scummvm/graphics/tinygl/clear.cpp
Vincent Pelletier 054a2bd920 TINYGL: Fix line color
As in ztriangle, vertex color must be shifted from internal 16-bits
fixed-point format to 8-bits colors.
To do so, define values similar to the ones describing for ST fixed-point
format.
Also, use these in tglClear instead of hard-coded multiplicands, as is
done in tglColor4f and gl_transform_to_viewport.
Also, make tglClear take into account requested clear depth.
2017-05-01 02:21:40 +00:00

52 lines
2 KiB
C++

/* ResidualVM - A 3D game interpreter
*
* ResidualVM 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.
*
*/
/*
* This file is based on, or a modified version of code from TinyGL (C) 1997-1998 Fabrice Bellard,
* which is licensed under the zlib-license (see LICENSE).
* It also has modifications by the ResidualVM-team, which are covered under the GPLv2 (or later).
*/
#include "graphics/tinygl/zgl.h"
#include "graphics/tinygl/zdirtyrect.h"
namespace TinyGL {
void glopClearColor(GLContext *c, GLParam *p) {
c->clear_color = Vector4(p[1].f, p[2].f, p[3].f, p[4].f);
}
void glopClearDepth(GLContext *c, GLParam *p) {
c->clear_depth = p[1].f;
}
void glopClear(GLContext *c, GLParam *p) {
int mask = p[1].i;
int z = (int)(c->clear_depth * ((2 << ZB_Z_BITS) - 1));
int r = (int)(c->clear_color.X * (ZB_POINT_RED_MAX - ZB_POINT_RED_MIN) + ZB_POINT_RED_MIN);
int g = (int)(c->clear_color.Y * (ZB_POINT_GREEN_MAX - ZB_POINT_GREEN_MIN) + ZB_POINT_GREEN_MIN);
int b = (int)(c->clear_color.Z * (ZB_POINT_BLUE_MAX - ZB_POINT_BLUE_MIN) + ZB_POINT_BLUE_MIN);
tglIssueDrawCall(new Graphics::ClearBufferDrawCall(mask & TGL_DEPTH_BUFFER_BIT, z, mask & TGL_COLOR_BUFFER_BIT, r, g, b));
}
} // end of namespace TinyGL