145 lines
5 KiB
C++
145 lines
5 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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* This program 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
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* GNU General Public License for more details.
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* You should have received a copy of the GNU General Public License
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* along with this program; 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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/*
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* This code is based on Broken Sword 2.5 engine
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*
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* Copyright (c) Malte Thiesen, Daniel Queteschiner and Michael Elsdoerfer
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*
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* Licensed under GNU GPL v2
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*
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*/
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// -----------------------------------------------------------------------------
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// Includes
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// -----------------------------------------------------------------------------
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#include "sword25/gfx/image/vectorimage.h"
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#include "sword25/gfx/image/vectorimagerenderer.h"
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#include "sword25/util/glsprites/glsprites.h"
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#include <vector>
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namespace Sword25 {
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using namespace std;
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#define BS_LOG_PREFIX "GLVECTORIMAGEBLIT"
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// -----------------------------------------------------------------------------
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namespace {
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const float LINE_SCALE_FACTOR = 1.0f;
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}
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// -----------------------------------------------------------------------------
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bool BS_VectorImage::Blit(int PosX, int PosY,
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int Flipping,
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BS_Rect *pPartRect,
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unsigned int Color,
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int Width, int Height) {
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static BS_VectorImageRenderer VectorImageRenderer;
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static byte *PixelData;
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static GLS_Sprite Sprite = 0;
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static BS_VectorImage *OldThis = 0;
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static int OldWidth;
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static int OldHeight;
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static GLS_Rect OldSubImage;
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// Falls Breite oder H<>he 0 sind, muss nichts dargestellt werden.
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if (Width == 0 || Height == 0) return true;
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// Sprite erstellen, falls es noch nicht erstellt wurde
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if (Sprite == 0) {
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GLS_Result Result = GLS_NewSprite(512, 512, GLS_True, 0, &Sprite);
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if (Result != GLS_OK) {
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BS_LOG_ERRORLN("Could not create GLS_Sprite. Reason: %s", GLS_ResultString(Result));
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return false;
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}
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}
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// Feststellen, ob das alte Bild im Cache nicht wiederbenutzt werden kann und neu Berechnet werden muss
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if (!(OldThis == this && OldWidth == Width && OldHeight == Height && Sprite != 0)) {
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float ScaleFactorX = (Width == - 1) ? 1 : static_cast<float>(Width) / static_cast<float>(GetWidth());
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float ScaleFactorY = (Height == - 1) ? 1 : static_cast<float>(Height) / static_cast<float>(GetHeight());
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unsigned int RenderedWidth;
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unsigned int RenderedHeight;
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if (!VectorImageRenderer.Render(*this, ScaleFactorX, ScaleFactorY, RenderedWidth, RenderedHeight, PixelData, LINE_SCALE_FACTOR)) {
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BS_LOG_ERRORLN("Call to BS_VectorImageRenderer::Render() failed.");
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return false;
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}
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if (RenderedWidth > 512 || RenderedHeight > 512) {
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BS_LOG_WARNINGLN("Currently the maximum size for scaled vector images is 512x512.");
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return true;
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}
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GLS_Result Result = GLS_SetSpriteData(Sprite, RenderedWidth, RenderedHeight, PixelData, 0);
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if (Result != GLS_OK) {
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BS_LOG_ERRORLN("Call to GLS_SetSpriteData() failed. Reason: %s", GLS_ResultString(Result));
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return false;
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}
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OldThis = this;
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OldHeight = Height;
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OldWidth = Width;
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OldSubImage.x1 = 0;
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OldSubImage.y1 = 0;
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OldSubImage.x2 = RenderedWidth;
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OldSubImage.y2 = RenderedHeight;
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}
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// Rendern
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// -------
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// pDest wird ignoriert. Es wird einfach angenommen, dass der Backbuffer gemeint ist, da nur auf den Backbuffer gerendert werden kann.
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// Ebenso werden pPartRect ignoriert. Es wird immer das gesamte Sprite gerendert.
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// Farbe nach GLS_Color konvertieren
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GLS_Color GLSColor;
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GLSColor.a = Color >> 24;
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GLSColor.r = (Color >> 16) & 0xff;
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GLSColor.g = (Color >> 8) & 0xff;
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GLSColor.b = Color & 0xff;
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// Rendern
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// TODO:
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// Die Bedeutung von FLIP_V und FLIP_H ist vertauscht. Allerdings glaubt der Rest der Engine auch daran, daher war es einfacher diesen Fehler
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// weiterzuf<75>hren. Bei Gelegenheit ist dieses aber zu <20>ndern.
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GLS_Result Result = GLS_Blit(Sprite,
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PosX, PosY,
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&OldSubImage, &GLSColor,
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(Flipping & BS_Image::FLIP_V) ? GLS_True : GLS_False,
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(Flipping & BS_Image::FLIP_H) ? GLS_True : GLS_False,
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1.0f, 1.0f);
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if (Result != GLS_OK) BS_LOG_ERRORLN("GLS_Blit() failed. Reason: %s", GLS_ResultString(Result));
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return Result == GLS_OK;
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}
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} // End of namespace Sword25
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