mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-28 04:34:50 +00:00
1290 lines
35 KiB
C++
1290 lines
35 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program 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
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; 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 "allfiles.h"
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#include "debug.h"
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#include "newfatal.h"
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#include "colours.h"
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#include "fileset.h"
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#include "cursors.h"
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#include "backdrop.h"
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#include "language.h"
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#include "moreio.h"
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#include "variable.h"
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#include "zbuffer.h"
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#include "graphics.h"
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#include "line.h"
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#include "people.h"
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#include "talk.h"
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#include "sludger.h"
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#include "statusba.h"
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#include "variable.h"
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#include "CommonCode/version.h"
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#include "common/debug.h"
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#include "image/png.h"
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#include "graphics/surface.h"
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#include "graphics/palette.h"
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#include "sludge.h"
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#include "imgloader.h"
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#include "common/rect.h"
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namespace Sludge {
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extern inputType input;
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extern Graphics::Surface renderSurface;
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bool freeze();
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void unfreeze(bool); // Because FREEZE.H needs a load of other includes
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#if 0
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GLubyte *backdropTexture = NULL;
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GLuint backdropTextureName = 0;
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bool backdropExists = false;
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GLfloat backdropTexW = 1.0;
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GLfloat backdropTexH = 1.0;
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GLuint snapshotTextureName = 0;
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#endif
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texture lightMap;
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Graphics::Surface backdropSurface;
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float snapTexW = 1.0;
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float snapTexH = 1.0;
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int lightMapMode = LIGHTMAPMODE_PIXEL;
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parallaxLayer *parallaxStuff = NULL;
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int cameraPX = 0, cameraPY = 0;
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unsigned int sceneWidth, sceneHeight;
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int lightMapNumber;
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unsigned int currentBlankColour = makeColour(0, 0, 0);
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extern int cameraX, cameraY;
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extern float cameraZoom;
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void nosnapshot() {
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#if 0
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deleteTextures(1, &snapshotTextureName);
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snapshotTextureName = 0;
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#endif
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}
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void saveSnapshot(Common::WriteStream *stream) {
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#if 0
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if (snapshotTextureName) {
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stream->writeByte(1); // 1 for snapshot follows
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saveCoreHSI(stream, snapshotTextureName, winWidth, winHeight);
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} else {
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stream->writeByte(0);
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}
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#endif
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}
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bool snapshot() {
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nosnapshot();
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if (!freeze())
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return false;
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#if 0
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setPixelCoords(true);
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glGenTextures(1, &snapshotTextureName);
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int w = winWidth;
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int h = winHeight;
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if (!NPOT_textures) {
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w = getNextPOT(winWidth);
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h = getNextPOT(winHeight);
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snapTexW = ((double)winWidth) / w;
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snapTexH = ((double)winHeight) / h;
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}
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glBindTexture(GL_TEXTURE_2D, snapshotTextureName);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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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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texImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0, snapshotTextureName);
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// Render scene
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glDepthMask(GL_TRUE);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);// Clear The Screen
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glDepthMask(GL_FALSE);
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drawBackDrop();// Draw the room
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drawZBuffer(cameraX, cameraY, false);
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glEnable(GL_DEPTH_TEST);
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drawPeople();// Then add any moving characters...
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glDisable(GL_DEPTH_TEST);
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viewSpeech();// ...and anything being said
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drawStatusBar();
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// Copy Our ViewPort To The Texture
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copyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, viewportOffsetX, viewportOffsetY, winWidth, winHeight, snapshotTextureName);
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setPixelCoords(false);
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#endif
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unfreeze(false);
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return true;
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}
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bool restoreSnapshot(Common::SeekableReadStream *stream) {
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unsigned int picWidth = stream->readUint16BE();
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unsigned int picHeight = stream->readUint16BE();
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if ((picWidth != winWidth) || (picHeight != winHeight))
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return false;
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unsigned int t1, t2, n;
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unsigned short c;
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#if 0
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GLubyte *target;
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if (!NPOT_textures) {
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picWidth = getNextPOT(picWidth);
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picHeight = getNextPOT(picHeight);
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snapTexW = ((double)winWidth) / picWidth;
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snapTexH = ((double)winHeight) / picHeight;
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}
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GLubyte *snapshotTexture = new GLubyte [picHeight * picWidth * 4];
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if (!snapshotTexture) return fatal("Out of memory while restoring snapshot.");
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#endif
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for (t2 = 0; t2 < winHeight; t2++) {
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t1 = 0;
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while (t1 < winWidth) {
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c = (unsigned short)stream->readUint16BE();
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if (c & 32) {
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n = stream->readByte() + 1;
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c -= 32;
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} else {
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n = 1;
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}
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#if 0
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while (n --) {
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target = snapshotTexture + 4 * picWidth * t2 + t1 * 4;
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target[0] = (GLubyte) redValue(c);
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target[1] = (GLubyte) greenValue(c);
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target[2] = (GLubyte) blueValue(c);
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target[3] = (GLubyte) 255;
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t1++;
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}
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#endif
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}
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}
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#if 0
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if (!snapshotTextureName) glGenTextures(1, &snapshotTextureName);
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glBindTexture(GL_TEXTURE_2D, snapshotTextureName);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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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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texImage2D(GL_TEXTURE_2D, 0, GL_RGBA, picWidth, picHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, snapshotTexture, snapshotTextureName);
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delete snapshotTexture;
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snapshotTexture = NULL;
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#endif
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return true;
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}
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void killBackDrop() {
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if (backdropSurface.getPixels())
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backdropSurface.free();
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#if 0
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deleteTextures(1, &backdropTextureName);
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backdropTextureName = 0;
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backdropExists = false;
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#endif
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}
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void killLightMap() {
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if (lightMap.surface.getPixels()) {
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lightMap.surface.free();
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}
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lightMapNumber = 0;
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#if 0
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deleteTextures(1, &lightMap.name);
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lightMap.name = 0;
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#endif
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}
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void killParallax() {
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while (parallaxStuff) {
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parallaxLayer *k = parallaxStuff;
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parallaxStuff = k->next;
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#if 0
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// Now kill the image
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deleteTextures(1, &k->textureName);
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#endif
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k->surface.free();
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delete k;
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k = NULL;
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}
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}
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bool reserveBackdrop() {
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cameraX = 0;
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cameraY = 0;
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input.mouseX = (int)((float)input.mouseX * cameraZoom);
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input.mouseY = (int)((float)input.mouseY * cameraZoom);
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cameraZoom = 1.0;
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input.mouseX = (int)((float)input.mouseX / cameraZoom);
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input.mouseY = (int)((float)input.mouseY / cameraZoom);
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setPixelCoords(false);
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int picWidth = sceneWidth;
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int picHeight = sceneHeight;
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#if 0
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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if (backdropTexture) delete backdropTexture;
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if (!NPOT_textures) {
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picWidth = getNextPOT(sceneWidth);
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picHeight = getNextPOT(sceneHeight);
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backdropTexW = ((double)sceneWidth) / picWidth;
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backdropTexH = ((double)sceneHeight) / picHeight;
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}
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backdropTexture = new GLubyte [picWidth * picHeight * 4];
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if (!checkNew(backdropTexture)) return false;
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if (!backdropTextureName) glGenTextures(1, &backdropTextureName);
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glBindTexture(GL_TEXTURE_2D, backdropTextureName);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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if (gameSettings.antiAlias < 0) {
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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} else {
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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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}
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texImage2D(GL_TEXTURE_2D, 0, GL_RGBA, picWidth, picHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, backdropTexture, backdropTextureName);
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#endif
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return true;
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}
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void killAllBackDrop() {
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killLightMap();
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killBackDrop();
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killParallax();
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killZBuffer();
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}
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bool resizeBackdrop(int x, int y) {
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sceneWidth = x;
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sceneHeight = y;
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return reserveBackdrop();
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}
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bool killResizeBackdrop(int x, int y) {
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killAllBackDrop();
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return resizeBackdrop(x, y);
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}
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void loadBackDrop(int fileNum, int x, int y) {
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debug(kSludgeDebugGraphics, "Load back drop");
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setResourceForFatal(fileNum);
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if (!openFileFromNum(fileNum)) {
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fatal("Can't load overlay image");
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return;
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}
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if (!loadHSI(bigDataFile, x, y, false)) {
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char mess[200];
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sprintf(mess, "Can't paste overlay image outside scene dimensions\n\nX = %i\nY = %i\nWidth = %i\nHeight = %i", x, y, sceneWidth, sceneHeight);
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fatal(mess);
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}
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finishAccess();
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setResourceForFatal(-1);
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}
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void mixBackDrop(int fileNum, int x, int y) {
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setResourceForFatal(fileNum);
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if (!openFileFromNum(fileNum)) {
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fatal("Can't load overlay image");
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return;
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}
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if (!mixHSI(bigDataFile, x, y)) {
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fatal("Can't paste overlay image outside screen dimensions");
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}
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finishAccess();
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setResourceForFatal(-1);
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}
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void blankScreen(int x1, int y1, int x2, int y2) {
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if (y1 < 0)
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y1 = 0;
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if (x1 < 0)
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x1 = 0;
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if (x2 > (int)sceneWidth)
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x2 = (int)sceneWidth;
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if (y2 > (int)sceneHeight)
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y2 = (int)sceneHeight;
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int picWidth = x2 - x1;
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int picHeight = y2 - y1;
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#if 0
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setPixelCoords(true);
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int xoffset = 0;
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while (xoffset < picWidth) {
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int w = (picWidth - xoffset < viewportWidth) ? picWidth - xoffset : viewportWidth;
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int yoffset = 0;
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while (yoffset < picHeight) {
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int h = (picHeight - yoffset < viewportHeight) ? picHeight - yoffset : viewportHeight;
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// Render the scene
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const GLfloat vertices[] = {
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-10.325f, -1.325f, 0.0f,
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w + 1.325f, -1.325f, 0.0f,
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-10.325f, h + 1.325f, 0.0f,
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w + 1.325f, h + 1.325f, 0.0f
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};
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glUseProgram(shader.color);
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setPMVMatrix(shader.color);
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setPrimaryColor(redValue(currentBlankColour) / 255.0f, greenValue(currentBlankColour) / 255.0f, blueValue(currentBlankColour) / 255.0f, 1.0f);
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drawQuad(shader.color, vertices, 0);
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glUseProgram(0);
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// Copy Our ViewPort To The Texture
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copyTexSubImage2D(GL_TEXTURE_2D, 0, x1 + xoffset, y1 + yoffset, viewportOffsetX, viewportOffsetY, w, h, backdropTextureName);
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yoffset += viewportHeight;
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}
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xoffset += viewportWidth;
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}
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setPixelCoords(false);
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#endif
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}
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void hardScroll(int distance) {
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if (abs(distance) >= sceneHeight) {
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blankScreen(0, 0, sceneWidth, sceneHeight);
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return;
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}
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if (!distance)
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return;
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#if 0
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const GLfloat backdropTexCoords[] = {
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0.0f, 0.0f,
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backdropTexW, 0.0f,
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0.0f, backdropTexH,
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backdropTexW, backdropTexH
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};
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setPixelCoords(true);
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unsigned int xoffset = 0;
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while (xoffset < sceneWidth) {
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int w = (sceneWidth - xoffset < viewportWidth) ? sceneWidth - xoffset : viewportWidth;
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unsigned int yoffset = 0;
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while (yoffset < sceneHeight) {
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int h = (sceneHeight - yoffset < viewportHeight) ? sceneHeight - yoffset : viewportHeight;
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glClear(GL_COLOR_BUFFER_BIT); // Clear The Screen
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// Render the backdrop
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glBindTexture(GL_TEXTURE_2D, backdropTextureName);
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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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const GLfloat vertices[] = {
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(GLfloat) - xoffset, (GLfloat) - distance - yoffset, 0.,
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(GLfloat)sceneWidth - xoffset, (GLfloat) - distance - yoffset, 0.,
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(GLfloat) - xoffset, (GLfloat)sceneHeight - distance - yoffset, 0.,
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(GLfloat)sceneWidth - xoffset, (GLfloat)sceneHeight - distance - yoffset, 0.
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};
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glUseProgram(shader.texture);
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setPMVMatrix(shader.texture);
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drawQuad(shader.texture, vertices, 1, backdropTexCoords);
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glUseProgram(0);
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// Copy Our ViewPort To The Texture
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copyTexSubImage2D(GL_TEXTURE_2D, 0, xoffset, yoffset, viewportOffsetX, viewportOffsetY, w, h, backdropTextureName);
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yoffset += viewportHeight;
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}
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xoffset += viewportWidth;
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}
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setPixelCoords(false);
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#endif
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}
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void drawVerticalLine(unsigned int x, unsigned int y1, unsigned int y2) {
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drawLine(x, y1, x, y2);
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}
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void drawHorizontalLine(unsigned int x1, unsigned int y, unsigned int x2) {
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drawLine(x1, y, x2, y);
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}
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void darkScreen() {
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setPixelCoords(true);
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int xoffset = 0;
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while (xoffset < sceneWidth) {
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int w = (sceneWidth - xoffset < viewportWidth) ? sceneWidth - xoffset : viewportWidth;
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int yoffset = 0;
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while (yoffset < sceneHeight) {
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int h = (sceneHeight - yoffset < viewportHeight) ? sceneHeight - yoffset : viewportHeight;
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// Render the scene - first the old backdrop
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#if 0
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//glTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
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glBindTexture(GL_TEXTURE_2D, backdropTextureName);
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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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const GLfloat vertices[] = {
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(GLfloat) - xoffset, (GLfloat) - yoffset, 0.,
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(GLfloat)sceneWidth - xoffset, (GLfloat) - yoffset, 0.,
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(GLfloat) - xoffset, (GLfloat)sceneHeight - yoffset, 0.,
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(GLfloat)sceneWidth - xoffset, (GLfloat)sceneHeight - yoffset, 0.
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};
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const GLfloat texCoords[] = {
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0.0f, 0.0f,
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backdropTexW, 0.0f,
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0.0f, backdropTexH,
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backdropTexW, backdropTexH
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};
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glUseProgram(shader.texture);
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setPMVMatrix(shader.texture);
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drawQuad(shader.texture, vertices, 1, texCoords);
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// Then the darkness
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glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_FALSE);
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glEnable(GL_BLEND);
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glUseProgram(shader.color);
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setPMVMatrix(shader.color);
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setPrimaryColor(0.0f, 0.0f, 0.0f, 0.5f);
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drawQuad(shader.color, vertices, 0);
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glUseProgram(0);
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|
|
|
glDisable(GL_BLEND);
|
|
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
|
|
|
|
// Copy Our ViewPort To The Texture
|
|
copyTexSubImage2D(GL_TEXTURE_2D, 0, xoffset, yoffset, viewportOffsetX, viewportOffsetY, w, h, backdropTextureName);
|
|
|
|
yoffset += h;
|
|
|
|
glClear(GL_COLOR_BUFFER_BIT);
|
|
#endif
|
|
}
|
|
xoffset += w;
|
|
}
|
|
|
|
setPixelCoords(false);
|
|
}
|
|
|
|
inline int sortOutPCamera(int cX, int fX, int sceneMax, int boxMax) {
|
|
return (fX == 65535) ? (sceneMax ? ((cX * boxMax) / sceneMax) : 0) : ((cX * fX) / 100);
|
|
}
|
|
|
|
void drawBackDrop() {
|
|
renderSurface.copyRectToSurface(backdropSurface, 0, 0, Common::Rect(0, 0, backdropSurface.w, backdropSurface.h));
|
|
#if 0
|
|
setPrimaryColor(1.0, 1.0, 1.0, 1.0);
|
|
|
|
//glTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
|
|
glEnable(GL_BLEND);
|
|
|
|
glUseProgram(shader.smartScaler);
|
|
GLuint uniform = glGetUniformLocation(shader.smartScaler, "useLightTexture");
|
|
if (uniform >= 0) glUniform1i(uniform, 0);
|
|
|
|
setPMVMatrix(shader.smartScaler);
|
|
|
|
if (gameSettings.antiAlias == 1) {
|
|
glUniform1i(glGetUniformLocation(shader.smartScaler, "antialias"), 1);
|
|
} else {
|
|
glUniform1i(glGetUniformLocation(shader.smartScaler, "antialias"), 0);
|
|
}
|
|
|
|
if (parallaxStuff) {
|
|
parallaxLayer *ps = parallaxStuff;
|
|
|
|
while (ps->next) ps = ps->next;
|
|
|
|
while (ps) {
|
|
ps->cameraX = sortOutPCamera(cameraX, ps->fractionX, (int)(sceneWidth - (float)winWidth / cameraZoom), (int)(ps->width - (float)winWidth / cameraZoom));
|
|
ps->cameraY = sortOutPCamera(cameraY, ps->fractionY, (int)(sceneHeight - (float)winHeight / cameraZoom), (int)(ps->height - (float)winHeight / cameraZoom));
|
|
glBindTexture(GL_TEXTURE_2D, ps->textureName);
|
|
|
|
float w = (ps->wrapS) ? sceneWidth : ps->width;
|
|
float h = (ps->wrapT) ? sceneHeight : ps->height;
|
|
float texw;
|
|
float texh;
|
|
if (!NPOT_textures) {
|
|
texw = (ps->wrapS) ? (float) sceneWidth / ps->width : (float) ps->width / getNextPOT(ps->width);
|
|
texh = (ps->wrapT) ? (float) sceneHeight / ps->height : (float) ps->height / getNextPOT(ps->height);
|
|
} else {
|
|
texw = (ps->wrapS) ? (float) sceneWidth / ps->width : 1.0;
|
|
texh = (ps->wrapT) ? (float) sceneHeight / ps->height : 1.0;
|
|
}
|
|
|
|
const GLfloat vertices[] = {
|
|
(GLfloat) - ps->cameraX, (GLfloat) - ps->cameraY, 0.1f,
|
|
w - ps->cameraX, (GLfloat) - ps->cameraY, 0.1f,
|
|
(GLfloat) - ps->cameraX, h - ps->cameraY, 0.1f,
|
|
w - ps->cameraX, h - ps->cameraY, 0.1f
|
|
};
|
|
|
|
const GLfloat texCoords[] = {
|
|
0.0f, 0.0f,
|
|
texw, 0.0f,
|
|
0.0f, texh,
|
|
texw, texh
|
|
};
|
|
drawQuad(shader.smartScaler, vertices, 1, texCoords);
|
|
|
|
ps = ps->prev;
|
|
}
|
|
}
|
|
|
|
glBindTexture(GL_TEXTURE_2D, backdropTextureName);
|
|
|
|
const GLfloat backdropTexCoords[] = {
|
|
0.0f, 0.0f,
|
|
backdropTexW, 0.0f,
|
|
0.0f, backdropTexH,
|
|
backdropTexW, backdropTexH
|
|
};
|
|
|
|
const GLfloat vertices[] = {
|
|
(GLfloat) - cameraX, (GLfloat) - cameraY, 0.,
|
|
(GLfloat)sceneWidth - (GLfloat)cameraX, (GLfloat) - cameraY, 0.,
|
|
(GLfloat) - cameraX, (GLfloat)sceneHeight - (GLfloat)cameraY, 0.,
|
|
(GLfloat)sceneWidth - (GLfloat)cameraX, (GLfloat)sceneHeight - (GLfloat)cameraY, 0.
|
|
};
|
|
|
|
drawQuad(shader.smartScaler, vertices, 1, backdropTexCoords);
|
|
|
|
glDisable(GL_BLEND);
|
|
|
|
glUseProgram(0);
|
|
#endif
|
|
}
|
|
|
|
bool loadLightMap(int v) {
|
|
setResourceForFatal(v);
|
|
if (!openFileFromNum(v))
|
|
return fatal("Can't open light map.");
|
|
|
|
killLightMap();
|
|
lightMapNumber = v;
|
|
|
|
if (!ImgLoader::loadImage(bigDataFile, &lightMap.surface))
|
|
return false;
|
|
|
|
int newPicWidth = lightMap.surface.w;
|
|
int newPicHeight = lightMap.surface.h;
|
|
|
|
if (lightMapMode == LIGHTMAPMODE_HOTSPOT) {
|
|
if (lightMap.surface.w != sceneWidth || lightMap.surface.h != sceneHeight) {
|
|
return fatal("Light map width and height don't match scene width and height. That is required for lightmaps in HOTSPOT mode.");
|
|
}
|
|
}
|
|
|
|
#if 0
|
|
if (!NPOT_textures) {
|
|
newPicWidth = getNextPOT(lightMap.w);
|
|
newPicHeight = getNextPOT(lightMap.h);
|
|
lightMap.texW = (double) lightMap.w / newPicWidth;
|
|
lightMap.texH = (double) lightMap.h / newPicHeight;
|
|
} else {
|
|
lightMap.texW = 1.0;
|
|
lightMap.texH = 1.0;
|
|
}
|
|
#endif
|
|
|
|
#if 0
|
|
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
|
|
#endif
|
|
#if 0
|
|
if (!lightMap.name) glGenTextures(1, &lightMap.name);
|
|
glBindTexture(GL_TEXTURE_2D, lightMap.name);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
|
|
|
texImage2D(GL_TEXTURE_2D, 0, GL_RGBA, newPicWidth, newPicHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, lightMap.data, lightMap.name);
|
|
#endif
|
|
finishAccess();
|
|
|
|
setResourceForFatal(-1);
|
|
|
|
return true;
|
|
}
|
|
|
|
void reloadParallaxTextures() {
|
|
#if 0
|
|
parallaxLayer *nP = parallaxStuff;
|
|
if (!nP) return;
|
|
|
|
while (nP) {
|
|
//fprintf (stderr, "Reloading parallax. (%d, %d) ", nP->width, nP->height);
|
|
nP->textureName = 0;
|
|
|
|
glGenTextures(1, &nP->textureName);
|
|
glBindTexture(GL_TEXTURE_2D, nP->textureName);
|
|
if (nP->wrapS)
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
|
else
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
|
if (nP->wrapT)
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
|
else
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
|
|
|
if (gameSettings.antiAlias < 0) {
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
} else {
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
|
}
|
|
|
|
if (!NPOT_textures) {
|
|
texImage2D(GL_TEXTURE_2D, 0, GL_RGBA, getNextPOT(nP->width), getNextPOT(nP->height), 0, GL_RGBA, GL_UNSIGNED_BYTE, nP->texture, nP->textureName);
|
|
} else {
|
|
texImage2D(GL_TEXTURE_2D, 0, GL_RGBA, nP->width, nP->height, 0, GL_RGBA, GL_UNSIGNED_BYTE, nP->texture, nP->textureName);
|
|
}
|
|
|
|
nP = nP->next;
|
|
}
|
|
#endif
|
|
}
|
|
|
|
bool loadParallax(unsigned short v, unsigned short fracX, unsigned short fracY) {
|
|
setResourceForFatal(v);
|
|
if (!openFileFromNum(v))
|
|
return fatal("Can't open parallax image");
|
|
|
|
parallaxLayer *nP = new parallaxLayer;
|
|
if (!checkNew(nP))
|
|
return false;
|
|
|
|
nP->next = parallaxStuff;
|
|
parallaxStuff = nP;
|
|
if (nP->next) {
|
|
nP->next->prev = nP;
|
|
}
|
|
nP->prev = NULL;
|
|
|
|
int picWidth;
|
|
int picHeight;
|
|
|
|
if (!ImgLoader::loadImage(bigDataFile, &nP->surface, 0))
|
|
return false;
|
|
|
|
if (!NPOT_textures) {
|
|
picWidth = getNextPOT(picWidth);
|
|
picHeight = getNextPOT(picHeight);
|
|
}
|
|
|
|
nP->fileNum = v;
|
|
nP->fractionX = fracX;
|
|
nP->fractionY = fracY;
|
|
|
|
if (fracX == 65535) {
|
|
nP->wrapS = false;
|
|
if (nP->width < winWidth) {
|
|
fatal("For AUTOFIT parallax backgrounds, the image must be at least as wide as the game window/screen.");
|
|
return false;
|
|
}
|
|
} else {
|
|
nP->wrapS = true;
|
|
}
|
|
|
|
if (fracY == 65535) {
|
|
nP->wrapT = false;
|
|
if (nP->height < winHeight) {
|
|
fatal("For AUTOFIT parallax backgrounds, the image must be at least as tall as the game window/screen.");
|
|
return false;
|
|
}
|
|
} else {
|
|
nP->wrapT = true;
|
|
}
|
|
|
|
#if 0
|
|
glGenTextures(1, &nP->textureName);
|
|
glBindTexture(GL_TEXTURE_2D, nP->textureName);
|
|
if (nP->wrapS)
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
|
else
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
|
if (nP->wrapT)
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
|
else
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
|
|
|
if (gameSettings.antiAlias < 0) {
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
} else {
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
|
}
|
|
|
|
texImage2D(GL_TEXTURE_2D, 0, GL_RGBA, picWidth, picHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, nP->texture, nP->textureName);
|
|
#endif
|
|
finishAccess();
|
|
setResourceForFatal(-1);
|
|
return true;
|
|
}
|
|
|
|
extern int viewportOffsetX, viewportOffsetY;
|
|
|
|
#if 0
|
|
void makeGlArray(GLuint &tmpTex, const GLubyte *texture, int picWidth, int picHeight) {
|
|
glGenTextures(1, &tmpTex);
|
|
glBindTexture(GL_TEXTURE_2D, tmpTex);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
|
if (gameSettings.antiAlias < 0) {
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
} else {
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
|
}
|
|
texImage2D(GL_TEXTURE_2D, 0, GL_RGBA, picWidth, picHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, texture, tmpTex);
|
|
|
|
}
|
|
|
|
void renderToTexture(GLuint tmpTex, int x, int y, int picWidth, int picHeight, int realPicWidth, int realPicHeight) {
|
|
GLfloat texCoordW = 1.0;
|
|
GLfloat texCoordH = 1.0;
|
|
if (!NPOT_textures) {
|
|
picWidth = getNextPOT(picWidth);
|
|
picHeight = getNextPOT(picHeight);
|
|
texCoordW = ((double)realPicWidth) / picWidth;
|
|
texCoordH = ((double)realPicHeight) / picHeight;
|
|
}
|
|
|
|
float btx1;
|
|
float btx2;
|
|
float bty1;
|
|
float bty2;
|
|
if (!NPOT_textures) {
|
|
btx1 = backdropTexW * x / sceneWidth;
|
|
btx2 = backdropTexW * (x + realPicWidth) / sceneWidth;
|
|
bty1 = backdropTexH * y / sceneHeight;
|
|
bty2 = backdropTexH * (y + realPicHeight) / sceneHeight;
|
|
} else {
|
|
btx1 = (float) x / sceneWidth;
|
|
btx2 = (float)(x + realPicWidth) / sceneWidth;
|
|
bty1 = (float) y / sceneHeight;
|
|
bty2 = (float)(y + realPicHeight) / sceneHeight;
|
|
}
|
|
|
|
const GLfloat btexCoords[] = {
|
|
btx1, bty1,
|
|
btx2, bty1,
|
|
btx1, bty2,
|
|
btx2, bty2
|
|
};
|
|
|
|
setPixelCoords(true);
|
|
|
|
int xoffset = 0;
|
|
while (xoffset < realPicWidth) {
|
|
int w = (realPicWidth - xoffset < viewportWidth) ? realPicWidth - xoffset : viewportWidth;
|
|
|
|
int yoffset = 0;
|
|
while (yoffset < realPicHeight) {
|
|
int h = (realPicHeight - yoffset < viewportHeight) ? realPicHeight - yoffset : viewportHeight;
|
|
|
|
glClear(GL_COLOR_BUFFER_BIT); // Clear The Screen
|
|
|
|
const GLfloat vertices[] = {
|
|
(GLfloat) - xoffset, (GLfloat) - yoffset, 0.,
|
|
(GLfloat)realPicWidth - xoffset, (GLfloat) - yoffset, 0.,
|
|
(GLfloat) - xoffset, (GLfloat) - yoffset + realPicHeight, 0.,
|
|
(GLfloat)realPicWidth - xoffset, (GLfloat) - yoffset + realPicHeight, 0.
|
|
};
|
|
|
|
const GLfloat texCoords[] = {
|
|
0.0f, 0.0f,
|
|
texCoordW, 0.0f,
|
|
0.0f, texCoordH,
|
|
texCoordW, texCoordH
|
|
};
|
|
|
|
if (backdropExists) {
|
|
// Render the sprite to the backdrop
|
|
// (using mulitexturing, so the old backdrop is seen where alpha < 1.0)
|
|
glActiveTexture(GL_TEXTURE2);
|
|
glBindTexture(GL_TEXTURE_2D, backdropTextureName);
|
|
glActiveTexture(GL_TEXTURE0);
|
|
|
|
glUseProgram(shader.paste);
|
|
GLint uniform = glGetUniformLocation(shader.paste, "useLightTexture");
|
|
if (uniform >= 0) glUniform1i(uniform, 0);// No lighting
|
|
|
|
setPMVMatrix(shader.paste);
|
|
|
|
setPrimaryColor(1.0, 1.0, 1.0, 1.0);
|
|
glBindTexture(GL_TEXTURE_2D, tmpTex);
|
|
//glTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
|
|
|
|
drawQuad(shader.paste, vertices, 3, texCoords, NULL, btexCoords);
|
|
|
|
glUseProgram(0);
|
|
|
|
} else {
|
|
// It's all new - nothing special to be done.
|
|
glUseProgram(shader.texture);
|
|
setPMVMatrix(shader.texture);
|
|
|
|
glBindTexture(GL_TEXTURE_2D, tmpTex);
|
|
|
|
setPrimaryColor(1.0, 0.0, 0.0, 0.0);
|
|
|
|
drawQuad(shader.texture, vertices, 1, texCoords);
|
|
|
|
glUseProgram(0);
|
|
}
|
|
|
|
// Copy Our ViewPort To The Texture
|
|
copyTexSubImage2D(GL_TEXTURE_2D, 0, x + xoffset, y + yoffset, viewportOffsetX, viewportOffsetY, w, h, backdropTextureName);
|
|
|
|
yoffset += viewportHeight;
|
|
}
|
|
xoffset += viewportWidth;
|
|
}
|
|
setPixelCoords(false);
|
|
}
|
|
#endif
|
|
bool loadHSI(Common::SeekableReadStream *stream, int x, int y, bool reserve) {
|
|
debug(kSludgeDebugGraphics, "Load HSI");
|
|
if (reserve) {
|
|
killAllBackDrop(); // kill all
|
|
}
|
|
|
|
if (!ImgLoader::loadImage(stream, &backdropSurface, (int)reserve))
|
|
return false;
|
|
|
|
int realPicWidth = backdropSurface.w;
|
|
int realPicHeight = backdropSurface.h;
|
|
|
|
if (reserve) { // resize backdrop
|
|
if (!resizeBackdrop(realPicWidth, realPicHeight))
|
|
return false;
|
|
}
|
|
|
|
if (x == IN_THE_CENTRE)
|
|
x = (sceneWidth - realPicWidth) >> 1;
|
|
if (y == IN_THE_CENTRE)
|
|
y = (sceneHeight - realPicHeight) >> 1;
|
|
if (x < 0 || x + realPicWidth > sceneWidth || y < 0 || y + realPicHeight > sceneHeight) {
|
|
debug(kSludgeDebugGraphics, "Illegal back drop size");
|
|
return false;
|
|
}
|
|
#if 0
|
|
GLuint tmpTex;
|
|
makeGlArray(tmpTex, backdropTexture, picWidth, picHeight);
|
|
|
|
renderToTexture(tmpTex, x, y, picWidth, picHeight, realPicWidth, realPicHeight);
|
|
|
|
deleteTextures(1, &tmpTex);
|
|
|
|
backdropExists = true;
|
|
#endif
|
|
return true;
|
|
}
|
|
|
|
bool mixHSI(Common::SeekableReadStream *stream, int x, int y) {
|
|
debug(kSludgeDebugGraphics, "Load mixHSI");
|
|
if (!ImgLoader::loadImage(stream, &backdropSurface, 0))
|
|
return false;
|
|
|
|
int realPicWidth = backdropSurface.w;
|
|
int realPicHeight = backdropSurface.h;
|
|
|
|
if (x == IN_THE_CENTRE)
|
|
x = (sceneWidth - realPicWidth) >> 1;
|
|
if (y == IN_THE_CENTRE)
|
|
y = (sceneHeight - realPicHeight) >> 1;
|
|
if (x < 0 || x + realPicWidth > sceneWidth || y < 0 || y + realPicHeight > sceneHeight)
|
|
return false;
|
|
#if 0
|
|
float btx1, tx1;
|
|
float btx2, tx2;
|
|
float bty1, ty1;
|
|
float bty2, ty2;
|
|
|
|
if (!NPOT_textures) {
|
|
tx1 = 0.0;
|
|
ty1 = 0.0;
|
|
tx2 = ((double)picWidth) / getNextPOT(picWidth);
|
|
ty2 = ((double)picHeight) / getNextPOT(picHeight);
|
|
picWidth = getNextPOT(picWidth);
|
|
picHeight = getNextPOT(picHeight);
|
|
btx1 = backdropTexW * x / sceneWidth;
|
|
btx2 = backdropTexW * (x + realPicWidth) / sceneWidth;
|
|
bty1 = backdropTexH * y / sceneHeight;
|
|
bty2 = backdropTexH * (y + realPicHeight) / sceneHeight;
|
|
} else {
|
|
tx1 = 0.0;
|
|
ty1 = 0.0;
|
|
tx2 = 1.0;
|
|
ty2 = 1.0;
|
|
btx1 = (float) x / sceneWidth;
|
|
btx2 = (float)(x + picWidth) / sceneWidth;
|
|
bty1 = (float) y / sceneHeight;
|
|
bty2 = (float)(y + picHeight) / sceneHeight;
|
|
}
|
|
|
|
const GLfloat texCoords[] = {
|
|
tx1, ty1,
|
|
tx2, ty1,
|
|
tx1, ty2,
|
|
tx2, ty2
|
|
};
|
|
|
|
const GLfloat btexCoords[] = {
|
|
btx1, bty1,
|
|
btx2, bty1,
|
|
btx1, bty2,
|
|
btx2, bty2
|
|
};
|
|
|
|
GLuint tmpTex;
|
|
makeGlArray(tmpTex, backdropTexture, picWidth, picHeight);
|
|
|
|
setPixelCoords(true);
|
|
|
|
int xoffset = 0;
|
|
while (xoffset < realPicWidth) {
|
|
int w = (realPicWidth - xoffset < viewportWidth) ? realPicWidth - xoffset : viewportWidth;
|
|
|
|
int yoffset = 0;
|
|
while (yoffset < realPicHeight) {
|
|
int h = (realPicHeight - yoffset < viewportHeight) ? realPicHeight - yoffset : viewportHeight;
|
|
|
|
glClear(GL_COLOR_BUFFER_BIT); // Clear The Screen
|
|
|
|
// Render the sprite to the backdrop
|
|
// (using mulitexturing, so the backdrop is seen where alpha < 1.0)
|
|
glActiveTexture(GL_TEXTURE2);
|
|
glBindTexture(GL_TEXTURE_2D, backdropTextureName);
|
|
glActiveTexture(GL_TEXTURE0);
|
|
|
|
glUseProgram(shader.paste);
|
|
GLint uniform = glGetUniformLocation(shader.paste, "useLightTexture");
|
|
if (uniform >= 0) glUniform1i(uniform, 0);// No lighting
|
|
|
|
setPMVMatrix(shader.paste);
|
|
|
|
setPrimaryColor(1.0, 1.0, 1.0, 0.5);
|
|
|
|
glBindTexture(GL_TEXTURE_2D, tmpTex);
|
|
//glTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
|
|
|
|
const GLfloat vertices[] = {
|
|
(GLfloat) - xoffset, (GLfloat) - yoffset, 0.,
|
|
(GLfloat)realPicWidth - xoffset, (GLfloat) - yoffset, 0.,
|
|
(GLfloat) - xoffset, (GLfloat) - yoffset + realPicHeight, 0.,
|
|
(GLfloat)realPicWidth - xoffset, (GLfloat) - yoffset + realPicHeight, 0.
|
|
};
|
|
|
|
drawQuad(shader.paste, vertices, 3, texCoords, NULL, btexCoords);
|
|
|
|
// Copy Our ViewPort To The Texture
|
|
glUseProgram(0);
|
|
|
|
copyTexSubImage2D(GL_TEXTURE_2D, 0, (int)((x < 0) ? xoffset : x + xoffset), (int)((y < 0) ? yoffset : y + yoffset), (int)((x < 0) ? viewportOffsetX - x : viewportOffsetX), (int)((y < 0) ? viewportOffsetY - y : viewportOffsetY), w, h, backdropTextureName);
|
|
|
|
yoffset += viewportHeight;
|
|
}
|
|
|
|
xoffset += viewportWidth;
|
|
}
|
|
deleteTextures(1, &tmpTex);
|
|
setPixelCoords(false);
|
|
#endif
|
|
return true;
|
|
}
|
|
#if 0
|
|
void saveCorePNG(Common::WriteStream *stream, GLuint texture, int w, int h) {
|
|
GLint tw, th;
|
|
|
|
glBindTexture(GL_TEXTURE_2D, texture);
|
|
|
|
getTextureDimensions(texture, &tw, &th);
|
|
|
|
GLubyte *image = new GLubyte [tw * th * 4];
|
|
if (!checkNew(image)) return;
|
|
|
|
glPixelStorei(GL_PACK_ALIGNMENT, 1);
|
|
// glGetTexImage(GL_TEXTURE_2D, 0, GL_RGB, GL_UNSIGNED_BYTE, image);
|
|
|
|
#ifdef HAVE_GLES2
|
|
GLuint old_fbo, new_fbo;
|
|
GLint old_vp[4];
|
|
glGetIntegerv(GL_FRAMEBUFFER_BINDING, (GLint *)&old_fbo);
|
|
glGetIntegerv(GL_VIEWPORT, old_vp);
|
|
glGenFramebuffers(1, &new_fbo);
|
|
glBindFramebuffer(GL_FRAMEBUFFER, new_fbo);
|
|
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
|
|
glViewport(0, 0, tw, th);
|
|
glReadPixels(0, 0, tw, th, GL_RGBA, GL_UNSIGNED_BYTE, image);
|
|
glBindFramebuffer(GL_FRAMEBUFFER, old_fbo);
|
|
glViewport(old_vp[0], old_vp[1], old_vp[2], old_vp[3]);
|
|
glDeleteFramebuffers(1, &new_fbo);
|
|
#else
|
|
setPixelCoords(true);
|
|
const GLfloat texCoords[] = {
|
|
0.0f, 0.0f,
|
|
1.0f, 0.0f,
|
|
0.0f, 1.0f,
|
|
1.0f, 1.0f
|
|
};
|
|
|
|
int xoffset = 0;
|
|
while (xoffset < tw) {
|
|
int w = (tw - xoffset < viewportWidth) ? tw - xoffset : viewportWidth;
|
|
|
|
int yoffset = 0;
|
|
while (yoffset < th) {
|
|
int h = (th - yoffset < viewportHeight) ? th - yoffset : viewportHeight;
|
|
|
|
glClear(GL_COLOR_BUFFER_BIT); // Clear The Screen
|
|
const GLfloat vertices[] = {
|
|
(GLfloat) - xoffset, (GLfloat) - yoffset, 0.,
|
|
(GLfloat)tw - xoffset, (GLfloat) - yoffset, 0.,
|
|
(GLfloat) - xoffset, (GLfloat) - yoffset + th, 0.,
|
|
(GLfloat)tw - xoffset, (GLfloat) - yoffset + th, 0.
|
|
};
|
|
|
|
glUseProgram(shader.texture);
|
|
|
|
setPMVMatrix(shader.texture);
|
|
|
|
drawQuad(shader.texture, vertices, 1, texCoords);
|
|
|
|
glUseProgram(0);
|
|
|
|
for (int i = 0; i < h; i++) {
|
|
glReadPixels(viewportOffsetX, viewportOffsetY + i, w, 1, GL_RGBA, GL_UNSIGNED_BYTE, image + xoffset * 4 + (yoffset + i) * 4 * tw);
|
|
}
|
|
yoffset += viewportHeight;
|
|
}
|
|
|
|
xoffset += viewportWidth;
|
|
}
|
|
setPixelCoords(false);
|
|
|
|
png_structp png_ptr = png_create_write_struct(PNG_LIBPNG_VER_STRING, NULL, NULL, NULL);
|
|
if (!png_ptr) {
|
|
fatal("Error saving image!");
|
|
return;
|
|
}
|
|
|
|
png_infop info_ptr = png_create_info_struct(png_ptr);
|
|
if (!info_ptr) {
|
|
png_destroy_write_struct(&png_ptr, (png_infopp)NULL);
|
|
fatal("Error saving image!");
|
|
return;
|
|
}
|
|
|
|
png_init_io(png_ptr, writer);
|
|
|
|
png_set_IHDR(png_ptr, info_ptr, w, h,
|
|
8, PNG_COLOR_TYPE_RGBA, PNG_INTERLACE_NONE, PNG_COMPRESSION_TYPE_DEFAULT, PNG_FILTER_TYPE_DEFAULT);
|
|
|
|
unsigned char *row_pointers[h];
|
|
|
|
for (int i = 0; i < h; i++) {
|
|
row_pointers[i] = image + 4 * i * tw;
|
|
}
|
|
|
|
png_set_rows(png_ptr, info_ptr, row_pointers);
|
|
png_write_png(png_ptr, info_ptr, PNG_TRANSFORM_IDENTITY, NULL);
|
|
|
|
delete [] image;
|
|
image = NULL;
|
|
#endif
|
|
}
|
|
#endif
|
|
#if 0
|
|
void saveCoreHSI(Common::WriteStream *stream, GLuint texture, int w, int h) {
|
|
GLint tw, th;
|
|
glBindTexture(GL_TEXTURE_2D, texture);
|
|
getTextureDimensions(texture, &tw, &th);
|
|
|
|
GLushort *image = new GLushort[tw * th];
|
|
if (!checkNew(image))
|
|
return;
|
|
glPixelStorei(GL_PACK_ALIGNMENT, 1);
|
|
// glGetTexImage(GL_TEXTURE_2D, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, image);
|
|
setPixelCoords(true);
|
|
|
|
//glTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
|
|
|
|
const GLfloat texCoords[] = { 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f };
|
|
|
|
int xoffset = 0;
|
|
while (xoffset < tw) {
|
|
int w = (tw - xoffset < viewportWidth) ? tw - xoffset : viewportWidth;
|
|
|
|
int yoffset = 0;
|
|
while (yoffset < th) {
|
|
int h = (th - yoffset < viewportHeight) ? th - yoffset : viewportHeight;
|
|
glClear (GL_COLOR_BUFFER_BIT); // Clear The Screen
|
|
const GLfloat vertices[] = { (GLfloat)-xoffset, (GLfloat)-yoffset, 0., (GLfloat)w - xoffset, (GLfloat)-yoffset, 0., (GLfloat)-xoffset, (GLfloat)-yoffset + h, 0., (GLfloat)w - xoffset,
|
|
(GLfloat)-yoffset + h, 0. };
|
|
|
|
glUseProgram(shader.texture);
|
|
setPMVMatrix(shader.texture);
|
|
drawQuad(shader.texture, vertices, 1, texCoords);
|
|
glUseProgram(0);
|
|
|
|
for (int i = 0; i < h; i++) {
|
|
glReadPixels(viewportOffsetX, viewportOffsetY + i, w, 1, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, image + xoffset + (yoffset + i) * tw);
|
|
}
|
|
yoffset += viewportHeight;
|
|
}
|
|
|
|
xoffset += viewportWidth;
|
|
}
|
|
//glReadPixels(viewportOffsetX, viewportOffsetY, tw, th, GL_RGBA, GL_UNSIGNED_BYTE, data);
|
|
setPixelCoords(false);
|
|
|
|
int x, y, lookAhead;
|
|
unsigned short int *fromHere, *lookPointer;
|
|
|
|
stream->writeUint16BE(w);
|
|
stream->writeUint16BE(h);
|
|
|
|
for (y = 0; y < h; y++) {
|
|
fromHere = image + (y * tw);
|
|
x = 0;
|
|
while (x < w) {
|
|
lookPointer = fromHere + 1;
|
|
for (lookAhead = x + 1; lookAhead < w; lookAhead++) {
|
|
if (lookAhead - x == 256)
|
|
break;
|
|
if (*fromHere != *lookPointer)
|
|
break;
|
|
lookPointer++;
|
|
}
|
|
if (lookAhead == x + 1) {
|
|
put2bytes((*fromHere) & 65503, stream);
|
|
} else {
|
|
stream->writeUint16BE(*fromHere | 32);
|
|
stream->writeByte(lookAhead - x - 1);
|
|
}
|
|
fromHere = lookPointer;
|
|
x = lookAhead;
|
|
}
|
|
}
|
|
delete[] image;
|
|
image = NULL;
|
|
}
|
|
#endif
|
|
|
|
#if 0
|
|
void saveHSI(Common::WriteStream *stream) {
|
|
saveCorePNG(stream, backdropTextureName, sceneWidth, sceneHeight);
|
|
}
|
|
#endif
|
|
|
|
void saveParallaxRecursive(parallaxLayer *me, Common::WriteStream *stream) {
|
|
if (me) {
|
|
saveParallaxRecursive(me->next, stream);
|
|
stream->writeByte(1);
|
|
stream->writeUint16BE(me->fileNum);
|
|
stream->writeUint16BE(me->fractionX);
|
|
stream->writeUint16BE(me->fractionY);
|
|
}
|
|
}
|
|
|
|
bool getRGBIntoStack(unsigned int x, unsigned int y, stackHandler *sH) {
|
|
#if 0
|
|
if (x >= sceneWidth || y >= sceneHeight) {
|
|
return fatal("Co-ordinates are outside current scene!");
|
|
}
|
|
|
|
variable newValue;
|
|
|
|
newValue.varType = SVT_NULL;
|
|
|
|
saveTexture(backdropTextureName, backdropTexture);
|
|
|
|
GLubyte *target;
|
|
if (!NPOT_textures) {
|
|
target = backdropTexture + 4 * getNextPOT(sceneWidth) * y + x * 4;
|
|
} else {
|
|
target = backdropTexture + 4 * sceneWidth * y + x * 4;
|
|
}
|
|
|
|
setVariable(newValue, SVT_INT, target[2]);
|
|
if (!addVarToStackQuick(newValue, sH->first)) return false;
|
|
sH->last = sH->first;
|
|
|
|
setVariable(newValue, SVT_INT, target[1]);
|
|
if (!addVarToStackQuick(newValue, sH->first)) return false;
|
|
|
|
setVariable(newValue, SVT_INT, target[0]);
|
|
if (!addVarToStackQuick(newValue, sH->first)) return false;
|
|
#endif
|
|
return true;
|
|
}
|
|
|
|
} // End of namespace Sludge
|