/* Residual - A 3D game interpreter * * 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 * */ #include "engines/myst3/nodecube.h" #include "common/debug.h" namespace Myst3 { NodeCube::NodeCube(Myst3Engine *vm, Archive *archive, uint16 id) : Node(vm, archive, id) { for (int i = 0; i < 6; i++) { const DirectorySubEntry *jpegDesc = archive->getDescription(id, i + 1, DirectorySubEntry::kCubeFace); Common::MemoryReadStream *jpegStream = archive->getData(jpegDesc); if (jpegStream) { Graphics::JPEG jpeg; jpeg.read(jpegStream); _faces[i].createTexture(); _faces[i].setTextureFromJPEG(&jpeg); _faces[i].uploadTexture(); delete jpegStream; } } } NodeCube::~NodeCube() { } void NodeCube::draw() { // Size of the cube float t = 1.0f; // Used fragment of the textures float s = 640 / (float)_cubeTextureSize; glDepthMask(GL_FALSE); glBindTexture(GL_TEXTURE_2D, _faces[4]._textureId); glBegin(GL_TRIANGLE_STRIP); // X- glTexCoord2f(0, s); glVertex3f(-t,-t, t); glTexCoord2f(s, s); glVertex3f(-t,-t,-t); glTexCoord2f(0, 0); glVertex3f(-t, t, t); glTexCoord2f(s, 0); glVertex3f(-t, t,-t); glEnd(); glBindTexture(GL_TEXTURE_2D, _faces[3]._textureId); glBegin(GL_TRIANGLE_STRIP); // X+ glTexCoord2f(0, s); glVertex3f( t,-t,-t); glTexCoord2f(s, s); glVertex3f( t,-t, t); glTexCoord2f(0, 0); glVertex3f( t, t,-t); glTexCoord2f(s, 0); glVertex3f( t, t, t); glEnd(); glBindTexture(GL_TEXTURE_2D, _faces[1]._textureId); glBegin(GL_TRIANGLE_STRIP); // Y- glTexCoord2f(0, s); glVertex3f( t,-t,-t); glTexCoord2f(s, s); glVertex3f(-t,-t,-t); glTexCoord2f(0, 0); glVertex3f( t,-t, t); glTexCoord2f(s, 0); glVertex3f(-t,-t, t); glEnd(); glBindTexture(GL_TEXTURE_2D, _faces[5]._textureId); glBegin(GL_TRIANGLE_STRIP); // Y+ glTexCoord2f(0, s); glVertex3f( t, t, t); glTexCoord2f(s, s); glVertex3f(-t, t, t); glTexCoord2f(0, 0); glVertex3f( t, t,-t); glTexCoord2f(s, 0); glVertex3f(-t, t,-t); glEnd(); glBindTexture(GL_TEXTURE_2D, _faces[0]._textureId); glBegin(GL_TRIANGLE_STRIP); // Z- glTexCoord2f(0, s); glVertex3f(-t,-t,-t); glTexCoord2f(s, s); glVertex3f( t,-t,-t); glTexCoord2f(0, 0); glVertex3f(-t, t,-t); glTexCoord2f(s, 0); glVertex3f( t, t,-t); glEnd(); glBindTexture(GL_TEXTURE_2D, _faces[2]._textureId); glBegin(GL_TRIANGLE_STRIP); // Z+ glTexCoord2f(0, s); glVertex3f( t,-t, t); glTexCoord2f(s, s); glVertex3f(-t,-t, t); glTexCoord2f(0, 0); glVertex3f( t, t, t); glTexCoord2f(s, 0); glVertex3f(-t, t, t); glEnd(); glDepthMask(GL_TRUE); } } /* namespace Myst3 */