/* ** gl-meta.cpp ** ** This file is part of mkxp. ** ** Copyright (C) 2014 Jonas Kulla ** ** 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 . */ #include "gl-meta.h" #include "gl-fun.h" #include "sharedstate.h" #include "glstate.h" #include "quad.h" namespace GLMeta { void subRectImageUpload(GLint srcW, GLint srcX, GLint srcY, GLint dstX, GLint dstY, GLsizei dstW, GLsizei dstH, SDL_Surface *src, GLenum format) { if (gl.unpack_subimage) { gl.PixelStorei(GL_UNPACK_ROW_LENGTH, srcW); gl.PixelStorei(GL_UNPACK_SKIP_PIXELS, srcX); gl.PixelStorei(GL_UNPACK_SKIP_ROWS, srcY); TEX::uploadSubImage(dstX, dstY, dstW, dstH, src->pixels, format); } else { SDL_PixelFormat *form = src->format; SDL_Surface *tmp = SDL_CreateRGBSurface(0, dstW, dstH, form->BitsPerPixel, form->Rmask, form->Gmask, form->Bmask, form->Amask); SDL_Rect srcRect = { srcX, srcY, dstW, dstH }; SDL_BlitSurface(src, &srcRect, tmp, 0); TEX::uploadSubImage(dstX, dstY, dstW, dstH, tmp->pixels, format); SDL_FreeSurface(tmp); } } void subRectImageEnd() { if (gl.unpack_subimage) { gl.PixelStorei(GL_UNPACK_ROW_LENGTH, 0); gl.PixelStorei(GL_UNPACK_SKIP_PIXELS, 0); gl.PixelStorei(GL_UNPACK_SKIP_ROWS, 0); } } #define HAVE_NATIVE_VAO gl.GenVertexArrays static void vaoBindRes(VAO &vao) { VBO::bind(vao.vbo); IBO::bind(vao.ibo); for (size_t i = 0; i < vao.attrCount; ++i) { const VertexAttribute &va = vao.attr[i]; gl.EnableVertexAttribArray(va.index); gl.VertexAttribPointer(va.index, va.size, va.type, GL_FALSE, vao.vertSize, va.offset); } } void vaoInit(VAO &vao, bool keepBound) { if (HAVE_NATIVE_VAO) { gl.GenVertexArrays(1, &vao.nativeVAO); gl.BindVertexArray(vao.nativeVAO); vaoBindRes(vao); if (!keepBound) gl.BindVertexArray(0); } else { if (keepBound) { VBO::bind(vao.vbo); IBO::bind(vao.ibo); } } } void vaoFini(VAO &vao) { if (HAVE_NATIVE_VAO) gl.DeleteVertexArrays(1, &vao.nativeVAO); } void vaoBind(VAO &vao) { if (HAVE_NATIVE_VAO) gl.BindVertexArray(vao.nativeVAO); else vaoBindRes(vao); } void vaoUnbind(VAO &vao) { if (HAVE_NATIVE_VAO) { gl.BindVertexArray(0); } else { for (size_t i = 0; i < vao.attrCount; ++i) gl.DisableVertexAttribArray(vao.attr[i].index); VBO::unbind(); IBO::unbind(); } } #define HAVE_NATIVE_BLIT gl.BlitFramebuffer static void _blitBegin(FBO::ID fbo, const Vec2i &size) { if (HAVE_NATIVE_BLIT) { gl.BindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo.gl); } else { FBO::bind(fbo); glState.viewport.pushSet(IntRect(0, 0, size.x, size.y)); SimpleShader &shader = shState->shaders().simple; shader.bind(); shader.applyViewportProj(); shader.setTranslation(Vec2i()); } } void blitBegin(TEXFBO &target) { _blitBegin(target.fbo, Vec2i(target.width, target.height)); } void blitBeginScreen(const Vec2i &size) { _blitBegin(FBO::ID(0), size); } void blitSource(TEXFBO &source) { if (HAVE_NATIVE_BLIT) { gl.BindFramebuffer(GL_READ_FRAMEBUFFER, source.fbo.gl); } else { SimpleShader &shader = shState->shaders().simple; shader.setTexSize(Vec2i(source.width, source.height)); TEX::bind(source.tex); } } void blitRectangle(const IntRect &src, const Vec2i &dstPos) { blitRectangle(src, IntRect(dstPos.x, dstPos.y, src.w, src.h), false); } void blitRectangle(const IntRect &src, const IntRect &dst, bool smooth) { if (HAVE_NATIVE_BLIT) { gl.BlitFramebuffer(src.x, src.y, src.x+src.w, src.y+src.h, dst.x, dst.y, dst.x+dst.w, dst.y+dst.h, GL_COLOR_BUFFER_BIT, smooth ? GL_LINEAR : GL_NEAREST); } else { if (smooth) TEX::setSmooth(true); glState.blend.pushSet(false); Quad &quad = shState->gpQuad(); quad.setTexPosRect(src, dst); quad.draw(); glState.blend.pop(); if (smooth) TEX::setSmooth(false); } } void blitEnd() { if (!HAVE_NATIVE_BLIT) glState.viewport.pop(); } }