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Refactoring : new class Room
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17f4a4acc1
commit
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@ -5,7 +5,8 @@ MODULE_OBJS := \
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detection.o \
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directoryentry.o \
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directorysubentry.o \
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myst3.o
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myst3.o \
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room.o
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# This module can be built as a plugin
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ifeq ($(ENABLE_MYST3), DYNAMIC_PLUGIN)
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@ -32,6 +32,7 @@
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#include "engines/myst3/myst3.h"
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#include "engines/myst3/archive.h"
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#include "engines/myst3/room.h"
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#include "graphics/jpeg.h"
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#include "graphics/conversion.h"
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@ -45,16 +46,13 @@
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namespace Myst3 {
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GLuint cubeTextures[6];
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Room room;
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float CAMERA_Pitch = 0.0f;
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float CAMERA_Yaw = 0.0f;
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static const int textureSize = 1024;
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void sbInit() {
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// Chargement des six textures
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Graphics::Surface *texture_image[6];
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for (int i = 0; i < 6; i++) {
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char fileName[250];
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sprintf(fileName, "1-%d.jpg", i + 1);
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@ -63,115 +61,26 @@ void sbInit() {
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if (!jpegFile.open(fileName)) {
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error("Unable to open cube face %d", i);
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}
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Graphics::JPEG jpeg;
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jpeg.read(&jpegFile);
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byte *y = (byte *)jpeg.getComponent(1)->getBasePtr(0, 0);
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byte *u = (byte *)jpeg.getComponent(2)->getBasePtr(0, 0);
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byte *v = (byte *)jpeg.getComponent(3)->getBasePtr(0, 0);
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texture_image[i] = new Graphics::Surface();
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texture_image[i]->create(jpeg.getComponent(1)->w, jpeg.getComponent(1)->h, 3);
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byte *ptr = (byte *)texture_image[i]->getBasePtr(0, 0);
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for (int j = 0; j < texture_image[i]->w * texture_image[i]->h; j++) {
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byte r, g, b;
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Graphics::YUV2RGB(*y++, *u++, *v++, r, g, b);
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*ptr++ = r;
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*ptr++ = g;
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*ptr++ = b;
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}
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room.setFaceTextureJPEG(i, &jpeg);
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jpegFile.close();
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}
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for (int i = 0; i < 6; i++)
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{
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// Génération d'une texture
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glGenTextures(1, &cubeTextures[i]);
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// Configuration de la texture courante
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glBindTexture(GL_TEXTURE_2D, cubeTextures[i]);
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if (texture_image[i])
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{
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glTexImage2D(GL_TEXTURE_2D, 0, 3, textureSize, textureSize, 0, GL_RGB, GL_UNSIGNED_BYTE, 0);
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, texture_image[i]->w, texture_image[i]->h, GL_RGB, GL_UNSIGNED_BYTE, texture_image[i]->pixels);
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//glTexImage2D(GL_TEXTURE_2D, 0, 3, texture_image[i]->w, texture_image[i]->h, 0, GL_RGB, GL_UNSIGNED_BYTE, texture_image[i]->pixels);
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delete texture_image[i];
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}
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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}
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}
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void DrawSkyBox(float camera_yaw, float camera_pitch)
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{
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// Taille du cube
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float t = 1.0f;
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// Portion de texture utilisée
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float s = 640 / (float)textureSize;
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// Réglage de l'orientation
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glPushMatrix();
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glLoadIdentity();
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glRotatef( camera_pitch, 1.0f, 0.0f, 0.0f );
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glRotatef( camera_yaw, 0.0f, 1.0f, 0.0f );
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glBindTexture(GL_TEXTURE_2D, cubeTextures[4]);
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glBegin(GL_TRIANGLE_STRIP); // X-
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glTexCoord2f(0, s); glVertex3f(-t,-t, t);
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glTexCoord2f(s, s); glVertex3f(-t,-t,-t);
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glTexCoord2f(0, 0); glVertex3f(-t, t, t);
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glTexCoord2f(s, 0); glVertex3f(-t, t,-t);
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glEnd();
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glBindTexture(GL_TEXTURE_2D, cubeTextures[3]);
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glBegin(GL_TRIANGLE_STRIP); // X+
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glTexCoord2f(0, s); glVertex3f( t,-t,-t);
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glTexCoord2f(s, s); glVertex3f( t,-t, t);
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glTexCoord2f(0, 0); glVertex3f( t, t,-t);
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glTexCoord2f(s, 0); glVertex3f( t, t, t);
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glEnd();
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glBindTexture(GL_TEXTURE_2D, cubeTextures[1]);
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glBegin(GL_TRIANGLE_STRIP); // Y-
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glTexCoord2f(0, s); glVertex3f( t,-t,-t);
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glTexCoord2f(s, s); glVertex3f(-t,-t,-t);
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glTexCoord2f(0, 0); glVertex3f( t,-t, t);
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glTexCoord2f(s, 0); glVertex3f(-t,-t, t);
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glEnd();
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glBindTexture(GL_TEXTURE_2D, cubeTextures[5]);
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glBegin(GL_TRIANGLE_STRIP); // Y+
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glTexCoord2f(0, s); glVertex3f( t, t, t);
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glTexCoord2f(s, s); glVertex3f(-t, t, t);
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glTexCoord2f(0, 0); glVertex3f( t, t,-t);
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glTexCoord2f(s, 0); glVertex3f(-t, t,-t);
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glEnd();
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glBindTexture(GL_TEXTURE_2D, cubeTextures[0]);
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glBegin(GL_TRIANGLE_STRIP); // Z-
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glTexCoord2f(0, s); glVertex3f(-t,-t,-t);
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glTexCoord2f(s, s); glVertex3f( t,-t,-t);
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glTexCoord2f(0, 0); glVertex3f(-t, t,-t);
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glTexCoord2f(s, 0); glVertex3f( t, t,-t);
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glEnd();
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glBindTexture(GL_TEXTURE_2D, cubeTextures[2]);
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glBegin(GL_TRIANGLE_STRIP); // Z+
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glTexCoord2f(0, s); glVertex3f( t,-t, t);
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glTexCoord2f(s, s); glVertex3f(-t,-t, t);
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glTexCoord2f(0, 0); glVertex3f( t, t, t);
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glTexCoord2f(s, 0); glVertex3f(-t, t, t);
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glEnd();
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room.draw();
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// Réinitialisation de la matrice ModelView
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glPopMatrix();
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120
engines/myst3/room.cpp
Normal file
120
engines/myst3/room.cpp
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@ -0,0 +1,120 @@
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/* Residual - A 3D game interpreter
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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
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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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* 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
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* 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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#include "engines/myst3/room.h"
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namespace Myst3 {
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void Room::setFaceTextureJPEG(int face, Graphics::JPEG *jpeg) {
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Graphics::Surface *texture = new Graphics::Surface();
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texture->create(jpeg->getComponent(1)->w, jpeg->getComponent(1)->h, 3);
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byte *y = (byte *)jpeg->getComponent(1)->getBasePtr(0, 0);
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byte *u = (byte *)jpeg->getComponent(2)->getBasePtr(0, 0);
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byte *v = (byte *)jpeg->getComponent(3)->getBasePtr(0, 0);
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byte *ptr = (byte *)texture->getBasePtr(0, 0);
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for (int i = 0; i < texture->w * texture->h; i++) {
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byte r, g, b;
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Graphics::YUV2RGB(*y++, *u++, *v++, r, g, b);
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*ptr++ = r;
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*ptr++ = g;
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*ptr++ = b;
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}
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setFaceTextureRGB(face, texture);
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delete texture;
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}
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void Room::setFaceTextureRGB(int face, Graphics::Surface *texture) {
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glGenTextures(1, &_cubeTextures[face]);
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glBindTexture(GL_TEXTURE_2D, _cubeTextures[face]);
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glTexImage2D(GL_TEXTURE_2D, 0, 3, _cubeTextureSize, _cubeTextureSize, 0, GL_RGB, GL_UNSIGNED_BYTE, 0);
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, texture->w, texture->h, GL_RGB, GL_UNSIGNED_BYTE, texture->pixels);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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}
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void Room::draw() {
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// Taille du cube
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float t = 1.0f;
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// Portion de texture utilisée
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float s = 640 / (float)_cubeTextureSize;
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glBindTexture(GL_TEXTURE_2D, _cubeTextures[4]);
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glBegin(GL_TRIANGLE_STRIP); // X-
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glTexCoord2f(0, s); glVertex3f(-t,-t, t);
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glTexCoord2f(s, s); glVertex3f(-t,-t,-t);
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glTexCoord2f(0, 0); glVertex3f(-t, t, t);
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glTexCoord2f(s, 0); glVertex3f(-t, t,-t);
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glEnd();
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glBindTexture(GL_TEXTURE_2D, _cubeTextures[3]);
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glBegin(GL_TRIANGLE_STRIP); // X+
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glTexCoord2f(0, s); glVertex3f( t,-t,-t);
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glTexCoord2f(s, s); glVertex3f( t,-t, t);
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glTexCoord2f(0, 0); glVertex3f( t, t,-t);
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glTexCoord2f(s, 0); glVertex3f( t, t, t);
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glEnd();
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glBindTexture(GL_TEXTURE_2D, _cubeTextures[1]);
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glBegin(GL_TRIANGLE_STRIP); // Y-
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glTexCoord2f(0, s); glVertex3f( t,-t,-t);
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glTexCoord2f(s, s); glVertex3f(-t,-t,-t);
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glTexCoord2f(0, 0); glVertex3f( t,-t, t);
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glTexCoord2f(s, 0); glVertex3f(-t,-t, t);
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glEnd();
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glBindTexture(GL_TEXTURE_2D, _cubeTextures[5]);
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glBegin(GL_TRIANGLE_STRIP); // Y+
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glTexCoord2f(0, s); glVertex3f( t, t, t);
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glTexCoord2f(s, s); glVertex3f(-t, t, t);
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glTexCoord2f(0, 0); glVertex3f( t, t,-t);
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glTexCoord2f(s, 0); glVertex3f(-t, t,-t);
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glEnd();
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glBindTexture(GL_TEXTURE_2D, _cubeTextures[0]);
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glBegin(GL_TRIANGLE_STRIP); // Z-
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glTexCoord2f(0, s); glVertex3f(-t,-t,-t);
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glTexCoord2f(s, s); glVertex3f( t,-t,-t);
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glTexCoord2f(0, 0); glVertex3f(-t, t,-t);
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glTexCoord2f(s, 0); glVertex3f( t, t,-t);
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glEnd();
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glBindTexture(GL_TEXTURE_2D, _cubeTextures[2]);
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glBegin(GL_TRIANGLE_STRIP); // Z+
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glTexCoord2f(0, s); glVertex3f( t,-t, t);
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glTexCoord2f(s, s); glVertex3f(-t,-t, t);
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glTexCoord2f(0, 0); glVertex3f( t, t, t);
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glTexCoord2f(s, 0); glVertex3f(-t, t, t);
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glEnd();
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}
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} // end of namespace Myst3
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55
engines/myst3/room.h
Normal file
55
engines/myst3/room.h
Normal file
@ -0,0 +1,55 @@
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/* Residual - A 3D game interpreter
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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
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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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* 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
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* 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 MYST3_ROOM_H
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#define MYST3_ROOM_H
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#ifdef SDL_BACKEND
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#include <SDL_opengl.h>
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#else
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#include <GL/gl.h>
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#include <GL/glu.h>
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#endif
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#include "graphics/surface.h"
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#include "graphics/jpeg.h"
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#include "graphics/conversion.h"
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namespace Myst3 {
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class Room {
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private:
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static const int _cubeTextureSize = 1024;
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GLuint _cubeTextures[6];
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public:
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void setFaceTextureRGB(int face, Graphics::Surface *texture);
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void setFaceTextureJPEG(int face, Graphics::JPEG *jpeg);
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void draw();
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};
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} // end of namespace Myst3
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#endif
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