/* 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. * */ #include "graphics/surface.h" #include "graphics/transparent_surface.h" #include "sludge/allfiles.h" #include "sludge/fileset.h" #include "sludge/people.h" #include "sludge/sprites.h" #include "sludge/moreio.h" #include "sludge/newfatal.h" #include "sludge/backdrop.h" #include "sludge/sludger.h" #include "sludge/zbuffer.h" #include "sludge/debug.h" #include "sludge/graphics.h" #include "sludge/imgloader.h" #include "sludge/shaders.h" #include "sludge/sludge.h" namespace Sludge { extern zBufferData zBuffer; #if 0 extern GLuint backdropTextureName; #endif extern inputType input; extern int cameraX, cameraY; extern float cameraZoom; extern Graphics::Surface renderSurface; unsigned char currentBurnR = 0, currentBurnG = 0, currentBurnB = 0; void forgetSpriteBank(spriteBank &forgetme) { #if 0 deleteTextures(forgetme.myPalette.numTextures, forgetme.myPalette.tex_names); if (forgetme.isFont) { deleteTextures(forgetme.myPalette.numTextures, forgetme.myPalette.burnTex_names); delete [] forgetme.myPalette.burnTex_names; forgetme.myPalette.burnTex_names = NULL; } delete [] forgetme.myPalette.tex_names; forgetme.myPalette.tex_names = NULL; delete[] forgetme.myPalette.tex_w; forgetme.myPalette.tex_w = NULL; delete[] forgetme.myPalette.tex_h; forgetme.myPalette.tex_h = NULL; #endif if (forgetme.myPalette.pal) { delete[] forgetme.myPalette.pal; forgetme.myPalette.pal = NULL; delete[] forgetme.myPalette.r; forgetme.myPalette.r = NULL; delete[] forgetme.myPalette.g; forgetme.myPalette.g = NULL; delete[] forgetme.myPalette.b; forgetme.myPalette.b = NULL; } delete forgetme.sprites; forgetme.sprites = NULL; // TODO: also remove sprite bank from allLoadedBanks // And add a function call for this function to the scripting language } bool reserveSpritePal(spritePalette &sP, int n) { if (sP.pal) { delete[] sP.pal; delete[] sP.r; delete[] sP.g; delete[] sP.b; } sP.pal = new unsigned short int[n]; if (!checkNew(sP.pal)) return false; sP.r = new unsigned char[n]; if (!checkNew(sP.r)) return false; sP.g = new unsigned char[n]; if (!checkNew(sP.g)) return false; sP.b = new unsigned char[n]; if (!checkNew(sP.b)) return false; sP.total = n; return (bool) (sP.pal != NULL) && (sP.r != NULL) && (sP.g != NULL) && (sP.b != NULL); } bool loadSpriteBank(int fileNum, spriteBank &loadhere, bool isFont) { int total, spriteBankVersion = 0, howmany = 0, startIndex = 0; byte *data; setResourceForFatal(fileNum); if (!openFileFromNum(fileNum)) return fatal("Can't open sprite bank / font"); loadhere.isFont = isFont; total = bigDataFile->readUint16BE(); if (!total) { spriteBankVersion = bigDataFile->readByte(); if (spriteBankVersion == 1) { total = 0; } else { total = bigDataFile->readUint16BE(); } } if (total <= 0) return fatal("No sprites in bank or invalid sprite bank file"); if (spriteBankVersion > 3) return fatal("Unsupported sprite bank file format"); loadhere.total = total; loadhere.sprites = new sprite [total]; if (! checkNew(loadhere.sprites)) return false; byte **spriteData = new byte * [total]; if (! checkNew(spriteData)) return false; // version 1, 2, read how many now if (spriteBankVersion && spriteBankVersion < 3) { howmany = bigDataFile->readByte(); startIndex = 1; } // version 3, sprite is png if (spriteBankVersion == 3) { for (int i = 0; i < total; i ++) { howmany = bigDataFile->readByte(); startIndex = 1; loadhere.sprites[i].xhot = getSigned(bigDataFile); loadhere.sprites[i].yhot = getSigned(bigDataFile); if (!ImgLoader::loadPNGImage(bigDataFile, &loadhere.sprites[i].surface)) { return false; } } return true; } // version 0, 1, 2 for (int i = 0; i < total; i ++) { int picwidth, picheight; // load sprite width, height, relative position if (spriteBankVersion == 2) { picwidth = bigDataFile->readUint16BE(); picheight = bigDataFile->readUint16BE(); loadhere.sprites[i].xhot = getSigned(bigDataFile); loadhere.sprites[i].yhot = getSigned(bigDataFile); } else { picwidth = (byte)bigDataFile->readByte(); picheight = (byte)bigDataFile->readByte(); loadhere.sprites[i].xhot = bigDataFile->readByte(); loadhere.sprites[i].yhot = bigDataFile->readByte(); } // init data loadhere.sprites[i].surface.create(picwidth, picheight, *g_sludge->getScreenPixelFormat()); if (isFont) { loadhere.sprites[i].burnSurface.create(picwidth, picheight, *g_sludge->getScreenPixelFormat()); } data = (byte *)new byte[picwidth * (picheight + 1)]; if (!checkNew(data)) return false; memset(data + picwidth * picheight, 0, picwidth); spriteData[i] = data; // read color if (spriteBankVersion == 2) { // RUN LENGTH COMPRESSED DATA unsigned size = picwidth * picheight; unsigned pip = 0; while (pip < size) { byte col = bigDataFile->readByte(); int looper; if (col > howmany) { col -= howmany + 1; looper = bigDataFile->readByte() + 1; } else looper = 1; while (looper --) { data[pip ++] = col; } } } else { // RAW DATA size_t bytes_read = bigDataFile->read(data, picwidth * picheight); if (bytes_read != picwidth * picheight && bigDataFile->err()) { debugOut("Reading error in loadSpriteBank.\n"); } } } // read howmany for version 0 if (!spriteBankVersion) { howmany = bigDataFile->readByte(); startIndex = bigDataFile->readByte(); } // Make palette for version 0, 1, 2 if (!reserveSpritePal(loadhere.myPalette, howmany + startIndex)) return false; for (int i = 0; i < howmany; i++) { loadhere.myPalette.r[i + startIndex] = (byte)bigDataFile->readByte(); loadhere.myPalette.g[i + startIndex] = (byte)bigDataFile->readByte(); loadhere.myPalette.b[i + startIndex] = (byte)bigDataFile->readByte(); loadhere.myPalette.pal[i + startIndex] = (uint16)g_sludge->getOrigPixelFormat()->RGBToColor( loadhere.myPalette.r[i + startIndex], loadhere.myPalette.g[i + startIndex], loadhere.myPalette.b[i + startIndex]); } loadhere.myPalette.originalRed = loadhere.myPalette.originalGreen = loadhere.myPalette.originalBlue = 255; // convert for (int i = 0; i < total; i ++) { int fromhere = 0; int transColour = -1; int size = loadhere.sprites[i].surface.w * loadhere.sprites[i].surface.h; while (fromhere < size) { unsigned char s = spriteData[i][fromhere++]; if (s) { transColour = s; break; } } fromhere = 0; for (int y = 0; y < loadhere.sprites[i].surface.h; y++) { for (int x = 0; x < loadhere.sprites[i].surface.w; x++) { byte *target = (byte *)loadhere.sprites[i].surface.getBasePtr(x, y); unsigned char s = spriteData[i][fromhere++]; if (s) { target[0] = (byte)255; target[1] = (byte)loadhere.myPalette.b[s]; target[2] = (byte)loadhere.myPalette.g[s]; target[3] = (byte)loadhere.myPalette.r[s]; transColour = s; } else if (transColour >= 0) { target[0] = (byte)0; target[1] = (byte)loadhere.myPalette.b[transColour]; target[2] = (byte)loadhere.myPalette.g[transColour]; target[3] = (byte)loadhere.myPalette.r[transColour]; } if (isFont) { target = (byte *)loadhere.sprites[i].burnSurface.getBasePtr(x, y); if (s) target[0] = loadhere.myPalette.r[s]; target[1] = (byte)255; target[2] = (byte)255; target[3] = (byte)255; } } } delete[] spriteData[i]; } delete[] spriteData; spriteData = NULL; finishAccess(); setResourceForFatal(-1); return true; } void pasteSpriteToBackDrop(int x1, int y1, sprite &single, const spritePalette &fontPal) { #if 0 float tx1 = (float)(single.tex_x) / fontPal.tex_w[single.texNum]; float ty1 = 0.0; float tx2 = (float)(single.tex_x + single.width) / fontPal.tex_w[single.texNum]; float ty2 = (float)(single.height) / fontPal.tex_h[single.texNum]; float btx1; float btx2; float bty1; float bty2; int diffX = single.width; int diffY = single.height; x1 -= single.xhot; y1 -= single.yhot; if (! NPOT_textures) { btx1 = backdropTexW * x1 / sceneWidth; btx2 = backdropTexW * (x1 + single.width) / sceneWidth; bty1 = backdropTexH * y1 / sceneHeight; bty2 = backdropTexH * (y1 + single.height) / sceneHeight; } else { btx1 = (float) x1 / sceneWidth; btx2 = (float)(x1 + single.width) / sceneWidth; bty1 = (float) y1 / sceneHeight; bty2 = (float)(y1 + single.height) / sceneHeight; } const GLfloat btexCoords[] = { btx1, bty1, btx2, bty1, btx1, bty2, btx2, bty2 }; if (x1 < 0) diffX += x1; if (y1 < 0) diffY += y1; if (x1 + diffX > sceneWidth) diffX = sceneWidth - x1; if (y1 + diffY > sceneHeight) diffY = sceneHeight - y1; if (diffX < 0) return; if (diffY < 0) return; setPixelCoords(true); 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 sprite to the backdrop // (using mulitexturing, so the backdrop is seen where alpha < 1.0) glActiveTexture(GL_TEXTURE2); glBindTexture(GL_TEXTURE_2D, backdropTextureName); glActiveTexture(GL_TEXTURE0); glUseProgram(shader.paste); GLint uniform = glGetUniformLocation(shader.paste, "useLightTexture"); if (uniform >= 0) glUniform1i(uniform, 0);// No lighting setPMVMatrix(shader.paste); setPrimaryColor(fontPal.originalRed / 255.f, fontPal.originalGreen / 255.f, fontPal.originalBlue / 255.f, 1.0f); glBindTexture(GL_TEXTURE_2D, fontPal.tex_names[single.texNum]); //glTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); const GLfloat vertices[] = { (GLfloat) - xoffset, (GLfloat) - yoffset, 0., (GLfloat)single.width - xoffset, (GLfloat) - yoffset, 0., (GLfloat) - xoffset, (GLfloat)single.height - yoffset, 0., (GLfloat)single.width - xoffset, (GLfloat)single.height - yoffset, 0. }; const GLfloat texCoords[] = { tx1, ty1, tx2, ty1, tx1, ty2, tx2, ty2 }; drawQuad(shader.paste, vertices, 3, texCoords, NULL, btexCoords); // Copy Our ViewPort To The Texture glUseProgram(0); copyTexSubImage2D(GL_TEXTURE_2D, 0, (int)((x1 < 0) ? xoffset : x1 + xoffset), (int)((y1 < 0) ? yoffset : y1 + yoffset), (int)((x1 < 0) ? viewportOffsetX - x1 : viewportOffsetX), (int)((y1 < 0) ? viewportOffsetY - y1 : viewportOffsetY), w, h, backdropTextureName); yoffset += viewportHeight; } xoffset += viewportWidth; } #endif setPixelCoords(false); } void burnSpriteToBackDrop(int x1, int y1, sprite &single, const spritePalette &fontPal) { #if 0 float tx1 = (float)(single.tex_x - 0.5) / fontPal.tex_w[single.texNum]; float ty1 = 0.0; float tx2 = (float)(single.tex_x + single.width + 0.5) / fontPal.tex_w[single.texNum]; float ty2 = (float)(single.height + 2) / fontPal.tex_h[single.texNum]; const GLfloat spriteTexCoords[] = { tx1, ty1, tx2, ty1, tx1, ty2, tx2, ty2 }; x1 -= single.xhot; y1 -= single.yhot - 1; float bx1 = (float)x1 * backdropTexW / sceneWidth; float by1 = (float)y1 * backdropTexH / sceneHeight; float bx2 = (float)(x1 + single.width - 1) * backdropTexW / sceneWidth; float by2 = (float)(y1 + single.height - 1) * backdropTexH / sceneHeight; const GLfloat backdropTexCoords[] = { bx1, by1, bx2, by1, bx1, by2, bx2, by2 }; const GLfloat backdropTexCoords2[] = { 0.0f, 0.0f, backdropTexW, 0.0f, 0.0f, backdropTexH, backdropTexW, backdropTexH }; int diffX = single.width + 1; int diffY = single.height + 2; if (x1 < 0) diffX += x1; if (y1 < 0) diffY += y1; if (x1 + diffX > sceneWidth) diffX = sceneWidth - x1; if (y1 + diffY > sceneHeight) diffY = sceneHeight - y1; if (diffX < 0) return; if (diffY < 0) return; setPixelCoords(true); setPrimaryColor(currentBurnR / 255.f, currentBurnG / 255.f, currentBurnB / 255.f, 1.0f); GLfloat xoffset = 0.0f; while (xoffset < diffX) { int w = (diffX - xoffset < viewportWidth) ? diffX - xoffset : viewportWidth; GLfloat yoffset = 0.0f; while (yoffset < diffY) { int h = (diffY - yoffset < viewportHeight) ? diffY - yoffset : viewportHeight; const GLfloat backdropVertices[] = { -x1 - xoffset, -y1 + yoffset, 0.0f, sceneWidth - 1.0f - x1 - xoffset, -y1 + yoffset, 0.0f, -x1 - xoffset, sceneHeight - 1.0f - y1 + yoffset, 0.0f, sceneWidth - 1.0f - x1 - xoffset, sceneHeight - 1.0f - y1 + yoffset, 0.0f }; const GLfloat spriteVertices[] = { -xoffset, -yoffset, 0.0f, single.width - 1 - xoffset, -yoffset, 0.0f, -xoffset, single.height - 1 - yoffset, 0.0f, single.width - 1 - xoffset, single.height - 1 - yoffset, 0.0f }; glBindTexture(GL_TEXTURE_2D, backdropTextureName); glUseProgram(shader.texture); setPMVMatrix(shader.texture); drawQuad(shader.texture, backdropVertices, 1, backdropTexCoords2); glActiveTexture(GL_TEXTURE2); glBindTexture(GL_TEXTURE_2D, backdropTextureName); glActiveTexture(GL_TEXTURE0); glUseProgram(shader.paste); GLint uniform = glGetUniformLocation(shader.paste, "useLightTexture"); if (uniform >= 0) glUniform1i(uniform, 0); // No lighting setPMVMatrix(shader.paste); glBindTexture(GL_TEXTURE_2D, fontPal.burnTex_names[single.texNum]); //FIXME: Test this some more. Also pasting the backdrop again is not strictly necessary but allows using the paste shader. drawQuad(shader.paste, spriteVertices, 3, spriteTexCoords, NULL, backdropTexCoords); glUseProgram(0); // Copy Our ViewPort To The Texture copyTexSubImage2D(GL_TEXTURE_2D, 0, (x1 < 0) ? xoffset : x1 + xoffset, (y1 < 0) ? yoffset : y1 + yoffset, viewportOffsetX, viewportOffsetY, w, h, backdropTextureName); yoffset += viewportHeight; } xoffset += viewportWidth; } setPixelCoords(false); #endif } #if 0 extern GLuint backdropTextureName; #endif void fontSprite(bool flip, int x, int y, sprite &single, const spritePalette &fontPal) { float x1 = (float) x - (float) single.xhot / cameraZoom; float y1 = (float) y - (float) single.yhot / cameraZoom; // Use Transparent surface to scale and blit Graphics::TransparentSurface tmp(single.surface, false); tmp.blit(renderSurface, x1, y1, (flip? Graphics::FLIP_H : Graphics::FLIP_NONE)); if (single.burnSurface.getPixels() != nullptr) { Graphics::TransparentSurface tmp2(single.burnSurface, false); tmp2.blit(renderSurface, x1, y1, (flip? Graphics::FLIP_H : Graphics::FLIP_NONE), 0, TS_RGB(fontPal.originalRed, fontPal.originalGreen, fontPal.originalBlue)); } #if 0 float x2 = x1 + (float) single.surface.w / cameraZoom; float y2 = y1 + (float) single.surface.h / cameraZoom; float tx1 = (float) (single.tex_x - 0.5) / fontPal.tex_w[single.texNum]; float ty1 = 0.0; float tx2 = (float) (single.tex_x + single.width + (flip ? 1.0 : 0.5)) / fontPal.tex_w[single.texNum]; float ty2 = (float) (single.height + 2) / fontPal.tex_h[single.texNum]; GLfloat vertices[] = { x1, y1, 0.0f, x2, y1, 0.0f, x1, y2, 0.0f, x2, y2, 0.0f }; if (flip) { vertices[0] = x2; vertices[3] = x1; vertices[6] = x2; vertices[9] = x1; } const GLfloat texCoords[] = { tx1, ty1, tx2, ty1, tx1, ty2, tx2, ty2 }; //glTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); // GL_MODULATE instead of decal mixes the colours! setPrimaryColor(fontPal.originalRed / 255.f, fontPal.originalGreen / 255.f, fontPal.originalBlue / 255.f, 1.0f); glBindTexture(GL_TEXTURE_2D, fontPal.tex_names[single.texNum]); glUseProgram(shader.smartScaler); GLuint uniform = glGetUniformLocation(shader.smartScaler, "useLightTexture"); if (uniform >= 0) glUniform1i(uniform, 0); setPMVMatrix(shader.smartScaler); if (gameSettings.antiAlias == 1) { glUniform1i(glGetUniformLocation(shader.smartScaler, "antialias"), 1); } else { glUniform1i(glGetUniformLocation(shader.smartScaler, "antialias"), 0); } glEnable(GL_BLEND); drawQuad(shader.smartScaler, vertices, 1, texCoords); glDisable(GL_BLEND); glUseProgram(0); #endif } void fontSprite(int x, int y, sprite &single, const spritePalette &fontPal) { fontSprite(false, x, y, single, fontPal); } void flipFontSprite(int x, int y, sprite &single, const spritePalette &fontPal) { fontSprite(true, x, y, single, fontPal); } unsigned char curLight[3]; void setDrawMode(onScreenPerson *thisPerson) { #if 0 if (thisPerson->colourmix) { //glEnable(GL_COLOR_SUM); FIXME: replace line? setSecondaryColor(curLight[0]*thisPerson->r * thisPerson->colourmix / 65025 / 255.f, curLight[1]*thisPerson->g * thisPerson->colourmix / 65025 / 255.f, curLight[2]*thisPerson->b * thisPerson->colourmix / 65025 / 255.f, 1.0f); } //glTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); setPrimaryColor(curLight[0] * (255 - thisPerson->colourmix) / 65025.f, curLight[1] * (255 - thisPerson->colourmix) / 65025.f, curLight[2] * (255 - thisPerson->colourmix) / 65025.f, 1.0f - thisPerson->transparency / 255.f); #endif } #if 0 extern GLuint backdropTextureName; #endif bool checkColourChange(bool reset); bool scaleSprite(sprite &single, const spritePalette &fontPal, onScreenPerson *thisPerson, bool mirror) { float x = thisPerson->x; float y = thisPerson->y; float scale = thisPerson->scale; if (scale <= 0.05) return false; int diffX = (int)(((float)single.surface.w) * scale); int diffY = (int)(((float)single.surface.h) * scale); float x1, y1, x2, y2; if (thisPerson->extra & EXTRA_FIXTOSCREEN) { x = x / cameraZoom; y = y / cameraZoom; if (single.xhot < 0) x1 = x - (int)((mirror ? (float)(single.surface.w - single.xhot) : (float)(single.xhot + 1)) * scale / cameraZoom); else x1 = x - (int)((mirror ? (float)(single.surface.w - (single.xhot + 1)) : (float)single.xhot) * scale / cameraZoom); y1 = y - (int)((single.yhot - thisPerson->floaty) * scale / cameraZoom); x2 = x1 + (int)(diffX / cameraZoom); y2 = y1 + (int)(diffY / cameraZoom); } else { x -= cameraX; y -= cameraY; if (single.xhot < 0) x1 = x - (int)((mirror ? (float)(single.surface.w - single.xhot) : (float)(single.xhot + 1)) * scale); else x1 = x - (int)((mirror ? (float)(single.surface.w - (single.xhot + 1)) : (float)single.xhot) * scale); y1 = y - (int)((single.yhot - thisPerson->floaty) * scale); x2 = x1 + diffX; y2 = y1 + diffY; } // Use Transparent surface to scale and blit Graphics::TransparentSurface tmp(single.surface, false); tmp.blit(renderSurface, x1, y1, (mirror? Graphics::FLIP_H : Graphics::FLIP_NONE), nullptr, TS_ARGB(255, 255, 255, 255), diffX, diffY); #if 0 GLfloat z; if ((!(thisPerson->extra & EXTRA_NOZB)) && zBuffer.numPanels) { int i; for (i = 1; i < zBuffer.numPanels; i++) { if (zBuffer.panel[i] >= y + cameraY) { i--; break; } } z = 0.999 - (double) i * (1.0 / 128.0); } else { z = -0.5; } float ltx1, ltx2, lty1, lty2; if (! NPOT_textures) { ltx1 = lightMap.texW * (x1 + cameraX) / sceneWidth; ltx2 = lightMap.texW * (x2 + cameraX) / sceneWidth; lty1 = lightMap.texH * (y1 + cameraY) / sceneHeight; lty2 = lightMap.texH * (y2 + cameraY) / sceneHeight; } else { ltx1 = (float)(x1 + cameraX) / sceneWidth; ltx2 = (float)(x2 + cameraX) / sceneWidth; lty1 = (float)(y1 + cameraY) / sceneHeight; lty2 = (float)(y2 + cameraY) / sceneHeight; } const GLfloat ltexCoords[] = { ltx1, lty1, ltx2, lty1, ltx1, lty2, ltx2, lty2 }; bool light = !(thisPerson->extra & EXTRA_NOLITE); if (light && lightMap.data) { if (lightMapMode == LIGHTMAPMODE_HOTSPOT) { int lx = (int)(x + cameraX); int ly = (int)(y + cameraY); if (lx < 0) lx = 0; else if (lx >= sceneWidth) lx = sceneWidth - 1; if (ly < 0) ly = 0; else if (ly >= sceneHeight) ly = sceneHeight - 1; GLubyte *target; if (! NPOT_textures) { target = lightMap.data + (ly * getNextPOT(sceneWidth) + lx) * 4; } else { target = lightMap.data + (ly * sceneWidth + lx) * 4; } curLight[0] = target[0]; curLight[1] = target[1]; curLight[2] = target[2]; } else if (lightMapMode == LIGHTMAPMODE_PIXEL) { curLight[0] = curLight[1] = curLight[2] = 255; glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, lightMap.name); glActiveTexture(GL_TEXTURE0); } } else { curLight[0] = curLight[1] = curLight[2] = 255; } #ifndef HAVE_GLES2 if (!(thisPerson->extra & EXTRA_RECTANGULAR)) checkColourChange(true); #endif setDrawMode(thisPerson); glBindTexture(GL_TEXTURE_2D, fontPal.tex_names[single.texNum]); glEnable(GL_BLEND); glUseProgram(shader.smartScaler); GLuint uniform = glGetUniformLocation(shader.smartScaler, "useLightTexture"); if (uniform >= 0) glUniform1i(uniform, light && lightMapMode == LIGHTMAPMODE_PIXEL && lightMap.data); setPMVMatrix(shader.smartScaler); if (gameSettings.antiAlias == 1) { glUniform1i(glGetUniformLocation(shader.smartScaler, "antialias"), 1); } else { glUniform1i(glGetUniformLocation(shader.smartScaler, "antialias"), 0); } const GLfloat vertices[] = { x1, y1, z, x2, y1, z, x1, y2, z, x2, y2, z }; if (! mirror) { GLfloat tx3 = tx1; tx1 = tx2; tx2 = tx3; } const GLfloat texCoords[] = { tx2, ty1, tx1, ty1, tx2, ty2, tx1, ty2 }; drawQuad(shader.smartScaler, vertices, 2, texCoords, ltexCoords); glDisable(GL_BLEND); glUseProgram(0); if (light && lightMapMode == LIGHTMAPMODE_PIXEL) { glActiveTexture(GL_TEXTURE1); glActiveTexture(GL_TEXTURE0); } setSecondaryColor(0., 0., 0., 1.); // Are we pointing at the sprite? if (input.mouseX >= x1 && input.mouseX <= x2 && input.mouseY >= y1 && input.mouseY <= y2) { if (thisPerson->extra & EXTRA_RECTANGULAR) return true; #ifdef HAVE_GLES2 return true; #else return checkColourChange(false); #endif } return false; #endif } // Paste a scaled sprite onto the backdrop void fixScaleSprite(int x, int y, sprite &single, const spritePalette &fontPal, onScreenPerson *thisPerson, int camX, int camY, bool mirror) { #if 0 float scale = thisPerson-> scale; bool useZB = !(thisPerson->extra & EXTRA_NOZB); bool light = !(thisPerson->extra & EXTRA_NOLITE); if (scale <= 0.05) return; float tx1 = (float)(single.tex_x) / fontPal.tex_w[single.texNum]; float ty1 = (float) 1.0 / fontPal.tex_h[single.texNum]; //0.0; float tx2 = (float)(single.tex_x + single.width) / fontPal.tex_w[single.texNum]; float ty2 = (float)(single.height + 1) / fontPal.tex_h[single.texNum]; int diffX = (int)(((float)single.width) * scale); int diffY = (int)(((float)single.height) * scale); int x1; if (single.xhot < 0) x1 = x - (int)((mirror ? (float)(single.width - single.xhot) : (float)(single.xhot + 1)) * scale); else x1 = x - (int)((mirror ? (float)(single.width - (single.xhot + 1)) : (float)single.xhot) * scale); int y1 = y - (int)((single.yhot - thisPerson->floaty) * scale); float spriteWidth = diffX; float spriteHeight = diffY; if (x1 < 0) diffX += x1; if (y1 < 0) diffY += y1; if (x1 + diffX > sceneWidth) diffX = sceneWidth - x1; if (y1 + diffY > sceneHeight) diffY = sceneHeight - y1; if (diffX < 0) return; if (diffY < 0) return; GLfloat z; if (useZB && zBuffer.numPanels) { int i; for (i = 1; i < zBuffer.numPanels; i++) { if (zBuffer.panel[i] >= y + cameraY) { i--; break; } } z = 0.999 - (double) i * (1.0 / 128.0); } else { z = -0.5; } float ltx1, btx1; float ltx2, btx2; float lty1, bty1; float lty2, bty2; if (! NPOT_textures) { ltx1 = lightMap.texW * x1 / sceneWidth; ltx2 = lightMap.texW * (x1 + spriteWidth) / sceneWidth; lty1 = lightMap.texH * y1 / sceneHeight; lty2 = lightMap.texH * (y1 + spriteHeight) / sceneHeight; btx1 = backdropTexW * x1 / sceneWidth; btx2 = backdropTexW * (x1 + spriteWidth) / sceneWidth; bty1 = backdropTexH * y1 / sceneHeight; bty2 = backdropTexH * (y1 + spriteHeight) / sceneHeight; } else { btx1 = ltx1 = (float) x1 / sceneWidth; btx2 = ltx2 = (float)(x1 + spriteWidth) / sceneWidth; bty1 = lty1 = (float) y1 / sceneHeight; bty2 = lty2 = (float)(y1 + spriteHeight) / sceneHeight; } const GLfloat ltexCoords[] = { ltx1, lty1, ltx2, lty1, ltx1, lty2, ltx2, lty2 }; const GLfloat btexCoords[] = { btx1, bty1, btx2, bty1, btx1, bty2, btx2, bty2 }; if (light && lightMap.data) { if (lightMapMode == LIGHTMAPMODE_HOTSPOT) { int lx = x + cameraX; int ly = y + cameraY; if (lx < 0 || ly < 0 || lx >= sceneWidth || ly >= sceneHeight) { curLight[0] = curLight[1] = curLight[2] = 255; } else { GLubyte *target = lightMap.data + (ly * sceneWidth + lx) * 4; curLight[0] = target[0]; curLight[1] = target[1]; curLight[2] = target[2]; } } else if (lightMapMode == LIGHTMAPMODE_PIXEL) { curLight[0] = curLight[1] = curLight[2] = 255; glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, lightMap.name); } } else { curLight[0] = curLight[1] = curLight[2] = 255; } glActiveTexture(GL_TEXTURE2); glBindTexture(GL_TEXTURE_2D, backdropTextureName); glActiveTexture(GL_TEXTURE0); setPixelCoords(true); GLfloat xoffset = 0.0f; while (xoffset < diffX) { int w = (diffX - xoffset < viewportWidth) ? (int)(diffX - xoffset) : viewportWidth; GLfloat yoffset = 0.0f; while (yoffset < diffY) { int h = (diffY - yoffset < viewportHeight) ? (int)(diffY - yoffset) : viewportHeight; // Render the scene - first the old backdrop (so that it'll show through when the z-buffer is active //glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); glBindTexture(GL_TEXTURE_2D, backdropTextureName); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); const GLfloat vertices[] = { -x1 - xoffset, -y1 - yoffset, 0.0f, sceneWidth - x1 - xoffset, -y1 - yoffset, 0.0f, -x1 - xoffset, sceneHeight - y1 - yoffset, 0.0f, sceneWidth - x1 - xoffset, sceneHeight - y1 - yoffset, 0.0f }; 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); // The z-buffer if (useZB) { glDepthMask(GL_TRUE); glClear(GL_DEPTH_BUFFER_BIT); drawZBuffer((int)(x1 + xoffset + camX), (int)(y1 + yoffset + camY), false); glDepthMask(GL_FALSE); glEnable(GL_DEPTH_TEST); } // Then the sprite glUseProgram(shader.paste); GLint uniform = glGetUniformLocation(shader.paste, "useLightTexture"); if (uniform >= 0) glUniform1i(uniform, light && lightMapMode == LIGHTMAPMODE_PIXEL && lightMap.data); setPMVMatrix(shader.paste); setDrawMode(thisPerson); glBindTexture(GL_TEXTURE_2D, fontPal.tex_names[single.texNum]); const GLfloat vertices2[] = { -xoffset, -yoffset, z, spriteWidth - xoffset, -yoffset, z, -xoffset, spriteHeight - yoffset, z, spriteWidth - xoffset, spriteHeight - yoffset, z }; if (! mirror) { GLfloat tx3 = tx1; tx1 = tx2; tx2 = tx3; } const GLfloat texCoords2[] = { tx2, ty1, tx1, ty1, tx2, ty2, tx1, ty2 }; drawQuad(shader.paste, vertices2, 3, texCoords2, ltexCoords, btexCoords); setSecondaryColor(0., 0., 0., 1.); //glDisable(GL_COLOR_SUM); FIXME: replace line? // Copy Our ViewPort To The Texture glUseProgram(0); copyTexSubImage2D(GL_TEXTURE_2D, 0, (int)((x1 < 0) ? xoffset : x1 + xoffset), (int)((y1 < 0) ? yoffset : y1 + yoffset), (int)((x1 < 0) ? viewportOffsetX - x1 : viewportOffsetX), (int)((y1 < 0) ? viewportOffsetY - y1 : viewportOffsetY), w, h, backdropTextureName); yoffset += viewportHeight; } xoffset += viewportWidth; } setPixelCoords(false); glUseProgram(0); #endif } } // End of namespace Sludge