update copyright date, some formating stuff, rest later

This commit is contained in:
Pawel Kolodziejski 2004-02-24 08:20:45 +00:00
parent 978b6691b6
commit fd4d04c3a3
10 changed files with 446 additions and 448 deletions

314
actor.cpp
View File

@ -1,5 +1,5 @@
// Residual - Virtual machine to run LucasArts' 3D adventure games
// Copyright (C) 2003 The ScummVM-Residual Team (www.scummvm.org)
// Copyright (C) 2003-2004 The ScummVM-Residual Team (www.scummvm.org)
//
// This library is free software; you can redistribute it and/or
// modify it under the terms of the GNU Lesser General Public
@ -25,157 +25,155 @@
#include "driver_gl.h"
Actor::Actor(const char *name) :
name_(name), talkColor_(255, 255, 255), pos_(0, 0, 0),
pitch_(0), yaw_(0), roll_(0), walkRate_(0), turnRate_(0),
visible_(true), talkSound_(NULL), turning_(false), walking_(false), walkChore_(-1)
{
Engine::instance()->registerActor(this);
lookingMode_ = false;
name_(name), talkColor_(255, 255, 255), pos_(0, 0, 0),
pitch_(0), yaw_(0), roll_(0), walkRate_(0), turnRate_(0),
visible_(true), talkSound_(NULL), turning_(false), walking_(false), walkChore_(-1) {
Engine::instance()->registerActor(this);
lookingMode_ = false;
}
void Actor::turnTo(float pitch, float yaw, float roll) {
pitch_ = pitch;
roll_ = roll;
if (yaw_ != yaw) {
turning_ = true;
destYaw_ = yaw;
}
else
turning_ = false;
pitch_ = pitch;
roll_ = roll;
if (yaw_ != yaw) {
turning_ = true;
destYaw_ = yaw;
} else
turning_ = false;
}
void Actor::walkTo(Vector3d p) {
// For now, this is just the ignoring-boxes version (which afaict
// isn't even in the original). This will eventually need a
// following-boxes version also.
if (p == pos_)
walking_ = false;
else {
walking_ = true;
destPos_ = p;
// For now, this is just the ignoring-boxes version (which afaict
// isn't even in the original). This will eventually need a
// following-boxes version also.
if (p == pos_)
walking_ = false;
else {
walking_ = true;
destPos_ = p;
if (p.x() != pos_.x() || p.y() != pos_.y())
turnTo(pitch_, yawTo(p), roll_);
}
if (p.x() != pos_.x() || p.y() != pos_.y())
turnTo(pitch_, yawTo(p), roll_);
}
}
bool Actor::validBoxVector(Vector3d forwardVec, float dist) {
// TODO: Obey Actor 'constrain' flags. Verify if any other sector flags allow walking
// Possibly use a box-aware TraceLine function instead of just checking dest point
Vector3d tempVec = pos_ + (forwardVec * dist);
int numSectors = Engine::instance()->currScene()->getSectorCount();
//TODO: Obey Actor 'constrain' flags. Verify if any other sector flags allow walking
//Possibly use a box-aware TraceLine function instead of just checking dest point
Vector3d tempVec = pos_ + (forwardVec * dist);
int numSectors = Engine::instance()->currScene()->getSectorCount();
for (int i = 0; i < numSectors; i++) {
Sector *sector = Engine::instance()->currScene()->getSectorBase(i);
if ((sector->type() & 0x1000) && sector->visible()) {
if (sector->isPointInSector(tempVec))
return true;
}
}
return false;
for (int i = 0; i < numSectors; i++) {
Sector *sector = Engine::instance()->currScene()->getSectorBase(i);
if ((sector->type() & 0x1000) && sector->visible()) {
if (sector->isPointInSector(tempVec))
return true;
}
}
return false;
}
void Actor::walkForward() {
float dist = Engine::instance()->perSecond(walkRate_);
float yaw_rad = yaw_ * (M_PI / 180), pitch_rad = pitch_ * (M_PI / 180);
Vector3d forwardVec(-std::sin(yaw_rad) * std::cos(pitch_rad),
std::cos(yaw_rad) * std::cos(pitch_rad),
std::sin(pitch_rad));
if (validBoxVector(forwardVec, dist))
pos_ += forwardVec * dist;
float dist = Engine::instance()->perSecond(walkRate_);
float yaw_rad = yaw_ * (M_PI / 180), pitch_rad = pitch_ * (M_PI / 180);
Vector3d forwardVec(-std::sin(yaw_rad) * std::cos(pitch_rad),
std::cos(yaw_rad) * std::cos(pitch_rad),
std::sin(pitch_rad));
if (validBoxVector(forwardVec, dist))
pos_ += forwardVec * dist;
}
void Actor::turn(int dir) {
float delta = Engine::instance()->perSecond(turnRate_) * dir;
yaw_ += delta;
float delta = Engine::instance()->perSecond(turnRate_) * dir;
yaw_ += delta;
}
float Actor::angleTo(const Actor &a) const {
float yaw_rad = yaw_ * (M_PI / 180);
Vector3d forwardVec(-std::sin(yaw_rad), std::cos(yaw_rad), 0);
Vector3d delta = a.pos() - pos_;
delta.z() = 0;
return angle(forwardVec, delta) * (180 / M_PI);
float yaw_rad = yaw_ * (M_PI / 180);
Vector3d forwardVec(-std::sin(yaw_rad), std::cos(yaw_rad), 0);
Vector3d delta = a.pos() - pos_;
delta.z() = 0;
return angle(forwardVec, delta) * (180 / M_PI);
}
float Actor::yawTo(Vector3d p) const {
Vector3d dpos = p - pos_;
if (dpos.x() == 0 && dpos.y() == 0)
return 0;
else
return std::atan2(-dpos.x(), dpos.y()) * (180 / M_PI);
Vector3d dpos = p - pos_;
if (dpos.x() == 0 && dpos.y() == 0)
return 0;
else
return std::atan2(-dpos.x(), dpos.y()) * (180 / M_PI);
}
void Actor::sayLine(const char *msg) {
// For now, just play the appropriate sound if found. Eventually,
// this needs to handle possibly displaying text, starting up
// appropriate talking chores, etc.
// For now, just play the appropriate sound if found. Eventually,
// this needs to handle possibly displaying text, starting up
// appropriate talking chores, etc.
// Find the message identifier
if (msg[0] != '/')
return;
const char *secondSlash = std::strchr(msg + 1, '/');
if (secondSlash == NULL)
return;
if (talkSound_) // Only once line at a time, please :)
shutUp();
std::string msgId(msg + 1, secondSlash);
talkSound_ = ResourceLoader::instance()->loadSound((msgId + ".wav").c_str());
if (talkSound_ != NULL)
Mixer::instance()->playVoice(talkSound_);
// Find the message identifier
if (msg[0] != '/')
return;
const char *secondSlash = std::strchr(msg + 1, '/');
if (secondSlash == NULL)
return;
if (talkSound_) // Only once line at a time, please :)
shutUp();
std::string msgId(msg + 1, secondSlash);
talkSound_ = ResourceLoader::instance()->loadSound((msgId + ".wav").c_str());
if (talkSound_ != NULL)
Mixer::instance()->playVoice(talkSound_);
// FIXME: Ender - Disabled until I work out why the wrong Chores play
// if (!costumeStack_.empty()) {
// printf("Requesting talk chore\n");
// costumeStack_.back()->playTalkChores();
// }
}
//FIXME: Ender - Disabled until I work out why the wrong Chores play
// if (!costumeStack_.empty()) {
// printf("Requesting talk chore\n");
// costumeStack_.back()->playTalkChores();
//}
}
bool Actor::talking() {
if (talkSound_ == NULL)
return false;
if (talkSound_->done()) {
// FIXME: Ender - Disabled until I work out why the wrong Chores play
// if (!costumeStack_.empty())
// costumeStack_.back()->stopTalkChores();
talkSound_ = NULL;
return false;
}
return true;
if (talkSound_ == NULL)
return false;
if (talkSound_->done()) {
//FIXME: Ender - Disabled until I work out why the wrong Chores play
//if (!costumeStack_.empty())
//costumeStack_.back()->stopTalkChores();
talkSound_ = NULL;
return false;
}
return true;
}
void Actor::shutUp() {
if (talkSound_) {
Mixer::instance()->stopVoice(talkSound_);
talkSound_ = NULL;
}
if (talkSound_) {
Mixer::instance()->stopVoice(talkSound_);
talkSound_ = NULL;
}
}
void Actor::pushCostume(const char *name) {
Costume *newCost = ResourceLoader::instance()->
loadCostume(name, currentCostume());
costumeStack_.push_back(newCost);
Costume *newCost = ResourceLoader::instance()->
loadCostume(name, currentCostume());
costumeStack_.push_back(newCost);
}
void Actor::setCostume(const char *name) {
if (! costumeStack_.empty())
popCostume();
pushCostume(name);
if (! costumeStack_.empty())
popCostume();
pushCostume(name);
}
void Actor::popCostume() {
if (! costumeStack_.empty()) {
delete costumeStack_.back();
costumeStack_.pop_back();
}
if (! costumeStack_.empty()) {
delete costumeStack_.back();
costumeStack_.pop_back();
}
}
void Actor::clearCostumes() {
// Make sure to destroy costume copies in reverse order
while (! costumeStack_.empty()) {
delete costumeStack_.back();
costumeStack_.pop_back();
}
// Make sure to destroy costume copies in reverse order
while (! costumeStack_.empty()) {
delete costumeStack_.back();
costumeStack_.pop_back();
}
}
void Actor::setHead( int joint1, int joint2, int joint3, float maxRoll, float maxPitch, float maxYaw ) {
@ -185,62 +183,64 @@ void Actor::setHead( int joint1, int joint2, int joint3, float maxRoll, float ma
}
Costume *Actor::findCostume(const char *name) {
for (std::list<Costume *>::iterator i = costumeStack_.begin();
i != costumeStack_.end(); i++)
if (std::strcmp((*i)->filename(), name) == 0)
return *i;
return NULL;
for (std::list<Costume *>::iterator i = costumeStack_.begin();
i != costumeStack_.end(); i++)
if (std::strcmp((*i)->filename(), name) == 0)
return *i;
return NULL;
}
void Actor::update() {
if (turning_) {
float turnAmt = Engine::instance()->perSecond(turnRate_);
float dyaw = destYaw_ - yaw_;
while (dyaw > 180)
dyaw -= 360;
while (dyaw < -180)
dyaw += 360;
if (turnAmt >= std::abs(dyaw)) {
yaw_ = destYaw_;
turning_ = false;
}
else if (dyaw > 0)
yaw_ += turnAmt;
else
yaw_ -= turnAmt;
}
if (turning_) {
float turnAmt = Engine::instance()->perSecond(turnRate_);
float dyaw = destYaw_ - yaw_;
while (dyaw > 180)
dyaw -= 360;
while (dyaw < -180)
dyaw += 360;
if (turnAmt >= std::abs(dyaw)) {
yaw_ = destYaw_;
turning_ = false;
}
else if (dyaw > 0)
yaw_ += turnAmt;
else
yaw_ -= turnAmt;
}
if (walking_) {
Vector3d dir = destPos_ - pos_;
float dist = dir.magnitude();
if (dist > 0)
dir /= dist;
float walkAmt = Engine::instance()->perSecond(walkRate_);
if (walkAmt >= dist) {
pos_ = destPos_;
walking_ = false;
turning_ = false;
}
else
pos_ += dir * walkAmt;
}
if (walking_) {
Vector3d dir = destPos_ - pos_;
float dist = dir.magnitude();
for (std::list<Costume *>::iterator i = costumeStack_.begin();
i != costumeStack_.end(); i++)
{
(*i)->setPosRotate( pos_, pitch_, yaw_, roll_ );
(*i)->update();
}
if (dist > 0)
dir /= dist;
if (lookingMode_) {
float lookAtAmt = Engine::instance()->perSecond(lookAtRate_);
}
float walkAmt = Engine::instance()->perSecond(walkRate_);
if (walkAmt >= dist) {
pos_ = destPos_;
walking_ = false;
turning_ = false;
}
else
pos_ += dir * walkAmt;
}
for (std::list<Costume *>::iterator i = costumeStack_.begin();
i != costumeStack_.end(); i++) {
(*i)->setPosRotate( pos_, pitch_, yaw_, roll_ );
(*i)->update();
}
if (lookingMode_) {
float lookAtAmt = Engine::instance()->perSecond(lookAtRate_);
}
}
void Actor::draw() {
if (! costumeStack_.empty()) {
g_driver->startActorDraw(pos_, yaw_, pitch_, roll_);
costumeStack_.back()->draw();
g_driver->finishActorDraw();
}
}
if (! costumeStack_.empty()) {
g_driver->startActorDraw(pos_, yaw_, pitch_, roll_);
costumeStack_.back()->draw();
g_driver->finishActorDraw();
}
}

185
actor.h
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@ -1,5 +1,5 @@
// Residual - Virtual machine to run LucasArts' 3D adventure games
// Copyright (C) 2003 The ScummVM-Residual Team (www.scummvm.org)
// Copyright (C) 2003-2004 The ScummVM-Residual Team (www.scummvm.org)
//
// This library is free software; you can redistribute it and/or
// modify it under the terms of the GNU Lesser General Public
@ -29,115 +29,114 @@ class Costume;
class Actor {
public:
Actor(const char *name);
Actor(const char *name);
const char *name() const { return name_.c_str(); }
const char *name() const { return name_.c_str(); }
void setTalkColor(const Color& c) { talkColor_ = c; }
Color talkColor() const { return talkColor_; }
void setPos(Vector3d pos) { pos_ = pos; }
Vector3d pos() const { return pos_; }
void walkTo(Vector3d p);
bool isWalking() const { return walking_; }
void setRot(float pitch, float yaw, float roll) {
pitch_ = pitch; yaw_ = yaw; roll_ = roll;
}
void turnTo(float pitch, float yaw, float roll);
bool isTurning() const { return turning_; }
float pitch() const { return pitch_; }
float yaw() const { return yaw_; }
float roll() const { return roll_; }
void setVisibility(bool val) { visible_ = val; }
bool visible() const { return visible_; }
void putInSet(const char *name) { setName_ = name; }
void setTurnRate(float rate) { turnRate_ = rate; }
float turnRate() const { return turnRate_; }
void setWalkRate(float rate) { walkRate_ = rate; }
float walkRate() const { return walkRate_; }
void setLooking(bool lookingMode) { lookingMode_ = lookingMode; }
void setTalkColor(const Color& c) { talkColor_ = c; }
Color talkColor() const { return talkColor_; }
void setPos(Vector3d pos) { pos_ = pos; }
Vector3d pos() const { return pos_; }
void walkTo(Vector3d p);
bool isWalking() const { return walking_; }
void setRot(float pitch, float yaw, float roll) {
pitch_ = pitch; yaw_ = yaw; roll_ = roll;
}
void turnTo(float pitch, float yaw, float roll);
bool isTurning() const { return turning_; }
float pitch() const { return pitch_; }
float yaw() const { return yaw_; }
float roll() const { return roll_; }
void setVisibility(bool val) { visible_ = val; }
bool visible() const { return visible_; }
void putInSet(const char *name) { setName_ = name; }
void setTurnRate(float rate) { turnRate_ = rate; }
float turnRate() const { return turnRate_; }
void setWalkRate(float rate) { walkRate_ = rate; }
float walkRate() const { return walkRate_; }
void setLooking(bool lookingMode) { lookingMode_ = lookingMode; }
float angleTo(const Actor &a) const;
float yawTo(Vector3d p) const;
float angleTo(const Actor &a) const;
float yawTo(Vector3d p) const;
bool validBoxVector(Vector3d forwardVec, float dist);
bool validBoxVector(Vector3d forwardVec, float dist);
bool inSet(const char *name) const {
return setName_ == name;
}
void walkForward();
void turn(int dir);
bool inSet(const char *name) const {
return setName_ == name;
}
void walkForward();
void turn(int dir);
void sayLine(const char *msg);
void shutUp();
bool talking();
void sayLine(const char *msg);
void shutUp();
bool talking();
void setWalkChore(int choreNumber) { walkChore_ = choreNumber; }
void setWalkChore(int choreNumber) { walkChore_ = choreNumber; }
void pushCostume(const char *name);
void setCostume(const char *name);
void popCostume();
void clearCostumes();
Costume *currentCostume() {
if (costumeStack_.empty())
return NULL;
else
return costumeStack_.back();
}
Costume *findCostume(const char *name);
int costumeStackDepth() const {
return costumeStack_.size();
}
void pushCostume(const char *name);
void setCostume(const char *name);
void popCostume();
void clearCostumes();
Costume *currentCostume() {
if (costumeStack_.empty())
return NULL;
else
return costumeStack_.back();
}
Costume *findCostume(const char *name);
int costumeStackDepth() const {
return costumeStack_.size();
}
void update();
void draw();
void update();
void draw();
bool isLookAtVectorZero() {
return lookAtVector_.isZero();
}
void setLookAtVectorZero() {
lookAtVector_.set( 0.f, 0.f, 0.f );
}
void setLookAtVector( Vector3d vector )
{
lookAtVector_ = vector;
}
void setLookAtRate( float rate ) {
lookAtRate_ = rate;
}
float lookAtRate() {
return(lookAtRate_);
}
void setHead( int joint1, int joint2, int joint3, float maxRoll, float maxPitch, float maxYaw );
bool isLookAtVectorZero() {
return lookAtVector_.isZero();
}
void setLookAtVectorZero() {
lookAtVector_.set( 0.f, 0.f, 0.f );
}
void setLookAtVector( Vector3d vector ) {
lookAtVector_ = vector;
}
void setLookAtRate( float rate ) {
lookAtRate_ = rate;
}
float lookAtRate() {
return(lookAtRate_);
}
void setHead( int joint1, int joint2, int joint3, float maxRoll, float maxPitch, float maxYaw);
private:
std::string name_;
std::string setName_;
Color talkColor_;
Vector3d pos_;
float pitch_, yaw_, roll_;
float walkRate_, turnRate_;
bool visible_;
bool lookingMode_;
ResPtr<Sound> talkSound_;
std::list<Costume *> costumeStack_;
std::string name_;
std::string setName_;
Color talkColor_;
Vector3d pos_;
float pitch_, yaw_, roll_;
float walkRate_, turnRate_;
// Variables for gradual turning
bool turning_;
float destYaw_;
bool visible_;
bool lookingMode_;
ResPtr<Sound> talkSound_;
std::list<Costume *> costumeStack_;
// Variables for walking to a point
bool walking_;
Vector3d destPos_;
// Variables for gradual turning
bool turning_;
float destYaw_;
// chores
int walkChore_;
// Variables for walking to a point
bool walking_;
Vector3d destPos_;
// lookAt
Vector3d lookAtVector_;
float lookAtRate_;
// chores
int walkChore_;
friend class Engine;
// lookAt
Vector3d lookAtVector_;
float lookAtRate_;
friend class Engine;
};
#endif

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@ -1,5 +1,5 @@
// Residual - Virtual machine to run LucasArts' 3D adventure games
// Copyright (C) 2003 The ScummVM-Residual Team (www.scummvm.org)
// Copyright (C) 2003-2004 The ScummVM-Residual Team (www.scummvm.org)
//
// This library is free software; you can redistribute it and/or
// modify it under the terms of the GNU Lesser General Public
@ -20,6 +20,7 @@
#include <cstring>
#include "bitmap.h"
#include "bits.h"
#include "smush.h"
#include "debug.h"
#include "driver_gl.h"
@ -29,194 +30,192 @@
static void decompress_codec3(const char *compressed, char *result);
Bitmap::Bitmap(const char *filename, const char *data, int len) :
Resource(filename)
{
if (len < 8 || memcmp(data, "BM F\0\0\0", 8) != 0)
error("Invalid magic loading bitmap\n");
Resource(filename) {
if (len < 8 || memcmp(data, "BM F\0\0\0", 8) != 0)
error("Invalid magic loading bitmap\n");
int codec = READ_LE_UINT32(data + 8);
num_images_ = READ_LE_UINT32(data + 16);
x_ = READ_LE_UINT32(data + 20);
y_ = READ_LE_UINT32(data + 24);
format_ = READ_LE_UINT32(data + 32);
width_ = READ_LE_UINT32(data + 128);
height_ = READ_LE_UINT32(data + 132);
curr_image_ = 0;
int codec = READ_LE_UINT32(data + 8);
num_images_ = READ_LE_UINT32(data + 16);
x_ = READ_LE_UINT32(data + 20);
y_ = READ_LE_UINT32(data + 24);
format_ = READ_LE_UINT32(data + 32);
width_ = READ_LE_UINT32(data + 128);
height_ = READ_LE_UINT32(data + 132);
curr_image_ = 0;
data_ = new char*[num_images_];
int pos = 0x88;
for (int i = 0; i < num_images_; i++) {
data_[i] = new char[2 * width_ * height_];
if (codec == 0) {
memcpy(data_[i], data + pos, 2 * width_ * height_);
pos += 2 * width_ * height_ + 8;
}
else if (codec == 3) {
int compressed_len = READ_LE_UINT32(data + pos);
decompress_codec3(data + pos + 4, data_[i]);
pos += compressed_len + 12;
}
}
data_ = new char*[num_images_];
int pos = 0x88;
for (int i = 0; i < num_images_; i++) {
data_[i] = new char[2 * width_ * height_];
if (codec == 0) {
memcpy(data_[i], data + pos, 2 * width_ * height_);
pos += 2 * width_ * height_ + 8;
}
else if (codec == 3) {
int compressed_len = READ_LE_UINT32(data + pos);
decompress_codec3(data + pos + 4, data_[i]);
pos += compressed_len + 12;
}
}
if (format_ == 1) {
num_tex_ = ((width_ + (BITMAP_TEXTURE_SIZE - 1)) / BITMAP_TEXTURE_SIZE) *
((height_ + (BITMAP_TEXTURE_SIZE - 1)) / BITMAP_TEXTURE_SIZE);
tex_ids_ = new GLuint[num_tex_];
glGenTextures(num_tex_, tex_ids_);
for (int i = 0; i < num_tex_; i++) {
glBindTexture(GL_TEXTURE_2D, tex_ids_[i]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB,
BITMAP_TEXTURE_SIZE, BITMAP_TEXTURE_SIZE, 0,
GL_RGB, GL_UNSIGNED_SHORT_5_6_5, NULL);
}
glPixelStorei(GL_UNPACK_ALIGNMENT, 2);
glPixelStorei(GL_UNPACK_ROW_LENGTH, width_);
if (format_ == 1) {
num_tex_ = ((width_ + (BITMAP_TEXTURE_SIZE - 1)) / BITMAP_TEXTURE_SIZE) *
((height_ + (BITMAP_TEXTURE_SIZE - 1)) / BITMAP_TEXTURE_SIZE);
tex_ids_ = new GLuint[num_tex_];
glGenTextures(num_tex_, tex_ids_);
for (int i = 0; i < num_tex_; i++) {
glBindTexture(GL_TEXTURE_2D, tex_ids_[i]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB,
BITMAP_TEXTURE_SIZE, BITMAP_TEXTURE_SIZE, 0,
GL_RGB, GL_UNSIGNED_SHORT_5_6_5, NULL);
}
int cur_tex_idx = 0;
for (int y = 0; y < height_; y += BITMAP_TEXTURE_SIZE) {
for (int x = 0; x < width_; x += BITMAP_TEXTURE_SIZE) {
int width = (x + BITMAP_TEXTURE_SIZE >= width_) ? (width_ - x) : BITMAP_TEXTURE_SIZE;
int height = (y + BITMAP_TEXTURE_SIZE >= height_) ? (height_ - y) : BITMAP_TEXTURE_SIZE;
glBindTexture(GL_TEXTURE_2D, tex_ids_[cur_tex_idx]);
glTexSubImage2D(GL_TEXTURE_2D,
0,
0, 0,
width, height,
GL_RGB,
GL_UNSIGNED_SHORT_5_6_5,
data_[curr_image_] + (y * 2 * width_) + (2 * x));
cur_tex_idx++;
}
}
glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
} else {
for (int i = 0; i < (width_ * height_); i++) {
uint16 val = READ_LE_UINT16(data_[curr_image_] + 2 * i);
((uint16 *) data_[curr_image_])[i] =
0xffff - ((uint32) val) * 0x10000 / 100 / (0x10000 - val);
}
tex_ids_ = NULL;
}
glPixelStorei(GL_UNPACK_ALIGNMENT, 2);
glPixelStorei(GL_UNPACK_ROW_LENGTH, width_);
int cur_tex_idx = 0;
for (int y = 0; y < height_; y += BITMAP_TEXTURE_SIZE) {
for (int x = 0; x < width_; x += BITMAP_TEXTURE_SIZE) {
int width = (x + BITMAP_TEXTURE_SIZE >= width_) ? (width_ - x) : BITMAP_TEXTURE_SIZE;
int height = (y + BITMAP_TEXTURE_SIZE >= height_) ? (height_ - y) : BITMAP_TEXTURE_SIZE;
glBindTexture(GL_TEXTURE_2D, tex_ids_[cur_tex_idx]);
glTexSubImage2D(GL_TEXTURE_2D,
0,
0, 0,
width, height,
GL_RGB,
GL_UNSIGNED_SHORT_5_6_5,
data_[curr_image_] + (y * 2 * width_) + (2 * x));
cur_tex_idx++;
}
}
glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
} else {
for (int i = 0; i < (width_ * height_); i++) {
uint16 val = READ_LE_UINT16(data_[curr_image_] + 2 * i);
((uint16 *) data_[curr_image_])[i] =
0xffff - ((uint32) val) * 0x10000 / 100 / (0x10000 - val);
}
tex_ids_ = NULL;
}
}
void Bitmap::prepareDraw() {
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, 640, 480, 0, 0, 1);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
// A lot more may need to be put there : disabling Alpha test, blending, ...
// For now, just keep this here :-)
glDisable(GL_LIGHTING);
glEnable(GL_TEXTURE_2D);
}
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, 640, 480, 0, 0, 1);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
// A lot more may need to be put there : disabling Alpha test, blending, ...
// For now, just keep this here :-)
glDisable(GL_LIGHTING);
glEnable(GL_TEXTURE_2D);
}
void Bitmap::draw() const {
if (format_ == 1) { // Normal image
if (curr_image_ != 0) {
warning("Animation not handled yet in GL texture path !\n");
}
glDisable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
glEnable(GL_SCISSOR_TEST);
int cur_tex_idx = 0;
for (int y = y_; y < (y_ + height_); y += BITMAP_TEXTURE_SIZE) {
for (int x = x_; x < (x_ + width_); x += BITMAP_TEXTURE_SIZE) {
int width = (x + BITMAP_TEXTURE_SIZE >= (x_ + width_)) ? ((x_ + width_) - x) : BITMAP_TEXTURE_SIZE;
int height = (y + BITMAP_TEXTURE_SIZE >= (y_ + height_)) ? ((y_ + height_) - y) : BITMAP_TEXTURE_SIZE;
glBindTexture(GL_TEXTURE_2D, tex_ids_[cur_tex_idx]);
glScissor(x, 480 - (y + height), x + width, 480 - y);
glBegin(GL_QUADS);
glTexCoord2f(0.0, 0.0);
glVertex2i(x, y);
glTexCoord2f(1.0, 0.0);
glVertex2i(x + BITMAP_TEXTURE_SIZE, y);
glTexCoord2f(1.0, 1.0);
glVertex2i(x + BITMAP_TEXTURE_SIZE, y + BITMAP_TEXTURE_SIZE);
glTexCoord2f(0.0, 1.0);
glVertex2i(x, y + BITMAP_TEXTURE_SIZE);
glEnd();
cur_tex_idx++;
}
}
if (format_ == 1) { // Normal image
if (curr_image_ != 0) {
warning("Animation not handled yet in GL texture path !\n");
}
glDisable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
glEnable(GL_SCISSOR_TEST);
int cur_tex_idx = 0;
for (int y = y_; y < (y_ + height_); y += BITMAP_TEXTURE_SIZE) {
for (int x = x_; x < (x_ + width_); x += BITMAP_TEXTURE_SIZE) {
int width = (x + BITMAP_TEXTURE_SIZE >= (x_ + width_)) ? ((x_ + width_) - x) : BITMAP_TEXTURE_SIZE;
int height = (y + BITMAP_TEXTURE_SIZE >= (y_ + height_)) ? ((y_ + height_) - y) : BITMAP_TEXTURE_SIZE;
glBindTexture(GL_TEXTURE_2D, tex_ids_[cur_tex_idx]);
glScissor(x, 480 - (y + height), x + width, 480 - y);
glBegin(GL_QUADS);
glTexCoord2f(0.0, 0.0);
glVertex2i(x, y);
glTexCoord2f(1.0, 0.0);
glVertex2i(x + BITMAP_TEXTURE_SIZE, y);
glTexCoord2f(1.0, 1.0);
glVertex2i(x + BITMAP_TEXTURE_SIZE, y + BITMAP_TEXTURE_SIZE);
glTexCoord2f(0.0, 1.0);
glVertex2i(x, y + BITMAP_TEXTURE_SIZE);
glEnd();
cur_tex_idx++;
}
}
glDisable(GL_SCISSOR_TEST);
glDisable(GL_TEXTURE_2D);
glDepthMask(GL_TRUE);
glEnable(GL_DEPTH_TEST);
} else if (format_ == 5) { // ZBuffer image
// Only draw the manual zbuffer when we are not using screenblocks, and when enabled
if ((ZBUFFER_GLOBAL == 0) || (SCREENBLOCKS_GLOBAL == 1))
return;
glDisable(GL_SCISSOR_TEST);
glDisable(GL_TEXTURE_2D);
glDepthMask(GL_TRUE);
glEnable(GL_DEPTH_TEST);
} else if (format_ == 5) { // ZBuffer image
// Only draw the manual zbuffer when we are not using screenblocks, and when enabled
if ((ZBUFFER_GLOBAL == 0) || (SCREENBLOCKS_GLOBAL == 1))
return;
g_driver->drawDepthBitmap(curr_image_, x_, y_, width_, height_, data_);
}
g_driver->drawDepthBitmap(curr_image_, x_, y_, width_, height_, data_);
}
}
Bitmap::~Bitmap() {
for (int i = 0; i < num_images_; i++)
delete[] data_[i];
delete[] data_;
if (tex_ids_) {
glDeleteTextures(num_tex_, tex_ids_);
delete[] tex_ids_;
}
for (int i = 0; i < num_images_; i++)
delete[] data_[i];
delete[] data_;
if (tex_ids_) {
glDeleteTextures(num_tex_, tex_ids_);
delete[] tex_ids_;
}
}
#define GET_BIT do { bit = bitstr_value & 1; \
bitstr_len--; \
bitstr_value >>= 1; \
if (bitstr_len == 0) { \
bitstr_value = READ_LE_UINT16(compressed); \
bitstr_len = 16; \
compressed += 2; \
} \
} while (0)
bitstr_len--; \
bitstr_value >>= 1; \
if (bitstr_len == 0) { \
bitstr_value = READ_LE_UINT16(compressed); \
bitstr_len = 16; \
compressed += 2; \
} \
} while (0)
static void decompress_codec3(const char *compressed, char *result) {
int bitstr_value = READ_LE_UINT16(compressed);
int bitstr_len = 16;
compressed += 2;
bool bit;
for (;;) {
GET_BIT;
if (bit == 1)
*result++ = *compressed++;
else {
GET_BIT;
int copy_len, copy_offset;
if (bit == 0) {
GET_BIT;
copy_len = 2 * bit;
GET_BIT;
copy_len += bit + 3;
copy_offset = *(uint8 *)(compressed++) - 0x100;
}
else {
copy_offset = (*(uint8 *)(compressed) |
(*(uint8 *)(compressed + 1) & 0xf0) << 4) - 0x1000;
copy_len = (*(uint8 *)(compressed + 1) & 0xf) + 3;
int bitstr_value = READ_LE_UINT16(compressed);
int bitstr_len = 16;
compressed += 2;
if (copy_len == 3) {
copy_len = *(uint8 *)(compressed++) + 1;
if (copy_len == 1)
return;
bool bit;
for (;;) {
GET_BIT;
if (bit == 1)
*result++ = *compressed++;
else {
GET_BIT;
int copy_len, copy_offset;
if (bit == 0) {
GET_BIT;
copy_len = 2 * bit;
GET_BIT;
copy_len += bit + 3;
copy_offset = *(uint8 *)(compressed++) - 0x100;
} else {
copy_offset = (*(uint8 *)(compressed) |
(*(uint8 *)(compressed + 1) & 0xf0) << 4) - 0x1000;
copy_len = (*(uint8 *)(compressed + 1) & 0xf) + 3;
compressed += 2;
if (copy_len == 3) {
copy_len = *(uint8 *)(compressed++) + 1;
if (copy_len == 1)
return;
}
}
while (copy_len > 0) {
*result = result[copy_offset];
result++;
copy_len--;
}
}
}
}
while (copy_len > 0) {
*result = result[copy_offset];
result++;
copy_len--;
}
}
}
}

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@ -1,5 +1,5 @@
// Residual - Virtual machine to run LucasArts' 3D adventure games
// Copyright (C) 2003 The ScummVM-Residual Team (www.scummvm.org)
// Copyright (C) 2003-2004 The ScummVM-Residual Team (www.scummvm.org)
//
// This library is free software; you can redistribute it and/or
// modify it under the terms of the GNU Lesser General Public
@ -24,35 +24,35 @@
class Bitmap : public Resource {
public:
// Construct a bitmap from the given data.
Bitmap(const char *filename, const char *data, int len);
// Construct a bitmap from the given data.
Bitmap(const char *filename, const char *data, int len);
// Set up Driver for drawing bitmaps
static void prepareDraw();
void draw() const;
// Set up Driver for drawing bitmaps
static void prepareDraw();
void draw() const;
// Set which image in an animated bitmap to use
void setNumber(int n) { curr_image_ = n; }
// Set which image in an animated bitmap to use
void setNumber(int n) { curr_image_ = n; }
int numImages() const { return num_images_; }
int currentImage() const { return curr_image_; }
int numImages() const { return num_images_; }
int currentImage() const { return curr_image_; }
int width() const { return width_; }
int height() const { return height_; }
int x() const { return x_; }
int y() const { return y_; }
int width() const { return width_; }
int height() const { return height_; }
int x() const { return x_; }
int y() const { return y_; }
char * getData() { return data_[curr_image_]; }
char * getData() { return data_[curr_image_]; }
~Bitmap();
~Bitmap();
private:
char **data_;
int num_images_, curr_image_;
int width_, height_, x_, y_;
int format_;
int num_tex_;
GLuint *tex_ids_;
char **data_;
int num_images_, curr_image_;
int width_, height_, x_, y_;
int format_;
int num_tex_;
GLuint *tex_ids_;
};
#endif

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@ -1,5 +1,5 @@
// Residual - Virtual machine to run LucasArts' 3D adventure games
// Copyright (C) 2003 The ScummVM-Residual Team (www.scummvm.org)
// Copyright (C) 2003-2004 The ScummVM-Residual Team (www.scummvm.org)
//
// This library is free software; you can redistribute it and/or
// modify it under the terms of the GNU Lesser General Public

View File

@ -1,5 +1,5 @@
// Residual - Virtual machine to run LucasArts' 3D adventure games
// Copyright (C) 2003 The ScummVM-Residual Team (www.scummvm.org)
// Copyright (C) 2003-2004 The ScummVM-Residual Team (www.scummvm.org)
//
// This library is free software; you can redistribute it and/or
// modify it under the terms of the GNU Lesser General Public

View File

@ -1,5 +1,5 @@
// Residual - Virtual machine to run LucasArts' 3D adventure games
// Copyright (C) 2003 The ScummVM-Residual Team (www.scummvm.org)
// Copyright (C) 2003-2004 The ScummVM-Residual Team (www.scummvm.org)
//
// This library is free software; you can redistribute it and/or
// modify it under the terms of the GNU Lesser General Public

View File

@ -1,5 +1,5 @@
// Residual - Virtual machine to run LucasArts' 3D adventure games
// Copyright (C) 2003 The ScummVM-Residual Team (www.scummvm.org)
// Copyright (C) 2003-2004 The ScummVM-Residual Team (www.scummvm.org)
//
// This library is free software; you can redistribute it and/or
// modify it under the terms of the GNU Lesser General Public

View File

@ -1,5 +1,5 @@
// Residual - Virtual machine to run LucasArts' 3D adventure games
// Copyright (C) 2003 The ScummVM-Residual Team (www.scummvm.org)
// Copyright (C) 2003-2004 The ScummVM-Residual Team (www.scummvm.org)
//
// This library is free software; you can redistribute it and/or
// modify it under the terms of the GNU Lesser General Public

View File

@ -1,5 +1,5 @@
// Residual - Virtual machine to run LucasArts' 3D adventure games
// Copyright (C) 2003 The ScummVM-Residual Team (www.scummvm.org)
// Copyright (C) 2003-2004 The ScummVM-Residual Team (www.scummvm.org)
//
// This library is free software; you can redistribute it and/or
// modify it under the terms of the GNU Lesser General Public