mirror of
https://github.com/libretro/scummvm.git
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238 lines
7.4 KiB
C++
238 lines
7.4 KiB
C++
// Residual - Virtual machine to run LucasArts' 3D adventure games
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// Copyright (C) 2003 The ScummVM-Residual Team (www.scummvm.org)
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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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//
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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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//
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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., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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#include "stdafx.h"
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#include <cstdlib>
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#include <cstring>
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#include <SDL.h>
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#include <SDL_opengl.h>
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#include "bitmap.h"
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#include "bits.h"
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#include "debug.h"
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#define BITMAP_TEXTURE_SIZE 256
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static void decompress_codec3(const char *compressed, char *result);
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Bitmap::Bitmap(const char *filename, const char *data, int len) :
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Resource(filename)
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{
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if (len < 8 || memcmp(data, "BM F\0\0\0", 8) != 0)
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error("Invalid magic loading bitmap\n");
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int codec = READ_LE_UINT32(data + 8);
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num_images_ = READ_LE_UINT32(data + 16);
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x_ = READ_LE_UINT32(data + 20);
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y_ = READ_LE_UINT32(data + 24);
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format_ = READ_LE_UINT32(data + 32);
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width_ = READ_LE_UINT32(data + 128);
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height_ = READ_LE_UINT32(data + 132);
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curr_image_ = 0;
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data_ = new char*[num_images_];
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int pos = 0x88;
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for (int i = 0; i < num_images_; i++) {
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data_[i] = new char[2 * width_ * height_];
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if (codec == 0) {
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memcpy(data_[i], data + pos, 2 * width_ * height_);
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pos += 2 * width_ * height_ + 8;
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}
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else if (codec == 3) {
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int compressed_len = READ_LE_UINT32(data + pos);
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decompress_codec3(data + pos + 4, data_[i]);
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pos += compressed_len + 12;
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}
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}
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if (format_ == 1) {
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num_tex_ = ((width_ + (BITMAP_TEXTURE_SIZE - 1)) / BITMAP_TEXTURE_SIZE) *
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((height_ + (BITMAP_TEXTURE_SIZE - 1)) / BITMAP_TEXTURE_SIZE);
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tex_ids_ = new GLuint[num_tex_];
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glGenTextures(num_tex_, tex_ids_);
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for (int i = 0; i < num_tex_; i++) {
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glBindTexture(GL_TEXTURE_2D, tex_ids_[i]);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB,
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BITMAP_TEXTURE_SIZE, BITMAP_TEXTURE_SIZE, 0,
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GL_RGB, GL_UNSIGNED_SHORT_5_6_5, NULL);
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}
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glPixelStorei(GL_UNPACK_ALIGNMENT, 2);
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glPixelStorei(GL_UNPACK_ROW_LENGTH, width_);
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int cur_tex_idx = 0;
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for (int y = 0; y < height_; y += BITMAP_TEXTURE_SIZE) {
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for (int x = 0; x < width_; x += BITMAP_TEXTURE_SIZE) {
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int width = (x + BITMAP_TEXTURE_SIZE >= width_) ? (width_ - x) : BITMAP_TEXTURE_SIZE;
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int height = (y + BITMAP_TEXTURE_SIZE >= height_) ? (height_ - y) : BITMAP_TEXTURE_SIZE;
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glBindTexture(GL_TEXTURE_2D, tex_ids_[cur_tex_idx]);
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glTexSubImage2D(GL_TEXTURE_2D,
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0,
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0, 0,
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width, height,
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GL_RGB,
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GL_UNSIGNED_SHORT_5_6_5,
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data_[curr_image_] + (y * 2 * width_) + (2 * x));
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cur_tex_idx++;
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}
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}
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glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
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glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
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} else {
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for (int i = 0; i < (width_ * height_); i++) {
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uint16 val = READ_LE_UINT16(data_[curr_image_] + 2 * i);
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((uint16 *) data_[curr_image_])[i] =
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0xffff - ((uint32) val) * 0x10000 / 100 / (0x10000 - val);
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}
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tex_ids_ = NULL;
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}
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}
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void Bitmap::prepareGL() {
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glOrtho(0, 640, 480, 0, 0, 1);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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glMatrixMode(GL_TEXTURE);
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glLoadIdentity();
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// A lot more may need to be put there : disabling Alpha test, blending, ...
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// For now, just keep this here :-)
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glDisable(GL_LIGHTING);
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glEnable(GL_TEXTURE_2D);
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}
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void Bitmap::draw() const {
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if (format_ == 1) { // Normal image
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if (curr_image_ != 0) {
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warning("Animation not handled yet in GL texture path !\n");
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}
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glDisable(GL_DEPTH_TEST);
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glDepthMask(GL_FALSE);
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glEnable(GL_SCISSOR_TEST);
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int cur_tex_idx = 0;
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for (int y = y_; y < (y_ + height_); y += BITMAP_TEXTURE_SIZE) {
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for (int x = x_; x < (x_ + width_); x += BITMAP_TEXTURE_SIZE) {
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int width = (x + BITMAP_TEXTURE_SIZE >= (x_ + width_)) ? ((x_ + width_) - x) : BITMAP_TEXTURE_SIZE;
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int height = (y + BITMAP_TEXTURE_SIZE >= (y_ + height_)) ? ((y_ + height_) - y) : BITMAP_TEXTURE_SIZE;
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glBindTexture(GL_TEXTURE_2D, tex_ids_[cur_tex_idx]);
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glScissor(x, 480 - (y + height), x + width, 480 - y);
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glBegin(GL_QUADS);
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glTexCoord2f(0.0, 0.0);
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glVertex2i(x, y);
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glTexCoord2f(1.0, 0.0);
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glVertex2i(x + BITMAP_TEXTURE_SIZE, y);
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glTexCoord2f(1.0, 1.0);
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glVertex2i(x + BITMAP_TEXTURE_SIZE, y + BITMAP_TEXTURE_SIZE);
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glTexCoord2f(0.0, 1.0);
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glVertex2i(x, y + BITMAP_TEXTURE_SIZE);
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glEnd();
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cur_tex_idx++;
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}
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}
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glDisable(GL_SCISSOR_TEST);
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glDisable(GL_TEXTURE_2D);
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glDepthMask(GL_TRUE);
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glEnable(GL_DEPTH_TEST);
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} else if (format_ == 5) { // ZBuffer image
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// Only draw the manual zbuffer when we are not using screenblocks, and when enabled
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if ((ZBUFFER_GLOBAL == 0) || (SCREENBLOCKS_GLOBAL == 1))
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return;
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if (curr_image_ != 0) {
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warning("Animation not handled yet in GL texture path !\n");
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}
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glRasterPos2i(x_, y_);
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glEnable(GL_DEPTH_TEST);
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glDepthFunc(GL_ALWAYS);
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glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
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glDepthMask(GL_TRUE);
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/* This loop here is to prevent using PixelZoom that may be unoptimized for the 1.0 / -1.0 case
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in some drivers...
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*/
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for (int row = 0; row < height_; row++) {
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glRasterPos2i(x_, y_ + row + 1);
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// glDrawPixels(width_, 1, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, data_[curr_image_] + (2 * row * width_));
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}
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glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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glDepthFunc(GL_LESS);
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}
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}
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Bitmap::~Bitmap() {
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for (int i = 0; i < num_images_; i++)
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delete[] data_[i];
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delete[] data_;
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if (tex_ids_) {
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glDeleteTextures(num_tex_, tex_ids_);
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delete[] tex_ids_;
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}
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}
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#define GET_BIT bit = bitstr_value & 1; \
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bitstr_len--; \
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bitstr_value >>= 1; \
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if (bitstr_len == 0) { \
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bitstr_value = READ_LE_UINT16(compressed); \
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bitstr_len = 16; \
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compressed += 2; \
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} \
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do {} while (0)
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static void decompress_codec3(const char *compressed, char *result) {
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int bitstr_value = READ_LE_UINT16(compressed);
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int bitstr_len = 16;
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compressed += 2;
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bool bit;
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for (;;) {
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GET_BIT;
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if (bit == 1)
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*result++ = *compressed++;
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else {
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GET_BIT;
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int copy_len, copy_offset;
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if (bit == 0) {
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GET_BIT;
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copy_len = 2 * bit;
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GET_BIT;
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copy_len += bit + 3;
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copy_offset = *(uint8 *)(compressed++) - 0x100;
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}
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else {
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copy_offset = (*(uint8 *)(compressed) |
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(*(uint8 *)(compressed + 1) & 0xf0) << 4) - 0x1000;
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copy_len = (*(uint8 *)(compressed + 1) & 0xf) + 3;
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compressed += 2;
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if (copy_len == 3) {
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copy_len = *(uint8 *)(compressed++) + 1;
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if (copy_len == 1)
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return;
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}
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}
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while (copy_len > 0) {
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*result = result[copy_offset];
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result++;
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copy_len--;
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}
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}
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}
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}
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