/** * Copyright (c) 2006-2011 LOVE Development Team * * This software is provided 'as-is', without any express or implied * warranty. In no event will the authors be held liable for any damages * arising from the use of this software. * * Permission is granted to anyone to use this software for any purpose, * including commercial applications, and to alter it and redistribute it * freely, subject to the following restrictions: * * 1. The origin of this software must not be misrepresented; you must not * claim that you wrote the original software. If you use this software * in a product, an acknowledgment in the product documentation would be * appreciated but is not required. * 2. Altered source versions must be plainly marked as such, and must not be * misrepresented as being the original software. * 3. This notice may not be removed or altered from any source distribution. **/ #include "Image.h" // STD #include // For memcpy namespace love { namespace graphics { namespace opengl { Image::Image(love::image::ImageData * data) : width((float)(data->getWidth())), height((float)(data->getHeight())), texture(0) { data->retain(); this->data = data; memset(vertices, 255, sizeof(vertex)*4); vertices[0].x = 0; vertices[0].y = 0; vertices[1].x = 0; vertices[1].y = height; vertices[2].x = width; vertices[2].y = height; vertices[3].x = width; vertices[3].y = 0; vertices[0].s = 0; vertices[0].t = 0; vertices[1].s = 0; vertices[1].t = 1; vertices[2].s = 1; vertices[2].t = 1; vertices[3].s = 1; vertices[3].t = 0; } Image::~Image() { if(data != 0) data->release(); unload(); } float Image::getWidth() const { return width; } float Image::getHeight() const { return height; } const vertex * Image::getVertices() const { return vertices; } love::image::ImageData * Image::getData() const { return data; } void Image::getRectangleVertices(int x, int y, int w, int h, vertex * vertices) const { // Check upper. x = (x+w > (int)width) ? (int)width-w : x; y = (y+h > (int)height) ? (int)height-h : y; // Check lower. x = (x < 0) ? 0 : x; y = (y < 0) ? 0 : y; vertices[0].x = 0; vertices[0].y = 0; vertices[1].x = 0; vertices[1].y = (float)h; vertices[2].x = (float)w; vertices[2].y = (float)h; vertices[3].x = (float)w; vertices[3].y = 0; float tx = (float)x/width; float ty = (float)y/height; float tw = (float)w/width; float th = (float)h/height; vertices[0].s = tx; vertices[0].t = ty; vertices[1].s = tx; vertices[1].t = ty+th; vertices[2].s = tx+tw; vertices[2].t = ty+th; vertices[3].s = tx+tw; vertices[3].t = ty; } void Image::draw(float x, float y, float angle, float sx, float sy, float ox, float oy) const { static Matrix t; t.setTransformation(x, y, angle, sx, sy, ox, oy); drawv(t, vertices); } void Image::drawq(Quad * quad, float x, float y, float angle, float sx, float sy, float ox, float oy) const { static Matrix t; const vertex * v = quad->getVertices(); t.setTransformation(x, y, angle, sx, sy, ox, oy); drawv(t, v); } void Image::setFilter(Image::Filter f) { GLint gmin, gmag; gmin = gmag = 0; // so that they're not used uninitialized switch(f.min) { case FILTER_LINEAR: gmin = GL_LINEAR; break; case FILTER_NEAREST: gmin = GL_NEAREST; break; default: break; } switch(f.mag) { case FILTER_LINEAR: gmag = GL_LINEAR; break; case FILTER_NEAREST: gmag = GL_NEAREST; break; default: break; } bind(); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gmin); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gmag); } Image::Filter Image::getFilter() const { bind(); GLint gmin, gmag; glGetTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, &gmin); glGetTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, &gmag); Image::Filter f; switch(gmin) { case GL_NEAREST: f.min = FILTER_NEAREST; break; case GL_LINEAR: default: f.min = FILTER_LINEAR; break; } switch(gmin) { case GL_NEAREST: f.mag = FILTER_NEAREST; break; case GL_LINEAR: default: f.mag = FILTER_LINEAR; break; } return f; } void Image::setWrap(Image::Wrap w) { GLint gs, gt; switch(w.s) { case WRAP_CLAMP: gs = GL_CLAMP_TO_EDGE; break; case WRAP_REPEAT: default: gs = GL_REPEAT; break; } switch(w.t) { case WRAP_CLAMP: gt = GL_CLAMP_TO_EDGE; break; case WRAP_REPEAT: default: gt = GL_REPEAT; break; } bind(); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, gs); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, gt); } Image::Wrap Image::getWrap() const { bind(); GLint gs, gt; glGetTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, &gs); glGetTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, >); Wrap w; switch(gs) { case GL_CLAMP_TO_EDGE: w.s = WRAP_CLAMP; break; case GL_REPEAT: default: w.s = WRAP_REPEAT; break; } switch(gt) { case GL_CLAMP_TO_EDGE: w.t = WRAP_CLAMP; break; case GL_REPEAT: default: w.t = WRAP_REPEAT; break; } return w; } void Image::bind() const { if(texture != 0) glBindTexture(GL_TEXTURE_2D,texture); } bool Image::load() { return loadVolatile(); } void Image::unload() { return unloadVolatile(); } bool Image::loadVolatile() { glGenTextures(1,(GLuint*)&texture); glBindTexture(GL_TEXTURE_2D, texture); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); float p2width = next_p2(width); float p2height = next_p2(height); float t = width/p2width; float s = height/p2height; vertices[1].t = t; vertices[2].t = t; vertices[2].s = s; vertices[3].s = s; glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, (GLsizei)p2width, (GLsizei)p2height, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0); glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, (GLsizei)width, (GLsizei)height, GL_RGBA, GL_UNSIGNED_BYTE, data->getData()); setFilter(settings.filter); setWrap(settings.wrap); return true; } void Image::unloadVolatile() { settings.filter = getFilter(); settings.wrap = getWrap(); // Delete the hardware texture. if(texture != 0) { glDeleteTextures(1, (GLuint*)&texture); texture = 0; } } void Image::drawv(const Matrix & t, const vertex * v) const { bind(); glPushMatrix(); glMultMatrixf((const GLfloat*)t.getElements()); glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glVertexPointer(2, GL_FLOAT, sizeof(vertex), (GLvoid*)&v[0].x); glTexCoordPointer(2, GL_FLOAT, sizeof(vertex), (GLvoid*)&v[0].s); glDrawArrays(GL_QUADS, 0, 4); glDisableClientState(GL_TEXTURE_COORD_ARRAY); glDisableClientState(GL_VERTEX_ARRAY); glPopMatrix(); } } // opengl } // graphics } // love