/*
* File: tilebuf.cc
* Summary: Vertex buffer implementaions
*
* Created by: ennewalker on Sat Jan 5 01:33:53 2008 UTC
*/
#include "AppHdr.h"
#ifdef USE_TILE
#include "tilebuf.h"
#include "tilefont.h"
#include "tilesdl.h"
#include <SDL.h>
#include <SDL_opengl.h>
/////////////////////////////////////////////////////////////////////////////
// VColour
VColour VColour::white(255, 255, 255, 255);
VColour VColour::black(0, 0, 0, 255);
VColour VColour::transparent(0, 0, 0, 0);
/////////////////////////////////////////////////////////////////////////////
// VertBuffer
#ifdef DEBUG
static bool _valid(int num_verts, int prim)
{
switch (prim)
{
case GL_QUADS:
return (num_verts % 4 == 0);
case GL_TRIANGLES:
return (num_verts % 3 == 0);
case GL_LINES:
return (num_verts % 2 == 0);
case GL_POINTS:
return (true);
default:
return (false);
}
}
#endif
template<>
void VertBuffer<PTVert>::draw() const
{
if (size() == 0)
return;
ASSERT(_valid(size(), m_prim));
ASSERT(m_tex);
GLState state;
state.array_vertex = true;
state.array_texcoord = true;
state.blend = true;
state.texture = true;
GLStateManager::set(state);
m_tex->bind();
glVertexPointer(2, GL_FLOAT, sizeof(Vert), &(*this)[0].pos_x);
glTexCoordPointer(2, GL_FLOAT, sizeof(Vert), &(*this)[0].tex_x);
glDrawArrays(m_prim, 0, size());
}
template<>
void VertBuffer<PCVert>::draw() const
{
if (size() == 0)
return;
ASSERT(_valid(size(), m_prim));
ASSERT(!m_tex);
GLState state;
state.array_vertex = true;
state.array_colour = true;
state.blend = true;
state.texture = false;
GLStateManager::set(state);
glVertexPointer(2, GL_FLOAT, sizeof(Vert), &(*this)[0].pos_x);
glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(Vert), &(*this)[0].col);
glDrawArrays(m_prim, 0, size());
}
template<>
void VertBuffer<PTCVert>::draw() const
{
if (size() == 0)
return;
ASSERT(_valid(size(), m_prim));
ASSERT(m_tex);
GLState state;
state.array_vertex = true;
state.array_texcoord = true;
state.array_colour = true;
state.blend = true;
state.texture = true;
GLStateManager::set(state);
m_tex->bind();
glVertexPointer(2, GL_FLOAT, sizeof(Vert), &(*this)[0].pos_x);
glTexCoordPointer(2, GL_FLOAT, sizeof(Vert), &(*this)[0].tex_x);
glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(Vert), &(*this)[0].col);
glDrawArrays(m_prim, 0, size());
}
/////////////////////////////////////////////////////////////////////////////
// FontBuffer
FontBuffer::FontBuffer(FTFont *font) :
VertBuffer<PTCVert>(font->font_tex(), GL_QUADS), m_font(font)
{
ASSERT(m_font);
ASSERT(m_tex);
}
void FontBuffer::add(const formatted_string &fs, float x, float y)
{
m_font->store(*this, x, y, fs);
ASSERT(_valid(size(), m_prim));
}
void FontBuffer::add(const std::string &s, const VColour &col, float x, float y)
{
m_font->store(*this, x, y, s, col);
ASSERT(_valid(size(), m_prim));
}
/////////////////////////////////////////////////////////////////////////////
// TileBuffer
TileBuffer::TileBuffer(const TilesTexture *t) : VertBuffer<PTVert>(t, GL_QUADS)
{
}
void TileBuffer::add_unscaled(int idx, float x, float y, int ymax)
{
const tile_info &inf = ((TilesTexture*)m_tex)->get_info(idx);
float pos_sx = x + inf.offset_x;
float pos_sy = y + inf.offset_y;
float pos_ex = pos_sx + (inf.ex - inf.sx);
int ey = inf.ey;
if (ymax > 0)
ey = std::min(inf.sy + ymax - inf.offset_y, ey);
float pos_ey = pos_sy + (ey - inf.sy);
float fwidth = m_tex->width();
float fheight = m_tex->height();
float tex_sx = inf.sx / fwidth;
float tex_sy = inf.sy / fheight;
float tex_ex = inf.ex / fwidth;
float tex_ey = inf.ey / fheight;
size_t last = std::vector<Vert>::size();
std::vector<Vert>::resize(last + 4);
{
Vert &v = (*this)[last];
v.pos_x = pos_sx;
v.pos_y = pos_sy;
v.tex_x = tex_sx;
v.tex_y = tex_sy;
}
{
Vert &v = (*this)[last + 1];
v.pos_x = pos_sx;
v.pos_y = pos_ey;
v.tex_x = tex_sx;
v.tex_y = tex_ey;
}
{
Vert &v = (*this)[last + 2];
v.pos_x = pos_ex;
v.pos_y = pos_ey;
v.tex_x = tex_ex;
v.tex_y = tex_ey;
}
{
Vert &v = (*this)[last + 3];
v.pos_x = pos_ex;
v.pos_y = pos_sy;
v.tex_x = tex_ex;
v.tex_y = tex_sy;
}
ASSERT(_valid(size(), m_prim));
}
void TileBuffer::add(int idx, int x, int y, int ox, int oy, bool centre, int ymax)
{
float pos_sx = x;
float pos_sy = y;
float pos_ex, pos_ey, tex_sx, tex_sy, tex_ex, tex_ey;
TilesTexture *tex = (TilesTexture *)m_tex;
tex->get_coords(idx, ox, oy, pos_sx, pos_sy, pos_ex, pos_ey,
tex_sx, tex_sy, tex_ex, tex_ey, centre, ymax);
size_t last = std::vector<Vert>::size();
std::vector<Vert>::resize(last + 4);
{
Vert &v = (*this)[last];
v.pos_x = pos_sx;
v.pos_y = pos_sy;
v.tex_x = tex_sx;
v.tex_y = tex_sy;
}
{
Vert &v = (*this)[last + 1];
v.pos_x = pos_sx;
v.pos_y = pos_ey;
v.tex_x = tex_sx;
v.tex_y = tex_ey;
}
{
Vert &v = (*this)[last + 2];
v.pos_x = pos_ex;
v.pos_y = pos_ey;
v.tex_x = tex_ex;
v.tex_y = tex_ey;
}
{
Vert &v = (*this)[last + 3];
v.pos_x = pos_ex;
v.pos_y = pos_sy;
v.tex_x = tex_ex;
v.tex_y = tex_sy;
}
}
void TileBuffer::set_tex(const TilesTexture *new_tex)
{
ASSERT(new_tex);
m_tex = new_tex;
}
/////////////////////////////////////////////////////////////////////////////
// ShapeBuffer
// [enne] - GL_POINTS should probably be used here, but there's (apparently)
// a bug in the OpenGL driver that I'm using and it doesn't respect
// glPointSize unless GL_SMOOTH_POINTS is on. GL_SMOOTH_POINTS is
// *terrible* for performance if it has to fall back on software rendering,
// so instead we'll just make quads.
ShapeBuffer::ShapeBuffer() : VertBuffer<PCVert>(NULL, GL_QUADS)
{
}
void ShapeBuffer::add(float pos_sx, float pos_sy, float pos_ex, float pos_ey,
const VColour &col)
{
{
Vert &v = get_next();
v.pos_x = pos_sx;
v.pos_y = pos_sy;
v.col = col;
}
{
Vert &v = get_next();
v.pos_x = pos_sx;
v.pos_y = pos_ey;
v.col = col;
}
{
Vert &v = get_next();
v.pos_x = pos_ex;
v.pos_y = pos_ey;
v.col = col;
}
{
Vert &v = get_next();
v.pos_x = pos_ex;
v.pos_y = pos_sy;
v.col = col;
}
ASSERT(_valid(size(), m_prim));
}
/////////////////////////////////////////////////////////////////////////////
// LineBuffer
LineBuffer::LineBuffer() : VertBuffer<PCVert>(NULL, GL_LINES)
{
}
void LineBuffer::add(float pos_sx, float pos_sy, float pos_ex, float pos_ey,
const VColour &col)
{
{
Vert &v = get_next();
v.pos_x = pos_sx;
v.pos_y = pos_sy;
v.col = col;
}
{
Vert &v = get_next();
v.pos_x = pos_ex;
v.pos_y = pos_ey;
v.col = col;
}
ASSERT(_valid(size(), m_prim));
}
void LineBuffer::add_square(float sx, float sy, float ex, float ey,
const VColour &col)
{
add(sx, sy, ex, sy, col);
add(ex, sy, ex, ey, col);
add(ex, ey, sx, ey, col);
add(sx, ey, sx, sy, col);
}
#endif