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engines/myst3/gfx_tinygl.cpp
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287
engines/myst3/gfx_tinygl.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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#include "common/config-manager.h"
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#include "common/rect.h"
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#include "common/textconsole.h"
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#include "graphics/surface.h"
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#include "graphics/tinygl/tinygl.h"
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#include "math/vector2d.h"
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#include "math/glmath.h"
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#include "engines/myst3/gfx.h"
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#include "engines/myst3/gfx_tinygl.h"
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#include "engines/myst3/gfx_tinygl_texture.h"
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namespace Myst3 {
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Renderer *CreateGfxTinyGL(OSystem *system) {
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return new TinyGLRenderer(system);
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}
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TinyGLRenderer::TinyGLRenderer(OSystem *system) :
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Renderer(system) {
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}
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TinyGLRenderer::~TinyGLRenderer() {
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TinyGL::destroyContext();
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}
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Texture *TinyGLRenderer::createTexture2D(const Graphics::Surface *surface) {
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return new TinyGLTexture2D(surface);
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}
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Texture *TinyGLRenderer::createTexture3D(const Graphics::Surface *surface) {
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return new TinyGLTexture3D(surface);
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}
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void TinyGLRenderer::init() {
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debug("Initializing Software 3D Renderer");
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computeScreenViewport();
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TinyGL::createContext(kOriginalWidth, kOriginalHeight, g_system->getScreenFormat(), 512, false, ConfMan.getBool("dirtyrects"));
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tglMatrixMode(TGL_PROJECTION);
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tglLoadIdentity();
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tglMatrixMode(TGL_MODELVIEW);
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tglLoadIdentity();
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tglDisable(TGL_LIGHTING);
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tglEnable(TGL_TEXTURE_2D);
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tglEnable(TGL_DEPTH_TEST);
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}
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void TinyGLRenderer::clear() {
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tglClearColor(0.f, 0.f, 0.f, 1.f); // Solid black
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tglClear(TGL_COLOR_BUFFER_BIT | TGL_DEPTH_BUFFER_BIT);
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tglColor4f(1.0f, 1.0f, 1.0f, 1.0f);
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}
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void TinyGLRenderer::selectTargetWindow(Window *window, bool is3D, bool scaled) {
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if (!window) {
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// No window found ...
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if (scaled) {
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// ... in scaled mode draw in the original game screen area
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_viewport = viewport();
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} else {
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// ... otherwise, draw on the whole screen
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_viewport = Common::Rect(_system->getWidth(), _system->getHeight());
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}
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} else {
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// Found a window, draw inside it
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_viewport = window->getPosition();
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}
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tglViewport(_viewport.left, _system->getHeight() - _viewport.top - _viewport.height(), _viewport.width(), _viewport.height());
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if (is3D) {
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tglMatrixMode(TGL_PROJECTION);
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tglLoadMatrixf(_projectionMatrix.getData());
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tglMatrixMode(TGL_MODELVIEW);
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tglLoadMatrixf(_modelViewMatrix.getData());
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} else {
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tglMatrixMode(TGL_PROJECTION);
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tglLoadIdentity();
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if (!window) {
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if (scaled) {
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tglOrthof(0, kOriginalWidth, kOriginalHeight, 0, -1, 1);
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} else {
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tglOrthof(0, _system->getWidth(), _system->getHeight(), 0, -1, 1);
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}
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} else {
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if (scaled) {
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Common::Rect originalRect = window->getOriginalPosition();
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tglOrthof(0, originalRect.width(), originalRect.height(), 0, -1, 1);
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} else {
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Common::Rect vp = window->getPosition();
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tglOrthof(0, vp.width(), vp.height(), 0, -1, 1);
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}
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}
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tglMatrixMode(TGL_MODELVIEW);
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tglLoadIdentity();
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}
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}
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void TinyGLRenderer::drawRect2D(const Common::Rect &rect, uint8 a, uint8 r, uint8 g, uint8 b) {
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tglDisable(TGL_TEXTURE_2D);
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tglColor4ub(r, g, b, a);
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if (a != 255) {
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tglEnable(TGL_BLEND);
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tglBlendFunc(TGL_SRC_ALPHA, TGL_ONE_MINUS_SRC_ALPHA);
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}
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tglBegin(TGL_TRIANGLE_STRIP);
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tglVertex3f(rect.left, rect.bottom, 0.0f);
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tglVertex3f(rect.right, rect.bottom, 0.0f);
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tglVertex3f(rect.left, rect.top, 0.0f);
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tglVertex3f(rect.right, rect.top, 0.0f);
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tglEnd();
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tglDisable(TGL_BLEND);
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}
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void TinyGLRenderer::drawTexturedRect2D(const Common::Rect &screenRect, const Common::Rect &textureRect,
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Texture *texture, float transparency, bool additiveBlending) {
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TinyGLTexture2D *glTexture = static_cast<TinyGLTexture2D *>(texture);
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const float sLeft = screenRect.left;
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const float sTop = screenRect.top;
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const float sWidth = screenRect.width();
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const float sHeight = screenRect.height();
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if (transparency >= 0.0) {
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if (additiveBlending) {
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tglBlendFunc(TGL_SRC_ALPHA, TGL_ONE);
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} else {
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tglBlendFunc(TGL_SRC_ALPHA, TGL_ONE_MINUS_SRC_ALPHA);
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}
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tglEnable(TGL_BLEND);
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} else {
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transparency = 1.0;
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}
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tglEnable(TGL_TEXTURE_2D);
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tglDepthMask(TGL_FALSE);
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// HACK: tglBlit is not affected by the viewport, so we offset the draw coordinates here
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TinyGL::BlitTransform transform(sLeft + _viewport.left, sTop + _viewport.top);
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transform.sourceRectangle(textureRect.left, textureRect.top, sWidth, sHeight);
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transform.tint(transparency);
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tglBlit(glTexture->getBlitTexture(), transform);
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tglDisable(TGL_BLEND);
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tglDepthMask(TGL_TRUE);
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}
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void TinyGLRenderer::draw2DText(const Common::String &text, const Common::Point &position) {
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TinyGLTexture2D *glFont = static_cast<TinyGLTexture2D *>(_font);
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// The font only has uppercase letters
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Common::String textToDraw = text;
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textToDraw.toUppercase();
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tglEnable(TGL_BLEND);
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tglBlendFunc(TGL_SRC_ALPHA, TGL_ONE_MINUS_SRC_ALPHA);
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tglEnable(TGL_TEXTURE_2D);
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tglDepthMask(TGL_FALSE);
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tglColor4f(1.0f, 1.0f, 1.0f, 1.0f);
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int x = position.x;
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int y = position.y;
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for (uint i = 0; i < textToDraw.size(); i++) {
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Common::Rect textureRect = getFontCharacterRect(textToDraw[i]);
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int w = textureRect.width();
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int h = textureRect.height();
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TinyGL::BlitTransform transform(x, y);
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transform.sourceRectangle(textureRect.left, textureRect.top, w, h);
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transform.flip(true, false);
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tglBlit(glFont->getBlitTexture(), transform);
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x += textureRect.width() - 3;
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}
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tglDisable(TGL_TEXTURE_2D);
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tglDisable(TGL_BLEND);
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tglDepthMask(TGL_TRUE);
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}
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void TinyGLRenderer::drawFace(uint face, Texture *texture) {
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TinyGLTexture3D *glTexture = static_cast<TinyGLTexture3D *>(texture);
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tglBindTexture(TGL_TEXTURE_2D, glTexture->id);
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tglBegin(TGL_TRIANGLE_STRIP);
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for (uint i = 0; i < 4; i++) {
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tglTexCoord2f(cubeVertices[5 * (4 * face + i) + 0], cubeVertices[5 * (4 * face + i) + 1]);
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tglVertex3f(cubeVertices[5 * (4 * face + i) + 2], cubeVertices[5 * (4 * face + i) + 3], cubeVertices[5 * (4 * face + i) + 4]);
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}
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tglEnd();
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}
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void TinyGLRenderer::drawCube(Texture **textures) {
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tglEnable(TGL_TEXTURE_2D);
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tglDepthMask(TGL_FALSE);
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for (uint i = 0; i < 6; i++) {
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drawFace(i, textures[i]);
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}
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tglDepthMask(TGL_TRUE);
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}
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void TinyGLRenderer::drawTexturedRect3D(const Math::Vector3d &topLeft, const Math::Vector3d &bottomLeft,
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const Math::Vector3d &topRight, const Math::Vector3d &bottomRight, Texture *texture) {
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TinyGLTexture3D *glTexture = static_cast<TinyGLTexture3D *>(texture);
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tglBlendFunc(TGL_SRC_ALPHA, TGL_ONE_MINUS_SRC_ALPHA);
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tglEnable(TGL_BLEND);
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tglDepthMask(TGL_FALSE);
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tglBindTexture(TGL_TEXTURE_2D, glTexture->id);
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tglBegin(TGL_TRIANGLE_STRIP);
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tglTexCoord2f(0, 0);
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tglVertex3f(-topLeft.x(), topLeft.y(), topLeft.z());
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tglTexCoord2f(0, 1);
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tglVertex3f(-bottomLeft.x(), bottomLeft.y(), bottomLeft.z());
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tglTexCoord2f(1, 0);
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tglVertex3f(-topRight.x(), topRight.y(), topRight.z());
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tglTexCoord2f(1, 1);
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tglVertex3f(-bottomRight.x(), bottomRight.y(), bottomRight.z());
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tglEnd();
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tglDisable(TGL_BLEND);
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tglDepthMask(TGL_TRUE);
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}
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Graphics::Surface *TinyGLRenderer::getScreenshot() {
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return TinyGL::copyFromFrameBuffer(Texture::getRGBAPixelFormat());
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}
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void TinyGLRenderer::flipBuffer() {
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Common::List<Common::Rect> dirtyAreas;
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TinyGL::presentBuffer(dirtyAreas);
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Graphics::Surface glBuffer;
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TinyGL::getSurfaceRef(glBuffer);
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if (!dirtyAreas.empty()) {
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for (Common::List<Common::Rect>::iterator itRect = dirtyAreas.begin(); itRect != dirtyAreas.end(); ++itRect) {
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g_system->copyRectToScreen(glBuffer.getBasePtr((*itRect).left, (*itRect).top), glBuffer.pitch,
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(*itRect).left, (*itRect).top, (*itRect).width(), (*itRect).height());
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}
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}
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}
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} // End of namespace Myst3
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