mkxp/src/gl-meta.cpp

214 lines
4.5 KiB
C++

/*
** gl-meta.cpp
**
** This file is part of mkxp.
**
** Copyright (C) 2014 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 "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, bool smooth)
{
blitRectangle(src, IntRect(dstPos.x, dstPos.y, src.w, src.h), smooth);
}
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();
}
}