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author | Johannes Schickel | 2012-02-20 19:40:54 +0100 |
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committer | Johannes Schickel | 2012-02-20 19:43:51 +0100 |
commit | cf44d49d1977c50a4cc977cbd0196032e86bd31d (patch) | |
tree | 1e4a98d0dc4615e67e416082d2ced67e0ea260c7 /backends/platform/iphone | |
parent | 56e517fdad416a71a7ec685f9b372b8674a4dc99 (diff) | |
download | scummvm-rg350-cf44d49d1977c50a4cc977cbd0196032e86bd31d.tar.gz scummvm-rg350-cf44d49d1977c50a4cc977cbd0196032e86bd31d.tar.bz2 scummvm-rg350-cf44d49d1977c50a4cc977cbd0196032e86bd31d.zip |
IPHONE: Precalculate vertex/tex coordinates for game screen/overlay.
Diffstat (limited to 'backends/platform/iphone')
-rw-r--r-- | backends/platform/iphone/iphone_video.h | 6 | ||||
-rw-r--r-- | backends/platform/iphone/iphone_video.m | 82 |
2 files changed, 50 insertions, 38 deletions
diff --git a/backends/platform/iphone/iphone_video.h b/backends/platform/iphone/iphone_video.h index d6ef46977b..02b9c8692d 100644 --- a/backends/platform/iphone/iphone_video.h +++ b/backends/platform/iphone/iphone_video.h @@ -53,6 +53,12 @@ GLuint _mouseCursorTexture; UIDeviceOrientation _orientation; + + GLfloat _gameScreenVertCoords[4 * 2]; + GLfloat _gameScreenTexCoords[4 * 2]; + + GLfloat _overlayVertCoords[4 * 2]; + GLfloat _overlayTexCoords[4 * 2]; } - (id)initWithFrame:(struct CGRect)frame; diff --git a/backends/platform/iphone/iphone_video.m b/backends/platform/iphone/iphone_video.m index a27234bc41..5e1132ff52 100644 --- a/backends/platform/iphone/iphone_video.m +++ b/backends/platform/iphone/iphone_video.m @@ -288,6 +288,26 @@ static void setFilterModeForTexture(GLuint tex, GraphicsModes mode) { _overlayTexture = 0; _mouseCursorTexture = 0; + _gameScreenVertCoords[0] = _gameScreenVertCoords[1] = + _gameScreenVertCoords[2] = _gameScreenVertCoords[3] = + _gameScreenVertCoords[4] = _gameScreenVertCoords[5] = + _gameScreenVertCoords[6] = _gameScreenVertCoords[7] = 0; + + _gameScreenTexCoords[0] = _gameScreenTexCoords[1] = + _gameScreenTexCoords[2] = _gameScreenTexCoords[3] = + _gameScreenTexCoords[4] = _gameScreenTexCoords[5] = + _gameScreenTexCoords[6] = _gameScreenTexCoords[7] = 0; + + _overlayVertCoords[0] = _overlayVertCoords[1] = + _overlayVertCoords[2] = _overlayVertCoords[3] = + _overlayVertCoords[4] = _overlayVertCoords[5] = + _overlayVertCoords[6] = _overlayVertCoords[7] = 0; + + _overlayTexCoords[0] = _overlayTexCoords[1] = + _overlayTexCoords[2] = _overlayTexCoords[3] = + _overlayTexCoords[4] = _overlayTexCoords[5] = + _overlayTexCoords[6] = _overlayTexCoords[7] = 0; + return self; } @@ -362,25 +382,8 @@ static void setFilterModeForTexture(GLuint tex, GraphicsModes mode) { } - (void)updateMainSurface { - GLfloat vertices[] = { - 0.0f + _heightOffset, 0.0f + _widthOffset, - _visibleWidth - _heightOffset, 0.0f + _widthOffset, - 0.0f + _heightOffset, _visibleHeight - _widthOffset, - _visibleWidth - _heightOffset, _visibleHeight - _widthOffset - }; - - float texWidth = _width / (float)_gameScreenTextureWidth; - float texHeight = _height / (float)_gameScreenTextureHeight; - - const GLfloat texCoords[] = { - texWidth, 0.0f, - 0.0f, 0.0f, - texWidth, texHeight, - 0.0f, texHeight - }; - - glVertexPointer(2, GL_FLOAT, 0, vertices); printOpenGLError(); - glTexCoordPointer(2, GL_FLOAT, 0, texCoords); printOpenGLError(); + glVertexPointer(2, GL_FLOAT, 0, _gameScreenVertCoords); printOpenGLError(); + glTexCoordPointer(2, GL_FLOAT, 0, _gameScreenTexCoords); printOpenGLError(); glBindTexture(GL_TEXTURE_2D, _screenTexture); printOpenGLError(); @@ -392,25 +395,8 @@ static void setFilterModeForTexture(GLuint tex, GraphicsModes mode) { } - (void)updateOverlaySurface { - GLfloat vertices[] = { - 0.0f, 0.0f, - _overlayHeight, 0.0f, - 0.0f, _overlayWidth * _overlayPortraitRatio, - _overlayHeight, _overlayWidth * _overlayPortraitRatio - }; - - float texWidth = _overlayWidth / (float)_overlayTexWidth; - float texHeight = _overlayHeight / (float)_overlayTexHeight; - - const GLfloat texCoords[] = { - texWidth, 0.0f, - 0.0f, 0.0f, - texWidth, texHeight, - 0.0f, texHeight - }; - - glVertexPointer(2, GL_FLOAT, 0, vertices); printOpenGLError(); - glTexCoordPointer(2, GL_FLOAT, 0, texCoords); printOpenGLError(); + glVertexPointer(2, GL_FLOAT, 0, _overlayVertCoords); printOpenGLError(); + glTexCoordPointer(2, GL_FLOAT, 0, _overlayTexCoords); printOpenGLError(); glBindTexture(GL_TEXTURE_2D, _overlayTexture); printOpenGLError(); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, _overlayTexWidth, _overlayTexHeight, 0, GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1, _overlayTexBuffer); printOpenGLError(); @@ -479,6 +465,9 @@ static void setFilterModeForTexture(GLuint tex, GraphicsModes mode) { _gameScreenTextureWidth = getSizeNextPOT(_width); _gameScreenTextureHeight = getSizeNextPOT(_height); + _gameScreenTexCoords[0] = _gameScreenTexCoords[4] = _width / (GLfloat)_gameScreenTextureWidth; + _gameScreenTexCoords[5] = _gameScreenTexCoords[7] = _height / (GLfloat)_gameScreenTextureHeight; + _orientation = [[UIDevice currentDevice] orientation]; switch (_orientation) { @@ -523,6 +512,9 @@ static void setFilterModeForTexture(GLuint tex, GraphicsModes mode) { _overlayTexWidth = getSizeNextPOT(_overlayHeight); _overlayTexHeight = getSizeNextPOT(_overlayWidth); + _overlayTexCoords[0] = _overlayTexCoords[4] = _overlayWidth / (GLfloat)_overlayTexWidth; + _overlayTexCoords[5] = _overlayTexCoords[7] = _overlayHeight / (GLfloat)_overlayTexHeight; + int textureSize = _overlayTexWidth * _overlayTexHeight * 2; _overlayTexBuffer = (char *)malloc(textureSize); memset(_overlayTexBuffer, 0, textureSize); @@ -623,6 +615,20 @@ static void setFilterModeForTexture(GLuint tex, GraphicsModes mode) { [[_keyboardView inputView] becomeFirstResponder]; _overlayPortraitRatio = (_overlayHeight * ratio) / _overlayWidth; } + + _gameScreenVertCoords[0] = _heightOffset; + _gameScreenVertCoords[1] = _widthOffset; + _gameScreenVertCoords[2] = _visibleWidth - _heightOffset; + _gameScreenVertCoords[3] = _widthOffset; + _gameScreenVertCoords[4] = _heightOffset; + _gameScreenVertCoords[5] = _visibleHeight - _widthOffset; + _gameScreenVertCoords[6] = _visibleWidth - _heightOffset; + _gameScreenVertCoords[7] = _visibleHeight - _widthOffset; + + _overlayVertCoords[2] = _overlayHeight; + _overlayVertCoords[5] = _overlayWidth * _overlayPortraitRatio; + _overlayVertCoords[6] = _overlayHeight; + _overlayVertCoords[7] = _overlayWidth * _overlayPortraitRatio; } - (void)clearColorBuffer { |