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-rw-r--r--engines/sludge/line.cpp143
1 files changed, 143 insertions, 0 deletions
diff --git a/engines/sludge/line.cpp b/engines/sludge/line.cpp
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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.
+ *
+ */
+#if 0
+#include <stdlib.h>
+#endif
+
+#include "graphics.h"
+#include "allfiles.h"
+
+extern int sceneWidth, sceneHeight;
+#if 0
+extern GLuint backdropTextureName;
+#endif
+
+void drawLine(int x1, int y1, int x2, int y2) {
+ int x, y;
+ bool backwards = false;
+#if 0
+ if (x1 < 0) x1 = 0;
+ if (y1 < 0) y1 = 0;
+ if (x2 < 0) x2 = 0;
+ if (y2 < 0) y2 = 0;
+ if (x1 > sceneWidth) x1 = sceneWidth - 1;
+ if (x2 > sceneWidth) x2 = sceneWidth - 1;
+ if (y1 > sceneHeight) y1 = sceneHeight - 1;
+ if (y2 > sceneHeight) y2 = sceneHeight - 1;
+
+ if (x1 > x2) {
+ x = x2;
+ backwards = !backwards;
+ } else x = x1;
+
+ if (y1 > y2) {
+ y = y2;
+ backwards = !backwards;
+ } else y = y1;
+
+ int diffX = abs(x2 - x1);
+ int diffY = abs(y2 - y1);
+
+ if (! diffX) {
+ diffX = 1;
+ if (x == sceneWidth - 1) x = sceneWidth - 2;
+ }
+ if (! diffY) {
+ diffY = 1;
+ if (y == sceneHeight - 1) y = sceneHeight - 2;
+ }
+ setPixelCoords(true);
+
+
+ glLineWidth(2.0);
+
+
+ int xoffset = 0;
+ while (xoffset < diffX) {
+ int w = (diffX - xoffset < viewportWidth) ? diffX - xoffset : viewportWidth;
+
+ int yoffset = 0;
+ while (yoffset < diffY) {
+ int h = (diffY - yoffset < viewportHeight) ? diffY - yoffset : viewportHeight;
+
+ // Render the scene - first the old backdrop
+ glBindTexture(GL_TEXTURE_2D, backdropTextureName);
+ //glTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
+ const GLfloat vertices[] = {
+ (GLfloat) - x - xoffset, (GLfloat)1 - y - yoffset, 0.,
+ (GLfloat)sceneWidth - x - xoffset, (GLfloat)1 - y - yoffset, 0.,
+ (GLfloat) - x - xoffset, (GLfloat)sceneHeight - y - yoffset, 0.,
+ (GLfloat)sceneWidth - x - xoffset, (GLfloat)sceneHeight - y - yoffset, 0.
+ };
+
+ const GLfloat texCoords[] = {
+ 0.0f, 0.0f,
+ backdropTexW, 0.0f,
+ 0.0f, backdropTexH,
+ backdropTexW, backdropTexH
+ };
+
+
+ glUseProgram(shader.texture);
+
+ setPMVMatrix(shader.texture);
+ drawQuad(shader.texture, vertices, 1, texCoords);
+
+ // Then the line
+ //FIXME:Removing the lines doesn't work, but also didn't work properly before.
+
+ GLint xo1 = -xoffset, xo2 = -xoffset;
+ if (! backwards) {
+ xo2 += diffX;
+ } else {
+ xo1 += diffX;
+ }
+ const GLint lineVertices[] = {
+ xo1, -yoffset, 0,
+ xo2, -yoffset + diffY, 0,
+ };
+
+
+ glUseProgram(shader.color);
+
+ setPMVMatrix(shader.color);
+
+ glUniform4f(glGetUniformLocation(shader.color, "myColor"), 0.0f, 0.0f, 0.0f, 1.0f);
+
+ int vertexLoc = glGetAttribLocation(shader.color, "myVertex");
+ glEnableVertexAttribArray(vertexLoc);
+ glVertexAttribPointer(vertexLoc, 3, GL_INT, GL_FALSE, 0, lineVertices);
+ glDrawArrays(GL_LINES, 0, 2);
+ glDisableVertexAttribArray(vertexLoc);
+
+ glUseProgram(0);
+
+ // Copy Our ViewPort To The Texture
+ copyTexSubImage2D(GL_TEXTURE_2D, 0, x + xoffset, y + yoffset, viewportOffsetX, viewportOffsetY, w, h, backdropTextureName);
+
+ yoffset += viewportHeight;
+ }
+ xoffset += viewportWidth;
+ }
+ setPixelCoords(false);
+#endif
+}