scummvm/engines/wintermute/base/gfx/opengl/base_render_opengl3d.cpp

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#include "base_render_opengl3d.h"
#include "../../../../../graphics/opengl/system_headers.h"
#include "base_surface_opengl3d.h"
#include "math/glmath.h"
namespace Wintermute {
BaseRenderer *makeOpenGL3DRenderer(BaseGame* inGame) {
return new BaseRenderOpenGL3D(inGame);
}
}
Wintermute::BaseRenderOpenGL3D::BaseRenderOpenGL3D(Wintermute::BaseGame* inGame)
: _spriteBatchMode(false) {
}
Wintermute::BaseRenderOpenGL3D::~BaseRenderOpenGL3D() {
}
Wintermute::BaseImage* Wintermute::BaseRenderOpenGL3D::takeScreenshot() {
return nullptr;
}
bool Wintermute::BaseRenderOpenGL3D::saveScreenShot(const Common::String& filename, int sizeX, int sizeY) {
return true;
}
bool Wintermute::BaseRenderOpenGL3D::setViewport(int left, int top, int right, int bottom) {
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glViewport(left, top, right - left, bottom - top);
return true;
}
bool Wintermute::BaseRenderOpenGL3D::setViewport(Wintermute::Rect32* rect) {
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return setViewport(rect->left, rect->top, rect->right, rect->bottom);
}
Wintermute::Rect32 Wintermute::BaseRenderOpenGL3D::getViewPort() {
return Rect32(0, 0, 0, 0);
}
void Wintermute::BaseRenderOpenGL3D::setWindowed(bool windowed) {
}
Graphics::PixelFormat Wintermute::BaseRenderOpenGL3D::getPixelFormat() const
{
return OpenGL::Texture::getRGBAPixelFormat();
}
void Wintermute::BaseRenderOpenGL3D::fade(uint16 alpha) {
fadeToColor(0, 0, 0, (byte)(255 - alpha));
}
void Wintermute::BaseRenderOpenGL3D::fadeToColor(byte r, byte g, byte b, byte a) {
setup2D(true);
}
bool Wintermute::BaseRenderOpenGL3D::drawLine(int x1, int y1, int x2, int y2, uint32 color) {
return true;
}
bool Wintermute::BaseRenderOpenGL3D::drawRect(int x1, int y1, int x2, int y2, uint32 color, int width) {
return true;
}
bool Wintermute::BaseRenderOpenGL3D::setProjection() {
// is the viewport already set here?
float viewportWidth = _viewportRect.right - _viewportRect.left;
float viewportHeight = _viewportRect.bottom - _viewportRect.top;
Math::Matrix4 projMat = Math::makePerspectiveMatrix(M_PI, viewportWidth/viewportHeight, 0.9f, 1900.f);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glLoadMatrixf(projMat.getData());
glMatrixMode(GL_MODELVIEW);
return true;
}
bool Wintermute::BaseRenderOpenGL3D::windowedBlt() {
return true;
}
bool Wintermute::BaseRenderOpenGL3D::fill(byte r, byte g, byte b, Common::Rect* rect) {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
glClearColor(float(r) / 255.0f, float(g) / 255.0f, float(b) / 255.0f, 1.0f);
return true;
}
void Wintermute::BaseRenderOpenGL3D::onWindowChange() {
}
bool Wintermute::BaseRenderOpenGL3D::initRenderer(int width, int height, bool windowed) {
_windowed = windowed;
_width = width;
_height = height;
setProjection();
_active = true;
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// setup a proper state
setup2D(true);
return true;
}
bool Wintermute::BaseRenderOpenGL3D::flip() {
g_system->updateScreen();
return true;
}
bool Wintermute::BaseRenderOpenGL3D::indicatorFlip() {
return true;
}
bool Wintermute::BaseRenderOpenGL3D::forcedFlip() {
return true;
}
void Wintermute::BaseRenderOpenGL3D::initLoop() {
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setup2D();
}
bool Wintermute::BaseRenderOpenGL3D::setup2D(bool force) {
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if (_state3D || force)
{
_state3D = false;
// some states are still missing here
glDisable(GL_LIGHTING);
glDisable(GL_DEPTH_TEST);
glDisable(GL_STENCIL);
glDisable(GL_CLIP_PLANE0);
glDisable(GL_FOG);
glLightModeli(GL_LIGHT_MODEL_AMBIENT, 0);
glEnable(GL_CULL_FACE);
glCullFace(GL_CCW);
glEnable(GL_ALPHA_TEST);
glEnable(GL_BLEND);
glAlphaFunc(GL_GEQUAL, 0x00);
glPolygonMode(GL_FRONT, GL_FILL);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glActiveTexture(GL_TEXTURE0);
glTexEnvf(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_MODULATE);
glTexEnvf(GL_TEXTURE_ENV, GL_SRC0_RGB, GL_TEXTURE);
glTexEnvf(GL_TEXTURE_ENV, GL_SRC1_RGB, GL_PREVIOUS);
glTexEnvf(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_MODULATE);
glTexEnvf(GL_TEXTURE_ENV, GL_SRC0_RGB, GL_TEXTURE);
glTexEnvf(GL_TEXTURE_ENV, GL_SRC1_ALPHA, GL_PREVIOUS);
glActiveTexture(GL_TEXTURE1);
glDisable(GL_TEXTURE_2D);
glActiveTexture(GL_TEXTURE0);
}
return true;
}
bool Wintermute::BaseRenderOpenGL3D::setup3D(bool force) {
return true;
}
bool Wintermute::BaseRenderOpenGL3D::setupLines() {
return true;
}
Wintermute::BaseSurface* Wintermute::BaseRenderOpenGL3D::createSurface() {
return new BaseSurfaceOpenGL3D(nullptr, this);
}
void Wintermute::BaseRenderOpenGL3D::endSaveLoad() {
}
bool Wintermute::BaseRenderOpenGL3D::drawSprite(const OpenGL::Texture& tex, const Wintermute::Rect32& rect,
float zoomX, float zoomY, const Wintermute::Vector2& pos,
uint32 color, bool alphaDisable, Graphics::TSpriteBlendMode blendMode, bool mirrorX, bool mirrorY) {
Vector2 scale(zoomX / 100.0f, zoomY / 100.0f);
return drawSpriteEx(tex, rect, pos, Vector2(0.0f, 0.0f), scale, 0.0f, color, alphaDisable, blendMode, mirrorX, mirrorY);
}
bool Wintermute::BaseRenderOpenGL3D::drawSpriteEx(const OpenGL::Texture& tex, const Wintermute::Rect32& rect,
const Wintermute::Vector2& pos, const Wintermute::Vector2& rot, const Wintermute::Vector2& scale,
float angle, uint32 color, bool alphaDisable, Graphics::TSpriteBlendMode blendMode, bool mirrorX, bool mirrorY) {
// original wme has a batch mode for sprites, we ignore this for the moment
float width = (rect.right - rect.left) * scale.x;
float height = (rect.bottom - rect.top) * scale.y;
float tex_left = (float) rect.left / (float) tex.getWidth();
float tex_top = (float) rect.top / (float) tex.getHeight();
float tex_right = (float) rect.right / (float) tex.getWidth();
float tex_bottom = (float) rect.bottom / (float) tex.getHeight();
if (mirrorX)
{
}
if (mirrorY)
{
}
// provide space for 3d position coords, 2d texture coords and a 32 bit colot value
int vertex_size = 24;
byte* vertices[vertex_size * 4];
// texture coords
*reinterpret_cast<float*>(vertices) = tex_left;
*reinterpret_cast<float*>(vertices + 4) = tex_bottom;
*reinterpret_cast<float*>(vertices + vertex_size) = tex_left;
*reinterpret_cast<float*>(vertices + vertex_size + 4) = tex_top;
*reinterpret_cast<float*>(vertices + 2 * vertex_size) = tex_right;
*reinterpret_cast<float*>(vertices + 2 * vertex_size + 4) = tex_bottom;
*reinterpret_cast<float*>(vertices + 3 * vertex_size) = tex_right;
*reinterpret_cast<float*>(vertices + 3 * vertex_size + 4) = tex_top;
// position coords
*reinterpret_cast<float*>(vertices + 12) = pos.x - 0.5f;
*reinterpret_cast<float*>(vertices + 12 + 4) = pos.y + height - 0.5f;
*reinterpret_cast<float*>(vertices + 12 + 8) = -0.9f;
*reinterpret_cast<float*>(vertices + vertex_size + 12) = pos.x -0.5f;
*reinterpret_cast<float*>(vertices + vertex_size + 12 + 4) = pos.y - 0.5f;
*reinterpret_cast<float*>(vertices + vertex_size + 12 + 8) = -0.9f;
*reinterpret_cast<float*>(vertices + 2 * vertex_size + 12) = pos.x + width - 0.5f;
*reinterpret_cast<float*>(vertices + 2 * vertex_size + 12 + 4) = pos.y + height - 0.5f;
*reinterpret_cast<float*>(vertices + 2 * vertex_size + 12 + 8) = -0.9f;
*reinterpret_cast<float*>(vertices + 3 * vertex_size + 12) = pos.x + width - 0.5f;
*reinterpret_cast<float*>(vertices + 3 * vertex_size + 12 + 4) = pos.y - 0.5;
*reinterpret_cast<float*>(vertices + 3 * vertex_size + 12 + 8) = -0.9f;
// color
*reinterpret_cast<uint32*>(vertices + 8) = color;
*reinterpret_cast<uint32*>(vertices + vertex_size + 8) = color;
*reinterpret_cast<uint32*>(vertices + 2 * vertex_size + 8) = color;
*reinterpret_cast<uint32*>(vertices + 3 * vertex_size + 8) = color;
// transform vertices here if necessary, add offset
glBindTexture(GL_TEXTURE_2D, tex.getTextureName());
glInterleavedArrays(GL_T2F_C4UB_V3F, 0, vertices);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
return true;
}