scummvm/engines/myst3/nodeframe.cpp

95 lines
2.6 KiB
C++

/* 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 program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
* This program 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 General Public License for more details.
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#include "engines/myst3/directorysubentry.h"
#include "engines/myst3/myst3.h"
#include "engines/myst3/nodeframe.h"
#include "engines/myst3/scene.h"
namespace Myst3 {
NodeFrame::NodeFrame(Myst3Engine *vm, uint16 id) :
Node(vm, id) {
const DirectorySubEntry *jpegDesc = _vm->getFileDescription(id, 1, DirectorySubEntry::kFrame);
if (!jpegDesc)
jpegDesc = _vm->getFileDescription(id, 1, DirectorySubEntry::kMenuFrame);
if (!jpegDesc)
error("Frame %d does not exist", id);
Common::MemoryReadStream *jpegStream = jpegDesc->getData();
if (jpegStream) {
Graphics::JPEG jpeg;
jpeg.read(jpegStream);
_faces[0] = new Face();
_faces[0]->setTextureFromJPEG(&jpeg);
_faces[0]->markTextureDirty();
delete jpegStream;
}
}
NodeFrame::~NodeFrame() {
}
void NodeFrame::draw() {
// Size and position of the frame
float w;
float h;
float top;
if (_vm->_viewType == kMenu) {
w = Scene::_originalWidth;
h = Scene::_originalHeight;
top = 0;
} else {
w = Scene::_originalWidth;
h = Scene::_frameHeight;
top = Scene::_topBorderHeight;
}
// Update the OpenGL texture if needed
_faces[0]->uploadTexture();
// Used fragment of texture
const float u = w / (float)_cubeTextureSize;
const float v = h / (float)_cubeTextureSize;
glEnable(GL_TEXTURE_2D);
glDepthMask(GL_FALSE);
glBindTexture(GL_TEXTURE_2D, _faces[0]->_textureId);
glBegin(GL_TRIANGLE_STRIP); // Z+
glTexCoord2f(0, v); glVertex3f( 0, top + h, 1.0f);
glTexCoord2f(u, v); glVertex3f( w, top + h, 1.0f);
glTexCoord2f(0, 0); glVertex3f( 0, top + 0, 1.0f);
glTexCoord2f(u, 0); glVertex3f( w, top + 0, 1.0f);
glEnd();
glDepthMask(GL_TRUE);
}
} /* namespace Myst3 */