warzone2100/lib/ivis_opengl/pieblitfunc.c

347 lines
9.1 KiB
C

/*
This file is part of Warzone 2100.
Copyright (C) 1999-2004 Eidos Interactive
Copyright (C) 2005-2009 Warzone Resurrection Project
Warzone 2100 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.
Warzone 2100 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 Warzone 2100; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
*/
/***************************************************************************/
/*
* pieBlitFunc.c
*
* patch for exisitng ivis rectangle draw functions.
*
*/
/***************************************************************************/
#include "lib/ivis_opengl/GLee.h"
#include "lib/framework/frame.h"
#include <time.h>
#include "lib/ivis_common/pieblitfunc.h"
#include "lib/ivis_common/piedef.h"
#include "lib/ivis_common/piemode.h"
#include "lib/ivis_common/piestate.h"
#include "lib/ivis_common/rendmode.h"
#include "lib/ivis_common/pieclip.h"
#include "lib/ivis_common/piefunc.h"
#include "lib/ivis_common/piepalette.h"
#include "lib/ivis_common/tex.h"
#include "piematrix.h"
#include "screen.h"
/***************************************************************************/
/*
* Local Variables
*/
/***************************************************************************/
#define pie_FILLRED 16
#define pie_FILLGREEN 16
#define pie_FILLBLUE 128
#define pie_FILLTRANS 128
static GLuint radarTexture;
static GLuint radarSizeX, radarSizeY;
static GLfloat radarTexX, radarTexY;
/***************************************************************************/
/*
* Source
*/
/***************************************************************************/
void pie_Line(int x0, int y0, int x1, int y1, PIELIGHT colour)
{
pie_SetTexturePage(TEXPAGE_NONE);
pie_SetAlphaTest(false);
glColor4ubv(colour.vector);
glBegin(GL_LINE_STRIP);
glVertex2f(x0, y0);
glVertex2f(x1, y1);
glEnd();
}
/**
* Assumes render mode set up externally, draws filled rectangle.
*/
static void pie_DrawRect(float x0, float y0, float x1, float y1, PIELIGHT colour)
{
pie_SetAlphaTest(false);
glColor4ubv(colour.vector);
glBegin(GL_TRIANGLE_STRIP);
glVertex2i(x0, y0);
glVertex2i(x1, y0);
glVertex2i(x0, y1);
glVertex2i(x1, y1);
glEnd();
}
/***************************************************************************/
void pie_Box(int x0,int y0, int x1, int y1, PIELIGHT colour)
{
pie_SetTexturePage(TEXPAGE_NONE);
pie_SetAlphaTest(false);
if (x0>psRendSurface->clip.right || x1<psRendSurface->clip.left ||
y0>psRendSurface->clip.bottom || y1<psRendSurface->clip.top)
{
return;
}
if (x0<psRendSurface->clip.left)
x0 = psRendSurface->clip.left;
if (x1>psRendSurface->clip.right)
x1 = psRendSurface->clip.right;
if (y0<psRendSurface->clip.top)
y0 = psRendSurface->clip.top;
if (y1>psRendSurface->clip.bottom)
y1 = psRendSurface->clip.bottom;
glColor4ubv(colour.vector);
glBegin(GL_LINE_STRIP);
glVertex2f(x0, y0);
glVertex2f(x1, y0);
glVertex2f(x1, y1);
glVertex2f(x0, y1);
glVertex2f(x0, y0);
glEnd();
}
/***************************************************************************/
void pie_BoxFill(int x0,int y0, int x1, int y1, PIELIGHT colour)
{
pie_SetRendMode(REND_FLAT);
pie_SetTexturePage(TEXPAGE_NONE);
pie_DrawRect(x0, y0, x1, y1, colour);
}
/***************************************************************************/
void pie_TransBoxFill(float x0, float y0, float x1, float y1)
{
PIELIGHT light;
light.byte.r = pie_FILLRED;
light.byte.g = pie_FILLGREEN;
light.byte.b = pie_FILLBLUE;
light.byte.a = pie_FILLTRANS;
pie_UniTransBoxFill(x0, y0, x1, y1, light);
}
/***************************************************************************/
void pie_UniTransBoxFill(float x0, float y0, float x1, float y1, PIELIGHT light)
{
pie_SetTexturePage(TEXPAGE_NONE);
pie_SetRendMode(REND_ALPHA_FLAT);
pie_DrawRect(x0, y0, x1, y1, light);
}
/***************************************************************************/
void pie_ImageFileID(IMAGEFILE *ImageFile, UWORD ID, int x, int y)
{
IMAGEDEF *Image;
PIEIMAGE pieImage;
PIERECT dest;
ASSERT_OR_RETURN(, ID < ImageFile->NumImages, "Out of range 1: %d", (int)ID);
Image = &ImageFile->ImageDefs[ID];
ASSERT_OR_RETURN(, Image->TPageID < MAX_NUM_TPAGEIDS, "Out of range 2: %d", (int)Image->TPageID);
pie_SetRendMode(REND_ALPHA_TEX);
pie_SetAlphaTest(true);
pieImage.texPage = ImageFile->TPageIDs[Image->TPageID];
pieImage.tu = Image->Tu;
pieImage.tv = Image->Tv;
pieImage.tw = Image->Width;
pieImage.th = Image->Height;
dest.x = x + Image->XOffset;
dest.y = y + Image->YOffset;
dest.w = Image->Width;
dest.h = Image->Height;
pie_DrawImage(&pieImage, &dest);
}
void pie_ImageFileIDTile(IMAGEFILE *ImageFile, UWORD ID, int x, int y, int Width, int Height)
{
IMAGEDEF *Image;
SDWORD hRep, hRemainder, vRep, vRemainder;
PIEIMAGE pieImage;
PIERECT dest;
ASSERT_OR_RETURN(, ID < ImageFile->NumImages, "Out of range 1: %d", (int)ID);
Image = &ImageFile->ImageDefs[ID];
ASSERT_OR_RETURN(, Image->TPageID < MAX_NUM_TPAGEIDS, "Out of range 2: %d", (int)Image->TPageID);
pie_SetRendMode(REND_GOURAUD_TEX);
pie_SetAlphaTest(true);
pieImage.texPage = ImageFile->TPageIDs[Image->TPageID];
pieImage.tu = Image->Tu;
pieImage.tv = Image->Tv;
pieImage.tw = Image->Width;
pieImage.th = Image->Height;
dest.x = x + Image->XOffset;
dest.y = y + Image->YOffset;
dest.w = Image->Width;
dest.h = Image->Height;
vRemainder = Height % Image->Height;
hRemainder = Width % Image->Width;
for (vRep = 0; vRep < Height/Image->Height; vRep++)
{
pieImage.tw = Image->Width;
dest.x = x + Image->XOffset;
dest.w = Image->Width;
for (hRep = 0; hRep < Width/Image->Width; hRep++)
{
pie_DrawImage(&pieImage, &dest);
dest.x += Image->Width;
}
//draw remainder
if (hRemainder > 0)
{
pieImage.tw = hRemainder;
dest.w = hRemainder;
pie_DrawImage(&pieImage, &dest);
}
dest.y += Image->Height;
}
//draw remainder
if (vRemainder > 0)
{
//as above
pieImage.tw = Image->Width;
dest.x = x + Image->XOffset;
dest.w = Image->Width;
pieImage.th = vRemainder;
dest.h = vRemainder;
for (hRep = 0; hRep < Width/Image->Width; hRep++)
{
pie_DrawImage(&pieImage, &dest);
dest.x += Image->Width;
}
//draw remainder
if (hRemainder > 0)
{
pieImage.tw = hRemainder;
dest.w = hRemainder;
pie_DrawImage(&pieImage, &dest);
}
}
}
/* FIXME: WTF is this supposed to do? Looks like some other functionality
* was retrofitted onto something else. - Per */
void pie_UploadDisplayBuffer()
{
screen_Upload(NULL);
}
BOOL pie_InitRadar(void)
{
radarTexture = _TEX_INDEX;
glGenTextures(1, &_TEX_PAGE[_TEX_INDEX].id);
_TEX_INDEX++;
return true;
}
BOOL pie_ShutdownRadar(void)
{
glDeleteTextures(1, &_TEX_PAGE[radarTexture].id);
return true;
}
/** Store radar texture with given width and height. */
void pie_DownLoadRadar(UDWORD *buffer, int width, int height)
{
int w = 1, h = 1;
/* Find power of two size */
while (width > (w *= 2));
while (height > (h *= 2));
pie_SetTexturePage(radarTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
radarSizeX = width;
radarSizeY = height;
radarTexX = ((GLfloat)width / (GLfloat)w) * 256.0;
radarTexY = ((GLfloat)height / (GLfloat)h) * 256.0;
}
/** Display radar texture using the given height and width, depending on zoom level. */
void pie_RenderRadar(int x, int y, int width, int height)
{
pie_SetTexturePage(radarTexture);
pie_SetRendMode(REND_GOURAUD_TEX);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glColor4ubv(WZCOL_WHITE.vector);
glBegin(GL_TRIANGLE_STRIP);
glTexCoord2f(0, 0); glVertex2f(x, y);
glTexCoord2f(radarTexX, 0); glVertex2f(x + width, y);
glTexCoord2f(0, radarTexY); glVertex2f(x, y + height);
glTexCoord2f(radarTexX, radarTexY); glVertex2f(x + width, y + height);
glEnd();
}
void pie_LoadBackDrop(SCREENTYPE screenType)
{
char backd[128];
//randomly load in a backdrop piccy.
srand( (unsigned)time(NULL) + 17 ); // Use offset since time alone doesn't work very well
switch (screenType)
{
case SCREEN_RANDOMBDROP:
snprintf(backd, sizeof(backd), "texpages/bdrops/backdrop%i.png", rand() % 8); // Range: 0-7
break;
case SCREEN_MISSIONEND:
sstrcpy(backd, "texpages/bdrops/missionend.png");
break;
case SCREEN_CREDITS:
default:
sstrcpy(backd, "texpages/bdrops/credits.png");
break;
}
screen_SetBackDropFromFile(backd);
}