width * (src_x + width)) / this->width;
+ float uv_bottom = this->uv_top + (uv_height * (src_y + height)) / this->height;
- if(alpha != 255)
- SDL_SetAlpha(sdl_surface_copy,SDL_SRCALPHA,alpha);
+ glColor4f(1.0f, 1.0f, 1.0f, alpha);
+ glBindTexture(GL_TEXTURE_2D, texture->get_handle());
- int ret = SDL_BlitSurface(sdl_surface_copy,NULL,screen,&dest);
- SDL_FreeSurface(sdl_surface_copy);
-
- return ret;
+ intern_draw(dst_x, dst_y,
+ dst_x + width, dst_y + height,
+ uv_left, uv_top, uv_right, uv_bottom, effect);
}
-
-void
-SurfaceSDL::apply_filter(int filter, Color color)
-{
- ::apply_filter_to_surface(sdl_surface, filter, color);
-
- w = sdl_surface->w;
- h = sdl_surface->h;
-}
-
-SurfaceSDL::~SurfaceSDL()
-{}