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diff --git a/engines/sword25/gfx/opengl/glvectorimageblit.cpp b/engines/sword25/gfx/opengl/glvectorimageblit.cpp
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index 0000000000..38cfd9fa85
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+++ b/engines/sword25/gfx/opengl/glvectorimageblit.cpp
@@ -0,0 +1,133 @@
+// -----------------------------------------------------------------------------
+// This file is part of Broken Sword 2.5
+// Copyright (c) Malte Thiesen, Daniel Queteschiner and Michael Elsdörfer
+//
+// Broken Sword 2.5 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.
+//
+// Broken Sword 2.5 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 Broken Sword 2.5; if not, write to the Free Software
+// Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
+// -----------------------------------------------------------------------------
+
+// -----------------------------------------------------------------------------
+// Includes
+// -----------------------------------------------------------------------------
+
+#include "gfx/image/vectorimage.h"
+#include "gfx/image/vectorimagerenderer.h"
+#include "util/glsprites/glsprites.h"
+
+#include <vector>
+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 vector<char> PixelData;
+ static GLS_Sprite Sprite = 0;
+ static BS_VectorImage * OldThis = 0;
+ static int OldWidth;
+ static int OldHeight;
+ static GLS_Rect OldSubImage;
+
+ // Falls Breite oder Höhe 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], 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
+ // weiterzuführen. Bei Gelegenheit ist dieses aber zu ändern.
+ 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;
+}