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1160
backends/platform/sdl/gfx_opengl.cpp
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1160
backends/platform/sdl/gfx_opengl.cpp
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File diff suppressed because it is too large
Load Diff
123
backends/platform/sdl/gfx_opengl.h
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123
backends/platform/sdl/gfx_opengl.h
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@ -0,0 +1,123 @@
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/* Residual - Virtual machine to run LucasArts' 3D adventure games
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*
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* Residual is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the AUTHORS
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* file distributed with this source distribution.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
|
||||
* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
|
||||
* Lesser General Public License for more details.
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
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*
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* $URL$
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* $Id$
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*
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*/
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#ifndef BACKEND_DRIVER_GL_H
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#define BACKEND_DRIVER_GL_H
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#include "common/sys.h"
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#include "engine/color.h"
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#include "engine/model.h"
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#include "engine/colormap.h"
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#include "engine/bitmap.h"
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#include "engine/vector3d.h"
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#include "backends/platform/driver.h"
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#include "backends/platform/sdl/driver_sdl.h"
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#include <SDL.h>
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#include <SDL_opengl.h>
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class DriverGL : public DriverSDL {
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public:
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DriverGL();
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virtual ~DriverGL();
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void setupScreen(int screenW, int screenH, bool fullscreen = false);
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void setupCamera(float fov, float nclip, float fclip, float roll);
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void positionCamera(Vector3d pos, Vector3d interest);
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void toggleFullscreenMode();
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void clearScreen();
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void flipBuffer();
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bool isHardwareAccelerated();
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void getBoundingBoxPos(const Model::Mesh *model, int *x1, int *y1, int *x2, int *y2);
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void startActorDraw(Vector3d pos, float yaw, float pitch, float roll);
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void finishActorDraw();
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void setShadow(Shadow *shadow);
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void drawShadowPlanes();
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void setShadowMode();
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void clearShadowMode();
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void setShadowColor(byte r, byte g, byte b);
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void set3DMode();
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void translateViewpoint(Vector3d pos, float pitch, float yaw, float roll);
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void translateViewpoint();
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void drawHierachyNode(const Model::HierNode *node);
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void drawModelFace(const Model::Face *face, float *vertices, float *vertNormals, float *textureVerts);
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void disableLights();
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void setupLight(Scene::Light *light, int lightId);
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void createMaterial(Material *material, const char *data, const CMap *cmap);
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void selectMaterial(const Material *material);
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void destroyMaterial(Material *material);
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void createBitmap(Bitmap *bitmap);
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void drawBitmap(const Bitmap *bitmap);
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void destroyBitmap(Bitmap *bitmap);
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void drawDepthBitmap(int x, int y, int w, int h, char *data);
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void drawBitmap();
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Bitmap *getScreenshot(int w, int h);
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void storeDisplay();
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void copyStoredToDisplay();
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void dimScreen();
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void dimRegion(int x, int y, int w, int h, float level);
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void drawEmergString(int x, int y, const char *text, const Color &fgColor);
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void loadEmergFont();
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TextObjectHandle *createTextBitmap(uint8 *bitmap, int width, int height, const Color &fgColor);
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void drawTextBitmap(int x, int y, TextObjectHandle *handle);
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void destroyTextBitmap(TextObjectHandle *handle);
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void drawRectangle(PrimitiveObject *primitive);
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void drawLine(PrimitiveObject *primitive);
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void drawPolygon(PrimitiveObject *primitive);
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void prepareSmushFrame(int width, int height, byte *bitmap);
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void drawSmushFrame(int offsetX, int offsetY);
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void releaseSmushFrame();
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protected:
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private:
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GLuint _emergFont;
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int _smushNumTex;
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GLuint *_smushTexIds;
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int _smushWidth;
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int _smushHeight;
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byte *_storedDisplay;
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};
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#endif
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917
backends/platform/sdl/gfx_tinygl.cpp
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917
backends/platform/sdl/gfx_tinygl.cpp
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@ -0,0 +1,917 @@
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/* Residual - Virtual machine to run LucasArts' 3D adventure games
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*
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* Residual is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the AUTHORS
|
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* file distributed with this source distribution.
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||||
*
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||||
* This library is free software; you can redistribute it and/or
|
||||
* modify it under the terms of the GNU Lesser General Public
|
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* License as published by the Free Software Foundation; either
|
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* version 2.1 of the License, or (at your option) any later version.
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||||
|
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
|
||||
* Lesser General Public License for more details.
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||||
|
||||
* You should have received a copy of the GNU Lesser General Public
|
||||
* License along with this library; if not, write to the Free Software
|
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
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*
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* $URL$
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* $Id$
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*
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*/
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#include "common/sys.h"
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#include "common/endian.h"
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#include "common/debug.h"
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#include "engine/colormap.h"
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#include "engine/material.h"
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#include "engine/font.h"
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#include "engine/vector3d.h"
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#include "backends/platform/sdl/driver_tinygl.h"
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#include "engine/tinygl/gl.h"
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#include "engine/tinygl/zgl.h"
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// below funcs lookAt, transformPoint and tgluProject are from Mesa glu sources
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static void lookAt(TGLfloat eyex, TGLfloat eyey, TGLfloat eyez, TGLfloat centerx,
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TGLfloat centery, TGLfloat centerz, TGLfloat upx, TGLfloat upy, TGLfloat upz) {
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TGLfloat m[16];
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TGLfloat x[3], y[3], z[3];
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TGLfloat mag;
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z[0] = eyex - centerx;
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z[1] = eyey - centery;
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z[2] = eyez - centerz;
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mag = sqrt(z[0] * z[0] + z[1] * z[1] + z[2] * z[2]);
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if (mag) {
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z[0] /= mag;
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z[1] /= mag;
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z[2] /= mag;
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}
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y[0] = upx;
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y[1] = upy;
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y[2] = upz;
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x[0] = y[1] * z[2] - y[2] * z[1];
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x[1] = -y[0] * z[2] + y[2] * z[0];
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x[2] = y[0] * z[1] - y[1] * z[0];
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y[0] = z[1] * x[2] - z[2] * x[1];
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y[1] = -z[0] * x[2] + z[2] * x[0];
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y[2] = z[0] * x[1] - z[1] * x[0];
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mag = sqrt(x[0] * x[0] + x[1] * x[1] + x[2] * x[2]);
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if (mag) {
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x[0] /= mag;
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x[1] /= mag;
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x[2] /= mag;
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}
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mag = sqrt(y[0] * y[0] + y[1] * y[1] + y[2] * y[2]);
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if (mag) {
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y[0] /= mag;
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y[1] /= mag;
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y[2] /= mag;
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}
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#define M(row,col) m[col * 4 + row]
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M(0, 0) = x[0];
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M(0, 1) = x[1];
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M(0, 2) = x[2];
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M(0, 3) = 0.0;
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M(1, 0) = y[0];
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M(1, 1) = y[1];
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M(1, 2) = y[2];
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M(1, 3) = 0.0;
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M(2, 0) = z[0];
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M(2, 1) = z[1];
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M(2, 2) = z[2];
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M(2, 3) = 0.0;
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M(3, 0) = 0.0;
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M(3, 1) = 0.0;
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M(3, 2) = 0.0;
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M(3, 3) = 1.0;
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#undef M
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tglMultMatrixf(m);
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tglTranslatef(-eyex, -eyey, -eyez);
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}
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static void transformPoint(TGLfloat out[4], const TGLfloat m[16], const TGLfloat in[4]) {
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#define M(row,col) m[col * 4 + row]
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out[0] = M(0, 0) * in[0] + M(0, 1) * in[1] + M(0, 2) * in[2] + M(0, 3) * in[3];
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out[1] = M(1, 0) * in[0] + M(1, 1) * in[1] + M(1, 2) * in[2] + M(1, 3) * in[3];
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out[2] = M(2, 0) * in[0] + M(2, 1) * in[1] + M(2, 2) * in[2] + M(2, 3) * in[3];
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out[3] = M(3, 0) * in[0] + M(3, 1) * in[1] + M(3, 2) * in[2] + M(3, 3) * in[3];
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#undef M
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}
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TGLint tgluProject(TGLfloat objx, TGLfloat objy, TGLfloat objz, const TGLfloat model[16], const TGLfloat proj[16],
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const TGLint viewport[4], TGLfloat *winx, TGLfloat *winy, TGLfloat *winz) {
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TGLfloat in[4], out[4];
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in[0] = objx;
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in[1] = objy;
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in[2] = objz;
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in[3] = 1.0;
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transformPoint(out, model, in);
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transformPoint(in, proj, out);
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if (in[3] == 0.0)
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return TGL_FALSE;
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in[0] /= in[3];
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in[1] /= in[3];
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in[2] /= in[3];
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*winx = viewport[0] + (1 + in[0]) * viewport[2] / 2;
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*winy = viewport[1] + (1 + in[1]) * viewport[3] / 2;
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*winz = (1 + in[2]) / 2;
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return TGL_TRUE;
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}
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DriverTinyGL::DriverTinyGL() {
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_zb = NULL;
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_storedDisplay = NULL;
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}
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DriverTinyGL::~DriverTinyGL() {
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delete[] _storedDisplay;
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if (_zb) {
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tglClose();
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ZB_close(_zb);
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}
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}
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void DriverTinyGL::setupScreen(int screenW, int screenH, bool fullscreen) {
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uint32 flags = SDL_HWSURFACE;
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if (fullscreen)
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flags |= SDL_FULLSCREEN;
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_screen = SDL_SetVideoMode(screenW, screenH, 16, flags);
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if (_screen == NULL)
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error("Could not initialize video");
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_screenWidth = screenW;
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_screenHeight = screenH;
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_screenBPP = 15;
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_isFullscreen = fullscreen;
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SDL_WM_SetCaption("Residual: Software 3D Renderer", "Residual");
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_zb = ZB_open(screenW, screenH, ZB_MODE_5R6G5B, _screen->pixels);
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tglInit(_zb);
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_storedDisplay = new byte[640 * 480 * 2];
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memset(_storedDisplay, 0, 640 * 480 * 2);
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_currentShadowArray = NULL;
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TGLfloat ambientSource[] = { 0.6, 0.6, 0.6, 1.0 };
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tglLightModelfv(TGL_LIGHT_MODEL_AMBIENT, ambientSource);
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}
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void DriverTinyGL::toggleFullscreenMode() {
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// We used to use SDL_WM_ToggleFullScreen() to switch to fullscreen
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// mode, but since that was deemed too buggy for ScummVM it's probably
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// too buggy for Residual as well.
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if (_screen)
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SDL_FreeSurface(_screen);
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uint32 flags = SDL_HWSURFACE;
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if (!_isFullscreen)
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flags |= SDL_FULLSCREEN;
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_screen = SDL_SetVideoMode(_screenWidth, _screenHeight, _screenBPP, flags);
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if (_screen == NULL)
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error("Could not change fullscreen mode");
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_zb->pbuf = (PIXEL *)_screen->pixels;
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_isFullscreen = !_isFullscreen;
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}
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void DriverTinyGL::setupCamera(float fov, float nclip, float fclip, float roll) {
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tglMatrixMode(TGL_PROJECTION);
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tglLoadIdentity();
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float right = nclip * std::tan(fov / 2 * (LOCAL_PI / 180));
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tglFrustum(-right, right, -right * 0.75, right * 0.75, nclip, fclip);
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tglMatrixMode(TGL_MODELVIEW);
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tglLoadIdentity();
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tglRotatef(roll, 0, 0, -1);
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}
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void DriverTinyGL::positionCamera(Vector3d pos, Vector3d interest) {
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Vector3d up_vec(0, 0, 1);
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if (pos.x() == interest.x() && pos.y() == interest.y())
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up_vec = Vector3d(0, 1, 0);
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lookAt(pos.x(), pos.y(), pos.z(), interest.x(), interest.y(), interest.z(), up_vec.x(), up_vec.y(), up_vec.z());
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}
|
||||
|
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void DriverTinyGL::clearScreen() {
|
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memset(_zb->pbuf, 0, 640 * 480 * 2);
|
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memset(_zb->zbuf, 0, 640 * 480 * 2);
|
||||
memset(_zb->zbuf2, 0, 640 * 480 * 4);
|
||||
}
|
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void DriverTinyGL::flipBuffer() {
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SDL_Flip(_screen);
|
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}
|
||||
|
||||
bool DriverTinyGL::isHardwareAccelerated() {
|
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return false;
|
||||
}
|
||||
|
||||
static void tglShadowProjection(Vector3d light, Vector3d plane, Vector3d normal, bool dontNegate) {
|
||||
// Based on GPL shadow projection example by
|
||||
// (c) 2002-2003 Phaetos <phaetos@gaffga.de>
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||||
float d, c;
|
||||
float mat[16];
|
||||
float nx, ny, nz, lx, ly, lz, px, py, pz;
|
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// for some unknown for me reason normal need negation
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nx = -normal.x();
|
||||
ny = -normal.y();
|
||||
nz = -normal.z();
|
||||
if (dontNegate) {
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nx = -nx;
|
||||
ny = -ny;
|
||||
nz = -nz;
|
||||
}
|
||||
lx = light.x();
|
||||
ly = light.y();
|
||||
lz = light.z();
|
||||
px = plane.x();
|
||||
py = plane.y();
|
||||
pz = plane.z();
|
||||
|
||||
d = nx * lx + ny * ly + nz * lz;
|
||||
c = px * nx + py * ny + pz * nz - d;
|
||||
|
||||
mat[0] = lx * nx + c;
|
||||
mat[4] = ny * lx;
|
||||
mat[8] = nz * lx;
|
||||
mat[12] = -lx * c - lx * d;
|
||||
|
||||
mat[1] = nx * ly;
|
||||
mat[5] = ly * ny + c;
|
||||
mat[9] = nz * ly;
|
||||
mat[13] = -ly * c - ly * d;
|
||||
|
||||
mat[2] = nx * lz;
|
||||
mat[6] = ny * lz;
|
||||
mat[10] = lz * nz + c;
|
||||
mat[14] = -lz * c - lz * d;
|
||||
|
||||
mat[3] = nx;
|
||||
mat[7] = ny;
|
||||
mat[11] = nz;
|
||||
mat[15] = -d;
|
||||
|
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tglMultMatrixf(mat);
|
||||
}
|
||||
|
||||
void DriverTinyGL::getBoundingBoxPos(const Model::Mesh *model, int *x1, int *y1, int *x2, int *y2) {
|
||||
if (_currentShadowArray) {
|
||||
*x1 = -1;
|
||||
*y1 = -1;
|
||||
*x2 = -1;
|
||||
*y2 = -1;
|
||||
return;
|
||||
}
|
||||
|
||||
TGLfloat top = 1000;
|
||||
TGLfloat right = -1000;
|
||||
TGLfloat left = 1000;
|
||||
TGLfloat bottom = -1000;
|
||||
TGLfloat winX, winY, winZ;
|
||||
|
||||
for (int i = 0; i < model->_numFaces; i++) {
|
||||
Vector3d v;
|
||||
float* pVertices;
|
||||
|
||||
for (int j = 0; j < model->_faces[i]._numVertices; j++) {
|
||||
TGLfloat modelView[16], projection[16];
|
||||
TGLint viewPort[4];
|
||||
|
||||
tglGetFloatv(TGL_MODELVIEW_MATRIX, modelView);
|
||||
tglGetFloatv(TGL_PROJECTION_MATRIX, projection);
|
||||
tglGetIntegerv(TGL_VIEWPORT, viewPort);
|
||||
|
||||
pVertices = model->_vertices + 3 * model->_faces[i]._vertices[j];
|
||||
|
||||
v.set(*(pVertices), *(pVertices + 1), *(pVertices + 2));
|
||||
|
||||
tgluProject(v.x(), v.y(), v.z(), modelView, projection, viewPort, &winX, &winY, &winZ);
|
||||
|
||||
if (winX > right)
|
||||
right = winX;
|
||||
if (winX < left)
|
||||
left = winX;
|
||||
if (winY < top)
|
||||
top = winY;
|
||||
if (winY > bottom)
|
||||
bottom = winY;
|
||||
}
|
||||
}
|
||||
|
||||
float t = bottom;
|
||||
bottom = 480 - top;
|
||||
top = 480 - t;
|
||||
|
||||
if (left < 0)
|
||||
left = 0;
|
||||
if (right > 639)
|
||||
right = 639;
|
||||
if (top < 0)
|
||||
top = 0;
|
||||
if (bottom > 479)
|
||||
bottom = 479;
|
||||
|
||||
if (top > 479 || left > 639 || bottom < 0 || right < 0) {
|
||||
*x1 = -1;
|
||||
*y1 = -1;
|
||||
*x2 = -1;
|
||||
*y2 = -1;
|
||||
return;
|
||||
}
|
||||
|
||||
*x1 = (int)left;
|
||||
*y1 = (int)top;
|
||||
*x2 = (int)right;
|
||||
*y2 = (int)bottom;
|
||||
/*
|
||||
uint16 *dst = (uint16 *)_zb->pbuf;
|
||||
uint16 c = 0xffff;
|
||||
for (int x = left; x <= right; x++) {
|
||||
WRITE_LE_UINT16(dst + 640 * (int)top + x, c);
|
||||
}
|
||||
for (int x = left; x <= right; x++) {
|
||||
WRITE_LE_UINT16(dst + 640 * (int)bottom + x, c);
|
||||
}
|
||||
for (int y = top; y <= bottom; y++) {
|
||||
WRITE_LE_UINT16(dst + 640 * y + (int)left, c);
|
||||
}
|
||||
for (int y = top; y <= bottom; y++) {
|
||||
WRITE_LE_UINT16(dst + 640 * y + (int)right, c);
|
||||
}*/
|
||||
}
|
||||
|
||||
void DriverTinyGL::startActorDraw(Vector3d pos, float yaw, float pitch, float roll) {
|
||||
tglEnable(TGL_TEXTURE_2D);
|
||||
tglMatrixMode(TGL_MODELVIEW);
|
||||
tglPushMatrix();
|
||||
if (_currentShadowArray) {
|
||||
assert(_currentShadowArray->shadowMask);
|
||||
//tglSetShadowColor(255, 255, 255);
|
||||
tglSetShadowColor(_shadowColorR, _shadowColorG, _shadowColorB);
|
||||
tglSetShadowMaskBuf(_currentShadowArray->shadowMask);
|
||||
SectorListType::iterator i = _currentShadowArray->planeList.begin();
|
||||
Sector *shadowSector = *i;
|
||||
tglShadowProjection(_currentShadowArray->pos, shadowSector->getVertices()[0], shadowSector->getNormal(), _currentShadowArray->dontNegate);
|
||||
}
|
||||
|
||||
tglTranslatef(pos.x(), pos.y(), pos.z());
|
||||
tglRotatef(yaw, 0, 0, 1);
|
||||
tglRotatef(pitch, 1, 0, 0);
|
||||
tglRotatef(roll, 0, 1, 0);
|
||||
}
|
||||
|
||||
void DriverTinyGL::finishActorDraw() {
|
||||
tglMatrixMode(TGL_MODELVIEW);
|
||||
tglPopMatrix();
|
||||
tglDisable(TGL_TEXTURE_2D);
|
||||
|
||||
if (_currentShadowArray) {
|
||||
tglSetShadowMaskBuf(NULL);
|
||||
}/* else {
|
||||
uint16 *dst = (uint16 *)_zb->pbuf;
|
||||
uint16 c = 0xffff;
|
||||
for (int x = g_winX1; x <= g_winX2; x++) {
|
||||
WRITE_LE_UINT16(dst + 640 * g_winY1 + x, c);
|
||||
}
|
||||
for (int x = g_winX1; x <= g_winX2; x++) {
|
||||
WRITE_LE_UINT16(dst + 640 * g_winY2 + x, c);
|
||||
}
|
||||
for (int y = g_winY1; y <= g_winY2; y++) {
|
||||
WRITE_LE_UINT16(dst + 640 * y + g_winX1, c);
|
||||
}
|
||||
for (int y = g_winY1; y <= g_winY2; y++) {
|
||||
WRITE_LE_UINT16(dst + 640 * y + g_winX2, c);
|
||||
}
|
||||
}*/
|
||||
}
|
||||
|
||||
void DriverTinyGL::drawShadowPlanes() {
|
||||
tglEnable(TGL_SHADOW_MASK_MODE);
|
||||
if (!_currentShadowArray->shadowMask) {
|
||||
_currentShadowArray->shadowMask = new byte[_screenWidth * _screenHeight];
|
||||
}
|
||||
memset(_currentShadowArray->shadowMask, 0, _screenWidth * _screenHeight);
|
||||
|
||||
tglSetShadowMaskBuf(_currentShadowArray->shadowMask);
|
||||
_currentShadowArray->planeList.begin();
|
||||
for (SectorListType::iterator i = _currentShadowArray->planeList.begin(); i != _currentShadowArray->planeList.end(); i++) {
|
||||
Sector *shadowSector = *i;
|
||||
tglBegin(TGL_POLYGON);
|
||||
for (int k = 0; k < shadowSector->getNumVertices(); k++) {
|
||||
tglVertex3f(shadowSector->getVertices()[k].x(), shadowSector->getVertices()[k].y(), shadowSector->getVertices()[k].z());
|
||||
}
|
||||
tglEnd();
|
||||
}
|
||||
tglSetShadowMaskBuf(NULL);
|
||||
tglDisable(TGL_SHADOW_MASK_MODE);
|
||||
}
|
||||
|
||||
void DriverTinyGL::setShadowMode() {
|
||||
tglEnable(TGL_SHADOW_MODE);
|
||||
}
|
||||
|
||||
void DriverTinyGL::clearShadowMode() {
|
||||
tglDisable(TGL_SHADOW_MODE);
|
||||
}
|
||||
|
||||
void DriverTinyGL::set3DMode() {
|
||||
tglMatrixMode(TGL_MODELVIEW);
|
||||
tglEnable(TGL_DEPTH_TEST);
|
||||
}
|
||||
|
||||
void DriverTinyGL::setShadow(Shadow *shadow) {
|
||||
_currentShadowArray = shadow;
|
||||
if (shadow)
|
||||
tglDisable(TGL_LIGHTING);
|
||||
else
|
||||
tglEnable(TGL_LIGHTING);
|
||||
}
|
||||
|
||||
void DriverTinyGL::setShadowColor(byte r, byte g, byte b) {
|
||||
_shadowColorR = r;
|
||||
_shadowColorG = g;
|
||||
_shadowColorB = b;
|
||||
}
|
||||
|
||||
void DriverTinyGL::drawModelFace(const Model::Face *face, float *vertices, float *vertNormals, float *textureVerts) {
|
||||
tglNormal3fv((float *)face->_normal._coords);
|
||||
tglBegin(TGL_POLYGON);
|
||||
for (int i = 0; i < face->_numVertices; i++) {
|
||||
tglNormal3fv(vertNormals + 3 * face->_vertices[i]);
|
||||
|
||||
if (face->_texVertices)
|
||||
tglTexCoord2fv(textureVerts + 2 * face->_texVertices[i]);
|
||||
|
||||
tglVertex3fv(vertices + 3 * face->_vertices[i]);
|
||||
}
|
||||
tglEnd();
|
||||
}
|
||||
|
||||
void DriverTinyGL::translateViewpoint(Vector3d pos, float pitch, float yaw, float roll) {
|
||||
tglPushMatrix();
|
||||
|
||||
tglTranslatef(pos.x(), pos.y(), pos.z());
|
||||
tglRotatef(yaw, 0, 0, 1);
|
||||
tglRotatef(pitch, 1, 0, 0);
|
||||
tglRotatef(roll, 0, 1, 0);
|
||||
}
|
||||
|
||||
void DriverTinyGL::translateViewpoint() {
|
||||
tglPopMatrix();
|
||||
}
|
||||
|
||||
void DriverTinyGL::drawHierachyNode(const Model::HierNode *node) {
|
||||
translateViewpoint(node->_animPos / node->_totalWeight, node->_animPitch / node->_totalWeight, node->_animYaw / node->_totalWeight, node->_animRoll / node->_totalWeight);
|
||||
if (node->_hierVisible) {
|
||||
if (node->_mesh && node->_meshVisible) {
|
||||
tglPushMatrix();
|
||||
tglTranslatef(node->_pivot.x(), node->_pivot.y(), node->_pivot.z());
|
||||
node->_mesh->draw();
|
||||
tglMatrixMode(TGL_MODELVIEW);
|
||||
tglPopMatrix();
|
||||
}
|
||||
|
||||
if (node->_child) {
|
||||
node->_child->draw();
|
||||
tglMatrixMode(TGL_MODELVIEW);
|
||||
}
|
||||
}
|
||||
translateViewpoint();
|
||||
|
||||
if (node->_sibling)
|
||||
node->_sibling->draw();
|
||||
}
|
||||
|
||||
void DriverTinyGL::disableLights() {
|
||||
tglDisable(TGL_LIGHTING);
|
||||
}
|
||||
|
||||
void DriverTinyGL::setupLight(Scene::Light *light, int lightId) {
|
||||
assert(lightId < T_MAX_LIGHTS);
|
||||
tglEnable(TGL_LIGHTING);
|
||||
float lightColor[] = { 0.0f, 0.0f, 0.0f, 1.0f };
|
||||
float lightPos[] = { 0.0f, 0.0f, 0.0f, 1.0f };
|
||||
float lightDir[] = { 0.0f, 0.0f, 0.0f };
|
||||
|
||||
float intensity = light->_intensity / 1.3f;
|
||||
lightColor[0] = ((float)light->_color.red() / 15.0f) * intensity;
|
||||
lightColor[1] = ((float)light->_color.blue() / 15.0f) * intensity;
|
||||
lightColor[2] = ((float)light->_color.green() / 15.0f) * intensity;
|
||||
|
||||
if (strcmp(light->_type.c_str(), "omni") == 0) {
|
||||
lightPos[0] = light->_pos.x();
|
||||
lightPos[1] = light->_pos.y();
|
||||
lightPos[2] = light->_pos.z();
|
||||
tglDisable(TGL_LIGHT0 + lightId);
|
||||
tglLightfv(TGL_LIGHT0 + lightId, TGL_DIFFUSE, lightColor);
|
||||
tglLightfv(TGL_LIGHT0 + lightId, TGL_POSITION, lightPos);
|
||||
tglEnable(TGL_LIGHT0 + lightId);
|
||||
} else if (strcmp(light->_type.c_str(), "direct") == 0) {
|
||||
tglDisable(TGL_LIGHT0 + lightId);
|
||||
lightDir[0] = -light->_dir.x();
|
||||
lightDir[1] = -light->_dir.y();
|
||||
lightDir[2] = -light->_dir.z();
|
||||
tglLightfv(TGL_LIGHT0 + lightId, TGL_DIFFUSE, lightColor);
|
||||
tglLightfv(TGL_LIGHT0 + lightId, TGL_POSITION, lightDir);
|
||||
tglEnable(TGL_LIGHT0 + lightId);
|
||||
} else if (strcmp(light->_type.c_str(), "spot") == 0) {
|
||||
tglDisable(TGL_LIGHT0 + lightId);
|
||||
lightPos[0] = light->_pos.x();
|
||||
lightPos[1] = light->_pos.y();
|
||||
lightPos[2] = light->_pos.z();
|
||||
lightDir[0] = light->_dir.x();
|
||||
lightDir[1] = light->_dir.y();
|
||||
lightDir[2] = light->_dir.z();
|
||||
tglLightfv(TGL_LIGHT0 + lightId, TGL_DIFFUSE, lightColor);
|
||||
tglLightfv(TGL_LIGHT0 + lightId, TGL_POSITION, lightPos);
|
||||
tglLightfv(TGL_LIGHT0 + lightId, TGL_SPOT_DIRECTION, lightDir);
|
||||
tglLightf(TGL_LIGHT0 + lightId, TGL_SPOT_CUTOFF, 90);
|
||||
tglEnable(TGL_LIGHT0 + lightId);
|
||||
} else {
|
||||
error("Scene::setupLights() Unknown type of light: %s", light->_type.c_str());
|
||||
}
|
||||
}
|
||||
|
||||
void DriverTinyGL::createBitmap(Bitmap *bitmap) {
|
||||
if (bitmap->_format != 1) {
|
||||
for (int pic = 0; pic < bitmap->_numImages; pic++) {
|
||||
uint16 *bufPtr = reinterpret_cast<uint16 *>(bitmap->_data[pic]);
|
||||
for (int i = 0; i < (bitmap->_width * bitmap->_height); i++) {
|
||||
uint16 val = READ_LE_UINT16(bitmap->_data[pic] + 2 * i);
|
||||
bufPtr[i] = ((uint32) val) * 0x10000 / 100 / (0x10000 - val);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void TinyGLBlit(byte *dst, byte *src, int x, int y, int width, int height, bool trans) {
|
||||
int srcPitch = width * 2;
|
||||
int dstPitch = 640 * 2;
|
||||
int srcX, srcY;
|
||||
int l, r;
|
||||
|
||||
if (x > 639 || y > 479)
|
||||
return;
|
||||
|
||||
if (x < 0) {
|
||||
x = 0;
|
||||
srcX = -x;
|
||||
} else {
|
||||
srcX = 0;
|
||||
}
|
||||
if (y < 0) {
|
||||
y = 0;
|
||||
srcY = -y;
|
||||
} else {
|
||||
srcY = 0;
|
||||
}
|
||||
|
||||
if (x + width > 640)
|
||||
width -= (x + width) - 640;
|
||||
|
||||
if (y + height > 480)
|
||||
height -= (y + height) - 480;
|
||||
|
||||
dst += (x + (y * 640)) * 2;
|
||||
src += (srcX + (srcY * width)) * 2;
|
||||
|
||||
int copyWidth = width * 2;
|
||||
|
||||
if (!trans) {
|
||||
for (l = 0; l < height; l++) {
|
||||
memcpy(dst, src, copyWidth);
|
||||
dst += dstPitch;
|
||||
src += srcPitch;
|
||||
}
|
||||
} else {
|
||||
for (l = 0; l < height; l++) {
|
||||
for (r = 0; r < copyWidth; r += 2) {
|
||||
uint16 pixel = READ_LE_UINT16(src + r);
|
||||
if (pixel != 0xf81f)
|
||||
WRITE_LE_UINT16(dst + r, pixel);
|
||||
}
|
||||
dst += dstPitch;
|
||||
src += srcPitch;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void DriverTinyGL::drawBitmap(const Bitmap *bitmap) {
|
||||
assert(bitmap->_currImage > 0);
|
||||
if (bitmap->_format == 1)
|
||||
TinyGLBlit((byte *)_zb->pbuf, (byte *)bitmap->_data[bitmap->_currImage - 1],
|
||||
bitmap->x(), bitmap->y(), bitmap->width(), bitmap->height(), true);
|
||||
else
|
||||
TinyGLBlit((byte *)_zb->zbuf, (byte *)bitmap->_data[bitmap->_currImage - 1],
|
||||
bitmap->x(), bitmap->y(), bitmap->width(), bitmap->height(), false);
|
||||
}
|
||||
|
||||
void DriverTinyGL::destroyBitmap(Bitmap *) { }
|
||||
|
||||
void DriverTinyGL::drawDepthBitmap(int, int, int, int, char *) { }
|
||||
|
||||
void DriverTinyGL::createMaterial(Material *material, const char *data, const CMap *cmap) {
|
||||
material->_textures = new TGLuint[material->_numImages];
|
||||
tglGenTextures(material->_numImages, (TGLuint *)material->_textures);
|
||||
char *texdata = new char[material->_width * material->_height * 4];
|
||||
for (int i = 0; i < material->_numImages; i++) {
|
||||
char *texdatapos = texdata;
|
||||
for (int y = 0; y < material->_height; y++) {
|
||||
for (int x = 0; x < material->_width; x++) {
|
||||
int col = *(uint8 *)(data);
|
||||
if (col == 0)
|
||||
memset(texdatapos, 0, 4); // transparent
|
||||
else {
|
||||
memcpy(texdatapos, cmap->_colors + 3 * (*(uint8 *)(data)), 3);
|
||||
texdatapos[3] = '\xff'; // fully opaque
|
||||
}
|
||||
texdatapos += 4;
|
||||
data++;
|
||||
}
|
||||
}
|
||||
TGLuint *textures = (TGLuint *)material->_textures;
|
||||
tglBindTexture(TGL_TEXTURE_2D, textures[i]);
|
||||
tglTexParameteri(TGL_TEXTURE_2D, TGL_TEXTURE_WRAP_S, TGL_REPEAT);
|
||||
tglTexParameteri(TGL_TEXTURE_2D, TGL_TEXTURE_WRAP_T, TGL_REPEAT);
|
||||
tglTexParameteri(TGL_TEXTURE_2D, TGL_TEXTURE_MAG_FILTER, TGL_LINEAR);
|
||||
tglTexParameteri(TGL_TEXTURE_2D, TGL_TEXTURE_MIN_FILTER, TGL_LINEAR);
|
||||
tglTexImage2D(TGL_TEXTURE_2D, 0, 3, material->_width, material->_height, 0, TGL_RGBA, TGL_UNSIGNED_BYTE, texdata);
|
||||
data += 24;
|
||||
}
|
||||
delete[] texdata;
|
||||
}
|
||||
|
||||
void DriverTinyGL::selectMaterial(const Material *material) {
|
||||
TGLuint *textures = (TGLuint *)material->_textures;
|
||||
tglBindTexture(TGL_TEXTURE_2D, textures[material->_currImage]);
|
||||
tglPushMatrix();
|
||||
tglMatrixMode(TGL_TEXTURE);
|
||||
tglLoadIdentity();
|
||||
tglScalef(1.0f / material->_width, 1.0f / material->_height, 1);
|
||||
tglMatrixMode(TGL_MODELVIEW);
|
||||
tglPopMatrix();
|
||||
}
|
||||
|
||||
void DriverTinyGL::destroyMaterial(Material *material) {
|
||||
tglDeleteTextures(material->_numImages, (TGLuint *)material->_textures);
|
||||
delete[] (TGLuint *)material->_textures;
|
||||
}
|
||||
|
||||
void DriverTinyGL::prepareSmushFrame(int width, int height, byte *bitmap) {
|
||||
_smushWidth = width;
|
||||
_smushHeight = height;
|
||||
_smushBitmap = bitmap;
|
||||
}
|
||||
|
||||
void DriverTinyGL::drawSmushFrame(int offsetX, int offsetY) {
|
||||
if (_smushWidth == 640 && _smushHeight == 480) {
|
||||
memcpy(_zb->pbuf, _smushBitmap, 640 * 480 * 2);
|
||||
} else {
|
||||
TinyGLBlit((byte *)_zb->pbuf, _smushBitmap, offsetX, offsetY, _smushWidth, _smushHeight, false);
|
||||
}
|
||||
}
|
||||
|
||||
void DriverTinyGL::releaseSmushFrame() {
|
||||
}
|
||||
|
||||
void DriverTinyGL::loadEmergFont() {
|
||||
}
|
||||
|
||||
void DriverTinyGL::drawEmergString(int x, int y, const char *text, const Color &fgColor) {
|
||||
uint16 color = ((fgColor.red() & 0xF8) << 8) | ((fgColor.green() & 0xFC) << 3) | (fgColor.blue() >> 3);
|
||||
|
||||
for (int l = 0; l < (int)strlen(text); l++) {
|
||||
int c = text[l];
|
||||
assert(c >= 32 && c <= 127);
|
||||
const uint8 *ptr = Font::emerFont[c - 32];
|
||||
for (int py = 0; py < 13; py++) {
|
||||
if ((py + y) < 480) {
|
||||
int line = ptr[12 - py];
|
||||
for (int px = 0; px < 8; px++) {
|
||||
if ((px + x) < 640) {
|
||||
int pixel = line & 0x80;
|
||||
line <<= 1;
|
||||
if (pixel)
|
||||
WRITE_LE_UINT16(_zb->pbuf + ((py + y) * 640) + (px + x), color);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
x += 10;
|
||||
}
|
||||
}
|
||||
|
||||
Driver::TextObjectHandle *DriverTinyGL::createTextBitmap(uint8 *data, int width, int height, const Color &fgColor) {
|
||||
TextObjectHandle *handle = new TextObjectHandle;
|
||||
handle->width = width;
|
||||
handle->height = height;
|
||||
handle->numTex = 0;
|
||||
handle->texIds = NULL;
|
||||
|
||||
// Convert data to 16-bit RGB 565 format
|
||||
uint16 *texData = new uint16[width * height];
|
||||
uint16 *texDataPtr = texData;
|
||||
handle->bitmapData = texData;
|
||||
uint8 *bitmapData = data;
|
||||
uint8 r = fgColor.red();
|
||||
uint8 g = fgColor.green();
|
||||
uint8 b = fgColor.blue();
|
||||
uint16 color = ((r & 0xF8) << 8) | ((g & 0xFC) << 3) | (b >> 3);
|
||||
if (color == 0xf81f)
|
||||
color = 0xf81e;
|
||||
|
||||
for (int i = 0; i < width * height; i++, texDataPtr++, bitmapData++) {
|
||||
byte pixel = *bitmapData;
|
||||
if (pixel == 0x00) {
|
||||
WRITE_LE_UINT16(texDataPtr, 0xf81f);
|
||||
} else if (pixel == 0x80) {
|
||||
*texDataPtr = 0;
|
||||
} else if (pixel == 0xFF) {
|
||||
WRITE_LE_UINT16(texDataPtr, color);
|
||||
}
|
||||
}
|
||||
|
||||
return handle;
|
||||
}
|
||||
|
||||
void DriverTinyGL::drawTextBitmap(int x, int y, TextObjectHandle *handle) {
|
||||
TinyGLBlit((byte *)_zb->pbuf, (byte *)handle->bitmapData, x, y, handle->width, handle->height, true);
|
||||
}
|
||||
|
||||
void DriverTinyGL::destroyTextBitmap(TextObjectHandle *handle) {
|
||||
delete[] handle->bitmapData;
|
||||
}
|
||||
|
||||
Bitmap *DriverTinyGL::getScreenshot(int w, int h) {
|
||||
uint16 *buffer = new uint16[w * h];
|
||||
uint16 *src = (uint16 *)_storedDisplay;
|
||||
assert(buffer);
|
||||
|
||||
int step = 0;
|
||||
for (int y = 0; y <= 479; y++) {
|
||||
for (int x = 0; x <= 639; x++) {
|
||||
uint16 pixel = *(src + y * 640 + x);
|
||||
uint8 r = (pixel & 0xF800) >> 8;
|
||||
uint8 g = (pixel & 0x07E0) >> 3;
|
||||
uint8 b = (pixel & 0x001F) << 3;
|
||||
uint32 color = (r + g + b) / 3;
|
||||
src[step++] = ((color & 0xF8) << 8) | ((color & 0xFC) << 3) | (color >> 3);
|
||||
}
|
||||
}
|
||||
|
||||
float step_x = 640.0 / w;
|
||||
float step_y = 480.0 / h;
|
||||
step = 0;
|
||||
for (float y = 0; y < 479; y += step_y) {
|
||||
for (float x = 0; x < 639; x += step_x) {
|
||||
uint16 pixel = *(src + (int)y * 640 + (int)x);
|
||||
buffer[step++] = pixel;
|
||||
}
|
||||
}
|
||||
|
||||
Bitmap *screenshot = new Bitmap((char *)buffer, w, h, "screenshot");
|
||||
delete[] buffer;
|
||||
return screenshot;
|
||||
}
|
||||
|
||||
void DriverTinyGL::storeDisplay() {
|
||||
memcpy(_storedDisplay, _zb->pbuf, 640 * 480 * 2);
|
||||
}
|
||||
|
||||
void DriverTinyGL::copyStoredToDisplay() {
|
||||
memcpy(_zb->pbuf, _storedDisplay, 640 * 480 * 2);
|
||||
}
|
||||
|
||||
void DriverTinyGL::dimScreen() {
|
||||
uint16 *data = (uint16 *)_storedDisplay;
|
||||
for (int l = 0; l < 640 * 480; l++) {
|
||||
uint16 pixel = data[l];
|
||||
uint8 r = (pixel & 0xF800) >> 8;
|
||||
uint8 g = (pixel & 0x07E0) >> 3;
|
||||
uint8 b = (pixel & 0x001F) << 3;
|
||||
uint32 color = (r + g + b) / 10;
|
||||
data[l] = ((color & 0xF8) << 8) | ((color & 0xFC) << 3) | (color >> 3);
|
||||
}
|
||||
}
|
||||
|
||||
void DriverTinyGL::dimRegion(int x, int y, int w, int h, float level) {
|
||||
uint16 *data = (uint16 *)_zb->pbuf;
|
||||
for (int ly = y; ly < y + h; ly++) {
|
||||
for (int lx = x; lx < x + w; lx++) {
|
||||
uint16 pixel = data[ly * 640 + lx];
|
||||
uint8 r = (pixel & 0xF800) >> 8;
|
||||
uint8 g = (pixel & 0x07E0) >> 3;
|
||||
uint8 b = (pixel & 0x001F) << 3;
|
||||
uint16 color = (uint16)(((r + g + b) / 3) * level);
|
||||
data[ly * 640 + lx] = ((color & 0xF8) << 8) | ((color & 0xFC) << 3) | (color >> 3);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void DriverTinyGL::drawRectangle(PrimitiveObject *primitive) {
|
||||
uint16 *dst = (uint16 *)_zb->pbuf;
|
||||
int x1 = primitive->getX1();
|
||||
int x2 = primitive->getX2();
|
||||
int y1 = primitive->getY1();
|
||||
int y2 = primitive->getY2();
|
||||
|
||||
Color color = primitive->getColor();
|
||||
uint16 c = ((color.red() & 0xF8) << 8) | ((color.green() & 0xFC) << 3) | (color.blue() >> 3);
|
||||
|
||||
if (primitive->isFilled()) {
|
||||
for (; y1 <= y2; y1++) {
|
||||
for (int x = x1; x <= x2; x++) {
|
||||
WRITE_LE_UINT16(dst + 640 * y1 + x, c);
|
||||
}
|
||||
}
|
||||
} else {
|
||||
for (int x = x1; x <= x2; x++) {
|
||||
WRITE_LE_UINT16(dst + 640 * y1 + x, c);
|
||||
}
|
||||
for (int x = x1; x <= x2; x++) {
|
||||
WRITE_LE_UINT16(dst + 640 * y2 + x, c);
|
||||
}
|
||||
for (int y = y1; y <= y2; y++) {
|
||||
WRITE_LE_UINT16(dst + 640 * y + x1, c);
|
||||
}
|
||||
for (int y = y1; y <= y2; y++) {
|
||||
WRITE_LE_UINT16(dst + 640 * y + x2, c);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void DriverTinyGL::drawLine(PrimitiveObject *primitive) {
|
||||
uint16 *dst = (uint16 *)_zb->pbuf;
|
||||
int x1 = primitive->getX1();
|
||||
int x2 = primitive->getX2();
|
||||
int y1 = primitive->getY1();
|
||||
int y2 = primitive->getY2();
|
||||
float m = (y2 - y1) / (x2 - x1);
|
||||
int b = (int)(-m * x1 + y1);
|
||||
|
||||
Color color = primitive->getColor();
|
||||
uint16 c = ((color.red() & 0xF8) << 8) | ((color.green() & 0xFC) << 3) | (color.blue() >> 3);
|
||||
|
||||
for (int x = x1; x <= x2; x++) {
|
||||
int y = (int)(m * x) + b;
|
||||
WRITE_LE_UINT16(dst + 640 * y + x, c);
|
||||
}
|
||||
}
|
||||
|
||||
void DriverTinyGL::drawPolygon(PrimitiveObject *primitive) {
|
||||
uint16 *dst = (uint16 *)_zb->pbuf;
|
||||
int x1 = primitive->getX1();
|
||||
int y1 = primitive->getY1();
|
||||
int x2 = primitive->getX2();
|
||||
int y2 = primitive->getY2();
|
||||
int x3 = primitive->getX3();
|
||||
int y3 = primitive->getY3();
|
||||
int x4 = primitive->getX4();
|
||||
int y4 = primitive->getY4();
|
||||
float m;
|
||||
int b;
|
||||
|
||||
Color color = primitive->getColor();
|
||||
uint16 c = ((color.red() & 0xF8) << 8) | ((color.green() & 0xFC) << 3) | (color.blue() >> 3);
|
||||
|
||||
m = (y2 - y1) / (x2 - x1);
|
||||
b = (int)(-m * x1 + y1);
|
||||
for (int x = x1; x <= x2; x++) {
|
||||
int y = (int)(m * x) + b;
|
||||
WRITE_LE_UINT16(dst + 640 * y + x, c);
|
||||
}
|
||||
m = (y4 - y3) / (x4 - x3);
|
||||
b = (int)(-m * x3 + y3);
|
||||
for (int x = x3; x <= x4; x++) {
|
||||
int y = (int)(m * x) + b;
|
||||
WRITE_LE_UINT16(dst + 640 * y + x, c);
|
||||
}
|
||||
}
|
123
backends/platform/sdl/gfx_tinygl.h
Normal file
123
backends/platform/sdl/gfx_tinygl.h
Normal file
@ -0,0 +1,123 @@
|
||||
/* Residual - Virtual machine to run LucasArts' 3D adventure games
|
||||
*
|
||||
* Residual is the legal property of its developers, whose names
|
||||
* are too numerous to list here. Please refer to the AUTHORS
|
||||
* file distributed with this source distribution.
|
||||
*
|
||||
* This library is free software; you can redistribute it and/or
|
||||
* modify it under the terms of the GNU Lesser General Public
|
||||
* License as published by the Free Software Foundation; either
|
||||
* version 2.1 of the License, or (at your option) any later version.
|
||||
|
||||
* This library is distributed in the hope that it will be useful,
|
||||
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
|
||||
* Lesser General Public License for more details.
|
||||
|
||||
* You should have received a copy of the GNU Lesser General Public
|
||||
* License along with this library; if not, write to the Free Software
|
||||
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
|
||||
*
|
||||
* $URL$
|
||||
* $Id$
|
||||
*
|
||||
*/
|
||||
|
||||
#ifndef BACKEND_DRIVER_TINYGL_H
|
||||
#define BACKEND_DRIVER_TINYGL_H
|
||||
|
||||
#include "common/sys.h"
|
||||
|
||||
#include "engine/color.h"
|
||||
#include "engine/model.h"
|
||||
#include "engine/colormap.h"
|
||||
#include "engine/bitmap.h"
|
||||
#include "engine/vector3d.h"
|
||||
#include "backends/platform/driver.h"
|
||||
#include "backends/platform/sdl/driver_sdl.h"
|
||||
|
||||
#include "engine/tinygl/gl.h"
|
||||
#include "engine/tinygl/zgl.h"
|
||||
|
||||
#include <SDL.h>
|
||||
|
||||
class DriverTinyGL : public DriverSDL {
|
||||
public:
|
||||
DriverTinyGL();
|
||||
virtual ~DriverTinyGL();
|
||||
|
||||
void setupScreen(int screenW, int screenH, bool fullscreen = false);
|
||||
|
||||
void setupCamera(float fov, float nclip, float fclip, float roll);
|
||||
void positionCamera(Vector3d pos, Vector3d interest);
|
||||
|
||||
void toggleFullscreenMode();
|
||||
void clearScreen();
|
||||
void flipBuffer();
|
||||
|
||||
bool isHardwareAccelerated();
|
||||
|
||||
void getBoundingBoxPos(const Model::Mesh *model, int *x1, int *y1, int *x2, int *y2);
|
||||
|
||||
void startActorDraw(Vector3d pos, float yaw, float pitch, float roll);
|
||||
void finishActorDraw();
|
||||
void setShadow(Shadow *shadow);
|
||||
void drawShadowPlanes();
|
||||
void setShadowMode();
|
||||
void clearShadowMode();
|
||||
void setShadowColor(byte r, byte g, byte b);
|
||||
|
||||
void set3DMode();
|
||||
|
||||
void translateViewpoint(Vector3d pos, float pitch, float yaw, float roll);
|
||||
void translateViewpoint();
|
||||
|
||||
void drawHierachyNode(const Model::HierNode *node);
|
||||
void drawModelFace(const Model::Face *face, float *vertices, float *vertNormals, float *textureVerts);
|
||||
|
||||
void disableLights();
|
||||
void setupLight(Scene::Light *light, int lightId);
|
||||
|
||||
void createMaterial(Material *material, const char *data, const CMap *cmap);
|
||||
void selectMaterial(const Material *material);
|
||||
void destroyMaterial(Material *material);
|
||||
|
||||
void createBitmap(Bitmap *bitmap);
|
||||
void drawBitmap(const Bitmap *bitmap);
|
||||
void destroyBitmap(Bitmap *bitmap);
|
||||
|
||||
void drawDepthBitmap(int x, int y, int w, int h, char *data);
|
||||
void drawBitmap();
|
||||
void dimScreen();
|
||||
void dimRegion(int x, int y, int w, int h, float level);
|
||||
|
||||
Bitmap *getScreenshot(int w, int h);
|
||||
void storeDisplay();
|
||||
void copyStoredToDisplay();
|
||||
|
||||
void drawEmergString(int x, int y, const char *text, const Color &fgColor);
|
||||
void loadEmergFont();
|
||||
TextObjectHandle *createTextBitmap(uint8 *bitmap, int width, int height, const Color &fgColor);
|
||||
void drawTextBitmap(int x, int y, TextObjectHandle *handle);
|
||||
void destroyTextBitmap(TextObjectHandle *handle);
|
||||
|
||||
void drawRectangle(PrimitiveObject *primitive);
|
||||
void drawLine(PrimitiveObject *primitive);
|
||||
void drawPolygon(PrimitiveObject *primitive);
|
||||
|
||||
void prepareSmushFrame(int width, int height, byte *bitmap);
|
||||
void drawSmushFrame(int offsetX, int offsetY);
|
||||
void releaseSmushFrame();
|
||||
|
||||
protected:
|
||||
|
||||
private:
|
||||
ZBuffer *_zb;
|
||||
SDL_Surface *_screen;
|
||||
byte *_smushBitmap;
|
||||
int _smushWidth;
|
||||
int _smushHeight;
|
||||
byte *_storedDisplay;
|
||||
};
|
||||
|
||||
#endif
|
Loading…
Reference in New Issue
Block a user