Implement animated bitmaps.

Reorganize ZBuffer rendering code a bit.
This commit is contained in:
Daniel Schepler 2004-03-23 10:38:02 +00:00
parent 288b1b99ba
commit e1a465cd44
10 changed files with 129 additions and 94 deletions

2
TODO
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@ -2,7 +2,7 @@ Residual TODO list (in rough order of priority):
------------------------------------------------ ------------------------------------------------
Assigned tasks: Assigned tasks:
* Add LAF font and text drawing support (aquadran) * Add LAF font and text drawing support (aquadran)
* Implement drawing 2D objects (frob) * Implement FadeInChore and FadeOutChore (frob)
Unassigned (help wanted): Unassigned (help wanted):
* Add OpenGL lighting (ender, possibly) * Add OpenGL lighting (ender, possibly)

View file

@ -41,7 +41,7 @@ Resource(filename) {
format_ = READ_LE_UINT32(data + 32); format_ = READ_LE_UINT32(data + 32);
width_ = READ_LE_UINT32(data + 128); width_ = READ_LE_UINT32(data + 128);
height_ = READ_LE_UINT32(data + 132); height_ = READ_LE_UINT32(data + 132);
curr_image_ = 0; curr_image_ = 1;
data_ = new char*[num_images_]; data_ = new char*[num_images_];
int pos = 0x88; int pos = 0x88;
@ -65,76 +65,98 @@ Resource(filename) {
if (format_ == 1) { if (format_ == 1) {
hasTransparency_ = false; hasTransparency_ = false;
// Convert data to 32-bit RGBA format
char *texData = new char[4 * width_ * height_];
char *texDataPtr = texData;
uint16 *bitmapData = reinterpret_cast<uint16 *>(data_[0]);
for (int i = 0; i < width_ * height_;
i++, texDataPtr += 4, bitmapData++) {
uint16 pixel = *bitmapData;
int r = pixel >> 11;
texDataPtr[0] = (r << 3) | (r >> 2);
int g = (pixel >> 5) & 0x3f;
texDataPtr[1] = (g << 2) | (g >> 4);
int b = pixel & 0x1f;
texDataPtr[2] = (b << 3) | (b >> 2);
if (pixel == 0xf81f) { // transparent
texDataPtr[3] = 0;
hasTransparency_ = true;
}
else
texDataPtr[3] = 255;
}
num_tex_ = ((width_ + (BITMAP_TEXTURE_SIZE - 1)) / BITMAP_TEXTURE_SIZE) * num_tex_ = ((width_ + (BITMAP_TEXTURE_SIZE - 1)) / BITMAP_TEXTURE_SIZE) *
((height_ + (BITMAP_TEXTURE_SIZE - 1)) / BITMAP_TEXTURE_SIZE); ((height_ + (BITMAP_TEXTURE_SIZE - 1)) / BITMAP_TEXTURE_SIZE);
tex_ids_ = new GLuint[num_tex_]; tex_ids_ = new GLuint[num_tex_ * num_images_];
glGenTextures(num_tex_, tex_ids_); glGenTextures(num_tex_ * num_images_, tex_ids_);
for (int i = 0; i < num_tex_; i++) {
glBindTexture(GL_TEXTURE_2D, tex_ids_[i]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA,
BITMAP_TEXTURE_SIZE, BITMAP_TEXTURE_SIZE, 0,
GL_RGBA, GL_UNSIGNED_BYTE, NULL);
}
glPixelStorei(GL_UNPACK_ALIGNMENT, 2); char *texData = new char[4 * width_ * height_];
glPixelStorei(GL_UNPACK_ROW_LENGTH, width_);
int cur_tex_idx = 0; for (int pic = 0; pic < num_images_; pic++) {
for (int y = 0; y < height_; y += BITMAP_TEXTURE_SIZE) { // Convert data to 32-bit RGBA format
for (int x = 0; x < width_; x += BITMAP_TEXTURE_SIZE) { char *texDataPtr = texData;
int width = (x + BITMAP_TEXTURE_SIZE >= width_) ? (width_ - x) : BITMAP_TEXTURE_SIZE; uint16 *bitmapData = reinterpret_cast<uint16 *>(data_[pic]);
int height = (y + BITMAP_TEXTURE_SIZE >= height_) ? (height_ - y) : BITMAP_TEXTURE_SIZE; for (int i = 0; i < width_ * height_;
glBindTexture(GL_TEXTURE_2D, tex_ids_[cur_tex_idx]); i++, texDataPtr += 4, bitmapData++) {
glTexSubImage2D(GL_TEXTURE_2D, uint16 pixel = *bitmapData;
0, int r = pixel >> 11;
0, 0, texDataPtr[0] = (r << 3) | (r >> 2);
width, height, int g = (pixel >> 5) & 0x3f;
GL_RGBA, texDataPtr[1] = (g << 2) | (g >> 4);
GL_UNSIGNED_BYTE, int b = pixel & 0x1f;
texData + (y * 4 * width_) + (4 * x)); texDataPtr[2] = (b << 3) | (b >> 2);
cur_tex_idx++; if (pixel == 0xf81f) { // transparent
texDataPtr[3] = 0;
hasTransparency_ = true;
}
else
texDataPtr[3] = 255;
}
for (int i = 0; i < num_tex_; i++) {
glBindTexture(GL_TEXTURE_2D, tex_ids_[num_tex_ * pic + i]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA,
BITMAP_TEXTURE_SIZE, BITMAP_TEXTURE_SIZE, 0,
GL_RGBA, GL_UNSIGNED_BYTE, NULL);
}
glPixelStorei(GL_UNPACK_ALIGNMENT, 2);
glPixelStorei(GL_UNPACK_ROW_LENGTH, width_);
int cur_tex_idx = num_tex_ * pic;
for (int y = 0; y < height_; y += BITMAP_TEXTURE_SIZE) {
for (int x = 0; x < width_; x += BITMAP_TEXTURE_SIZE) {
int width = (x + BITMAP_TEXTURE_SIZE >= width_) ? (width_ - x) : BITMAP_TEXTURE_SIZE;
int height = (y + BITMAP_TEXTURE_SIZE >= height_) ? (height_ - y) : BITMAP_TEXTURE_SIZE;
glBindTexture(GL_TEXTURE_2D, tex_ids_[cur_tex_idx]);
glTexSubImage2D(GL_TEXTURE_2D,
0,
0, 0,
width, height,
GL_RGBA,
GL_UNSIGNED_BYTE,
texData + (y * 4 * width_) + (4 * x));
cur_tex_idx++;
}
} }
} }
glPixelStorei(GL_UNPACK_ALIGNMENT, 4); glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
delete [] texData; delete [] texData;
} else { } else {
for (int i = 0; i < (width_ * height_); i++) { for (int pic = 0; pic < num_images_; pic++) {
uint16 val = READ_LE_UINT16(data_[curr_image_] + 2 * i); uint16 *zbufPtr = reinterpret_cast<uint16*>(data_[pic]);
((uint16 *) data_[curr_image_])[i] = for (int i = 0; i < (width_ * height_); i++) {
0xffff - ((uint32) val) * 0x10000 / 100 / (0x10000 - val); uint16 val = READ_LE_UINT16(data_[pic] + 2 * i);
zbufPtr[i] = 0xffff - ((uint32) val) * 0x10000 / 100 / (0x10000 - val);
}
// Flip the zbuffer image to match what GL expects
for (int y = 0; y < height_ / 2; y++) {
uint16 *ptr1 = zbufPtr + y * width_;
uint16 *ptr2 = zbufPtr + (height_ - 1 - y) * width_;
for (int x = 0; x < width_; x++, ptr1++, ptr2++) {
uint16 tmp = *ptr1;
*ptr1 = *ptr2;
*ptr2 = tmp;
}
}
} }
tex_ids_ = NULL; tex_ids_ = NULL;
} }
} }
void Bitmap::draw() const { void Bitmap::draw() const {
if (curr_image_ == 0)
return;
glMatrixMode(GL_PROJECTION); glMatrixMode(GL_PROJECTION);
glLoadIdentity(); glLoadIdentity();
glOrtho(0, 640, 480, 0, 0, 1); glOrtho(0, 640, 480, 0, 0, 1);
@ -153,18 +175,13 @@ void Bitmap::draw() const {
glDisable(GL_LIGHTING); glDisable(GL_LIGHTING);
glEnable(GL_TEXTURE_2D); glEnable(GL_TEXTURE_2D);
if (format_ == 1) { // Normal image if (format_ == 1) { // Normal image
if (curr_image_ != 0) {
warning("Animation not handled yet in GL texture path !\n");
}
glDisable(GL_DEPTH_TEST); glDisable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE); glDepthMask(GL_FALSE);
glEnable(GL_SCISSOR_TEST); glEnable(GL_SCISSOR_TEST);
glScissor(x_, 480 - (y_ + height_), width_, height_); glScissor(x_, 480 - (y_ + height_), width_, height_);
int cur_tex_idx = 0; int cur_tex_idx = num_tex_ * (curr_image_ - 1);
for (int y = y_; y < (y_ + height_); y += BITMAP_TEXTURE_SIZE) { for (int y = y_; y < (y_ + height_); y += BITMAP_TEXTURE_SIZE) {
for (int x = x_; x < (x_ + width_); x += BITMAP_TEXTURE_SIZE) { for (int x = x_; x < (x_ + width_); x += BITMAP_TEXTURE_SIZE) {
int width = (x + BITMAP_TEXTURE_SIZE >= (x_ + width_)) ? ((x_ + width_) - x) : BITMAP_TEXTURE_SIZE;
int height = (y + BITMAP_TEXTURE_SIZE >= (y_ + height_)) ? ((y_ + height_) - y) : BITMAP_TEXTURE_SIZE;
glBindTexture(GL_TEXTURE_2D, tex_ids_[cur_tex_idx]); glBindTexture(GL_TEXTURE_2D, tex_ids_[cur_tex_idx]);
glBegin(GL_QUADS); glBegin(GL_QUADS);
glTexCoord2f(0.0, 0.0); glTexCoord2f(0.0, 0.0);
@ -190,7 +207,7 @@ void Bitmap::draw() const {
if ((ZBUFFER_GLOBAL == 0) || (SCREENBLOCKS_GLOBAL == 1)) if ((ZBUFFER_GLOBAL == 0) || (SCREENBLOCKS_GLOBAL == 1))
return; return;
g_driver->drawDepthBitmap(curr_image_, x_, y_, width_, height_, data_); g_driver->drawDepthBitmap(x_, y_, width_, height_, data_[curr_image_ - 1]);
} }
} }
@ -199,7 +216,7 @@ Bitmap::~Bitmap() {
delete[] data_[i]; delete[] data_[i];
delete[] data_; delete[] data_;
if (tex_ids_) { if (tex_ids_) {
glDeleteTextures(num_tex_, tex_ids_); glDeleteTextures(num_tex_ * num_images_, tex_ids_);
delete[] tex_ids_; delete[] tex_ids_;
} }
} }

View file

@ -91,8 +91,6 @@ public:
private: private:
std::string filename_; std::string filename_;
std::string zbuf_filename_;
ResPtr<Bitmap> bitmap_;
}; };
class ModelComponent : public Costume::Component { class ModelComponent : public Costume::Component {
@ -154,13 +152,16 @@ private:
BitmapComponent::BitmapComponent(Costume::Component *parent, int parentID, BitmapComponent::BitmapComponent(Costume::Component *parent, int parentID,
const char *filename) : const char *filename) :
Costume::Component(parent, parentID), filename_(filename) { Costume::Component(parent, parentID), filename_(filename) {
bitmap_ = ResourceLoader::instance()->loadBitmap(filename);
warning("Instanced BitmapComponenet from Costume renderer with filename %s: NOT IMPLEMENTED YET", filename);
} }
void BitmapComponent::setKey(int val) { void BitmapComponent::setKey(int val) {
// bitmap_->setNumber(val); ObjectState *state =
Engine::instance()->currScene()->findState(filename_.c_str());
if (state != NULL)
state->setNumber(val);
else
warning("Couldn't find bitmap %s in current scene\n",
filename_.c_str());
} }
ModelComponent::ModelComponent(Costume::Component *parent, int parentID, ModelComponent::ModelComponent(Costume::Component *parent, int parentID,

View file

@ -123,24 +123,26 @@ void Driver::finishActorDraw() {
glPopMatrix(); glPopMatrix();
} }
void Driver::drawDepthBitmap(int num, int x, int y, int w, int h, char **data) { void Driver::drawDepthBitmap(int x, int y, int w, int h, char *data) {
if (num != 0) { // if (num != 0) {
warning("Animation not handled yet in GL texture path !\n"); // warning("Animation not handled yet in GL texture path !\n");
} // }
glRasterPos2i(x, y); if (y + h == 480) {
glRasterPos2i(x, 479);
glBitmap(0, 0, 0, 0, 0, -1, NULL);
}
else
glRasterPos2i(x, y + h);
glEnable(GL_DEPTH_TEST); glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_ALWAYS); glDepthFunc(GL_ALWAYS);
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
glDepthMask(GL_TRUE); glDepthMask(GL_TRUE);
// This loop here is to prevent using PixelZoom that may be unoptimized for the 1.0 / -1.0 case glPixelStorei(GL_UNPACK_ALIGNMENT, 2);
// in some drivers... glDrawPixels(w, h, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, data);
glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
for (int row = 0; row < h; row++) {
glRasterPos2i(x, y + row + 1);
//glDrawPixels(w, 1, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, data[num] + (2 * row * w));
}
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glDepthFunc(GL_LESS); glDepthFunc(GL_LESS);
} }

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@ -39,7 +39,7 @@ class Driver {
void startActorDraw(Vector3d pos, float yaw, float pitch, float roll); void startActorDraw(Vector3d pos, float yaw, float pitch, float roll);
void finishActorDraw(); void finishActorDraw();
void drawDepthBitmap(int num, int x, int y, int w, int h, char **data); void drawDepthBitmap(int x, int y, int w, int h, char *data);
void drawBitmap(); void drawBitmap();
void drawHackFont(int x, int y, const char *text, Color &fgColor); void drawHackFont(int x, int y, const char *text, Color &fgColor);

10
lua.cpp
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@ -1095,18 +1095,12 @@ static void NewObjectState() {
ObjectState::Position pos = check_objstate_pos(2); // When to draw ObjectState::Position pos = check_objstate_pos(2); // When to draw
char *bitmap = luaL_check_string(3); // Bitmap char *bitmap = luaL_check_string(3); // Bitmap
char *zbitmap = NULL; // Zbuffer Bitmap char *zbitmap = NULL; // Zbuffer Bitmap
bool unk1 = getbool(5); // ? bool visible = getbool(5); // Starts visible?
bool unk2 = getbool(6);
if (!lua_isnil(lua_getparam(4))) if (!lua_isnil(lua_getparam(4)))
zbitmap = luaL_check_string(4); zbitmap = luaL_check_string(4);
#ifndef OSX object = new ObjectState(setupID, pos, bitmap, zbitmap, visible);
warning("Stub: newObjectState(%d, %d, %s, %s)", setupID, pos, bitmap, zbitmap);
#endif
object = new ObjectState(setupID, pos, bitmap, zbitmap,
unk1, unk2);
Engine::instance()->currScene()->addObjectState(object); Engine::instance()->currScene()->addObjectState(object);
lua_pushusertag(object, object_tag); lua_pushusertag(object, object_tag);
} }

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@ -2,9 +2,16 @@
ObjectState::ObjectState(int setupID, ObjectState::Position pos, ObjectState::ObjectState(int setupID, ObjectState::Position pos,
const char *bitmap, const char *zbitmap, const char *bitmap, const char *zbitmap,
bool unk1, bool unk2) : bool visible) :
setupID_(setupID), pos_(pos), unk1_(unk1), unk2_(unk2) { setupID_(setupID), pos_(pos) {
bitmap_ = ResourceLoader::instance()->loadBitmap(bitmap); bitmap_ = ResourceLoader::instance()->loadBitmap(bitmap);
if (zbitmap) if (zbitmap)
zbitmap_ = ResourceLoader::instance()->loadBitmap(zbitmap); zbitmap_ = ResourceLoader::instance()->loadBitmap(zbitmap);
int initialImage = 0;
if (visible)
initialImage = 1;
bitmap_->setNumber(initialImage);
if (zbitmap_)
zbitmap_->setNumber(initialImage);
} }

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@ -18,7 +18,7 @@ class ObjectState {
ObjectState(int setupID, ObjectState::Position pos, ObjectState(int setupID, ObjectState::Position pos,
const char *bitmap, const char *zbitmap, const char *bitmap, const char *zbitmap,
bool unk1, bool unk2); bool visible);
int setupID() const { return setupID_; } int setupID() const { return setupID_; }
Position pos() const { return pos_; } Position pos() const { return pos_; }
@ -26,6 +26,11 @@ class ObjectState {
return bitmap_->filename(); return bitmap_->filename();
} }
void setNumber(int val) {
bitmap_->setNumber(val);
if (zbitmap_)
zbitmap_->setNumber(val);
}
void draw() { void draw() {
bitmap_->draw(); bitmap_->draw();
if (zbitmap_) if (zbitmap_)
@ -36,7 +41,6 @@ class ObjectState {
int setupID_; int setupID_;
Position pos_; Position pos_;
ResPtr<Bitmap> bitmap_, zbitmap_; ResPtr<Bitmap> bitmap_, zbitmap_;
bool unk1_, unk2_;
}; };

View file

@ -169,3 +169,12 @@ void Scene::drawBitmaps(ObjectState::Position stage) {
(*i)->draw(); (*i)->draw();
} }
} }
ObjectState *Scene::findState(const char *filename) {
for (StateList::iterator i = states_.begin(); i != states_.end();
i++) {
if (strcmp((*i)->bitmapFilename(), filename) == 0)
return *i;
}
return NULL;
}

View file

@ -70,6 +70,7 @@ public:
void addObjectState(ObjectState *s) { void addObjectState(ObjectState *s) {
states_.push_back(s); states_.push_back(s);
} }
ObjectState *findState(const char *filename);
private: private:
struct Setup { // Camera setup data struct Setup { // Camera setup data