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-rw-r--r--src/engine/client/graphics.cpp938
1 files changed, 938 insertions, 0 deletions
diff --git a/src/engine/client/graphics.cpp b/src/engine/client/graphics.cpp
new file mode 100644
index 00000000..7c355fb8
--- /dev/null
+++ b/src/engine/client/graphics.cpp
@@ -0,0 +1,938 @@
+// copyright (c) 2007 magnus auvinen, see licence.txt for more info
+
+#include <base/detect.h>
+
+#include "SDL.h"
+
+#ifdef CONF_FAMILY_WINDOWS
+	#define WIN32_LEAN_AND_MEAN
+	#include <windows.h>
+#endif
+
+#ifdef CONF_PLATFORM_MACOSX
+	#include <OpenGL/gl.h>
+	#include <OpenGL/glu.h>
+#else
+	#include <GL/gl.h>
+	#include <GL/glu.h>
+#endif
+
+#include <base/system.h>
+#include <engine/external/pnglite/pnglite.h>
+
+#include <engine/shared/engine.h>
+#include <engine/shared/config.h>
+#include <engine/graphics.h>
+#include <engine/storage.h>
+#include <engine/keys.h>
+
+#include <math.h>
+
+#include "graphics.h"
+
+// compressed textures
+#define GL_COMPRESSED_RGB_ARB 0x84ED
+#define GL_COMPRESSED_RGBA_ARB 0x84EE
+#define GL_COMPRESSED_ALPHA_ARB 0x84E9
+
+#define TEXTURE_MAX_ANISOTROPY_EXT 0x84FE
+
+
+static CVideoMode g_aFakeModes[] = {
+	{320,240,8,8,8}, {400,300,8,8,8}, {640,480,8,8,8},
+	{720,400,8,8,8}, {768,576,8,8,8}, {800,600,8,8,8},
+	{1024,600,8,8,8}, {1024,768,8,8,8}, {1152,864,8,8,8},
+	{1280,768,8,8,8}, {1280,800,8,8,8}, {1280,960,8,8,8},
+	{1280,1024,8,8,8}, {1368,768,8,8,8}, {1400,1050,8,8,8},
+	{1440,900,8,8,8}, {1440,1050,8,8,8}, {1600,1000,8,8,8},
+	{1600,1200,8,8,8}, {1680,1050,8,8,8}, {1792,1344,8,8,8},
+	{1800,1440,8,8,8}, {1856,1392,8,8,8}, {1920,1080,8,8,8},
+	{1920,1200,8,8,8}, {1920,1440,8,8,8}, {1920,2400,8,8,8},
+	{2048,1536,8,8,8},
+		
+	{320,240,5,6,5}, {400,300,5,6,5}, {640,480,5,6,5},
+	{720,400,5,6,5}, {768,576,5,6,5}, {800,600,5,6,5},
+	{1024,600,5,6,5}, {1024,768,5,6,5}, {1152,864,5,6,5},
+	{1280,768,5,6,5}, {1280,800,5,6,5}, {1280,960,5,6,5},
+	{1280,1024,5,6,5}, {1368,768,5,6,5}, {1400,1050,5,6,5},
+	{1440,900,5,6,5}, {1440,1050,5,6,5}, {1600,1000,5,6,5},
+	{1600,1200,5,6,5}, {1680,1050,5,6,5}, {1792,1344,5,6,5},
+	{1800,1440,5,6,5}, {1856,1392,5,6,5}, {1920,1080,5,6,5},
+	{1920,1200,5,6,5}, {1920,1440,5,6,5}, {1920,2400,5,6,5},
+	{2048,1536,5,6,5}
+};
+
+void CGraphics_OpenGL::Flush()
+{
+	if(m_NumVertices == 0)
+		return;
+		
+	//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
+	//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+
+	glVertexPointer(3, GL_FLOAT,
+			sizeof(CVertex),
+			(char*)m_aVertices);
+	glTexCoordPointer(2, GL_FLOAT,
+			sizeof(CVertex),
+			(char*)m_aVertices + sizeof(float)*3);
+	glColorPointer(4, GL_FLOAT,
+			sizeof(CVertex),
+			(char*)m_aVertices + sizeof(float)*5);
+	glEnableClientState(GL_VERTEX_ARRAY);
+	glEnableClientState(GL_TEXTURE_COORD_ARRAY);
+	glEnableClientState(GL_COLOR_ARRAY);
+	
+	if(m_RenderEnable)
+	{
+		if(m_Drawing == DRAWING_QUADS)
+			glDrawArrays(GL_QUADS, 0, m_NumVertices);
+		else if(m_Drawing == DRAWING_LINES)
+			glDrawArrays(GL_LINES, 0, m_NumVertices);
+	}
+	
+	// Reset pointer
+	m_NumVertices = 0;
+}
+
+void CGraphics_OpenGL::AddVertices(int Count)
+{
+	m_NumVertices += Count;
+	if((m_NumVertices + Count) >= MAX_VERTICES)
+		Flush();
+}
+
+void CGraphics_OpenGL::Rotate4(CPoint *pCenter, CVertex *pPoints)
+{
+	float c = cosf(m_Rotation);
+	float s = sinf(m_Rotation);
+	float x, y;
+	int i;
+
+	for(i = 0; i < 4; i++)
+	{
+		x = pPoints[i].m_Pos.x - pCenter->x;
+		y = pPoints[i].m_Pos.y - pCenter->y;
+		pPoints[i].m_Pos.x = x * c - y * s + pCenter->x;
+		pPoints[i].m_Pos.y = x * s + y * c + pCenter->y;
+	}
+}
+
+unsigned char CGraphics_OpenGL::Sample(int w, int h, const unsigned char *pData, int u, int v, int Offset)
+{
+	return (pData[(v*w+u)*4+Offset]+
+	pData[(v*w+u+1)*4+Offset]+
+	pData[((v+1)*w+u)*4+Offset]+
+	pData[((v+1)*w+u+1)*4+Offset])/4;
+}	
+
+CGraphics_OpenGL::CGraphics_OpenGL()
+{
+	m_NumVertices = 0;
+	
+	m_ScreenX0 = 0;
+	m_ScreenY0 = 0;
+	m_ScreenX1 = 0;
+	m_ScreenY1 = 0;
+	
+	m_ScreenWidth = -1;
+	m_ScreenHeight = -1;
+	
+	m_Rotation = 0;
+	m_Drawing = 0;
+	m_InvalidTexture = 0;
+	
+	m_TextureMemoryUsage = 0;
+	
+	m_RenderEnable = true;
+	m_DoScreenshot = false;
+}
+
+void CGraphics_OpenGL::ClipEnable(int x, int y, int w, int h)
+{
+	//if(no_gfx) return;
+	glScissor(x, ScreenHeight()-(y+h), w, h);
+	glEnable(GL_SCISSOR_TEST);
+}
+
+void CGraphics_OpenGL::ClipDisable()
+{
+	//if(no_gfx) return;
+	glDisable(GL_SCISSOR_TEST);
+}
+	
+void CGraphics_OpenGL::BlendNone()
+{
+	glDisable(GL_BLEND);
+}
+
+void CGraphics_OpenGL::BlendNormal()
+{
+	glEnable(GL_BLEND);
+	glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+}
+
+void CGraphics_OpenGL::BlendAdditive()
+{
+	glEnable(GL_BLEND);
+	glBlendFunc(GL_SRC_ALPHA, GL_ONE);
+}
+
+int CGraphics_OpenGL::MemoryUsage() const
+{ 
+	return m_TextureMemoryUsage;
+}	
+	
+void CGraphics_OpenGL::MapScreen(float TopLeftX, float TopLeftY, float BottomRightX, float BottomRightY)
+{
+	m_ScreenX0 = TopLeftX;
+	m_ScreenY0 = TopLeftY;
+	m_ScreenX1 = BottomRightX;
+	m_ScreenY1 = BottomRightY;
+	glMatrixMode(GL_PROJECTION);
+	glLoadIdentity();
+	glOrtho(TopLeftX, BottomRightX, BottomRightY, TopLeftY, 1.0f, 10.f);
+}
+
+void CGraphics_OpenGL::GetScreen(float *pTopLeftX, float *pTopLeftY, float *pBottomRightX, float *pBottomRightY)
+{
+	*pTopLeftX = m_ScreenX0;
+	*pTopLeftY = m_ScreenY0;
+	*pBottomRightX = m_ScreenX1;
+	*pBottomRightY = m_ScreenY1;
+}
+
+void CGraphics_OpenGL::LinesBegin()
+{
+	dbg_assert(m_Drawing == 0, "called begin twice");
+	m_Drawing = DRAWING_LINES;
+	SetColor(1,1,1,1);
+}
+
+void CGraphics_OpenGL::LinesEnd()
+{
+	dbg_assert(m_Drawing == DRAWING_LINES, "called end without begin");
+	Flush();
+	m_Drawing = 0;
+}
+
+void CGraphics_OpenGL::LinesDraw(const CLineItem *pArray, int Num)
+{
+	dbg_assert(m_Drawing == DRAWING_LINES, "called draw without begin");
+	
+	for(int i = 0; i < Num; ++i)
+	{
+		m_aVertices[m_NumVertices + 2*i].m_Pos.x = pArray[i].m_X0;
+		m_aVertices[m_NumVertices + 2*i].m_Pos.y = pArray[i].m_Y0;
+		m_aVertices[m_NumVertices + 2*i].m_Tex = m_aTexture[0];
+		m_aVertices[m_NumVertices + 2*i].m_Color = m_aColor[0];
+
+		m_aVertices[m_NumVertices + 2*i + 1].m_Pos.x = pArray[i].m_X1;
+		m_aVertices[m_NumVertices + 2*i + 1].m_Pos.y = pArray[i].m_Y1;
+		m_aVertices[m_NumVertices + 2*i + 1].m_Tex = m_aTexture[1];
+		m_aVertices[m_NumVertices + 2*i + 1].m_Color = m_aColor[1];
+	}
+
+	AddVertices(2*Num);
+}
+
+int CGraphics_OpenGL::UnloadTexture(int Index)
+{
+	if(Index == m_InvalidTexture)
+		return 0;
+		
+	if(Index < 0)
+		return 0;
+		
+	glDeleteTextures(1, &m_aTextures[Index].m_Tex);
+	m_aTextures[Index].m_Next = m_FirstFreeTexture;
+	m_TextureMemoryUsage -= m_aTextures[Index].m_MemSize;
+	m_FirstFreeTexture = Index;
+	return 0;
+}
+
+
+int CGraphics_OpenGL::LoadTextureRaw(int Width, int Height, int Format, const void *pData, int StoreFormat, int Flags)
+{
+	int Mipmap = 1;
+	unsigned char *pTexData = (unsigned char *)pData;
+	unsigned char *pTmpData = 0;
+	int Oglformat = 0;
+	int StoreOglformat = 0;
+	int Tex = 0;
+	
+	// don't waste memory on texture if we are stress testing
+	if(g_Config.m_DbgStress)
+		return 	m_InvalidTexture;
+	
+	// grab texture
+	Tex = m_FirstFreeTexture;
+	m_FirstFreeTexture = m_aTextures[Tex].m_Next;
+	m_aTextures[Tex].m_Next = -1;
+	
+	// resample if needed
+	if(!(Flags&TEXLOAD_NORESAMPLE) && g_Config.m_GfxTextureQuality==0)
+	{
+		if(Width > 16 && Height > 16 && Format == CImageInfo::FORMAT_RGBA)
+		{
+			unsigned char *pTmpData;
+			int c = 0;
+			int x, y;
+
+			pTmpData = (unsigned char *)mem_alloc(Width*Height*4, 1);
+
+			Width/=2;
+			Height/=2;
+
+			for(y = 0; y < Height; y++)
+				for(x = 0; x < Width; x++, c++)
+				{
+					pTmpData[c*4] = Sample(Width*2, Height*2, pTexData, x*2,y*2, 0);
+					pTmpData[c*4+1] = Sample(Width*2, Height*2, pTexData, x*2,y*2, 1);
+					pTmpData[c*4+2] = Sample(Width*2, Height*2, pTexData, x*2,y*2, 2);
+					pTmpData[c*4+3] = Sample(Width*2, Height*2, pTexData, x*2,y*2, 3);
+				}
+			pTexData = pTmpData;
+		}
+	}
+	
+	Oglformat = GL_RGBA;
+	if(Format == CImageInfo::FORMAT_RGB)
+		Oglformat = GL_RGB;
+	else if(Format == CImageInfo::FORMAT_ALPHA)
+		Oglformat = GL_ALPHA;
+	
+	// upload texture
+	if(g_Config.m_GfxTextureCompression)
+	{
+		StoreOglformat = GL_COMPRESSED_RGBA_ARB;
+		if(StoreFormat == CImageInfo::FORMAT_RGB)
+			StoreOglformat = GL_COMPRESSED_RGB_ARB;
+		else if(StoreFormat == CImageInfo::FORMAT_ALPHA)
+			StoreOglformat = GL_COMPRESSED_ALPHA_ARB;
+	}
+	else
+	{
+		StoreOglformat = GL_RGBA;
+		if(StoreFormat == CImageInfo::FORMAT_RGB)
+			StoreOglformat = GL_RGB;
+		else if(StoreFormat == CImageInfo::FORMAT_ALPHA)
+			StoreOglformat = GL_ALPHA;
+	}
+		
+	glGenTextures(1, &m_aTextures[Tex].m_Tex);
+	glBindTexture(GL_TEXTURE_2D, m_aTextures[Tex].m_Tex);
+	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
+	gluBuild2DMipmaps(GL_TEXTURE_2D, StoreOglformat, Width, Height, Oglformat, GL_UNSIGNED_BYTE, pTexData);
+	
+	// calculate memory usage
+	{
+		int PixelSize = 4;
+		if(StoreFormat == CImageInfo::FORMAT_RGB)
+			PixelSize = 3;
+		else if(StoreFormat == CImageInfo::FORMAT_ALPHA)
+			PixelSize = 1;
+
+		m_aTextures[Tex].m_MemSize = Width*Height*PixelSize;
+		if(Mipmap)
+		{
+			while(Width > 2 && Height > 2)
+			{
+				Width>>=1;
+				Height>>=1;
+				m_aTextures[Tex].m_MemSize += Width*Height*PixelSize;
+			}
+		}
+	}
+	
+	m_TextureMemoryUsage += m_aTextures[Tex].m_MemSize;
+	mem_free(pTmpData);
+	return Tex;
+}
+
+// simple uncompressed RGBA loaders
+int CGraphics_OpenGL::LoadTexture(const char *pFilename, int StoreFormat, int Flags)
+{
+	int l = str_length(pFilename);
+	int Id;
+	CImageInfo Img;
+	
+	if(l < 3)
+		return -1;
+	if(LoadPNG(&Img, pFilename))
+	{
+		if (StoreFormat == CImageInfo::FORMAT_AUTO)
+			StoreFormat = Img.m_Format;
+
+		Id = LoadTextureRaw(Img.m_Width, Img.m_Height, Img.m_Format, Img.m_pData, StoreFormat, Flags);
+		mem_free(Img.m_pData);
+		return Id;
+	}
+	
+	return m_InvalidTexture;
+}
+
+int CGraphics_OpenGL::LoadPNG(CImageInfo *pImg, const char *pFilename)
+{
+	char aCompleteFilename[512];
+	unsigned char *pBuffer;
+	png_t Png; // ignore_convention
+	
+	// open file for reading
+	png_init(0,0); // ignore_convention
+
+	IOHANDLE File = m_pStorage->OpenFile(pFilename, IOFLAG_READ, aCompleteFilename, sizeof(aCompleteFilename));
+	if(File)
+		io_close(File);
+	
+	if(png_open_file(&Png, aCompleteFilename) != PNG_NO_ERROR) // ignore_convention
+	{
+		dbg_msg("game/png", "failed to open file. filename='%s'", aCompleteFilename);
+		return 0;
+	}
+	
+	if(Png.depth != 8 || (Png.color_type != PNG_TRUECOLOR && Png.color_type != PNG_TRUECOLOR_ALPHA)) // ignore_convention
+	{
+		dbg_msg("game/png", "invalid format. filename='%s'", aCompleteFilename);
+		png_close_file(&Png); // ignore_convention
+		return 0;
+	}
+		
+	pBuffer = (unsigned char *)mem_alloc(Png.width * Png.height * Png.bpp, 1); // ignore_convention
+	png_get_data(&Png, pBuffer); // ignore_convention
+	png_close_file(&Png); // ignore_convention
+	
+	pImg->m_Width = Png.width; // ignore_convention
+	pImg->m_Height = Png.height; // ignore_convention
+	if(Png.color_type == PNG_TRUECOLOR) // ignore_convention
+		pImg->m_Format = CImageInfo::FORMAT_RGB;
+	else if(Png.color_type == PNG_TRUECOLOR_ALPHA) // ignore_convention
+		pImg->m_Format = CImageInfo::FORMAT_RGBA;
+	pImg->m_pData = pBuffer;
+	return 1;
+}
+
+void CGraphics_OpenGL::ScreenshotDirect(const char *pFilename)
+{
+	// fetch image data
+	int y;
+	int w = m_ScreenWidth;
+	int h = m_ScreenHeight;
+	unsigned char *pPixelData = (unsigned char *)mem_alloc(w*(h+1)*4, 1);
+	unsigned char *pTempRow = pPixelData+w*h*4;
+	glReadPixels(0,0, w, h, GL_RGBA, GL_UNSIGNED_BYTE, pPixelData);
+	
+	// flip the pixel because opengl works from bottom left corner
+	for(y = 0; y < h/2; y++)
+	{
+		mem_copy(pTempRow, pPixelData+y*w*4, w*4);
+		mem_copy(pPixelData+y*w*4, pPixelData+(h-y-1)*w*4, w*4);
+		mem_copy(pPixelData+(h-y-1)*w*4, pTempRow,w*4);
+	}
+	
+	// find filename
+	{
+		char aWholePath[1024];
+		png_t Png; // ignore_convention
+
+		IOHANDLE File  = m_pStorage->OpenFile(pFilename, IOFLAG_WRITE, aWholePath, sizeof(aWholePath));
+		if(File)
+			io_close(File);
+	
+		// save png
+		dbg_msg("client", "saved screenshot to '%s'", aWholePath);
+		png_open_file_write(&Png, aWholePath); // ignore_convention
+		png_set_data(&Png, w, h, 8, PNG_TRUECOLOR_ALPHA, (unsigned char *)pPixelData); // ignore_convention
+		png_close_file(&Png); // ignore_convention
+	}
+
+	// clean up
+	mem_free(pPixelData);
+}
+
+void CGraphics_OpenGL::TextureSet(int TextureID)
+{
+	dbg_assert(m_Drawing == 0, "called Graphics()->TextureSet within begin");
+	if(TextureID == -1)
+	{
+		glDisable(GL_TEXTURE_2D);
+	}
+	else
+	{
+		glEnable(GL_TEXTURE_2D);
+		glBindTexture(GL_TEXTURE_2D, m_aTextures[TextureID].m_Tex);
+	}
+}
+
+void CGraphics_OpenGL::Clear(float r, float g, float b)
+{
+	glClearColor(r,g,b,0.0f);
+	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+}
+
+void CGraphics_OpenGL::QuadsBegin()
+{
+	dbg_assert(m_Drawing == 0, "called quads_begin twice");
+	m_Drawing = DRAWING_QUADS;
+	
+	QuadsSetSubset(0,0,1,1);
+	QuadsSetRotation(0);
+	SetColor(1,1,1,1);
+}
+
+void CGraphics_OpenGL::QuadsEnd()
+{
+	dbg_assert(m_Drawing == DRAWING_QUADS, "called quads_end without begin");
+	Flush();
+	m_Drawing = 0;
+}
+
+void CGraphics_OpenGL::QuadsSetRotation(float Angle)
+{
+	dbg_assert(m_Drawing == DRAWING_QUADS, "called Graphics()->QuadsSetRotation without begin");
+	m_Rotation = Angle;
+}
+
+void CGraphics_OpenGL::SetColorVertex(const CColorVertex *pArray, int Num)
+{
+	dbg_assert(m_Drawing != 0, "called gfx_quads_setcolorvertex without begin");
+
+	for(int i = 0; i < Num; ++i)
+	{
+		m_aColor[pArray[i].m_Index].r = pArray[i].m_R;
+		m_aColor[pArray[i].m_Index].g = pArray[i].m_G;
+		m_aColor[pArray[i].m_Index].b = pArray[i].m_B;
+		m_aColor[pArray[i].m_Index].a = pArray[i].m_A;
+	}
+}
+
+void CGraphics_OpenGL::SetColor(float r, float g, float b, float a)
+{
+	dbg_assert(m_Drawing != 0, "called gfx_quads_setcolor without begin");
+	CColorVertex Array[4] = {
+		CColorVertex(0, r, g, b, a),
+		CColorVertex(1, r, g, b, a),
+		CColorVertex(2, r, g, b, a),
+		CColorVertex(3, r, g, b, a)};
+	SetColorVertex(Array, 4);
+}
+
+void CGraphics_OpenGL::QuadsSetSubset(float TlU, float TlV, float BrU, float BrV)
+{
+	dbg_assert(m_Drawing == DRAWING_QUADS, "called Graphics()->QuadsSetSubset without begin");
+
+	m_aTexture[0].u = TlU;	m_aTexture[1].u = BrU;
+	m_aTexture[0].v = TlV;	m_aTexture[1].v = TlV;
+
+	m_aTexture[3].u = TlU;	m_aTexture[2].u = BrU;
+	m_aTexture[3].v = BrV;	m_aTexture[2].v = BrV;
+}
+
+void CGraphics_OpenGL::QuadsSetSubsetFree(
+	float x0, float y0, float x1, float y1,
+	float x2, float y2, float x3, float y3)
+{
+	m_aTexture[0].u = x0; m_aTexture[0].v = y0;
+	m_aTexture[1].u = x1; m_aTexture[1].v = y1;
+	m_aTexture[2].u = x2; m_aTexture[2].v = y2;
+	m_aTexture[3].u = x3; m_aTexture[3].v = y3;
+}
+
+void CGraphics_OpenGL::QuadsDraw(CQuadItem *pArray, int Num)
+{
+	for(int i = 0; i < Num; ++i)
+	{
+		pArray[i].m_X -= pArray[i].m_Width/2;
+		pArray[i].m_Y -= pArray[i].m_Height/2;
+	}
+
+	QuadsDrawTL(pArray, Num);
+}
+
+void CGraphics_OpenGL::QuadsDrawTL(const CQuadItem *pArray, int Num)
+{
+	CPoint Center;
+
+	dbg_assert(m_Drawing == DRAWING_QUADS, "called quads_draw without begin");
+
+	for(int i = 0; i < Num; ++i)
+	{
+		Center.x = pArray[i].m_X + pArray[i].m_Width/2;
+		Center.y = pArray[i].m_Y + pArray[i].m_Height/2;
+		Center.z = 0;
+		
+		m_aVertices[m_NumVertices + 4*i].m_Pos.x = pArray[i].m_X;
+		m_aVertices[m_NumVertices + 4*i].m_Pos.y = pArray[i].m_Y;
+		m_aVertices[m_NumVertices + 4*i].m_Tex = m_aTexture[0];
+		m_aVertices[m_NumVertices + 4*i].m_Color = m_aColor[0];
+
+		m_aVertices[m_NumVertices + 4*i + 1].m_Pos.x = pArray[i].m_X + pArray[i].m_Width;
+		m_aVertices[m_NumVertices + 4*i + 1].m_Pos.y = pArray[i].m_Y;
+		m_aVertices[m_NumVertices + 4*i + 1].m_Tex = m_aTexture[1];
+		m_aVertices[m_NumVertices + 4*i + 1].m_Color = m_aColor[1];
+
+		m_aVertices[m_NumVertices + 4*i + 2].m_Pos.x = pArray[i].m_X + pArray[i].m_Width;
+		m_aVertices[m_NumVertices + 4*i + 2].m_Pos.y = pArray[i].m_Y + pArray[i].m_Height;
+		m_aVertices[m_NumVertices + 4*i + 2].m_Tex = m_aTexture[2];
+		m_aVertices[m_NumVertices + 4*i + 2].m_Color = m_aColor[2];
+
+		m_aVertices[m_NumVertices + 4*i + 3].m_Pos.x = pArray[i].m_X;
+		m_aVertices[m_NumVertices + 4*i + 3].m_Pos.y = pArray[i].m_Y + pArray[i].m_Height;
+		m_aVertices[m_NumVertices + 4*i + 3].m_Tex = m_aTexture[3];
+		m_aVertices[m_NumVertices + 4*i + 3].m_Color = m_aColor[3];
+
+		if(m_Rotation != 0)
+			Rotate4(&Center, &m_aVertices[m_NumVertices + 4*i]);
+	}
+
+	AddVertices(4*Num);
+}
+
+void CGraphics_OpenGL::QuadsDrawFreeform(const CFreeformItem *pArray, int Num)
+{
+	dbg_assert(m_Drawing == DRAWING_QUADS, "called quads_draw_freeform without begin");
+	
+	for(int i = 0; i < Num; ++i)
+	{
+		m_aVertices[m_NumVertices + 4*i].m_Pos.x = pArray[i].m_X0;
+		m_aVertices[m_NumVertices + 4*i].m_Pos.y = pArray[i].m_Y0;
+		m_aVertices[m_NumVertices + 4*i].m_Tex = m_aTexture[0];
+		m_aVertices[m_NumVertices + 4*i].m_Color = m_aColor[0];
+
+		m_aVertices[m_NumVertices + 4*i + 1].m_Pos.x = pArray[i].m_X1;
+		m_aVertices[m_NumVertices + 4*i + 1].m_Pos.y = pArray[i].m_Y1;
+		m_aVertices[m_NumVertices + 4*i + 1].m_Tex = m_aTexture[1];
+		m_aVertices[m_NumVertices + 4*i + 1].m_Color = m_aColor[1];
+
+		m_aVertices[m_NumVertices + 4*i + 2].m_Pos.x = pArray[i].m_X3;
+		m_aVertices[m_NumVertices + 4*i + 2].m_Pos.y = pArray[i].m_Y3;
+		m_aVertices[m_NumVertices + 4*i + 2].m_Tex = m_aTexture[3];
+		m_aVertices[m_NumVertices + 4*i + 2].m_Color = m_aColor[3];
+
+		m_aVertices[m_NumVertices + 4*i + 3].m_Pos.x = pArray[i].m_X2;
+		m_aVertices[m_NumVertices + 4*i + 3].m_Pos.y = pArray[i].m_Y2;
+		m_aVertices[m_NumVertices + 4*i + 3].m_Tex = m_aTexture[2];
+		m_aVertices[m_NumVertices + 4*i + 3].m_Color = m_aColor[2];
+	}
+	
+	AddVertices(4*Num);
+}
+
+void CGraphics_OpenGL::QuadsText(float x, float y, float Size, float r, float g, float b, float a, const char *pText)
+{
+	float StartX = x;
+
+	QuadsBegin();
+	SetColor(r,g,b,a);
+
+	while(*pText)
+	{
+		char c = *pText;
+		pText++;
+		
+		if(c == '\n')
+		{
+			x = StartX;
+			y += Size;
+		}
+		else
+		{
+			QuadsSetSubset(
+				(c%16)/16.0f,
+				(c/16)/16.0f,
+				(c%16)/16.0f+1.0f/16.0f,
+				(c/16)/16.0f+1.0f/16.0f);
+			
+			CQuadItem QuadItem(x, y, Size, Size);
+			QuadsDrawTL(&QuadItem, 1);
+			x += Size/2;
+		}
+	}
+	
+	QuadsEnd();
+}
+
+bool CGraphics_OpenGL::Init()
+{
+	m_pStorage = Kernel()->RequestInterface<IStorage>();
+	
+	// Set all z to -5.0f
+	for(int i = 0; i < MAX_VERTICES; i++)
+		m_aVertices[i].m_Pos.z = -5.0f;
+
+	// init textures
+	m_FirstFreeTexture = 0;
+	for(int i = 0; i < MAX_TEXTURES; i++)
+		m_aTextures[i].m_Next = i+1;
+	m_aTextures[MAX_TEXTURES-1].m_Next = -1;
+
+	// set some default settings
+	glEnable(GL_BLEND);
+	glDisable(GL_CULL_FACE);
+	glDisable(GL_DEPTH_TEST);
+	glMatrixMode(GL_MODELVIEW);
+	glLoadIdentity();
+	
+	glAlphaFunc(GL_GREATER, 0);
+	glEnable(GL_ALPHA_TEST);
+	glDepthMask(0);
+
+	// create null texture, will get id=0
+	static const unsigned char aNullTextureData[] = {
+		0xff,0x00,0x00,0xff, 0xff,0x00,0x00,0xff, 0x00,0xff,0x00,0xff, 0x00,0xff,0x00,0xff, 
+		0xff,0x00,0x00,0xff, 0xff,0x00,0x00,0xff, 0x00,0xff,0x00,0xff, 0x00,0xff,0x00,0xff, 
+		0x00,0x00,0xff,0xff, 0x00,0x00,0xff,0xff, 0xff,0xff,0x00,0xff, 0xff,0xff,0x00,0xff, 
+		0x00,0x00,0xff,0xff, 0x00,0x00,0xff,0xff, 0xff,0xff,0x00,0xff, 0xff,0xff,0x00,0xff, 
+	};
+	
+	m_InvalidTexture = LoadTextureRaw(4,4,CImageInfo::FORMAT_RGBA,aNullTextureData,CImageInfo::FORMAT_RGBA,TEXLOAD_NORESAMPLE);
+	dbg_msg("", "invalid texture id: %d %d", m_InvalidTexture, m_aTextures[m_InvalidTexture].m_Tex);
+	
+	return true;
+}
+
+int CGraphics_SDL::TryInit()
+{
+	const SDL_VideoInfo *pInfo;
+	int Flags = SDL_OPENGL;
+	
+	m_ScreenWidth = g_Config.m_GfxScreenWidth;
+	m_ScreenHeight = g_Config.m_GfxScreenHeight;
+
+	pInfo = SDL_GetVideoInfo();
+	SDL_EventState(SDL_MOUSEMOTION, SDL_IGNORE);
+
+	// set flags
+	Flags  = SDL_OPENGL;
+	Flags |= SDL_GL_DOUBLEBUFFER;
+	Flags |= SDL_HWPALETTE;
+	if(g_Config.m_DbgResizable)
+		Flags |= SDL_RESIZABLE;
+
+	if(pInfo->hw_available) // ignore_convention
+		Flags |= SDL_HWSURFACE;
+	else
+		Flags |= SDL_SWSURFACE;
+
+	if(pInfo->blit_hw) // ignore_convention
+		Flags |= SDL_HWACCEL;
+
+	if(g_Config.m_GfxFullscreen)
+		Flags |= SDL_FULLSCREEN;
+
+	// set gl attributes
+	if(g_Config.m_GfxFsaaSamples)
+	{
+		SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1);
+		SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, g_Config.m_GfxFsaaSamples);
+	}
+	else
+	{
+		SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 0);
+		SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 0);
+	}
+
+	SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
+	SDL_GL_SetAttribute(SDL_GL_SWAP_CONTROL, g_Config.m_GfxVsync);
+
+	// set caption
+	SDL_WM_SetCaption("Teeworlds", "Teeworlds");
+	
+	// create window
+	m_pScreenSurface = SDL_SetVideoMode(m_ScreenWidth, m_ScreenHeight, 0, Flags);
+	if(m_pScreenSurface == NULL)
+	{
+		dbg_msg("gfx", "unable to set video mode: %s", SDL_GetError());
+		return -1;
+	}
+	
+	return 0;
+}
+
+
+int CGraphics_SDL::InitWindow()
+{
+	if(TryInit() == 0)
+		return 0;
+	
+	// try disabling fsaa
+	while(g_Config.m_GfxFsaaSamples)
+	{
+		g_Config.m_GfxFsaaSamples--;
+		
+		if(g_Config.m_GfxFsaaSamples)
+			dbg_msg("gfx", "lowering FSAA to %d and trying again", g_Config.m_GfxFsaaSamples);
+		else
+			dbg_msg("gfx", "disabling FSAA and trying again");
+
+		if(TryInit() == 0)
+			return 0;
+	}
+
+	// try lowering the resolution
+	if(g_Config.m_GfxScreenWidth != 640 || g_Config.m_GfxScreenHeight != 480)
+	{
+		dbg_msg("gfx", "setting resolution to 640x480 and trying again");
+		g_Config.m_GfxScreenWidth = 640;
+		g_Config.m_GfxScreenHeight = 480;
+
+		if(TryInit() == 0)
+			return 0;
+	}
+
+	dbg_msg("gfx", "out of ideas. failed to init graphics");
+					
+	return -1;		
+}
+
+
+CGraphics_SDL::CGraphics_SDL()
+{
+	m_pScreenSurface = 0;
+}
+
+bool CGraphics_SDL::Init()
+{
+	{
+		int Systems = SDL_INIT_VIDEO;
+		
+		if(g_Config.m_SndEnable)
+			Systems |= SDL_INIT_AUDIO;
+
+		if(g_Config.m_ClEventthread)
+			Systems |= SDL_INIT_EVENTTHREAD;
+		
+		if(SDL_Init(Systems) < 0)
+		{
+			dbg_msg("gfx", "unable to init SDL: %s", SDL_GetError());
+			return true;
+		}
+	}
+	
+	atexit(SDL_Quit); // ignore_convention
+
+	#ifdef CONF_FAMILY_WINDOWS
+		if(!getenv("SDL_VIDEO_WINDOW_POS") && !getenv("SDL_VIDEO_CENTERED")) // ignore_convention
+			putenv("SDL_VIDEO_WINDOW_POS=8,27"); // ignore_convention
+	#endif
+	
+	if(InitWindow() != 0)
+		return true;
+
+	SDL_ShowCursor(0);
+		
+	CGraphics_OpenGL::Init();
+	
+	MapScreen(0,0,g_Config.m_GfxScreenWidth, g_Config.m_GfxScreenHeight);
+	return false;
+}
+
+void CGraphics_SDL::Shutdown()
+{
+	// TODO: SDL, is this correct?
+	SDL_Quit();
+}
+
+void CGraphics_SDL::Minimize()
+{
+	SDL_WM_IconifyWindow();
+}
+
+void CGraphics_SDL::Maximize()
+{
+	// TODO: SDL
+}
+
+int CGraphics_SDL::WindowActive()
+{
+	return SDL_GetAppState()&SDL_APPINPUTFOCUS;
+}
+
+int CGraphics_SDL::WindowOpen()
+{
+	return SDL_GetAppState()&SDL_APPACTIVE;
+
+}
+
+void CGraphics_SDL::TakeScreenshot()
+{
+	m_DoScreenshot = true;
+}
+
+void CGraphics_SDL::Swap()
+{
+	if(m_DoScreenshot)
+	{
+		// find filename
+		char aFilename[128];
+		static int Index = 1;
+
+		for(; Index < 10000; Index++)
+		{
+			IOHANDLE io;
+			str_format(aFilename, sizeof(aFilename), "screenshots/screenshot%05d.png", Index);
+			io = m_pStorage->OpenFile(aFilename, IOFLAG_READ);
+			if(io)
+				io_close(io);
+			else
+				break;
+		}
+
+		ScreenshotDirect(aFilename);
+		m_DoScreenshot = false;
+	}
+	
+	SDL_GL_SwapBuffers();
+	
+	if(g_Config.m_GfxFinish)
+		glFinish();		
+}
+
+
+int CGraphics_SDL::GetVideoModes(CVideoMode *pModes, int MaxModes)
+{
+	int NumModes = sizeof(g_aFakeModes)/sizeof(CVideoMode);
+	SDL_Rect **ppModes;
+
+	if(g_Config.m_GfxDisplayAllModes)
+	{
+		int Count = sizeof(g_aFakeModes)/sizeof(CVideoMode);
+		mem_copy(pModes, g_aFakeModes, sizeof(g_aFakeModes));
+		if(MaxModes < Count)
+			Count = MaxModes;
+		return Count;
+	}
+	
+	// TODO: fix this code on osx or windows
+		
+	ppModes = SDL_ListModes(NULL, SDL_OPENGL|SDL_GL_DOUBLEBUFFER|SDL_FULLSCREEN);
+	if(ppModes == NULL)
+	{
+		// no modes
+		NumModes = 0;
+	}
+	else if(ppModes == (SDL_Rect**)-1)
+	{
+		// all modes
+	}
+	else
+	{
+		NumModes = 0;
+		for(int i = 0; ppModes[i]; ++i)
+		{
+			if(NumModes == MaxModes)
+				break;
+			pModes[NumModes].m_Width = ppModes[i]->w;
+			pModes[NumModes].m_Height = ppModes[i]->h;
+			pModes[NumModes].m_Red = 8;
+			pModes[NumModes].m_Green = 8;
+			pModes[NumModes].m_Blue = 8;
+			NumModes++;
+		}
+	}
+	
+	return NumModes;
+}
+
+extern IEngineGraphics *CreateEngineGraphics() { return new CGraphics_SDL(); }