scummvm/engines/stark/gfx/openglprop.cpp

161 lines
5 KiB
C++
Raw Normal View History

/* ResidualVM - A 3D game interpreter
*
* ResidualVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the AUTHORS
* file distributed with this source distribution.
*
* 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 2
* 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, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#include "engines/stark/gfx/openglprop.h"
#include "engines/stark/gfx/texture.h"
#include "engines/stark/formats/biffmesh.h"
#include "engines/stark/scene.h"
#include "engines/stark/services/services.h"
#if defined(USE_OPENGL_GAME)
namespace Stark {
namespace Gfx {
OpenGLPropRenderer::OpenGLPropRenderer(OpenGLDriver *gfx) :
VisualProp(),
_gfx(gfx),
_faceVBO(nullptr),
_modelIsDirty(true) {
}
OpenGLPropRenderer::~OpenGLPropRenderer() {
clearVertices();
}
void OpenGLPropRenderer::render(const Math::Vector3d &position, float direction, const LightEntryArray &lights) {
if (_modelIsDirty) {
// Update the OpenGL Buffer Objects if required
clearVertices();
uploadVertices();
_modelIsDirty = false;
}
_gfx->set3DMode();
_gfx->setupLights(lights);
Math::Matrix4 model = getModelMatrix(position, direction);
Math::Matrix4 view = StarkScene->getViewMatrix();
Math::Matrix4 projection = StarkScene->getProjectionMatrix();
Math::Matrix4 modelViewMatrix = view * model;
modelViewMatrix.transpose(); // OpenGL expects matrices transposed when compared to ScummVM's
Math::Matrix4 projectionMatrix = projection;
projectionMatrix.transpose(); // OpenGL expects matrices transposed when compared to ScummVM's
const Common::Array<Face> &faces = _model->getFaces();
const Common::Array<Material> &materials = _model->getMaterials();
glEnable(GL_COLOR_MATERIAL);
for (Common::Array<Face>::const_iterator face = faces.begin(); face != faces.end(); ++face) {
const Material &material = materials[face->materialId];
// For each face draw its vertices from the VBO, indexed by the EBO
const Gfx::Texture *tex = _texture->getTexture(material.texture);
if (material.doubleSided)
glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
else
glColorMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE);
if (tex) {
tex->bind();
glColor3f(1.0f, 1.0f, 1.0f);
} else {
glBindTexture(GL_TEXTURE_2D, 0);
glColor3f(material.r, material.g, material.b);
}
auto vertexIndices = _faceEBO[face];
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glEnableClientState(GL_NORMAL_ARRAY);
glVertexPointer(3, GL_FLOAT, sizeof(PropVertex), &_faceVBO[0].x);
if (tex)
glTexCoordPointer(2, GL_FLOAT, sizeof(PropVertex), &_faceVBO[0].texS);
glNormalPointer(GL_FLOAT, sizeof(PropVertex), &_faceVBO[0].nx);
glDrawElements(GL_TRIANGLES, face->vertexIndices.size(), GL_UNSIGNED_INT, vertexIndices);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_NORMAL_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
}
glDisable(GL_COLOR_MATERIAL);
}
void OpenGLPropRenderer::clearVertices() {
delete[] _faceVBO;
_faceVBO = nullptr;
for (FaceBufferMap::iterator it = _faceEBO.begin(); it != _faceEBO.end(); ++it) {
delete[] it->_value;
}
_faceEBO.clear();
}
void OpenGLPropRenderer::uploadVertices() {
_faceVBO = createFaceVBO();
const Common::Array<Face> &faces = _model->getFaces();
for (Common::Array<Face>::const_iterator face = faces.begin(); face != faces.end(); ++face) {
_faceEBO[face] = createFaceEBO(face);
}
}
PropVertex *OpenGLPropRenderer::createFaceVBO() {
const Common::Array<Formats::BiffMesh::Vertex> &modelVertices = _model->getVertices();
auto vertices = new PropVertex[modelVertices.size()];
// Build a vertex array
for (uint32 i = 0; i < modelVertices.size(); i++) {
vertices[i].x = modelVertices[i].position.x();
vertices[i].y = modelVertices[i].position.y();
vertices[i].z = modelVertices[i].position.z();
vertices[i].nx = modelVertices[i].normal.x();
vertices[i].ny = modelVertices[i].normal.y();
vertices[i].nz = modelVertices[i].normal.z();
vertices[i].texS = modelVertices[i].texturePosition.x();
vertices[i].texT = modelVertices[i].texturePosition.y();
}
return vertices;
}
uint32 *OpenGLPropRenderer::createFaceEBO(const Face *face) {
auto indices = new uint32[face->vertexIndices.size()];
for (uint32 index = 0; index < face->vertexIndices.size(); index++) {
indices[index] = face->vertexIndices[index];
}
return indices;
}
} // End of namespace Gfx
} // End of namespace Stark
#endif // defined(USE_OPENGL_GAME)