960 lines
20 KiB
C
960 lines
20 KiB
C
// Copyright (C) 2011 Valeriano Alfonso Rodriguez (Kableado)
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#include <math.h>
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#include <stdlib.h>
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#include <stdio.h>
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#include <string.h>
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#ifdef WIN32
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// Windows
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#define _WIN32_WINNT 0x0501
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#include <windows.h>
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#include <GL/gl.h>
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#include <GL/glext.h>
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#define USE_OpenGL 1
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#define USE_OpenGLES 0
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#else
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#ifdef EMSCRIPTEN
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// Emscripten
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#include <GLES2/gl2.h>
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#define GL_GLEXT_PROTOTYPES 1
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#include <GLES2/gl2ext.h>
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#include <emscripten.h>
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#define USE_OpenGL 0
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#define USE_OpenGLES 1
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#define SDL_GetKeyState SDL_GetKeyboardState
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#else
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// UNIX
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#include <GL/gl.h>
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#define USE_OpenGL 1
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#define USE_OpenGLES 0
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#endif
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#endif
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#include "lodepng.c"
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#include <SDL/SDL.h>
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#include "Time.h"
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#include "Util.h"
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#include "QuadArray2D.h"
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#include "Audio.h"
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#include "Input.h"
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#include "Draw.h"
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////////////////////////////////////////////////
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// DrawImage //
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///////////////
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// Image container.
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typedef struct TDrawImage TDrawImage, *DrawImage;
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struct TDrawImage {
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unsigned char *data;
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int x,y;
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int w,h;
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GLuint tex;
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};
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// Globals
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SDL_Surface *_screen=NULL;
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int _width;
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int _height;
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long long proc_t_frame=33333;
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long long draw_t_frame=16667;
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int _fps=60;
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QuadArray2D _quadArray=NULL;
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DrawImage _currentImg=NULL;
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float _color[4];
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#if USE_OpenGLES
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GLuint Draw_CompileShader(GLenum type, const char *source){
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GLuint shader = glCreateShader(type);
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if (shader == 0) {
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return 0;
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}
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//load the shader source to the shader object and compile it
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glShaderSource(shader, 1, &source, NULL);
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glCompileShader(shader);
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//check if the shader compiled successfully
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GLint compiled;
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glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
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if (!compiled) {
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glDeleteShader(shader);
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return 0;
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}
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return shader;
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}
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GLuint Draw_BuildProgram(
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const char *vertexShaderSource,
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const char *fragmentShaderSource)
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{
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// Compile shaders
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GLuint vertexShader = Draw_CompileShader(GL_VERTEX_SHADER, vertexShaderSource);
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GLuint fragmentShader = Draw_CompileShader(GL_FRAGMENT_SHADER, fragmentShaderSource);
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if(vertexShader==0 || fragmentShader==0){
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return 0;
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}
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//create a GL program and link it
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GLuint programObject = glCreateProgram();
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glAttachShader(programObject, vertexShader);
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glAttachShader(programObject, fragmentShader);
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glLinkProgram(programObject);
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//check if the program linked successfully
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GLint linked;
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glGetProgramiv(programObject, GL_LINK_STATUS, &linked);
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if (!linked)
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{
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glDeleteProgram(programObject);
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return 0;
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}
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return programObject;
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}
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GLuint vertPosLoc;
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GLuint vertTexLoc;
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GLuint vertColorLoc;
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GLuint textureLoc;
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GLuint projectionMatrixLoc;
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GLuint vertexObject;
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#define Max_Vertices 6000
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#endif
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/////////////////////////////
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// Draw_Init
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//
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// Initializes the game window.
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int Draw_Init(int width,int height,char *title,int pfps,int fps){
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#ifdef WIN32
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// Stdout on the parent console
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AttachConsole(ATTACH_PARENT_PROCESS);
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if(GetStdHandle(STD_OUTPUT_HANDLE)!=0){
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fclose(stdin);
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fclose(stdout);
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fclose(stderr);
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freopen("CONIN$","r",stdin);
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freopen("CONOUT$","w",stdout);
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freopen("CONOUT$","w",stderr);
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}
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#endif
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// Set globals
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proc_t_frame=1000000/pfps;
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draw_t_frame=1000000/fps;
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_fps=fps;
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_width=width;
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_height=height;
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// Initialize SDL
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if(SDL_Init(SDL_INIT_VIDEO)<0){
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printf("Draw_Init: Failure initializing SDL.\n");
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printf("\tSDL Error: %s\n",SDL_GetError());
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return(0);
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}
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#if USE_OpenGL
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// Prepare OpenGL inicialization
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SDL_GL_SetAttribute (SDL_GL_RED_SIZE, 8);
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SDL_GL_SetAttribute (SDL_GL_GREEN_SIZE, 8);
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SDL_GL_SetAttribute (SDL_GL_BLUE_SIZE, 8);
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SDL_GL_SetAttribute (SDL_GL_ALPHA_SIZE, 8);
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SDL_GL_SetAttribute (SDL_GL_DEPTH_SIZE, 24);
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SDL_GL_SetAttribute (SDL_GL_STENCIL_SIZE, 8);
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SDL_GL_SetAttribute (SDL_GL_DOUBLEBUFFER, 1);
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#endif
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// Initialize video mode
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_screen=SDL_SetVideoMode(width,height,32,SDL_HWSURFACE|SDL_OPENGL);
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if( _screen == NULL){
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printf("Draw_Init: Failure initializing video mode.\n");
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printf("\tSDL Error: %s\n",SDL_GetError());
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return(0);
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}
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SDL_WM_SetCaption(title, NULL);
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#if USE_OpenGL
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// Set the desired state
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glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
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glDisable(GL_CULL_FACE);
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glEnable(GL_TEXTURE_2D);
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glDisable(GL_LIGHTING);
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glDisable(GL_DEPTH_TEST);
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glDepthMask( GL_FALSE);
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// Triplebuffer swap
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glClear(GL_COLOR_BUFFER_BIT);
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SDL_GL_SwapBuffers();
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glClear(GL_COLOR_BUFFER_BIT);
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SDL_GL_SwapBuffers();
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glClear(GL_COLOR_BUFFER_BIT);
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SDL_GL_SwapBuffers();
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glClear(GL_COLOR_BUFFER_BIT);
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// Show device info
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char *str;
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printf("\n*********************************\n");
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printf("*** Draw Info\n");
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str=(char *)glGetString(GL_VENDOR);
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printf(" Vendor: %s\n",str);
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str=(char *)glGetString(GL_RENDERER);
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printf(" Renderer: %s\n",str);
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str=(char *)glGetString(GL_VERSION);
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printf(" Version: %s\n",str);
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printf("*********************************\n");
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// Set the proyection (Ortographic)
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glMatrixMode (GL_PROJECTION);
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glLoadIdentity ();
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glOrtho (0,_width, 0, _height, -1000, 1000);
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glMatrixMode (GL_MODELVIEW);
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glLoadIdentity ();
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glEnableClientState(GL_COLOR_ARRAY);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glEnableClientState(GL_VERTEX_ARRAY);
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#else
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// Show device info
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char *str;
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printf("\n*********************************\n");
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printf("*** Draw Info\n");
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str=(char *)glGetString(GL_VENDOR);
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printf(" Vendor: %s\n",str);
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str=(char *)glGetString(GL_RENDERER);
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printf(" Renderer: %s\n",str);
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str=(char *)glGetString(GL_VERSION);
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printf(" Version: %s\n",str);
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printf("*********************************\n");
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const char vertexShaderSource[] =
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"attribute vec4 aPosition; \n"
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"attribute vec2 aTexCoord; \n"
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"attribute vec4 aColor; \n"
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"varying vec2 vTexCoord; \n"
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"varying vec4 vColor; \n"
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"uniform mat4 sProjectionMatrix; \n"
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"void main() { \n"
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" gl_Position = aPosition * \n"
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" sProjectionMatrix; \n"
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" vTexCoord = aTexCoord; \n"
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" vColor = aColor; \n"
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"} \n";
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const char fragmentShaderSource[] =
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"precision mediump float; \n"
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"varying vec2 vTexCoord; \n"
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"varying vec4 vColor; \n"
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"uniform sampler2D sTexture; \n"
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"void main() { \n"
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" gl_FragColor = texture2D(sTexture, vTexCoord)*vColor; \n"
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"} \n";
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GLuint programObject=Draw_BuildProgram(
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vertexShaderSource,
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fragmentShaderSource);
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glUseProgram(programObject);
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vertPosLoc = glGetAttribLocation(programObject, "aPosition");
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vertTexLoc = glGetAttribLocation(programObject, "aTexCoord");
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vertColorLoc = glGetAttribLocation(programObject, "aColor");
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textureLoc = glGetUniformLocation(programObject, "sTexture");
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projectionMatrixLoc = glGetUniformLocation(programObject, "sProjectionMatrix");
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glGenBuffers(1, &vertexObject);
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glBindBuffer(GL_ARRAY_BUFFER, vertexObject );
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glBufferData(GL_ARRAY_BUFFER, Vertex2D_Length*sizeof(float)*Max_Vertices,
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NULL, GL_DYNAMIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, vertexObject );
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glVertexAttribPointer(vertPosLoc, 2, GL_FLOAT,GL_FALSE,
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Vertex2D_Length*sizeof(float), (void*)(0*sizeof(float)));
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glVertexAttribPointer(vertTexLoc, 2, GL_FLOAT, GL_FALSE,
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Vertex2D_Length*sizeof(float), (void*)(2*sizeof(float)));
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glVertexAttribPointer(vertColorLoc, 4, GL_FLOAT, GL_FALSE,
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Vertex2D_Length*sizeof(float), (void*)(4*sizeof(float)));
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glEnableVertexAttribArray(vertPosLoc);
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glEnableVertexAttribArray(vertTexLoc);
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glEnableVertexAttribArray(vertColorLoc);
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glUniform1i(textureLoc, 0);
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GLfloat projectionMatrix[16]={
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2.0f/(float)_width, 0.0, 0.0, -1.0,
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0.0, 2.0/(float)_height, 0.0, -1.0,
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0.0, 0.0, 1.0, 0.0,
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0.0, 0.0, 0.0, 1.0
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};
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glUniformMatrix4fv(projectionMatrixLoc,
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1, GL_FALSE, projectionMatrix);
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#endif
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// Enable Alpha blending
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
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// Initialize the triangle array
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_quadArray=QuadArray2D_Create(400);
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Draw_SetColor(1.0f,1.0f,1.0f,1.0f);
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return(1);
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}
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/////////////////////////////
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// Draw_UploadGLTexture
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//
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// Uploads a OpenGL texture.
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GLuint Draw_UploadGLTexture(int w, int h, unsigned char *pixels){
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GLuint tex;
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// Generate OpenGL texture
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glGenTextures(1, &tex);
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glBindTexture(GL_TEXTURE_2D, tex);
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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// Load OpenGL texture
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glBindTexture(GL_TEXTURE_2D, tex);
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#if USE_OpenGL
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glPixelStorei( GL_UNPACK_ROW_LENGTH, w );
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#endif
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glPixelStorei( GL_UNPACK_ALIGNMENT, 1 );
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA,
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w, h, 0,
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GL_RGBA, GL_UNSIGNED_BYTE, pixels);
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return(tex);
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}
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/////////////////////////////
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// Draw_Flush
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//
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// Performs all the queued draw actions.
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void Draw_Flush(){
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if(_currentImg==NULL || _quadArray->nVertex<=0){
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return;
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}
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if(_currentImg->tex==-1){
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_currentImg->tex=Draw_UploadGLTexture(_currentImg->w, _currentImg->h, _currentImg->data);
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}
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#if USE_OpenGL
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// Draw the quad array
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glBindTexture(GL_TEXTURE_2D, _currentImg->tex);
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glColorPointer( 4, GL_FLOAT, Vertex2D_Length*sizeof(float),
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(GLvoid *)(_quadArray->vertexData+4) );
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glTexCoordPointer( 2, GL_FLOAT, Vertex2D_Length*sizeof(float),
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(GLvoid *)(_quadArray->vertexData+2) );
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glVertexPointer( 2, GL_FLOAT, Vertex2D_Length*sizeof(float),
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(GLvoid *)(_quadArray->vertexData) );
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glDrawArrays(GL_TRIANGLES,0,_quadArray->nVertex);
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#else
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// Draw the quad array
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glBindTexture(GL_TEXTURE_2D, _currentImg->tex);
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glBufferSubData(GL_ARRAY_BUFFER, 0,
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Vertex2D_Length*sizeof(float)*_quadArray->nVertex,
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_quadArray->vertexData);
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glDrawArrays(GL_TRIANGLES, 0, _quadArray->nVertex);
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#endif
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// Empty it
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QuadArray2D_Clean(_quadArray);
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}
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/////////////////////////////
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// Draw_Clean
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//
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// Cleans the game window.
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void Draw_Clean(
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unsigned char r,
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unsigned char g,
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unsigned char b)
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{
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#ifndef EMSCRIPTEN
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glClearColor(r/255.0f,g/255.0f,b/255.0f,1.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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#else
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Draw_Flush();
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float fr=r/255.0f;
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float fg=g/255.0f;
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float fb=b/255.0f;
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GLfloat vVertices[] = {
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0.0, 0.0, // Position 0
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0.0, 0.0, // TexCoord 0
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fr, fg, fb, 1.0, // Color
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0.0, _height, // Position 1
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0.0, 1.0, // TexCoord 1
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fr, fg, fb, 1.0, // Color
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_width, _height, // Position 2
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1.0, 1.0, // TexCoord 2
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fr, fg, fb, 1.0, // Color
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_width, _height, // Position 2
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1.0, 1.0, // TexCoord 2
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fr, fg, fb, 1.0, // Color
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_width, 0.0, // Position 3
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1.0, 0.0, // TexCoord 3
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fr, fg, fb, 1.0, // Color
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0.0, 0.0, // Position 0
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0.0, 0.0, // TexCoord 0
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fr, fg, fb, 1.0, // Color
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};
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glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(vVertices), vVertices);
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glDrawArrays(GL_TRIANGLES, 0, 6);
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#endif
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}
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/////////////////////////////
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// Draw_LoopIteration
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//
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// One iteracion of the loop updating the game window.
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void (*_proc_func)(void *data)=NULL;
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void (*_draw_func)(void *data,float f)=NULL;
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void *_data=NULL;
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int _draw_looping=0;
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int _draw_exitoverrided=0;
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long long _accTime;
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int Draw_LoopIteration(){
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SDL_Event event;
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Uint8* keys;
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// Update screen
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SDL_GL_SwapBuffers();
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// Process Events
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#ifdef EMSCRIPTEN
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while(SDL_PollEvent(&event) ){
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if(event.type == SDL_QUIT ){
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Input_SetKey(InputKey_Exit,1);
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}
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if(event.type == SDL_KEYDOWN ){
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if(event.key.keysym.sym == SDLK_ESCAPE ) {
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Input_SetKey(InputKey_Exit,1);
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}
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}
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if(event.type==SDL_MOUSEBUTTONDOWN || event.type==SDL_FINGERDOWN || event.type==SDL_TOUCHBUTTONDOWN){
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Input_SetPointerDown(1);
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}
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if(event.type==SDL_MOUSEBUTTONUP || event.type==SDL_FINGERUP || event.type==SDL_TOUCHBUTTONUP){
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Input_SetPointerDown(0);
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}
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}
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#else
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while(SDL_PollEvent(&event) ){
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if(event.type == SDL_QUIT ){
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Input_SetKey(InputKey_Exit,1);
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if(!_draw_exitoverrided){
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_draw_looping=0;
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}
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}
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if(event.type == SDL_KEYDOWN ){
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if(event.key.keysym.sym == SDLK_ESCAPE ) {
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Input_SetKey(InputKey_Exit,1);
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if(!_draw_exitoverrided){
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_draw_looping=0;
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}
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}
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}
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if(event.type==SDL_MOUSEBUTTONDOWN){
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Input_SetPointerDown(1);
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}
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if(event.type==SDL_MOUSEBUTTONUP){
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Input_SetPointerDown(0);
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}
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}
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#endif
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#ifndef EMSCRIPTEN
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// Process keys for Draw
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keys=(Uint8 *)SDL_GetKeyState(NULL);
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if(keys[SDLK_F12]){
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// Screenshot key
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Draw_SaveScreenshoot("shot.bmp");
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}
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#endif
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// Sound Frame
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Audio_Frame();
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// Process
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if(_proc_func){
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if(_accTime>100000){
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_accTime=100000;
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}
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while(_accTime>=proc_t_frame && _draw_looping){
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Input_Frame();
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_proc_func(_data);
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_accTime-=proc_t_frame;
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Input_SetKey(InputKey_Exit,0);
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}
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}
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// Draw
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if(_draw_func){
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float frameFactor=0.0f;
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frameFactor=(float)_accTime/(float)proc_t_frame;
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_draw_func(_data,frameFactor);
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Draw_Flush();
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}
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|
|
|
return _draw_looping;
|
|
}
|
|
|
|
#ifdef EMSCRIPTEN
|
|
long long _procTime1;
|
|
long long _procTime2;
|
|
void Draw_LoopIterationAux(){
|
|
Draw_LoopIteration();
|
|
|
|
// Update time
|
|
_procTime2=Time_GetTime();
|
|
_accTime+=_procTime2-_procTime1;
|
|
_procTime1=_procTime2;
|
|
}
|
|
#endif
|
|
|
|
/////////////////////////////
|
|
// Draw_Loop
|
|
//
|
|
// Loops updating the game window.
|
|
void Draw_Loop(
|
|
void (*proc)(void *data),
|
|
void (*draw)(void *data,float f),
|
|
void *data)
|
|
{
|
|
long long newTime;
|
|
long long procTime1,procTime2,drawTime1,drawTime2,waitTime;
|
|
|
|
_proc_func=proc;
|
|
_draw_func=draw;
|
|
_data=data;
|
|
if(_draw_looping){return;}
|
|
_draw_looping=1;
|
|
#ifndef EMSCRIPTEN
|
|
_accTime=proc_t_frame;
|
|
procTime1=drawTime1=Time_GetTime();
|
|
while(Draw_LoopIteration()){
|
|
|
|
// Wait to round draw_t_frame
|
|
drawTime2=Time_GetTime();
|
|
waitTime=draw_t_frame-(drawTime2-drawTime1);
|
|
Time_Pause(waitTime);
|
|
drawTime2=Time_GetTime();
|
|
drawTime1=drawTime2;
|
|
|
|
// Update time
|
|
procTime2=Time_GetTime();
|
|
_accTime+=procTime2-procTime1;
|
|
procTime1=procTime2;
|
|
}
|
|
#else
|
|
_accTime=proc_t_frame;
|
|
_procTime1=Time_GetTime();
|
|
if(_fps<=50){
|
|
emscripten_set_main_loop(Draw_LoopIterationAux, _fps, 1);
|
|
}else{
|
|
emscripten_set_main_loop(Draw_LoopIterationAux, 0, 1);
|
|
}
|
|
#endif
|
|
}
|
|
|
|
|
|
/////////////////////////////
|
|
// Draw_BreakLoop
|
|
//
|
|
// Breaks the drawing loop
|
|
void Draw_BreakLoop(){
|
|
#ifndef EMSCRIPTEN
|
|
_draw_looping=0;
|
|
#endif
|
|
}
|
|
|
|
|
|
/////////////////////////////
|
|
// Draw_OverrideExit
|
|
//
|
|
// Overrides the default exit mechanism
|
|
void Draw_OverrideExit(int override){
|
|
_draw_exitoverrided=override;
|
|
}
|
|
|
|
|
|
/////////////////////////////
|
|
// Draw_CreateImage
|
|
//
|
|
DrawImg Draw_CreateImage(int w,int h){
|
|
DrawImage image;
|
|
|
|
// Create the image container
|
|
image=malloc(sizeof(TDrawImage));
|
|
image->data=malloc(w*h*4);
|
|
image->x=0;
|
|
image->y=0;
|
|
image->w=w;
|
|
image->h=h;
|
|
image->tex=-1;
|
|
|
|
return((DrawImg)image);
|
|
}
|
|
|
|
|
|
/////////////////////////////
|
|
// Draw_LoadImage
|
|
//
|
|
// Loads a image, giving a reference.
|
|
DrawImg Draw_LoadImage(char *filename){
|
|
DrawImage image;
|
|
|
|
// Try loading PNG images
|
|
if(EndsWith(filename,".png") || EndsWith(filename,".PNG")){
|
|
image=malloc(sizeof(TDrawImage));
|
|
unsigned error = lodepng_decode32_file(
|
|
&image->data,
|
|
(unsigned*)&image->w,
|
|
(unsigned*)&image->h,
|
|
filename);
|
|
if(error){
|
|
printf("Draw_LoadImage: PNG decoder error %u: %s\n", error, lodepng_error_text(error));
|
|
return(NULL);
|
|
}
|
|
image->x=-(int)(image->w/2);
|
|
image->y=-(int)(image->h/2);
|
|
image->tex=-1;
|
|
return (DrawImg)image;
|
|
}
|
|
|
|
printf("Draw_LoadImage: Image type not supported: %s\n",filename);
|
|
return(NULL);
|
|
}
|
|
|
|
|
|
/////////////////////////////
|
|
// Draw_GetSize
|
|
//
|
|
// Gets the image size.
|
|
void Draw_GetSize(DrawImg img,int *w,int *h){
|
|
DrawImage image=img;
|
|
|
|
// Gets the image size
|
|
*w=image->w;
|
|
*h=image->h;
|
|
}
|
|
|
|
|
|
/////////////////////////////
|
|
// Draw_SetOffset
|
|
// Draw_GetOffset
|
|
//
|
|
// Sets and Gets the image offset.
|
|
void Draw_SetOffset(DrawImg img,int x,int y){
|
|
DrawImage image=img;
|
|
|
|
// Sets the image offset
|
|
image->x=x;
|
|
image->y=y;
|
|
}
|
|
void Draw_GetOffset(DrawImg img,int *x,int *y){
|
|
DrawImage image=img;
|
|
|
|
// Gets the image offset
|
|
*x=image->x;
|
|
*y=image->y;
|
|
}
|
|
|
|
|
|
/////////////////////////////
|
|
// Draw_DrawImg
|
|
//
|
|
// Draws an image.
|
|
void Draw_DrawImg(DrawImg img,int x,int y){
|
|
DrawImage image=img;
|
|
float x1,x2,y1,y2;
|
|
|
|
// Prepare
|
|
x1=x+image->x;
|
|
y1=_height-(y+image->y);
|
|
x2=(x+image->x)+image->w;
|
|
y2=_height-((y+image->y)+image->h);
|
|
|
|
// Draw a quad
|
|
if(_currentImg!=image){
|
|
Draw_Flush();
|
|
_currentImg=image;
|
|
}
|
|
QuadArray2D_AddQuad(_quadArray,
|
|
x1,y1,0.0f,0.0f,
|
|
x2,y2,1.0f,1.0f,
|
|
_color);
|
|
}
|
|
|
|
|
|
/////////////////////////////
|
|
// Draw_DrawImgResized
|
|
//
|
|
// Draws an image, resizing.
|
|
void Draw_DrawImgResized(DrawImg img,int x,int y,float w,float h){
|
|
DrawImage image=img;
|
|
int x1,x2,y1,y2;
|
|
|
|
// Prepare
|
|
x1=x+image->x;
|
|
y1=_height-(y+image->y);
|
|
x2=(x+image->x)+w;
|
|
y2=_height-((y+image->y)+h);
|
|
|
|
// Draw a quad
|
|
if(_currentImg!=image){
|
|
Draw_Flush();
|
|
_currentImg=image;
|
|
}
|
|
QuadArray2D_AddQuad(_quadArray,
|
|
x1,y1,0.0f,0.0f,
|
|
x2,y2,1.0f,1.0f,
|
|
_color);
|
|
}
|
|
|
|
|
|
|
|
/////////////////////////////
|
|
// Draw_DrawImgPart
|
|
//
|
|
// Draws an image part.
|
|
void Draw_DrawImgPart(DrawImg img,int x,int y,int w,int i){
|
|
DrawImage image=img;
|
|
int x1,x2,y1,y2;
|
|
float us,u1,u2;
|
|
|
|
// Prepare
|
|
x1=x+image->x;
|
|
y1=_height-(y+image->y);
|
|
x2=(x+image->x)+w;
|
|
y2=_height-((y+image->y)+image->h);
|
|
us=1.0f/image->w;
|
|
u1=us*i*w;
|
|
u2=u1+us*w;
|
|
|
|
// Draw a quad
|
|
if(_currentImg!=image){
|
|
Draw_Flush();
|
|
_currentImg=image;
|
|
}
|
|
QuadArray2D_AddQuad(_quadArray,
|
|
x1,y1,u1,0.0f,
|
|
x2,y2,u2,1.0f,
|
|
_color);
|
|
}
|
|
|
|
|
|
/////////////////////////////
|
|
// Draw_SetColor
|
|
//
|
|
//
|
|
void Draw_SetColor(float r,float g,float b,float a){
|
|
_color[0]=r;
|
|
_color[1]=g;
|
|
_color[2]=b;
|
|
_color[3]=a;
|
|
}
|
|
|
|
|
|
////////////////////////////////////////////////
|
|
// DrawFnt //
|
|
/////////////
|
|
// Reference to a Font.
|
|
typedef struct {
|
|
DrawImage img;
|
|
int w,h;
|
|
int min,max;
|
|
} DrawFont;
|
|
|
|
|
|
/////////////////////////////
|
|
// Draw_DefaultImage
|
|
//
|
|
// Creates a image with the default font.
|
|
#include "FontData.h"
|
|
DrawImage Draw_DefaultFontImage(
|
|
unsigned char r,
|
|
unsigned char g,
|
|
unsigned char b,
|
|
unsigned char a)
|
|
{
|
|
DrawImage img;
|
|
int x,y,c;
|
|
Uint32 color,color2;
|
|
|
|
// Create the image and colors
|
|
img=Draw_CreateImage(8*256,8);
|
|
|
|
// Draw the font
|
|
for(c=0;c<256;c++){
|
|
for(y=0;y<8;y++){
|
|
for(x=0;x<8;x++){
|
|
int offset=((c*8+x)+(8*256*y))*4;
|
|
img->data[offset+0]=r;
|
|
img->data[offset+1]=g;
|
|
img->data[offset+2]=b;
|
|
if(((fontdata_8x8[c*8+y]>>(7-x)) & 0x01)==1){
|
|
img->data[offset+3]=0xFF;
|
|
}else{
|
|
img->data[offset+3]=0x00;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return(img);
|
|
}
|
|
|
|
|
|
/////////////////////////////
|
|
// Draw_DefaultFont
|
|
//
|
|
// Creates the default font.
|
|
DrawFnt Draw_DefaultFont(
|
|
unsigned char r,
|
|
unsigned char g,
|
|
unsigned char b,
|
|
unsigned char a)
|
|
{
|
|
DrawFont *font;
|
|
|
|
// Create the default font
|
|
font=malloc(sizeof(DrawFont));
|
|
font->img=Draw_DefaultFontImage(r,g,b,a);
|
|
font->w=8;
|
|
font->h=8;
|
|
font->min=0;
|
|
font->max=256;
|
|
|
|
return((DrawFnt)font);
|
|
}
|
|
|
|
/////////////////////////////
|
|
// Draw_LoadFont
|
|
//
|
|
// Load a font from a file.
|
|
DrawFnt Draw_LoadFont(char *fichero,int min,int max){
|
|
DrawFont *font;
|
|
|
|
// Create the font form the image
|
|
font=malloc(sizeof(DrawFont));
|
|
font->img=Draw_LoadImage(fichero);
|
|
font->w=font->img->w/(max-min);
|
|
font->h=font->img->h;
|
|
font->min=min;
|
|
font->max=max;
|
|
|
|
return((DrawFnt)font);
|
|
}
|
|
|
|
|
|
/////////////////////////////
|
|
// Draw_DrawText
|
|
//
|
|
// Draws text using a font.
|
|
void Draw_DrawText(DrawFnt f,char *text,int x,int y){
|
|
DrawFont *font=f;
|
|
char *ptr;
|
|
|
|
// Iterate the string
|
|
ptr=text;
|
|
while(*ptr){
|
|
if((*ptr)<font->max){
|
|
Draw_DrawImgPart(font->img,x,y,font->w,(*ptr)-font->min);
|
|
}
|
|
x+=font->w;
|
|
ptr++;
|
|
}
|
|
}
|
|
|
|
|
|
/////////////////////////////
|
|
// Draw_SaveScreenshoot
|
|
//
|
|
//
|
|
void Draw_SaveScreenshoot(char *filename){
|
|
#if USE_OpenGL
|
|
SDL_Surface *surf;
|
|
unsigned char *image_line;
|
|
int i,half_height,line_size;
|
|
|
|
// Create the surface
|
|
surf = SDL_CreateRGBSurface(SDL_SWSURFACE,
|
|
_width, _height, 32,0,0,0,0);
|
|
surf->format->Amask=0xFF000000;
|
|
surf->format->Ashift=24;
|
|
SDL_SetAlpha(surf, SDL_SRCALPHA, 255);
|
|
|
|
// Get the screenshot
|
|
SDL_LockSurface(surf);
|
|
glReadPixels(0, 0,
|
|
_width, _height, GL_RGBA,
|
|
GL_UNSIGNED_BYTE, surf->pixels);
|
|
SDL_UnlockSurface(surf);
|
|
|
|
// Flip the image data
|
|
line_size=_width*4;
|
|
half_height=_height/2;
|
|
image_line=malloc(line_size);
|
|
for(i=0;i<half_height;i++){
|
|
memcpy(image_line,surf->pixels+i*line_size,line_size);
|
|
memcpy(surf->pixels+i*line_size,surf->pixels+(_height-(i+1))*line_size,line_size);
|
|
memcpy(surf->pixels+(_height-(i+1))*line_size,image_line,line_size);
|
|
}
|
|
|
|
// Swap RGB to BGR
|
|
Uint32 *ptr,*ptr_end;
|
|
ptr=(Uint32 *)surf->pixels;
|
|
ptr_end=ptr+(surf->w*surf->h);
|
|
while (ptr<ptr_end) {
|
|
unsigned char temp;
|
|
unsigned char *pixel;
|
|
pixel=(unsigned char *)ptr;
|
|
temp=pixel[2];
|
|
pixel[2]=pixel[0];
|
|
pixel[0]=temp;
|
|
ptr++;
|
|
}
|
|
|
|
// Save the image
|
|
SDL_SaveBMP(surf,filename);
|
|
|
|
// Cleanup
|
|
SDL_FreeSurface(surf);
|
|
#endif
|
|
}
|
|
|
|
|
|
|