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|
/* copyright (c) 2007 magnus auvinen, see licence.txt for more info */
#ifdef CONFIG_NO_SDL
#include <GL/glfw.h>
#else
#include <SDL/SDL.h>
#include <GL/gl.h>
#include <GL/glu.h>
#endif
#include <engine/external/pnglite/pnglite.h>
#include <base/system.h>
#include <engine/e_client_interface.h>
#include <engine/e_engine.h>
#include <engine/e_config.h>
#include <engine/e_keys.h>
#include <string.h>
#include <stdio.h>
#include <math.h>
#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 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;
#ifdef CONFIG_NO_SDL
#else
SDL_Surface *screen_surface;
#endif
#if 0
typedef struct { unsigned char r, g, b, a; } PIXEL;
static PIXEL *pixeltest_data = 0;
static PIXEL *pixeltest_tex = 0;
static int pixeltest_w = 64;
static int pixeltest_h = 64;
static int pixeltest_analysedata(int fault)
{
int x,y,c;
PIXEL *pp = pixeltest_data;
for(y = 0; y < pixeltest_h; y++)
for(x = 0; x < pixeltest_w; x++, pp++, c++)
{
PIXEL p = *pp;
if(p.r > fault)
return p.r;
}
return 0;
}
static void pixeltest_filltile(int id)
{
int x, y;
for(y = 0; y < 1024; y++)
for(x = 0; x < 1024; x++)
{
int this_id = (x/64) + (y/64)*16;
if(this_id == id)
{
if(x%64 == 0 || x%64 == 63 || y%64 == 0 || y%64 == 63)
{
pixeltest_tex[y*1024+x].r = 0;
pixeltest_tex[y*1024+x].g = 0;
pixeltest_tex[y*1024+x].b = 255;
pixeltest_tex[y*1024+x].a = 255;
}
else
{
pixeltest_tex[y*1024+x].r = 0;
pixeltest_tex[y*1024+x].g = 255;
pixeltest_tex[y*1024+x].b = 0;
pixeltest_tex[y*1024+x].a = 255;
}
}
else
{
pixeltest_tex[y*1024+x].r = 255;
pixeltest_tex[y*1024+x].g = 0;
pixeltest_tex[y*1024+x].b = 0;
pixeltest_tex[y*1024+x].a = 255;
}
}
}
static void pixeltest_dotesting()
{
int result, texture_id;
float start_tx=0;
float start_ty=0;
float end_tx=1;
float end_ty=1;
int tile_id = 8*16+3;
int t;
float frac = 0;
pixeltest_data = (PIXEL *)mem_alloc(pixeltest_w*(pixeltest_h)*4, 1);
pixeltest_tex = (PIXEL *)mem_alloc(1024*(1024)*4, 1);
/*pixeltest_filltile(0);*/
/*pixeltest_filltile(0xff);*/
dbg_msg("", "%f", 1.0f/1024.0f);
gfx_mapscreen(0,0,screen_width, screen_height);
/*
start = 0.5f/1024.0f;
end = 1.0f-(0.5f/1024.0f)
*/
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
for(t = 0; t < 256; t++)
{
/*t = 41;*/
pixeltest_filltile(tile_id);
texture_id = gfx_load_texture_raw(1024,1024,IMG_RGBA,pixeltest_tex,IMG_RGBA,TEXLOAD_NORESAMPLE);
glClearColor(0,0,0,0);
glClear(GL_COLOR_BUFFER_BIT);
gfx_texture_set(texture_id);
gfx_quads_begin();
/*
gfx_quads_setsubset(start_tx,start_ty,0.001f,0.001f);
gfx_quads_drawTL(pixeltest_w/2, pixeltest_h/2, pixeltest_w, pixeltest_h);
*/ /*0.000977*/
/*
gfx_quads_setsubset(0.999f,0.999f,end_tx,end_ty);
gfx_quads_drawTL(0,0,pixeltest_w/2, pixeltest_h/2);
*/
{
float tile_pixelsize = 1024/32.0f;
float scale = pixeltest_w*((t+1)/250.0f);
float final_tilesize = scale/(screen_width) * gfx_screenwidth();
float final_tilesize_scale = final_tilesize/tile_pixelsize;
/*float frac = (1.0f/texsize);// * (1/final_tilesize_scale);*/
float tx0 = 0.5f/1024.0f + (tile_id%16)*64.0f / (1024.0f) + frac;
float ty0 = 0.5f/1024.0f + (tile_id/16)*64.0f / (1024.0f) + frac;
float tx1 = 0.5f/1024.0f + (((tile_id%16) + 1)*64.0f-1) / (1024.0f) - frac;
float ty1 = 0.5f/1024.0f + (((tile_id/16) + 1)*64.0f-1) / (1024.0f) - frac;
dbg_msg("", "scale: %f %f", scale, final_tilesize_scale);
gfx_quads_setsubset(tx0,ty0,tx1,ty1);
/*gfx_quads_setsubset(0,0,1,1);*/
gfx_quads_drawTL(pixeltest_w/4+(t+1)/250.0f,pixeltest_h/4,pixeltest_w/2,pixeltest_w/2);
}
gfx_quads_end();
glReadPixels(0,screen_height-pixeltest_h, pixeltest_w, pixeltest_h, GL_RGBA, GL_UNSIGNED_BYTE, pixeltest_data);
result = pixeltest_analysedata(2);
if(result)
{
frac += 0.000001f;
dbg_msg("", "fail on %d with %d newfrac = %f", t, result, frac);
t--;
/*start_tx += 0.000001f; start_ty += 0.000001f;
dbg_msg("", "found stuff %f %f %d %f %f", start_tx, start_ty, result, 0.5f/1024, 0.5f/1024);
end_tx -= 0.000001f; end_ty -= 0.000001f;
dbg_msg("", "found stuff %f %d %f", end_tx, result, 1.0f-0.5f/1024);*/
}
/*else
dbg_msg("", "pass on %d", t);*/
glfwSwapBuffers();
glfwPollEvents();
if(glfwGetKey(KEY_ESC))
exit(1);
gfx_unload_texture(texture_id);
}
dbg_msg("", "frac=%f %f of a pixel", frac, frac/(1.0f/1024.0f));
exit(1);
}
#endif
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;
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 draw_line()
{
num_vertices += 2;
if((num_vertices + 2) >= vertex_buffer_size)
flush();
}
static void draw_quad()
{
num_vertices += 4;
if((num_vertices + 4) >= vertex_buffer_size)
flush();
}
#ifdef CONFIG_NO_SDL
static void screen_resize(int width, int height)
{
screen_width = width;
screen_height = height;
glViewport(0, 0, screen_width, screen_height);
}
#endif
int gfx_init()
{
int i;
screen_width = config.gfx_screen_width;
screen_height = config.gfx_screen_height;
if(config.dbg_stress)
{
screen_width = 320;
screen_height = 240;
}
#ifdef CONFIG_NO_SDL
glfwInit();
/* set antialiasing */
if(config.gfx_fsaa_samples)
glfwOpenWindowHint(GLFW_FSAA_SAMPLES, config.gfx_fsaa_samples);
/* set refresh rate */
if(config.gfx_refresh_rate)
glfwOpenWindowHint(GLFW_REFRESH_RATE, config.gfx_refresh_rate);
/* no resizing allowed */
if (!config.gfx_debug_resizable)
glfwOpenWindowHint(GLFW_WINDOW_NO_RESIZE, 1);
/* open window */
if(config.gfx_fullscreen)
{
int result = glfwOpenWindow(screen_width, screen_height, 8, 8, 8, config.gfx_alphabits, 24, 0, GLFW_FULLSCREEN);
if(result != GL_TRUE)
{
dbg_msg("game", "failed to create gl context");
return 0;
}
}
else
{
int result = glfwOpenWindow(screen_width, screen_height, 0, 0, 0, config.gfx_alphabits, 24, 0, GLFW_WINDOW);
if(result != GL_TRUE)
{
dbg_msg("game", "failed to create gl context");
return 0;
}
}
glfwSetWindowSizeCallback(screen_resize);
glGetIntegerv(GL_ALPHA_BITS, &i);
dbg_msg("gfx", "alphabits = %d", i);
glGetIntegerv(GL_DEPTH_BITS, &i);
dbg_msg("gfx", "depthbits = %d", i);
glGetIntegerv(GL_STENCIL_BITS, &i);
dbg_msg("gfx", "stencilbits = %d", i);
glfwSetWindowTitle("Teeworlds");
/* We don't want to see the window when we run the stress testing */
if(config.dbg_stress)
glfwIconifyWindow();
#else
if(SDL_Init(SDL_INIT_AUDIO|SDL_INIT_VIDEO) < 0)
{
dbg_msg("gfx", "Unable to init SDL: %s\n", SDL_GetError());
return -1;
}
atexit(SDL_Quit);
{
const SDL_VideoInfo *info;
int flags = SDL_OPENGL;
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);
}
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\n", SDL_GetError());
return -1;
}
}
SDL_ShowCursor(0);
#endif
/* 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());*/
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);
gfx_mask_op(MASK_NONE, 0);
/*glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);*/
/* 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;
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(); */
/* set vsync as needed */
gfx_set_vsync(config.gfx_vsync);
return 1;
}
float gfx_screenaspect()
{
return gfx_screenwidth()/(float)gfx_screenheight();
}
void gfx_clear_mask(int fill)
{
int i;
glGetIntegerv(GL_DEPTH_WRITEMASK, &i);
glDepthMask(GL_TRUE);
glClearDepth(0.0f);
glClear(GL_DEPTH_BUFFER_BIT);
glDepthMask(i);
}
void gfx_mask_op(int mask, int write)
{
glEnable(GL_DEPTH_TEST);
if(write)
glDepthMask(GL_TRUE);
else
glDepthMask(GL_FALSE);
if(mask == MASK_NONE)
glDepthFunc(GL_ALWAYS);
else if(mask == MASK_SET)
glDepthFunc(GL_LEQUAL);
else if(mask == MASK_ZERO)
glDepthFunc(GL_NOTEQUAL);
}
int gfx_window_active()
{
#ifdef CONFIG_NO_SDL
return glfwGetWindowParam(GLFW_ACTIVE) == GL_TRUE ? 1 : 0;
#else
return 1; /* TODO: SDL*/
#endif
}
int gfx_window_open()
{
#ifdef CONFIG_NO_SDL
return glfwGetWindowParam(GLFW_OPENED) == GL_TRUE ? 1 : 0;
#else
return 1; /* TODO: SDL*/
#endif
}
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)
{
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;
}
#ifdef CONFIG_NO_SDL
return glfwGetVideoModes((GLFWvidmode *)list, maxcount);
#else
{
/* TODO: fix this code on osx or windows */
int num_modes = 0;
SDL_Rect **modes;
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*/
#endif
}
void gfx_set_vsync(int val)
{
#ifdef CONFIG_NO_SDL
glfwSwapInterval(val);
#else
/* TODO: SDL*/
#endif
}
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()
{
glDisable(GL_BLEND);
}
void gfx_blend_normal()
{
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
void gfx_blend_additive()
{
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)
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)
{
unsigned char *buffer;
png_t png;
/* open file for reading */
png_init(0,0);
if(png_open_file(&png, filename) != PNG_NO_ERROR)
{
dbg_msg("game/png", "failed to open file. filename='%s'", filename);
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'", filename);
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);
#ifdef CONFIG_NO_SDL
glfwCloseWindow();
glfwTerminate();
#else
/* TODO: SDL, is this correct? */
SDL_Quit();
#endif
}
void gfx_screenshot()
{
do_screenshot = 1;
}
static int64 next_frame = 0;
static int record = 0;
void gfx_swap()
{
if(record)
{
int w = screen_width;
int h = screen_height;
unsigned char *pixel_data = (unsigned char *)mem_alloc(w*(h+1)*3, 1);
/*unsigned char *temp_row = pixel_data+w*h*3;*/
glReadPixels(0,0, w, h, GL_RGB, GL_UNSIGNED_BYTE, pixel_data);
{
IOHANDLE io;
char filename[128];
char header[18] = {0};
sprintf(filename, "capture/frame%04d.tga", record);
record++;
io = io_open(filename, IOFLAG_WRITE);
header[2] = 2; /* rgb */
header[12] = w&255; /* width */
header[13] = w>>8;
header[14] = h&255; /* height */
header[15] = h>>8;
header[16] = 24;
io_write(io, header, sizeof(header));
io_write(io, pixel_data, w*h*3);
io_close(io);
}
/* clean up */
mem_free(pixel_data);
if(next_frame)
next_frame += time_freq()/30;
else
next_frame = time_get() + time_freq()/30;
while(time_get() < next_frame)
(void)0;
}
if(do_screenshot)
{
/* find filename */
char wholepath[1024];
char filename[128];
static int index = 1;
for(; index < 1000; index++)
{
IOHANDLE io;
sprintf(filename, "screenshots/screenshot%04d.png", index);
engine_savepath(filename, wholepath, sizeof(wholepath));
io = io_open(wholepath, 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);
#ifdef CONFIG_NO_SDL
glfwSwapBuffers();
#else
SDL_GL_SwapBuffers();
#endif
perf_end();
}
if(render_enable && config.gfx_finish)
glFinish();
#ifdef CONFIG_NO_SDL
{
static PERFORMACE_INFO pscope = {"glfwPollEvents", 0};
perf_start(&pscope);
glfwPollEvents();
perf_end();
}
#else
#endif
}
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(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)
{
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;
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_setoffset(float x, float y)
{
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(x, y, 0);
}
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[0].v = tl_v;
texture[1].u = br_u;
texture[1].v = tl_v;
texture[2].u = br_u;
texture[2].v = br_v;
texture[3].u = tl_u;
texture[3].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);
draw_quad();
}
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];
draw_quad();
}
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();
}
static int word_length(const char *text)
{
int s = 1;
while(1)
{
if(*text == 0)
return s-1;
if(*text == '\n' || *text == '\t' || *text == ' ')
return s;
text++;
s++;
}
}
static float text_r=1;
static float text_g=1;
static float text_b=1;
static float text_a=1;
static FONT_SET *default_font_set = 0;
void gfx_text_set_default_font(void *font)
{
default_font_set = (FONT_SET *)font;
}
void gfx_text_set_cursor(TEXT_CURSOR *cursor, float x, float y, float font_size, int flags)
{
mem_zero(cursor, sizeof(*cursor));
cursor->font_size = font_size;
cursor->start_x = x;
cursor->start_y = y;
cursor->x = x;
cursor->y = y;
cursor->line_count = 1;
cursor->line_width = -1;
cursor->flags = flags;
cursor->charcount = 0;
}
void gfx_text_ex(TEXT_CURSOR *cursor, const char *text, int length)
{
FONT_SET *font_set = cursor->font_set;
float fake_to_screen_x = (screen_width/(screen_x1-screen_x0));
float fake_to_screen_y = (screen_height/(screen_y1-screen_y0));
FONT *font;
int actual_size;
int i;
float draw_x, draw_y;
const char *end;
float size = cursor->font_size;
/* to correct coords, convert to screen coords, round, and convert back */
int actual_x = cursor->x * fake_to_screen_x;
int actual_y = cursor->y * fake_to_screen_y;
cursor->x = actual_x / fake_to_screen_x;
cursor->y = actual_y / fake_to_screen_y;
/* same with size */
actual_size = size * fake_to_screen_y;
size = actual_size / fake_to_screen_y;
if(!font_set)
font_set = default_font_set;
font = font_set_pick(font_set, actual_size);
if (length < 0)
length = strlen(text);
end = text + length;
/* if we don't want to render, we can just skip the first outline pass */
i = 1;
if(cursor->flags&TEXTFLAG_RENDER)
i = 0;
for(;i < 2; i++)
{
const unsigned char *current = (unsigned char *)text;
int to_render = length;
draw_x = cursor->x;
draw_y = cursor->y;
if(cursor->flags&TEXTFLAG_RENDER)
{
if (i == 0)
gfx_texture_set(font->outline_texture);
else
gfx_texture_set(font->text_texture);
gfx_quads_begin();
if (i == 0)
gfx_setcolor(0.0f, 0.0f, 0.0f, 0.3f*text_a);
else
gfx_setcolor(text_r, text_g, text_b, text_a);
}
while(to_render > 0)
{
int new_line = 0;
int this_batch = to_render;
if(cursor->line_width > 0 && !(cursor->flags&TEXTFLAG_STOP_AT_END))
{
int wlen = word_length((char *)current);
TEXT_CURSOR compare = *cursor;
compare.x = draw_x;
compare.y = draw_y;
compare.flags &= ~TEXTFLAG_RENDER;
compare.line_width = -1;
gfx_text_ex(&compare, text, wlen);
if(compare.x-draw_x > cursor->line_width)
{
/* word can't be fitted in one line, cut it */
TEXT_CURSOR cutter = *cursor;
cutter.charcount = 0;
cutter.x = draw_x;
cutter.y = draw_y;
cutter.flags &= ~TEXTFLAG_RENDER;
cutter.flags |= TEXTFLAG_STOP_AT_END;
gfx_text_ex(&cutter, (const char *)current, wlen);
wlen = cutter.charcount;
new_line = 1;
if(wlen <= 3) /* if we can't place 3 chars of the word on this line, take the next */
wlen = 0;
}
else if(compare.x-cursor->start_x > cursor->line_width)
{
new_line = 1;
wlen = 0;
}
this_batch = wlen;
}
if((const char *)current+this_batch > end)
this_batch = (const char *)end-(const char *)current;
to_render -= this_batch;
while(this_batch-- > 0)
{
float tex_x0, tex_y0, tex_x1, tex_y1;
float width, height;
float x_offset, y_offset, x_advance;
float advance;
if(*current == '\n')
{
draw_x = cursor->start_x;
draw_y += size;
draw_x = (int)(draw_x * fake_to_screen_x) / fake_to_screen_x; /* realign */
draw_y = (int)(draw_y * fake_to_screen_y) / fake_to_screen_y;
current++;
continue;
}
font_character_info(font, *current, &tex_x0, &tex_y0, &tex_x1, &tex_y1, &width, &height, &x_offset, &y_offset, &x_advance);
if(cursor->flags&TEXTFLAG_RENDER)
{
gfx_quads_setsubset(tex_x0, tex_y0, tex_x1, tex_y1);
gfx_quads_drawTL(draw_x+x_offset*size, draw_y+y_offset*size, width*size, height*size);
}
advance = x_advance + font_kerning(font, *current, *(current+1));
if(cursor->flags&TEXTFLAG_STOP_AT_END && draw_x+advance*size-cursor->start_x > cursor->line_width)
{
/* we hit the end of the line, no more to render or count */
to_render = 0;
break;
}
draw_x += advance*size;
cursor->charcount++;
current++;
}
if(new_line)
{
draw_x = cursor->start_x;
draw_y += size;
draw_x = (int)(draw_x * fake_to_screen_x) / fake_to_screen_x; /* realign */
draw_y = (int)(draw_y * fake_to_screen_y) / fake_to_screen_y;
}
}
if(cursor->flags&TEXTFLAG_RENDER)
gfx_quads_end();
}
cursor->x = draw_x;
cursor->y = draw_y;
}
void gfx_text(void *font_set_v, float x, float y, float size, const char *text, int max_width)
{
TEXT_CURSOR cursor;
gfx_text_set_cursor(&cursor, x, y, size, TEXTFLAG_RENDER);
cursor.line_width = max_width;
gfx_text_ex(&cursor, text, -1);
}
float gfx_text_width(void *font_set_v, float size, const char *text, int length)
{
TEXT_CURSOR cursor;
gfx_text_set_cursor(&cursor, 0, 0, size, 0);
gfx_text_ex(&cursor, text, length);
return cursor.x;
}
void gfx_text_color(float r, float g, float b, float a)
{
text_r = r;
text_g = g;
text_b = b;
text_a = a;
}
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];
draw_line();
}
void gfx_clip_enable(int x, int y, int w, int h)
{
glScissor(x, gfx_screenheight()-(y+h), w, h);
glEnable(GL_SCISSOR_TEST);
}
void gfx_clip_disable()
{
glDisable(GL_SCISSOR_TEST);
}
void gfx_minimize()
{
#ifdef CONFIG_NO_SDL
glfwIconifyWindow();
#else
#endif
}
void gfx_maximize()
{
#ifdef CONFIG_NO_SDL
glfwRestoreWindow();
#else
#endif
}
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