1263 lines
27 KiB
C++
1263 lines
27 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 <SDL_surface.h>
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#include <pixman.h>
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#include "gl-util.h"
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#include "gl-meta.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 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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#define OUTLINE_SIZE 1
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/* Normalize (= ensure width and
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* height are positive) */
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static IntRect normalizedRect(const IntRect &rect)
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{
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IntRect norm = rect;
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if (norm.w < 0)
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{
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norm.w = -norm.w;
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norm.x -= norm.w;
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}
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if (norm.h < 0)
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{
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norm.h = -norm.h;
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norm.y -= norm.h;
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}
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return norm;
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}
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struct BitmapPrivate
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{
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Bitmap *self;
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TEXFBO gl;
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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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/* A cached version of the bitmap in client memory, for
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* getPixel calls. Is invalidated any time the bitmap
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* is modified */
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SDL_Surface *surface;
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SDL_PixelFormat *format;
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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(Bitmap *self)
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: self(self),
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megaSurface(0),
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surface(0)
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{
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format = SDL_AllocFormat(SDL_PIXELFORMAT_ABGR8888);
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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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SDL_FreeFormat(format);
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pixman_region_fini(&tainted);
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}
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void allocSurface()
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{
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surface = SDL_CreateRGBSurface(0, gl.width, gl.height, format->BitsPerPixel,
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format->Rmask, format->Gmask,
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format->Bmask, format->Amask);
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}
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void clearTaintedArea()
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{
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pixman_region_fini(&tainted);
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pixman_region_init(&tainted);
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}
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void addTaintedArea(const IntRect &rect)
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{
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IntRect norm = normalizedRect(rect);
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pixman_region_union_rect
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(&tainted, &tainted, norm.x, norm.y, norm.w, norm.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);
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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.blend.pushSet(false);
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quad.draw();
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glState.blend.pop();
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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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bindFBO();
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glState.scissorTest.pushSet(true);
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glState.scissorBox.pushSet(normalizedRect(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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void onModified()
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{
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if (surface)
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{
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SDL_FreeSurface(surface);
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surface = 0;
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}
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self->modified();
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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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const char *extension;
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shState->fileSystem().openRead(ops, filename, FileSystem::Image, false, &extension);
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SDL_Surface *imgSurf = IMG_LoadTyped_RW(&ops, 1, extension);
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if (!imgSurf)
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throw Exception(Exception::SDLError, "Error loading image '%s': %s",
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filename, 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(this);
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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(this);
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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(this);
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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(this);
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p->gl = shState->texPool().request(other.width(), other.height());
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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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guardDisposed();
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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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guardDisposed();
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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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guardDisposed();
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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, IntRect rect,
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int opacity)
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{
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if (source.isDisposed())
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return;
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// FIXME: RGSS allows the source rect to both lie outside
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// the bitmap rect and be inverted in both directions;
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// clamping only covers a subset of these cases (and
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// doesn't fix anything for a direct stretch_blt call).
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/* Clamp rect to source bitmap size */
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if (rect.x + rect.w > source.width())
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rect.w = source.width() - rect.x;
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if (rect.y + rect.h > source.height())
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rect.h = source.height() - rect.y;
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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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guardDisposed();
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GUARD_MEGA;
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if (source.isDisposed())
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return;
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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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SDL_Rect srcRect = sourceRect;
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SDL_Rect dstRect = destRect;
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SDL_Rect btmRect = { 0, 0, width(), height() };
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SDL_Rect bltRect;
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if (SDL_IntersectRect(&btmRect, &dstRect, &bltRect) != SDL_TRUE)
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return;
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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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// 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, 0);
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TEX::bind(p->gl.tex);
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if (bltRect.w == dstRect.w && bltRect.h == dstRect.h)
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{
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TEX::uploadSubImage(destRect.x, destRect.y,
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destRect.w, destRect.h,
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blitTemp->pixels, GL_RGBA);
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}
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else
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{
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GLMeta::subRectImageUpload(blitTemp->w, bltRect.x - dstRect.x, bltRect.y - dstRect.y,
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bltRect.x, bltRect.y, bltRect.w, bltRect.h, blitTemp, GL_RGBA);
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GLMeta::subRectImageEnd();
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}
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SDL_FreeSurface(blitTemp);
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p->onModified();
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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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GLMeta::blitBegin(p->gl);
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GLMeta::blitSource(source.p->gl);
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GLMeta::blitRectangle(sourceRect, destRect);
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GLMeta::blitEnd();
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}
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else
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{
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/* Fragment pipeline */
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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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GLMeta::blitBegin(gpTex);
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GLMeta::blitSource(p->gl);
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GLMeta::blitRectangle(destRect, Vec2i());
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GLMeta::blitEnd();
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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->shaders().blt;
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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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p->onModified();
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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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guardDisposed();
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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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p->onModified();
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}
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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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guardDisposed();
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GUARD_MEGA;
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SimpleColorShader &shader = shState->shaders().simpleColor;
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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 = color1;
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quad.vert[1].color = color1;
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quad.vert[2].color = color2;
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quad.vert[3].color = color2;
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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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p->onModified();
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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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guardDisposed();
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GUARD_MEGA;
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p->fillRect(rect, Vec4());
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p->onModified();
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}
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void Bitmap::blur()
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{
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guardDisposed();
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GUARD_MEGA;
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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->shaders().blur;
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BlurShader::HPass &pass1 = shader.pass1;
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BlurShader::VPass &pass2 = shader.pass2;
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glState.blend.pushSet(false);
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glState.viewport.pushSet(IntRect(0, 0, width(), height()));
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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;
|
|
}
|