files structure reorganization, compilation BROKEN. compilation will be fixed soon.
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677
engine/backend/sdl/driver_tinygl.cpp
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677
engine/backend/sdl/driver_tinygl.cpp
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/* Residual - Virtual machine to run LucasArts' 3D adventure games
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* Copyright (C) 2003-2006 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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* 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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* 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
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*
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* $URL$
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* $Id$
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*
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*/
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#include "debug.h"
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#include "colormap.h"
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#include "material.h"
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#include "driver_tinygl.h"
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#include "tinygl/gl.h"
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#include "tinygl/zgl.h"
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// func below is from Mesa glu sources
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static void lookAt(TGLfloat eyex, TGLfloat eyey, TGLfloat eyez, TGLfloat centerx,
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TGLfloat centery, TGLfloat centerz, TGLfloat upx, TGLfloat upy, TGLfloat upz) {
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TGLfloat m[16];
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TGLfloat x[3], y[3], z[3];
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TGLfloat mag;
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z[0] = eyex - centerx;
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z[1] = eyey - centery;
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z[2] = eyez - centerz;
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mag = sqrt(z[0] * z[0] + z[1] * z[1] + z[2] * z[2]);
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if (mag) {
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z[0] /= mag;
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z[1] /= mag;
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z[2] /= mag;
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}
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y[0] = upx;
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y[1] = upy;
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y[2] = upz;
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x[0] = y[1] * z[2] - y[2] * z[1];
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x[1] = -y[0] * z[2] + y[2] * z[0];
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x[2] = y[0] * z[1] - y[1] * z[0];
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y[0] = z[1] * x[2] - z[2] * x[1];
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y[1] = -z[0] * x[2] + z[2] * x[0];
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y[2] = z[0] * x[1] - z[1] * x[0];
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mag = sqrt(x[0] * x[0] + x[1] * x[1] + x[2] * x[2]);
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if (mag) {
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x[0] /= mag;
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x[1] /= mag;
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x[2] /= mag;
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}
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mag = sqrt(y[0] * y[0] + y[1] * y[1] + y[2] * y[2]);
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if (mag) {
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y[0] /= mag;
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y[1] /= mag;
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y[2] /= mag;
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}
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#define M(row,col) m[col * 4 + row]
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M(0, 0) = x[0];
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M(0, 1) = x[1];
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M(0, 2) = x[2];
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M(0, 3) = 0.0;
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M(1, 0) = y[0];
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M(1, 1) = y[1];
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M(1, 2) = y[2];
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M(1, 3) = 0.0;
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M(2, 0) = z[0];
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M(2, 1) = z[1];
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M(2, 2) = z[2];
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M(2, 3) = 0.0;
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M(3, 0) = 0.0;
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M(3, 1) = 0.0;
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M(3, 2) = 0.0;
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M(3, 3) = 1.0;
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#undef M
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tglMultMatrixf(m);
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tglTranslatef(-eyex, -eyey, -eyez);
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}
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DriverTinyGL::DriverTinyGL(int screenW, int screenH, int screenBPP, bool fullscreen) {
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uint32 flags = SDL_HWSURFACE;
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if (fullscreen)
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flags |= SDL_FULLSCREEN;
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_screen = SDL_SetVideoMode(screenW, screenH, screenBPP, flags);
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if (_screen == NULL)
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error("Could not initialize video");
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_screenWidth = screenW;
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_screenHeight = screenH;
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_screenBPP = screenBPP;
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_isFullscreen = fullscreen;
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SDL_WM_SetCaption("Residual: Software 3D Renderer", "Residual");
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_zb = ZB_open(screenW, screenH, ZB_MODE_5R6G5B, _screen->pixels);
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tglInit(_zb);
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_storedDisplay = new byte[640 * 480 * 2];
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memset(_storedDisplay, 0, 640 * 480 * 2);
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}
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DriverTinyGL::~DriverTinyGL() {
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delete []_storedDisplay;
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tglClose();
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ZB_close(_zb);
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}
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void DriverTinyGL::toggleFullscreenMode() {
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// We used to use SDL_WM_ToggleFullScreen() to switch to fullscreen
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// mode, but since that was deemed too buggy for ScummVM it's probably
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// too buggy for Residual as well.
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if (_screen)
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SDL_FreeSurface(_screen);
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uint32 flags = SDL_HWSURFACE;
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if (!_isFullscreen)
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flags |= SDL_FULLSCREEN;
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_screen = SDL_SetVideoMode(_screenWidth, _screenHeight, _screenBPP, flags);
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if (_screen == NULL)
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error("Could not change fullscreen mode");
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_isFullscreen = !_isFullscreen;
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}
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void DriverTinyGL::setupCamera(float fov, float nclip, float fclip, float roll) {
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tglMatrixMode(TGL_PROJECTION);
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tglLoadIdentity();
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float right = nclip * std::tan(fov / 2 * (M_PI / 180));
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tglFrustum(-right, right, -right * 0.75, right * 0.75, nclip, fclip);
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tglMatrixMode(TGL_MODELVIEW);
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tglLoadIdentity();
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tglRotatef(roll, 0, 0, -1);
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}
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void DriverTinyGL::positionCamera(Vector3d pos, Vector3d interest) {
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Vector3d up_vec(0, 0, 1);
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if (pos.x() == interest.x() && pos.y() == interest.y())
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up_vec = Vector3d(0, 1, 0);
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lookAt(pos.x(), pos.y(), pos.z(), interest.x(), interest.y(), interest.z(), up_vec.x(), up_vec.y(), up_vec.z());
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}
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void DriverTinyGL::clearScreen() {
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memset(_zb->pbuf, 0, 640 * 480 * 2);
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memset(_zb->zbuf, 0, 640 * 480 * 2);
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memset(_zb->zbuf2, 0, 640 * 480 * 4);
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}
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void DriverTinyGL::flipBuffer() {
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SDL_Flip(_screen);
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}
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bool DriverTinyGL::isHardwareAccelerated() {
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return false;
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}
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void DriverTinyGL::startActorDraw(Vector3d pos, float yaw, float pitch, float roll) {
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tglEnable(TGL_TEXTURE_2D);
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tglMatrixMode(TGL_MODELVIEW);
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tglPushMatrix();
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tglTranslatef(pos.x(), pos.y(), pos.z());
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tglRotatef(yaw, 0, 0, 1);
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tglRotatef(pitch, 1, 0, 0);
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tglRotatef(roll, 0, 1, 0);
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}
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void DriverTinyGL::finishActorDraw() {
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tglMatrixMode(TGL_MODELVIEW);
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tglPopMatrix();
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tglDisable(TGL_TEXTURE_2D);
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/* // enable to draw shadow planes (Special Sectors)
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int k, r;
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if (!_currentShadowArray)
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return;
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tglColor3f(0.8,0.8,0.8);
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for (r = 0; r < 5; r++) {
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_currentShadowArray[r].planeList.begin();
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for (SectorListType::iterator i = _currentShadowArray[r].planeList.begin(); i != _currentShadowArray[r].planeList.end(); i++) {
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Sector *shadowSector = *i;
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tglBegin(TGL_POLYGON);
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tglNormal3f(shadowSector->getNormal().x(), shadowSector->getNormal().y(), shadowSector->getNormal().z());
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for (k = 0; k < shadowSector->getNumVertices(); k++) {
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tglVertex3f(shadowSector->getVertices()[k].x(), shadowSector->getVertices()[k].y(), shadowSector->getVertices()[k].z());
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}
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tglEnd();
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}
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}*/
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}
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void DriverTinyGL::set3DMode() {
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tglMatrixMode(TGL_MODELVIEW);
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tglEnable(TGL_DEPTH_TEST);
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}
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void DriverTinyGL::setupShadower(Shadow *shadow) {
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_currentShadowArray = shadow;
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}
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void DriverTinyGL::drawModelFace(const Model::Face *face, float *vertices, float *vertNormals, float *textureVerts) {
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tglNormal3fv((float *)face->_normal._coords);
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tglBegin(TGL_POLYGON);
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for (int i = 0; i < face->_numVertices; i++) {
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tglNormal3fv(vertNormals + 3 * face->_vertices[i]);
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if (face->_texVertices != NULL)
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tglTexCoord2fv(textureVerts + 2 * face->_texVertices[i]);
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tglVertex3fv(vertices + 3 * face->_vertices[i]);
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}
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tglEnd();
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}
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void DriverTinyGL::translateViewpoint(Vector3d pos, float pitch, float yaw, float roll) {
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tglPushMatrix();
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tglTranslatef(pos.x(), pos.y(), pos.z());
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tglRotatef(yaw, 0, 0, 1);
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tglRotatef(pitch, 1, 0, 0);
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tglRotatef(roll, 0, 1, 0);
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}
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void DriverTinyGL::translateViewpoint() {
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tglPopMatrix();
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}
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void DriverTinyGL::drawHierachyNode(const Model::HierNode *node) {
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translateViewpoint(node->_animPos / node->_totalWeight, node->_animPitch / node->_totalWeight, node->_animYaw / node->_totalWeight, node->_animRoll / node->_totalWeight);
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if (node->_hierVisible) {
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if (node->_mesh != NULL && node->_meshVisible) {
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tglPushMatrix();
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tglTranslatef(node->_pivot.x(), node->_pivot.y(), node->_pivot.z());
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node->_mesh->draw();
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tglMatrixMode(TGL_MODELVIEW);
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tglPopMatrix();
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}
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if (node->_child != NULL) {
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node->_child->draw();
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tglMatrixMode(TGL_MODELVIEW);
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}
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}
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translateViewpoint();
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if (node->_sibling != NULL)
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node->_sibling->draw();
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}
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void DriverTinyGL::disableLights() {
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tglDisable(TGL_LIGHTING);
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}
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void DriverTinyGL::setupLight(Scene::Light *light, int lightId) {
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assert(lightId < TGL_MAX_LIGHTS);
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tglEnable(TGL_LIGHTING);
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float ambientLight[] = { 0.0f, 0.0f, 0.0f, 1.0f };
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float lightColor[] = { 0.0f, 0.0f, 0.0f, 1.0f };
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float lightPos[] = { 0.0f, 0.0f, 0.0f, 1.0f };
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float lightDir[] = { 0.0f, 0.0f, 0.0f, 0.0f };
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lightPos[0] = light->_pos.x();
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lightPos[1] = light->_pos.y();
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lightPos[2] = light->_pos.z();
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// lightColor[0] = (float)light->_color.red() / 256.0f;
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// lightColor[1] = (float)light->_color.blue() / 256.0f;
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// lightColor[2] = (float)light->_color.green() / 256.0f;
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if (strcmp(light->_type.c_str(), "omni") == 0) {
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ambientLight[0] = (float)light->_color.red() / 256.0f;
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ambientLight[1] = (float)light->_color.blue() / 256.0f;
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ambientLight[2] = (float)light->_color.green() / 256.0f;
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lightColor[0] = light->_intensity / 2;
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lightColor[1] = light->_intensity / 2;
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lightColor[2] = light->_intensity / 2;
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tglDisable(TGL_LIGHT0 + lightId);
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tglLightfv(TGL_LIGHT0 + lightId, TGL_POSITION, lightPos);
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tglLightfv(TGL_LIGHT0 + lightId, TGL_DIFFUSE, lightColor);
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tglLightfv(TGL_LIGHT0 + lightId, TGL_AMBIENT, ambientLight);
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tglLightfv(TGL_LIGHT0 + lightId, TGL_SPECULAR, lightColor);
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tglEnable(TGL_LIGHT0 + lightId);
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} else if (strcmp(light->_type.c_str(), "direct") == 0) {
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tglDisable(TGL_LIGHT0 + lightId);
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ambientLight[0] = (float)light->_color.red() / 256.0f;
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ambientLight[1] = (float)light->_color.blue() / 256.0f;
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ambientLight[2] = (float)light->_color.green() / 256.0f;
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lightColor[0] = light->_intensity;
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lightColor[1] = light->_intensity;
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lightColor[2] = light->_intensity;
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lightDir[0] = light->_dir.x();
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lightDir[1] = light->_dir.y();
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lightDir[2] = light->_dir.z();
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// tglLightfv(TGL_LIGHT0 + lightId, TGL_POSITION, lightPos);
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tglLightfv(TGL_LIGHT0 + lightId, TGL_DIFFUSE, lightColor);
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tglLightfv(TGL_LIGHT0 + lightId, TGL_AMBIENT, ambientLight);
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tglLightfv(TGL_LIGHT0 + lightId, TGL_SPECULAR, lightColor);
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tglLightfv(TGL_LIGHT0 + lightId, TGL_SPOT_DIRECTION, lightDir);
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// tglLightf(TGL_LIGHT0 + lightId, TGL_CONSTANT_ATTENUATION, 0.0f);
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// tglLightf(TGL_LIGHT0 + lightId, TGL_LINEAR_ATTENUATION, 0.0f);
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// tglLightf(TGL_LIGHT0 + lightId, TGL_QUADRATIC_ATTENUATION, 1.0f);
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tglEnable(TGL_LIGHT0 + lightId);
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} else if (strcmp(light->_type.c_str(), "spot") == 0) {
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tglDisable(TGL_LIGHT0 + lightId);
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lightColor[0] = (float)light->_color.red() / 256.0f;
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lightColor[1] = (float)light->_color.blue() / 256.0f;
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lightColor[2] = (float)light->_color.green() / 256.0f;
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lightDir[0] = light->_dir.x();
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lightDir[1] = light->_dir.y();
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lightDir[2] = light->_dir.z();
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tglLightfv(TGL_LIGHT0 + lightId, TGL_POSITION, lightPos);
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tglLightfv(TGL_LIGHT0 + lightId, TGL_DIFFUSE, lightColor);
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tglLightfv(TGL_LIGHT0 + lightId, TGL_AMBIENT, ambientLight);
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tglLightfv(TGL_LIGHT0 + lightId, TGL_SPECULAR, lightColor);
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tglLightfv(TGL_LIGHT0 + lightId, TGL_SPOT_DIRECTION, lightDir);
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tglLightf(TGL_LIGHT0 + lightId, TGL_SPOT_EXPONENT, 64.0f * light->_intensity);
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tglLightf(TGL_LIGHT0 + lightId, TGL_SPOT_CUTOFF, 90.0f);
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tglLightf(TGL_LIGHT0 + lightId, TGL_CONSTANT_ATTENUATION, 0.0f);
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tglLightf(TGL_LIGHT0 + lightId, TGL_LINEAR_ATTENUATION, 0.0f);
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tglLightf(TGL_LIGHT0 + lightId, TGL_QUADRATIC_ATTENUATION, 1.0f);
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tglEnable(TGL_LIGHT0 + lightId);
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} else {
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error("Scene::setupLights() Unknown type of light: %s", light->_type.c_str());
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}
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}
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void DriverTinyGL::createBitmap(Bitmap *bitmap) {
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if (bitmap->_format != 1) {
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for (int pic = 0; pic < bitmap->_numImages; pic++) {
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uint16 *bufPtr = reinterpret_cast<uint16 *>(bitmap->_data[pic]);
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for (int i = 0; i < (bitmap->_width * bitmap->_height); i++) {
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uint16 val = READ_LE_UINT16(bitmap->_data[pic] + 2 * i);
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bufPtr[i] = ((uint32) val) * 0x10000 / 100 / (0x10000 - val);
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}
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}
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}
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}
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void TinyGLBlit(byte *dst, byte *src, int x, int y, int width, int height, bool trans) {
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int srcPitch = width * 2;
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int dstPitch = 640 * 2;
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int srcX, srcY;
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int l, r;
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if (x > 639 || y > 479)
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return;
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if (x < 0) {
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x = 0;
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srcX = -x;
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} else {
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srcX = 0;
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}
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if (y < 0) {
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y = 0;
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srcY = -y;
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} else {
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srcY = 0;
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}
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if (x + width > 640)
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width -= (x + width) - 640;
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if (y + height > 480)
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height -= (y + height) - 480;
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dst += (x + (y * 640)) * 2;
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src += (srcX + (srcY * width)) * 2;
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int copyWidth = width * 2;
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if (!trans) {
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for (l = 0; l < height; l++) {
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memcpy(dst, src, copyWidth);
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dst += dstPitch;
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src += srcPitch;
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}
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} else {
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for (l = 0; l < height; l++) {
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for (r = 0; r < copyWidth; r += 2) {
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uint16 pixel = READ_LE_UINT16(src + r);
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if (pixel != 0xf81f)
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WRITE_LE_UINT16(dst + r, pixel);
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}
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dst += dstPitch;
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src += srcPitch;
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}
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}
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}
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|
||||
void DriverTinyGL::drawBitmap(const Bitmap *bitmap) {
|
||||
assert(bitmap->_currImage > 0);
|
||||
if (bitmap->_format == 1)
|
||||
TinyGLBlit((byte *)_zb->pbuf, (byte *)bitmap->_data[bitmap->_currImage - 1],
|
||||
bitmap->x(), bitmap->y(), bitmap->width(), bitmap->height(), true);
|
||||
else
|
||||
TinyGLBlit((byte *)_zb->zbuf, (byte *)bitmap->_data[bitmap->_currImage - 1],
|
||||
bitmap->x(), bitmap->y(), bitmap->width(), bitmap->height(), false);
|
||||
}
|
||||
|
||||
void DriverTinyGL::destroyBitmap(Bitmap *) { }
|
||||
|
||||
void DriverTinyGL::drawDepthBitmap(int, int, int, int, char *) { }
|
||||
|
||||
void DriverTinyGL::createMaterial(Material *material, const char *data, const CMap *cmap) {
|
||||
material->_textures = new TGLuint[material->_numImages];
|
||||
tglGenTextures(material->_numImages, (TGLuint *)material->_textures);
|
||||
char *texdata = new char[material->_width * material->_height * 4];
|
||||
for (int i = 0; i < material->_numImages; i++) {
|
||||
char *texdatapos = texdata;
|
||||
for (int y = 0; y < material->_height; y++) {
|
||||
for (int x = 0; x < material->_width; x++) {
|
||||
int col = *(uint8 *)(data);
|
||||
if (col == 0)
|
||||
memset(texdatapos, 0, 3); // transparent
|
||||
else {
|
||||
memcpy(texdatapos, cmap->_colors + 3 * (*(uint8 *)(data)), 3);
|
||||
}
|
||||
texdatapos += 3;
|
||||
data++;
|
||||
}
|
||||
}
|
||||
TGLuint *textures = (TGLuint *)material->_textures;
|
||||
tglBindTexture(TGL_TEXTURE_2D, textures[i]);
|
||||
tglTexParameteri(TGL_TEXTURE_2D, TGL_TEXTURE_WRAP_S, TGL_REPEAT);
|
||||
tglTexParameteri(TGL_TEXTURE_2D, TGL_TEXTURE_WRAP_T, TGL_REPEAT);
|
||||
tglTexParameteri(TGL_TEXTURE_2D, TGL_TEXTURE_MAG_FILTER, TGL_LINEAR);
|
||||
tglTexParameteri(TGL_TEXTURE_2D, TGL_TEXTURE_MIN_FILTER, TGL_LINEAR);
|
||||
tglTexImage2D(TGL_TEXTURE_2D, 0, 3, material->_width, material->_height, 0, TGL_RGB, TGL_UNSIGNED_BYTE, texdata);
|
||||
data += 24;
|
||||
}
|
||||
delete[] texdata;
|
||||
}
|
||||
|
||||
void DriverTinyGL::selectMaterial(const Material *material) {
|
||||
TGLuint *textures = (TGLuint *)material->_textures;
|
||||
tglBindTexture(TGL_TEXTURE_2D, textures[material->_currImage]);
|
||||
tglPushMatrix();
|
||||
tglMatrixMode(TGL_TEXTURE);
|
||||
tglLoadIdentity();
|
||||
tglScalef(1.0f / material->_width, 1.0f / material->_height, 1);
|
||||
tglMatrixMode(TGL_MODELVIEW);
|
||||
tglPopMatrix();
|
||||
}
|
||||
|
||||
void DriverTinyGL::destroyMaterial(Material *material) {
|
||||
tglDeleteTextures(material->_numImages, (TGLuint *)material->_textures);
|
||||
delete[] (TGLuint *)material->_textures;
|
||||
}
|
||||
|
||||
void DriverTinyGL::prepareSmushFrame(int width, int height, byte *bitmap) {
|
||||
_smushWidth = width;
|
||||
_smushHeight = height;
|
||||
_smushBitmap = bitmap;
|
||||
}
|
||||
|
||||
void DriverTinyGL::drawSmushFrame(int offsetX, int offsetY) {
|
||||
if (_smushWidth == 640 && _smushHeight == 480) {
|
||||
memcpy(_zb->pbuf, _smushBitmap, 640 * 480 * 2);
|
||||
} else {
|
||||
TinyGLBlit((byte *)_zb->pbuf, _smushBitmap, offsetX, offsetY, _smushWidth, _smushHeight, false);
|
||||
}
|
||||
}
|
||||
|
||||
void DriverTinyGL::loadEmergFont() {
|
||||
}
|
||||
|
||||
void DriverTinyGL::drawEmergString(int /*x*/, int /*y*/, const char * /*text*/, const Color &/*fgColor*/) {
|
||||
}
|
||||
|
||||
Driver::TextObjectHandle *DriverTinyGL::createTextBitmap(uint8 *data, int width, int height, const Color &fgColor) {
|
||||
TextObjectHandle *handle = new TextObjectHandle;
|
||||
handle->width = width;
|
||||
handle->height = height;
|
||||
handle->numTex = 0;
|
||||
handle->texIds = NULL;
|
||||
|
||||
// Convert data to 16-bit RGB 565 format
|
||||
uint16 *texData = new uint16[width * height];
|
||||
uint16 *texDataPtr = texData;
|
||||
handle->bitmapData = texData;
|
||||
uint8 *bitmapData = data;
|
||||
uint8 r = fgColor.red();
|
||||
uint8 g = fgColor.green();
|
||||
uint8 b = fgColor.blue();
|
||||
|
||||
for (int i = 0; i < width * height; i++, texDataPtr++, bitmapData++) {
|
||||
byte pixel = *bitmapData;
|
||||
if (pixel == 0x00) {
|
||||
WRITE_LE_UINT16(texDataPtr, 0xf81f);
|
||||
} else if (pixel == 0x80) {
|
||||
*texDataPtr = 0;
|
||||
} else if (pixel == 0xFF) {
|
||||
WRITE_LE_UINT16(texDataPtr, ((r & 0xF8) << 8) |
|
||||
((g & 0xFC) << 3) | (b >> 3));
|
||||
}
|
||||
}
|
||||
|
||||
return handle;
|
||||
}
|
||||
|
||||
void DriverTinyGL::drawTextBitmap(int x, int y, TextObjectHandle *handle) {
|
||||
TinyGLBlit((byte *)_zb->pbuf, (byte *)handle->bitmapData, x, y, handle->width, handle->height, true);
|
||||
}
|
||||
|
||||
void DriverTinyGL::destroyTextBitmap(TextObjectHandle *handle) {
|
||||
delete[] handle->bitmapData;
|
||||
}
|
||||
|
||||
Bitmap *DriverTinyGL::getScreenshot(int w, int h) {
|
||||
uint16 *buffer = new uint16[w * h];
|
||||
uint16 *src = (uint16 *)_storedDisplay;
|
||||
assert(buffer);
|
||||
|
||||
int step = 0;
|
||||
for (int y = 0; y <= 479; y++) {
|
||||
for (int x = 0; x <= 639; x++) {
|
||||
uint16 pixel = *(src + y * 640 + x);
|
||||
uint8 r = (pixel & 0xF800) >> 8;
|
||||
uint8 g = (pixel & 0x07E0) >> 3;
|
||||
uint8 b = (pixel & 0x001F) << 3;
|
||||
uint32 color = (r + g + b) / 3;
|
||||
src[step++] = ((color & 0xF8) << 8) | ((color & 0xFC) << 3) | (color >> 3);
|
||||
}
|
||||
}
|
||||
|
||||
float step_x = 640.0 / w;
|
||||
float step_y = 480.0 / h;
|
||||
step = 0;
|
||||
for (float y = 0; y < 479; y += step_y) {
|
||||
for (float x = 0; x < 639; x += step_x) {
|
||||
uint16 pixel = *(src + (int)y * 640 + (int)x);
|
||||
buffer[step++] = pixel;
|
||||
}
|
||||
}
|
||||
|
||||
Bitmap *screenshot = new Bitmap((char *)buffer, w, h, "screenshot");
|
||||
delete []buffer;
|
||||
return screenshot;
|
||||
}
|
||||
|
||||
void DriverTinyGL::storeDisplay() {
|
||||
memcpy(_storedDisplay, _zb->pbuf, 640 * 480 * 2);
|
||||
}
|
||||
|
||||
void DriverTinyGL::copyStoredToDisplay() {
|
||||
memcpy(_zb->pbuf, _storedDisplay, 640 * 480 * 2);
|
||||
}
|
||||
|
||||
void DriverTinyGL::dimScreen() {
|
||||
uint16 *data = (uint16 *)_storedDisplay;
|
||||
for (int l = 0; l < 640 * 480; l++) {
|
||||
uint16 pixel = data[l];
|
||||
uint8 r = (pixel & 0xF800) >> 8;
|
||||
uint8 g = (pixel & 0x07E0) >> 3;
|
||||
uint8 b = (pixel & 0x001F) << 3;
|
||||
uint32 color = (r + g + b) / 10;
|
||||
data[l] = ((color & 0xF8) << 8) | ((color & 0xFC) << 3) | (color >> 3);
|
||||
}
|
||||
}
|
||||
|
||||
void DriverTinyGL::dimRegion(int x, int y, int w, int h, float level) {
|
||||
uint16 *data = (uint16 *)_zb->pbuf;
|
||||
for (int ly = y; ly < y + h; ly++) {
|
||||
for (int lx = x; lx < x + w; lx++) {
|
||||
uint16 pixel = data[ly * 640 + lx];
|
||||
uint8 r = (pixel & 0xF800) >> 8;
|
||||
uint8 g = (pixel & 0x07E0) >> 3;
|
||||
uint8 b = (pixel & 0x001F) << 3;
|
||||
uint16 color = (uint16)(((r + g + b) / 3) * level);
|
||||
data[ly * 640 + lx] = ((color & 0xF8) << 8) | ((color & 0xFC) << 3) | (color >> 3);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void DriverTinyGL::drawRectangle(PrimitiveObject *primitive) {
|
||||
uint16 *dst = (uint16 *)_zb->pbuf;
|
||||
int x1 = primitive->getX1();
|
||||
int x2 = primitive->getX2();
|
||||
int y1 = primitive->getY1();
|
||||
int y2 = primitive->getY2();
|
||||
|
||||
Color color = primitive->getColor();
|
||||
uint16 c = ((color.red() & 0xF8) << 8) | ((color.green() & 0xFC) << 3) | (color.blue() >> 3);
|
||||
|
||||
if (primitive->isFilled()) {
|
||||
for (; y1 <= y2; y1++) {
|
||||
for (int x = x1; x <= x2; x++) {
|
||||
WRITE_LE_UINT16(dst + 640 * y1 + x, c);
|
||||
}
|
||||
}
|
||||
} else {
|
||||
for (int x = x1; x <= x2; x++) {
|
||||
WRITE_LE_UINT16(dst + 640 * y1 + x, c);
|
||||
}
|
||||
for (int x = x1; x <= x2; x++) {
|
||||
WRITE_LE_UINT16(dst + 640 * y2 + x, c);
|
||||
}
|
||||
for (int y = y1; y <= y2; y++) {
|
||||
WRITE_LE_UINT16(dst + 640 * y + x1, c);
|
||||
}
|
||||
for (int y = y1; y <= y2; y++) {
|
||||
WRITE_LE_UINT16(dst + 640 * y + x2, c);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void DriverTinyGL::drawLine(PrimitiveObject *primitive) {
|
||||
uint16 *dst = (uint16 *)_zb->pbuf;
|
||||
int x1 = primitive->getX1();
|
||||
int x2 = primitive->getX2();
|
||||
int y1 = primitive->getY1();
|
||||
int y2 = primitive->getY2();
|
||||
float m = (y2 - y1) / (x2 - x1);
|
||||
int b = (int)(-m * x1 + y1);
|
||||
|
||||
Color color = primitive->getColor();
|
||||
uint16 c = ((color.red() & 0xF8) << 8) | ((color.green() & 0xFC) << 3) | (color.blue() >> 3);
|
||||
|
||||
for (int x = x1; x <= x2; x++) {
|
||||
int y = (int)(m * x) + b;
|
||||
WRITE_LE_UINT16(dst + 640 * y + x, c);
|
||||
}
|
||||
}
|
||||
|
||||
void DriverTinyGL::drawPolygon(PrimitiveObject *primitive) {
|
||||
uint16 *dst = (uint16 *)_zb->pbuf;
|
||||
int x1 = primitive->getX1();
|
||||
int y1 = primitive->getY1();
|
||||
int x2 = primitive->getX2();
|
||||
int y2 = primitive->getY2();
|
||||
int x3 = primitive->getX3();
|
||||
int y3 = primitive->getY3();
|
||||
int x4 = primitive->getX4();
|
||||
int y4 = primitive->getY4();
|
||||
float m;
|
||||
int b;
|
||||
|
||||
Color color = primitive->getColor();
|
||||
uint16 c = ((color.red() & 0xF8) << 8) | ((color.green() & 0xFC) << 3) | (color.blue() >> 3);
|
||||
|
||||
m = (y2 - y1) / (x2 - x1);
|
||||
b = (int)(-m * x1 + y1);
|
||||
for (int x = x1; x <= x2; x++) {
|
||||
int y = (int)(m * x) + b;
|
||||
WRITE_LE_UINT16(dst + 640 * y + x, c);
|
||||
}
|
||||
m = (y4 - y3) / (x4 - x3);
|
||||
b = (int)(-m * x3 + y3);
|
||||
for (int x = x3; x <= x4; x++) {
|
||||
int y = (int)(m * x) + b;
|
||||
WRITE_LE_UINT16(dst + 640 * y + x, c);
|
||||
}
|
||||
}
|
Loading…
Add table
Add a link
Reference in a new issue