scummvm/engines/wintermute/base/gfx/opengl/base_surface_opengl3d.cpp

148 lines
4.3 KiB
C++
Raw Normal View History

#include "base_surface_opengl3d.h"
#include "../base_image.h"
#include "base_render_opengl3d.h"
Wintermute::BaseSurfaceOpenGL3D::BaseSurfaceOpenGL3D(Wintermute::BaseGame* game, BaseRenderOpenGL3D* renderer)
: BaseSurface(game), tex(nullptr), renderer(renderer), pixelOpReady(false)
{
}
bool Wintermute::BaseSurfaceOpenGL3D::invalidate() {
return true;
}
bool Wintermute::BaseSurfaceOpenGL3D::displayHalfTrans(int x, int y, Wintermute::Rect32 rect) {
return true;
}
bool Wintermute::BaseSurfaceOpenGL3D::isTransparentAt(int x, int y) {
return true;
}
bool Wintermute::BaseSurfaceOpenGL3D::displayTransZoom(int x, int y, Wintermute::Rect32 rect, float zoomX, float zoomY, uint32 alpha, Graphics::TSpriteBlendMode blendMode, bool mirrorX, bool mirrorY) {
return true;
}
bool Wintermute::BaseSurfaceOpenGL3D::displayTrans(int x, int y, Wintermute::Rect32 rect, uint32 alpha, Graphics::TSpriteBlendMode blendMode, bool mirrorX, bool mirrorY) {
renderer->drawSprite(*tex, rect, 100, 100, Vector2(x, y), alpha, false, blendMode, mirrorX, mirrorY);
return true;
}
bool Wintermute::BaseSurfaceOpenGL3D::displayTransOffset(int x, int y, Wintermute::Rect32 rect, uint32 alpha, Graphics::TSpriteBlendMode blendMode, bool mirrorX, bool mirrorY, int offsetX, int offsetY) {
return true;
}
bool Wintermute::BaseSurfaceOpenGL3D::display(int x, int y, Wintermute::Rect32 rect, Graphics::TSpriteBlendMode blendMode, bool mirrorX, bool mirrorY) {
renderer->drawSprite(*tex, rect, 100, 100, Vector2(x, y), 0xFFFFFFFF, true, blendMode, mirrorX, mirrorY);
return true;
}
bool Wintermute::BaseSurfaceOpenGL3D::displayTransform(int x, int y, Wintermute::Rect32 rect, Wintermute::Rect32 newRect, const Graphics::TransformStruct& transform) {
return true;
}
bool Wintermute::BaseSurfaceOpenGL3D::displayZoom(int x, int y, Wintermute::Rect32 rect, float zoomX, float zoomY, uint32 alpha, bool transparent, Graphics::TSpriteBlendMode blendMode, bool mirrorX, bool mirrorY) {
return true;
}
bool Wintermute::BaseSurfaceOpenGL3D::displayTiled(int x, int y, Wintermute::Rect32 rect, int numTimesX, int numTimesY) {
Vector2 scale(numTimesX, numTimesY);
renderer->drawSpriteEx(*tex, rect, Vector2(x, y), Vector2(0, 0), scale, 0, 0xFFFFFFFF, true, Graphics::BLEND_NORMAL, false, false);
return true;
}
bool Wintermute::BaseSurfaceOpenGL3D::restore() {
return true;
}
bool Wintermute::BaseSurfaceOpenGL3D::create(const Common::String& filename, bool defaultCK, byte ckRed, byte ckGreen, byte ckBlue, int lifeTime, bool keepLoaded) {
BaseImage img = BaseImage();
if (!img.loadFile(filename)) {
return false;
}
if (img.getSurface()->format.bytesPerPixel == 1 && img.getPalette() == nullptr)
{
return false;
}
Graphics::Surface* surf = img.getSurface()->convertTo(OpenGL::Texture::getRGBAPixelFormat(), img.getPalette());
tex = new OpenGL::Texture(*surf);
delete surf;
_filename = filename;
if (defaultCK) {
ckRed = 255;
ckGreen = 0;
ckBlue = 255;
}
_ckDefault = defaultCK;
_ckRed = ckRed;
_ckGreen = ckGreen;
_ckBlue = ckBlue;
if (_lifeTime == 0 || lifeTime == -1 || lifeTime > _lifeTime) {
_lifeTime = lifeTime;
}
_keepLoaded = keepLoaded;
if (_keepLoaded) {
_lifeTime = -1;
}
_valid = true;
return true;
}
bool Wintermute::BaseSurfaceOpenGL3D::create(int width, int height) {
tex = new OpenGL::Texture(width, height);
_valid = true;
return true;
}
bool Wintermute::BaseSurfaceOpenGL3D::putPixel(int x, int y, byte r, byte g, byte b, int a) {
return true;
}
bool Wintermute::BaseSurfaceOpenGL3D::getPixel(int x, int y, byte* r, byte* g, byte* b, byte* a) {
return true;
}
bool Wintermute::BaseSurfaceOpenGL3D::comparePixel(int x, int y, byte r, byte g, byte b, int a) {
return true;
}
bool Wintermute::BaseSurfaceOpenGL3D::startPixelOp() {
glBindTexture(GL_TEXTURE_2D, tex->getTextureName());
return true;
}
bool Wintermute::BaseSurfaceOpenGL3D::endPixelOp() {
glBindTexture(GL_TEXTURE_2D, 0);
return true;
}
bool Wintermute::BaseSurfaceOpenGL3D::isTransparentAtLite(int x, int y) {
if (x < 0 || y < 0 || x >= tex->getWidth() || y >= tex->getHeight()) {
return false;
}
if (!pixelOpReady) {
return false;
}
uint8* image_data = nullptr;
// assume 32 bit rgba for now
glGetTexImage(GL_TEXTURE_2D, 0, GL_RGBA, GL_UNSIGNED_BYTE, image_data);
uint32 pixel = *reinterpret_cast<uint32*>(image_data + y * tex->getWidth() * 4 + x * 4);
pixel &= 0xFFFFFF00;
return pixel == 0;
}