/* copyright (c) 2007 magnus auvinen, see licence.txt for more info */
#include
#include "SDL.h"
#ifdef CONF_FAMILY_WINDOWS
#define WIN32_LEAN_AND_MEAN
#include
#endif
#ifdef CONF_PLATFORM_MACOSX
#include
#include
#else
#include
#include
#endif
#include
#include
#include
#include
#include
#include
#include
#include
#include
#include "ec_font.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
enum
{
DRAWING_QUADS=1,
DRAWING_LINES=2
};
/* */
typedef struct { float x, y, z; } VEC3;
typedef struct { float u, v; } TEXCOORD;
typedef struct { float r, g, b, a; } COLOR;
typedef struct
{
VEC3 pos;
TEXCOORD tex;
COLOR color;
} VERTEX;
const int vertex_buffer_size = 32*1024;
static VERTEX *vertices = 0;
static int num_vertices = 0;
static int no_gfx = 0;
static COLOR color[4];
static TEXCOORD texture[4];
static int do_screenshot = 0;
static int render_enable = 1;
static int screen_width = -1;
static int screen_height = -1;
static float rotation = 0;
static int drawing = 0;
static float screen_x0 = 0;
static float screen_y0 = 0;
static float screen_x1 = 0;
static float screen_y1 = 0;
typedef struct
{
GLuint tex;
int memsize;
int flags;
int next;
} TEXTURE;
enum
{
MAX_TEXTURES = 1024*4
};
static TEXTURE textures[MAX_TEXTURES];
static int first_free_texture;
static int memory_usage = 0;
static SDL_Surface *screen_surface;
static const unsigned char null_texture_data[] = {
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,
};
static void flush()
{
if(num_vertices == 0)
return;
if(no_gfx)
{
num_vertices = 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(VERTEX),
(char*)vertices);
glTexCoordPointer(2, GL_FLOAT,
sizeof(VERTEX),
(char*)vertices + sizeof(float)*3);
glColorPointer(4, GL_FLOAT,
sizeof(VERTEX),
(char*)vertices + sizeof(float)*5);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
if(render_enable)
{
if(drawing == DRAWING_QUADS)
glDrawArrays(GL_QUADS, 0, num_vertices);
else if(drawing == DRAWING_LINES)
glDrawArrays(GL_LINES, 0, num_vertices);
}
/* Reset pointer */
num_vertices = 0;
}
static void add_vertices(int count)
{
num_vertices += count;
if((num_vertices + count) >= vertex_buffer_size)
flush();
}
static int try_init()
{
const SDL_VideoInfo *info;
int flags = SDL_OPENGL;
screen_width = config.gfx_screen_width;
screen_height = config.gfx_screen_height;
info = SDL_GetVideoInfo();
/* set flags */
flags = SDL_OPENGL;
flags |= SDL_GL_DOUBLEBUFFER;
flags |= SDL_HWPALETTE;
flags |= SDL_RESIZABLE;
if(info->hw_available)
flags |= SDL_HWSURFACE;
else
flags |= SDL_SWSURFACE;
if(info->blit_hw)
flags |= SDL_HWACCEL;
if(config.gfx_fullscreen)
flags |= SDL_FULLSCREEN;
/* set gl attributes */
if(config.gfx_fsaa_samples)
{
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1);
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, config.gfx_fsaa_samples);
}
else
{
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 0);
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 0);
}
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
/* set caption */
SDL_WM_SetCaption("Teeworlds", "Teeworlds");
/* create window */
screen_surface = SDL_SetVideoMode(screen_width, screen_height, 0, flags);
if(screen_surface == NULL)
{
dbg_msg("gfx", "unable to set video mode: %s", SDL_GetError());
return -1;
}
return 0;
}
int gfx_init()
{
int i;
if(config.dbg_stress)
no_gfx = 1;
if(SDL_Init(SDL_INIT_AUDIO|SDL_INIT_VIDEO) < 0)
{
dbg_msg("gfx", "unable to init SDL: %s", SDL_GetError());
return -1;
}
atexit(SDL_Quit);
if(!no_gfx)
{
do
{
if(try_init() == 0)
break;
/* try disabling fsaa */
if(config.gfx_fsaa_samples)
{
dbg_msg("gfx", "disabling FSAA and trying again");
config.gfx_fsaa_samples = 0;
if(try_init() == 0)
break;
}
/* try lowering the resolution */
if(config.gfx_screen_width != 640 || config.gfx_screen_height != 480)
{
dbg_msg("gfx", "setting resolution to 640x480 and trying again");
config.gfx_screen_width = 640;
config.gfx_screen_height = 480;
if(try_init() == 0)
break;
}
dbg_msg("gfx", "out of ideas. failed to init graphics");
return -1;
} while(0);
}
/* Init vertices */
if (vertices)
mem_free(vertices);
vertices = (VERTEX*)mem_alloc(sizeof(VERTEX) * vertex_buffer_size, 1);
num_vertices = 0;
/*
dbg_msg("gfx", "OpenGL version %d.%d.%d", context.version_major(),
context.version_minor(),
context.version_rev());*/
/* Set all z to -5.0f */
for (i = 0; i < vertex_buffer_size; i++)
vertices[i].pos.z = -5.0f;
/* init textures */
first_free_texture = 0;
for(i = 0; i < MAX_TEXTURES; i++)
textures[i].next = i+1;
textures[MAX_TEXTURES-1].next = -1;
if(!no_gfx)
{
SDL_ShowCursor(0);
gfx_mapscreen(0,0,config.gfx_screen_width, config.gfx_screen_height);
/* 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);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
}
/* init input */
inp_init();
/* create null texture, will get id=0 */
gfx_load_texture_raw(4,4,IMG_RGBA,null_texture_data,IMG_RGBA,TEXLOAD_NORESAMPLE);
/* perform some tests */
/* pixeltest_dotesting(); */
/*if(config.dbg_stress)
gfx_minimize();*/
/* set vsync as needed */
gfx_set_vsync(config.gfx_vsync);
return 1;
}
float gfx_screenaspect()
{
return gfx_screenwidth()/(float)gfx_screenheight();
}
int gfx_window_active()
{
return SDL_GetAppState()&SDL_APPINPUTFOCUS;
}
int gfx_window_open()
{
return SDL_GetAppState()&SDL_APPACTIVE;
}
VIDEO_MODE fakemodes[] = {
{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}
};
int gfx_get_video_modes(VIDEO_MODE *list, int maxcount)
{
int num_modes = 0;
SDL_Rect **modes;
if(config.gfx_display_all_modes)
{
int count = sizeof(fakemodes)/sizeof(VIDEO_MODE);
mem_copy(list, fakemodes, sizeof(fakemodes));
if(maxcount < count)
count = maxcount;
return count;
}
/* TODO: fix this code on osx or windows */
modes = SDL_ListModes(NULL, SDL_OPENGL|SDL_GL_DOUBLEBUFFER|SDL_FULLSCREEN);
if(modes == NULL)
{
/* no modes */
}
else if(modes == (SDL_Rect**)-1)
{
/* all modes */
}
else
{
int i;
for(i = 0; modes[i]; ++i)
{
if(num_modes == maxcount)
break;
list[num_modes].width = modes[i]->w;
list[num_modes].height = modes[i]->h;
list[num_modes].red = 8;
list[num_modes].green = 8;
list[num_modes].blue = 8;
num_modes++;
}
}
return 1; /* TODO: SDL*/
}
void gfx_set_vsync(int val)
{
/* TODO: SDL*/
}
int gfx_unload_texture(int index)
{
if(index < 0)
return 0;
glDeleteTextures(1, &textures[index].tex);
textures[index].next = first_free_texture;
memory_usage -= textures[index].memsize;
first_free_texture = index;
return 0;
}
void gfx_blend_none()
{
if(no_gfx) return;
glDisable(GL_BLEND);
}
void gfx_blend_normal()
{
if(no_gfx) return;
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
void gfx_blend_additive()
{
if(no_gfx) return;
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
}
int gfx_memory_usage() { return memory_usage; }
static unsigned char sample(int w, int h, const unsigned char *data, int u, int v, int offset)
{
return (data[(v*w+u)*4+offset]+
data[(v*w+u+1)*4+offset]+
data[((v+1)*w+u)*4+offset]+
data[((v+1)*w+u+1)*4+offset])/4;
}
int gfx_load_texture_raw(int w, int h, int format, const void *data, int store_format, int flags)
{
int mipmap = 1;
unsigned char *texdata = (unsigned char *)data;
unsigned char *tmpdata = 0;
int oglformat = 0;
int store_oglformat = 0;
int tex = 0;
/* don't waste memory on texture if we are stress testing */
if(config.dbg_stress || no_gfx)
return -1;
/* grab texture */
tex = first_free_texture;
first_free_texture = textures[tex].next;
textures[tex].next = -1;
/* resample if needed */
if(!(flags&TEXLOAD_NORESAMPLE) && config.gfx_texture_quality==0)
{
if(w > 16 && h > 16 && format == IMG_RGBA)
{
unsigned char *tmpdata;
int c = 0;
int x, y;
tmpdata = (unsigned char *)mem_alloc(w*h*4, 1);
w/=2;
h/=2;
for(y = 0; y < h; y++)
for(x = 0; x < w; x++, c++)
{
tmpdata[c*4] = sample(w*2, h*2, texdata, x*2,y*2, 0);
tmpdata[c*4+1] = sample(w*2, h*2, texdata, x*2,y*2, 1);
tmpdata[c*4+2] = sample(w*2, h*2, texdata, x*2,y*2, 2);
tmpdata[c*4+3] = sample(w*2, h*2, texdata, x*2,y*2, 3);
}
texdata = tmpdata;
}
}
oglformat = GL_RGBA;
if(format == IMG_RGB)
oglformat = GL_RGB;
else if(format == IMG_ALPHA)
oglformat = GL_ALPHA;
/* upload texture */
if(config.gfx_texture_compression)
{
store_oglformat = GL_COMPRESSED_RGBA_ARB;
if(store_format == IMG_RGB)
store_oglformat = GL_COMPRESSED_RGB_ARB;
else if(store_format == IMG_ALPHA)
store_oglformat = GL_COMPRESSED_ALPHA_ARB;
}
else
{
store_oglformat = GL_RGBA;
if(store_format == IMG_RGB)
store_oglformat = GL_RGB;
else if(store_format == IMG_ALPHA)
store_oglformat = GL_ALPHA;
}
glGenTextures(1, &textures[tex].tex);
glBindTexture(GL_TEXTURE_2D, textures[tex].tex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
gluBuild2DMipmaps(GL_TEXTURE_2D, store_oglformat, w, h, oglformat, GL_UNSIGNED_BYTE, texdata);
/* calculate memory usage */
{
int pixel_size = 4;
if(store_format == IMG_RGB)
pixel_size = 3;
else if(store_format == IMG_ALPHA)
pixel_size = 1;
textures[tex].memsize = w*h*pixel_size;
if(mipmap)
{
while(w > 2 && h > 2)
{
w>>=1;
h>>=1;
textures[tex].memsize += w*h*pixel_size;
}
}
}
memory_usage += textures[tex].memsize;
mem_free(tmpdata);
return tex;
}
/* simple uncompressed RGBA loaders */
int gfx_load_texture(const char *filename, int store_format, int flags)
{
int l = strlen(filename);
int id;
IMAGE_INFO img;
if(l < 3)
return 0;
if(gfx_load_png(&img, filename))
{
if (store_format == IMG_AUTO)
store_format = img.format;
id = gfx_load_texture_raw(img.width, img.height, img.format, img.data, store_format, flags);
mem_free(img.data);
return id;
}
return 0;
}
int gfx_load_png(IMAGE_INFO *img, const char *filename)
{
char completefilename[512];
unsigned char *buffer;
png_t png;
/* open file for reading */
png_init(0,0);
engine_getpath(completefilename, sizeof(completefilename), filename, IOFLAG_READ);
if(png_open_file(&png, completefilename) != PNG_NO_ERROR)
{
dbg_msg("game/png", "failed to open file. filename='%s'", completefilename);
return 0;
}
if(png.depth != 8 || (png.color_type != PNG_TRUECOLOR && png.color_type != PNG_TRUECOLOR_ALPHA))
{
dbg_msg("game/png", "invalid format. filename='%s'", completefilename);
png_close_file(&png);
return 0;
}
buffer = (unsigned char *)mem_alloc(png.width * png.height * png.bpp, 1);
png_get_data(&png, buffer);
png_close_file(&png);
img->width = png.width;
img->height = png.height;
if(png.color_type == PNG_TRUECOLOR)
img->format = IMG_RGB;
else if(png.color_type == PNG_TRUECOLOR_ALPHA)
img->format = IMG_RGBA;
img->data = buffer;
return 1;
}
void gfx_shutdown()
{
if (vertices)
mem_free(vertices);
/* TODO: SDL, is this correct? */
SDL_Quit();
}
void gfx_screenshot()
{
do_screenshot = 1;
}
void gfx_swap()
{
if(do_screenshot)
{
/* find filename */
char filename[128];
static int index = 1;
for(; index < 1000; index++)
{
IOHANDLE io;
str_format(filename, sizeof(filename), "screenshots/screenshot%04d.png", index);
io = engine_openfile(filename, IOFLAG_READ);
if(io)
io_close(io);
else
break;
}
gfx_screenshot_direct(filename);
do_screenshot = 0;
}
{
static PERFORMACE_INFO pscope = {"glfwSwapBuffers", 0};
perf_start(&pscope);
SDL_GL_SwapBuffers();
perf_end();
}
if(render_enable && config.gfx_finish)
glFinish();
}
void gfx_screenshot_direct(const char *filename)
{
/* fetch image data */
int y;
int w = screen_width;
int h = screen_height;
unsigned char *pixel_data = (unsigned char *)mem_alloc(w*(h+1)*4, 1);
unsigned char *temp_row = pixel_data+w*h*4;
glReadPixels(0,0, w, h, GL_RGBA, GL_UNSIGNED_BYTE, pixel_data);
/* flip the pixel because opengl works from bottom left corner */
for(y = 0; y < h/2; y++)
{
mem_copy(temp_row, pixel_data+y*w*4, w*4);
mem_copy(pixel_data+y*w*4, pixel_data+(h-y-1)*w*4, w*4);
mem_copy(pixel_data+(h-y-1)*w*4, temp_row,w*4);
}
/* find filename */
{
char wholepath[1024];
png_t png;
engine_savepath(filename, wholepath, sizeof(wholepath));
/* save png */
dbg_msg("client", "saved screenshot to '%s'", wholepath);
png_open_file_write(&png, wholepath);
png_set_data(&png, w, h, 8, PNG_TRUECOLOR_ALPHA, (unsigned char *)pixel_data);
png_close_file(&png);
}
/* clean up */
mem_free(pixel_data);
}
int gfx_screenwidth()
{
return screen_width;
}
int gfx_screenheight()
{
return screen_height;
}
void gfx_texture_set(int slot)
{
dbg_assert(drawing == 0, "called gfx_texture_set within begin");
if(no_gfx) return;
if(slot == -1)
glDisable(GL_TEXTURE_2D);
else
{
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, textures[slot].tex);
}
}
void gfx_clear(float r, float g, float b)
{
if(no_gfx) return;
glClearColor(r,g,b,0.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
void gfx_mapscreen(float tl_x, float tl_y, float br_x, float br_y)
{
screen_x0 = tl_x;
screen_y0 = tl_y;
screen_x1 = br_x;
screen_y1 = br_y;
if(no_gfx) return;
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(tl_x, br_x, br_y, tl_y, 1.0f, 10.f);
}
void gfx_getscreen(float *tl_x, float *tl_y, float *br_x, float *br_y)
{
*tl_x = screen_x0;
*tl_y = screen_y0;
*br_x = screen_x1;
*br_y = screen_y1;
}
void gfx_quads_begin()
{
dbg_assert(drawing == 0, "called quads_begin twice");
drawing = DRAWING_QUADS;
gfx_quads_setsubset(0,0,1,1);
gfx_quads_setrotation(0);
gfx_setcolor(1,1,1,1);
}
void gfx_quads_end()
{
dbg_assert(drawing == DRAWING_QUADS, "called quads_end without begin");
flush();
drawing = 0;
}
void gfx_quads_setrotation(float angle)
{
dbg_assert(drawing == DRAWING_QUADS, "called gfx_quads_setrotation without begin");
rotation = angle;
}
void gfx_setcolorvertex(int i, float r, float g, float b, float a)
{
dbg_assert(drawing != 0, "called gfx_quads_setcolorvertex without begin");
color[i].r = r;
color[i].g = g;
color[i].b = b;
color[i].a = a;
}
void gfx_setcolor(float r, float g, float b, float a)
{
dbg_assert(drawing != 0, "called gfx_quads_setcolor without begin");
gfx_setcolorvertex(0, r, g, b, a);
gfx_setcolorvertex(1, r, g, b, a);
gfx_setcolorvertex(2, r, g, b, a);
gfx_setcolorvertex(3, r, g, b, a);
}
void gfx_quads_setsubset(float tl_u, float tl_v, float br_u, float br_v)
{
dbg_assert(drawing == DRAWING_QUADS, "called gfx_quads_setsubset without begin");
texture[0].u = tl_u; texture[1].u = br_u;
texture[0].v = tl_v; texture[1].v = tl_v;
texture[3].u = tl_u; texture[2].u = br_u;
texture[3].v = br_v; texture[2].v = br_v;
}
void gfx_quads_setsubset_free(
float x0, float y0, float x1, float y1,
float x2, float y2, float x3, float y3)
{
texture[0].u = x0; texture[0].v = y0;
texture[1].u = x1; texture[1].v = y1;
texture[2].u = x2; texture[2].v = y2;
texture[3].u = x3; texture[3].v = y3;
}
static void rotate(VEC3 *center, VEC3 *point)
{
float x = point->x - center->x;
float y = point->y - center->y;
point->x = x * cosf(rotation) - y * sinf(rotation) + center->x;
point->y = x * sinf(rotation) + y * cosf(rotation) + center->y;
}
void gfx_quads_draw(float x, float y, float w, float h)
{
gfx_quads_drawTL(x-w/2, y-h/2,w,h);
}
void gfx_quads_drawTL(float x, float y, float width, float height)
{
VEC3 center;
dbg_assert(drawing == DRAWING_QUADS, "called quads_draw without begin");
center.x = x + width/2;
center.y = y + height/2;
center.z = 0;
vertices[num_vertices].pos.x = x;
vertices[num_vertices].pos.y = y;
vertices[num_vertices].tex = texture[0];
vertices[num_vertices].color = color[0];
rotate(¢er, &vertices[num_vertices].pos);
vertices[num_vertices + 1].pos.x = x+width;
vertices[num_vertices + 1].pos.y = y;
vertices[num_vertices + 1].tex = texture[1];
vertices[num_vertices + 1].color = color[1];
rotate(¢er, &vertices[num_vertices + 1].pos);
vertices[num_vertices + 2].pos.x = x + width;
vertices[num_vertices + 2].pos.y = y+height;
vertices[num_vertices + 2].tex = texture[2];
vertices[num_vertices + 2].color = color[2];
rotate(¢er, &vertices[num_vertices + 2].pos);
vertices[num_vertices + 3].pos.x = x;
vertices[num_vertices + 3].pos.y = y+height;
vertices[num_vertices + 3].tex = texture[3];
vertices[num_vertices + 3].color = color[3];
rotate(¢er, &vertices[num_vertices + 3].pos);
add_vertices(4);
}
void gfx_quads_draw_freeform(
float x0, float y0, float x1, float y1,
float x2, float y2, float x3, float y3)
{
dbg_assert(drawing == DRAWING_QUADS, "called quads_draw_freeform without begin");
vertices[num_vertices].pos.x = x0;
vertices[num_vertices].pos.y = y0;
vertices[num_vertices].tex = texture[0];
vertices[num_vertices].color = color[0];
vertices[num_vertices + 1].pos.x = x1;
vertices[num_vertices + 1].pos.y = y1;
vertices[num_vertices + 1].tex = texture[1];
vertices[num_vertices + 1].color = color[1];
vertices[num_vertices + 2].pos.x = x3;
vertices[num_vertices + 2].pos.y = y3;
vertices[num_vertices + 2].tex = texture[3];
vertices[num_vertices + 2].color = color[3];
vertices[num_vertices + 3].pos.x = x2;
vertices[num_vertices + 3].pos.y = y2;
vertices[num_vertices + 3].tex = texture[2];
vertices[num_vertices + 3].color = color[2];
add_vertices(4);
}
void gfx_quads_text(float x, float y, float size, const char *text)
{
float startx = x;
gfx_quads_begin();
while(*text)
{
char c = *text;
text++;
if(c == '\n')
{
x = startx;
y += size;
}
else
{
gfx_quads_setsubset(
(c%16)/16.0f,
(c/16)/16.0f,
(c%16)/16.0f+1.0f/16.0f,
(c/16)/16.0f+1.0f/16.0f);
gfx_quads_drawTL(x,y,size,size);
x += size/2;
}
}
gfx_quads_end();
}
void gfx_lines_begin()
{
dbg_assert(drawing == 0, "called begin twice");
drawing = DRAWING_LINES;
gfx_setcolor(1,1,1,1);
}
void gfx_lines_end()
{
dbg_assert(drawing == DRAWING_LINES, "called end without begin");
flush();
drawing = 0;
}
void gfx_lines_draw(float x0, float y0, float x1, float y1)
{
dbg_assert(drawing == DRAWING_LINES, "called draw without begin");
vertices[num_vertices].pos.x = x0;
vertices[num_vertices].pos.y = y0;
vertices[num_vertices].tex = texture[0];
vertices[num_vertices].color = color[0];
vertices[num_vertices + 1].pos.x = x1;
vertices[num_vertices + 1].pos.y = y1;
vertices[num_vertices + 1].tex = texture[1];
vertices[num_vertices + 1].color = color[1];
add_vertices(2);
}
void gfx_clip_enable(int x, int y, int w, int h)
{
if(no_gfx) return;
glScissor(x, gfx_screenheight()-(y+h), w, h);
glEnable(GL_SCISSOR_TEST);
}
void gfx_clip_disable()
{
if(no_gfx) return;
glDisable(GL_SCISSOR_TEST);
}
void gfx_minimize()
{
SDL_WM_IconifyWindow();
}
void gfx_maximize()
{
/* TODO: SDL */
}