/* Residual - A 3D game interpreter * * Residual is the legal property of its developers, whose names * are too numerous to list here. Please refer to the AUTHORS * 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 "engines/myst3/nodeframe.h" #include "engines/myst3/scene.h" namespace Myst3 { NodeFrame::NodeFrame(Myst3Engine *vm, Archive *archive, uint16 id) : Node(vm, archive, id) { const DirectorySubEntry *jpegDesc = archive->getDescription(id, 1, DirectorySubEntry::kFrame); Common::MemoryReadStream *jpegStream = archive->getData(jpegDesc); if (jpegStream) { Graphics::JPEG jpeg; jpeg.read(jpegStream); _faces[0] = new Face(); _faces[0]->setTextureFromJPEG(&jpeg); _faces[0]->uploadTexture(); delete jpegStream; } } NodeFrame::~NodeFrame() { } void NodeFrame::draw() { // Size of the frame static const float w = Scene::_originalWidth; static const float h = Scene::_frameHeight; // Position of the frame static const float top = Scene::_topBorderHeight; // Used fragment of texture const float u = w / (float)_cubeTextureSize; const float v = h / (float)_cubeTextureSize; glEnable(GL_TEXTURE_2D); glDepthMask(GL_FALSE); glBindTexture(GL_TEXTURE_2D, _faces[0]->_textureId); glBegin(GL_TRIANGLE_STRIP); // Z+ glTexCoord2f(0, v); glVertex3f( 0, top + h, 1.0f); glTexCoord2f(u, v); glVertex3f( w, top + h, 1.0f); glTexCoord2f(0, 0); glVertex3f( 0, top + 0, 1.0f); glTexCoord2f(u, 0); glVertex3f( w, top + 0, 1.0f); glEnd(); glDepthMask(GL_TRUE); } } /* namespace Myst3 */