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SLUDGE: Complete burnSpriteToBackdrop

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yinsimei committed Jul 16, 2017
1 parent b21a3ba commit ebd36a8df25d8ef8fcd58603a1b89aec61ce02a8
Showing with 8 additions and 99 deletions.
  1. +8 −99 engines/sludge/sprites.cpp
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@@ -296,116 +296,25 @@ bool loadSpriteBank(int fileNum, spriteBank &loadhere, bool isFont) {
return true;
}
// pasteSpriteToBackDrop uses the colour specified by the setPasteColour (or setPasteColor)
void pasteSpriteToBackDrop(int x1, int y1, sprite &single, const spritePalette &fontPal) {
//TODO: shader: useLightTexture
x1 -= single.xhot;
y1 -= single.yhot;
Graphics::TransparentSurface tmp(single.surface, false);
tmp.blit(backdropSurface, x1, y1, Graphics::FLIP_NONE, nullptr,
TS_RGB(fontPal.originalRed, fontPal.originalGreen, fontPal.originalBlue));
}
// burnSpriteToBackDrop adds text in the colour specified by setBurnColour
// using the differing brightness levels of the font to achieve an anti-aliasing effect.
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
};
//TODO: shader: useLightTexture
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
Graphics::TransparentSurface tmp(single.surface, false);
tmp.blit(backdropSurface, x1, y1, Graphics::FLIP_NONE, nullptr,
TS_RGB(currentBurnR, currentBurnG, currentBurnB));
}
void fontSprite(bool flip, int x, int y, sprite &single, const spritePalette &fontPal) {

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