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// -----------------------------------------------------------------------------
// This file is part of Broken Sword 2.5
// Copyright (c) Malte Thiesen, Daniel Queteschiner and Michael Elsd�rfer
//
// 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 "sword25/gfx/image/vectorimage.h"
#include "sword25/gfx/image/vectorimagerenderer.h"
#include "sword25/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 H�he 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
	// weiterzuf�hren. Bei Gelegenheit ist dieses aber zu �ndern.
	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;
}