# with SDL functions only. Many features are removed from the video engine,
# so don't expect much.
#
-# Note that the patched sources will need an additional library, SDL_gfx, to
-# compile.
-#
# Installing the patch should be pretty straightforward. Simply run the
# following command prior to running autogen.sh and configure:
#
# patch -p0 < contrib/supertux-nogl.diff
#
-# This patch works for revision 5051. It may break for later revisions.
+# This patch works for revision 5065. It may break for later revisions.
#
# -----------------------------------------------------------------------------
+Index: src/gameconfig.hpp
+===================================================================
+--- src/gameconfig.hpp (revision 5066)
++++ src/gameconfig.hpp (working copy)
+@@ -39,6 +39,7 @@
+ float aspect_ratio;
+
+ bool use_fullscreen;
++ bool use_opengl;
+ bool try_vsync;
+ bool show_fps;
+ bool sound_enabled;
Index: src/video/drawing_context.cpp
===================================================================
---- src/video/drawing_context.cpp (revision 5051)
+--- src/video/drawing_context.cpp (revision 5066)
+++ src/video/drawing_context.cpp (working copy)
-@@ -23,7 +23,7 @@
- #include <cassert>
- #include <iostream>
- #include <SDL_image.h>
--#include <GL/gl.h>
-+
- #include <sstream>
- #include <iomanip>
- #include <physfs.h>
-@@ -113,17 +113,7 @@
- {
- screen = SDL_GetVideoSurface();
-
-- lightmap_width = screen->w / LIGHTMAP_DIV;
-- lightmap_height = screen->h / LIGHTMAP_DIV;
-- unsigned int width = next_po2(lightmap_width);
-- unsigned int height = next_po2(lightmap_height);
--
-- lightmap = new Texture(width, height, GL_RGB);
--
-- lightmap_uv_right = static_cast<float>(lightmap_width) / static_cast<float>(width);
-- lightmap_uv_bottom = static_cast<float>(lightmap_height) / static_cast<float>(height);
-- texture_manager->register_texture(lightmap);
--
-+ target = NORMAL;
- requests = &drawing_requests;
-
- obstack_init(&obst);
-@@ -132,9 +122,6 @@
- DrawingContext::~DrawingContext()
- {
- obstack_free(&obst, NULL);
--
-- texture_manager->remove_texture(lightmap);
-- delete lightmap;
- }
-
+@@ -308,28 +308,38 @@
void
-@@ -142,6 +129,8 @@
- float angle, const Color& color, const Blend& blend,
- int layer)
- {
-+ if(target != NORMAL) return;
-+
- assert(surface != 0);
-
- DrawingRequest* request = new(obst) DrawingRequest();
-@@ -177,6 +166,8 @@
- DrawingContext::draw_surface_part(const Surface* surface, const Vector& source,
- const Vector& size, const Vector& dest, int layer)
- {
-+ if(target != NORMAL) return;
-+
- assert(surface != 0);
-
- DrawingRequest* request = new(obst) DrawingRequest();
-@@ -216,6 +207,8 @@
- DrawingContext::draw_text(const Font* font, const std::string& text,
- const Vector& position, FontAlignment alignment, int layer)
- {
-+ if(target != NORMAL) return;
-+
- DrawingRequest* request = new(obst) DrawingRequest();
-
- request->type = TEXT;
-@@ -237,6 +230,8 @@
- DrawingContext::draw_center_text(const Font* font, const std::string& text,
- const Vector& position, int layer)
- {
-+ if(target != NORMAL) return;
-+
- draw_text(font, text, Vector(position.x + SCREEN_WIDTH/2, position.y),
- ALIGN_CENTER, layer);
- }
-@@ -244,6 +239,8 @@
- void
- DrawingContext::draw_gradient(const Color& top, const Color& bottom, int layer)
- {
-+ if(target != NORMAL) return;
-+
- DrawingRequest* request = new(obst) DrawingRequest();
-
- request->type = GRADIENT;
-@@ -265,6 +262,8 @@
- DrawingContext::draw_filled_rect(const Vector& topleft, const Vector& size,
- const Color& color, int layer)
- {
-+ if(target != NORMAL) return;
-+
- DrawingRequest* request = new(obst) DrawingRequest();
-
- request->type = FILLRECT;
-@@ -287,6 +286,8 @@
- DrawingContext::draw_filled_rect(const Rect& rect, const Color& color,
- int layer)
- {
-+ if(target != NORMAL) return;
-+
- DrawingRequest* request = new(obst) DrawingRequest();
-
- request->type = FILLRECT;
-@@ -306,47 +307,20 @@
- }
-
- void
--DrawingContext::get_light(const Vector& position, Color* color)
-+DrawingContext::get_light(const Vector& , Color* color)
+ DrawingContext::get_light(const Vector& position, Color* color)
{
- if( ambient_color.red == 1.0f && ambient_color.green == 1.0f
- && ambient_color.blue == 1.0f ) {
- *color = Color( 1.0f, 1.0f, 1.0f);
- return;
- }
--
++ if(config->use_opengl) {
++ if( ambient_color.red == 1.0f && ambient_color.green == 1.0f
++ && ambient_color.blue == 1.0f ) {
++ *color = Color( 1.0f, 1.0f, 1.0f);
++ return;
++ }
+
- DrawingRequest* request = new(obst) DrawingRequest();
- request->type = GETLIGHT;
- request->pos = transform.apply(position);
--
++ DrawingRequest* request = new(obst) DrawingRequest();
++ request->type = GETLIGHT;
++ request->pos = transform.apply(position);
+
- //There is no light offscreen.
- if(request->pos.x >= SCREEN_WIDTH || request->pos.y >= SCREEN_HEIGHT
- || request->pos.x < 0 || request->pos.y < 0){
- *color = Color( 0, 0, 0);
- return;
-- }
++ //There is no light offscreen.
++ if(request->pos.x >= SCREEN_WIDTH || request->pos.y >= SCREEN_HEIGHT
++ || request->pos.x < 0 || request->pos.y < 0){
++ *color = Color( 0, 0, 0);
++ return;
++ }
++
++ request->layer = LAYER_GUI; //make sure all get_light requests are handled last.
++ GetLightRequest* getlightrequest = new(obst) GetLightRequest();
++ getlightrequest->color_ptr = color;
++ request->request_data = getlightrequest;
++ lightmap_requests.push_back(request);
++ } else {
++ static int i = 0;
++ i += 1; i &= 0xFFFF;
++ if (i & 0x8000) {
++ *color = Color(0.0f, 0.0f, 0.0f);
++ } else {
++ *color = Color(1.0f, 1.0f, 1.0f);
++ }
+ }
-
- request->layer = LAYER_GUI; //make sure all get_light requests are handled last.
- GetLightRequest* getlightrequest = new(obst) GetLightRequest();
- getlightrequest->color_ptr = color;
- request->request_data = getlightrequest;
- lightmap_requests.push_back(request);
-+ static int i = 0;
-+ i += 1; i &= 0xFFFF;
-+ if (i & 0x8000) {
-+ *color = Color(0.0f, 0.0f, 0.0f);
-+ } else {
-+ *color = Color(1.0f, 1.0f, 1.0f);
-+ }
- }
-
- void
--DrawingContext::get_light(const DrawingRequest& request) const
-+DrawingContext::get_light(const DrawingRequest& ) const
- {
-- const GetLightRequest* getlightrequest
-- = (GetLightRequest*) request.request_data;
--
-- float pixels[3];
-- for( int i = 0; i<3; i++)
-- pixels[i] = 0.0f; //set to black
--
-- float posX = request.pos.x * lightmap_width / SCREEN_WIDTH;
-- float posY = screen->h - request.pos.y * lightmap_height / SCREEN_HEIGHT;
-- glReadPixels((GLint) posX, (GLint) posY , 1, 1, GL_RGB, GL_FLOAT, pixels);
-- *(getlightrequest->color_ptr) = Color( pixels[0], pixels[1], pixels[2]);
-- //printf("get_light %f/%f =>%f/%f r%f g%f b%f\n", request.pos.x, request.pos.y, posX, posY, pixels[0], pixels[1], pixels[2]);
}
void
-@@ -362,6 +336,45 @@
- request.alpha, request.drawing_effect);
- }
-
-+namespace
-+{
-+ void fillrect(SDL_Surface* screen, float x, float y, float w, float h, int r, int g, int b, int a)
-+ {
-+ if(w < 0) {
-+ x += w;
-+ w = -w;
-+ }
-+ if(h < 0) {
-+ y += h;
-+ h = -h;
-+ }
-+
-+ SDL_Rect src, rect;
-+ SDL_Surface *temp = NULL;
-+
-+ rect.x = (int)x;
-+ rect.y = (int)y;
-+ rect.w = (int)w;
-+ rect.h = (int)h;
-+
-+ if(a != 255) {
-+ temp = SDL_CreateRGBSurface(screen->flags, rect.w, rect.h, screen->format->BitsPerPixel, screen->format->Rmask, screen->format->Gmask, screen->format->Bmask, screen->format->Amask);
-+
-+ src.x = 0;
-+ src.y = 0;
-+ src.w = rect.w;
-+ src.h = rect.h;
-+
-+ SDL_FillRect(temp, &src, SDL_MapRGB(screen->format, r, g, b));
-+ SDL_SetAlpha(temp, SDL_SRCALPHA, a);
-+ SDL_BlitSurface(temp,0,screen,&rect);
-+ SDL_FreeSurface(temp);
-+ } else {
-+ SDL_FillRect(screen, &rect, SDL_MapRGB(screen->format, r, g, b));
-+ }
-+ }
-+}
-+
- void
- DrawingContext::draw_gradient(const DrawingRequest& request) const
- {
-@@ -370,16 +383,10 @@
+@@ -370,16 +380,47 @@
const Color& top = gradientrequest->top;
const Color& bottom = gradientrequest->bottom;
- glVertex2f(0, SCREEN_HEIGHT);
- glEnd();
- glEnable(GL_TEXTURE_2D);
-+ int width = 800;
-+ int height = 600;
-+ for(float y = 0; y < height; y += 2) ::fillrect(screen, 0, (int)y, width, 2, (int)(((float)(top.red-bottom.red)/(0-height)) * y + top.red), (int)(((float)(top.green-bottom.green)/(0-height)) * y + top.green), (int)(((float)(top.blue-bottom.blue)/(0-height)) * y + top.blue), 255);
-+
++ if(config->use_opengl)
++ {
++ glDisable(GL_TEXTURE_2D);
++ glBegin(GL_QUADS);
++ glColor4f(top.red, top.green, top.blue, top.alpha);
++ glVertex2f(0, 0);
++ glVertex2f(SCREEN_WIDTH, 0);
++ glColor4f(bottom.red, bottom.green, bottom.blue, bottom.alpha);
++ glVertex2f(SCREEN_WIDTH, SCREEN_HEIGHT);
++ glVertex2f(0, SCREEN_HEIGHT);
++ glEnd();
++ glEnable(GL_TEXTURE_2D);
++ }
++ else
++ {
++ for(int y = 0;y < screen->h;++y)
++ {
++ Uint8 r = (Uint8)((((float)(top.red-bottom.red)/(0-screen->h)) * y + top.red) * 255);
++ Uint8 g = (Uint8)((((float)(top.green-bottom.green)/(0-screen->h)) * y + top.green) * 255);
++ Uint8 b = (Uint8)((((float)(top.blue-bottom.blue)/(0-screen->h)) * y + top.blue) * 255);
++ Uint8 a = (Uint8)((((float)(top.alpha-bottom.alpha)/(0-screen->h)) * y + top.alpha) * 255);
++ Uint32 color = SDL_MapRGB(screen->format, r, g, b);
++
++ SDL_Rect rect;
++ rect.x = 0;
++ rect.y = y;
++ rect.w = screen->w;
++ rect.h = 1;
++
++ if(a == SDL_ALPHA_OPAQUE) {
++ SDL_FillRect(screen, &rect, color);
++ } else if(a != SDL_ALPHA_TRANSPARENT) {
++ SDL_Surface *temp = SDL_CreateRGBSurface(screen->flags, rect.w, rect.h, screen->format->BitsPerPixel, screen->format->Rmask, screen->format->Gmask, screen->format->Bmask, screen->format->Amask);
++
++ SDL_FillRect(temp, 0, color);
++ SDL_SetAlpha(temp, SDL_SRCALPHA, a);
++ SDL_BlitSurface(temp, 0, screen, &rect);
++ SDL_FreeSurface(temp);
++ }
++ }
++ }
+ glColor4f(1, 1, 1, 1);
}
- void
-@@ -402,45 +409,17 @@
- float w = fillrectrequest->size.x;
- float h = fillrectrequest->size.y;
+@@ -398,22 +439,48 @@
+ const FillRectRequest* fillrectrequest
+ = (FillRectRequest*) request.request_data;
+
+- float x = request.pos.x;
+- float y = request.pos.y;
+- float w = fillrectrequest->size.x;
+- float h = fillrectrequest->size.y;
++ if(config->use_opengl)
++ {
++ float x = request.pos.x;
++ float y = request.pos.y;
++ float w = fillrectrequest->size.x;
++ float h = fillrectrequest->size.y;
- glDisable(GL_TEXTURE_2D);
- glColor4f(fillrectrequest->color.red, fillrectrequest->color.green,
- fillrectrequest->color.blue, fillrectrequest->color.alpha);
--
++ glDisable(GL_TEXTURE_2D);
++ glColor4f(fillrectrequest->color.red, fillrectrequest->color.green,
++ fillrectrequest->color.blue, fillrectrequest->color.alpha);
+
- glBegin(GL_QUADS);
- glVertex2f(x, y);
- glVertex2f(x+w, y);
- glVertex2f(x, y+h);
- glEnd();
- glEnable(GL_TEXTURE_2D);
-+ int r = static_cast<int>(fillrectrequest->color.red);
-+ int g = static_cast<int>(fillrectrequest->color.green);
-+ int b = static_cast<int>(fillrectrequest->color.blue);
-+ int a = static_cast<int>(fillrectrequest->color.alpha);
-+
-+ ::fillrect(screen, x, y, w, h, r, g, b, a);
- }
-
- void
--DrawingContext::draw_lightmap(const DrawingRequest& request) const
-+DrawingContext::draw_lightmap(const DrawingRequest& ) const
- {
-- const Texture* texture = reinterpret_cast<Texture*> (request.request_data);
--
-- // multiple the lightmap with the framebuffer
-- glBlendFunc(GL_DST_COLOR, GL_ZERO);
--
-- glBindTexture(GL_TEXTURE_2D, texture->get_handle());
-- glBegin(GL_QUADS);
--
-- glTexCoord2f(0, lightmap_uv_bottom);
-- glVertex2f(0, 0);
--
-- glTexCoord2f(lightmap_uv_right, lightmap_uv_bottom);
-- glVertex2f(SCREEN_WIDTH, 0);
--
-- glTexCoord2f(lightmap_uv_right, 0);
-- glVertex2f(SCREEN_WIDTH, SCREEN_HEIGHT);
--
-- glTexCoord2f(0, 0);
-- glVertex2f(0, SCREEN_HEIGHT);
--
-- glEnd();
--
-- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
++ glBegin(GL_QUADS);
++ glVertex2f(x, y);
++ glVertex2f(x+w, y);
++ glVertex2f(x+w, y+h);
++ glVertex2f(x, y+h);
++ glEnd();
++ glEnable(GL_TEXTURE_2D);
++ }
++ else
++ {
++ SDL_Rect rect;
++ rect.x = (Sint16)request.pos.x;
++ rect.y = (Sint16)request.pos.y;
++ rect.w = (Uint16)fillrectrequest->size.x;
++ rect.h = (Uint16)fillrectrequest->size.y;
++ Uint8 r = static_cast<Uint8>(fillrectrequest->color.red * 255);
++ Uint8 g = static_cast<Uint8>(fillrectrequest->color.green * 255);
++ Uint8 b = static_cast<Uint8>(fillrectrequest->color.blue * 255);
++ Uint8 a = static_cast<Uint8>(fillrectrequest->color.alpha * 255);
++ Uint32 color = SDL_MapRGB(screen->format, r, g, b);
++ if(a == SDL_ALPHA_OPAQUE) {
++ SDL_FillRect(screen, &rect, color);
++ } else if(a != SDL_ALPHA_TRANSPARENT) {
++ SDL_Surface *temp = SDL_CreateRGBSurface(screen->flags, rect.w, rect.h, screen->format->BitsPerPixel, screen->format->Rmask, screen->format->Gmask, screen->format->Bmask, screen->format->Amask);
++
++ SDL_FillRect(temp, 0, color);
++ SDL_SetAlpha(temp, SDL_SRCALPHA, a);
++ SDL_BlitSurface(temp, 0, screen, &rect);
++ SDL_FreeSurface(temp);
++ }
++ }
+
+ glColor4f(1, 1, 1, 1);
}
+@@ -462,29 +529,36 @@
- void
-@@ -453,50 +432,12 @@
- transformstack.clear();
- target_stack.clear();
-
-- //Use Lightmap if ambient color is not white.
-- bool use_lightmap = ( ambient_color.red != 1.0f || ambient_color.green != 1.0f ||
-- ambient_color.blue != 1.0f );
--
-- // PART1: create lightmap
-- if(use_lightmap) {
+ // PART1: create lightmap
+ if(use_lightmap) {
- glViewport(0, screen->h - lightmap_height, lightmap_width, lightmap_height);
- glMatrixMode(GL_PROJECTION);
- glLoadIdentity();
- glOrtho(0, SCREEN_WIDTH, SCREEN_HEIGHT, 0, -1.0, 1.0);
- glMatrixMode(GL_MODELVIEW);
- glLoadIdentity();
--
++ if(config->use_opengl)
++ {
++ glViewport(0, screen->h - lightmap_height, lightmap_width, lightmap_height);
++ glMatrixMode(GL_PROJECTION);
++ glLoadIdentity();
++ glOrtho(0, SCREEN_WIDTH, SCREEN_HEIGHT, 0, -1.0, 1.0);
++ glMatrixMode(GL_MODELVIEW);
++ glLoadIdentity();
+
- glClearColor( ambient_color.red, ambient_color.green, ambient_color.blue, 1 );
- glClear(GL_COLOR_BUFFER_BIT);
- handle_drawing_requests(lightmap_requests);
- lightmap_requests.clear();
--
++ glClearColor( ambient_color.red, ambient_color.green, ambient_color.blue, 1 );
++ glClear(GL_COLOR_BUFFER_BIT);
++ handle_drawing_requests(lightmap_requests);
++ lightmap_requests.clear();
+
- glDisable(GL_BLEND);
- glBindTexture(GL_TEXTURE_2D, lightmap->get_handle());
- glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, screen->h - lightmap_height, lightmap_width, lightmap_height);
--
++ glDisable(GL_BLEND);
++ glBindTexture(GL_TEXTURE_2D, lightmap->get_handle());
++ glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, screen->h - lightmap_height, lightmap_width, lightmap_height);
+
- glViewport(0, 0, screen->w, screen->h);
- glMatrixMode(GL_PROJECTION);
- glLoadIdentity();
- glMatrixMode(GL_MODELVIEW);
- glLoadIdentity();
- glEnable(GL_BLEND);
--
-- // add a lightmap drawing request into the queue
-- DrawingRequest* request = new(obst) DrawingRequest();
-- request->type = LIGHTMAPREQUEST;
-- request->layer = LAYER_HUD - 1;
-- request->request_data = lightmap;
-- requests->push_back(request);
-- }
--
-- //glClear(GL_COLOR_BUFFER_BIT);
- handle_drawing_requests(drawing_requests);
++ glViewport(0, 0, screen->w, screen->h);
++ glMatrixMode(GL_PROJECTION);
++ glLoadIdentity();
++ glOrtho(0, SCREEN_WIDTH, SCREEN_HEIGHT, 0, -1.0, 1.0);
++ glMatrixMode(GL_MODELVIEW);
++ glLoadIdentity();
++ glEnable(GL_BLEND);
++ }
++ else
++ {
++ // FIXME: SDL alternative
++ }
+
+ // add a lightmap drawing request into the queue
+ DrawingRequest* request = new(obst) DrawingRequest();
+@@ -499,7 +573,10 @@
drawing_requests.clear();
obstack_free(&obst, NULL);
obstack_init(&obst);
- assert_gl("drawing");
-+
-+ SDL_Flip(screen);
++ if(config->use_opengl)
++ {
++ assert_gl("drawing");
++ }
// if a screenshot was requested, take one
if (screenshot_requested) {
-@@ -622,12 +563,6 @@
- DrawingContext::set_target(Target target)
- {
- this->target = target;
-- if(target == LIGHTMAP) {
-- requests = &lightmap_requests;
-- } else {
-- assert(target == NORMAL);
-- requests = &drawing_requests;
-- }
- }
-
- void
-@@ -659,7 +594,7 @@
- SDL_FreeSurface(shot_surf);
- return;
+@@ -507,7 +584,14 @@
+ screenshot_requested = false;
}
-- glReadPixels(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, GL_RGB, GL_UNSIGNED_BYTE, pixels);
-+ //glReadPixels(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, GL_RGB, GL_UNSIGNED_BYTE, pixels); //TODO: Screenshot
- // copy array line-by-line
- for (int i = 0; i < SCREEN_HEIGHT; i++) {
-Index: src/video/texture_manager.hpp
-===================================================================
---- src/video/texture_manager.hpp (revision 5051)
-+++ src/video/texture_manager.hpp (working copy)
-@@ -20,7 +20,7 @@
- #ifndef __IMAGE_TEXTURE_MANAGER_HPP__
- #define __IMAGE_TEXTURE_MANAGER_HPP__
-
--#include <GL/gl.h>
-+#include "video/glutil.hpp"
- #include <string>
- #include <vector>
- #include <map>
+- SDL_GL_SwapBuffers();
++ if(config->use_opengl)
++ {
++ SDL_GL_SwapBuffers();
++ }
++ else
++ {
++ SDL_Flip(screen);
++ }
+ }
+
+ class RequestPtrCompare
Index: src/video/texture.cpp
===================================================================
---- src/video/texture.cpp (revision 5051)
+--- src/video/texture.cpp (revision 5066)
+++ src/video/texture.cpp (working copy)
-@@ -21,7 +21,6 @@
+@@ -20,6 +20,7 @@
+ #include <config.h>
#include "texture.hpp"
++#include "gameconfig.hpp"
--#include <GL/gl.h>
+ #include <GL/gl.h>
#include <assert.h>
- #include "glutil.hpp"
-
-@@ -30,7 +29,7 @@
- return (v & (v-1)) == 0;
- }
-
--Texture::Texture(unsigned int w, unsigned int h, GLenum glformat)
-+Texture::Texture(unsigned int w, unsigned int h, GLenum)
+@@ -34,24 +35,32 @@
{
assert(is_power_of_2(w));
assert(is_power_of_2(h));
-@@ -38,23 +37,10 @@
- this->width = w;
- this->height = h;
++ use_opengl = config->use_opengl;
+
+- this->width = w;
+- this->height = h;
++ if(use_opengl)
++ {
++ surface.opengl.width = w;
++ surface.opengl.height = h;
- assert_gl("before creating texture");
- glGenTextures(1, &handle);
--
++ assert_gl("before creating texture");
++ glGenTextures(1, &surface.opengl.handle);
+
- try {
- glBindTexture(GL_TEXTURE_2D, handle);
--
++ try {
++ glBindTexture(GL_TEXTURE_2D, surface.opengl.handle);
+
- glTexImage2D(GL_TEXTURE_2D, 0, glformat, width, height, 0, GL_RGBA,
- GL_UNSIGNED_BYTE, 0);
--
++ glTexImage2D(GL_TEXTURE_2D, 0, glformat, surface.opengl.width,
++ surface.opengl.height, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
+
- set_texture_params();
- } catch(...) {
- glDeleteTextures(1, &handle);
- throw;
-- }
-+ surface = 0;
++ set_texture_params();
++ } catch(...) {
++ glDeleteTextures(1, &surface.opengl.handle);
++ throw;
++ }
+ }
++ else
++ {
++ surface.sdl = 0;
++ }
}
--Texture::Texture(SDL_Surface* image, GLenum glformat)
-+Texture::Texture(SDL_Surface* image, GLenum)
- {
- const SDL_PixelFormat* format = image->format;
- if(!is_power_of_2(image->w) || !is_power_of_2(image->h))
-@@ -65,45 +51,14 @@
- this->width = image->w;
- this->height = image->h;
+ Texture::Texture(SDL_Surface* image, GLenum glformat)
+@@ -61,49 +70,62 @@
+ throw std::runtime_error("image has no power of 2 size");
+ if(format->BitsPerPixel != 24 && format->BitsPerPixel != 32)
+ throw std::runtime_error("image has no 24 or 32 bit color depth");
++ use_opengl = config->use_opengl;
+
+- this->width = image->w;
+- this->height = image->h;
++ if(use_opengl)
++ {
++ surface.opengl.width = image->w;
++ surface.opengl.height = image->h;
- assert_gl("before creating texture");
- glGenTextures(1, &handle);
--
++ assert_gl("before creating texture");
++ glGenTextures(1, &surface.opengl.handle);
+
- try {
- GLenum sdl_format;
- if(format->BytesPerPixel == 3)
- sdl_format = GL_RGBA;
- else
- assert(false);
--
++ try {
++ GLenum sdl_format;
++ if(format->BytesPerPixel == 3)
++ sdl_format = GL_RGB;
++ else if(format->BytesPerPixel == 4)
++ sdl_format = GL_RGBA;
++ else
++ assert(false);
+
- glBindTexture(GL_TEXTURE_2D, handle);
- glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
- glPixelStorei(GL_UNPACK_ROW_LENGTH, image->pitch/format->BytesPerPixel);
- glTexImage2D(GL_TEXTURE_2D, 0, glformat, width, height, 0, sdl_format,
- GL_UNSIGNED_BYTE, image->pixels);
--
++ glBindTexture(GL_TEXTURE_2D, surface.opengl.handle);
++ glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
++ glPixelStorei(GL_UNPACK_ROW_LENGTH, image->pitch/format->BytesPerPixel);
++ glTexImage2D(GL_TEXTURE_2D, 0, glformat, surface.opengl.width,
++ surface.opengl.height, 0, sdl_format,
++ GL_UNSIGNED_BYTE, image->pixels);
+
- assert_gl("creating texture");
--
++ assert_gl("creating texture");
+
- set_texture_params();
- } catch(...) {
- glDeleteTextures(1, &handle);
- throw;
-- }
-+ surface = SDL_DisplayFormatAlpha(image);
++ set_texture_params();
++ } catch(...) {
++ glDeleteTextures(1, &surface.opengl.handle);
++ throw;
++ }
++ } else {
++ surface.sdl = SDL_DisplayFormatAlpha(image);
+ }
}
Texture::~Texture()
{
- glDeleteTextures(1, &handle);
++ if(use_opengl) {
++ glDeleteTextures(1, &surface.opengl.handle);
++ } else {
++ SDL_FreeSurface(surface.sdl);
++ }
}
void
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
--
-- assert_gl("set texture params");
- }
-Index: src/video/drawing_context.hpp
-===================================================================
---- src/video/drawing_context.hpp (revision 5051)
-+++ src/video/drawing_context.hpp (working copy)
-@@ -25,7 +25,6 @@
-
- #include <stdint.h>
-
--#include <GL/gl.h>
- #include <SDL_video.h>
-
- #include "obstack/obstack.h"
-@@ -35,8 +34,9 @@
- #include "font.hpp"
- #include "color.hpp"
++ if(use_opengl) {
++ 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);
++ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
-+#include "glutil.hpp"
-+
- class Surface;
--class Texture;
- struct DrawingRequest;
-
- // some constants for predefined layer values
-@@ -182,7 +182,6 @@
- void do_take_screenshot();
-
- DrawingRequests drawing_requests;
-- DrawingRequests lightmap_requests;
-
- DrawingRequests* requests;
- Color ambient_color;
-@@ -190,9 +189,6 @@
- SDL_Surface* screen;
- Target target;
- std::vector<Target> target_stack;
-- Texture* lightmap;
-- int lightmap_width, lightmap_height;
-- float lightmap_uv_right, lightmap_uv_bottom;
-
- /* obstack holding the memory of the drawing requests */
- struct obstack obst;
-Index: src/video/glutil.hpp
-===================================================================
---- src/video/glutil.hpp (revision 5051)
-+++ src/video/glutil.hpp (working copy)
-@@ -21,60 +21,17 @@
-
- #include <sstream>
- #include <stdexcept>
--#include <GL/gl.h>
-
--static inline void check_gl_error(const char* message)
--{
--#ifdef DEBUG
-- GLenum error = glGetError();
-- if(error != GL_NO_ERROR) {
-- std::ostringstream msg;
-- msg << "OpenGLError while '" << message << "': ";
-- switch(error) {
-- case GL_INVALID_ENUM:
-- msg << "INVALID_ENUM: An unacceptable value is specified for an "
-- "enumerated argument.";
-- break;
-- case GL_INVALID_VALUE:
-- msg << "INVALID_VALUE: A numeric argument is out of range.";
-- break;
-- case GL_INVALID_OPERATION:
-- msg << "INVALID_OPERATION: The specified operation is not allowed "
-- "in the current state.";
-- break;
-- case GL_STACK_OVERFLOW:
-- msg << "STACK_OVERFLOW: This command would cause a stack overflow.";
-- break;
-- case GL_STACK_UNDERFLOW:
-- msg << "STACK_UNDERFLOW: This command would cause a stack underflow.";
-- break;
-- case GL_OUT_OF_MEMORY:
-- msg << "OUT_OF_MEMORY: There is not enough memory left to execute the "
-- "command.";
-- break;
--#ifdef GL_TABLE_TOO_LARGE
-- case GL_TABLE_TOO_LARGE:
-- msg << "TABLE_TOO_LARGE: table is too large";
-- break;
--#endif
-- default:
-- msg << "Unknown error (code " << error << ")";
-- }
--
-- throw std::runtime_error(msg.str());
-- }
--#else
-- (void) message;
--#endif
--}
--
-+#define GLenum int
-+#define GLint int
-+#define GL_SRC_ALPHA 0
-+#define GL_ONE_MINUS_SRC_ALPHA 1
-+#define GL_RGBA 2
-+#define GL_ONE 3
-+
- static inline void assert_gl(const char* message)
- {
--#ifdef DEBUG
-- check_gl_error(message);
--#else
- (void) message;
--#endif
+- assert_gl("set texture params");
++ assert_gl("set texture params");
++ }
}
-
- #endif
Index: src/video/texture.hpp
===================================================================
---- src/video/texture.hpp (revision 5051)
+--- src/video/texture.hpp (revision 5066)
+++ src/video/texture.hpp (working copy)
-@@ -21,7 +21,7 @@
+@@ -20,9 +20,13 @@
+ #ifndef __TEXTURE_HPP__
#define __TEXTURE_HPP__
++#include <assert.h>
++
#include <SDL.h>
--#include <GL/gl.h>
-+#include "glutil.hpp"
+ #include <GL/gl.h>
++#include "gameconfig.hpp"
++
/**
* This class is a wrapper around a texture handle. It stores the texture width
-@@ -31,8 +31,9 @@
+ * and height and provides convenience functions for uploading SDL_Surfaces
+@@ -31,29 +35,57 @@
class Texture
{
protected:
-+ SDL_Surface* surface; /**< non-GL branch stores optimized surface */
-+
- friend class TextureManager;
+- friend class TextureManager;
- GLuint handle;
- unsigned int width;
- unsigned int height;
+- unsigned int width;
+- unsigned int height;
++ bool use_opengl;
++ union {
++ struct {
++ GLuint handle;
++ unsigned int width;
++ unsigned int height;
++ } opengl;
++ SDL_Surface *sdl;
++ } surface;
-@@ -41,11 +42,6 @@
- Texture(SDL_Surface* surface, GLenum glformat);
+ public:
+ Texture(unsigned int width, unsigned int height, GLenum glformat);
+- Texture(SDL_Surface* surface, GLenum glformat);
++ Texture(SDL_Surface* sdlsurface, GLenum glformat);
virtual ~Texture();
- GLuint get_handle() const
- {
- return handle;
-- }
--
- unsigned int get_width() const
- {
- return width;
-@@ -56,6 +52,14 @@
- return height;
++ const GLuint &get_handle() const {
++ assert(use_opengl);
++ return surface.opengl.handle;
}
-+ SDL_Surface* getSurface() {
-+ return surface;
++ void set_handle(GLuint handle) {
++ assert(use_opengl);
++ surface.opengl.handle = handle;
++ }
++
++ SDL_Surface *get_surface() const {
++ assert(!use_opengl);
++ return surface.sdl;
+ }
+
-+ void setSurface(SDL_Surface* surface) {
-+ this->surface = surface;
++ void set_surface(SDL_Surface *sdlsurface) {
++ assert(!use_opengl);
++ surface.sdl = sdlsurface;
+ }
+
+ unsigned int get_width() const
+ {
+- return width;
++ if(use_opengl) {
++ return surface.opengl.width;
++ } else {
++ return surface.sdl->w;
++ }
+ }
+
+ unsigned int get_height() const
+ {
+- return height;
++ if(use_opengl) {
++ return surface.opengl.height;
++ } else {
++ return surface.sdl->h;
++ }
+ }
+
private:
- void set_texture_params();
- };
Index: src/video/surface.cpp
===================================================================
---- src/video/surface.cpp (revision 5051)
+--- src/video/surface.cpp (revision 5066)
+++ src/video/surface.cpp (working copy)
-@@ -28,6 +28,7 @@
-
- #include <SDL.h>
- #include <SDL_image.h>
-+#include <SDL_rotozoom.h>
-
- #include "gameconfig.hpp"
- #include "physfs/physfs_sdl.hpp"
-@@ -41,13 +42,13 @@
+@@ -41,13 +41,27 @@
{
texture = texture_manager->get(file);
texture->ref();
- width = texture->get_image_width();
- height = texture->get_image_height();
-+ offsetx = 0;
-+ offsety = 0;
-+ width = static_cast<int>(texture->get_image_width());
-+ height = static_cast<int>(texture->get_image_height());
++ use_opengl = config->use_opengl;
++
++ if(use_opengl) {
++ surface.opengl.uv_left = 0;
++ surface.opengl.uv_top = 0;
++ surface.opengl.uv_right = texture->get_uv_right();
++ surface.opengl.uv_bottom = texture->get_uv_bottom();
++
++ surface.opengl.width = texture->get_image_width();
++ surface.opengl.height = texture->get_image_height();
++ } else {
++ memset(transforms, 0, NUM_EFFECTS * sizeof(SDL_Surface *));
+
-+ flipx = false;
++ surface.sdl.offsetx = 0;
++ surface.sdl.offsety = 0;
++ surface.sdl.width = static_cast<int>(texture->get_image_width());
++ surface.sdl.height = static_cast<int>(texture->get_image_height());
++
++ surface.sdl.flipx = false;
++ }
}
Surface::Surface(const std::string& file, int x, int y, int w, int h)
-@@ -55,15 +56,12 @@
+@@ -55,15 +69,28 @@
texture = texture_manager->get(file);
texture->ref();
- 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;
--
-+ offsetx = x;
-+ offsety = y;
- width = w;
- height = h;
++ use_opengl = config->use_opengl;
+
+- width = w;
+- height = h;
++ if(use_opengl) {
++ float tex_w = static_cast<float> (texture->get_width());
++ float tex_h = static_cast<float> (texture->get_height());
++ surface.opengl.uv_left = static_cast<float>(x) / tex_w;
++ surface.opengl.uv_top = static_cast<float>(y) / tex_h;
++ surface.opengl.uv_right = static_cast<float>(x+w) / tex_w;
++ surface.opengl.uv_bottom = static_cast<float>(y+h) / tex_h;
+
-+ flipx = false;
++ surface.opengl.width = w;
++ surface.opengl.height = h;
++ } else {
++ memset(transforms, 0, NUM_EFFECTS * sizeof(SDL_Surface *));
++
++ surface.sdl.offsetx = x;
++ surface.sdl.offsety = y;
++ surface.sdl.width = w;
++ surface.sdl.height = h;
++
++ surface.sdl.flipx = false;
++ }
}
Surface::Surface(const Surface& other)
-@@ -71,12 +69,12 @@
+@@ -71,12 +98,25 @@
texture = other.texture;
texture->ref();
- uv_top = other.uv_top;
- uv_right = other.uv_right;
- uv_bottom = other.uv_bottom;
-+ offsetx = other.offsetx;
-+ offsety = other.offsety;
- width = other.width;
- height = other.height;
+- width = other.width;
+- height = other.height;
++ use_opengl = config->use_opengl;
+
-+ flipx = other.flipx;
++ if(use_opengl) {
++ surface.opengl.uv_left = other.surface.opengl.uv_left;
++ surface.opengl.uv_top = other.surface.opengl.uv_top;
++ surface.opengl.uv_right = other.surface.opengl.uv_right;
++ surface.opengl.uv_bottom = other.surface.opengl.uv_bottom;
++ surface.opengl.width = other.surface.opengl.width;
++ surface.opengl.height = other.surface.opengl.height;
++ } else {
++ memset(transforms, 0, NUM_EFFECTS * sizeof(SDL_Surface *));
++
++ surface.sdl.offsetx = other.surface.sdl.offsetx;
++ surface.sdl.offsety = other.surface.sdl.offsety;
++ surface.sdl.width = other.surface.sdl.width;
++ surface.sdl.height = other.surface.sdl.height;
++
++ surface.sdl.flipx = other.surface.sdl.flipx;
++ }
}
const Surface&
-@@ -86,52 +84,33 @@
+@@ -86,25 +126,46 @@
texture->unref();
texture = other.texture;
- uv_top = other.uv_top;
- uv_right = other.uv_right;
- uv_bottom = other.uv_bottom;
-+ offsetx = other.offsetx;
-+ offsety = other.offsety;
- width = other.width;
- height = other.height;
-
-+ flipx = other.flipx;
+- width = other.width;
+- height = other.height;
++ use_opengl = config->use_opengl;
+
++ if(use_opengl) {
++ surface.opengl.uv_left = other.surface.opengl.uv_left;
++ surface.opengl.uv_top = other.surface.opengl.uv_top;
++ surface.opengl.uv_right = other.surface.opengl.uv_right;
++ surface.opengl.uv_bottom = other.surface.opengl.uv_bottom;
++ surface.opengl.width = other.surface.opengl.width;
++ surface.opengl.height = other.surface.opengl.height;
++ } else {
++ memset(transforms, 0, NUM_EFFECTS * sizeof(SDL_Surface *));
++
++ surface.sdl.offsetx = other.surface.sdl.offsetx;
++ surface.sdl.offsety = other.surface.sdl.offsety;
++ surface.sdl.width = other.surface.sdl.width;
++ surface.sdl.height = other.surface.sdl.height;
++
++ surface.sdl.flipx = other.surface.sdl.flipx;
++ }
+
return *this;
}
{
texture->unref();
+
-+ for (std::list<TransformedSurface*>::iterator i = transformedSurfaces.begin(); i != transformedSurfaces.end(); i++) {
-+ SDL_FreeSurface((*i)->surface);
-+ delete (*i);
++ if(!use_opengl) {
++ std::for_each(transforms, transforms + NUM_EFFECTS, SDL_FreeSurface);
+ }
}
Surface::hflip()
{
- std::swap(uv_left, uv_right);
-+ flipx = !flipx;
- }
-
--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(effect & HORIZONTAL_FLIP)
-- std::swap(uv_left, uv_right);
-- if(effect & VERTICAL_FLIP) {
-- std::swap(uv_top, uv_bottom);
-- }
--
-- glBegin(GL_QUADS);
-- glTexCoord2f(uv_left, uv_top);
-- glVertex2f(left, top);
--
-- glTexCoord2f(uv_right, uv_top);
-- glVertex2f(right, top);
--
-- glTexCoord2f(uv_right, uv_bottom);
-- glVertex2f(right, bottom);
--
-- glTexCoord2f(uv_left, uv_bottom);
-- glVertex2f(left, bottom);
-- glEnd();
--}
--
-+/*
- 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,
-@@ -182,50 +161,76 @@
- glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
++ if(use_opengl) {
++ std::swap(surface.opengl.uv_left, surface.opengl.uv_right);
++ } else {
++ surface.sdl.flipx = !surface.sdl.flipx;
++ }
}
-+*/
+ static inline void intern_draw(float left, float top, float right, float bottom, float uv_left, float uv_top,
+@@ -186,28 +247,99 @@
void
--Surface::draw(float x, float y, float alpha, float angle, const Color& color, const Blend& blend, DrawingEffect effect) const
-+Surface::draw(float x, float y, float alpha, float, const Color&, const Blend&, DrawingEffect effect) const
+ Surface::draw(float x, float y, float alpha, float angle, const Color& color, const Blend& blend, DrawingEffect effect) const
{
-- glColor4f(1.0f, 1.0f, 1.0f, alpha);
- glBindTexture(GL_TEXTURE_2D, texture->get_handle());
-
- intern_draw2(x, y,
- x + width, y + height,
- uv_left, uv_top, uv_right, uv_bottom,
- angle,
+- alpha,
- color,
- blend,
- effect);
-+ draw_part(0, 0, x, y, width, height, alpha, effect);
++ if(use_opengl) {
++ glBindTexture(GL_TEXTURE_2D, texture->get_handle());
++ intern_draw2(x, y,
++ x + surface.opengl.width, y + surface.opengl.height,
++ surface.opengl.uv_left, surface.opengl.uv_top,
++ surface.opengl.uv_right, surface.opengl.uv_bottom,
++ angle,
++ alpha,
++ color,
++ blend,
++ effect);
++ } else {
++ draw_part(0, 0, x, y, surface.sdl.width, surface.sdl.height, alpha, effect);
++ }
}
void
Surface::draw(float x, float y, float alpha, DrawingEffect effect) const
{
-- glColor4f(1.0f, 1.0f, 1.0f, alpha);
- glBindTexture(GL_TEXTURE_2D, texture->get_handle());
--
++ if(use_opengl) {
++ glBindTexture(GL_TEXTURE_2D, texture->get_handle());
++ glColor4f(1, 1, 1, alpha);
++ intern_draw(x, y,
++ x + surface.opengl.width, y + surface.opengl.height,
++ surface.opengl.uv_left, surface.opengl.uv_top,
++ surface.opengl.uv_right, surface.opengl.uv_bottom, effect);
++ glColor4f(1, 1, 1, 1);
++ } else {
++ draw_part(0, 0, x, y, surface.sdl.width, surface.sdl.height, alpha, effect);
++ }
++}
+
+- glColor4f(1, 1, 1, alpha);
- intern_draw(x, y,
- x + width, y + height,
- uv_left, uv_top, uv_right, uv_bottom, effect);
-+ draw_part(0, 0, x, y, width, height, alpha, effect);
+- glColor4f(1, 1, 1, 1);
++namespace
++{
++ SDL_Surface *horz_flip(SDL_Surface *src)
++ {
++ SDL_Surface *dst = SDL_ConvertSurface(src, src->format, src->flags);
++ int bpp = dst->format->BytesPerPixel;
++ for(int y = 0;y < dst->h;y++) {
++ Uint8 *line = (Uint8 *) dst->pixels + y * dst->pitch;
++ for(int x = 0;x < (dst->w / 2);x++) {
++ switch(bpp) {
++ case 4:
++ line[3 + x * bpp] ^= line[3 + (dst->w - x - 1) * bpp];
++ line[3 + (dst->w - x - 1) * bpp] ^= line[3 + x * bpp];
++ line[3 + x * bpp] ^= line[3 + (dst->w - x - 1) * bpp];
++ case 3:
++ line[2 + x * bpp] ^= line[2 + (dst->w - x - 1) * bpp];
++ line[2 + (dst->w - x - 1) * bpp] ^= line[2 + x * bpp];
++ line[2 + x * bpp] ^= line[2 + (dst->w - x - 1) * bpp];
++ case 2:
++ line[1 + x * bpp] ^= line[1 + (dst->w - x - 1) * bpp];
++ line[1 + (dst->w - x - 1) * bpp] ^= line[1 + x * bpp];
++ line[1 + x * bpp] ^= line[1 + (dst->w - x - 1) * bpp];
++ case 1:
++ line[0 + x * bpp] ^= line[0 + (dst->w - x - 1) * bpp];
++ line[0 + (dst->w - x - 1) * bpp] ^= line[0 + x * bpp];
++ line[0 + x * bpp] ^= line[0 + (dst->w - x - 1) * bpp];
++ }
++ }
++ }
++ return dst;
++ }
++
++ SDL_Surface *vert_flip(SDL_Surface *src)
++ {
++ SDL_Surface *dst = SDL_ConvertSurface(src, src->format, src->flags);
++ int bpp = dst->format->BytesPerPixel;
++ for(int x = 0;x < dst->w;x++) {
++ Uint8 *rank = (Uint8 *) dst->pixels + x * bpp;
++ for(int y = 0;y < (dst->h / 2);y++) {
++ switch(bpp) {
++ case 4:
++ rank[3 + y * dst->pitch] ^= rank[3 + (dst->h - y - 1) * dst->pitch];
++ rank[3 + (dst->h - y - 1) * dst->pitch] ^= rank[3 + y * dst->pitch];
++ rank[3 + y * dst->pitch] ^= rank[3 + (dst->h - y - 1) * dst->pitch];
++ case 3:
++ rank[2 + y * dst->pitch] ^= rank[2 + (dst->h - y - 1) * dst->pitch];
++ rank[2 + (dst->h - y - 1) * dst->pitch] ^= rank[2 + y * dst->pitch];
++ rank[2 + y * dst->pitch] ^= rank[2 + (dst->h - y - 1) * dst->pitch];
++ case 2:
++ rank[1 + y * dst->pitch] ^= rank[1 + (dst->h - y - 1) * dst->pitch];
++ rank[1 + (dst->h - y - 1) * dst->pitch] ^= rank[1 + y * dst->pitch];
++ rank[1 + y * dst->pitch] ^= rank[1 + (dst->h - y - 1) * dst->pitch];
++ case 1:
++ rank[0 + y * dst->pitch] ^= rank[0 + (dst->h - y - 1) * dst->pitch];
++ rank[0 + (dst->h - y - 1) * dst->pitch] ^= rank[0 + y * dst->pitch];
++ rank[0 + y * dst->pitch] ^= rank[0 + (dst->h - y - 1) * dst->pitch];
++ }
++ }
++ }
++ return dst;
++ }
}
void
- Surface::draw_part(float src_x, float src_y, float dst_x, float dst_y,
-- float width, float height, float alpha,
-+ float width, float height, float ,
+@@ -215,19 +347,65 @@
+ float width, float height, float alpha,
DrawingEffect effect) const
{
- float uv_width = uv_right - uv_left;
- float uv_height = uv_bottom - uv_top;
-+ //FIXME: support parameter "alpha"
-+ SDL_Surface* surface = texture->getSurface();
++ if(use_opengl) {
++ float uv_width = surface.opengl.uv_right - surface.opengl.uv_left;
++ float uv_height = surface.opengl.uv_bottom - surface.opengl.uv_top;
- 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;
-+ // get and check SDL_Surface
-+ if (surface == 0) {
-+ std::cerr << "Warning: Tried to draw NULL surface, skipped draw" << std::endl;
-+ return;
-+ }
++ float uv_left = surface.opengl.uv_left + (uv_width * src_x) / surface.opengl.width;
++ float uv_top = surface.opengl.uv_top + (uv_height * src_y) / surface.opengl.height;
++ float uv_right = surface.opengl.uv_left + (uv_width * (src_x + width)) / surface.opengl.width;
++ float uv_bottom = surface.opengl.uv_top + (uv_height * (src_y + height)) / surface.opengl.height;
-- glColor4f(1.0f, 1.0f, 1.0f, alpha);
- glBindTexture(GL_TEXTURE_2D, texture->get_handle());
-+ SDL_Surface* transformedSurface = surface;
++ glBindTexture(GL_TEXTURE_2D, texture->get_handle());
++ glColor4f(1, 1, 1, alpha);
++ intern_draw(dst_x, dst_y,
++ dst_x + width, dst_y + height,
++ uv_left, uv_top, uv_right, uv_bottom, effect);
++ glColor4f(1, 1, 1, 1);
++ } else {
++ //FIXME: support parameter "alpha"
++
++ // get and check SDL_Surface
++ if (texture->get_surface() == 0) {
++ std::cerr << "Warning: Tried to draw NULL surface, skipped draw" << std::endl;
++ return;
++ }
+- glColor4f(1, 1, 1, alpha);
- intern_draw(dst_x, dst_y,
- dst_x + width, dst_y + height,
- uv_left, uv_top, uv_right, uv_bottom, effect);
-+ if (flipx) effect = HORIZONTAL_FLIP;
-+
-+ if (effect != NO_EFFECT) {
-+ transformedSurface = 0;
-+
-+ // check if we have this effect buffered
-+ for (std::list<TransformedSurface*>::const_iterator i = transformedSurfaces.begin(); i != transformedSurfaces.end(); i++) {
-+ if ((*i)->effect == effect) transformedSurface = (*i)->surface;
-+ }
-+
-+ // if not: transform and buffer
-+ if (!transformedSurface) {
-+ if (effect == HORIZONTAL_FLIP) transformedSurface = zoomSurface(surface, -1, 1, 0);
-+ if (effect == VERTICAL_FLIP) transformedSurface = zoomSurface(surface, 1, -1, 0);
-+ if (transformedSurface == 0) {
-+ std::cerr << "Warning: No known transformation applies to surface, skipped draw" << std::endl;
-+ return;
-+ }
-+ TransformedSurface* su = new TransformedSurface();
-+ su->surface = transformedSurface;
-+ su->effect = effect;
+- glColor4f(1, 1, 1, 1);
++ if (surface.sdl.flipx) effect = HORIZONTAL_FLIP;
+
-+ transformedSurfaces.push_front(su);
++ if(transforms[effect] == 0) {
++ switch(effect) {
++ case NO_EFFECT:
++ transforms[NO_EFFECT] = texture->get_surface();
++ transforms[NO_EFFECT]->refcount++;
++ break;
++ case HORIZONTAL_FLIP:
++ transforms[HORIZONTAL_FLIP] = horz_flip(texture->get_surface());
++ break;
++ case VERTICAL_FLIP:
++ transforms[VERTICAL_FLIP] = vert_flip(texture->get_surface());
++ break;
++ default:
++ std::cerr << "Warning: No known transformation applies to surface, skipped draw" << std::endl;
++ return;
++ }
+ }
-+ }
+
-+ int ox = offsetx; if (effect == HORIZONTAL_FLIP) ox = static_cast<int>(surface->w) - (ox+static_cast<int>(width));
-+ int oy = offsety; if (effect == VERTICAL_FLIP) oy = static_cast<int>(surface->h) - (oy+static_cast<int>(height));
-+ // draw surface to screen
-+ SDL_Surface* screen = SDL_GetVideoSurface();
++ int ox = surface.sdl.offsetx; if (effect == HORIZONTAL_FLIP) ox = static_cast<int>(transforms[effect]->w) - (ox+static_cast<int>(width));
++ int oy = surface.sdl.offsety; if (effect == VERTICAL_FLIP) oy = static_cast<int>(transforms[effect]->h) - (oy+static_cast<int>(height));
++ // draw surface to screen
++ SDL_Surface* screen = SDL_GetVideoSurface();
+
-+ SDL_Rect srcRect;
-+ srcRect.x = static_cast<int>(ox+src_x);
-+ srcRect.y = static_cast<int>(oy+src_y);
-+ srcRect.w = static_cast<int>(width);
-+ srcRect.h = static_cast<int>(height);
++ SDL_Rect srcRect;
++ srcRect.x = static_cast<int>(ox+src_x);
++ srcRect.y = static_cast<int>(oy+src_y);
++ srcRect.w = static_cast<int>(width);
++ srcRect.h = static_cast<int>(height);
+
-+ SDL_Rect dstRect;
-+ dstRect.x = static_cast<int>(dst_x);
-+ dstRect.y = static_cast<int>(dst_y);
++ SDL_Rect dstRect;
++ dstRect.x = static_cast<int>(dst_x);
++ dstRect.y = static_cast<int>(dst_y);
+
-+ SDL_BlitSurface(transformedSurface, &srcRect, screen, &dstRect);
++ SDL_BlitSurface(transforms[effect], &srcRect, screen, &dstRect);
++ }
}
Index: src/video/texture_manager.cpp
===================================================================
---- src/video/texture_manager.cpp (revision 5051)
+--- src/video/texture_manager.cpp (revision 5066)
+++ src/video/texture_manager.cpp (working copy)
-@@ -24,8 +24,6 @@
- #include <assert.h>
- #include <SDL.h>
- #include <SDL_image.h>
--#include <GL/gl.h>
--#include <GL/glext.h>
- #include <iostream>
- #include <sstream>
- #include <stdexcept>
-@@ -149,12 +147,6 @@
+@@ -32,6 +32,7 @@
+ #include "physfs/physfs_sdl.hpp"
+ #include "image_texture.hpp"
+ #include "glutil.hpp"
++#include "gameconfig.hpp"
+ #include "file_system.hpp"
+ #include "log.hpp"
+
+@@ -149,12 +150,14 @@
void
TextureManager::save_textures()
{
- glPixelStorei(GL_PACK_SKIP_ROWS, 0);
- glPixelStorei(GL_PACK_SKIP_IMAGES, 0);
- glPixelStorei(GL_PACK_ALIGNMENT, 1);
++ if(config->use_opengl) {
++ glPixelStorei(GL_PACK_ROW_LENGTH, 0);
++ glPixelStorei(GL_PACK_IMAGE_HEIGHT, 0);
++ glPixelStorei(GL_PACK_SKIP_PIXELS, 0);
++ glPixelStorei(GL_PACK_SKIP_ROWS, 0);
++ glPixelStorei(GL_PACK_SKIP_IMAGES, 0);
++ glPixelStorei(GL_PACK_ALIGNMENT, 1);
++ }
for(Textures::iterator i = textures.begin(); i != textures.end(); ++i) {
save_texture(*i);
}
-@@ -169,74 +161,15 @@
+@@ -169,73 +172,81 @@
{
SavedTexture saved_texture;
saved_texture.texture = texture;
- &saved_texture.wrap_s);
- glGetTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T,
- &saved_texture.wrap_t);
++ if(config->use_opengl) {
++ glBindTexture(GL_TEXTURE_2D, texture->get_handle());
++ glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH,
++ &saved_texture.width);
++ glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT,
++ &saved_texture.height);
++ glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_BORDER,
++ &saved_texture.border);
++ glGetTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
++ &saved_texture.min_filter);
++ glGetTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
++ &saved_texture.mag_filter);
++ glGetTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S,
++ &saved_texture.wrap_s);
++ glGetTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T,
++ &saved_texture.wrap_t);
++ }
size_t pixelssize = saved_texture.width * saved_texture.height * 4;
saved_texture.pixels = new char[pixelssize];
- glGetTexImage(GL_TEXTURE_2D, 0, GL_RGBA, GL_UNSIGNED_BYTE,
- saved_texture.pixels);
--
++ if(config->use_opengl) {
++ glGetTexImage(GL_TEXTURE_2D, 0, GL_RGBA, GL_UNSIGNED_BYTE,
++ saved_texture.pixels);
++ }
+
saved_textures.push_back(saved_texture);
--
+
- glDeleteTextures(1, &(texture->handle));
- texture->handle = 0;
--
++ if(config->use_opengl) {
++ glDeleteTextures(1, &(texture->get_handle()));
++ texture->set_handle(0);
+
- assert_gl("retrieving texture for save");
++ assert_gl("retrieving texture for save");
++ }
}
void
- glPixelStorei(GL_UNPACK_SKIP_ROWS, 0);
- glPixelStorei(GL_UNPACK_SKIP_IMAGES, 0);
- glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
--
++ if(config->use_opengl) {
++ glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
++ glPixelStorei(GL_UNPACK_IMAGE_HEIGHT, 0);
++ glPixelStorei(GL_UNPACK_SKIP_PIXELS, 0);
++ glPixelStorei(GL_UNPACK_SKIP_ROWS, 0);
++ glPixelStorei(GL_UNPACK_SKIP_IMAGES, 0);
++ glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
+
- for(std::vector<SavedTexture>::iterator i = saved_textures.begin();
- i != saved_textures.end(); ++i) {
- SavedTexture& saved_texture = *i;
--
++ for(std::vector<SavedTexture>::iterator i = saved_textures.begin();
++ i != saved_textures.end(); ++i) {
++ SavedTexture& saved_texture = *i;
+
- GLuint handle;
- glGenTextures(1, &handle);
- assert_gl("creating texture handle");
--
++ GLuint handle;
++ glGenTextures(1, &handle);
++ assert_gl("creating texture handle");
+
- glBindTexture(GL_TEXTURE_2D, handle);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA,
- saved_texture.width, saved_texture.height,
- GL_UNSIGNED_BYTE, saved_texture.pixels);
- delete[] saved_texture.pixels;
- assert_gl("uploading texture pixel data");
--
++ glBindTexture(GL_TEXTURE_2D, handle);
++ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA,
++ saved_texture.width, saved_texture.height,
++ saved_texture.border, GL_RGBA,
++ GL_UNSIGNED_BYTE, saved_texture.pixels);
++ delete[] saved_texture.pixels;
++ assert_gl("uploading texture pixel data");
+
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
- saved_texture.min_filter);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
- saved_texture.wrap_s);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T,
- saved_texture.wrap_t);
--
++ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
++ saved_texture.min_filter);
++ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
++ saved_texture.mag_filter);
++ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S,
++ saved_texture.wrap_s);
++ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T,
++ saved_texture.wrap_t);
+
- assert_gl("setting texture_params");
- saved_texture.texture->handle = handle;
-- }
--
++ assert_gl("setting texture_params");
++ saved_texture.texture->set_handle(handle);
++ }
+ }
+
saved_textures.clear();
- }
Index: src/video/surface.hpp
===================================================================
---- src/video/surface.hpp (revision 5051)
+--- src/video/surface.hpp (revision 5066)
+++ src/video/surface.hpp (working copy)
-@@ -20,7 +20,9 @@
- #ifndef __SURFACE_HPP__
+@@ -21,6 +21,8 @@
#define __SURFACE_HPP__
-+#include <SDL_image.h>
#include <string>
-+#include <list>
++#include <SDL.h>
++#include "gameconfig.hpp"
#include "math/vector.hpp"
class Color;
-@@ -38,6 +40,15 @@
+@@ -30,11 +32,12 @@
+ /// bitset for drawing effects
+ enum DrawingEffect {
+ /** Don't apply anything */
+- NO_EFFECT = 0x0000,
++ NO_EFFECT,
+ /** Draw the Surface upside down */
+- VERTICAL_FLIP = 0x0001,
++ VERTICAL_FLIP,
+ /** Draw the Surface from left to down */
+- HORIZONTAL_FLIP = 0x0002,
++ HORIZONTAL_FLIP,
++ NUM_EFFECTS
};
/**
-+ * Helper class to buffer a pre-transformed SDL_Surface
-+ */
-+class TransformedSurface {
-+ public:
-+ SDL_Surface* surface;
-+ DrawingEffect effect;
-+};
-+
-+/**
- * A rectangular image.
- * The class basically holds a reference to a texture with additional UV
- * coordinates that specify a rectangular area on this texture
-@@ -49,19 +60,26 @@
+@@ -47,21 +50,38 @@
+ private:
+ friend class DrawingContext;
friend class Font;
- ImageTexture* texture;
+- ImageTexture* texture;
- float uv_left;
- float uv_top;
- float uv_right;
- float uv_bottom;
-+ bool flipx;
-
-+ /** draw the surface on the screen, applying a ::DrawingEffect on-the-fly. Transformed Surfaces will be cached in ::transformedSurfaces */
+-
void draw(float x, float y, float alpha, float angle, const Color& color, const Blend& blend, DrawingEffect effect) const;
-+
-+ /** draw the surface on the screen, applying a ::DrawingEffect on-the-fly. Transformed Surfaces will be cached in ::transformedSurfaces */
void draw(float x, float y, float alpha, DrawingEffect effect) const;
-+
-+ /** draw the surface on the screen, applying a ::DrawingEffect on-the-fly. Transformed Surfaces will be cached in ::transformedSurfaces */
void draw_part(float src_x, float src_y, float dst_x, float dst_y,
float width, float height,
float alpha, DrawingEffect effect) const;
- float width;
- float height;
-+ int offsetx; /**< Region in ::surface to be used for blitting */
-+ int offsety; /**< Region in ::surface to be used for blitting */
-+ int width; /**< Region in ::surface to be used for blitting */
-+ int height; /**< Region in ::surface to be used for blitting */
++ ImageTexture* texture;
++ bool use_opengl;
++ union
++ {
++ struct
++ {
++ float uv_left;
++ float uv_top;
++ float uv_right;
++ float uv_bottom;
+
-+ mutable std::list<TransformedSurface*> transformedSurfaces; /**< Cache for pre-transformed surfaces */
++ float width;
++ float height;
++ } opengl;
++ struct
++ {
++ bool flipx;
++ int offsetx; /**< Region in ::surface to be used for blitting */
++ int offsety; /**< Region in ::surface to be used for blitting */
++ int width; /**< Region in ::surface to be used for blitting */
++ int height; /**< Region in ::surface to be used for blitting */
++ } sdl;
++ } surface;
++ mutable SDL_Surface *transforms[NUM_EFFECTS]; /**< Cache for pre-transformed surfaces */
+
public:
Surface(const std::string& file);
Surface(const std::string& file, int x, int y, int w, int h);
+@@ -75,12 +95,20 @@
+
+ float get_width() const
+ {
+- return width;
++ if(use_opengl) {
++ return surface.opengl.width;
++ } else {
++ return surface.sdl.width;
++ }
+ }
+
+ float get_height() const
+ {
+- return height;
++ if(use_opengl) {
++ return surface.opengl.height;
++ } else {
++ return surface.sdl.height;
++ }
+ }
+
+ /**
+Index: src/gameconfig.cpp
+===================================================================
+--- src/gameconfig.cpp (revision 5066)
++++ src/gameconfig.cpp (working copy)
+@@ -36,6 +36,7 @@
+ Config::Config()
+ {
+ use_fullscreen = true;
++ use_opengl = true;
+ try_vsync = true;
+ show_fps = false;
+ sound_enabled = true;
+@@ -70,7 +71,8 @@
+ const lisp::Lisp* config_video_lisp = config_lisp->get_lisp("video");
+ if(config_video_lisp) {
+ config_video_lisp->get("fullscreen", use_fullscreen);
+- config_video_lisp->get("vsync", try_vsync);
++ config_video_lisp->get("opengl", use_opengl);
++ config_video_lisp->get("vsync", try_vsync);
+ config_video_lisp->get("width", screenwidth);
+ config_video_lisp->get("height", screenheight);
+ config_video_lisp->get("aspect_ratio", aspect_ratio);
+@@ -100,6 +102,7 @@
+
+ writer.start_list("video");
+ writer.write_bool("fullscreen", use_fullscreen);
++ writer.write_bool("opengl", use_opengl);
+ writer.write_bool("vsync", try_vsync);
+ writer.write_int("width", screenwidth);
+ writer.write_int("height", screenheight);
Index: src/main.cpp
===================================================================
---- src/main.cpp (revision 5051)
+--- src/main.cpp (revision 5066)
+++ src/main.cpp (working copy)
-@@ -33,7 +33,6 @@
- #include <physfs.h>
- #include <SDL.h>
- #include <SDL_image.h>
--#include <GL/gl.h>
-
- #include "gameconfig.hpp"
- #include "resources.hpp"
-@@ -383,7 +382,7 @@
+@@ -383,7 +383,7 @@
SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 5);
SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 5);
- int flags = SDL_OPENGL;
-+ int flags = SDL_SWSURFACE;
++ int flags = config->use_opengl ? SDL_OPENGL : SDL_SWSURFACE;
if(config->use_fullscreen)
flags |= SDL_FULLSCREEN;
int width = config->screenwidth;
-@@ -437,24 +436,6 @@
+@@ -437,23 +437,26 @@
log_info << (config->use_fullscreen?"fullscreen ":"window ") << SCREEN_WIDTH << "x" << SCREEN_HEIGHT << " Ratio: " << aspect_ratio << "\n";
- glEnable(GL_TEXTURE_2D);
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
--
++ if(config->use_opengl)
++ {
++ // setup opengl state and transform
++ glDisable(GL_DEPTH_TEST);
++ glDisable(GL_CULL_FACE);
++ glEnable(GL_TEXTURE_2D);
++ glEnable(GL_BLEND);
++ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+
- glViewport(0, 0, screen->w, screen->h);
- glMatrixMode(GL_PROJECTION);
- glLoadIdentity();
- glMatrixMode(GL_MODELVIEW);
- glLoadIdentity();
- glTranslatef(0, 0, 0);
--
++ glViewport(0, 0, screen->w, screen->h);
++ glMatrixMode(GL_PROJECTION);
++ glLoadIdentity();
++ // logical resolution here not real monitor resolution
++ glOrtho(0, SCREEN_WIDTH, SCREEN_HEIGHT, 0, -1.0, 1.0);
++ glMatrixMode(GL_MODELVIEW);
++ glLoadIdentity();
++ glTranslatef(0, 0, 0);
+
- check_gl_error("Setting up view matrices");
--
++ check_gl_error("Setting up view matrices");
++ }
+
if(texture_manager != NULL)
texture_manager->reload_textures();
- else
-Index: src/Jamfile
-===================================================================
---- src/Jamfile (revision 5051)
-+++ src/Jamfile (working copy)
-@@ -28,7 +28,7 @@
- Application supertux2 : $(sources) $(wrapper_objects) : linkerfile ;
- C++Flags supertux2 : -DAPPDATADIR=\'\"$(appdatadir)\"\' ;
- LinkWith supertux2 : squirrel ;
--ExternalLibs supertux2 : SDL SDLIMAGE GL OPENAL VORBIS VORBISFILE OGG ICONV PHYSFS BINRELOC LIBCURL ;
-+ExternalLibs supertux2 : SDL SDLIMAGE SDLGFX OPENAL VORBIS VORBISFILE OGG ICONV PHYSFS BINRELOC LIBCURL ;
- Help supertux2 : "Build the supertux2 executable" ;
- IncludeDir supertux2 : squirrel/include squirrel ;
- Package [ Wildcard scripting : *.cpp *.hpp ] ;
-Index: README
-===================================================================
---- README (revision 5051)
-+++ README (working copy)
-@@ -2,7 +2,8 @@
- - An introduction for SuperTux -
- http://supertux.lethargik.org/
-
--Last update: December 17, 2006
-+Last update: May 27, 2007
-+using -nogl patch by Christoph Sommer
-
- DESCRIPTION
- -----------
-@@ -69,12 +70,10 @@
- Also, notice that SuperTux saves the options, so it's often enough to
- specify them once.
-
-- The game uses OpenGL to render the graphics. You will either need a CPU
-- with about 10 GHz or an accelerated video card with the vendor's drivers.
-- (On Linux, the team recommends using cards from NVidia with the proprietary
-- drivers, but ATI or another vendor should do.)
-+ The game uses SDL to render the graphics. You will either need a CPU
-+ with about 1 GHz or go get the original version of SuperTux which uses
-+ OpenGL.
-
--
- PLAYING THE GAME
- ----------------
- Controls
-Index: configure.ac
-===================================================================
---- configure.ac (revision 5051)
-+++ configure.ac (working copy)
-@@ -11,7 +11,7 @@
-
- dnl Process this file with autoconf to produce a configure script.
- AC_PREREQ([2.54])
--AC_INIT(supertux2, 0.3.0-SVN)
-+AC_INIT(supertux2, 0.3.0-nogl-SVN)
- AC_CONFIG_SRCDIR([src/main.cpp])
- AC_CONFIG_AUX_DIR([mk/autoconf])
- AC_CANONICAL_TARGET
-@@ -129,6 +129,14 @@
- [AC_MSG_ERROR([Please install SDLImage >= 1.2.1])],
- [$SDL_CFLAGS], [$SDL_LIBS])
-
-+dnl FIXME: This is far from perfect
-+NP_FINDLIB([SDLGFX], [SDL_gfx], [SDL_gfx >= 2.0.13],
-+ NP_LANG_PROGRAM([#include <SDL_rotozoom.h>], [0;]),
-+ [], [-lSDL_gfx],
-+ [],
-+ [AC_MSG_ERROR([Please install SDL_gfx >= 2.0.13])],
-+ [$SDL_CFLAGS], [$SDL_LIBS])
-+
- NP_FINDLIB([PHYSFS], [physfs], [physfs >= 1.0.0],
- NP_LANG_PROGRAM([
- #include <stdio.h>
-@@ -154,11 +162,6 @@
- [AC_MSG_ERROR([Please intall OpenAL])],
- [], [])
-
--AX_CHECK_GL
--if test "$no_gl" = "yes"; then
-- AC_MSG_ERROR([Please install opengl libraries and headers])
--fi
--
- dnl Checks for library functions.
- AC_CHECK_FUNCS(mkdir strdup strstr)
-
-Index: INSTALL
-===================================================================
---- INSTALL (revision 5051)
-+++ INSTALL (working copy)
-@@ -1,7 +1,7 @@
- - Install instructions for SuperTux -
- http://supertux.lethargik.org/
-
--Last update: October 11, 2005 by Ondra Hosek
-+Last update: March 4, 2006 by Christoph Sommer
-
- BINARIES
- --------
-@@ -34,17 +34,15 @@
- Download: ftp://ftp.perforce.com/pub/jam
- Homepage: http://www.perforce.com/jam/jam.html
-
--* OpenGL headers and libraries
-- opengl libraries and headers are specific to your graphics card. Make sure
-- that you have hardware accelerated opengl drivers installed. Software
-- renderers like Mesa will make supertux unplayable slow.
--
- * SDL 1.2.5 or later (1.2.8 is recommended on MacOS/X)
- http://www.libsdl.org
-
- * SDL_image (any version)
- http://www.libsdl.org/projects/SDL_image
-
-+* SDL_gfx (2.0.13 or later)
-+ http://www.ferzkopp.net/Software/SDL_gfx-2.0/
-+
- * PhysicsFS (1.0.0, the development branch 1.1.x is buggy and does not work,
- 1.2.0 and later should work when it is released)
- http://www.icculus.org/physfs