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/*
* Copyright (c) 2010-2012 OTClient <https://github.com/edubart/otclient>
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*/
#include "fontmanager.h"
#include <framework/graphics/graphics.h>
#include <framework/graphics/texture.h>
#include <framework/platform/platformwindow.h>
Graphics g_graphics;
void Graphics::init()
{
logInfo("GPU ", glGetString(GL_RENDERER));
logInfo("OpenGL ", glGetString(GL_VERSION));
#ifndef OPENGL_ES2
// init GL extensions
GLenum err = glewInit();
if(err != GLEW_OK)
logFatal("Unable to init GLEW: ", glewGetErrorString(err));
const char *requiredExtensions[] = {
"GL_ARB_vertex_program",
"GL_ARB_vertex_shader",
"GL_ARB_fragment_program",
"GL_ARB_fragment_shader",
"GL_ARB_texture_non_power_of_two",
"GL_ARB_multitexture"
};
std::stringstream ss;
bool unsupported = false;
for(auto ext : requiredExtensions) {
if(!glewIsSupported(ext)) {
ss << ext << std::endl;
unsupported = true;
}
}
if(unsupported)
logFatal("The following OpenGL 2.0 extensions are not supported by your system graphics, please try updating your video drivers or buy a new hardware:\n", ss.str());
m_useFBO = m_useFBO && GLEW_ARB_framebuffer_object;
m_generateHardwareMipmaps = m_generateHardwareMipmaps && m_useFBO; // glGenerateMipmap is supported when FBO is
#endif
glEnable(GL_BLEND);
//glClear(GL_ACCUM_BUFFER_BIT);
m_emptyTexture = TexturePtr(new Texture);
g_painter.init();
}
void Graphics::terminate()
{
g_fonts.releaseFonts();
g_painter.terminate();
m_emptyTexture.reset();
}
bool Graphics::parseOption(const std::string& option)
{
if(option == "-no-fbos")
m_useFBO = false;
else if(option == "-no-mipmapping")
m_generateMipmaps = false;
else if(option == "-no-smoothing")
m_useBilinearFiltering = false;
else if(option == "-realtime-mipmapping")
m_generateRealtimeMipmaps = true;
else if(option == "-no-hardware-buffering")
m_useHardwareBuffers = false;
else
return false;
return true;
}
void Graphics::resize(const Size& size)
{
setViewportSize(size);
//glClear(GL_ACCUM_BUFFER_BIT);
// The projection matrix converts from Painter's coordinate system to GL's coordinate system
// * GL's viewport is 2x2, Painter's is width x height
// * GL has +y -> -y going from bottom -> top, Painter is the other way round
// * GL has [0,0] in the center, Painter has it in the top-left
//
// This results in the Projection matrix below.
//
// Projection Matrix Painter Coord GL Coord
// ------------------------------------------------ --------- ---------
// | 2.0 / width | 0.0 | -1.0 | | x | | x' |
// | 0.0 | -2.0 / height | 1.0 | * | y | = | y' |
// | 0.0 | 0.0 | 0.0 | | 1 | | 0 |
// ------------------------------------------------ --------- ---------
Matrix3 projectionMatrix = { 2.0f/size.width(), 0.0f, -1.0f,
0.0f, -2.0f/size.height(), 1.0f,
0.0f, 0.0f, 0.0f };
projectionMatrix.transpose();
g_painter.setProjectionMatrix(projectionMatrix);
}
void Graphics::beginRender()
{
glClearColor(0, 0, 0, 1);
glClear(GL_COLOR_BUFFER_BIT);
}
void Graphics::endRender()
{
// this is a simple blur effect
/*
static Timer timer;
if(timer.ticksElapsed() >= 10) {
glAccum(GL_MULT, 0.9);
glAccum(GL_ACCUM, 0.1);
timer.restart();
}
glAccum(GL_RETURN, 1);
*/
}
void Graphics::beginClipping(const Rect& clipRect)
{
// setup stencil buffer for writing
glClear(GL_STENCIL_BUFFER_BIT);
glEnable(GL_STENCIL_TEST);
glStencilFunc(GL_ALWAYS, 1, 1);
glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
// draw the clipping area into the stencil buffer
glColorMask(0, 0, 0, 0);
g_painter.drawFilledRect(clipRect);
// set stencil buffer for clipping
glColorMask(1, 1, 1, 1);
glStencilFunc(GL_EQUAL, 1, 1);
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
}
void Graphics::endClipping()
{
glDisable(GL_STENCIL_TEST);
}
void Graphics::setViewportSize(const Size& size)
{
glViewport(0, 0, size.width(), size.height());
m_viewportSize = size;
}
int Graphics::getMaxTextureSize()
{
static GLint maxTexSize = -1;
if(maxTexSize == -1)
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &maxTexSize);
return maxTexSize;
}