/* 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 #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 }