mirror of
https://github.com/libretro/scummvm.git
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144 lines
3.8 KiB
C++
144 lines
3.8 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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#if 0
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#include <stdlib.h>
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#endif
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#include "graphics.h"
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#include "allfiles.h"
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namespace Sludge {
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extern int sceneWidth, sceneHeight;
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#if 0
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extern GLuint backdropTextureName;
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#endif
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void drawLine(int x1, int y1, int x2, int y2) {
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int x, y;
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bool backwards = false;
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#if 0
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if (x1 < 0)
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x1 = 0;
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if (y1 < 0)
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y1 = 0;
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if (x2 < 0)
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x2 = 0;
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if (y2 < 0)
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y2 = 0;
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if (x1 > sceneWidth)
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x1 = sceneWidth - 1;
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if (x2 > sceneWidth)
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x2 = sceneWidth - 1;
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if (y1 > sceneHeight)
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y1 = sceneHeight - 1;
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if (y2 > sceneHeight)
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y2 = sceneHeight - 1;
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if (x1 > x2) {
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x = x2;
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backwards = !backwards;
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} else
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x = x1;
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if (y1 > y2) {
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y = y2;
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backwards = !backwards;
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} else
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y = y1;
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int diffX = abs(x2 - x1);
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int diffY = abs(y2 - y1);
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if (!diffX) {
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diffX = 1;
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if (x == sceneWidth - 1)
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x = sceneWidth - 2;
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}
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if (!diffY) {
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diffY = 1;
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if (y == sceneHeight - 1)
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y = sceneHeight - 2;
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}
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setPixelCoords(true);
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glLineWidth(2.0);
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int xoffset = 0;
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while (xoffset < diffX) {
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int w = (diffX - xoffset < viewportWidth) ? diffX - xoffset : viewportWidth;
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int yoffset = 0;
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while (yoffset < diffY) {
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int h = (diffY - yoffset < viewportHeight) ? diffY - yoffset : viewportHeight;
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// Render the scene - first the old backdrop
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glBindTexture(GL_TEXTURE_2D, backdropTextureName);
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//glTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
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const GLfloat vertices[] = { (GLfloat)-x - xoffset, (GLfloat)1 - y - yoffset, 0., (GLfloat)sceneWidth - x - xoffset, (GLfloat)1 - y - yoffset, 0., (GLfloat)-x - xoffset,
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(GLfloat)sceneHeight - y - yoffset, 0., (GLfloat)sceneWidth - x - xoffset, (GLfloat)sceneHeight - y - yoffset, 0. };
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const GLfloat texCoords[] = { 0.0f, 0.0f, backdropTexW, 0.0f, 0.0f, backdropTexH, backdropTexW, backdropTexH };
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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 line
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//FIXME:Removing the lines doesn't work, but also didn't work properly before.
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GLint xo1 = -xoffset, xo2 = -xoffset;
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if (!backwards) {
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xo2 += diffX;
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} else {
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xo1 += diffX;
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}
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const GLint lineVertices[] = { xo1, -yoffset, 0, xo2, -yoffset + diffY, 0, };
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glUseProgram(shader.color);
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setPMVMatrix(shader.color);
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glUniform4f(glGetUniformLocation(shader.color, "myColor"), 0.0f, 0.0f, 0.0f, 1.0f);
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int vertexLoc = glGetAttribLocation(shader.color, "myVertex");
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glEnableVertexAttribArray(vertexLoc);
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glVertexAttribPointer(vertexLoc, 3, GL_INT, GL_FALSE, 0, lineVertices);
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glDrawArrays(GL_LINES, 0, 2);
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glDisableVertexAttribArray(vertexLoc);
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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, x + xoffset, y + 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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} // End of namespace Sludge
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