scummvm/engines/sludge/zbuffer.cpp
2017-07-13 18:27:45 +02:00

215 lines
5.6 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* 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 "allfiles.h"
#include "zbuffer.h"
#include "fileset.h"
#include "moreio.h"
#include "newfatal.h"
#include "graphics.h"
namespace Sludge {
zBufferData zBuffer;
extern int sceneWidth, sceneHeight;
void killZBuffer() {
#if 0
if (zBuffer.tex) {
deleteTextures(1, &zBuffer.texName);
zBuffer.texName = 0;
delete zBuffer.tex;
zBuffer.tex = NULL;
}
zBuffer.numPanels = 0;
zBuffer.originalNum = 0;
#endif
}
void sortZPal(int *oldpal, int *newpal, int size) {
int i, tmp;
for (i = 0; i < size; i++) {
newpal[i] = i;
}
if (size < 2)
return;
for (i = 1; i < size; i++) {
if (oldpal[newpal[i]] < oldpal[newpal[i - 1]]) {
tmp = newpal[i];
newpal[i] = newpal[i - 1];
newpal[i - 1] = tmp;
i = 0;
}
}
}
bool setZBuffer(int y) {
#if 0
int x, n;
uint32_t stillToGo = 0;
int yPalette[16], sorted[16], sortback[16];
killZBuffer();
setResourceForFatal(y);
zBuffer.originalNum = y;
if (!openFileFromNum(y))
return false;
if (bigDataFile->readByte() != 'S')
return fatal("Not a Z-buffer file");
if (bigDataFile->readByte() != 'z')
return fatal("Not a Z-buffer file");
if (bigDataFile->readByte() != 'b')
return fatal("Not a Z-buffer file");
switch (bigDataFile->readByte()) {
case 0:
zBuffer.width = 640;
zBuffer.height = 480;
break;
case 1:
zBuffer.width = bigDataFile->readUint16BE();
zBuffer.height = bigDataFile->readUint16BE();
break;
default:
return fatal("Extended Z-buffer format not supported in this version of the SLUDGE engine");
}
if (zBuffer.width != sceneWidth || zBuffer.height != sceneHeight) {
char tmp[256];
sprintf(tmp, "Z-w: %d Z-h:%d w: %d, h:%d", zBuffer.width, zBuffer.height, sceneWidth, sceneHeight);
return fatal("Z-buffer width and height don't match scene width and height", tmp);
}
zBuffer.numPanels = bigDataFile->readByte();
for (y = 0; y < zBuffer.numPanels; y++) {
yPalette[y] = bigDataFile->readUint16BE();
}
sortZPal(yPalette, sorted, zBuffer.numPanels);
for (y = 0; y < zBuffer.numPanels; y++) {
zBuffer.panel[y] = yPalette[sorted[y]];
sortback[sorted[y]] = y;
}
int picWidth = sceneWidth;
int picHeight = sceneHeight;
if (!NPOT_textures) {
picWidth = getNextPOT(picWidth);
picHeight = getNextPOT(picHeight);
}
zBuffer.tex = new GLubyte[picHeight * picWidth];
if (!checkNew(zBuffer.tex))
return false;
for (y = 0; y < sceneHeight; y++) {
for (x = 0; x < sceneWidth; x++) {
if (stillToGo == 0) {
n = bigDataFile->readByte();
stillToGo = n >> 4;
if (stillToGo == 15)
stillToGo = bigDataFile->readUint16BE() + 16l;
else
stillToGo++;
n &= 15;
}
zBuffer.tex[y * picWidth + x] = sortback[n] * 16;
stillToGo--;
}
}
finishAccess();
#endif
setResourceForFatal(-1);
#if 0
if (! zBuffer.texName) glGenTextures(1, &zBuffer.texName);
glBindTexture(GL_TEXTURE_2D, zBuffer.texName);
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_ALPHA, picWidth, picHeight, 0, GL_ALPHA, GL_UNSIGNED_BYTE, zBuffer.tex, zBuffer.texName);
#endif
return true;
}
void drawZBuffer(int x, int y, bool upsidedown) {
int i;
#if 0
if (! zBuffer.tex) return;
glEnable(GL_DEPTH_TEST);
glEnable(GL_BLEND);
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
glDepthMask(GL_TRUE);
glUseProgram(shader.texture);
setPMVMatrix(shader.texture);
//glTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glBindTexture(GL_TEXTURE_2D, zBuffer.texName);
setPrimaryColor(1.0, 1.0, 1.0, 1.0);
for (i = 1; i < zBuffer.numPanels; i++) {
GLfloat z = 1.0 - (double) i * (1.0 / 128.0);
GLfloat vy1 = -y, vy2 = zBuffer.height - y;
if (upsidedown) {
vy1 += zBuffer.height;
vy2 -= zBuffer.height;
}
const GLfloat vertices[] = {
(GLfloat) - x, vy1, z,
(GLfloat)zBuffer.width - x, vy1, z,
(GLfloat) - x, vy2, z,
(GLfloat)zBuffer.width - x, vy2, z
};
const GLfloat texCoords[] = {
0.0f, 0.0f,
backdropTexW, 0.0f,
0.0f, backdropTexH,
backdropTexW, backdropTexH
};
glUniform1i(glGetUniformLocation(shader.texture, "zBuffer"), 1);
glUniform1f(glGetUniformLocation(shader.texture, "zBufferLayer"), i);
drawQuad(shader.texture, vertices, 1, texCoords);
glUniform1i(glGetUniformLocation(shader.texture, "zBuffer"), 0);
}
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glDepthMask(GL_FALSE);
glDisable(GL_BLEND);
glUseProgram(0);
#endif
}
} // End of namespace Sludge