scummvm/engines/sword25/gfx/opengl/glvectorimageblit.cpp
Eugene Sandulenko ad5b74c9de SWORD25: Clean compile!
Under MinGW, with OpenGL and tinyxml.

svn-id: r53225
2010-10-12 22:38:23 +00:00

145 lines
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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* 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.
*
* $URL$
* $Id$
*
*/
/*
* This code is based on Broken Sword 2.5 engine
*
* Copyright (c) Malte Thiesen, Daniel Queteschiner and Michael Elsdoerfer
*
* Licensed under GNU GPL v2
*
*/
// -----------------------------------------------------------------------------
// Includes
// -----------------------------------------------------------------------------
#include "sword25/gfx/image/vectorimage.h"
#include "sword25/gfx/image/vectorimagerenderer.h"
#include "sword25/util/glsprites/glsprites.h"
#include <vector>
namespace Sword25 {
using namespace std;
#define BS_LOG_PREFIX "GLVECTORIMAGEBLIT"
// -----------------------------------------------------------------------------
namespace {
const float LINE_SCALE_FACTOR = 1.0f;
}
// -----------------------------------------------------------------------------
bool BS_VectorImage::Blit(int PosX, int PosY,
int Flipping,
BS_Rect *pPartRect,
unsigned int Color,
int Width, int Height) {
static BS_VectorImageRenderer VectorImageRenderer;
static byte *PixelData;
static GLS_Sprite Sprite = 0;
static BS_VectorImage *OldThis = 0;
static int OldWidth;
static int OldHeight;
static GLS_Rect OldSubImage;
// Falls Breite oder H<>he 0 sind, muss nichts dargestellt werden.
if (Width == 0 || Height == 0) return true;
// Sprite erstellen, falls es noch nicht erstellt wurde
if (Sprite == 0) {
GLS_Result Result = GLS_NewSprite(512, 512, GLS_True, 0, &Sprite);
if (Result != GLS_OK) {
BS_LOG_ERRORLN("Could not create GLS_Sprite. Reason: %s", GLS_ResultString(Result));
return false;
}
}
// Feststellen, ob das alte Bild im Cache nicht wiederbenutzt werden kann und neu Berechnet werden muss
if (!(OldThis == this && OldWidth == Width && OldHeight == Height && Sprite != 0)) {
float ScaleFactorX = (Width == - 1) ? 1 : static_cast<float>(Width) / static_cast<float>(GetWidth());
float ScaleFactorY = (Height == - 1) ? 1 : static_cast<float>(Height) / static_cast<float>(GetHeight());
unsigned int RenderedWidth;
unsigned int RenderedHeight;
if (!VectorImageRenderer.Render(*this, ScaleFactorX, ScaleFactorY, RenderedWidth, RenderedHeight, PixelData, LINE_SCALE_FACTOR)) {
BS_LOG_ERRORLN("Call to BS_VectorImageRenderer::Render() failed.");
return false;
}
if (RenderedWidth > 512 || RenderedHeight > 512) {
BS_LOG_WARNINGLN("Currently the maximum size for scaled vector images is 512x512.");
return true;
}
GLS_Result Result = GLS_SetSpriteData(Sprite, RenderedWidth, RenderedHeight, PixelData, 0);
if (Result != GLS_OK) {
BS_LOG_ERRORLN("Call to GLS_SetSpriteData() failed. Reason: %s", GLS_ResultString(Result));
return false;
}
OldThis = this;
OldHeight = Height;
OldWidth = Width;
OldSubImage.x1 = 0;
OldSubImage.y1 = 0;
OldSubImage.x2 = RenderedWidth;
OldSubImage.y2 = RenderedHeight;
}
// Rendern
// -------
// pDest wird ignoriert. Es wird einfach angenommen, dass der Backbuffer gemeint ist, da nur auf den Backbuffer gerendert werden kann.
// Ebenso werden pPartRect ignoriert. Es wird immer das gesamte Sprite gerendert.
// Farbe nach GLS_Color konvertieren
GLS_Color GLSColor;
GLSColor.a = Color >> 24;
GLSColor.r = (Color >> 16) & 0xff;
GLSColor.g = (Color >> 8) & 0xff;
GLSColor.b = Color & 0xff;
// Rendern
// TODO:
// Die Bedeutung von FLIP_V und FLIP_H ist vertauscht. Allerdings glaubt der Rest der Engine auch daran, daher war es einfacher diesen Fehler
// weiterzuf<75>hren. Bei Gelegenheit ist dieses aber zu <20>ndern.
GLS_Result Result = GLS_Blit(Sprite,
PosX, PosY,
&OldSubImage, &GLSColor,
(Flipping & BS_Image::FLIP_V) ? GLS_True : GLS_False,
(Flipping & BS_Image::FLIP_H) ? GLS_True : GLS_False,
1.0f, 1.0f);
if (Result != GLS_OK) BS_LOG_ERRORLN("GLS_Blit() failed. Reason: %s", GLS_ResultString(Result));
return Result == GLS_OK;
}
} // End of namespace Sword25