The /home was not necessary
[progcomp2012.git] / progcomp / judge / manager / graphics.cpp
diff --git a/progcomp/judge/manager/graphics.cpp b/progcomp/judge/manager/graphics.cpp
new file mode 100644 (file)
index 0000000..5b708df
--- /dev/null
@@ -0,0 +1,449 @@
+#include "graphics.h"
+#include <cmath>
+#include <cassert>
+#include <iostream>
+
+
+#undef DEBUG
+//#define DEBUG
+
+std::list<SDL_Surface*> Graphics::allTextures = std::list<SDL_Surface*>();
+Screen * Graphics::screen = NULL;
+
+int Graphics::screenWidth = 0;
+int Graphics::screenHeight = 0;
+bool Graphics::initialised = false;
+
+using namespace std;
+
+Texture::Texture(const char * filename, bool newDrawCentred) : surface(NULL), texture(0), drawCentred(newDrawCentred)
+{
+       #ifdef DEBUG
+               printf("Texture::Texture - loading \"%s\".\n", filename);
+       #endif //DEBUG
+
+       surface = Graphics::LoadTextureBMP(filename);
+       if (surface == NULL)
+       {
+               fprintf(stderr, "Texture::Texture - Could not open texture from file \"%s\"! ABORT\n", filename);
+               exit(EXIT_FAILURE);
+       }
+
+       GLenum texture_format; 
+       GLint nOfColours = surface->format->BytesPerPixel;
+       switch (nOfColours)
+       {
+               case 4: //contains alpha
+                       texture_format = (surface->format->Rmask == 0x000000FF) ? GL_RGBA : GL_BGRA;
+                       break;
+               case 3: //does not contain alpha
+                       texture_format = (surface->format->Rmask == 0x000000FF) ? GL_RGB : GL_BGR;      
+                       break;
+               default:
+                       fprintf(stderr,"Texture::Texture - Could not understand SDL_Surface format (%d colours)! ABORT\n", nOfColours);
+                       exit(EXIT_FAILURE);
+                       break;  
+       }
+
+       glGenTextures(1, &texture);
+       glBindTexture(GL_TEXTURE_2D, texture);
+       glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
+       glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
+       glTexImage2D(GL_TEXTURE_2D, 0, nOfColours, surface->w, surface->h,0, texture_format, GL_UNSIGNED_BYTE, surface->pixels);
+
+}
+
+Texture::~Texture()
+{
+       #ifdef DEBUG
+               printf("Texture::~Texture - %p has been deleted. glDeleteTexture and SDL_FreeSurface here.\n", (void*)(this));
+       #endif //DEBUG
+       glDeleteTextures(1, &texture); 
+       //SDL_FreeSurface(surface);
+}
+
+void Texture::DrawColour(int x, int y, double angle, double scale, Colour colour)
+{
+       if (scale > surface->w || scale > surface->h)
+       {
+               Graphics::DrawPixel(x/scale,y/scale,colour);
+       }
+       else
+       {
+               glColor3f(colour.r,colour.g,colour.b);  
+               Draw(x,y,angle,scale);
+               glColor3f(1,1,1);
+       }
+}
+
+void Texture::Draw(int x, int y, double angle , double scale )
+{
+       //Draws the CENTRE of the texture at x, y, rotated by angle
+       
+       #ifdef DEBUG
+               printf("        Texture::Draw - Drawing %p at (%d, %d) ; angle %2f ; scale % 2f\n", (void*)(this), x, y, angle, scale);
+       #endif //DEBUG
+
+       //if (x/scale < 0 || x/scale > Graphics::ScreenWidth() || y/scale < 0 || y/scale > Graphics::ScreenHeight() )
+       //      return;
+
+       glPushMatrix(); //NOT deprecated
+       
+       
+       glTranslatef(x/scale, y/scale,0);
+
+       if (scale > surface->w || scale > surface->h)
+       {
+               Graphics::DrawPixel(0,0, Colour(255,255,255));
+       }
+       else
+       {
+               glRotated(angle, 0, 0, 1);
+               glEnable(GL_TEXTURE_2D);
+               glBindTexture(GL_TEXTURE_2D, texture);
+               glBegin(GL_QUADS);
+
+               //scale /= 2;
+               if (drawCentred)
+               {
+                       glTexCoord2i(0,0); glVertex3f(-0.5f/scale*surface->w ,-0.5f/scale*surface->h,0); //bottom left
+                       glTexCoord2i(1,0); glVertex3f(0.5f/scale*surface->w,-0.5f/scale*surface->h,0); //bottom right
+                       glTexCoord2i(1,1); glVertex3f(0.5f/scale*surface->w,0.5f/scale*surface->h,0); //top right
+                       glTexCoord2i(0,1); glVertex3f(-0.5f/scale*surface->w,0.5f/scale*surface->h,0); //top left
+               }
+               else
+               {
+                       glTexCoord2i(0,0); glVertex3f(0 ,0,0); //bottom left
+                       glTexCoord2i(1,0); glVertex3f(1.0f/scale*surface->w,0,0); //bottom right
+                       glTexCoord2i(1,1); glVertex3f(1.0f/scale*surface->w,1.0f/scale*surface->h,0); //top right
+                       glTexCoord2i(0,1); glVertex3f(0,1.0f/scale*surface->h,0); //top left
+               }
+       
+               glEnd();
+               glDisable(GL_TEXTURE_2D);
+       }
+               glPopMatrix();
+
+}
+
+
+Font::Font(const char * filename, int newWidth, int newHeight) : Texture(filename), width(newWidth), height(newHeight)
+{
+
+}
+
+Font::~Font()
+{
+
+}
+
+void Font::DrawText(const char * string, int x, int y, double angle, double scale)
+{
+       #ifdef DEBUG
+               printf("Font::DrawText - drawing \"%s\"\n", string);
+       #endif //DEBUG
+       glPushMatrix(); //NOT deprecated
+       glTranslatef(x, y,0);
+       glRotated(angle, 0, 0, 1);
+
+       glEnable(GL_TEXTURE_2D);
+       glBindTexture(GL_TEXTURE_2D, texture);
+
+
+       for (int ii=0; string[ii] != '\0'; ++ii)
+       {
+               if (string[ii] != ' ')
+               {
+                       glPushMatrix();
+                       glTranslatef(ii*(float)(width)/(float)(scale),0,0);
+
+                       int index = (int)(string[ii]) - (int)('!');
+                       if (index < 0 || index > (int)('~') - (int)('!'))
+                               index = (int)('~') - (int)('!') + 1;
+
+                       float start = (float)(((((float)(index))*((float)(width)))-3.0f)/((float)surface->w));
+                       float end = (float)(((((float)(index+1))*((float)(width)))-4.0f)/((float)surface->w));
+                       if (start < 0) {start = 0;} if (end > 1) {end = 1;}
+                       glBegin(GL_QUADS);
+                       glTexCoord2f(start,0); glVertex3f(-0.5f/scale*width ,-0.5f/scale*height,0); //bottom left
+                       glTexCoord2f(end,0); glVertex3f(0.5f/scale*width,-0.5f/scale*height,0); //bottom right
+                       glTexCoord2f(end,1); glVertex3f(0.5f/scale*width,0.5f/scale*height,0); //top right
+                       glTexCoord2f(start,1); glVertex3f(-0.5f/scale*width,0.5f/scale*height,0); //top left
+                       //printf("Index %d - Drawing %c - maps to %f->%f\n", index,string[ii],start,end);
+                       
+                       glEnd();
+                       glPopMatrix();
+               }
+       }
+
+       
+       glDisable(GL_TEXTURE_2D);
+       glPopMatrix();
+
+}
+
+
+void Graphics::Initialise(const char * caption, int newWidth, int newHeight)
+{
+       if (Initialised())
+       {
+               std::cerr << "Graphics have already been initialised! Fatal Error\n";
+               exit(EXIT_FAILURE);
+       }
+       screenWidth = newWidth; screenHeight = newHeight;
+
+       if (SDL_Init(SDL_INIT_VIDEO) != 0)
+       {
+               std::cerr << "Couldn't init SDL!\n";
+               exit(EXIT_FAILURE);
+       }
+      //       atexit(Graphics::Destroy); BREAKS THINGS
+
+       SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); //According to sulix does not matter. (much)
+
+
+       
+
+       screen = SDL_SetVideoMode(screenWidth,screenHeight, 32, SDL_OPENGL);
+       if ( screen == NULL )
+       {
+               std::cerr << "Couldn't set " << screenWidth << "x" << screenHeight << "x32 video mode: " << SDL_GetError() << "\n";
+               exit(EXIT_FAILURE);
+       } 
+
+       //COMES AFTER SETVIDEO MODE
+       glEnable(GL_TEXTURE_2D);
+       glClearColor(1,1,1,0); //Set clear colour (white) here
+       glViewport(0,0,screenWidth,screenHeight);       //DOES matter
+       glClear(GL_COLOR_BUFFER_BIT);
+       glMatrixMode(GL_PROJECTION);
+       glLoadIdentity();
+       glOrtho(0,screenWidth,screenHeight,0,-1,1);
+       glMatrixMode(GL_MODELVIEW);
+       glLoadIdentity();
+       glDisable(GL_DEPTH_TEST);
+       SDL_WM_SetCaption( caption, NULL);
+
+       Graphics::initialised = true;
+       
+}
+
+void Graphics::Destroy()
+{
+       list<SDL_Surface*>::iterator i(allTextures.begin());
+       while (i != allTextures.end())
+       {
+               SDL_FreeSurface((*i));
+               ++i;
+       }
+       SDL_Quit();
+}
+
+SDL_Surface * Graphics::LoadTextureBMP(const char * file)
+{
+               SDL_Surface * tmp = SDL_LoadBMP(file);
+               if (tmp == NULL)
+                       return NULL;
+               //assert(tmp != NULL);
+       
+
+               if (Graphics::screen != NULL)
+               {
+                       SDL_Surface * tex = SDL_DisplayFormat(tmp);
+                       SDL_FreeSurface(tmp);
+               
+                       allTextures.push_back(tex);
+                       return tex;
+               }
+               return tmp;
+}
+
+void Graphics::SaveTextureBMP(SDL_Surface * tex, const char * file)
+{
+       SDL_SaveBMP(tex, file);
+}
+
+
+void Graphics::DrawTexture(SDL_Surface * tex, int destX, int destY, int srcX, int srcY, int w, int h)
+{
+       if (w < 0) {w = tex->w - srcX;}
+       if (h < 0) {h = tex->h - srcY;}
+       Graphics::DrawTexture(screen, tex, destX, destY, srcX, srcY, w, h);
+}
+
+void Graphics::DrawTexture(SDL_Surface * dest, SDL_Surface * tex, int destX, int destY, int srcX, int srcY, int width, int height)
+{
+       if ((destX < 0)||(destX >= dest->w)||(destY < 0)||(destY >= dest->h)
+               ||(srcX < 0)||(srcX >= tex->w)||(srcY < 0)||(srcY >= tex->h))
+               return;
+
+       assert(dest->format->BitsPerPixel == 32);
+       assert(tex->format->BitsPerPixel == 32);
+       
+       if (SDL_MUSTLOCK(tex))   
+               SDL_LockSurface(tex);
+
+       if (SDL_MUSTLOCK(dest))   
+               SDL_LockSurface(dest);
+
+       
+       
+       Colour transparent = Graphics::GetPixel(tex, srcX, srcY);
+       //printf("transparent from %d %d\n", srcX, srcY);
+
+       for (int xOff = 0; xOff < width; xOff++)
+       
+       {
+               for (int yOff = 0; yOff < height; yOff++)
+               {
+                       Colour nextColour = Graphics::GetPixel(tex, srcX+xOff, srcY+yOff);
+                       if (nextColour != transparent)
+                       {
+                               Graphics::DrawPixel(dest, destX + xOff, destY + yOff, nextColour);
+                       }
+               }
+       }       
+
+       if (SDL_MUSTLOCK(tex))
+               SDL_UnlockSurface(tex);
+
+       if (SDL_MUSTLOCK(dest))
+               SDL_UnlockSurface(dest);
+       
+}
+
+void Graphics::ClearScreen()
+{
+       //SDL_FillRect(screen, NULL ,Graphics::MakeColour(0,0,0));
+       glClear(GL_COLOR_BUFFER_BIT);
+
+}
+
+void Graphics::UpdateScreen()
+{
+       SDL_GL_SwapBuffers();
+       //SDL_Flip(screen);
+}
+
+void Graphics::DrawPixel(int x, int y, Colour colour)
+{
+       DrawPixel(screen, x, y, colour);
+}
+
+void Graphics::DrawPixel(SDL_Surface * dest, int x, int y, Colour colour)
+{
+       glBegin(GL_POINTS);
+       glColor4f(colour.r/255, colour.g/255, colour.b/255, colour.a);
+       glVertex2f(x, y);       
+       glColor3f(1,1,1);
+       glEnd();
+}
+
+void Graphics::DrawGrid(int gridWidth, int gridHeight, Colour colour)
+{
+       for (int x = 0; x < screen->w; x+=gridWidth)
+       {
+               Graphics::DrawLine(x,0, x,screen->h - 1, colour);
+       }
+       for (int y = 0; y < screen->h; y+=gridHeight)
+       {
+               Graphics::DrawLine(0,y, screen->w - 1,y, colour);       
+       }
+}
+
+Uint8 Graphics::MakeColour(int R, int G, int B, int Alpha)
+{
+       return SDL_MapRGB(screen->format,R,G,B);
+}
+
+Colour Graphics::GetPixel(int x, int y)
+{
+       return Graphics::GetPixel(screen, x, y);
+}
+
+Colour Graphics::GetPixel(SDL_Surface * src, int x, int y)
+{ 
+       //Convert the pixels to 32 bit 
+       Uint8 * pixels = (Uint8*)src->pixels; 
+       //Get the requested pixel 
+
+       if (((y > 0)&&(y < src->h)) && ((x > 0)&&(x < src->w)))
+               return ConvertColour(pixels[ ( y * src->w ) + x ]); 
+       return Colour(0,0,0,0);
+
+} 
+
+
+
+void Graphics::DrawLine(int x1, int y1, int x2, int y2, Colour colour,double scale)
+{              
+       //printf("DRAW LINE\n");
+       glColor4f(colour.r/255,colour.g/255,colour.b/255,colour.a);
+       glBegin(GL_LINES);
+       glVertex2f(x1/scale, y1/scale); // origin of the line
+       glVertex2f(x2/scale, y2/scale); // ending point of the line
+       glColor3f(1,1,1);
+       glEnd();
+
+       
+}
+
+void Graphics::DrawLineDashed(int x1, int y1, int x2, int y2, Colour colour, double scale)
+{
+       glLineStipple(8, 0xAAAA);
+       glEnable(GL_LINE_STIPPLE);
+       DrawLine(x1,y1,x2,y2,colour,scale);
+       glDisable(GL_LINE_STIPPLE);
+       glEnd();
+}
+
+void Graphics::DrawRectangle(int topX, int topY, int botX, int botY, Colour colour, double scale)
+{
+       glColor4f(colour.r/255,colour.g/255,colour.b/255,colour.a);
+       glBegin(GL_LINES);
+       glVertex2f(topX/scale, topY/scale); // origin of the rectangle
+       glVertex2f(botX/scale, topY/scale); // point1
+       glVertex2f(botX/scale, botY/scale); // point2
+       glVertex2f(topX/scale, botY/scale); // point3
+       glVertex2f(topX/scale, topY/scale); // point4
+       glEnd();
+}
+
+Colour Graphics::ConvertColour(Uint8 from)
+{
+       SDL_PixelFormat * fmt=screen->format;
+       Colour result;
+
+       Uint8 temp;
+       
+       //Get red
+       temp=from&fmt->Rmask; /* Isolate red component */
+       temp=temp>>fmt->Rshift;/* Shift it down to 8-bit */
+       temp=temp<<fmt->Rloss; /* Expand to a full 8-bit number */
+       result.r = (float)(temp);
+
+       //Get green
+       temp=from&fmt->Gmask; /* Isolate red component */
+       temp=temp>>fmt->Gshift;/* Shift it down to 8-bit */
+       temp=temp<<fmt->Gloss; /* Expand to a full 8-bit number */
+       result.g = (float)(temp);
+
+       //Get blue
+       temp=from&fmt->Bmask; /* Isolate red component */
+       temp=temp>>fmt->Bshift;/* Shift it down to 8-bit */
+       temp=temp<<fmt->Bloss; /* Expand to a full 8-bit number */
+       result.b = (float)(temp);
+
+       //Get alpha
+       temp=from&fmt->Amask; /* Isolate red component */
+       temp=temp>>fmt->Ashift;/* Shift it down to 8-bit */
+       temp=temp<<fmt->Aloss; /* Expand to a full 8-bit number */
+       result.a = (float)(temp);
+       return result;
+}
+
+
+
+
+
+

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