Files
wagic/JGE/src/JGfx-fake.cpp
2013-11-29 18:21:53 +01:00

507 lines
9.4 KiB
C++

//-------------------------------------------------------------------------------------
//
// JGE++ is a hardware accelerated 2D game SDK for PSP/Windows.
#include "../../include/JGE.h"
#include "../../include/JRenderer.h"
#include "../../include/JResourceManager.h"
#include "../../include/JFileSystem.h"
#include "../../include/JAssert.h"
JQuad::JQuad(JTexture *tex, float x, float y, float width, float height)
:mTex(tex), mX(x), mY(y), mWidth(width), mHeight(height)
{
JASSERT(tex != NULL);
JRenderer::GetInstance()->TransferTextureToGLContext(*tex);
mHotSpotX = 0.0f;
mHotSpotY = 0.0f;
//mBlend = BLEND_DEFAULT;
for (int i=0;i<4;i++)
mColor[i].color = 0xFFFFFFFF;
mHFlipped = false;
mVFlipped = false;
SetTextureRect(x, y, width, height);
}
void JQuad::SetTextureRect(float x, float y, float w, float h)
{
mX = x;
mY = y;
mWidth = w;
mHeight = h;
if(mTex)
{
mTX0 = x/mTex->mTexWidth;
mTY0 = y/mTex->mTexHeight;
mTX1 = (x+w)/mTex->mTexWidth;
mTY1 = (y+h)/mTex->mTexHeight;
}
}
void JQuad::GetTextureRect(float *x, float *y, float *w, float *h)
{
*x=mX; *y=mY; *w=mWidth; *h=mHeight;
}
void JQuad::SetColor(PIXEL_TYPE color)
{
for (int i=0;i<4;i++)
mColor[i].color = color;
}
void JQuad::SetHotSpot(float x, float y)
{
mHotSpotX = x;
mHotSpotY = y;
}
//////////////////////////////////////////////////////////////////////////
JTexture::JTexture() : mWidth(0), mHeight(0), mBuffer(NULL)
{
mTexId = -1;
}
JTexture::~JTexture()
{
if (mBuffer)
{
delete [] mBuffer;
mBuffer = NULL;
}
}
void JTexture::UpdateBits(int x, int y, int width, int height, PIXEL_TYPE* bits)
{
JRenderer::GetInstance()->BindTexture(this);
}
//////////////////////////////////////////////////////////////////////////
JRenderer* JRenderer::mInstance = NULL;
bool JRenderer::m3DEnabled = false;
void JRenderer::Set3DFlag(bool flag) { m3DEnabled = flag; }
JRenderer* JRenderer::GetInstance()
{
if (mInstance == NULL)
{
mInstance = new JRenderer();
JASSERT(mInstance != NULL);
mInstance->InitRenderer();
}
return mInstance;
}
void JRenderer::Destroy()
{
if (mInstance)
{
mInstance->DestroyRenderer();
delete mInstance;
mInstance = NULL;
}
}
JRenderer::JRenderer() : mActualWidth(SCREEN_WIDTH_F), mActualHeight(SCREEN_HEIGHT_F)
{
}
JRenderer::~JRenderer()
{
}
void JRenderer::InitRenderer()
{
mCurrentTextureFilter = TEX_FILTER_NONE;
mImageFilter = NULL;
mCurrTexBlendSrc = BLEND_SRC_ALPHA;
mCurrTexBlendDest = BLEND_ONE_MINUS_SRC_ALPHA;
// mLineWidth = 1.0f;
mCurrentTex = -1;
mFOV = 75.0f;
#ifdef USING_MATH_TABLE
for (int i=0;i<360;i++)
{
mSinTable[i] = sinf(i*DEG2RAD);
mCosTable[i] = cosf(i*DEG2RAD);
}
#endif
mCurrentRenderMode = MODE_UNKNOWN;
}
void JRenderer::DestroyRenderer()
{
}
void JRenderer::BeginScene()
{
}
void JRenderer::EndScene()
{
}
void JRenderer::BindTexture(JTexture *tex)
{
}
void JRenderer::EnableTextureFilter(bool flag)
{
if (flag)
mCurrentTextureFilter = TEX_FILTER_LINEAR;
else
mCurrentTextureFilter = TEX_FILTER_NEAREST;
mCurrentTex = -1;
}
void Swap(float *a, float *b)
{
float n=*a;
*a = *b;
*b = n;
}
void JRenderer::RenderQuad(JQuad* quad, float xo, float yo, float angle, float xScale, float yScale)
{
//yo = SCREEN_HEIGHT-yo-1;//-(quad->mHeight);
float width = quad->mWidth;
float height = quad->mHeight;
float x = -quad->mHotSpotX;
float y = quad->mHotSpotY;
Vector2D pt[4];
pt[3] = Vector2D(x, y);
pt[2] = Vector2D(x+width, y);
pt[1] = Vector2D(x+width, y-height);
pt[0] = Vector2D(x, y-height);
Vector2D uv[4];
uv[0] = Vector2D(quad->mTX0, quad->mTY1);
uv[1] = Vector2D(quad->mTX1, quad->mTY1);
uv[2] = Vector2D(quad->mTX1, quad->mTY0);
uv[3] = Vector2D(quad->mTX0, quad->mTY0);
if (quad->mHFlipped)
{
Swap(&uv[0].x, &uv[1].x);
Swap(&uv[2].x, &uv[3].x);
}
if (quad->mVFlipped)
{
Swap(&uv[0].y, &uv[2].y);
Swap(&uv[1].y, &uv[3].y);
}
BindTexture(quad->mTex);
yo = SCREEN_HEIGHT_F - yo;
}
void JRenderer::RenderQuad(JQuad* quad, VertexColor* pt)
{
for (int i=0;i<4;i++)
{
pt[i].y = SCREEN_HEIGHT_F - pt[i].y;
quad->mColor[i].color = pt[i].color;
}
Vector2D uv[4];
uv[0] = Vector2D(quad->mTX0, quad->mTY1);
uv[1] = Vector2D(quad->mTX1, quad->mTY1);
uv[2] = Vector2D(quad->mTX1, quad->mTY0);
uv[3] = Vector2D(quad->mTX0, quad->mTY0);
BindTexture(quad->mTex);
}
void JRenderer::FillRect(float x, float y, float width, float height, PIXEL_TYPE color)
{
y = SCREEN_HEIGHT_F - y - height;
JColor col;
col.color = color;
}
void JRenderer::DrawRect(float x, float y, float width, float height, PIXEL_TYPE color)
{
y = SCREEN_HEIGHT_F - y - height;
JColor col;
col.color = color;
}
void JRenderer::FillRect(float x, float y, float width, float height, PIXEL_TYPE* colors)
{
JColor col[4];
for (int i=0;i<4;i++)
col[i].color = colors[i];
FillRect(x, y, width, height, col);
}
void JRenderer::FillRect(float x, float y, float width, float height, JColor* colors)
{
y = SCREEN_HEIGHT_F - y - height;
}
void JRenderer::DrawLine(float x1, float y1, float x2, float y2, PIXEL_TYPE color)
{
// glLineWidth (mLineWidth);
JColor col;
col.color = color;
}
void JRenderer::Plot(float x, float y, PIXEL_TYPE color)
{
}
void JRenderer::PlotArray(float *x, float *y, int count, PIXEL_TYPE color)
{
}
void JRenderer::ScreenShot(const char* filename __attribute__((unused)))
{
}
void JRenderer::TransferTextureToGLContext(JTexture& inTexture)
{
}
JTexture* JRenderer::CreateTexture(int width, int height, int mode __attribute__((unused)))
{
JTexture *tex = new JTexture();
return tex;
}
JTexture* JRenderer::LoadTexture(const char* filename, int mode, int textureFormat)
{
JTexture *tex = new JTexture();
return tex;
}
void JRenderer::EnableVSync(bool flag __attribute__((unused)))
{
// if (flag)
// hge->System_SetState(HGE_FPS, 60); // HGEFPS_VSYNC
// else
// hge->System_SetState(HGE_FPS, HGEFPS_UNLIMITED);
}
void JRenderer::ClearScreen(PIXEL_TYPE color)
{
}
void JRenderer::SetTexBlend(int src, int dest)
{
}
void JRenderer::SetTexBlendSrc(int src)
{
}
void JRenderer::SetTexBlendDest(int dest)
{
}
void JRenderer::Enable2D()
{
}
void JRenderer::Enable3D()
{ /* NOT USED
if (!m3DEnabled)
return;
if (mCurrentRenderMode == MODE_3D)
return;
mCurrentRenderMode = MODE_3D;
glViewport (0, 0, (GLsizei)SCREEN_WIDTH, (GLsizei)SCREEN_HEIGHT); // Reset The Current Viewport
glMatrixMode (GL_PROJECTION); // Select The Projection Matrix
glLoadIdentity (); // Reset The Projection Matrix
gluPerspective (mFOV, (GLfloat)SCREEN_WIDTH/(GLfloat)SCREEN_HEIGHT, // Calculate The Aspect Ratio Of The Window
0.5f, 1000.0f);
glMatrixMode (GL_MODELVIEW); // Select The Modelview Matrix
glLoadIdentity (); // Reset The Modelview Matrix
glEnable (GL_DEPTH_TEST); */
}
void JRenderer::SetClip(int, int, int, int)
{// NOT USED
//glScissor(x, y, width, height);
}
void JRenderer::LoadIdentity()
{// NOT USED
//glLoadIdentity();
}
void JRenderer::Translate(float, float, float)
{// NOT USED
//glTranslatef(x, y, z);
}
void JRenderer::RotateX(float)
{// NOT USED
//glRotatef(angle*RAD2DEG, 1.0f, 0.0f, 0.0f);
}
void JRenderer::RotateY(float)
{// NOT USED
//glRotatef(angle*RAD2DEG, 0.0f, 1.0f, 0.0f);
}
void JRenderer::RotateZ(float)
{// NOT USED
//glRotatef(angle*RAD2DEG, 0.0f, 0.0f, 1.0f);
}
void JRenderer::PushMatrix()
{// NOT USED
//glPushMatrix();
}
void JRenderer::PopMatrix()
{// NOT USED
//glPopMatrix();
}
void JRenderer::RenderTriangles(JTexture* texture, Vertex3D *vertices, int start, int count)
{
}
void JRenderer::SetFOV(float fov)
{
mFOV = fov;
}
void JRenderer::FillPolygon(float* x, float* y, int count, PIXEL_TYPE color)
{
}
void JRenderer::DrawPolygon(float* x, float* y, int count, PIXEL_TYPE color)
{
}
void JRenderer::DrawLine(float x1, float y1, float x2, float y2, float lineWidth, PIXEL_TYPE color)
{
float dy=y2-y1;
float dx=x2-x1;
if(dy==0 && dx==0)
return;
float l=(float)hypot(dx,dy);
float x[4];
float y[4];
x[0]=x1+lineWidth*(y2-y1)/l;
y[0]=y1-lineWidth*(x2-x1)/l;
x[1]=x1-lineWidth*(y2-y1)/l;
y[1]=y1+lineWidth*(x2-x1)/l;
x[2]=x2-lineWidth*(y2-y1)/l;
y[2]=y2+lineWidth*(x2-x1)/l;
x[3]=x2+lineWidth*(y2-y1)/l;
y[3]=y2-lineWidth*(x2-x1)/l;
FillPolygon(x, y, 4, color);
}
void JRenderer::DrawCircle(float x, float y, float radius, PIXEL_TYPE color)
{
}
void JRenderer::FillCircle(float x, float y, float radius, PIXEL_TYPE color)
{
}
void JRenderer::DrawPolygon(float x, float y, float size, int count, float startingAngle, PIXEL_TYPE color)
{
}
void JRenderer::FillPolygon(float x, float y, float size, int count, float startingAngle, PIXEL_TYPE color)
{
}
void JRenderer::SetImageFilter(JImageFilter* imageFilter)
{
mImageFilter = imageFilter;
}
void JRenderer::DrawRoundRect(float x, float y, float w, float h, float radius, PIXEL_TYPE color)
{
}
void JRenderer::FillRoundRect(float x, float y, float w, float h, float radius, PIXEL_TYPE color)
{
}