scummvm/engines/wintermute/base/gfx/opengl/base_render_opengl3d_shader.cpp

621 lines
18 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 COPYRIGHT
* 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/wintermute/base/base_game.h"
#include "engines/wintermute/base/gfx/opengl/base_render_opengl3d_shader.h"
#include "engines/wintermute/base/gfx/opengl/base_surface_opengl3d.h"
#include "engines/wintermute/base/gfx/opengl/camera3d.h"
#include "engines/wintermute/base/gfx/opengl/mesh3ds_opengl_shader.h"
#include "engines/wintermute/base/gfx/opengl/meshx_opengl_shader.h"
#include "graphics/opengl/system_headers.h"
#include "math/glmath.h"
namespace Wintermute {
BaseRenderer3D *makeOpenGL3DShaderRenderer(BaseGame *inGame) {
return new BaseRenderOpenGL3DShader(inGame);
}
#include "common/pack-start.h"
struct SpriteVertexShader {
float x;
float y;
float u;
float v;
float r;
float g;
float b;
float a;
} PACKED_STRUCT;
#include "common/pack-end.h"
BaseRenderOpenGL3DShader::BaseRenderOpenGL3DShader(BaseGame *inGame)
: BaseRenderer3D(inGame), _spriteBatchMode(false) {
setDefaultAmbientLightColor();
}
BaseRenderOpenGL3DShader::~BaseRenderOpenGL3DShader() {
glDeleteBuffers(1, &_spriteVBO);
}
bool BaseRenderOpenGL3DShader::setAmbientLightColor(uint32 color) {
_ambientLightColor = color;
_overrideAmbientLightColor = true;
setAmbientLight();
return true;
}
bool BaseRenderOpenGL3DShader::setDefaultAmbientLightColor() {
_ambientLightColor = 0x00000000;
_overrideAmbientLightColor = false;
setAmbientLight();
return true;
}
void BaseRenderOpenGL3DShader::setAmbientLight() {
byte a = RGBCOLGetA(_ambientLightColor);
byte r = RGBCOLGetR(_ambientLightColor);
byte g = RGBCOLGetG(_ambientLightColor);
byte b = RGBCOLGetB(_ambientLightColor);
if (!_overrideAmbientLightColor) {
uint32 color = _gameRef->getAmbientLightColor();
a = RGBCOLGetA(color);
r = RGBCOLGetR(color);
g = RGBCOLGetG(color);
b = RGBCOLGetB(color);
}
float value[] = {r / 255.0f, g / 255.0f, b / 255.0f, a / 255.0f};
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, value);
}
int BaseRenderOpenGL3DShader::maximumLightsCount() {
GLint maxLightCount = 0;
glGetIntegerv(GL_MAX_LIGHTS, &maxLightCount);
return maxLightCount;
}
void BaseRenderOpenGL3DShader::enableLight(int index) {
glEnable(GL_LIGHT0 + index);
}
void BaseRenderOpenGL3DShader::disableLight(int index) {
glDisable(GL_LIGHT0 + index);
}
void BaseRenderOpenGL3DShader::setSpriteBlendMode(Graphics::TSpriteBlendMode blendMode) {
switch (blendMode) {
case Graphics::BLEND_NORMAL:
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
break;
case Graphics::BLEND_ADDITIVE:
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
break;
case Graphics::BLEND_SUBTRACTIVE:
// wme3d takes the color value here
glBlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
break;
default:
error("BaseRenderOpenGL3DShader::setSpriteBlendMode unsupported blend mode %i", blendMode);
}
}
bool BaseRenderOpenGL3DShader::enableShadows() {
warning("BaseRenderOpenGL3DShader::enableShadows not implemented yet");
return true;
}
bool BaseRenderOpenGL3DShader::disableShadows() {
warning("BaseRenderOpenGL3DShader::disableDhadows not implemented yet");
return true;
}
bool BaseRenderOpenGL3DShader::stencilSupported() {
// assume that we have a stencil buffer
return true;
}
BaseImage *BaseRenderOpenGL3DShader::takeScreenshot() {
warning("BaseRenderOpenGL3DShader::takeScreenshot not yet implemented");
return nullptr;
}
bool BaseRenderOpenGL3DShader::saveScreenShot(const Common::String &filename, int sizeX, int sizeY) {
warning("BaseRenderOpenGL3DShader::saveScreenshot not yet implemented");
return true;
}
bool BaseRenderOpenGL3DShader::setViewport(int left, int top, int right, int bottom) {
_viewportRect.setRect(left, top, right, bottom);
glViewport(left, top, right - left, bottom - top);
return true;
}
bool BaseRenderOpenGL3DShader::setViewport(Rect32 *rect) {
return setViewport(rect->left, rect->top, rect->right, rect->bottom);
}
Rect32 BaseRenderOpenGL3DShader::getViewPort() {
return _viewportRect;
}
void BaseRenderOpenGL3DShader::setWindowed(bool windowed) {
warning("BaseRenderOpenGL3DShader::setWindowed not yet implemented");
}
Graphics::PixelFormat BaseRenderOpenGL3DShader::getPixelFormat() const {
return OpenGL::Texture::getRGBAPixelFormat();
}
void BaseRenderOpenGL3DShader::fade(uint16 alpha) {
fadeToColor(0, 0, 0, (byte)(255 - alpha));
}
void BaseRenderOpenGL3DShader::fadeToColor(byte r, byte g, byte b, byte a) {
glBindBuffer(GL_ARRAY_BUFFER, 0);
setProjection2D();
const int vertexSize = 16;
byte vertices[4 * vertexSize];
float *vertexCoords = reinterpret_cast<float *>(vertices);
vertexCoords[0 * 4 + 1] = _viewportRect.left;
vertexCoords[0 * 4 + 2] = _viewportRect.bottom;
vertexCoords[0 * 4 + 3] = 0.0f;
vertexCoords[1 * 4 + 1] = _viewportRect.left;
vertexCoords[1 * 4 + 2] = _viewportRect.top;
vertexCoords[1 * 4 + 3] = 0.0f;
vertexCoords[2 * 4 + 1] = _viewportRect.right;
vertexCoords[2 * 4 + 2] = _viewportRect.bottom;
vertexCoords[2 * 4 + 3] = 0.0f;
vertexCoords[3 * 4 + 1] = _viewportRect.right;
vertexCoords[3 * 4 + 2] = _viewportRect.top;
vertexCoords[3 * 4 + 3] = 0.0f;
vertices[0 * vertexSize + 0] = r;
vertices[0 * vertexSize + 1] = g;
vertices[0 * vertexSize + 2] = b;
vertices[0 * vertexSize + 3] = a;
vertices[1 * vertexSize + 0] = r;
vertices[1 * vertexSize + 1] = g;
vertices[1 * vertexSize + 2] = b;
vertices[1 * vertexSize + 3] = a;
vertices[2 * vertexSize + 0] = r;
vertices[2 * vertexSize + 1] = g;
vertices[2 * vertexSize + 2] = b;
vertices[2 * vertexSize + 3] = a;
vertices[3 * vertexSize + 0] = r;
vertices[3 * vertexSize + 1] = g;
vertices[3 * vertexSize + 2] = b;
vertices[3 * vertexSize + 3] = a;
glDisable(GL_DEPTH_TEST);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBindTexture(GL_TEXTURE_2D, 0);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
glVertexPointer(3, GL_FLOAT, vertexSize, vertices + 4);
glColorPointer(4, GL_UNSIGNED_BYTE, vertexSize, vertices);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
setup2D(true);
}
bool BaseRenderOpenGL3DShader::drawLine(int x1, int y1, int x2, int y2, uint32 color) {
warning("BaseRenderOpenGL3DShader::drawLine not yet implemented");
return true;
}
bool BaseRenderOpenGL3DShader::drawRect(int x1, int y1, int x2, int y2, uint32 color, int width) {
warning("BaseRenderOpenGL3DShader::drawRect not yet implemented");
return true;
}
bool BaseRenderOpenGL3DShader::setProjection() {
// is the viewport already set here?
float viewportWidth = _viewportRect.right - _viewportRect.left;
float viewportHeight = _viewportRect.bottom - _viewportRect.top;
float verticalViewAngle = _fov;
float aspectRatio = float(viewportWidth) / float(viewportHeight);
// same defaults as wme
float nearPlane = 90.0f;
float farPlane = 10000.0f;
float top = nearPlane * tanf(verticalViewAngle * 0.5f);
_projectionMatrix3d = Math::makeFrustumMatrix(-top * aspectRatio, top * aspectRatio, -top, top, nearPlane, farPlane);
return true;
}
bool BaseRenderOpenGL3DShader::setProjection2D() {
float viewportWidth = _viewportRect.right - _viewportRect.left;
float viewportHeight = _viewportRect.bottom - _viewportRect.top;
float nearPlane = -1.0f;
float farPlane = 100.0f;
_projectionMatrix2d.setToIdentity();
_projectionMatrix2d(0, 0) = 2.0f / viewportWidth;
_projectionMatrix2d(1, 1) = 2.0f / viewportHeight;
_projectionMatrix2d(2, 2) = 2.0f / (farPlane - nearPlane);
_projectionMatrix2d(3, 0) = -1.0f;
_projectionMatrix2d(3, 1) = -1.0f;
_projectionMatrix2d(3, 2) = -(farPlane + nearPlane) / (farPlane - nearPlane);
return true;
}
void BaseRenderOpenGL3DShader::resetModelViewTransform() {
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
void BaseRenderOpenGL3DShader::pushWorldTransform(const Math::Matrix4 &transform) {
Math::Matrix4 tmp = transform;
tmp.transpose();
Math::Matrix4 newTop = _transformStack.back() * tmp;
_transformStack.push_back(newTop);
newTop.transpose();
Math::Matrix4 newInvertedTranspose = newTop * _lastViewMatrix;
newInvertedTranspose.inverse();
newInvertedTranspose.transpose();
_modelXShader->use();
_modelXShader->setUniform("modelMatrix", newTop);
_modelXShader->setUniform("normalMatrix", newInvertedTranspose);
}
void BaseRenderOpenGL3DShader::popWorldTransform() {
_transformStack.pop_back();
Math::Matrix4 currentTransform = _transformStack.back();
currentTransform.transpose();
Math::Matrix4 currentInvertedTranspose = currentTransform * _lastViewMatrix;
currentInvertedTranspose.inverse();
currentTransform.transpose();
_modelXShader->use();
_modelXShader->setUniform("modelMatrix", currentTransform);
_modelXShader->setUniform("normalMatrix", currentInvertedTranspose);
}
bool BaseRenderOpenGL3DShader::windowedBlt() {
warning("BaseRenderOpenGL3DShader::windowedBlt not yet implemented");
return true;
}
bool BaseRenderOpenGL3DShader::fill(byte r, byte g, byte b, Common::Rect *rect) {
glClearColor(float(r) / 255.0f, float(g) / 255.0f, float(b) / 255.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
return true;
}
void Wintermute::BaseRenderOpenGL3DShader::onWindowChange() {
warning("BaseRenderOpenGL3DShader::onWindowChange not yet implemented");
}
bool BaseRenderOpenGL3DShader::initRenderer(int width, int height, bool windowed) {
glGenBuffers(1, &_spriteVBO);
glBindBuffer(GL_ARRAY_BUFFER, _spriteVBO);
glBufferData(GL_ARRAY_BUFFER, 4 * sizeof(SpriteVertexShader), nullptr, GL_DYNAMIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
static const char *spriteAttributes[] = {"position", "texcoord", "color", nullptr};
_spriteShader = OpenGL::Shader::fromFiles("sprite", spriteAttributes);
_spriteShader->enableVertexAttribute("position", _spriteVBO, 2, GL_FLOAT, false, sizeof(SpriteVertexShader), 0);
_spriteShader->enableVertexAttribute("texcoord", _spriteVBO, 2, GL_FLOAT, false, sizeof(SpriteVertexShader), 8);
_spriteShader->enableVertexAttribute("color", _spriteVBO, 4, GL_FLOAT, false, sizeof(SpriteVertexShader), 16);
_transformStack.push_back(Math::Matrix4());
_transformStack.back().setToIdentity();
static const char *modelXAttributes[] = {"position", "texcoord", "normal", nullptr};
_modelXShader = OpenGL::Shader::fromFiles("modelx", modelXAttributes);
_windowed = windowed;
_width = width;
_height = height;
setViewport(0, 0, width, height);
_active = true;
// setup a proper state
setup2D(true);
return true;
}
bool Wintermute::BaseRenderOpenGL3DShader::flip() {
g_system->updateScreen();
return true;
}
bool BaseRenderOpenGL3DShader::indicatorFlip() {
warning("BaseRenderOpenGL3DShader::indicatorFlip not yet implemented");
return true;
}
bool BaseRenderOpenGL3DShader::forcedFlip() {
warning("BaseRenderOpenGL3DShader::forcedFlip not yet implemented");
return true;
}
void BaseRenderOpenGL3DShader::initLoop() {
deleteRectList();
setup2D();
}
bool BaseRenderOpenGL3DShader::setup2D(bool force) {
if (_state3D || force) {
_state3D = false;
// some states are still missing here
glDisable(GL_DEPTH_TEST);
glDisable(GL_STENCIL_TEST);
glDisable(GL_CLIP_PLANE0);
glEnable(GL_CULL_FACE);
glFrontFace(GL_CCW);
glEnable(GL_BLEND);
glPolygonMode(GL_FRONT, GL_FILL);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
setProjection2D();
}
return true;
}
bool BaseRenderOpenGL3DShader::setup3D(Camera3D *camera, bool force) {
if (!_state3D || force) {
_state3D = true;
glEnable(GL_DEPTH_TEST);
glEnable(GL_BLEND);
setAmbientLight();
if (camera) {
_fov = camera->_fov;
Math::Matrix4 viewMatrix;
camera->getViewMatrix(&viewMatrix);
Math::Matrix4 cameraTranslate;
cameraTranslate.setPosition(-camera->_position);
cameraTranslate.transpose();
viewMatrix = cameraTranslate * viewMatrix;
_lastViewMatrix = viewMatrix;
}
bool fogEnabled;
uint32 fogColor;
float fogStart;
float fogEnd;
_gameRef->getFogParams(&fogEnabled, &fogColor, &fogStart, &fogEnd);
if (fogEnabled) {
glEnable(GL_FOG);
glFogi(GL_FOG_MODE, GL_LINEAR);
glFogf(GL_FOG_START, fogStart);
glFogf(GL_FOG_END, fogEnd);
GLfloat color[4];
color[0] = RGBCOLGetR(fogColor) / 255.0f;
color[1] = RGBCOLGetG(fogColor) / 255.0f;
color[2] = RGBCOLGetB(fogColor) / 255.0f;
color[3] = RGBCOLGetA(fogColor) / 255.0f;
glFogfv(GL_FOG_COLOR, color);
} else {
glDisable(GL_FOG);
}
setProjection();
}
_modelXShader->use();
_modelXShader->setUniform("viewMatrix", _lastViewMatrix);
_modelXShader->setUniform("projMatrix", _projectionMatrix3d);
// this is 8 / 255, since 8 is the value used by wme (as a DWORD)
_modelXShader->setUniform1f("alphaRef", 0.031f);
return true;
}
bool BaseRenderOpenGL3DShader::setupLines() {
warning("BaseRenderOpenGL3DShader::setupLines not yet implemented");
return true;
}
void BaseRenderOpenGL3DShader::project(const Math::Matrix4 &worldMatrix, const Math::Vector3d &point, int &x, int &y) {
Math::Vector3d windowCoords;
Math::Matrix4 modelMatrix = worldMatrix * _lastViewMatrix;
GLint viewport[4];
glGetIntegerv(GL_VIEWPORT, viewport);
Math::gluMathProject(point, modelMatrix.getData(), _projectionMatrix3d.getData(), viewport, windowCoords);
x = windowCoords.x();
// The Wintermute script code will expect a Direct3D viewport
y = viewport[3] - windowCoords.y();
}
Math::Ray BaseRenderOpenGL3DShader::rayIntoScene(int x, int y) {
Math::Vector3d direction((((2.0f * x) / _viewportRect.width()) - 1) / _projectionMatrix3d(0, 0),
-(((2.0f * y) / _viewportRect.height()) - 1) / _projectionMatrix3d(1, 1),
-1.0f);
Math::Matrix4 m = _lastViewMatrix;
m.inverse();
m.transpose();
m.transform(&direction, false);
Math::Vector3d origin = m.getPosition();
return Math::Ray(origin, direction);
}
BaseSurface *Wintermute::BaseRenderOpenGL3DShader::createSurface() {
return new BaseSurfaceOpenGL3D(_gameRef, this);
}
bool BaseRenderOpenGL3DShader::drawSprite(BaseSurfaceOpenGL3D &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 BaseRenderOpenGL3DShader::drawSpriteEx(BaseSurfaceOpenGL3D &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
if (_forceAlphaColor != 0) {
color = _forceAlphaColor;
}
float width = (rect.right - rect.left) * scale.x;
float height = (rect.bottom - rect.top) * scale.y;
glBindTexture(GL_TEXTURE_2D, tex.getTextureName());
// for sprites we clamp to the edge, to avoid line fragments at the edges
// this is not done by wme, though
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
// might as well provide getters for those
int texWidth;
int texHeight;
glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &texWidth);
glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, &texHeight);
float texLeft = (float)rect.left / (float)texWidth;
float texTop = (float)rect.top / (float)texHeight;
float texRight = (float)rect.right / (float)texWidth;
float texBottom = (float)rect.bottom / (float)texHeight;
float offset = _viewportRect.height() / 2.0f;
float correctedYPos = (pos.y - offset) * -1.0f + offset;
// to be implemented
if (mirrorX) {
warning("BaseRenderOpenGL3DShader::SpriteEx x mirroring is not yet implemented");
}
if (mirrorY) {
warning("BaseRenderOpenGL3DShader::SpriteEx y mirroring is not yet implemented");
}
SpriteVertexShader vertices[4] = {};
// texture coords
vertices[0].u = texLeft;
vertices[0].v = texTop;
vertices[1].u = texLeft;
vertices[1].v = texBottom;
vertices[2].u = texRight;
vertices[2].v = texTop;
vertices[3].u = texRight;
vertices[3].v = texBottom;
// position coords
vertices[0].x = pos.x - 0.5f;
vertices[0].y = correctedYPos - 0.5f;
vertices[1].x = pos.x - 0.5f;
vertices[1].y = correctedYPos - height - 0.5f;
vertices[2].x = pos.x + width - 0.5f;
vertices[2].y = correctedYPos - 0.5f;
vertices[3].x = pos.x + width - 0.5f;
vertices[3].y = correctedYPos - height - 0.5;
// not exactly sure about the color format, but this seems to work
byte a = RGBCOLGetA(color);
byte r = RGBCOLGetR(color);
byte g = RGBCOLGetG(color);
byte b = RGBCOLGetB(color);
for (int i = 0; i < 4; ++i) {
vertices[i].r = r / 255.0f;
vertices[i].g = g / 255.0f;
vertices[i].b = b / 255.0f;
vertices[i].a = a / 255.0f;
}
// transform vertices here if necessary, add offset
if (alphaDisable) {
glDisable(GL_ALPHA_TEST);
}
_spriteShader->use();
_spriteShader->setUniform("alphaTest", !alphaDisable);
_spriteShader->setUniform("projMatrix", _projectionMatrix2d);
glBindBuffer(GL_ARRAY_BUFFER, _spriteVBO);
glBufferSubData(GL_ARRAY_BUFFER, 0, 4 * sizeof(SpriteVertexShader), vertices);
setSpriteBlendMode(blendMode);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
if (alphaDisable) {
glEnable(GL_ALPHA_TEST);
}
return true;
}
Mesh3DS *BaseRenderOpenGL3DShader::createMesh3DS() {
return new Mesh3DSOpenGLShader();
}
MeshX *BaseRenderOpenGL3DShader::createMeshX() {
return new MeshXOpenGLShader(_gameRef, _modelXShader);
}
} // namespace Wintermute