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scummvm/engines/watchmaker/render.cpp
T

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8.9 KiB
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/* 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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#include "watchmaker/sdl_wrapper.h"
#include "watchmaker/render.h"
#include "watchmaker/utils.h"
#include "watchmaker/ll/ll_system.h"
#include "watchmaker/tga_util.h"
#include "common/stream.h"
#include "watchmaker/game.h"
#include "watchmaker/rect.h"
#include "watchmaker/renderer.h"
#if defined(USE_OPENGL_GAME)
#include "graphics/opengl/system_headers.h"
#include "math/glmath.h"
#define MAXTEXTURES 2000
#define MAX_BITMAP_LIST 1024
namespace Watchmaker {
bool rInitialize3DEnvironment(WGame &game, char *cfg) {
warning("STUBBED: rInitialize3DEnvironment");
game.sdl->initWindow();
game._renderer->initGL();
return true;
}
#if 0
//*********************************************************************************************
unsigned int gGetTextureListPosition() {
unsigned int pos = 1;
while (gTextureList[pos].surface != NULL) {
pos++;
}
if (pos > MAXTEXTURES)
return 0;
if (pos > gNumTextureList)
gNumTextureList = pos;
return pos;
}
#endif
bool rSetRenderMode(int state) {
warning("STUBBED: rSetRenderMode");
}
bool checkGlError(const char *when) {
GLenum error = glGetError();
if (error != GL_NO_ERROR) {
Common::String explanation = "";
switch (error) {
case GL_INVALID_ENUM: explanation = "GL_INVALID_ENUM"; break;
case GL_INVALID_VALUE: explanation = "GL_INVALID_VALUE"; break;
case GL_INVALID_OPERATION: explanation = "GL_INVALID_OPERATION"; break;
case GL_INVALID_FRAMEBUFFER_OPERATION: explanation = "GL_INVALID_FRAMEBUFFER_OPERATION"; break;
case GL_OUT_OF_MEMORY: explanation = "GL_OUT_OF_MEMORY"; break;
case GL_STACK_UNDERFLOW: explanation = "GL_STACK_UNDERFLOW"; break;
case GL_STACK_OVERFLOW: explanation = "GL_STACK_OVERFLOW"; break;
default: break;
}
warning("%s: GL raised error %d - %s", when, error, explanation.c_str());
return false;
}
return true;
}
bool rClearBuffers(char flags) {
bool clearStencil = rGetStencilBitDepth() != 0;
bool clearDepth = flags & rCLEARZBUFFER;
bool clearBack = flags & rCLEARBACKBUFFER;
bool clearScreen = flags & rCLEARSCREENBUFFER;
// Picking green to make the clear color easy to spot.
glClearColor(0, 1, 0, 1);
GLbitfield mask = (clearStencil ? GL_STENCIL_BUFFER_BIT : 0) | (clearDepth ? GL_DEPTH_BUFFER_BIT : 0) | (clearScreen ? GL_COLOR_BUFFER_BIT : 0);
glClear(mask);
return checkGlError("rClearBuffers");
}
unsigned char *rLockSurfaceDirect(gTexture *t, unsigned int *pitch) {
warning("STUBBED: rLockSurfaceDirect");
return nullptr;
}
void rUnlockSurfaceDirect(gTexture *t) {
warning("STUBBED: rUnlockSurfaceDirect");
}
uint16 rRGBAToTextureFormat(unsigned int r, unsigned int g, unsigned int b, unsigned int a) {
warning("STUBBED: rRGBAToTextureFormat");
return 0;
}
bool rSetMovieFrame(MaterialPtr mat, uint32 dwCurrFrame) {
warning("STUBBED: rSetMovieFrame");
return false;
}
int rCreateSurface(unsigned int dimx, unsigned int dimy, unsigned char flags) {
warning("STUBBED: rCreateSurface");
return 0;
}
VertexBuffer rCreateVertexBuffer(unsigned int num) {
//warning("STUBBED: rCreateVertexBuffer");
return VertexBuffer();
}
bool rDeleteVertexBuffer(VertexBuffer &vb) {
warning("STUBBED: rDeleteVertexBuffer");
return false;
}
void rGetScreenInfos(unsigned int *width, unsigned int *height, unsigned int *bpp) {
warning("STUBBED: rGetScreenInfos");
*width = 800;
*height = 600;
*bpp = 32;
}
//D3d specific geometry trasf. functions
bool rSetProjectionMatrix(float width, float height, float fAspect,
float fNearPlane, float fFarPlane) {
// Not sure if fAspect is Y here though
glMatrixMode(GL_PROJECTION);
auto perspectiveMatrix = Math::makePerspectiveMatrix(fAspect, width / height, fNearPlane, fFarPlane);
glLoadMatrixf(perspectiveMatrix.getData());
glMatrixMode(GL_MODELVIEW);
return false;
}
void rScreenSpaceToCameraSpace(float *dx, float *dy, float *dz, float x, float y) {
//warning("STUBBED: rScreenSpaceToCameraSpace");
#if 0
D3DMATRIX m;
D3DVECTOR v, d;
unsigned int width, height, bpp;
rGetScreenInfos(&width, &height, &bpp);
D3DMath_MatrixInvert(m, rProjectionMatrix);
v.x = (x - width / 2) / (width / 2);
v.y = -(y - height / 2) / (height / 2);
v.z = 1.0f;
D3DMath_VectorMatrixMultiply(d, v, m);
*dx = d.x;
*dy = d.y;
*dz = d.z - gNearPlane;
#endif
}
gTexture *gLoadTexture(char *TextName, unsigned int LoaderFlags) {
warning("STUBBED gLoadTexture");
return nullptr;
}
bool rGrabVideo(const char *path, char flags) {
warning("STUBBED: rGrabVideo");
return true;
}
void rReleaseAllBitmaps(unsigned int NotFlags) {
warning("STUBBED: rReleaseAllBitmaps");
return;
}
void rReleaseBitmap(int i) {
warning("STUBBED: rReleaseBitmap");
return;
}
void rReleaseAllTextures(unsigned int NotFlags) {
warning("STUBBED: rReleaseAllTextures");
return;
}
void rSetBitmapName(unsigned int id, const char *s) {
warning("STUBBED: rSetBitmapName");
return;
}
uint32 rGetMovieFrame(MaterialPtr mat) {
warning("STUBBED: rGetMovieFrame");
return 0;
}
void rPrintText(const char *s, unsigned int dst, unsigned int src, unsigned short *FontTable, unsigned short x, unsigned short y) {
warning("STUBBED: rPrintText");
return;
}
void rGetTextDim(const char *s, unsigned short *FontTable, int *x, int *y) {
warning("STUBBED: rGetTextDim");
return;
}
void rResetPipeline() {
//warning("STUBBED: rResetPipeline");
return;
}
void rClear(int dst, int dposx, int dposy, int sdimx, int sdimy, unsigned char r, unsigned char g, unsigned char b) {
//warning("STUBBED: rClear(%d, %d, %d, %d, %d", dst, dposx, dposy, sdimx, sdimy);
}
void rBlitScreenBuffer(void) { // Should probably go to opengl_2d
//warning("STUBBED: rBlitScreenBuffer");
}
bool gMovie_SetFrame(gMaterial *mat, WORD newFrame) {
Common::SharedPtr<gMovie> mv = mat->Movie;
if (mv->curFrame == newFrame) return TRUE;
//do we have to replace the whole frame or do we have to built it?
char rebuildFrame = 1;
if (mv->curFrame == 0xFFFF) rebuildFrame = 0;
else if (!(newFrame % mv->keyFrame)) rebuildFrame = 0; //it's a keyframe
#if 0
DDSURFACEDESC2 ddsd2;
ddsd2.dwSize = sizeof(DDSURFACEDESC2);
if ((mv->surf->Lock(NULL, &ddsd2, DDLOCK_NOSYSLOCK | DDLOCK_WAIT, NULL))) { // Lock and fill with the dds
DebugLogFile("gMovie_SetFrame: Can't lock surface DDS");
return NULL;
}
if (!rebuildFrame) {
gMovie_LoadThisFrameData(mv, newFrame);
memcpy(ddsd2.lpSurface, mv->buffer, ddsd2.dwLinearSize);
} else {
if ((mv->curFrame + 1) != newFrame) { //we can't directly build this frame because the current frame is not his previous
WORD startFrame;
WORD prevKey = (newFrame / mv->keyFrame) * mv->keyFrame;
if ((mv->curFrame > newFrame) || (mv->curFrame < prevKey)) {
gMovie_LoadThisFrameData(mv, prevKey);
memcpy(ddsd2.lpSurface, mv->buffer, ddsd2.dwLinearSize);
startFrame = prevKey + 1;
} else startFrame = mv->curFrame + 1;
for (WORD i = startFrame; i < newFrame; i++) {
gMovie_BuildNewFrame((BYTE *)ddsd2.lpSurface, mv, i);
}
}
gMovie_BuildNewFrame((BYTE *)ddsd2.lpSurface, mv, newFrame);
}
if ((mv->surf->Unlock(NULL))) {
DebugLogFile("gMovie_SetFrame: Can't unlock surface DDS");
return NULL;
}
if (mat->Texture->lpDDSurface->Blt(NULL, mv->surf, NULL, DDBLT_WAIT, NULL) != DD_OK) {
DebugLogFile("gMovie_SetFrame: Can't Blit DDS texture");
return NULL;
}
mv->curFrame = newFrame;
return TRUE;
#endif
}
//*********************************************************************************************
bool gUpdateMovie(gMaterial *mat) {
WORD newFrame = 0;
DWORD curTime;
if (mat->hasFlag(T3D_MATERIAL_MOVIEPAUSED))
return TRUE;
Common::SharedPtr<gMovie> mv = mat->Movie;
if ((mv->curFrame == 0xFFFF) || (!mv->startTime)) {
mv->startTime = timeGetTime();
newFrame = 0;
} else {
// Use the time to find which frame we should be drawing
curTime = timeGetTime();
DWORD elapsedTime = curTime - mv->startTime;
newFrame = (WORD)((float)elapsedTime / (1000.f / (float)mv->frameRate));
if (newFrame >= mv->numFrames) {
mv->startTime = curTime;
newFrame = 0;
}
}
bool retv = gMovie_SetFrame(mat, newFrame);
return (retv);
}
} // End of namespace Watchmaker
#endif // USE_OPENGL_GAME