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- /*
- ** Command & Conquer Generals(tm)
- ** Copyright 2025 Electronic Arts Inc.
- **
- ** 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/>.
- */
- /***************************************************************************
- *** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
- ***************************************************************************
- * *
- * Project Name : Commando/G *
- * *
- * $Archive:: /Commando/Code/ww3d2/bmp2d.cpp $*
- * *
- * $Author:: Naty_h $*
- * *
- * $Modtime:: 4/13/01 1:37p $*
- * *
- * $Revision:: 10 $*
- * *
- *-------------------------------------------------------------------------*
- * Functions: *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #include "bmp2d.h"
- #include "pot.h"
- #include "ww3d.h"
- #include "texture.h"
- #include "surfaceclass.h"
- Bitmap2DObjClass::Bitmap2DObjClass
- (
- const char *filename,
- float screen_x,
- float screen_y,
- bool center,
- bool additive,
- bool colorizable,
- int usable_width,
- int usable_height,
- bool ignore_alpha
- )
- : DynamicScreenMeshClass(2, 4)
- {
-
- int resw, resh, resbits;
- bool windowed;
-
- // find the resolution (for centering and pixel to pixel translation)
- WW3D::Get_Device_Resolution(resw, resh, resbits, windowed);
- // This should be the correct way to do things
- // but other code expects an aspect ratio of 1.0
- // Hector Yee 2/22/01
- // Set_Aspect(resh/(float)resw);
-
- // load up the surfaces file name
- SurfaceClass *surface=NEW_REF(SurfaceClass,(filename));
- SurfaceClass::SurfaceDescription sd;
- surface->Get_Description(sd);
- if (usable_width == -1)
- usable_width = sd.Width;
- if (usable_height == -1)
- usable_height = sd.Height;
- // if we requested the image to be centered around a point adjust the
- // coordinates accordingly.
- if (center) {
- screen_x -= ((float)usable_width / resw) / 2;
- screen_y -= ((float)usable_height / resh) / 2;
- }
- // The image will be broken down into square textures. The size of these
- // textures will be the smallest POT (power of two) which is equal or
- // greater than the smaller dimension of the image. Also, the pieces can
- // never be larger than 256 texels because some rendering devices don't
- // support textures larger than that.
- int surf_w = usable_width;
- int surf_h = usable_height;
- int piece = Find_POT(MIN(surf_w, surf_h));
- piece = MIN(piece, 256);
- // now take the image in question and break it down into
- // "piece"x"piece"-pixel polygons and calculate the number of textures
- // based from those calculations.
- int mw = (surf_w & (piece - 1)) ? (surf_w / piece)+1 : (surf_w /piece);
- int mh = (surf_h & (piece - 1)) ? (surf_h / piece)+1 : (surf_h /piece);
-
- // for every square texture it takes four vertexes to express the two
- // polygons.
- Resize(mw * mh *2, mw * mh * 4);
- // Set shader to additive if requested, else alpha or opaque depending on
- // whether the texture has an alpha channel. Sorting is always set so that
- // sortbias can be used to determine occlusion between the various 2D
- // elements.
- ShaderClass shader;
- if (additive) {
- shader = ShaderClass::_PresetAdditive2DShader;
- } else {
- if (ignore_alpha == false && Has_Alpha(sd.Format)) {
- shader = ShaderClass::_PresetAlpha2DShader;
- } else {
- shader = ShaderClass::_PresetOpaque2DShader;
- }
- }
- Enable_Sort();
- // If we want to be able to colorize this bitmap later (by setting
- // emissive color for the vertex material, or via a vertex emissive color
- // array) we need to enable the primary gradient in the shader (it is
- // disabled in the 2D presets), and set an appropriate vertex material.
- if (colorizable) {
- shader.Set_Primary_Gradient(ShaderClass::GRADIENT_MODULATE);
- VertexMaterialClass *vertex_material = NEW_REF( VertexMaterialClass, ());
- vertex_material->Set_Ambient(0.0f, 0.0f, 0.0f);
- vertex_material->Set_Diffuse(0.0f, 0.0f, 0.0f);
- vertex_material->Set_Specular(0.0f, 0.0f, 0.0f);
- vertex_material->Set_Emissive(1.0f, 1.0f, 1.0f);
- Set_Vertex_Material(vertex_material, true);
- vertex_material->Release_Ref();
- }
- // Set desired shader.
- Set_Shader(shader);
- // loop through the rows and columns of the image and make valid
- // textures from the pieces.
- for (int lpy = 0, tlpy=0; lpy < mh; lpy++, tlpy += piece) {
- for (int lpx = 0, tlpx = 0; lpx < mw; lpx++, tlpx += piece) {
- // figure the desired width and height of the texture (max "piece")
- int iw = MIN(piece, usable_width - (tlpx));
- int ih = MIN(piece, usable_height - (tlpy));
- int pot = MAX(Find_POT(iw), Find_POT(ih));
- // create the texture and turn MIP-mapping off.
- SurfaceClass *piece_surface=NEW_REF(SurfaceClass,(pot,pot,sd.Format));
- piece_surface->Copy(0,0,tlpx,tlpy,pot,pot,surface);
- TextureClass *piece_texture =NEW_REF(TextureClass,(piece_surface,TextureClass::MIP_LEVELS_1));
- piece_texture->Set_U_Addr_Mode(TextureClass::TEXTURE_ADDRESS_CLAMP);
- piece_texture->Set_V_Addr_Mode(TextureClass::TEXTURE_ADDRESS_CLAMP);
- REF_PTR_RELEASE(piece_surface);
- // calculate our actual texture coordinates based on the difference between
- // the width and height of the texture and the width and height the font
- // occupys.
- float tw = (float)iw / (float)pot;
- float th = (float)ih / (float)pot;
- // convert image width and image height to normalized values
- float vw = (float)iw / (float)resw;
- float vh = (float)ih / (float)resh;
- // figure out the screen space x and y positions of the object in question.
- float x = screen_x + (((float)tlpx) / (float)resw);
- float y = screen_y + (((float)tlpy) / (float)resh);
-
- Set_Texture(piece_texture);
- Begin_Tri_Strip();
- Vertex( x, y, 0, 0, 0);
- Vertex( x + vw, y, 0, tw, 0);
- Vertex( x, y + vh, 0, 0, th);
- Vertex( x + vw, y + vh, 0, tw, th);
- End_Tri_Strip();
- // release our reference to the texture
- REF_PTR_RELEASE(piece_texture);
- }
- }
- REF_PTR_RELEASE(surface);
- Set_Dirty();
- }
- Bitmap2DObjClass::Bitmap2DObjClass
- (
- TextureClass *texture,
- float screen_x,
- float screen_y,
- bool center,
- bool additive,
- bool colorizable,
- bool ignore_alpha
- )
- : DynamicScreenMeshClass(2, 4)
- {
- int resw, resh, resbits;
- bool windowed;
- // find the resolution (for centering and pixel to pixel translation)
- WW3D::Get_Device_Resolution(resw, resh, resbits, windowed);
- // This should be the correct way to do things
- // but other code expects an aspect ratio of 1.0
- // Hector Yee 2/22/01
- //Set_Aspect(resh/(float)resw);
- // Find the dimensions of the texture:
- SurfaceClass::SurfaceDescription sd;
- texture->Get_Level_Description(sd);
-
- // convert image width and image height to normalized values
- float vw = (float) sd.Width / (float)resw;
- float vh = (float) sd.Height / (float)resh;
- // if we requested the image to be centered around a point adjust the
- // coordinates accordingly.
- if (center) {
- screen_x -= vw / 2;
- screen_y -= vh / 2;
- }
- // Set shader to additive if requested, else alpha or opaque depending on whether the texture
- // has an alpha channel. Sorting is never set - if you wish to sort these types of objects you
- // should use static sort levels (note that static sort levels are not implemented for these
- // objects yet, but it should be very simple to do).
- ShaderClass shader;
- if (additive) {
- shader = ShaderClass::_PresetAdditive2DShader;
- } else {
- if (ignore_alpha == false && Has_Alpha(sd.Format)) {
- shader = ShaderClass::_PresetAlpha2DShader;
- } else {
- shader = ShaderClass::_PresetOpaque2DShader;
- }
- }
- Disable_Sort();
- // If we want to be able to colorize this bitmap later (by setting
- // emissive color for the vertex material, or via a vertex emissive color
- // array) we need to enable the primary gradient in the shader (it is
- // disabled in the 2D presets), and set an appropriate vertex material.
- if (colorizable) {
- shader.Set_Primary_Gradient(ShaderClass::GRADIENT_MODULATE);
- VertexMaterialClass *vertex_material = NEW_REF( VertexMaterialClass, ());
- vertex_material->Set_Ambient(0.0f, 0.0f, 0.0f);
- vertex_material->Set_Diffuse(0.0f, 0.0f, 0.0f);
- vertex_material->Set_Specular(0.0f, 0.0f, 0.0f);
- vertex_material->Set_Emissive(1.0f, 1.0f, 1.0f);
- Set_Vertex_Material(vertex_material, true);
- vertex_material->Release_Ref();
- }
- // Set desired shader.
- Set_Shader(shader);
- // Set texture to requested texture:
- Set_Texture(texture);
- Begin_Tri_Strip();
- Vertex( screen_x, screen_y, 0, 0, 0);
- Vertex( screen_x + vw, screen_y, 0, 1.0, 0);
- Vertex( screen_x, screen_y + vh, 0, 0, 1.0);
- Vertex( screen_x + vw, screen_y + vh, 0, 1.0, 1.0);
- End_Tri_Strip();
- Set_Dirty();
- }
- RenderObjClass * Bitmap2DObjClass::Clone(void) const
- {
- return NEW_REF( Bitmap2DObjClass, (*this));
- }
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