1010 lines
20 KiB
C++
1010 lines
20 KiB
C++
/*
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** bitmap.cpp
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**
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** This file is part of mkxp.
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**
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** Copyright (C) 2013 Jonas Kulla <Nyocurio@gmail.com>
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**
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** mkxp is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 2 of the License, or
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** (at your option) any later version.
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**
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** mkxp is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with mkxp. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "bitmap.h"
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#include "SDL.h"
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#include "SDL_image.h"
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#include "SDL_ttf.h"
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#include "SDL_rect.h"
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#include "pixman.h"
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#include <QString>
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#include <QChar>
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#include "gl-util.h"
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#include "quad.h"
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#include "quadarray.h"
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#include "transform.h"
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#include "exception.h"
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#include "sharedstate.h"
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#include "glstate.h"
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#include "texpool.h"
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#include "shader.h"
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#include "filesystem.h"
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#include "font.h"
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#include "eventthread.h"
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#define DISP_CLASS_NAME "bitmap"
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#define GUARD_MEGA \
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{ \
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if (p->megaSurface) \
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throw Exception(Exception::MKXPError, \
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"Operation not supported for mega surfaces"); \
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}
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struct BitmapPrivate
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{
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TEXFBO gl;
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/* 'setPixel()' calls are cached and executed
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* in batches on 'flush()' */
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PointArray pointArray;
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Font *font;
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/* "Mega surfaces" are a hack to allow Tilesets to be used
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* whose Bitmaps don't fit into a regular texture. They're
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* kept in RAM and will throw an error if they're used in
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* any context other than as Tilesets */
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SDL_Surface *megaSurface;
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/* The 'tainted' area describes which parts of the
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* bitmap are not cleared, ie. don't have 0 opacity.
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* If we're blitting / drawing text to a cleared part
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* with full opacity, we can disregard any old contents
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* in the texture and blit to it directly, saving
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* ourselves the expensive blending calculation */
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pixman_region16_t tainted;
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BitmapPrivate()
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: megaSurface(0)
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{
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font = &shState->defaultFont();
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pixman_region_init(&tainted);
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}
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~BitmapPrivate()
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{
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pixman_region_fini(&tainted);
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}
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void clearTaintedArea()
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{
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pixman_region_clear(&tainted);
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}
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void addTaintedArea(const IntRect &rect)
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{
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pixman_region_union_rect
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(&tainted, &tainted, rect.x, rect.y, rect.w, rect.h);
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}
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void substractTaintedArea(const IntRect &rect)
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{
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if (!touchesTaintedArea(rect))
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return;
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pixman_region16_t m_reg;
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pixman_region_init_rect(&m_reg, rect.x, rect.y, rect.w, rect.h);
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pixman_region_subtract(&tainted, &m_reg, &tainted);
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pixman_region_fini(&m_reg);
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}
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bool touchesTaintedArea(const IntRect &rect)
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{
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pixman_box16_t box;
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box.x1 = rect.x;
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box.y1 = rect.y;
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box.x2 = rect.x + rect.w;
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box.y2 = rect.y + rect.h;
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pixman_region_overlap_t result =
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pixman_region_contains_rectangle(&tainted, &box);
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return result != PIXMAN_REGION_OUT;
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}
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void bindTexture(ShaderBase &shader)
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{
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TEX::bind(gl.tex);
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shader.setTexSize(Vec2i(gl.width, gl.height));
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}
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void bindFBO()
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{
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FBO::bind(gl.fbo, FBO::Draw);
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}
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void pushSetViewport(ShaderBase &shader) const
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{
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glState.viewport.pushSet(IntRect(0, 0, gl.width, gl.height));
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shader.applyViewportProj();
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}
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void popViewport() const
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{
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glState.viewport.pop();
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}
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void blitQuad(Quad &quad)
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{
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glState.blendMode.pushSet(BlendNone);
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quad.draw();
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glState.blendMode.pop();
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}
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void flushPoints()
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{
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if (pointArray.count() == 0)
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return;
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SimpleColorShader &shader = shState->simpleColorShader();
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shader.bind();
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shader.setTranslation(Vec2i());
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bindFBO();
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pushSetViewport(shader);
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glState.blendMode.pushSet(BlendNone);
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pointArray.commit();
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pointArray.draw();
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pointArray.reset();
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glState.blendMode.pop();
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popViewport();
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}
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void fillRect(const IntRect &rect,
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const Vec4 &color)
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{
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flushPoints();
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bindFBO();
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glState.scissorTest.pushSet(true);
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glState.scissorBox.pushSet(rect);
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glState.clearColor.pushSet(color);
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FBO::clear();
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glState.clearColor.pop();
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glState.scissorBox.pop();
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glState.scissorTest.pop();
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}
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static void ensureFormat(SDL_Surface *&surf, Uint32 format)
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{
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if (surf->format->format == format)
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return;
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SDL_Surface *surfConv = SDL_ConvertSurfaceFormat(surf, format, 0);
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SDL_FreeSurface(surf);
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surf = surfConv;
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}
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};
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Bitmap::Bitmap(const char *filename)
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{
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SDL_RWops ops;
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shState->fileSystem().openRead(ops, filename, FileSystem::Image);
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SDL_Surface *imgSurf = IMG_Load_RW(&ops, 1);
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if (!imgSurf)
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throw Exception(Exception::SDLError, "SDL: %s", SDL_GetError());
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p->ensureFormat(imgSurf, SDL_PIXELFORMAT_ABGR8888);
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if (imgSurf->w > glState.caps.maxTexSize || imgSurf->h > glState.caps.maxTexSize)
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{
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/* Mega surface */
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p = new BitmapPrivate;
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p->megaSurface = imgSurf;
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}
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else
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{
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/* Regular surface */
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TEXFBO tex;
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try
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{
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tex = shState->texPool().request(imgSurf->w, imgSurf->h);
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}
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catch (const Exception &e)
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{
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SDL_FreeSurface(imgSurf);
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throw e;
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}
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p = new BitmapPrivate;
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p->gl = tex;
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TEX::bind(p->gl.tex);
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TEX::uploadImage(p->gl.width, p->gl.height, imgSurf->pixels, GL_RGBA);
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SDL_FreeSurface(imgSurf);
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}
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p->addTaintedArea(rect());
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}
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Bitmap::Bitmap(int width, int height)
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{
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if (width <= 0 || height <= 0)
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throw Exception(Exception::RGSSError, "failed to create bitmap");
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TEXFBO tex = shState->texPool().request(width, height);
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p = new BitmapPrivate;
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p->gl = tex;
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clear();
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}
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Bitmap::Bitmap(const Bitmap &other)
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{
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other.ensureNonMega();
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p = new BitmapPrivate;
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p->gl = shState->texPool().request(other.width(), other.height());
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other.flush();
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blt(0, 0, other, rect());
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}
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Bitmap::~Bitmap()
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{
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dispose();
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}
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int Bitmap::width() const
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{
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GUARD_DISPOSED;
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if (p->megaSurface)
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return p->megaSurface->w;
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return p->gl.width;
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}
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int Bitmap::height() const
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{
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GUARD_DISPOSED;
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if (p->megaSurface)
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return p->megaSurface->h;
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return p->gl.height;
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}
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IntRect Bitmap::rect() const
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{
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return IntRect(0, 0, width(), height());
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}
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void Bitmap::blt(int x, int y,
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const Bitmap &source, const IntRect &rect,
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int opacity)
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{
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stretchBlt(IntRect(x, y, rect.w, rect.h),
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source, rect, opacity);
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}
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void Bitmap::stretchBlt(const IntRect &destRect,
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const Bitmap &source, const IntRect &sourceRect,
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int opacity)
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{
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GUARD_DISPOSED;
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GUARD_MEGA;
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opacity = clamp(opacity, 0, 255);
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if (opacity == 0)
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return;
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if (source.megaSurface())
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{
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/* Don't do transparent blits for now */
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if (opacity < 255)
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source.ensureNonMega();
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SDL_Surface *srcSurf = source.megaSurface();
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int bpp;
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Uint32 rMask, gMask, bMask, aMask;
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SDL_PixelFormatEnumToMasks(SDL_PIXELFORMAT_ABGR8888,
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&bpp, &rMask, &gMask, &bMask, &aMask);
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SDL_Surface *blitTemp =
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SDL_CreateRGBSurface(0, destRect.w, destRect.h, bpp, rMask, gMask, bMask, aMask);
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SDL_Rect srcRect;
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srcRect.x = sourceRect.x;
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srcRect.y = sourceRect.y;
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srcRect.w = sourceRect.w;
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srcRect.h = sourceRect.h;
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SDL_Rect dstRect;
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dstRect.x = dstRect.y = 0;
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dstRect.w = blitTemp->w;
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dstRect.h = blitTemp->h;
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// FXIME: This is supposed to be a scaled blit, put SDL2 for some reason
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// makes the source surface unusable after BlitScaled() is called. Investigate!
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SDL_BlitSurface(srcSurf, &srcRect, blitTemp, &dstRect);
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TEX::bind(p->gl.tex);
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TEX::uploadSubImage(destRect.x, destRect.y, destRect.w, destRect.h, blitTemp->pixels, GL_RGBA);
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SDL_FreeSurface(blitTemp);
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modified();
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return;
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}
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if (opacity == 255 && !p->touchesTaintedArea(destRect))
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{
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/* Fast blit */
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flush();
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FBO::bind(source.p->gl.fbo, FBO::Read);
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FBO::bind(p->gl.fbo, FBO::Draw);
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FBO::blit(sourceRect.x, sourceRect.y, sourceRect.w, sourceRect.h,
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destRect.x, destRect.y, destRect.w, destRect.h);
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}
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else
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{
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/* Fragment pipeline */
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flush();
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float normOpacity = (float) opacity / 255.0f;
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TEXFBO &gpTex = shState->gpTexFBO(destRect.w, destRect.h);
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FBO::bind(gpTex.fbo, FBO::Draw);
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FBO::bind(p->gl.fbo, FBO::Read);
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FBO::blit(destRect.x, destRect.y, 0, 0, destRect.w, destRect.h);
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FloatRect bltSubRect((float) sourceRect.x / source.width(),
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(float) sourceRect.y / source.height(),
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((float) source.width() / sourceRect.w) * ((float) destRect.w / gpTex.width),
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((float) source.height() / sourceRect.h) * ((float) destRect.h / gpTex.height));
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BltShader &shader = shState->bltShader();
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shader.bind();
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shader.setDestination(gpTex.tex);
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shader.setSubRect(bltSubRect);
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shader.setOpacity(normOpacity);
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Quad &quad = shState->gpQuad();
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quad.setTexPosRect(sourceRect, destRect);
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quad.setColor(Vec4(1, 1, 1, normOpacity));
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source.p->bindTexture(shader);
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p->bindFBO();
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p->pushSetViewport(shader);
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p->blitQuad(quad);
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p->popViewport();
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}
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p->addTaintedArea(destRect);
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modified();
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}
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void Bitmap::fillRect(int x, int y,
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int width, int height,
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const Vec4 &color)
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{
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fillRect(IntRect(x, y, width, height), color);
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}
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void Bitmap::fillRect(const IntRect &rect, const Vec4 &color)
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{
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GUARD_DISPOSED;
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GUARD_MEGA;
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p->fillRect(rect, color);
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if (color.w == 0)
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/* Clear op */
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p->substractTaintedArea(rect);
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else
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/* Fill op */
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p->addTaintedArea(rect);
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modified();
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}
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#ifdef RGSS2
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void Bitmap::gradientFillRect(int x, int y,
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int width, int height,
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const Vec4 &color1, const Vec4 &color2,
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bool vertical)
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{
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gradientFillRect(IntRect(x, y, width, height), color1, color2, vertical);
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}
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void Bitmap::gradientFillRect(const IntRect &rect,
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const Vec4 &color1, const Vec4 &color2,
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bool vertical)
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{
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GUARD_DISPOSED;
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GUARD_MEGA;
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flush();
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SimpleColorShader &shader = shState->simpleColorShader();
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shader.bind();
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shader.setTranslation(Vec2i());
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Quad &quad = shState->gpQuad();
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if (vertical)
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{
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quad.vert[0].color = color2;
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quad.vert[1].color = color2;
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quad.vert[2].color = color1;
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quad.vert[3].color = color1;
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}
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else
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{
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quad.vert[0].color = color1;
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quad.vert[3].color = color1;
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quad.vert[1].color = color2;
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quad.vert[2].color = color2;
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}
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quad.setPosRect(rect);
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p->bindFBO();
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p->pushSetViewport(shader);
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p->blitQuad(quad);
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p->popViewport();
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p->addTaintedArea(rect);
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modified();
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}
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void Bitmap::clearRect(int x, int y, int width, int height)
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{
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clearRect(IntRect(x, y, width, height));
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}
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void Bitmap::clearRect(const IntRect &rect)
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{
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GUARD_DISPOSED;
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GUARD_MEGA;
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p->fillRect(rect, Vec4());
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modified();
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}
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void Bitmap::blur()
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{
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GUARD_DISPOSED;
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GUARD_MEGA;
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flush();
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Quad &quad = shState->gpQuad();
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FloatRect rect(0, 0, width(), height());
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quad.setTexPosRect(rect, rect);
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TEXFBO auxTex = shState->texPool().request(width(), height());
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BlurShader &shader = shState->blurShader();
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BlurShader::HPass &pass1 = shader.pass1;
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BlurShader::VPass &pass2 = shader.pass2;
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glState.blendMode.pushSet(BlendNone);
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glState.viewport.pushSet(IntRect(0, 0, width(), height()));
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TEX::bind(p->tex.tex);
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FBO::bind(auxTex.fbo, FBO::Draw);
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pass1.bind();
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pass1.setTexSize(Vec2i(width(), height()));
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pass1.applyViewportProj();
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quad.draw();
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TEX::bind(auxTex.tex);
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FBO::bind(p->tex.fbo, FBO::Draw);
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pass2.bind();
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pass2.setTexSize(Vec2i(width(), height()));
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pass2.applyViewportProj();
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quad.draw();
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glState.viewport.pop();
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glState.blendMode.pop();
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shState->texPool().release(auxTex);
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modified();
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}
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void Bitmap::radialBlur(int angle, int divisions)
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{
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GUARD_DISPOSED;
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GUARD_MEGA;
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flush();
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angle = clamp<int>(angle, 0, 359);
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divisions = clamp<int>(divisions, 2, 100);
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const int _width = width();
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const int _height = height();
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float angleStep = (float) angle / (divisions-1);
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float opacity = 1.0f / divisions;
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float baseAngle = -((float) angle / 2);
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ColorQuadArray qArray;
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qArray.resize(5);
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QVector<Vertex> &vert = qArray.vertices;
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int i = 0;
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/* Center */
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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->simpleMatrixShader();
|
|
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->tex);
|
|
p->tex = newTex;
|
|
|
|
modified();
|
|
}
|
|
|
|
#endif
|
|
|
|
void Bitmap::clear()
|
|
{
|
|
GUARD_DISPOSED;
|
|
|
|
GUARD_MEGA;
|
|
|
|
/* Any queued points won't be visible after this anyway */
|
|
p->pointArray.reset();
|
|
|
|
p->bindFBO();
|
|
|
|
glState.clearColor.pushSet(Vec4());
|
|
|
|
FBO::clear();
|
|
|
|
glState.clearColor.pop();
|
|
|
|
p->clearTaintedArea();
|
|
|
|
modified();
|
|
}
|
|
|
|
Vec4 Bitmap::getPixel(int x, int y) const
|
|
{
|
|
GUARD_DISPOSED;
|
|
|
|
GUARD_MEGA;
|
|
|
|
if (x < 0 || y < 0 || x >= width() || y >= height())
|
|
return Vec4();
|
|
|
|
flush();
|
|
|
|
p->bindFBO();
|
|
|
|
glState.viewport.pushSet(IntRect(0, 0, width(), height()));
|
|
Vec4 pixel = FBO::getPixel(x, y);
|
|
glState.viewport.pop();
|
|
|
|
return pixel;
|
|
}
|
|
|
|
void Bitmap::setPixel(int x, int y, const Vec4 &color)
|
|
{
|
|
GUARD_DISPOSED;
|
|
|
|
GUARD_MEGA;
|
|
|
|
p->pointArray.append(Vec2(x+.5, y+.5), color);
|
|
|
|
p->addTaintedArea(IntRect(x, y, 1, 1));
|
|
|
|
modified();
|
|
}
|
|
|
|
void Bitmap::hueChange(int hue)
|
|
{
|
|
GUARD_DISPOSED;
|
|
|
|
GUARD_MEGA;
|
|
|
|
if ((hue % 360) == 0)
|
|
return;
|
|
|
|
flush();
|
|
|
|
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->hueShader();
|
|
shader.bind();
|
|
shader.setHueAdjust(hueAdj);
|
|
|
|
FBO::bind(newTex.fbo, FBO::Draw);
|
|
p->pushSetViewport(shader);
|
|
p->bindTexture(shader);
|
|
|
|
p->blitQuad(quad);
|
|
|
|
shader.unbind();
|
|
|
|
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;
|
|
|
|
flush();
|
|
|
|
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_EXT);
|
|
|
|
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_EXT);
|
|
|
|
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->bltShader();
|
|
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_EXT);
|
|
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();
|
|
}
|
|
|
|
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);
|
|
|
|
QString qstr = QString::fromUtf8(str);
|
|
|
|
if (p->font->getItalic() && qstr.length() == 1)
|
|
TTF_GlyphMetrics(font, qstr.at(0).unicode(), 0, 0, 0, 0, &w);
|
|
|
|
return IntRect(0, 0, w, h);
|
|
}
|
|
|
|
DEF_ATTR_SIMPLE(Bitmap, Font, Font*, p->font)
|
|
|
|
void Bitmap::flush() const
|
|
{
|
|
if (isDisposed())
|
|
return;
|
|
|
|
if (p->megaSurface)
|
|
return;
|
|
|
|
p->flushPoints();
|
|
}
|
|
|
|
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::releaseResources()
|
|
{
|
|
if (p->megaSurface)
|
|
SDL_FreeSurface(p->megaSurface);
|
|
else
|
|
shState->texPool().release(p->gl);
|
|
|
|
delete p;
|
|
}
|