mkxp/src/bitmap.cpp

1263 lines
27 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 <SDL.h>
#include <SDL_image.h>
#include <SDL_ttf.h>
#include <SDL_rect.h>
#include <SDL_surface.h>
#include <pixman.h>
#include "gl-util.h"
#include "gl-meta.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 GUARD_MEGA \
{ \
if (p->megaSurface) \
throw Exception(Exception::MKXPError, \
"Operation not supported for mega surfaces"); \
}
#define OUTLINE_SIZE 1
/* Normalize (= ensure width and
* height are positive) */
static IntRect normalizedRect(const IntRect &rect)
{
IntRect norm = rect;
if (norm.w < 0)
{
norm.w = -norm.w;
norm.x -= norm.w;
}
if (norm.h < 0)
{
norm.h = -norm.h;
norm.y -= norm.h;
}
return norm;
}
struct BitmapPrivate
{
Bitmap *self;
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;
/* A cached version of the bitmap in client memory, for
* getPixel calls. Is invalidated any time the bitmap
* is modified */
SDL_Surface *surface;
SDL_PixelFormat *format;
/* 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(Bitmap *self)
: self(self),
megaSurface(0),
surface(0)
{
format = SDL_AllocFormat(SDL_PIXELFORMAT_ABGR8888);
font = &shState->defaultFont();
pixman_region_init(&tainted);
}
~BitmapPrivate()
{
SDL_FreeFormat(format);
pixman_region_fini(&tainted);
}
void allocSurface()
{
surface = SDL_CreateRGBSurface(0, gl.width, gl.height, format->BitsPerPixel,
format->Rmask, format->Gmask,
format->Bmask, format->Amask);
}
void clearTaintedArea()
{
pixman_region_fini(&tainted);
pixman_region_init(&tainted);
}
void addTaintedArea(const IntRect &rect)
{
IntRect norm = normalizedRect(rect);
pixman_region_union_rect
(&tainted, &tainted, norm.x, norm.y, norm.w, norm.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);
}
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.blend.pushSet(false);
quad.draw();
glState.blend.pop();
}
void fillRect(const IntRect &rect,
const Vec4 &color)
{
bindFBO();
glState.scissorTest.pushSet(true);
glState.scissorBox.pushSet(normalizedRect(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;
}
void onModified()
{
if (surface)
{
SDL_FreeSurface(surface);
surface = 0;
}
self->modified();
}
};
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(this);
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(this);
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(this);
p->gl = tex;
clear();
}
Bitmap::Bitmap(const Bitmap &other)
{
other.ensureNonMega();
p = new BitmapPrivate(this);
p->gl = shState->texPool().request(other.width(), other.height());
blt(0, 0, other, rect());
}
Bitmap::~Bitmap()
{
dispose();
}
int Bitmap::width() const
{
guardDisposed();
if (p->megaSurface)
return p->megaSurface->w;
return p->gl.width;
}
int Bitmap::height() const
{
guardDisposed();
if (p->megaSurface)
return p->megaSurface->h;
return p->gl.height;
}
IntRect Bitmap::rect() const
{
guardDisposed();
return IntRect(0, 0, width(), height());
}
void Bitmap::blt(int x, int y,
const Bitmap &source, IntRect rect,
int opacity)
{
if (source.isDisposed())
return;
// FIXME: RGSS allows the source rect to both lie outside
// the bitmap rect and be inverted in both directions;
// clamping only covers a subset of these cases (and
// doesn't fix anything for a direct stretch_blt call).
/* Clamp rect to source bitmap size */
if (rect.x + rect.w > source.width())
rect.w = source.width() - rect.x;
if (rect.y + rect.h > source.height())
rect.h = source.height() - rect.y;
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)
{
guardDisposed();
GUARD_MEGA;
if (source.isDisposed())
return;
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();
SDL_Rect srcRect = sourceRect;
SDL_Rect dstRect = destRect;
SDL_Rect btmRect = { 0, 0, width(), height() };
SDL_Rect bltRect;
if (SDL_IntersectRect(&btmRect, &dstRect, &bltRect) != SDL_TRUE)
return;
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);
// 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, 0);
TEX::bind(p->gl.tex);
if (bltRect.w == dstRect.w && bltRect.h == dstRect.h)
{
TEX::uploadSubImage(destRect.x, destRect.y,
destRect.w, destRect.h,
blitTemp->pixels, GL_RGBA);
}
else
{
GLMeta::subRectImageUpload(blitTemp->w, bltRect.x - dstRect.x, bltRect.y - dstRect.y,
bltRect.x, bltRect.y, bltRect.w, bltRect.h, blitTemp, GL_RGBA);
GLMeta::subRectImageEnd();
}
SDL_FreeSurface(blitTemp);
p->onModified();
return;
}
if (opacity == 255 && !p->touchesTaintedArea(destRect))
{
/* Fast blit */
GLMeta::blitBegin(p->gl);
GLMeta::blitSource(source.p->gl);
GLMeta::blitRectangle(sourceRect, destRect);
GLMeta::blitEnd();
}
else
{
/* Fragment pipeline */
float normOpacity = (float) opacity / 255.0f;
TEXFBO &gpTex = shState->gpTexFBO(destRect.w, destRect.h);
GLMeta::blitBegin(gpTex);
GLMeta::blitSource(p->gl);
GLMeta::blitRectangle(destRect, Vec2i());
GLMeta::blitEnd();
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);
p->onModified();
}
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)
{
guardDisposed();
GUARD_MEGA;
p->fillRect(rect, color);
if (color.w == 0)
/* Clear op */
p->substractTaintedArea(rect);
else
/* Fill op */
p->addTaintedArea(rect);
p->onModified();
}
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)
{
guardDisposed();
GUARD_MEGA;
SimpleColorShader &shader = shState->shaders().simpleColor;
shader.bind();
shader.setTranslation(Vec2i());
Quad &quad = shState->gpQuad();
if (vertical)
{
quad.vert[0].color = color1;
quad.vert[1].color = color1;
quad.vert[2].color = color2;
quad.vert[3].color = color2;
}
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);
p->onModified();
}
void Bitmap::clearRect(int x, int y, int width, int height)
{
clearRect(IntRect(x, y, width, height));
}
void Bitmap::clearRect(const IntRect &rect)
{
guardDisposed();
GUARD_MEGA;
p->fillRect(rect, Vec4());
p->onModified();
}
void Bitmap::blur()
{
guardDisposed();
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.blend.pushSet(false);
glState.viewport.pushSet(IntRect(0, 0, width(), height()));
TEX::bind(p->gl.tex);
FBO::bind(auxTex.fbo);
pass1.bind();
pass1.setTexSize(Vec2i(width(), height()));
pass1.applyViewportProj();
quad.draw();
TEX::bind(auxTex.tex);
p->bindFBO();
pass2.bind();
pass2.setTexSize(Vec2i(width(), height()));
pass2.applyViewportProj();
quad.draw();
glState.viewport.pop();
glState.blend.pop();
shState->texPool().release(auxTex);
p->onModified();
}
void Bitmap::radialBlur(int angle, int divisions)
{
guardDisposed();
GUARD_MEGA;
angle = clamp<int>(angle, 0, 359);
divisions = clamp<int>(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<Vertex> &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);
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;
p->onModified();
}
void Bitmap::clear()
{
guardDisposed();
GUARD_MEGA;
p->bindFBO();
glState.clearColor.pushSet(Vec4());
FBO::clear();
glState.clearColor.pop();
p->clearTaintedArea();
p->onModified();
}
Color Bitmap::getPixel(int x, int y) const
{
guardDisposed();
GUARD_MEGA;
if (x < 0 || y < 0 || x >= width() || y >= height())
return Vec4();
if (!p->surface)
{
p->allocSurface();
FBO::bind(p->gl.fbo);
glState.viewport.pushSet(IntRect(0, 0, width(), height()));
gl.ReadPixels(0, 0, width(), height(), GL_RGBA, GL_UNSIGNED_BYTE, p->surface->pixels);
glState.viewport.pop();
}
size_t offset = x*p->format->BytesPerPixel + y*p->surface->pitch;
uint8_t *bytes = (uint8_t*) p->surface->pixels + offset;
uint32_t pixel = *((uint32_t*) bytes);
return Color((pixel >> p->format->Rshift) & 0xFF,
(pixel >> p->format->Gshift) & 0xFF,
(pixel >> p->format->Bshift) & 0xFF,
(pixel >> p->format->Ashift) & 0xFF);
}
void Bitmap::setPixel(int x, int y, const Color &color)
{
guardDisposed();
GUARD_MEGA;
uint8_t pixel[] =
{
(uint8_t) clamp<double>(color.red, 0, 255),
(uint8_t) clamp<double>(color.green, 0, 255),
(uint8_t) clamp<double>(color.blue, 0, 255),
(uint8_t) clamp<double>(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));
p->onModified();
}
void Bitmap::hueChange(int hue)
{
guardDisposed();
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);
p->pushSetViewport(shader);
p->bindTexture(shader);
p->blitQuad(quad);
p->popViewport();
TEX::unbind();
shState->texPool().release(p->gl);
p->gl = newTex;
p->onModified();
}
void Bitmap::drawText(int x, int y,
int width, int height,
const char *str, int align)
{
drawText(IntRect(x, y, width, height), str, align);
}
static std::string fixupString(const char *str)
{
std::string s(str);
/* RMXP actually draws LF as a "missing gylph" box,
* but since we might have accidentally converted CRs
* to LFs when editing scripts on a Unix OS, treat them
* as white space too */
for (size_t i = 0; i < s.size(); ++i)
if (s[i] == '\r' || s[i] == '\n')
s[i] = ' ';
return s;
}
static void applyShadow(SDL_Surface *&in, const SDL_PixelFormat &fm, const SDL_Color &c)
{
SDL_Surface *out = SDL_CreateRGBSurface
(0, in->w+1, in->h+1, fm.BitsPerPixel, fm.Rmask, fm.Gmask, fm.Bmask, fm.Amask);
float fr = c.r / 255.0;
float fg = c.g / 255.0;
float fb = c.b / 255.0;
/* We allocate an output surface one pixel wider and higher than the input,
* (implicitly) blit a copy of the input with RGB values set to black into
* it with x/y offset by 1, then blend the input surface over it at origin
* (0,0) using the bitmap blit equation (see shader/bitmapBlit.frag) */
for (int y = 0; y < in->h+1; ++y)
for (int x = 0; x < in->w+1; ++x)
{
/* src: input pixel, shd: shadow pixel */
uint32_t src = 0, shd = 0;
/* Output pixel location */
uint32_t *outP = ((uint32_t*) ((uint8_t*) out->pixels + y*out->pitch)) + x;
if (y < in->h && x < in->w)
src = ((uint32_t*) ((uint8_t*) in->pixels + y*in->pitch))[x];
if (y > 0 && x > 0)
shd = ((uint32_t*) ((uint8_t*) in->pixels + (y-1)*in->pitch))[x-1];
/* Set shadow pixel RGB values to 0 (black) */
shd &= fm.Amask;
if (x == 0 || y == 0)
{
*outP = src;
continue;
}
if (x == in->w || y == in->h)
{
*outP = shd;
continue;
}
/* Input and shadow alpha values */
uint8_t srcA, shdA;
srcA = (src & fm.Amask) >> fm.Ashift;
shdA = (shd & fm.Amask) >> fm.Ashift;
if (srcA == 255 || shdA == 0)
{
*outP = src;
continue;
}
if (srcA == 0 && shdA == 0)
{
*outP = 0;
continue;
}
float fSrcA = srcA / 255.0;
float fShdA = shdA / 255.0;
/* Because opacity == 1, co1 == fSrcA */
float co2 = fShdA * (1.0 - fSrcA);
/* Result alpha */
float fa = fSrcA + co2;
/* Temp value to simplify arithmetic below */
float co3 = fSrcA / fa;
/* Result colors */
uint8_t r, g, b, a;
r = clamp<float>(fr * co3, 0, 1) * 255;
g = clamp<float>(fg * co3, 0, 1) * 255;
b = clamp<float>(fb * co3, 0, 1) * 255;
a = clamp<float>(fa, 0, 1) * 255;
*outP = SDL_MapRGBA(&fm, r, g, b, a);
}
/* Store new surface in the input pointer */
SDL_FreeSurface(in);
in = out;
}
void Bitmap::drawText(const IntRect &rect, const char *str, int align)
{
guardDisposed();
GUARD_MEGA;
std::string fixed = fixupString(str);
str = fixed.c_str();
if (*str == '\0')
return;
if (str[0] == ' ' && str[1] == '\0')
return;
TTF_Font *font = p->font->getSdlFont();
const Color &fontColor = p->font->getColor();
const Color &outColor = p->font->getOutColor();
SDL_Color c = fontColor.toSDLColor();
c.a = 255;
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_ABGR8888);
if (p->font->getShadow())
applyShadow(txtSurf, *p->format, c);
/* outline using TTF_Outline and blending it together with SDL_BlitSurface
* FIXME: outline is forced to have the same opacity as the font color */
if (p->font->getOutline()) {
SDL_Color co = outColor.toSDLColor();
co.a = 255;
SDL_Surface *outline;
/* set the next font render to render the outline */
TTF_SetFontOutline(font, OUTLINE_SIZE);
if (shState->rtData().config.solidFonts)
outline = TTF_RenderUTF8_Solid(font, str, co);
else
outline = TTF_RenderUTF8_Blended(font, str, co);
p->ensureFormat(outline, SDL_PIXELFORMAT_ABGR8888);
SDL_Rect outRect = {OUTLINE_SIZE, OUTLINE_SIZE, txtSurf->w, txtSurf->h};
SDL_SetSurfaceBlendMode(txtSurf, SDL_BLENDMODE_BLEND);
SDL_BlitSurface(txtSurf, NULL, outline, &outRect);
SDL_FreeSurface(txtSurf);
txtSurf = outline;
/* reset outline to 0 */
TTF_SetFontOutline(font, 0);
}
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))
{
bool subImage = false;
int subSrcX = 0, subSrcY = 0;
if (inters.w != txtRect.w || inters.h != txtRect.h)
{
/* Clip the text surface */
subSrcX = inters.x - txtRect.x;
subSrcY = inters.y - txtRect.y;
subImage = true;
posRect.x = inters.x;
posRect.y = inters.y;
posRect.w = inters.w;
posRect.h = inters.h;
}
TEX::bind(p->gl.tex);
if (!subImage)
{
TEX::uploadSubImage(posRect.x, posRect.y,
posRect.w, posRect.h,
txtSurf->pixels, GL_RGBA);
}
else
{
GLMeta::subRectImageUpload(txtSurf->w, subSrcX, subSrcY,
posRect.x, posRect.y,
posRect.w, posRect.h,
txtSurf, GL_RGBA);
GLMeta::subRectImageEnd();
}
}
}
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_RGBA);
GLMeta::blitBegin(p->gl);
GLMeta::blitSource(gpTF);
GLMeta::blitRectangle(IntRect(0, 0, txtSurf->w, txtSurf->h),
posRect, true);
GLMeta::blitEnd();
}
}
else
{
/* Aquire a partial copy of the destination
* buffer we're about to render to */
TEXFBO &gpTex2 = shState->gpTexFBO(posRect.w, posRect.h);
GLMeta::blitBegin(gpTex2);
GLMeta::blitSource(p->gl);
GLMeta::blitRectangle(posRect, Vec2i());
GLMeta::blitEnd();
FloatRect bltRect(0, 0,
(float) (gpTexSize.x * squeeze) / 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_RGBA);
TEX::setSmooth(true);
Quad &quad = shState->gpQuad();
quad.setTexRect(FloatRect(0, 0, txtSurf->w, txtSurf->h));
quad.setPosRect(posRect);
p->bindFBO();
p->pushSetViewport(shader);
p->blitQuad(quad);
p->popViewport();
}
SDL_FreeSurface(txtSurf);
p->addTaintedArea(posRect);
p->onModified();
}
/* 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<const unsigned char*>(_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)
{
guardDisposed();
GUARD_MEGA;
TTF_Font *font = p->font->getSdlFont();
std::string fixed = fixupString(str);
str = fixed.c_str();
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_RD_SIMPLE(Bitmap, Font, Font&, *p->font)
void Bitmap::setFont(Font &value)
{
*p->font = value;
}
void Bitmap::setInitFont(Font *value)
{
p->font = value;
}
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;
}