Files
GameLib/Draw.c
2012-01-03 23:00:00 +01:00

626 lines
12 KiB
C

// Copyright (C) 2011 Valeriano Alfonso Rodriguez (Kableado)
#include <math.h>
#include <stdlib.h>
#include <string.h>
#ifdef WIN32
#define _WIN32_WINNT 0x0501
#include <windows.h>
#include <GL/gl.h>
#include <GL/glext.h>
#else
#ifdef MACOSX
#include <Cocoa/Cocoa.h>
#include <OpenGL/OpenGL.h>
#include <OpenGL/gl.h>
#include <OpenGL/glu.h>
#include <OpenGL/glext.h>
#else
#include <GL/gl.h>
#endif
#endif
#include <SDL/SDL.h>
#include "Time.h"
#include "Util.h"
#include "Draw.h"
#include "Input.h"
#include "Audio.h"
// Globals
SDL_Surface *_screen=NULL;
int _width;
int _height;
long long _t_frame=17000;
/////////////////////////////
// Draw_Init
//
// Initializes the game window.
int Draw_Init(int width,int height,char *title,int fps){
#ifdef WIN32
// Stdout on the parent console
AttachConsole(ATTACH_PARENT_PROCESS);
if(GetStdHandle(STD_OUTPUT_HANDLE)!=0){
fclose(stdin);
fclose(stdout);
fclose(stderr);
freopen("CONIN$","r",stdin);
freopen("CONOUT$","w",stdout);
freopen("CONOUT$","w",stderr);
}
#endif
// Initialize SDL
if(SDL_Init(SDL_INIT_VIDEO)<0){
printf("Draw_Init: Failure initializing SDL.\n");
printf("Draw_Init: SDL Error: %s\n",SDL_GetError());
return(0);
}
// Prepare OpenGL inicialization
SDL_GL_SetAttribute (SDL_GL_RED_SIZE, 8);
SDL_GL_SetAttribute (SDL_GL_GREEN_SIZE, 8);
SDL_GL_SetAttribute (SDL_GL_BLUE_SIZE, 8);
SDL_GL_SetAttribute (SDL_GL_ALPHA_SIZE, 8);
SDL_GL_SetAttribute (SDL_GL_DEPTH_SIZE, 24);
SDL_GL_SetAttribute (SDL_GL_STENCIL_SIZE, 8);
SDL_GL_SetAttribute (SDL_GL_SWAP_CONTROL, 0);
SDL_GL_SetAttribute (SDL_GL_DOUBLEBUFFER, 1);
// Initialize video mode
_screen=SDL_SetVideoMode(width,height,32,SDL_HWSURFACE|SDL_OPENGL);
if( _screen == NULL){
printf("Draw_Init: Failure initializing video mode.\n");
printf("Draw_Init: SDL Error: %s\n",SDL_GetError());
return(0);
}
SDL_WM_SetCaption(title, NULL);
_t_frame=1000000/fps;
_width=width;
_height=height;
// Set the desired state
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
glEnable(GL_CULL_FACE);
glEnable(GL_TEXTURE_2D);
glDisable(GL_LIGHTING);
glDisable(GL_DEPTH_TEST);
glDepthMask( GL_FALSE);
// Triplebuffer swap
glClear(GL_COLOR_BUFFER_BIT);
SDL_GL_SwapBuffers();
glClear(GL_COLOR_BUFFER_BIT);
SDL_GL_SwapBuffers();
glClear(GL_COLOR_BUFFER_BIT);
SDL_GL_SwapBuffers();
glClear(GL_COLOR_BUFFER_BIT);
// Show device info
char *str;
printf("\n*********************************\n");
printf("*** Draw Info\n");
str=(char *)glGetString(GL_VENDOR);
printf(" Vendor: %s\n",str);
str=(char *)glGetString(GL_RENDERER);
printf(" Renderer: %s\n",str);
str=(char *)glGetString(GL_VERSION);
printf(" Version: %s\n",str);
printf("*********************************\n");
// Set the proyection (Ortographic)
glMatrixMode (GL_PROJECTION);
glPushMatrix ();
glLoadIdentity ();
glOrtho (0,_width, 0, _height, -1000, 1000);
glMatrixMode (GL_MODELVIEW);
glPushMatrix ();
glLoadIdentity ();
// Enable Alpha blending
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
return(1);
}
/////////////////////////////
// Draw_Loop
//
// Loops updating the game window.
void Draw_Loop(int (*proc)(),void (*draw)()){
int done=0;
SDL_Event event;
Uint8* keys;
long long time,time2;
long long t_frame=0;
t_frame=0;
while(!done){
// Update screen
time=Time_GetTime();
SDL_GL_SwapBuffers();
// Process Events
while(SDL_PollEvent(&event) ){
if(event.type == SDL_QUIT ){
done=1;
}
if(event.type == SDL_KEYDOWN ){
if(event.key.keysym.sym == SDLK_ESCAPE ) {
done=1;
}
}
}
// Process keys for Draw
keys=SDL_GetKeyState(NULL);
if(keys[SDLK_F12]){
// Screenshot key
Draw_SaveScreenshoot("shot.bmp");
}
// Sound Frame
Audio_Frame();
// Measure time
time2=Time_GetTime();
t_frame+=time2-time;
time=time2;
if(t_frame>50000){
t_frame=50000;
}
// Process
if(proc){
while(t_frame>_t_frame && !done){
//while(t_frame>0 && !done){
Input_Frame();
if(!proc()){
done=1;
}
t_frame-=_t_frame;
}
}
// Draw
draw();
Time_Pause(0);
t_frame+=Time_GetTime()-time;
}
}
/////////////////////////////
// Draw_Clean
//
// Cleans the game window.
void Draw_Clean(
unsigned char r,
unsigned char g,
unsigned char b)
{
glClearColor(r/256.0f,g/256.0f,b/256.0f,1.0f);
glClear(GL_COLOR_BUFFER_BIT);
}
////////////////////////////////////////////////
// DrawImage //
///////////////
// Image container.
typedef struct Tag_DrawImage {
SDL_Surface *surf;
GLuint tex;
int x,y;
} DrawImage;
/////////////////////////////
// Draw_LoadSurface
//
// Loads a surface.
SDL_Surface *Draw_LoadSurface(char *filename){
SDL_Surface *surf;
// Load the BMP as a surface
surf=SDL_LoadBMP(filename);
if(surf == NULL){
printf("Draw_LoadImage: Failure Loading image: %s\n",filename);
printf("Draw_LoadImage: SDL Error: %s\n",SDL_GetError());
return(NULL);
}
if (surf->format->BytesPerPixel==4) {
// 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++;
}
}
return(surf);
}
/////////////////////////////
// Draw_UploadGLTexture
//
// Uploads a OpenGL texture.
GLuint Draw_UploadGLTexture(SDL_Surface *surf){
GLuint tex;
// Generate OpenGL texture
glGenTextures(1, &tex);
glBindTexture(GL_TEXTURE_2D, tex);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
//glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
//glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
// Load OpenGL texture
glBindTexture(GL_TEXTURE_2D, tex);
glPixelStorei( GL_UNPACK_ROW_LENGTH, surf->w );
glPixelStorei( GL_UNPACK_ALIGNMENT, 1 );
//glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8,
// surf->w, surf->h, 0,
// GL_RGBA, GL_UNSIGNED_BYTE, surf->pixels);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA,
surf->w, surf->h, 0,
GL_RGBA, GL_UNSIGNED_BYTE, surf->pixels);
//glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8,
// imagen->ancho, imagen->alto, 0,
// GL_RGB, GL_UNSIGNED_BYTE, imagen->data);
return(tex);
}
/////////////////////////////
// Draw_LoadImage
//
// Loads a image, giving a reference.
DrawImg Draw_LoadImage(char *filename){
DrawImage *image;
SDL_Surface *surf;
// Loads the surface
surf=Draw_LoadSurface(filename);
if(surf == NULL){
return(NULL);
}
// Create the image container
image=malloc(sizeof(DrawImage));
image->surf=surf;
image->tex=Draw_UploadGLTexture(surf);
image->x=0;
image->y=0;
return((DrawImg)image);
}
/////////////////////////////
// Draw_GetSize
//
// Gets the image size.
void Draw_GetSize(DrawImg img,int *w,int *h){
DrawImage *image=img;
// Gets the image size
*w=image->surf->w;
*h=image->surf->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;
int x1,x2,y1,y2;
// Prepare
x1=x+image->x;
y1=_height-(y+image->y);
x2=(x+image->x)+image->surf->w;
y2=_height-((y+image->y)+image->surf->h);
// Draw a quad
glBindTexture(GL_TEXTURE_2D, image->tex);
glBegin (GL_QUADS);
glTexCoord2f (1, 0);
glVertex2i (x2, y1);
glTexCoord2f (0, 0);
glVertex2i (x1, y1);
glTexCoord2f (0, 1);
glVertex2i (x1, y2);
glTexCoord2f (1, 1);
glVertex2i (x2, y2);
glEnd ();
}
/////////////////////////////
// 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->surf->h);
us=1.0f/image->surf->w;
u1=us*i*w;
u2=u1+us*w;
// Draw a quad
glBindTexture(GL_TEXTURE_2D, image->tex);
glBegin (GL_QUADS);
glTexCoord2f (u2, 0);
glVertex2i (x2, y1);
glTexCoord2f (u1, 0);
glVertex2i (x1, y1);
glTexCoord2f (u1, 1);
glVertex2i (x1, y2);
glTexCoord2f (u2, 1);
glVertex2i (x2, y2);
glEnd ();
}
/////////////////////////////
// Draw_SetColor
//
//
void Draw_SetColor(float r,float g,float b,float a){
glColor4f(r,g,b,a);
}
////////////////////////////////////////////////
// DrawFnt //
/////////////
// Reference to a Font.
typedef struct {
DrawImage img;
int w,h;
int min,max;
} DrawFont;
/////////////////////////////
// Draw_DefaultFont
//
// Creates a surface with the default font.
#include "FontData.h"
SDL_Surface *Draw_DefaultFontSurface(
unsigned char r,
unsigned char g,
unsigned char b,
unsigned char a)
{
SDL_Surface *surf;
int x,y,c;
Uint32 color,color2;
// Create the surface
surf = SDL_CreateRGBSurface(SDL_SWSURFACE,
8*256, 8, 32,0,0,0,0);
surf->format->Amask=0xFF000000;
surf->format->Ashift=24;
SDL_SetAlpha(surf, SDL_SRCALPHA, 255);
// HACK: Set the colors in BGR order
color =SDL_MapRGBA(surf->format,b,g,r,a);
color2=SDL_MapRGBA(surf->format,b,g,r,0);
// Draw the font
SDL_LockSurface(surf);
for(c=0;c<256;c++){
for(y=0;y<8;y++){
for(x=0;x<8;x++){
if(((fontdata_8x8[c*8+y]>>(7-x)) & 0x01)==1){
//Imagen_PutPixel(dest,c*8+x,y,color);
((Uint32 *)surf->pixels)[(c*8+x)+(8*256*y)]=
color;
}else{
//Imagen_PutPixel(dest,c*8+x,y,color2);
((Uint32 *)surf->pixels)[(c*8+x)+(8*256*y)]=
color2;
}
}
}
}
SDL_UnlockSurface(surf);
return(surf);
}
/////////////////////////////
// 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.surf=Draw_DefaultFontSurface(r,g,b,a);
font->img.tex=Draw_UploadGLTexture(font->img.surf);
font->img.x=0;
font->img.y=0;
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.surf=Draw_LoadSurface(fichero);
font->img.tex=Draw_UploadGLTexture(font->img.surf);
font->img.x=0;
font->img.y=0;
font->w=font->img.surf->w/(max-min);
font->h=font->img.surf->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((DrawImg)&font->img,x,y,font->w,(*ptr)-font->min);
}
x+=font->w;
ptr++;
}
}
/////////////////////////////
// Draw_SaveScreenshoot
//
//
void Draw_SaveScreenshoot(char *filename){
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);
}