scummvm/screen.cpp
Pawel Kolodziejski 39a4b54d30 format "_" in names,
format code a bit
2004-12-09 23:55:43 +00:00

200 lines
4.9 KiB
C++

// Residual - Virtual machine to run LucasArts' 3D adventure games
// 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
// 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., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
#include "screen.h"
#include <string.h>
unsigned short int dataTemp[640 * 480];
screenBlockDataStruct screenBlockData[NUM_SCREEN_BLOCK_WIDTH][NUM_SCREEN_BLOCK_HEIGHT];
void screenBlocksReset() {
for (int i = 0; i < NUM_SCREEN_BLOCK_WIDTH; i++) {
for (int j = 0; j < NUM_SCREEN_BLOCK_HEIGHT; j++) {
screenBlockData[i][j].isDirty = false;
}
}
}
float getZbufferBlockDepth(char *zbuffer, int x, int y) {
unsigned short int buffer[SCREEN_BLOCK_WIDTH * SCREEN_BLOCK_HEIGHT];
char *writePtr = (char *)buffer;
int i;
for (i = 0; i < 16; i++) {
char *readPtr = zbuffer + (y * 16 + i) * 640 + (x * 16);
for (int j = 0; j < 16; j++) {
*(writePtr++) = *(readPtr++);
*(writePtr++) = *(readPtr++);
}
}
unsigned short int bDepth = 0xFFFF;
for (i = 0; i < SCREEN_BLOCK_SIZE; i++ ) {
if (bDepth > buffer[i])
bDepth = buffer[i];
}
return ((float)bDepth / 65535);
}
void screenBlocksInit(char* zbuffer) {
memcpy(dataTemp, zbuffer, 640 * 480 * 2);
for (int i = 0; i < NUM_SCREEN_BLOCK_WIDTH; i++) {
for(int j = 0; j < NUM_SCREEN_BLOCK_HEIGHT; j++) {
screenBlockData[i][j].isDirty = false;
screenBlockData[i][j].depth = getZbufferBlockDepth(zbuffer, i, j);
}
}
}
void screenBlocksInitEmpty() {
for (int i = 0; i < NUM_SCREEN_BLOCK_WIDTH; i++ ) {
for (int j = 0; j < NUM_SCREEN_BLOCK_HEIGHT; j++ ) {
screenBlockData[i][j].isDirty = false;
screenBlockData[i][j].depth = 1.f;
}
}
}
void screenBlocksAddRectangle( int top, int right, int left, int bottom, float depth) {
// clip the rectange to the screen size
int tempHeight = bottom - top;
top = 480 - bottom;
bottom = top + tempHeight;
if (top < 0)
top = 0;
if (top >= SCREEN_HEIGHT)
top = SCREEN_HEIGHT - 1;
if (bottom < 0)
bottom = 0;
if (bottom >= SCREEN_HEIGHT)
bottom = SCREEN_HEIGHT - 1;
if (left < 0)
left = 0;
if (left >= SCREEN_WIDTH)
left = SCREEN_WIDTH - 1;
if (right < 0)
right = 0;
if (right >= SCREEN_WIDTH)
right = SCREEN_WIDTH - 1;
// exit in case of bad rectangle
if ((left > right) || (top > bottom))
return;
int firstLeft;
int firstTop;
int width;
int height;
firstLeft = left / 16;
firstTop = top /16;
width = (right - left) / 16;
if ((right-left) % 16)
width++;
height = (bottom - top) / 16;
if ((bottom - top) % 16)
height++;
// temp hack
width++;
height++;
for (int i = firstLeft; i < firstLeft + width; i++) {
for (int j = firstTop; j < firstTop + height; j++) {
if(screenBlockData[i][j].depth < depth)
screenBlockData[i][j].isDirty = true;
}
}
}
void screenBlocksDrawDebug() {
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, 640, 480, 0, 0, 1);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glDisable(GL_DEPTH_TEST);
glColor4f(1.f, 0.3f, 1.f, 0.4f);
glDisable(GL_TEXTURE_2D );
glDisable(GL_LIGHTING);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
for (int i = 0; i < 40; i++) {
for (int j = 0;j < 30; j++) {
if(screenBlockData[i][j].isDirty) {
glBegin(GL_QUADS);
glVertex2i(i * 16, j * 16);
glVertex2i((i + 1) * 16, j * 16);
glVertex2i((i + 1) * 16, (j + 1) * 16);
glVertex2i(i * 16, (j + 1) * 16);
glEnd();
}
}
}
glEnable(GL_DEPTH_TEST);
glEnable(GL_TEXTURE_2D);
glDisable(GL_BLEND);
}
void screenBlocksBlitDirtyBlocks() {
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, 640, 480, 0, 0, 1);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_ALWAYS);
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
glDepthMask(GL_TRUE);
for (int j = 0;j < 30; j++) {
for (int i = 0; i < 40; i++) {
if (screenBlockData[i][j].isDirty) {
int width = 1;
int start = i++;
// find the largest possible line
while ((screenBlockData[i][j].isDirty) && (i < 40)) {
i++;
width++;
}
for (int y = 0; y < 16; y++) {
glRasterPos2i(start * 16, j * 16 + y + 1);
glDrawPixels(16 * width, 1, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, dataTemp + ((j * 16 + y) * 640)+(start * 16));
}
}
}
}
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glDepthFunc(GL_LESS);
}