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