Example #1
0
void Screen::update() {
	_ticks = _vm->_system->getMillis();
	updatePalette();

	if (_fullRefresh) {
		// NOTE When playing a fullscreen/doubled Smacker video usually a full screen refresh is needed
		_vm->_system->copyRectToScreen((const byte*)_backScreen->getPixels(), _backScreen->pitch, 0, 0, 640, 480);
		_fullRefresh = false;
		return;
	}

	_microTiles->clear();

	for (RenderQueue::iterator it = _renderQueue->begin(); it != _renderQueue->end(); ++it) {
		RenderItem &renderItem = (*it);
		renderItem._refresh = true;
		for (RenderQueue::iterator jt = _prevRenderQueue->begin(); jt != _prevRenderQueue->end(); ++jt) {
			RenderItem &prevRenderItem = (*jt);
			if (prevRenderItem == renderItem) {
				prevRenderItem._refresh = false;
				renderItem._refresh = false;
			}
		}
	}

	for (RenderQueue::iterator jt = _prevRenderQueue->begin(); jt != _prevRenderQueue->end(); ++jt) {
		RenderItem &prevRenderItem = (*jt);
		if (prevRenderItem._refresh)
			_microTiles->addRect(Common::Rect(prevRenderItem._destX, prevRenderItem._destY, prevRenderItem._destX + prevRenderItem._width, prevRenderItem._destY + prevRenderItem._height));
	}

	for (RenderQueue::iterator it = _renderQueue->begin(); it != _renderQueue->end(); ++it) {
		RenderItem &renderItem = (*it);
		if (renderItem._refresh)
			_microTiles->addRect(Common::Rect(renderItem._destX, renderItem._destY, renderItem._destX + renderItem._width, renderItem._destY + renderItem._height));
		renderItem._refresh = true;
	}

	RectangleList *updateRects = _microTiles->getRectangles();

	for (RenderQueue::iterator it = _renderQueue->begin(); it != _renderQueue->end(); ++it) {
		RenderItem &renderItem = (*it);
		for (RectangleList::iterator ri = updateRects->begin(); ri != updateRects->end(); ++ri)
			blitRenderItem(renderItem, *ri);
	}

	SWAP(_renderQueue, _prevRenderQueue);
	_renderQueue->clear();

	for (RectangleList::iterator ri = updateRects->begin(); ri != updateRects->end(); ++ri) {
		Common::Rect &r = *ri;
		_vm->_system->copyRectToScreen((const byte*)_backScreen->getBasePtr(r.left, r.top), _backScreen->pitch, r.left, r.top, r.width(), r.height());
	}

	delete updateRects;

}
    void clearRegionInFrameBuffer (const RectangleList& list, const float scaleFactor)
    {
        glClearColor (0, 0, 0, 0);
        glEnable (GL_SCISSOR_TEST);

        const GLuint previousFrameBufferTarget = OpenGLFrameBuffer::getCurrentFrameBufferTarget();
        cachedImageFrameBuffer.makeCurrentRenderingTarget();
        const int imageH = cachedImageFrameBuffer.getHeight();

        for (const Rectangle<int>* i = list.begin(), * const e = list.end(); i != e; ++i)
        {
            const Rectangle<int> r ((i->toFloat() * scaleFactor).getSmallestIntegerContainer());
            glScissor (r.getX(), imageH - r.getBottom(), r.getWidth(), r.getHeight());
            glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
        }

        glDisable (GL_SCISSOR_TEST);
        context.extensions.glBindFramebuffer (GL_FRAMEBUFFER, previousFrameBufferTarget);
        JUCE_CHECK_OPENGL_ERROR
    }
void LowLevelGraphicsPostScriptRenderer::drawImage (const Image& sourceImage, const AffineTransform& transform)
{
    const int w = sourceImage.getWidth();
    const int h = sourceImage.getHeight();

    writeClip();

    out << "gsave ";
    writeTransform (transform.translated ((float) stateStack.getLast()->xOffset, (float) stateStack.getLast()->yOffset)
                             .scaled (1.0f, -1.0f));

    RectangleList<int> imageClip;
    sourceImage.createSolidAreaMask (imageClip, 0.5f);

    out << "newpath ";
    int itemsOnLine = 0;

    for (const Rectangle<int>* i = imageClip.begin(), * const e = imageClip.end(); i != e; ++i)
    {
        if (++itemsOnLine == 6)
        {
            out << '\n';
            itemsOnLine = 0;
        }

        out << i->getX() << ' ' << i->getY() << ' ' << i->getWidth() << ' ' << i->getHeight() << " pr ";
    }

    out << " clip newpath\n";

    out << w << ' ' << h << " scale\n";
    out << w << ' ' << h << " 8 [" << w << " 0 0 -" << h << ' ' << (int) 0 << ' ' << h << " ]\n";

    writeImage (sourceImage, 0, 0, w, h);

    out << "false 3 colorimage grestore\n";
    needToClip = true;
}
bool RenderObjectManager::render() {
	// Den Objekt-Status des Wurzelobjektes aktualisieren. Dadurch werden rekursiv alle Baumelemente aktualisiert.
	// Beim aktualisieren des Objekt-Status werden auch die Update-Rects gefunden, so dass feststeht, was neu gezeichnet
	// werden muss.
	if (!_rootPtr.isValid() || !_rootPtr->updateObjectState())
		return false;

	_frameStarted = false;

	// Die Render-Methode der Wurzel aufrufen. Dadurch wird das rekursive Rendern der Baumelemente angestoßen.

	_currQueue->clear();
	_rootPtr->preRender(_currQueue);

	_uta->clear();

	// Add rectangles of objects which don't exist in this frame any more
	for (RenderObjectQueue::iterator it = _prevQueue->begin(); it != _prevQueue->end(); ++it) {
		if (!_currQueue->exists(*it))
			_uta->addRect((*it)._bbox);
	}

	// Add rectangles of objects which are different from the previous frame
	for (RenderObjectQueue::iterator it = _currQueue->begin(); it != _currQueue->end(); ++it) {
		if (!_prevQueue->exists(*it))
			_uta->addRect((*it)._bbox);
	}

	RectangleList *updateRects = _uta->getRectangles();
	Common::Array<int> updateRectsMinZ;

	updateRectsMinZ.reserve(updateRects->size());

	// Calculate the minimum drawing Z value of each update rectangle
	// Solid bitmaps with a Z order less than the value calculated here would be overdrawn again and
	// so don't need to be drawn in the first place which speeds things up a bit.
	for (RectangleList::iterator rectIt = updateRects->begin(); rectIt != updateRects->end(); ++rectIt) {
		int minZ = 0;
		for (RenderObjectQueue::iterator it = _currQueue->reverse_begin(); it != _currQueue->end(); --it) {
			if ((*it)._renderObject->isVisible() && (*it)._renderObject->isSolid() &&
				(*it)._renderObject->getBbox().contains(*rectIt)) {
				minZ = (*it)._renderObject->getAbsoluteZ();
				break;
			}
		}
		updateRectsMinZ.push_back(minZ);
	}

	if (_rootPtr->render(updateRects, updateRectsMinZ)) {
		// Copy updated rectangles to the video screen
		Graphics::Surface *backSurface = Kernel::getInstance()->getGfx()->getSurface();
		for (RectangleList::iterator rectIt = updateRects->begin(); rectIt != updateRects->end(); ++rectIt) {
			const int x = (*rectIt).left;
			const int y = (*rectIt).top;
			const int width = (*rectIt).width();
			const int height = (*rectIt).height();
			g_system->copyRectToScreen(backSurface->getBasePtr(x, y), backSurface->pitch, x, y, width, height);
		}
	}

	delete updateRects;

	SWAP(_currQueue, _prevQueue);

	return true;
}
void Graphics::fillRectList (const RectangleList<int>& rects) const
{
    for (const Rectangle<int>* r = rects.begin(), * const e = rects.end(); r != e; ++r)
        context.fillRect (*r, false);
}
 void fillRectList (const RectangleList<float>& list)
 {
     for (const Rectangle<float>* r = list.begin(), * const e = list.end(); r != e; ++r)
         fillRect (*r);
 }