/* 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 "sludge/allfiles.h" #include "sludge/errors.h" #include "sludge/moreio.h" #include "sludge/sludger.h" #include "sludge/backdrop.h" #include "sludge/graphics.h" #include "sludge/newfatal.h" #include "sludge/version.h" namespace Sludge { bool freeze(); void unfreeze(bool); // Because FREEZE.H needs a load of other includes int thumbWidth = 0, thumbHeight = 0; #if 0 extern GLuint backdropTextureName; #endif bool saveThumbnail(Common::WriteStream *stream) { #if 0 GLuint thumbnailTextureName = 0; fp->writeUint32LE(thumbWidth); fp->writeUint32LE(thumbHeight); if (thumbWidth && thumbHeight) { if (! freeze()) return false; setPixelCoords(true); #if 0 glUseProgram(shader.texture); setPMVMatrix(shader.texture); glGenTextures(1, &thumbnailTextureName); glBindTexture(GL_TEXTURE_2D, thumbnailTextureName); 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, thumbWidth, thumbHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0, thumbnailTextureName); // Render the backdrop (scaled) //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_LINEAR); const GLfloat vertices[] = { 0., 0., 0., thumbWidth - 1.f, 0., 0., 0., thumbHeight - 1.f, 0., thumbWidth - 1.f, thumbHeight - 1.f, 0. }; const GLfloat texCoords[] = { 0.0f, 0.0f, backdropTexW, 0.0f, 0.0f, backdropTexH, backdropTexW, backdropTexH }; drawQuad(shader.texture, vertices, 1, texCoords); 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); } deleteTextures(1, &thumbnailTextureName); thumbnailTextureName = 0; // Save Our ViewPort GLushort *image = new GLushort [thumbWidth * thumbHeight]; GLuint *tmp = new GLuint [thumbWidth * thumbHeight]; if (! checkNew(image)) return false; glReadPixels(viewportOffsetX, viewportOffsetY, thumbWidth, thumbHeight, GL_RGBA, GL_UNSIGNED_BYTE, tmp); for (int y = 0; y < thumbHeight; y++) { for (int x = 0; x < thumbWidth; x++) { const GLuint a = tmp[y * thumbWidth + x]; image[y * thumbWidth + x] = ((a & 0x00f80000) >> (16 + 3)) | ((a & 0x0000fc00) >> (8 + 2 - 5)) | ((a & 0x000000f8) << (11 - 3)); } } delete[] tmp; glUseProgram(0); #endif setPixelCoords(false); for (int y = 0; y < thumbHeight; y++) { for (int x = 0; x < thumbWidth; x++) { put2bytes((*(image + y * thumbWidth + x)), fp); } } delete[] image; image = NULL; unfreeze(true); } fputc('!', fp); #endif return true; } void showThumbnail(const Common::String &filename, int atX, int atY) { #if 0 GLubyte *thumbnailTexture = NULL; GLuint thumbnailTextureName = 0; GLfloat texCoordW = 1.0; GLfloat texCoordH = 1.0; int ssgVersion; FILE *fp = openAndVerify(filename, 'S', 'A', ERROR_GAME_LOAD_NO, ssgVersion); if (ssgVersion >= VERSION(1, 4)) { if (fp == NULL) return; int fileWidth = fp->readUint32LE(); int fileHeight = fp->readUint32LE(); int picWidth = fileWidth; int picHeight = fileHeight; if (! NPOT_textures) { picWidth = getNextPOT(picWidth); picHeight = getNextPOT(picHeight); texCoordW = ((double)fileWidth) / picWidth; texCoordH = ((double)fileHeight) / picHeight; } thumbnailTexture = new GLubyte [picHeight * picWidth * 4]; if (thumbnailTexture == NULL) return; int t1, t2; uint16 c; GLubyte *target; for (t2 = 0; t2 < fileHeight; t2++) { t1 = 0; while (t1 < fileWidth) { c = (uint16) fp->readUint16BE(); target = thumbnailTexture + 4 * picWidth * t2 + t1 * 4; target[0] = (GLubyte) redValue(c); target[1] = (GLubyte) greenValue(c); target[2] = (GLubyte) blueValue(c); target[3] = (GLubyte) 255; t1++; } } fclose(fp); glGenTextures(1, &thumbnailTextureName); glBindTexture(GL_TEXTURE_2D, thumbnailTextureName); 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, picWidth, picHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, thumbnailTexture, thumbnailTextureName); delete thumbnailTexture; thumbnailTexture = NULL; if (atX < 0) { fileWidth += atX; atX = 0; } if (atY < 0) { fileHeight += atY; atY = 0; } if (fileWidth + atX > sceneWidth) fileWidth = sceneWidth - atX; if (fileHeight + atY > sceneHeight) fileHeight = sceneHeight - atY; setPixelCoords(true); glUseProgram(shader.texture); setPMVMatrix(shader.texture); int xoffset = 0; while (xoffset < fileWidth) { int w = (fileWidth - xoffset < viewportWidth) ? fileWidth - xoffset : viewportWidth; int yoffset = 0; while (yoffset < fileHeight) { int h = (fileHeight - yoffset < viewportHeight) ? fileHeight - yoffset : viewportHeight; glBindTexture(GL_TEXTURE_2D, thumbnailTextureName); const GLfloat vertices[] = { (GLfloat)fileWidth - 1.f - xoffset, (GLfloat) - yoffset, 0., (GLfloat) - xoffset, (GLfloat) - yoffset, 0., (GLfloat)fileWidth - 1.f - xoffset, (GLfloat)fileHeight - 1.f - yoffset, 0., (GLfloat) - xoffset, (GLfloat)fileHeight - 1.f - yoffset, 0. }; const GLfloat texCoords[] = { texCoordW, 0.0f, 0.0f, 0.0f, texCoordW, texCoordH, 0.0f, texCoordH }; drawQuad(shader.texture, vertices, 1, texCoords); glDisable(GL_BLEND); // Copy Our ViewPort To The Texture copyTexSubImage2D(GL_TEXTURE_2D, 0, atX + xoffset, atY + yoffset, viewportOffsetX, viewportOffsetY, w, h, backdropTextureName); yoffset += viewportHeight; } xoffset += viewportWidth; } glUseProgram(0); setPixelCoords(false); deleteTextures(1, &thumbnailTextureName); thumbnailTextureName = 0; } #endif } bool skipThumbnail(Common::SeekableReadStream *stream) { #if 0 thumbWidth = stream->readUint32LE(); thumbHeight = stream->readUint32LE(); uint32 skippy = thumbWidth; skippy *= thumbHeight << 1; stream->seek(skippy, 1); return (stream->readByte() == '!'); #endif return true; } } // End of namespace Sludge