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GLImageModifier.cpp from Scorched 3D at Krugle


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////////////////////////////////////////////////////////////////////////////////
//    Scorched3D (c) 2000-2003
//
//    This file is part of Scorched3D.
//
//    Scorched3D 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 2 of the License, or
//    (at your option) any later version.
//
//    Scorched3D 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 Scorched3D; if not, write to the Free Software
//    Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
////////////////////////////////////////////////////////////////////////////////

#include <vector>
#include <math.h>
#include <GLEXT/GLImageItterator.h>
#include <GLEXT/GLImageModifier.h>
#include <GLEXT/GLImageHandle.h>
#include <GLEXT/GLBitmap.h>
#include <engine/ScorchedContext.h>
#include <landscape/Landscape.h>
#include <landscapemap/LandscapeMaps.h>
#include <common/Defines.h>

bool GLImageModifier::findIntersection(HeightMap &hMap,
										Vector start,
										Vector end,
										float &dist,
										float stopDist)
{
	bool result = false;
	dist = 0.0f;
	Vector point = start;
	Vector direction = end - start;
	float &pt0 = point[0];
	float &pt1 = point[1];
	float &pt2 = point[2];
	int width = hMap.getMapWidth();
	int height = hMap.getMapHeight();

	// Calculate how many pixels to jump for each itteration
	if (fabsf(direction[0]) > fabsf(direction[1])) direction /= fabsf(direction[0]);
	else direction /= fabsf(direction[1]);

	while (pt0 >= 0.0f && pt1 >= 0.0f &&
		pt0 <= width && pt1 <= height)
	{
		float height = hMap.getHeight(int(point[0]), int(point[1])) - 0.1f;
		float rayHeight = height - pt2;
		if (rayHeight > 0.0f)
		{
			if (rayHeight > dist) dist = rayHeight;
			result = true;
			if (dist > stopDist) return result;
		}

		point += direction;
	}

	return result;
}

void GLImageModifier::tileBitmap(GLImage &src, GLImage &dest)
{
	GLubyte *destBytes = dest.getBits();
	for (int j=0; j<dest.getHeight(); j++)
	{
		for (int i=0; i<dest.getWidth();i++, destBytes+=3)
		{
			int srcX = i % src.getWidth();
			int srcY = j % src.getHeight();

			GLubyte *srcBytes = src.getBits() + (3 * srcX) +
				(3 * src.getWidth() * srcY);

			destBytes[0] = srcBytes[0];
			destBytes[1] = srcBytes[1];
			destBytes[2] = srcBytes[2];
		}
	}
}

void GLImageModifier::addLightMapToBitmap(GLImage &destBitmap, 
	HeightMap &hMap,
	Vector &sunPos,
	Vector &ambience,
	Vector &diffuse,
	ProgressCounter *counter)
{
	const float softShadow = 3.0f;
	const int sideFade = 16;
	const int lightMapWidth = 256; // Resolution of the light map

	if (counter) counter->setNewOp("Light Map");

	// Itterate the dest bitmap pixels
	GLfloat *bitmap = new GLfloat[lightMapWidth * lightMapWidth * 3];
	GLfloat *bitmapBits = bitmap;
	int y;
	for (y=0; y<lightMapWidth; y++)
	{
		if (counter) counter->setNewPercentage(100.0f * float(y) / float(lightMapWidth));

		for (int x=0; x<lightMapWidth; x++)
		{
			float dx = float(x)/float(lightMapWidth)*float(hMap.getMapWidth());
			float dy = float(y)/float(lightMapWidth)*float(hMap.getMapHeight());
			float dz = hMap.getInterpHeight(dx, dy);
			
			Vector testPosition(dx, dy, dz);
			Vector testNormal;
			hMap.getInterpNormal(dx, dy, testNormal);
			Vector sunDirection = (sunPos - testPosition).Normalize();

			// Calculate light based on whether obejcts in path
			float diffuseLightMult = 
				(((testNormal.dotP(sunDirection)) / 2.0f) + 0.5f);
			float dist = 0.0f;
			if (findIntersection(hMap, 
				testPosition, sunPos, dist, softShadow))
			{
				// An object is in the path
				if (dist < softShadow)
				{
					// The object is only just in the path
					// Create soft shadow
					diffuseLightMult *= 1.0f - (dist / softShadow);
				}
				else
				{
					// Totaly in path, dark shadow
					diffuseLightMult = 0.0f;
				}
			}

			Vector diffuseLight = diffuse * diffuseLightMult;
			Vector ambientLight = ambience;
			Vector lightColor = diffuseLight + ambientLight;
			lightColor[0] = MIN(1.0f, lightColor[0]);
			lightColor[1] = MIN(1.0f, lightColor[1]);
			lightColor[2] = MIN(1.0f, lightColor[2]);

			bitmapBits[0] = lightColor[0];
			bitmapBits[1] = lightColor[1];
			bitmapBits[2] = lightColor[2];
			bitmapBits +=3;
		}
	}

	GLfloat *copyDest = new GLfloat[destBitmap.getWidth() * destBitmap.getHeight() * 3];
	gluScaleImage(
		GL_RGB, 
		lightMapWidth, lightMapWidth, 
		GL_FLOAT, bitmap,
		destBitmap.getWidth(), destBitmap.getHeight(), 
		GL_FLOAT, copyDest);
	
	GLfloat *srcBits = copyDest;
	GLubyte *destBits = destBitmap.getBits();
	for (y=0; y<destBitmap.getHeight(); y++)
	{
		for (int x=0; x<destBitmap.getWidth(); x++)
		{
			destBits[0] = GLubyte(MIN(float(destBits[0]) * (srcBits[0] * 1.2f), 255.0f));
			destBits[1] = GLubyte(MIN(float(destBits[1]) * (srcBits[1] * 1.2f), 255.0f));
			destBits[2] = GLubyte(MIN(float(destBits[2]) * (srcBits[2] * 1.2f), 255.0f));

			srcBits += 3;
			destBits += 3;
		}
	}

	delete [] copyDest;
	delete [] bitmap;
}

void GLImageModifier::addHeightToBitmap(HeightMap &hMap,
										 GLImage &destBitmap, 
										 GLImage &slopeBitmap,
										 GLImage &shoreBitmap,
										 GLImage **origHeightBitmaps,
										 int numberSources,
										 int destBitmapScaleSize,
										 ProgressCounter *counter)
{
	const float maxHeight = 30.0f; // Last texture ends at height 30
	const float blendHeightFactor = 0.4f; // Ends blend when 40% into height band
	const float blendNormalSlopeStart = 0.8f; // Starts blending slope at .80
	const float blendNormalSlopeLength = 0.3f; // Blends when 30% more slope
	const float blendNormalShoreStart = 0.8f; // Starts the sand
	const float blendNormalShoreLength = 0.1f; // Amount of sand
	const float noiseMax = 0.4f;

	float hMapMaxHeight = 0;
	for (int ma=0; ma<hMap.getMapWidth(); ma++)
	{
		for (int mb=0;mb<hMap.getMapHeight(); mb++)
		{
			float height = hMap.getHeight(ma, mb);
			if (height > hMapMaxHeight) hMapMaxHeight = height;
		}
	}

	// Create new bitmaps with the bitmap scaled to the correct size
	GLImage **heightBitmaps = new GLImage*[numberSources];
	GLImageItterator ** bitmapItors = new GLImageItterator*[numberSources+2];
	float bitmapScale = float(destBitmap.getWidth()) / float(destBitmapScaleSize);

	// Create a bitmap iterator for each bitmap
	// Create a bitmap correctly scaled to the scene
	int i;
	for (i=0; i<numberSources; i++)
	{
		if (bitmapScale != 1.0f)
		{
			// Create the newly scaled bitmaps
			heightBitmaps[i] = new GLBitmap(
				int(bitmapScale * origHeightBitmaps[i]->getWidth()),
				int(bitmapScale * origHeightBitmaps[i]->getHeight()));

			// Scale bitmap
			gluScaleImage(
				GL_RGB, 
				origHeightBitmaps[i]->getWidth(), origHeightBitmaps[i]->getHeight(), 
				GL_UNSIGNED_BYTE, origHeightBitmaps[i]->getBits(),
				heightBitmaps[i]->getWidth(), heightBitmaps[i]->getHeight(), 
				GL_UNSIGNED_BYTE, heightBitmaps[i]->getBits());
		}
		else
		{
			heightBitmaps[i] = origHeightBitmaps[i];
		}

		// Create iterator
		bitmapItors[i] = new GLImageItterator(
			*heightBitmaps[i], 
			destBitmap.getWidth(), 
			destBitmap.getHeight(), 
			GLImageItterator::wrap);
	}
	// Add shore and slopt itterators
	bitmapItors[numberSources] = 
		new GLImageItterator(
			slopeBitmap, 
			destBitmap.getWidth(), 
			destBitmap.getHeight(), 
			GLImageItterator::wrap);
	bitmapItors[numberSources + 1] = 
		new GLImageItterator(
			shoreBitmap, 
			destBitmap.getWidth(), 
			destBitmap.getHeight(), 
			GLImageItterator::wrap);
	
	GLfloat hdx = (GLfloat) hMap.getMapWidth() / (GLfloat) destBitmap.getWidth();
	GLfloat hdy = (GLfloat) hMap.getMapHeight() / (GLfloat) destBitmap.getHeight();

	GLubyte *destBits = destBitmap.getBits();

	GLfloat hy = 0.0f;
	for (int by=0; by<destBitmap.getHeight(); by++, hy+=hdy)
	{
		if (counter) counter->setNewPercentage((100.0f * float (by)) / float(destBitmap.getHeight()));

		GLfloat hx = 0.0f;
		for (int bx=0; bx<destBitmap.getWidth(); bx++, destBits+=3, hx+=hdx)
		{
			static Vector normal;
			hMap.getInterpNormal(hx, hy, normal);
			float height = hMap.getInterpHeight(hx, hy);
			float offSetHeight = hMap.getInterpHeight(
				(float)hMap.getMapWidth() - hx, 
				(float)hMap.getMapHeight() - hy);
			height *= (1.0f - (noiseMax/2.0f)) + ((offSetHeight*noiseMax)/hMapMaxHeight);

			// Find the index of the current texture by deviding the height into strips
			float heightPer = (height / maxHeight) * (float) numberSources;
			int heightIndex = (int) heightPer;
			if (heightIndex >= numberSources) 
			{
				heightIndex = numberSources - 1;
			}

			// Check if we are in a blending transition phase
			float blendFirstAmount = 1.0f;
			float blendSecondAmount = 0.0f;
			if (heightIndex < numberSources - 1)
			{
				float remainderIndex = heightPer - heightIndex;
				if (remainderIndex > blendHeightFactor)
				{
					// We need to do some blending, figure how much
					remainderIndex -= blendHeightFactor;
					blendSecondAmount = remainderIndex / (1.0f - blendHeightFactor);
					blendFirstAmount = 1.0f - blendSecondAmount;
				}
			}

			// Check to see if we need to blend in the side texture
			float blendSideAmount = 0.0f;
			float blendShoreAmount = 0.0f;
			if (normal[2] < blendNormalSlopeStart)
			{
				if (normal[2] < blendNormalSlopeStart - blendNormalSlopeLength)
				{
					// Only use the side texture
					blendSideAmount = 1.0f;
					blendFirstAmount = 0.0f;
					blendSecondAmount = 0.0f;
				}
				else
				{
					// Blend in the side texture
					float remainderIndex = normal[2] - (blendNormalSlopeStart - blendNormalSlopeLength);
					remainderIndex /= blendNormalSlopeLength;
				
					blendSideAmount = (1.0f - remainderIndex);
					blendFirstAmount *= remainderIndex;
					blendSecondAmount *= remainderIndex;
				}
			} 
			else if (normal[2] > blendNormalShoreStart && 
				height > 3.5f && height < 5.5f)
			{
				if (normal[2] > blendNormalShoreStart + blendNormalShoreLength)
				{
					// Only use the side texture
					blendShoreAmount = 1.0f;
					blendFirstAmount = 0.0f;
					blendSecondAmount = 0.0f;
				}
				else
				{
					// Blend in the side texture
					float remainderIndex = normal[2] - blendNormalSlopeStart;
					remainderIndex /= blendNormalSlopeLength;
				
					blendShoreAmount = (1.0f - remainderIndex);
					blendFirstAmount *= remainderIndex;
					blendSecondAmount *= remainderIndex;
				}
			}

			// Add first height component
			GLubyte *sourceBits1 = bitmapItors[heightIndex]->getPos();
			destBits[0] = (GLubyte) ((float) sourceBits1[0] * blendFirstAmount);
			destBits[1] = (GLubyte) ((float) sourceBits1[1] * blendFirstAmount);
			destBits[2] = (GLubyte) ((float) sourceBits1[2] * blendFirstAmount);

			if (blendSecondAmount > 0.0f)
			{
				// Add second height component (if blending)
				GLubyte *sourceBits2 = bitmapItors[heightIndex + 1]->getPos();
				destBits[0] += (GLubyte) ((float) sourceBits2[0] * blendSecondAmount);
				destBits[1] += (GLubyte) ((float) sourceBits2[1] * blendSecondAmount);
				destBits[2] += (GLubyte) ((float) sourceBits2[2] * blendSecondAmount);
			}

			if (blendSideAmount > 0.0f)
			{
				// Add side component (if blending normals)
				GLubyte *sourceBits3 = bitmapItors[numberSources]->getPos();
				destBits[0] += (GLubyte) ((float) sourceBits3[0] * blendSideAmount);
				destBits[1] += (GLubyte) ((float) sourceBits3[1] * blendSideAmount);
				destBits[2] += (GLubyte) ((float) sourceBits3[2] * blendSideAmount);
			}

			if (blendShoreAmount > 0.0f)
			{
				// Add side component (if blending normals)
				GLubyte *sourceBits4 = bitmapItors[numberSources + 1]->getPos();
				destBits[0] += (GLubyte) ((float) sourceBits4[0] * blendShoreAmount);
				destBits[1] += (GLubyte) ((float) sourceBits4[1] * blendShoreAmount);
				destBits[2] += (GLubyte) ((float) sourceBits4[2] * blendShoreAmount);
			}

			for (i=0; i<numberSources+2; i++) bitmapItors[i]->incX();
		}

		for (i=0; i<numberSources+2; i++) bitmapItors[i]->incY();
	}

	// Cleanup iterator and extra bitmaps	
	for (i=0; i<numberSources+2; i++)
	{
		delete bitmapItors[i];
	}
	delete [] bitmapItors;
	for (i=0; i<numberSources; i++)
	{
		if (bitmapScale != 1.0f)
		{
			delete heightBitmaps[i];
		}
	}
	delete [] heightBitmaps;
}

void GLImageModifier::removeWaterFromBitmap(HeightMap &hMap,
							GLImage &srcBitmap,
							GLImage &destBitmap,
							GLImage &alphaBitmap,
							float waterHeight)
{
	DIALOG_ASSERT(srcBitmap.getWidth() == destBitmap.getWidth() &&
		srcBitmap.getWidth() == alphaBitmap.getWidth());
	DIALOG_ASSERT(srcBitmap.getHeight() == destBitmap.getHeight() &&
		srcBitmap.getHeight() == alphaBitmap.getHeight());

	GLubyte *destBits = destBitmap.getBits();
	GLubyte *srcBits = srcBitmap.getBits();
	GLubyte *alphaBits = alphaBitmap.getBits();

	GLfloat hdx = (GLfloat) hMap.getMapWidth() / (GLfloat) destBitmap.getWidth();
	GLfloat hdy = (GLfloat) hMap.getMapHeight() / (GLfloat) destBitmap.getHeight();

	GLfloat hy = 0.0f;
	for (int y=0; y<srcBitmap.getHeight(); y++, hy+=hdy)
	{
		GLfloat hx = 0.0f;
		for (int x=0; x<srcBitmap.getWidth(); x++, hx+=hdx, 
			destBits+=4, srcBits+=3, alphaBits+=3)
		{
			GLubyte alpha = 255 - alphaBits[0];
			if (alpha > 0)
			{
				float height = hMap.getInterpHeight(hx, hy);
				if (height > waterHeight - 0.3)
				{
					alpha = 128;
					if (height > waterHeight)
					{
						alpha = 255;
					}
				}
				else alpha = 0;
			}

			destBits[0] = srcBits[0];
			destBits[1] = srcBits[1];
			destBits[2] = srcBits[2];
			destBits[3] = alpha;
		}
	}
}

void GLImageModifier::addWaterToBitmap(HeightMap &hMap,
										GLImage &destBitmap,
										GLImage &waterBitmap,
										float waterHeight)
{
	const float waterPercentage = 0.75f;
	const float oneMinusPercentage = 1.0f - waterPercentage;

	GLImageItterator bitmapItor(waterBitmap,
								destBitmap.getWidth(), 
								destBitmap.getHeight(), 
								GLImageItterator::wrap);

	GLfloat hdx = (GLfloat) hMap.getMapWidth() / (GLfloat) destBitmap.getWidth();
	GLfloat hdy = (GLfloat) hMap.getMapHeight() / (GLfloat) destBitmap.getHeight();

	GLubyte *destBits = destBitmap.getBits();

	GLfloat hy = 0.0f;
	for (int by=0; by<destBitmap.getHeight(); by++, hy+=hdy, bitmapItor.incY())
	{
		GLfloat hx = 0.0f;
		for (int bx=0; bx<destBitmap.getWidth(); bx++, destBits+=3, hx+=hdx, bitmapItor.incX())
		{
			float height = hMap.getInterpHeight(hx, hy);

			if (height <= waterHeight)
			{
				if (height <= waterHeight - 0.3)
				{
					GLubyte *sourceBits = bitmapItor.getPos();

					destBits[0] = GLubyte(
						(waterPercentage * float(sourceBits[0])) + 
						(oneMinusPercentage * float(destBits[0])));
					destBits[1] = GLubyte(
						(waterPercentage * float(sourceBits[1])) + 
						(oneMinusPercentage * float(destBits[1])));
					destBits[2] = GLubyte(
						(waterPercentage * float(sourceBits[2])) + 
						(oneMinusPercentage * float(destBits[2])));
				}
				else
				{
					destBits[0] = 200;
					destBits[1] = 200;
					destBits[2] = 200;
				}
			}
		}
	}
}

void GLImageModifier::addBorderToBitmap(GLImage &destBitmap,
										int borderWidth,
										float colors[3])
{
	DIALOG_ASSERT(destBitmap.getComponents() == 3);

	for (int x=0; x<destBitmap.getWidth(); x++)
	{
		for (int i=0; i<borderWidth; i++)
		{
			GLubyte *destBits = &destBitmap.getBits()[(x + i * destBitmap.getWidth()) * 3];
			destBits[0] = GLubyte(colors[0] * 255.0f);
			destBits[1] = GLubyte(colors[1] * 255.0f);
			destBits[2] = GLubyte(colors[2] * 255.0f);

			destBits = &destBitmap.getBits()[(x + (destBitmap.getHeight() -1 - i) * destBitmap.getWidth()) * 3];
			destBits[0] = GLubyte(colors[0] * 255.0f);
			destBits[1] = GLubyte(colors[1] * 255.0f);
			destBits[2] = GLubyte(colors[2] * 255.0f);
		}
	}

	for (int y=0; y<destBitmap.getWidth(); y++)
	{
		for (int i=0; i<borderWidth; i++)
		{
			GLubyte *destBits = &destBitmap.getBits()[(i + y * destBitmap.getWidth()) * 3];
			destBits[0] = GLubyte(colors[0] * 255.0f);
			destBits[1] = GLubyte(colors[1] * 255.0f);
			destBits[2] = GLubyte(colors[2] * 255.0f);

			destBits = &destBitmap.getBits()[(destBitmap.getWidth() - 1 - i + y * destBitmap.getWidth()) * 3];
			destBits[0] = GLubyte(colors[0] * 255.0f);
			destBits[1] = GLubyte(colors[1] * 255.0f);
			destBits[2] = GLubyte(colors[2] * 255.0f);
		}
	}
}

void GLImageModifier::makeBitmapTransparent(GLImage &output,
		GLImage &input,
		GLImage &mask)
{
	GLubyte *outputBits = output.getBits();
	GLubyte *maskBits = mask.getBits();
	GLubyte *inputBits = input.getBits();

	for (int i=0; i<output.getWidth() * output.getHeight(); i++)
	{
		outputBits[0] = inputBits[0];
		outputBits[1] = inputBits[1];
		outputBits[2] = inputBits[2];
		outputBits[3] = maskBits[3];

		inputBits += 3;
		outputBits += 4;
		maskBits += 4;
	}
}

void GLImageModifier::addCircleToLandscape(
	ScorchedContext &context,
	float sx, float sy, float sw, float opacity)
{
	float shadowMultWidth = (float) Landscape::instance()->getMainMap().getWidth() / 
		context.landscapeMaps->getGroundMaps().getMapWidth();
	float shadowMultHeight = (float) Landscape::instance()->getMainMap().getHeight() / 
		context.landscapeMaps->getGroundMaps().getMapHeight();

	addCircle(Landscape::instance()->getMainMap(),
		sx * shadowMultWidth, sy * shadowMultHeight, 
		sw * shadowMultWidth, opacity);
}

void GLImageModifier::addCircle(GLImage &destBitmap, 
								 float sx, float sy, float sw, float opacity)
{
	int decrement = int(opacity * 125.0f);
	float halfW = sw / 2.0f;

	float minX = sx - halfW;
	float minY = sy - halfW;
	float maxX = sx + halfW;
	float maxY = sy + halfW;
	/*minX /= 2.0f;
	minY /= 2.0f;
	maxX /= 2.0f;
	maxY /= 2.0f;*/

	minX = MAX(minX, 0.0f);
	minY = MAX(minY, 0.0f);
	maxX = MIN(maxX, destBitmap.getWidth() - 1.0f);
	maxY = MIN(maxY, destBitmap.getHeight() - 1.0f);

	int xStart = int(minX);
	int yStart = int(minY);
	int xWidth = int(maxX - minX);
	int yWidth = int(maxY - minY);
	int yInc = (destBitmap.getWidth() - xWidth) * 3;

	if (xWidth <= 0 || yWidth <= 0) return;
	double degMult = (1 / double(yWidth)) * 3.14;

	GLubyte *start = &destBitmap.getBits()[(yStart * destBitmap.getWidth() * 3) + xStart * 3];
	for (int y=0; y<yWidth; y++, start += yInc)
	{
		double deg = double(y) * degMult;
		int realXSize = int(sin(deg) * double(xWidth));
		int halfSize = (xWidth - realXSize) / 2;

		start+=halfSize * 3;
		int x;
		for (x=0; x<realXSize; x++, start+=3)
		{
			start[0] = start[0] / 2;
			start[1] = start[1] / 2;
			start[2] = start[2] / 2;
		}
		start+=(xWidth - (halfSize + x)) * 3;
	}
}


void GLImageModifier::addBitmapToLandscape(
	ScorchedContext &context,
	GLImage &srcBitmap,
	float sx, float sy, float scalex, float scaley, 
	bool commit)
{
	float shadowMultWidth = (float) Landscape::instance()->getMainMap().getWidth() / 
		context.landscapeMaps->getGroundMaps().getMapWidth();
	float shadowMultHeight = (float) Landscape::instance()->getMainMap().getHeight() / 
		context.landscapeMaps->getGroundMaps().getMapHeight();

	addBitmap(
		Landscape::instance()->getMainMap(),
		srcBitmap,
		sx * shadowMultWidth, 
		sy * shadowMultHeight,
		shadowMultWidth * scalex,
		shadowMultHeight * scaley,
		commit);
}

void GLImageModifier::addBitmap(GLImage &destBitmap,
	GLImage &srcBitmap,
	float sx, float sy, float scalex, float scaley, 
	bool commit)
{
	int srcScaleWidth = int(float(srcBitmap.getWidth()) * scalex);
	int srcScaleHeight = int(float(srcBitmap.getHeight()) * scaley);

	float minX = sx - srcScaleWidth / 2;
	float minY = sy - srcScaleHeight / 2;
	float maxX = sx + srcScaleWidth / 2;
	float maxY = sy + srcScaleHeight / 2;

	minX = MAX(minX, 0.0f);
	minY = MAX(minY, 0.0f);
	maxX = MIN(maxX, destBitmap.getWidth() - 1.0f);
	maxY = MIN(maxY, destBitmap.getHeight() - 1.0f);

	int xStart = int(minX);
	int yStart = int(minY);
	int xWidth = int(maxX - minX);
	int yWidth = int(maxY - minY);

	if (xWidth <= 0 || yWidth <= 0) return;

	int yDestInc = (destBitmap.getWidth() * 3);

	GLubyte *dest = &destBitmap.getBits()[
		(yStart * destBitmap.getWidth() * 3) + xStart * 3];
	for (int y=0; y<yWidth; y++, dest += yDestInc)
	{
		GLubyte *tmpDest = dest;
		for (int x=0; x<xWidth; x++)
		{
			int srcX = int(float(x) / scalex);
			srcX = MIN(srcX, srcBitmap.getWidth());
			int srcY = int(float(y) / scaley);
			srcY = MIN(srcY, srcBitmap.getHeight());

			GLubyte *tmpSrc = srcBitmap.getBits() +
				srcX * srcBitmap.getComponents() +
				srcY * srcBitmap.getComponents() * srcBitmap.getWidth();

			float alpha = 1.0f;
			float invAlpha = 0.0f;
			if (srcBitmap.getComponents() == 4)
			{
				alpha = float(tmpSrc[3]) / 255.0f;
				invAlpha = 1.0f - alpha;
			}

			tmpDest[0] = GLubyte(float(tmpSrc[0]) * alpha + float(tmpDest[0]) * invAlpha);
			tmpDest[1] = GLubyte(float(tmpSrc[1]) * alpha + float(tmpDest[1]) * invAlpha);
			tmpDest[2] = GLubyte(float(tmpSrc[2]) * alpha + float(tmpDest[2]) * invAlpha);

			tmpDest += 3;
		}
	}

	if (commit)
	{
		int landscapeWidth = Landscape::instance()->getMainMap().getWidth();
		int width = 3 * landscapeWidth;
		width   = (width + 3) & ~3;	

		GLubyte *bytes = 
			Landscape::instance()->getMainMap().getBits() + ((width * yStart) + xStart * 3);

		GLState currentState(GLState::TEXTURE_ON);
		Landscape::instance()->getMainTexture().draw(true);

		glPixelStorei(GL_UNPACK_ROW_LENGTH, landscapeWidth);
		glTexSubImage2D(GL_TEXTURE_2D, 0, 
						xStart, yStart, 
						xWidth, yWidth, 
						GL_RGB, GL_UNSIGNED_BYTE, 
						bytes);
		glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
	}
}

void GLImageModifier::scalePlanBitmap(GLImage &destBitmap,
	GLImage &srcIncBitmap,
	int landscapeX, int landscapeY)
{
	int maxSize = MAX(landscapeX, landscapeY);
	float xScale = landscapeX / float(maxSize);
	float yScale = landscapeY / float(maxSize);

	int newX = int(float(destBitmap.getWidth()) / xScale);
	int newY = int(float(destBitmap.getHeight()) / yScale);
	int offsetX = (newX - destBitmap.getWidth()) / 2;
	int offsetY = (newY - destBitmap.getHeight()) / 2;

	GLImageHandle srcBitmap = 
		srcIncBitmap.createResize(newX, newY);

	GLubyte *dest = destBitmap.getBits();
	for (int y=0; y<destBitmap.getWidth(); y++)
	{
		for (int x=0; x<destBitmap.getHeight(); x++, dest+=destBitmap.getComponents())
		{
			int srcX = MIN(x + offsetX, srcBitmap.getWidth() - 1);
			int srcY = MIN(y + offsetY, srcBitmap.getHeight() - 1);
			GLubyte *src = srcBitmap.getBits() +
				srcX * srcBitmap.getComponents() +
				srcY * srcBitmap.getComponents() * srcBitmap.getWidth();			

			dest[0] = src[0];
			dest[1] = src[1];
			dest[2] = src[2];
		}
	}
}




See more files for this project here

Scorched 3D

Scorched3D is a 3D remake of the popular 2D artillery game Scorched Earth.\r\nScorched3D can be played against the computer, other players and remotely across the internet or LAN.

Project homepage: http://sourceforge.net/projects/scorched3d
Programming language(s): C,C++,XML
License: gpl2

  GLBitmap.cpp
  GLBitmap.h
  GLCamera.cpp
  GLCamera.h
  GLCameraFrustum.cpp
  GLCameraFrustum.h
  GLConsole.cpp
  GLConsole.h
  GLConsoleFileReader.cpp
  GLConsoleFileReader.h
  GLConsoleLines.cpp
  GLConsoleLines.h
  GLConsoleMethods.cpp
  GLConsoleMethods.h
  GLConsoleRule.cpp
  GLConsoleRule.h
  GLConsoleRuleFn.cpp
  GLConsoleRuleFn.h
  GLConsoleRuleFnIAdapter.cpp
  GLConsoleRuleFnIAdapter.h
  GLConsoleRuleMethod.cpp
  GLConsoleRuleMethod.h
  GLConsoleRuleMethodIAdapter.cpp
  GLConsoleRuleMethodIAdapter.h
  GLConsoleRules.cpp
  GLConsoleRules.h
  GLDynamicVertexArray.cpp
  GLDynamicVertexArray.h
  GLFont2d.cpp
  GLFont2d.h
  GLFrameBufferObject.cpp
  GLFrameBufferObject.h
  GLImage.cpp
  GLImage.h
  GLImageFactory.cpp
  GLImageFactory.h
  GLImageHandle.cpp
  GLImageHandle.h
  GLImageItterator.cpp
  GLImageItterator.h
  GLImageModifier.cpp
  GLImageModifier.h
  GLInfo.cpp
  GLInfo.h
  GLJpg.cpp
  GLJpg.h
  GLLenseFlare.cpp
  GLLenseFlare.h
  GLLuminance.cpp
  GLLuminance.h
  GLMenu.cpp
  GLMenu.h
  GLMenuEntry.cpp
  GLMenuEntry.h
  GLMenuI.cpp
  GLMenuI.h
  GLMissingExt.h
  GLPng.cpp
  GLPng.h
  GLShadowFrameBuffer.cpp
  GLShadowFrameBuffer.h
  GLState.cpp
  GLState.h
  GLStateExtension.cpp
  GLStateExtension.h
  GLTexture.cpp
  GLTexture.h
  GLTextureBase.cpp
  GLTextureBase.h
  GLTextureCubeMap.cpp
  GLTextureCubeMap.h
  GLTextureSet.cpp
  GLTextureSet.h
  GLVertexArray.cpp
  GLVertexArray.h
  GLVertexBufferObject.cpp
  GLVertexBufferObject.h
  GLVertexSet.cpp
  GLVertexSet.h
  GLVertexSetGroup.cpp
  GLVertexSetGroup.h
  GLViewPort.cpp
  GLViewPort.h
  glew.c
  glew.h
  glxew.h
  wglew.h