mkxp-freebird/src/bitmap.cpp

589 lines
11 KiB
C++

/*
** bitmap.cpp
**
** This file is part of mkxp.
**
** Copyright (C) 2013 Jonas Kulla <Nyocurio@gmail.com>
**
** mkxp is free software: you can redistribute it and/or modify
** it under the terms of the GNU General Public License as published by
** the Free Software Foundation, either version 2 of the License, or
** (at your option) any later version.
**
** mkxp is distributed in the hope that it will be useful,
** but WITHOUT ANY WARRANTY; without even the implied warranty of
** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
** GNU General Public License for more details.
**
** You should have received a copy of the GNU General Public License
** along with mkxp. If not, see <http://www.gnu.org/licenses/>.
*/
#include "bitmap.h"
#include "SDL2/SDL.h"
#include "SDL2/SDL_image.h"
#include "SDL2/SDL_ttf.h"
#include "gl-util.h"
#include "quad.h"
#include "quadarray.h"
#include "exception.h"
#include "globalstate.h"
#include "glstate.h"
#include "texpool.h"
#include "shader.h"
#include "filesystem.h"
#include "font.h"
#include "eventthread.h"
#define DISP_CLASS_NAME "bitmap"
struct BitmapPrivate
{
TEXFBO tex;
/* 'setPixel()' calls are cached and executed
* in batches on 'flush()' */
PointArray pointArray;
Font *font;
BitmapPrivate()
{
font = &gState->defaultFont();
}
void bindTextureWithMatrix()
{
TEX::bind(tex.tex);
TEX::bindMatrix(tex.width, tex.height);
}
void bindFBO()
{
FBO::bind(tex.fbo, FBO::Draw);
}
void pushSetViewport() const
{
glState.pushSetViewport(tex.width, tex.height);
}
void popViewport() const
{
glState.popViewport();
}
void blitQuad(Quad &quad)
{
glState.blendMode.pushSet(BlendNone);
quad.draw();
glState.blendMode.pop();
}
void flushPoints()
{
if (pointArray.count() == 0)
return;
TEX::unbind();
bindFBO();
pushSetViewport();
glState.blendMode.pushSet(BlendNone);
pointArray.commit();
pointArray.draw();
pointArray.reset();
glState.blendMode.pop();
popViewport();
}
void fillRect(const IntRect &rect,
const Vec4 &color)
{
flushPoints();
bindFBO();
glState.scissorTest.pushSet(true);
glState.scissorBox.pushSet(rect);
glState.clearColor.pushSet(color);
glClear(GL_COLOR_BUFFER_BIT);
glState.clearColor.pop();
glState.scissorBox.pop();
glState.scissorTest.pop();
}
static void ensureFormat(SDL_Surface *&surf, Uint32 format)
{
if (surf->format->format == format)
return;
SDL_Surface *surfConv = SDL_ConvertSurfaceFormat(surf, format, 0);
SDL_FreeSurface(surf);
surf = surfConv;
}
};
Bitmap::Bitmap(const char *filename)
{
SDL_RWops ops;
gState->fileSystem().openRead(ops, filename, FileSystem::Image);
SDL_Surface *imgSurf = IMG_Load_RW(&ops, 1);
if (!imgSurf)
throw Exception(Exception::SDLError, "SDL: %s", SDL_GetError());
TEXFBO tex;
p->ensureFormat(imgSurf, SDL_PIXELFORMAT_ABGR8888);
try
{
tex = gState->texPool().request(imgSurf->w, imgSurf->h);
}
catch (const Exception &e)
{
SDL_FreeSurface(imgSurf);
throw e;
}
p = new BitmapPrivate;
p->tex = tex;
TEX::bind(p->tex.tex);
TEX::uploadImage(p->tex.width, p->tex.height, imgSurf->pixels, GL_RGBA);
SDL_FreeSurface(imgSurf);
}
Bitmap::Bitmap(int width, int height)
{
if (width <= 0 || height <= 0)
throw Exception(Exception::RGSSError, "failed to create bitmap");
TEXFBO tex = gState->texPool().request(width, height);
p = new BitmapPrivate;
p->tex = tex;
clear();
}
Bitmap::Bitmap(const Bitmap &other)
{
p = new BitmapPrivate;
p->tex = gState->texPool().request(other.width(), other.height());
other.flush();
blt(0, 0, other, rect());
}
Bitmap::~Bitmap()
{
dispose();
}
int Bitmap::width() const
{
GUARD_DISPOSED
return p->tex.width;
}
int Bitmap::height() const
{
GUARD_DISPOSED
return p->tex.height;
}
IntRect Bitmap::rect() const
{
return IntRect(0, 0, width(), height());
}
void Bitmap::blt(int x, int y,
const Bitmap &source, const IntRect &rect,
int opacity)
{
stretchBlt(IntRect(x, y, rect.w, rect.h),
source, rect, opacity);
}
void Bitmap::stretchBlt(const IntRect &destRect,
const Bitmap &source, const IntRect &sourceRect,
int opacity)
{
GUARD_DISPOSED;
opacity = clamp(opacity, 0, 255);
if (opacity == 0)
{
return;
}
// else if (opacity == 255) /* Fast blit */
// {
// flush();
// FBO::bind(source.p->tex.fbo, FBO::Read);
// FBO::bind(p->tex.fbo, FBO::Draw);
// FBO::blit(sourceRect.x, sourceRect.y, sourceRect.w, sourceRect.h,
// destRect.x, destRect.y, destRect.w, destRect.h);
// }
else /* Fragment pipeline */
{
flush();
float normOpacity = (float) opacity / 255.0f;
TEXFBO &gpTex = gState->gpTexFBO(destRect.w, destRect.h);
FBO::bind(gpTex.fbo, FBO::Draw);
FBO::bind(p->tex.fbo, FBO::Read);
FBO::blit(destRect.x, destRect.y, 0, 0, destRect.w, destRect.h);
FloatRect bltSubRect((float) sourceRect.x / source.width(),
(float) sourceRect.y / source.height(),
((float) source.width() / sourceRect.w) * ((float) destRect.w / gpTex.width),
((float) source.height() / sourceRect.h) * ((float) destRect.h / gpTex.height));
BltShader &shader = gState->bltShader();
shader.bind();
shader.setDestination(gpTex.tex);
shader.setSubRect(bltSubRect);
shader.setOpacity(normOpacity);
Quad &quad = gState->gpQuad();
quad.setTexPosRect(sourceRect, destRect);
quad.setColor(Vec4(1, 1, 1, normOpacity));
source.p->bindTextureWithMatrix();
p->bindFBO();
p->pushSetViewport();
p->blitQuad(quad);
p->popViewport();
shader.unbind();
}
modified();
}
void Bitmap::fillRect(int x, int y,
int width, int height,
const Vec4 &color)
{
fillRect(IntRect(x, y, width, height), color);
}
void Bitmap::fillRect(const IntRect &rect, const Vec4 &color)
{
GUARD_DISPOSED
p->fillRect(rect, color);
modified();
}
void Bitmap::gradientFillRect(int x, int y,
int width, int height,
const Vec4 &color1, const Vec4 &color2,
bool vertical)
{
gradientFillRect(IntRect(x, y, width, height), color1, color2, vertical);
}
void Bitmap::gradientFillRect(const IntRect &rect,
const Vec4 &color1, const Vec4 &color2,
bool vertical)
{
GUARD_DISPOSED
flush();
Quad &quad = gState->gpQuad();
if (vertical)
{
quad.vert[0].color = color2;
quad.vert[1].color = color2;
quad.vert[2].color = color1;
quad.vert[3].color = color1;
}
else
{
quad.vert[0].color = color1;
quad.vert[3].color = color1;
quad.vert[1].color = color2;
quad.vert[2].color = color2;
}
quad.setPosRect(rect);
TEX::unbind();
p->bindFBO();
p->pushSetViewport();
p->blitQuad(quad);
p->popViewport();
modified();
}
void Bitmap::clearRect(int x, int y, int width, int height)
{
clearRect(IntRect(x, y, width, height));
}
void Bitmap::clearRect(const IntRect &rect)
{
GUARD_DISPOSED
p->fillRect(rect, Vec4());
modified();
}
void Bitmap::clear()
{
GUARD_DISPOSED
/* Any queued points won't be visible after this anyway */
p->pointArray.reset();
p->bindFBO();
glState.clearColor.pushSet(Vec4());
glClear(GL_COLOR_BUFFER_BIT);
glState.clearColor.pop();
modified();
}
Vec4 Bitmap::getPixel(int x, int y) const
{
GUARD_DISPOSED;
if (x < 0 || y < 0 || x >= width() || y >= height())
return Vec4();
flush();
p->bindFBO();
glState.viewport.push();
Vec4 pixel = FBO::getPixel(x, y, width(), height());
glState.viewport.pop();
return pixel;
}
void Bitmap::setPixel(int x, int y, const Vec4 &color)
{
GUARD_DISPOSED
p->pointArray.append(Vec2(x+.5, y+.5), color);
modified();
}
void Bitmap::hueChange(int hue)
{
GUARD_DISPOSED
if ((hue % 360) == 0)
return;
flush();
TEXFBO newTex = gState->texPool().request(width(), height());
FloatRect texRect(rect());
Quad &quad = gState->gpQuad();
quad.setTexPosRect(texRect, texRect);
quad.setColor(Vec4(1, 1, 1, 1));
/* Calculate hue parameter */
hue = wrapRange(hue, 0, 359);
float hueAdj = -((M_PI * 2) / 360) * hue;
HueShader &shader = gState->hueShader();
shader.bind();
shader.setHueAdjust(hueAdj);
shader.setInputTexture(p->tex.tex);
FBO::bind(newTex.fbo, FBO::Draw);
TEX::bindMatrix(width(), height());
p->pushSetViewport();
p->blitQuad(quad);
shader.unbind();
p->popViewport();
gState->texPool().release(p->tex);
p->tex = newTex;
modified();
}
void Bitmap::drawText(int x, int y,
int width, int height,
const char *str, int align)
{
drawText(IntRect(x, y, width, height), str, align);
}
void Bitmap::drawText(const IntRect &rect, const char *str, int align)
{
GUARD_DISPOSED
if (*str == '\0')
return;
flush();
TTF_Font *font = p->font->getSdlFont();
SDL_Color c;
p->font->getColor()->toSDLColor(c);
SDL_Surface *txtSurf;
if (gState->rtData().config.solidFonts)
txtSurf = TTF_RenderUTF8_Solid(font, str, c);
else
txtSurf = TTF_RenderUTF8_Blended(font, str, c);
p->ensureFormat(txtSurf, SDL_PIXELFORMAT_ARGB8888);
int alignX = rect.x;
switch (align)
{
default:
case Left :
break;
case Center :
alignX += (rect.w - txtSurf->w) / 2;
break;
case Right :
alignX += rect.w - txtSurf->w;
break;
}
if (alignX < rect.x)
alignX = rect.x;
int alignY = rect.y + (rect.h - txtSurf->h) / 2;
float squeeze = (float) rect.w / txtSurf->w;
if (squeeze > 1)
squeeze = 1;
FloatRect posRect(alignX, alignY, txtSurf->w * squeeze, txtSurf->h);
Vec2 gpTexSize;
gState->ensureTexSize(txtSurf->w, txtSurf->h, gpTexSize);
// if (str[1] != '\0')
{
/* Aquire a partial copy of the destination
* buffer we're about to render to */
TEXFBO &gpTex2 = gState->gpTexFBO(posRect.w, posRect.h);
FBO::bind(gpTex2.fbo, FBO::Draw);
FBO::bind(p->tex.fbo, FBO::Read);
FBO::blit(posRect.x, posRect.y, 0, 0, posRect.w, posRect.h);
FloatRect bltRect(0, 0,
gpTexSize.x / gpTex2.width,
gpTexSize.y / gpTex2.height);
BltShader &shader = gState->bltShader();
shader.bind();
shader.setSource();
shader.setDestination(gpTex2.tex);
shader.setSubRect(bltRect);
shader.setOpacity(p->font->getColor()->norm.w);
}
gState->bindTex();
TEX::uploadSubImage(0, 0, txtSurf->w, txtSurf->h, txtSurf->pixels, GL_BGRA_EXT);
TEX::setSmooth(true);
Quad &quad = gState->gpQuad();
quad.setTexRect(FloatRect(0, 0, txtSurf->w, txtSurf->h));
quad.setPosRect(posRect);
SDL_FreeSurface(txtSurf);
p->bindFBO();
p->pushSetViewport();
glState.blendMode.pushSet(BlendNone);
quad.draw();
glState.blendMode.pop();
p->popViewport();
FragShader::unbind();
modified();
}
IntRect Bitmap::textSize(const char *str)
{
GUARD_DISPOSED
TTF_Font *font = p->font->getSdlFont();
int w, h;
TTF_SizeUTF8(font, str, &w, &h);
// if (strlen(str) == 1)
// TTF_GlyphMetrics(font, *str, 0, 0, 0, 0, &w);
return IntRect(0, 0, w, h);
}
DEF_ATTR_SIMPLE(Bitmap, Font, Font*, p->font)
void Bitmap::flush() const
{
p->flushPoints();
}
TEXFBO &Bitmap::getGLTypes()
{
return p->tex;
}
void Bitmap::bindTexWithMatrix()
{
p->bindTextureWithMatrix();
}
void Bitmap::releaseResources()
{
gState->texPool().release(p->tex);
delete p;
}