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engines/hpl1/engine/graphics/BackgroundImage.cpp
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175
engines/hpl1/engine/graphics/BackgroundImage.cpp
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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/*
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* Copyright (C) 2006-2010 - Frictional Games
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*
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* This file is part of HPL1 Engine.
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*/
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#include "hpl1/engine/graphics/BackgroundImage.h"
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#include "hpl1/engine/math/Math.h"
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namespace hpl {
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//////////////////////////////////////////////////////////////////////////
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// CONSTRUCTORS
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//////////////////////////////////////////////////////////////////////////
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//-----------------------------------------------------------------------
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cBackgroundImage::cBackgroundImage(iMaterial *apMat, const cVector3f &avPos, bool abTile,
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const cVector2f &avSize, const cVector2f &avPosPercent, const cVector2f &avVel) {
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mpMaterial = apMat;
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mvPos = avPos;
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mbTile = abTile;
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mvSize = avSize;
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mvPosPercent = avPosPercent;
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mvVel = avVel;
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mvVtx = apMat->GetImage(eMaterialTexture_Diffuse)->GetVertexVecCopy(0, mvSize);
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for (int i = 0; i < (int)mvVtx.size(); i++) {
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mvVtx[i].pos.z = mvPos.z;
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}
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}
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//-----------------------------------------------------------------------
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cBackgroundImage::~cBackgroundImage() {
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hplDelete(mpMaterial);
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}
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//-----------------------------------------------------------------------
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//////////////////////////////////////////////////////////////////////////
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// PUBLIC METHODS
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//////////////////////////////////////////////////////////////////////////
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//-----------------------------------------------------------------------
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void cBackgroundImage::Draw(const cRect2f &aCollideRect, iLowLevelGraphics *apLowLevelGraphics) {
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tVector3fList lstPositions;
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cVector3f vScreenPos(aCollideRect.x * mvPosPercent.x - mvPos.x,
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aCollideRect.y * mvPosPercent.y, mvPos.z - mvPos.y);
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// Calculate at what positions(s) the background is to be drawn.
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if (mbTile) {
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// The number of images needed.
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cVector2l vNum;
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vNum.x = (int)(aCollideRect.w / mvSize.x) + 1;
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vNum.y = (int)(aCollideRect.h / mvSize.y) + 1;
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cVector2f vStartPos;
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if (vScreenPos.x >= 0)
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vStartPos.x = mvSize.x - cMath::Modulus(vScreenPos.x, mvSize.x);
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else
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vStartPos.x = cMath::Modulus(vScreenPos.x, mvSize.x);
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if (vScreenPos.y >= 0)
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vStartPos.y = mvSize.y - cMath::Modulus(vScreenPos.y, mvSize.y);
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else
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vStartPos.y = cMath::Modulus(vScreenPos.y, mvSize.y);
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// Log("Screen: %f : %f\n",vScreenPos.x, vScreenPos.y);
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// Log("Start: %f : %f\n",vStartPos.x, vStartPos.y);
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// Log("Pos: %f : %f\n",mvPos.x, mvPos.y);
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if (vStartPos.x > 0) {
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vStartPos.x -= mvSize.x;
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vNum.x++;
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}
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if (vStartPos.y > 0) {
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vStartPos.y -= mvSize.y;
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vNum.y++;
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}
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for (int x = 0; x < vNum.x; x++)
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for (int y = 0; y < vNum.y; y++) {
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lstPositions.push_back(cVector3f(vStartPos.x + mvSize.x * x,
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vStartPos.y + mvSize.y * y, vScreenPos.z));
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}
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} else {
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cRect2f Rect(vScreenPos.x, vScreenPos.y, mvSize.x, mvSize.y);
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if (cMath::BoxCollision(aCollideRect, Rect)) {
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lstPositions.push_back(vScreenPos);
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}
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}
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// Draw the images
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mpMaterial->StartRendering(eMaterialRenderType_Diffuse, NULL, NULL);
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int lIdxAdd = 0;
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tVector3fListIt it = lstPositions.begin();
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for (; it != lstPositions.end(); it++) {
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mvVtx[0].pos.x = it->x;
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mvVtx[0].pos.y = it->y;
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apLowLevelGraphics->AddVertexToBatch(mvVtx[0]);
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mvVtx[1].pos.x = it->x + mvSize.x;
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mvVtx[1].pos.y = it->y;
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apLowLevelGraphics->AddVertexToBatch(mvVtx[1]);
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mvVtx[2].pos.x = it->x + mvSize.x;
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mvVtx[2].pos.y = it->y + mvSize.y;
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apLowLevelGraphics->AddVertexToBatch(mvVtx[2]);
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mvVtx[3].pos.x = it->x;
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mvVtx[3].pos.y = it->y + mvSize.y;
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apLowLevelGraphics->AddVertexToBatch(mvVtx[3]);
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apLowLevelGraphics->AddIndexToBatch(lIdxAdd + 0);
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apLowLevelGraphics->AddIndexToBatch(lIdxAdd + 1);
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apLowLevelGraphics->AddIndexToBatch(lIdxAdd + 2);
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apLowLevelGraphics->AddIndexToBatch(lIdxAdd + 3);
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/*apLowLevelGraphics->AddIndexToBatch(lIdxAdd + 2);
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apLowLevelGraphics->AddIndexToBatch(lIdxAdd + 3);
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apLowLevelGraphics->AddIndexToBatch(lIdxAdd + 0);*/
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lIdxAdd += 4;
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}
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do {
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apLowLevelGraphics->FlushQuadBatch(mpMaterial->GetBatchFlags(eMaterialRenderType_Diffuse), false);
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} while (mpMaterial->NextPass(eMaterialRenderType_Diffuse));
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apLowLevelGraphics->ClearBatch();
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mpMaterial->EndRendering(eMaterialRenderType_Diffuse);
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}
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//-----------------------------------------------------------------------
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void cBackgroundImage::Update() {
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mvPos += mvVel;
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if (mbTile) {
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if (mvPos.x >= mvSize.x)
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mvPos.x = mvPos.x - mvSize.x;
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if (mvPos.y >= mvSize.y)
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mvPos.y = mvPos.y - mvSize.y;
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}
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}
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//-----------------------------------------------------------------------
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} // namespace hpl
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