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authoryinsimei2017-06-16 18:01:58 +0200
committerEugene Sandulenko2017-07-13 18:27:45 +0200
commit941889123799d0d5b65f8ad63576427c5d80b043 (patch)
tree81fad03f665ea1f27a58838175641a2e03af66bc /engines/sludge
parente52dbca7fd9cd972f529f38346a2706a519cc310 (diff)
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SLUDGE: get freeze and unfreeze scene work
Diffstat (limited to 'engines/sludge')
-rw-r--r--engines/sludge/backdrop.cpp21
-rw-r--r--engines/sludge/freeze.cpp159
-rw-r--r--engines/sludge/freeze.h12
-rw-r--r--engines/sludge/zbuffer.h5
4 files changed, 44 insertions, 153 deletions
diff --git a/engines/sludge/backdrop.cpp b/engines/sludge/backdrop.cpp
index dc46c410b1..a1f656f6aa 100644
--- a/engines/sludge/backdrop.cpp
+++ b/engines/sludge/backdrop.cpp
@@ -24,6 +24,7 @@
#include "common/rect.h"
#include "image/png.h"
#include "graphics/surface.h"
+#include "graphics/transparent_surface.h"
#include "graphics/palette.h"
#include "sludge/allfiles.h"
@@ -50,13 +51,14 @@ void unfreeze(bool); // Because FREEZE.H needs a load of other includes
#if 0
GLubyte *backdropTexture = NULL;
GLuint backdropTextureName = 0;
-bool backdropExists = false;
GLfloat backdropTexW = 1.0;
GLfloat backdropTexH = 1.0;
GLuint snapshotTextureName = 0;
#endif
+bool backdropExists = false;
+
Graphics::Surface lightMap;
Graphics::Surface backdropSurface;
@@ -210,8 +212,8 @@ void killBackDrop() {
#if 0
deleteTextures(1, &backdropTextureName);
backdropTextureName = 0;
- backdropExists = false;
#endif
+ backdropExists = false;
}
void killLightMap() {
@@ -935,19 +937,19 @@ bool loadHSI(Common::SeekableReadStream *stream, int x, int y, bool reserve) {
renderToTexture(tmpTex, x, y, picWidth, picHeight, realPicWidth, realPicHeight);
deleteTextures(1, &tmpTex);
-
- backdropExists = true;
#endif
+ backdropExists = true;
return true;
}
bool mixHSI(Common::SeekableReadStream *stream, int x, int y) {
debug(kSludgeDebugGraphics, "Load mixHSI");
- if (!ImgLoader::loadImage(stream, &backdropSurface, 0))
+ Graphics::Surface mixSurface;
+ if (!ImgLoader::loadImage(stream, &mixSurface, 0))
return false;
- int realPicWidth = backdropSurface.w;
- int realPicHeight = backdropSurface.h;
+ int realPicWidth = mixSurface.w;
+ int realPicHeight = mixSurface.h;
if (x == IN_THE_CENTRE)
x = (sceneWidth - realPicWidth) >> 1;
@@ -955,6 +957,11 @@ bool mixHSI(Common::SeekableReadStream *stream, int x, int y) {
y = (sceneHeight - realPicHeight) >> 1;
if (x < 0 || x + realPicWidth > sceneWidth || y < 0 || y + realPicHeight > sceneHeight)
return false;
+
+ Graphics::TransparentSurface tmp(mixSurface, false);
+ tmp.blit(backdropSurface, x, y);
+ mixSurface.free();
+;
#if 0
float btx1, tx1;
float btx2, tx2;
diff --git a/engines/sludge/freeze.cpp b/engines/sludge/freeze.cpp
index 676c06b87f..57d7d0dbe8 100644
--- a/engines/sludge/freeze.cpp
+++ b/engines/sludge/freeze.cpp
@@ -26,6 +26,7 @@
#include "sludge/sprites.h"
#include "sludge/sprbanks.h"
#include "sludge/people.h"
+#include "sludge/sludge.h"
#include "sludge/sludger.h"
#include "sludge/objtypes.h"
#include "sludge/region.h"
@@ -43,9 +44,8 @@ extern screenRegion *allScreenRegions;
extern screenRegion *overRegion;
extern speechStruct *speech;
extern inputType input;
-#if 0
-extern GLuint backdropTextureName;
-#endif
+extern Graphics::Surface backdropSurface;
+extern Graphics::Surface renderSurface;
extern parallaxLayer *parallaxStuff;
extern int lightMapNumber, zBufferNumber;
extern eventHandlers *currentEvents;
@@ -58,33 +58,17 @@ extern zBufferData zBuffer;
extern bool backdropExists;
frozenStuffStruct *frozenStuff = NULL;
extern unsigned int sceneWidth, sceneHeight;
+Graphics::Surface freezeSurface;
void shufflePeople();
-#if 0
-GLuint freezeTextureName = 0;
-#endif
void freezeGraphics() {
-#if 0
- glViewport(0, 0, realWinWidth, realWinHeight);
- glGenTextures(1, &freezeTextureName);
-#endif
int w = winWidth;
int h = winHeight;
- if (!NPOT_textures) {
- w = getNextPOT(winWidth);
- h = getNextPOT(winHeight);
- }
-#if 0
- glBindTexture(GL_TEXTURE_2D, freezeTextureName);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
-
- texImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0, freezeTextureName);
-#endif
+
+ freezeSurface.create(w, h, *g_sludge->getScreenPixelFormat());
+
// Temporarily disable AA
int antiAlias = gameSettings.antiAlias;
gameSettings.antiAlias = 0;
@@ -106,45 +90,17 @@ void freezeGraphics() {
} else {
h = realWinHeight;
}
-#if 0
- const GLfloat bPMVMatrix[] = {
- 2.0f / realWinWidth * cameraZoom, .0, .0, .0,
- .0, 2.0f / realWinHeight * cameraZoom, .0, .0,
- .0, .0, 1.0f, .0,
- -2.0f * (x / realWinWidth) - 1.0f, -2.0f * (y / realWinHeight) - 1.0f, .0, 1.0f
-
- };
- for (int i = 0; i < 16; i++) {
- aPMVMatrix[i] = bPMVMatrix[i];
- }
- // Render scene
- glDepthMask(GL_TRUE);
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);// Clear The Screen
- glDepthMask(GL_FALSE);
-
drawBackDrop();// Draw the room
drawZBuffer(cameraX, cameraY, false);
-
- glEnable(GL_DEPTH_TEST);
-
drawPeople();// Then add any moving characters...
+ freezeSurface.copyFrom(renderSurface);
- glDisable(GL_DEPTH_TEST);
-
- // Copy Our ViewPort To The Texture
- copyTexSubImage2D(GL_TEXTURE_2D, 0, x, y, 0, 0, w, h, freezeTextureName);
-#endif
y += h;
}
x += w;
}
gameSettings.antiAlias = antiAlias;
-
-#if 0
- glViewport(viewportOffsetX, viewportOffsetY, viewportWidth, viewportHeight);
- setPixelCoords(false);
-#endif
}
bool freeze() {
@@ -155,77 +111,36 @@ bool freeze() {
// Grab a copy of the current scene
freezeGraphics();
-#if 0
- newFreezer->backdropTextureName = backdropTextureName;
-#endif
int picWidth = sceneWidth;
int picHeight = sceneHeight;
if (!NPOT_textures) {
picWidth = getNextPOT(picWidth);
picHeight = getNextPOT(picHeight);
}
-#if 0
- newFreezer->backdropTexture = new GLubyte[picHeight * picWidth * 4];
- if (!checkNew(newFreezer->backdropTexture))
- return false;
-
- saveTexture(backdropTextureName, newFreezer->backdropTexture);
-
- backdropTextureName = 0;
-#endif
+ newFreezer->backdropSurface.copyFrom(backdropSurface);
newFreezer->sceneWidth = sceneWidth;
newFreezer->sceneHeight = sceneHeight;
newFreezer->cameraX = cameraX;
newFreezer->cameraY = cameraY;
newFreezer->cameraZoom = cameraZoom;
-#if 0
- newFreezer->lightMapTexture = lightMap.data;
- newFreezer->lightMapTextureName = lightMap.name;
+
+ newFreezer->lightMapSurface.copyFrom(lightMap);
newFreezer->lightMapNumber = lightMapNumber;
- lightMap.data = NULL;
- lightMap.name = 0;
+
newFreezer->parallaxStuff = parallaxStuff;
parallaxStuff = NULL;
- newFreezer->zBufferImage = zBuffer.tex;
+ newFreezer->zBufferImage.copyFrom(zBuffer.surface);
newFreezer->zBufferNumber = zBuffer.originalNum;
newFreezer->zPanels = zBuffer.numPanels;
- zBuffer.tex = NULL;
-#endif
+ zBuffer.surface.free();
// resizeBackdrop kills parallax stuff, light map, z-buffer...
if (!killResizeBackdrop(winWidth, winHeight))
return fatal("Can't create new temporary backdrop buffer");
- if (!NPOT_textures) {
- picWidth = getNextPOT(sceneWidth);
- picHeight = getNextPOT(sceneHeight);
-#if 0
- backdropTexW = (double)sceneWidth / picWidth;
- backdropTexH = (double)sceneHeight / picHeight;
-#endif
- }
-
-#if 0
// Copy the old scene to the new backdrop
- deleteTextures(1, &backdropTextureName);
- backdropTextureName = freezeTextureName;
+ backdropSurface.copyFrom(freezeSurface);
backdropExists = true;
- // Free texture memory used by old stuff
- parallaxStuff = newFreezer->parallaxStuff;
- while (parallaxStuff) {
- deleteTextures(1, &parallaxStuff->textureName);
- parallaxStuff = parallaxStuff->next;
- }
- if (newFreezer->zBufferImage) {
- deleteTextures(1, &zBuffer.texName);
- }
- if (newFreezer->lightMapTextureName) {
- deleteTextures(1, &newFreezer->lightMapTextureName);
- }
- if (newFreezer->backdropTextureName) {
- deleteTextures(1, &newFreezer->backdropTextureName);
- }
-#endif
newFreezer->allPeople = allPeople;
allPeople = NULL;
@@ -268,10 +183,6 @@ int howFrozen() {
return a;
}
-#if 0
-extern GLubyte *backdropTexture;
-#endif
-
void unfreeze(bool killImage) {
frozenStuffStruct *killMe = frozenStuff;
@@ -297,21 +208,18 @@ void unfreeze(bool killImage) {
allScreenRegions = frozenStuff->allScreenRegions;
killLightMap();
-#if 0
- lightMap.data = frozenStuff->lightMapTexture;
- lightMap.name = frozenStuff->lightMapTextureName;
+
+ lightMap.copyFrom(frozenStuff->lightMapSurface);
lightMapNumber = frozenStuff->lightMapNumber;
if (lightMapNumber) {
- lightMap.name = 0;
loadLightMap(lightMapNumber);
}
killZBuffer();
- zBuffer.tex = frozenStuff->zBufferImage;
+ zBuffer.surface.copyFrom(frozenStuff->zBufferImage);
zBuffer.originalNum = frozenStuff->zBufferNumber;
zBuffer.numPanels = frozenStuff->zPanels;
if (zBuffer.numPanels) {
- zBuffer.texName = 0;
setZBuffer(zBuffer.originalNum);
}
@@ -321,36 +229,11 @@ void unfreeze(bool killImage) {
if (killImage)
killBackDrop();
- backdropTextureName = frozenStuff->backdropTextureName;
- if (backdropTexture)
- delete[] backdropTexture;
- backdropTexture = frozenStuff->backdropTexture;
+ if (backdropSurface.getPixels())
+ backdropSurface.free();
+ backdropSurface.copyFrom(frozenStuff->backdropSurface);
backdropExists = true;
- if (backdropTextureName) {
- backdropTextureName = 0;
- glGenTextures(1, &backdropTextureName);
- glBindTexture(GL_TEXTURE_2D, backdropTextureName);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
-
- if (gameSettings.antiAlias < 0) {
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- } else {
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
- }
- int picWidth = sceneWidth;
- int picHeight = sceneHeight;
- if (!NPOT_textures) {
- picWidth = getNextPOT(picWidth);
- picHeight = getNextPOT(picHeight);
- }
- // Restore the backdrop
- texImage2D(GL_TEXTURE_2D, 0, GL_RGBA, picWidth, picHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, frozenStuff->backdropTexture, backdropTextureName);
- }
-#endif
deleteAnim(mouseCursorAnim);
mouseCursorAnim = frozenStuff->mouseCursorAnim;
mouseCursorFrameNum = frozenStuff->mouseCursorFrameNum;
diff --git a/engines/sludge/freeze.h b/engines/sludge/freeze.h
index 4472852217..cfd5747854 100644
--- a/engines/sludge/freeze.h
+++ b/engines/sludge/freeze.h
@@ -22,18 +22,16 @@
#ifndef SLUDGE_FREEZE_H
#define SLUDGE_FREEZE_H
+#include "graphics/surface.h"
+
namespace Sludge {
struct frozenStuffStruct {
onScreenPerson *allPeople;
screenRegion *allScreenRegions;
-#if 0
- GLubyte *backdropTexture;
- GLuint backdropTextureName;
- GLuint lightMapTextureName;
- GLubyte *lightMapTexture;
- GLubyte *zBufferImage;
-#endif
+ Graphics::Surface backdropSurface;
+ Graphics::Surface lightMapSurface;
+ Graphics::Surface zBufferImage;
int zPanels;
parallaxLayer *parallaxStuff;
int lightMapNumber, zBufferNumber;
diff --git a/engines/sludge/zbuffer.h b/engines/sludge/zbuffer.h
index bb0b2ed9d8..f78b655cd5 100644
--- a/engines/sludge/zbuffer.h
+++ b/engines/sludge/zbuffer.h
@@ -22,15 +22,18 @@
#ifndef SLUDGE_ZBUFFER_H
#define SLUDGE_ZBUFFER_H
+#include "graphics/surface.h"
+
namespace Sludge {
struct zBufferData {
- int width, height;
// bool loaded;
int numPanels;
int panel[16];
int originalNum;
+ Graphics::Surface surface;
#if 0
+ int width, height;
GLubyte *tex;
GLuint texName;
#endif