/* ** bitmap.cpp ** ** This file is part of mkxp. ** ** Copyright (C) 2013 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 "bitmap.h" #include #include #include #include #include #include "gl-util.h" #include "quad.h" #include "quadarray.h" #include "transform.h" #include "exception.h" #include "sharedstate.h" #include "glstate.h" #include "texpool.h" #include "shader.h" #include "filesystem.h" #include "font.h" #include "eventthread.h" #define DISP_CLASS_NAME "bitmap" #define GUARD_MEGA \ { \ if (p->megaSurface) \ throw Exception(Exception::MKXPError, \ "Operation not supported for mega surfaces"); \ } struct BitmapPrivate { TEXFBO gl; Font *font; /* "Mega surfaces" are a hack to allow Tilesets to be used * whose Bitmaps don't fit into a regular texture. They're * kept in RAM and will throw an error if they're used in * any context other than as Tilesets */ SDL_Surface *megaSurface; /* The 'tainted' area describes which parts of the * bitmap are not cleared, ie. don't have 0 opacity. * If we're blitting / drawing text to a cleared part * with full opacity, we can disregard any old contents * in the texture and blit to it directly, saving * ourselves the expensive blending calculation */ pixman_region16_t tainted; BitmapPrivate() : megaSurface(0) { font = &shState->defaultFont(); pixman_region_init(&tainted); } ~BitmapPrivate() { pixman_region_fini(&tainted); } void clearTaintedArea() { pixman_region_clear(&tainted); } void addTaintedArea(const IntRect &rect) { pixman_region_union_rect (&tainted, &tainted, rect.x, rect.y, rect.w, rect.h); } void substractTaintedArea(const IntRect &rect) { if (!touchesTaintedArea(rect)) return; pixman_region16_t m_reg; pixman_region_init_rect(&m_reg, rect.x, rect.y, rect.w, rect.h); pixman_region_subtract(&tainted, &m_reg, &tainted); pixman_region_fini(&m_reg); } bool touchesTaintedArea(const IntRect &rect) { pixman_box16_t box; box.x1 = rect.x; box.y1 = rect.y; box.x2 = rect.x + rect.w; box.y2 = rect.y + rect.h; pixman_region_overlap_t result = pixman_region_contains_rectangle(&tainted, &box); return result != PIXMAN_REGION_OUT; } void bindTexture(ShaderBase &shader) { TEX::bind(gl.tex); shader.setTexSize(Vec2i(gl.width, gl.height)); } void bindFBO() { FBO::bind(gl.fbo, FBO::Draw); } void pushSetViewport(ShaderBase &shader) const { glState.viewport.pushSet(IntRect(0, 0, gl.width, gl.height)); shader.applyViewportProj(); } void popViewport() const { glState.viewport.pop(); } void blitQuad(Quad &quad) { glState.blendMode.pushSet(BlendNone); quad.draw(); glState.blendMode.pop(); } void fillRect(const IntRect &rect, const Vec4 &color) { bindFBO(); glState.scissorTest.pushSet(true); glState.scissorBox.pushSet(rect); glState.clearColor.pushSet(color); FBO::clear(); 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; const char *extension; shState->fileSystem().openRead(ops, filename, FileSystem::Image, false, &extension); SDL_Surface *imgSurf = IMG_LoadTyped_RW(&ops, 1, extension); if (!imgSurf) throw Exception(Exception::SDLError, "Error loading image '%s': %s", filename, SDL_GetError()); p->ensureFormat(imgSurf, SDL_PIXELFORMAT_ABGR8888); if (imgSurf->w > glState.caps.maxTexSize || imgSurf->h > glState.caps.maxTexSize) { /* Mega surface */ p = new BitmapPrivate; p->megaSurface = imgSurf; } else { /* Regular surface */ TEXFBO tex; try { tex = shState->texPool().request(imgSurf->w, imgSurf->h); } catch (const Exception &e) { SDL_FreeSurface(imgSurf); throw e; } p = new BitmapPrivate; p->gl = tex; TEX::bind(p->gl.tex); TEX::uploadImage(p->gl.width, p->gl.height, imgSurf->pixels, GL_RGBA); SDL_FreeSurface(imgSurf); } p->addTaintedArea(rect()); } Bitmap::Bitmap(int width, int height) { if (width <= 0 || height <= 0) throw Exception(Exception::RGSSError, "failed to create bitmap"); TEXFBO tex = shState->texPool().request(width, height); p = new BitmapPrivate; p->gl = tex; clear(); } Bitmap::Bitmap(const Bitmap &other) { other.ensureNonMega(); p = new BitmapPrivate; p->gl = shState->texPool().request(other.width(), other.height()); blt(0, 0, other, rect()); } Bitmap::~Bitmap() { dispose(); } int Bitmap::width() const { GUARD_DISPOSED; if (p->megaSurface) return p->megaSurface->w; return p->gl.width; } int Bitmap::height() const { GUARD_DISPOSED; if (p->megaSurface) return p->megaSurface->h; return p->gl.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; GUARD_MEGA; opacity = clamp(opacity, 0, 255); if (opacity == 0) return; if (source.megaSurface()) { /* Don't do transparent blits for now */ if (opacity < 255) source.ensureNonMega(); SDL_Surface *srcSurf = source.megaSurface(); int bpp; Uint32 rMask, gMask, bMask, aMask; SDL_PixelFormatEnumToMasks(SDL_PIXELFORMAT_ABGR8888, &bpp, &rMask, &gMask, &bMask, &aMask); SDL_Surface *blitTemp = SDL_CreateRGBSurface(0, destRect.w, destRect.h, bpp, rMask, gMask, bMask, aMask); SDL_Rect srcRect; srcRect.x = sourceRect.x; srcRect.y = sourceRect.y; srcRect.w = sourceRect.w; srcRect.h = sourceRect.h; SDL_Rect dstRect; dstRect.x = dstRect.y = 0; dstRect.w = blitTemp->w; dstRect.h = blitTemp->h; // FXIME: This is supposed to be a scaled blit, put SDL2 for some reason // makes the source surface unusable after BlitScaled() is called. Investigate! SDL_BlitSurface(srcSurf, &srcRect, blitTemp, &dstRect); TEX::bind(p->gl.tex); TEX::uploadSubImage(destRect.x, destRect.y, destRect.w, destRect.h, blitTemp->pixels, GL_RGBA); SDL_FreeSurface(blitTemp); modified(); return; } if (opacity == 255 && !p->touchesTaintedArea(destRect)) { /* Fast blit */ FBO::bind(source.p->gl.fbo, FBO::Read); FBO::bind(p->gl.fbo, FBO::Draw); FBO::blit(sourceRect.x, sourceRect.y, sourceRect.w, sourceRect.h, destRect.x, destRect.y, destRect.w, destRect.h); } else { /* Fragment pipeline */ float normOpacity = (float) opacity / 255.0f; TEXFBO &gpTex = shState->gpTexFBO(destRect.w, destRect.h); FBO::bind(gpTex.fbo, FBO::Draw); FBO::bind(p->gl.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 = shState->shaders().blt; shader.bind(); shader.setDestination(gpTex.tex); shader.setSubRect(bltSubRect); shader.setOpacity(normOpacity); Quad &quad = shState->gpQuad(); quad.setTexPosRect(sourceRect, destRect); quad.setColor(Vec4(1, 1, 1, normOpacity)); source.p->bindTexture(shader); p->bindFBO(); p->pushSetViewport(shader); p->blitQuad(quad); p->popViewport(); } p->addTaintedArea(destRect); 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; GUARD_MEGA; p->fillRect(rect, color); if (color.w == 0) /* Clear op */ p->substractTaintedArea(rect); else /* Fill op */ p->addTaintedArea(rect); modified(); } #ifdef RGSS2 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; GUARD_MEGA; SimpleColorShader &shader = shState->shaders().simpleColor; shader.bind(); shader.setTranslation(Vec2i()); Quad &quad = shState->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); p->bindFBO(); p->pushSetViewport(shader); p->blitQuad(quad); p->popViewport(); p->addTaintedArea(rect); 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; GUARD_MEGA; p->fillRect(rect, Vec4()); modified(); } void Bitmap::blur() { GUARD_DISPOSED; GUARD_MEGA; Quad &quad = shState->gpQuad(); FloatRect rect(0, 0, width(), height()); quad.setTexPosRect(rect, rect); TEXFBO auxTex = shState->texPool().request(width(), height()); BlurShader &shader = shState->shaders().blur; BlurShader::HPass &pass1 = shader.pass1; BlurShader::VPass &pass2 = shader.pass2; glState.blendMode.pushSet(BlendNone); glState.viewport.pushSet(IntRect(0, 0, width(), height())); TEX::bind(p->gl.tex); FBO::bind(auxTex.fbo, FBO::Draw); pass1.bind(); pass1.setTexSize(Vec2i(width(), height())); pass1.applyViewportProj(); quad.draw(); TEX::bind(auxTex.tex); FBO::bind(p->gl.fbo, FBO::Draw); pass2.bind(); pass2.setTexSize(Vec2i(width(), height())); pass2.applyViewportProj(); quad.draw(); glState.viewport.pop(); glState.blendMode.pop(); shState->texPool().release(auxTex); modified(); } void Bitmap::radialBlur(int angle, int divisions) { GUARD_DISPOSED; GUARD_MEGA; angle = clamp(angle, 0, 359); divisions = clamp(divisions, 2, 100); const int _width = width(); const int _height = height(); float angleStep = (float) angle / (divisions-1); float opacity = 1.0f / divisions; float baseAngle = -((float) angle / 2); ColorQuadArray qArray; qArray.resize(5); std::vector &vert = qArray.vertices; int i = 0; /* Center */ FloatRect texRect(0, 0, _width, _height); FloatRect posRect(0, 0, _width, _height); i += Quad::setTexPosRect(&vert[i*4], texRect, posRect); /* Upper */ posRect = FloatRect(0, 0, _width, -_height); i += Quad::setTexPosRect(&vert[i*4], texRect, posRect); /* Lower */ posRect = FloatRect(0, _height*2, _width, -_height); i += Quad::setTexPosRect(&vert[i*4], texRect, posRect); /* Left */ posRect = FloatRect(0, 0, -_width, _height); i += Quad::setTexPosRect(&vert[i*4], texRect, posRect); /* Right */ posRect = FloatRect(_width*2, 0, -_width, _height); i += Quad::setTexPosRect(&vert[i*4], texRect, posRect); for (int i = 0; i < 4*5; ++i) vert[i].color = Vec4(1, 1, 1, opacity); qArray.commit(); TEXFBO newTex = shState->texPool().request(_width, _height); FBO::bind(newTex.fbo, FBO::Draw); glState.clearColor.pushSet(Vec4()); FBO::clear(); Transform trans; trans.setOrigin(Vec2(_width / 2.0f, _height / 2.0f)); trans.setPosition(Vec2(_width / 2.0f, _height / 2.0f)); glState.blendMode.pushSet(BlendAddition); SimpleMatrixShader &shader = shState->shaders().simpleMatrix; shader.bind(); p->bindTexture(shader); TEX::setSmooth(true); p->pushSetViewport(shader); for (int i = 0; i < divisions; ++i) { trans.setRotation(baseAngle + i*angleStep); shader.setMatrix(trans.getMatrix()); qArray.draw(); } p->popViewport(); TEX::setSmooth(false); glState.blendMode.pop(); glState.clearColor.pop(); shState->texPool().release(p->gl); p->gl = newTex; modified(); } #endif void Bitmap::clear() { GUARD_DISPOSED; GUARD_MEGA; p->bindFBO(); glState.clearColor.pushSet(Vec4()); FBO::clear(); glState.clearColor.pop(); p->clearTaintedArea(); modified(); } Color Bitmap::getPixel(int x, int y) const { GUARD_DISPOSED; GUARD_MEGA; if (x < 0 || y < 0 || x >= width() || y >= height()) return Vec4(); FBO::bind(p->gl.fbo, FBO::Read); glState.viewport.pushSet(IntRect(0, 0, width(), height())); uint8_t pixel[4]; gl.ReadPixels(x, y, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, &pixel); glState.viewport.pop(); return Color(pixel[0], pixel[1], pixel[2], pixel[3]); } void Bitmap::setPixel(int x, int y, const Color &color) { GUARD_DISPOSED; GUARD_MEGA; uint8_t pixel[] = { (uint8_t) clamp(color.red, 0, 255), (uint8_t) clamp(color.green, 0, 255), (uint8_t) clamp(color.blue, 0, 255), (uint8_t) clamp(color.alpha, 0, 255) }; TEX::bind(p->gl.tex); TEX::uploadSubImage(x, y, 1, 1, &pixel, GL_RGBA); p->addTaintedArea(IntRect(x, y, 1, 1)); modified(); } void Bitmap::hueChange(int hue) { GUARD_DISPOSED; GUARD_MEGA; if ((hue % 360) == 0) return; TEXFBO newTex = shState->texPool().request(width(), height()); FloatRect texRect(rect()); Quad &quad = shState->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 = shState->shaders().hue; shader.bind(); shader.setHueAdjust(hueAdj); FBO::bind(newTex.fbo, FBO::Draw); p->pushSetViewport(shader); p->bindTexture(shader); p->blitQuad(quad); p->popViewport(); TEX::unbind(); shState->texPool().release(p->gl); p->gl = 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; GUARD_MEGA; if (*str == '\0') return; if (str[0] == ' ' && str[1] == '\0') return; TTF_Font *font = p->font->getSdlFont(); Color *fontColor = p->font->getColor(); SDL_Color c; fontColor->toSDLColor(c); float txtAlpha = fontColor->norm.w; SDL_Surface *txtSurf; if (shState->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); Vec2i gpTexSize; shState->ensureTexSize(txtSurf->w, txtSurf->h, gpTexSize); bool fastBlit = !p->touchesTaintedArea(posRect) && txtAlpha == 1.0; if (fastBlit) { if (squeeze == 1.0) { /* Even faster: upload directly to bitmap texture. * We have to make sure the posRect lies within the texture * boundaries or texSubImage will generate errors. * If it partly lies outside bounds we have to upload * the clipped visible part of it. */ SDL_Rect btmRect; btmRect.x = btmRect.y = 0; btmRect.w = width(); btmRect.h = height(); SDL_Rect txtRect; txtRect.x = posRect.x; txtRect.y = posRect.y; txtRect.w = posRect.w; txtRect.h = posRect.h; SDL_Rect inters; /* If we have no intersection at all, * there's nothing to upload to begin with */ if (SDL_IntersectRect(&btmRect, &txtRect, &inters)) { if (inters.w != txtRect.w || inters.h != txtRect.h) { /* Clip the text surface */ SDL_Rect clipSrc = inters; clipSrc.x -= txtRect.x; clipSrc.y -= txtRect.y; posRect.x = inters.x; posRect.y = inters.y; posRect.w = inters.w; posRect.h = inters.h; PixelStore::setupSubImage(txtSurf->w, clipSrc.x, clipSrc.y); } TEX::bind(p->gl.tex); TEX::uploadSubImage(posRect.x, posRect.y, posRect.w, posRect.h, txtSurf->pixels, GL_BGRA); PixelStore::reset(); } } else { /* Squeezing involved: need to use intermediary TexFBO */ TEXFBO &gpTF = shState->gpTexFBO(txtSurf->w, txtSurf->h); TEX::bind(gpTF.tex); TEX::uploadSubImage(0, 0, txtSurf->w, txtSurf->h, txtSurf->pixels, GL_BGRA); FBO::bind(gpTF.fbo, FBO::Read); p->bindFBO(); FBO::blit(0, 0, txtSurf->w, txtSurf->h, posRect.x, posRect.y, posRect.w, posRect.h, FBO::Linear); } } else { /* Aquire a partial copy of the destination * buffer we're about to render to */ TEXFBO &gpTex2 = shState->gpTexFBO(posRect.w, posRect.h); FBO::bind(gpTex2.fbo, FBO::Draw); FBO::bind(p->gl.fbo, FBO::Read); FBO::blit(posRect.x, posRect.y, 0, 0, posRect.w, posRect.h); FloatRect bltRect(0, 0, (float) gpTexSize.x / gpTex2.width, (float) gpTexSize.y / gpTex2.height); BltShader &shader = shState->shaders().blt; shader.bind(); shader.setTexSize(gpTexSize); shader.setSource(); shader.setDestination(gpTex2.tex); shader.setSubRect(bltRect); shader.setOpacity(txtAlpha); shState->bindTex(); TEX::uploadSubImage(0, 0, txtSurf->w, txtSurf->h, txtSurf->pixels, GL_BGRA); TEX::setSmooth(true); Quad &quad = shState->gpQuad(); quad.setTexRect(FloatRect(0, 0, txtSurf->w, txtSurf->h)); quad.setPosRect(posRect); p->bindFBO(); p->pushSetViewport(shader); glState.blendMode.pushSet(BlendNone); quad.draw(); glState.blendMode.pop(); p->popViewport(); } SDL_FreeSurface(txtSurf); p->addTaintedArea(posRect); modified(); } /* http://www.lemoda.net/c/utf8-to-ucs2/index.html */ static uint16_t utf8_to_ucs2(const char *_input, const char **end_ptr) { const unsigned char *input = reinterpret_cast(_input); *end_ptr = _input; if (input[0] == 0) return -1; if (input[0] < 0x80) { *end_ptr = _input + 1; return input[0]; } if ((input[0] & 0xE0) == 0xE0) { if (input[1] == 0 || input[2] == 0) return -1; *end_ptr = _input + 3; return (input[0] & 0x0F)<<12 | (input[1] & 0x3F)<<6 | (input[2] & 0x3F); } if ((input[0] & 0xC0) == 0xC0) { if (input[1] == 0) return -1; *end_ptr = _input + 2; return (input[0] & 0x1F)<<6 | (input[1] & 0x3F); } return -1; } IntRect Bitmap::textSize(const char *str) { GUARD_DISPOSED; GUARD_MEGA; TTF_Font *font = p->font->getSdlFont(); int w, h; TTF_SizeUTF8(font, str, &w, &h); /* If str is one character long, *endPtr == 0 */ const char *endPtr; uint16_t ucs2 = utf8_to_ucs2(str, &endPtr); /* For cursive characters, returning the advance * as width yields better results */ if (p->font->getItalic() && *endPtr == '\0') TTF_GlyphMetrics(font, ucs2, 0, 0, 0, 0, &w); return IntRect(0, 0, w, h); } DEF_ATTR_SIMPLE(Bitmap, Font, Font*, p->font) TEXFBO &Bitmap::getGLTypes() { return p->gl; } SDL_Surface *Bitmap::megaSurface() const { return p->megaSurface; } void Bitmap::ensureNonMega() const { if (isDisposed()) return; GUARD_MEGA; } void Bitmap::bindTex(ShaderBase &shader) { p->bindTexture(shader); } void Bitmap::taintArea(const IntRect &rect) { p->addTaintedArea(rect); } void Bitmap::releaseResources() { if (p->megaSurface) SDL_FreeSurface(p->megaSurface); else shState->texPool().release(p->gl); delete p; }