STARK: Added OpenGL renderer (without shaders)
This commit is contained in:
parent
723ed5d1f2
commit
91672019fb
27 changed files with 427 additions and 122 deletions
3
NEWS.md
3
NEWS.md
|
@ -15,6 +15,9 @@ For a more comprehensive changelog of the latest experimental code, see:
|
|||
- Improved support for the high-resolution text in the 16-color Macintosh
|
||||
versions of Loom and Indiana Jones and the Last Crusade.
|
||||
|
||||
Stark:
|
||||
- Added OpenGL renderer (without shaders).
|
||||
|
||||
Xeen:
|
||||
- Fix crash on startup loading constants from xeen.ccs
|
||||
|
||||
|
|
|
@ -45,43 +45,42 @@ Driver *Driver::create() {
|
|||
Graphics::RendererType desiredRendererType = Graphics::parseRendererTypeCode(rendererConfig);
|
||||
Graphics::RendererType matchingRendererType = Graphics::getBestMatchingAvailableRendererType(desiredRendererType);
|
||||
|
||||
#if defined(USE_OPENGL_SHADERS) || defined(USE_GLES2)
|
||||
#if defined(USE_OPENGL_GAME) || defined(USE_OPENGL_SHADERS) || defined(USE_GLES2)
|
||||
bool softRenderer = matchingRendererType == Graphics::kRendererTypeTinyGL;
|
||||
if (!softRenderer) {
|
||||
initGraphics3d(kOriginalWidth, kOriginalHeight);
|
||||
} else {
|
||||
#endif
|
||||
initGraphics(kOriginalWidth, kOriginalHeight, nullptr);
|
||||
#if defined(USE_OPENGL_SHADERS) || defined(USE_GLES2)
|
||||
#if defined(USE_OPENGL_GAME) || defined(USE_OPENGL_SHADERS) || defined(USE_GLES2)
|
||||
}
|
||||
#endif
|
||||
|
||||
Driver *driver = nullptr;
|
||||
|
||||
if (matchingRendererType != desiredRendererType && desiredRendererType != Graphics::kRendererTypeDefault) {
|
||||
// Display a warning if unable to use the desired renderer
|
||||
warning("Unable to match a '%s' renderer", rendererConfig.c_str());
|
||||
}
|
||||
|
||||
Driver *driver = nullptr;
|
||||
|
||||
#if defined(USE_GLES2) || defined(USE_OPENGL_SHADERS)
|
||||
bool backendCapableOpenGLShaders = g_system->hasFeature(OSystem::kFeatureOpenGLForGame) && OpenGLContext.shadersSupported;
|
||||
if (backendCapableOpenGLShaders && matchingRendererType == Graphics::kRendererTypeOpenGLShaders) {
|
||||
driver = new OpenGLSDriver();
|
||||
}
|
||||
#endif
|
||||
if (matchingRendererType == Graphics::kRendererTypeTinyGL) {
|
||||
//driver = new TinyGLDriver();
|
||||
#if defined(USE_OPENGL_GAME) && !defined(USE_GLES2)
|
||||
bool backendCapableOpenGL = g_system->hasFeature(OSystem::kFeatureOpenGLForGame);
|
||||
if (backendCapableOpenGL && matchingRendererType == Graphics::kRendererTypeOpenGL) {
|
||||
driver = new OpenGLDriver();
|
||||
}
|
||||
#endif
|
||||
|
||||
if (!driver) {
|
||||
if (desiredRendererType != Graphics::kRendererTypeDefault) {
|
||||
warning("Desired a '%s' renderer is not supported", rendererConfig.c_str());
|
||||
GUI::displayErrorDialog(Common::U32String::format("Desired a '%s' renderer is not supported", rendererConfig.c_str()));
|
||||
} else {
|
||||
warning("No renderers have been found for this game");
|
||||
GUI::displayErrorDialog(Common::U32String::format(_("No renderers have been found for this game")));
|
||||
}
|
||||
}
|
||||
if (driver)
|
||||
return driver;
|
||||
|
||||
warning("No renderers have been found for this game");
|
||||
GUI::displayErrorDialog(Common::U32String::format(_("No renderers have been found for this game")));
|
||||
return driver;
|
||||
}
|
||||
|
||||
|
|
|
@ -63,13 +63,21 @@ public:
|
|||
virtual void flipBuffer() = 0;
|
||||
|
||||
/**
|
||||
* Create a new texture
|
||||
* Create a new texture for 3D
|
||||
*
|
||||
* The caller is responsible for freeing it.
|
||||
*
|
||||
*/
|
||||
virtual Texture *createTexture(const Graphics::Surface *surface = nullptr, const byte *palette = nullptr) = 0;
|
||||
|
||||
/**
|
||||
* Create a new texture for 2D
|
||||
*
|
||||
* The caller is responsible for freeing it.
|
||||
*
|
||||
*/
|
||||
virtual Texture *createBitmap(const Graphics::Surface *surface = nullptr, const byte *palette = nullptr) = 0;
|
||||
|
||||
/**
|
||||
* Create a new actor renderer
|
||||
*
|
||||
|
@ -131,6 +139,7 @@ public:
|
|||
virtual Graphics::Surface *getViewportScreenshot() const = 0;
|
||||
|
||||
virtual void set3DMode() = 0;
|
||||
virtual bool computeLightsEnabled() = 0;
|
||||
|
||||
static const int32 kOriginalWidth = 640;
|
||||
static const int32 kOriginalHeight = 480;
|
||||
|
@ -145,6 +154,7 @@ protected:
|
|||
static void flipVertical(Graphics::Surface *s);
|
||||
|
||||
Common::Rect _screenViewport;
|
||||
bool _computeLights;
|
||||
};
|
||||
|
||||
} // End of namespace Gfx
|
||||
|
|
|
@ -43,6 +43,7 @@ namespace Stark {
|
|||
namespace Gfx {
|
||||
|
||||
OpenGLDriver::OpenGLDriver() {
|
||||
_computeLights = true;
|
||||
}
|
||||
|
||||
OpenGLDriver::~OpenGLDriver() {
|
||||
|
@ -60,6 +61,7 @@ void OpenGLDriver::init() {
|
|||
glLoadIdentity();
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
glLoadIdentity();
|
||||
glDisable(GL_LIGHTING);
|
||||
}
|
||||
|
||||
void OpenGLDriver::setScreenViewport(bool noScaling) {
|
||||
|
@ -108,7 +110,6 @@ void OpenGLDriver::setupLights(const LightEntryArray &lights) {
|
|||
assert(ambient->type == LightEntry::kAmbient); // The first light must be the ambient light
|
||||
|
||||
Math::Matrix4 viewMatrix = StarkScene->getViewMatrix();
|
||||
Math::Matrix3 viewMatrixRot = viewMatrix.getRotation();
|
||||
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
glLoadIdentity();
|
||||
|
@ -121,6 +122,7 @@ void OpenGLDriver::setupLights(const LightEntryArray &lights) {
|
|||
GLfloat lightDir[] = { 0.0f, 0.0f, -1.0f };
|
||||
GLfloat cutoff = 180.0f;
|
||||
GLfloat spotExp = 0.0f;
|
||||
GLfloat c_attenuation = 1.0f;
|
||||
GLfloat l_attenuation = 0.0f;
|
||||
GLfloat q_attenuation = 0.0f;
|
||||
|
||||
|
@ -133,10 +135,9 @@ void OpenGLDriver::setupLights(const LightEntryArray &lights) {
|
|||
Math::Vector4d eyePosition = viewMatrix * worldPosition;
|
||||
|
||||
Math::Vector3d worldDirection = l->direction;
|
||||
Math::Vector3d eyeDirection = viewMatrixRot * worldDirection;
|
||||
Math::Vector3d eyeDirection = viewMatrix.getRotation() * worldDirection;
|
||||
eyeDirection.normalize();
|
||||
|
||||
glDisable(GL_LIGHT0 + i);
|
||||
switch (l->type) {
|
||||
case LightEntry::kPoint:
|
||||
lightColor[0] = (GLfloat)l->color.x();
|
||||
|
@ -150,9 +151,9 @@ void OpenGLDriver::setupLights(const LightEntryArray &lights) {
|
|||
lightColor[0] = (GLfloat)l->color.x();
|
||||
lightColor[1] = (GLfloat)l->color.y();
|
||||
lightColor[2] = (GLfloat)l->color.z();
|
||||
lightPos[0] = -(GLfloat)eyeDirection.x();
|
||||
lightPos[1] = -(GLfloat)eyeDirection.y();
|
||||
lightPos[2] = -(GLfloat)eyeDirection.z();
|
||||
lightPos[0] = (GLfloat)-eyeDirection.x();
|
||||
lightPos[1] = (GLfloat)-eyeDirection.y();
|
||||
lightPos[2] = (GLfloat)-eyeDirection.z();
|
||||
lightPos[3] = 0;
|
||||
break;
|
||||
case LightEntry::kSpot:
|
||||
|
@ -162,19 +163,15 @@ void OpenGLDriver::setupLights(const LightEntryArray &lights) {
|
|||
lightPos[0] = (GLfloat)eyePosition.x();
|
||||
lightPos[1] = (GLfloat)eyePosition.y();
|
||||
lightPos[2] = (GLfloat)eyePosition.z();
|
||||
lightDir[0] = -(GLfloat)eyeDirection.x();
|
||||
lightDir[1] = -(GLfloat)eyeDirection.y();
|
||||
lightDir[2] = -(GLfloat)eyeDirection.z();
|
||||
// FIXME
|
||||
l_attenuation = 0.0000001f;
|
||||
q_attenuation = 0.0000001f;
|
||||
//spotExp = 0.0f;
|
||||
//cutoff = (l->outerConeAngle.getDegrees() + l->innerConeAngle.getDegrees()) / 2.0f;
|
||||
lightDir[0] = (GLfloat)eyeDirection.x();
|
||||
lightDir[1] = (GLfloat)eyeDirection.y();
|
||||
lightDir[2] = (GLfloat)eyeDirection.z();
|
||||
cutoff = (l->outerConeAngle.getDegrees() + l->innerConeAngle.getDegrees()) / 2.26f;
|
||||
break;
|
||||
case LightEntry::kAmbient:
|
||||
ambientColor[0] = (GLfloat)l->color.x();
|
||||
ambientColor[1] = (GLfloat)l->color.y();
|
||||
ambientColor[2] = (GLfloat)l->color.z();
|
||||
lightColor[0] = (GLfloat)l->color.x();
|
||||
lightColor[1] = (GLfloat)l->color.y();
|
||||
lightColor[2] = (GLfloat)l->color.z();
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
|
@ -186,6 +183,7 @@ void OpenGLDriver::setupLights(const LightEntryArray &lights) {
|
|||
glLightfv(GL_LIGHT0 + i, GL_SPOT_DIRECTION, lightDir);
|
||||
glLightf(GL_LIGHT0 + i, GL_SPOT_EXPONENT, spotExp);
|
||||
glLightf(GL_LIGHT0 + i, GL_SPOT_CUTOFF, cutoff);
|
||||
glLightf(GL_LIGHT0 + i, GL_CONSTANT_ATTENUATION, c_attenuation);
|
||||
glLightf(GL_LIGHT0 + i, GL_LINEAR_ATTENUATION, l_attenuation);
|
||||
glLightf(GL_LIGHT0 + i, GL_QUADRATIC_ATTENUATION, q_attenuation);
|
||||
glEnable(GL_LIGHT0 + i);
|
||||
|
@ -207,6 +205,10 @@ Texture *OpenGLDriver::createTexture(const Graphics::Surface *surface, const byt
|
|||
return texture;
|
||||
}
|
||||
|
||||
Texture *OpenGLDriver::createBitmap(const Graphics::Surface *surface, const byte *palette) {
|
||||
return createTexture(surface, palette);
|
||||
}
|
||||
|
||||
VisualActor *OpenGLDriver::createActorRenderer() {
|
||||
return new OpenGLActorRenderer(this);
|
||||
}
|
||||
|
@ -224,6 +226,11 @@ FadeRenderer *OpenGLDriver::createFadeRenderer() {
|
|||
}
|
||||
|
||||
void OpenGLDriver::start2DMode() {
|
||||
#if defined(USE_OPENGL_SHADERS)
|
||||
// The ShaderSurfaceRenderer sets an array buffer which conflict with fixed pipeline rendering
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
#endif // defined(USE_OPENGL_SHADERS)
|
||||
|
||||
// Enable alpha blending
|
||||
glEnable(GL_BLEND);
|
||||
//glBlendEquation(GL_FUNC_ADD); // It's the default
|
||||
|
@ -235,7 +242,8 @@ void OpenGLDriver::start2DMode() {
|
|||
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
glDepthMask(GL_FALSE);
|
||||
glDisable(GL_LIGHTING);
|
||||
if (!_computeLights)
|
||||
glDisable(GL_LIGHTING);
|
||||
}
|
||||
|
||||
void OpenGLDriver::end2DMode() {
|
||||
|
@ -244,10 +252,14 @@ void OpenGLDriver::end2DMode() {
|
|||
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
glDepthMask(GL_TRUE);
|
||||
glEnable(GL_LIGHTING);
|
||||
}
|
||||
|
||||
void OpenGLDriver::set3DMode() {
|
||||
#if defined(USE_OPENGL_SHADERS)
|
||||
// The ShaderSurfaceRenderer sets an array buffer which conflict with fixed pipeline rendering
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
#endif // defined(USE_OPENGL_SHADERS)
|
||||
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
glDepthFunc(GL_LESS);
|
||||
|
||||
|
@ -256,6 +268,13 @@ void OpenGLDriver::set3DMode() {
|
|||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
glStencilFunc(GL_EQUAL, 0, 0xFF);
|
||||
glStencilOp(GL_KEEP, GL_KEEP, GL_INCR);
|
||||
|
||||
if (!_computeLights)
|
||||
glEnable(GL_LIGHTING);
|
||||
}
|
||||
|
||||
bool OpenGLDriver::computeLightsEnabled() {
|
||||
return _computeLights;
|
||||
}
|
||||
|
||||
Common::Rect OpenGLDriver::getViewport() const {
|
||||
|
|
|
@ -50,6 +50,7 @@ public:
|
|||
void flipBuffer() override;
|
||||
|
||||
Texture *createTexture(const Graphics::Surface *surface = nullptr, const byte *palette = nullptr) override;
|
||||
Texture *createBitmap(const Graphics::Surface *surface = nullptr, const byte *palette = nullptr) override;
|
||||
VisualActor *createActorRenderer() override;
|
||||
VisualProp *createPropRenderer() override;
|
||||
SurfaceRenderer *createSurfaceRenderer() override;
|
||||
|
@ -58,6 +59,7 @@ public:
|
|||
void start2DMode();
|
||||
void end2DMode();
|
||||
void set3DMode() override;
|
||||
bool computeLightsEnabled() override;
|
||||
|
||||
Common::Rect getViewport() const;
|
||||
Common::Rect getUnscaledViewport() const;
|
||||
|
|
|
@ -66,17 +66,31 @@ void OpenGLActorRenderer::render(const Math::Vector3d &position, float direction
|
|||
Math::Vector3d lightDirection;
|
||||
|
||||
_gfx->set3DMode();
|
||||
_gfx->setupLights(lights);
|
||||
if (!_gfx->computeLightsEnabled())
|
||||
_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
|
||||
modelViewMatrix.transpose(); // OpenGL expects matrices transposed
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
glLoadMatrixf(modelViewMatrix.getData());
|
||||
|
||||
Math::Matrix4 projectionMatrix = projection;
|
||||
projectionMatrix.transpose(); // OpenGL expects matrices transposed when compared to ScummVM's
|
||||
projectionMatrix.transpose(); // OpenGL expects matrices transposed
|
||||
glMatrixMode(GL_PROJECTION);
|
||||
glLoadMatrixf(projectionMatrix.getData());
|
||||
|
||||
Math::Matrix4 normalMatrix;
|
||||
if (_gfx->computeLightsEnabled()) {
|
||||
projectionMatrix.transpose();
|
||||
modelViewMatrix.transpose();
|
||||
|
||||
normalMatrix = modelViewMatrix;
|
||||
normalMatrix.invertAffineOrthonormal();
|
||||
}
|
||||
|
||||
Math::Matrix4 mvp;
|
||||
if (drawShadow) {
|
||||
|
@ -87,40 +101,43 @@ void OpenGLActorRenderer::render(const Math::Vector3d &position, float direction
|
|||
lightDirection = getShadowLightDirection(lights, position, modelInverse.getRotation());
|
||||
}
|
||||
|
||||
glMatrixMode(GL_PROJECTION);
|
||||
glLoadMatrixf(projectionMatrix.getData());
|
||||
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
glLoadMatrixf(modelViewMatrix.getData());
|
||||
|
||||
glEnable(GL_TEXTURE_2D);
|
||||
|
||||
Common::Array<Face *> faces = _model->getFaces();
|
||||
Common::Array<Material *> mats = _model->getMaterials();
|
||||
const Common::Array<BoneNode *> &bones = _model->getBones();
|
||||
|
||||
glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
|
||||
glEnable(GL_COLOR_MATERIAL);
|
||||
if (!_gfx->computeLightsEnabled()) {
|
||||
glColorMaterial(GL_FRONT_AND_BACK, GL_DIFFUSE);
|
||||
glEnable(GL_COLOR_MATERIAL);
|
||||
}
|
||||
|
||||
for (Common::Array<Face *>::const_iterator face = faces.begin(); face != faces.end(); ++face) {
|
||||
const Material *material = mats[(*face)->materialId];
|
||||
Math::Vector3d color;
|
||||
const Gfx::Texture *tex = resolveTexture(material);
|
||||
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];
|
||||
auto numVertexIndices = (*face)->vertexIndices.size();
|
||||
for (uint32 i = 0; i < numVertexIndices; i++) {
|
||||
if (tex) {
|
||||
tex->bind();
|
||||
if (_gfx->computeLightsEnabled())
|
||||
color = Math::Vector3d(1.0f, 1.0f, 1.0f);
|
||||
else
|
||||
glColor3f(1.0f, 1.0f, 1.0f);
|
||||
} else {
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
if (_gfx->computeLightsEnabled())
|
||||
color = Math::Vector3d(material->r, material->g, material->b);
|
||||
else
|
||||
glColor3f(material->r, material->g, material->b);
|
||||
}
|
||||
uint32 index = vertexIndices[i];
|
||||
auto vertex = _faceVBO[index];
|
||||
uint32 bone1 = vertex.bone1;
|
||||
uint32 bone2 = vertex.bone2;
|
||||
Math::Vector3d position1 = vertex.pos1;
|
||||
Math::Vector3d position2 = vertex.pos2;
|
||||
Math::Vector3d position1 = Math::Vector3d(vertex.pos1x, vertex.pos1y, vertex.pos1z);
|
||||
Math::Vector3d position2 = Math::Vector3d(vertex.pos2x, vertex.pos2y, vertex.pos2z);
|
||||
Math::Vector3d bone1Position = Math::Vector3d(bones[bone1]->_animPos.x(),
|
||||
bones[bone1]->_animPos.y(),
|
||||
bones[bone1]->_animPos.z());
|
||||
|
@ -136,27 +153,38 @@ void OpenGLActorRenderer::render(const Math::Vector3d &position, float direction
|
|||
bones[bone2]->_animRot.z(),
|
||||
bones[bone2]->_animRot.w());
|
||||
float boneWeight = vertex.boneWeight;
|
||||
Math::Vector3d normal = vertex.normal;
|
||||
Math::Vector3d normal = Math::Vector3d(vertex.normalx, vertex.normaly, vertex.normalz);
|
||||
|
||||
// Compute the vertex position in eye-space
|
||||
bone1Rotation.transform(position1);
|
||||
position1 += bone1Position;
|
||||
bone2Rotation.transform(position2);
|
||||
position2 += bone2Position;
|
||||
Math::Vector3d modelPosition = position2 * (1.0 - boneWeight) + position1 * boneWeight;
|
||||
Math::Vector3d modelPosition = Math::Vector3d::interpolate(position2, position1, boneWeight);
|
||||
vertex.x = modelPosition.x();
|
||||
vertex.y = modelPosition.y();
|
||||
vertex.z = modelPosition.z();
|
||||
|
||||
Math::Vector4d modelEyePosition;
|
||||
if (_gfx->computeLightsEnabled()) {
|
||||
modelEyePosition = modelViewMatrix * Math::Vector4d(modelPosition.x(),
|
||||
modelPosition.y(),
|
||||
modelPosition.z(),
|
||||
1.0);
|
||||
}
|
||||
// Compute the vertex normal in eye-space
|
||||
Math::Vector3d n1 = normal;
|
||||
bone1Rotation.transform(n1);
|
||||
Math::Vector3d n2 = normal;
|
||||
bone2Rotation.transform(n2);
|
||||
Math::Vector3d modelNormal = Math::Vector3d(n2 * (1.0 - boneWeight) + n1 * boneWeight).getNormalized();
|
||||
Math::Vector3d modelNormal = Math::Vector3d(Math::Vector3d::interpolate(n2, n1, boneWeight)).getNormalized();
|
||||
vertex.nx = modelNormal.x();
|
||||
vertex.ny = modelNormal.y();
|
||||
vertex.nz = modelNormal.z();
|
||||
Math::Vector3d modelEyeNormal;
|
||||
if (_gfx->computeLightsEnabled()) {
|
||||
modelEyeNormal = normalMatrix.getRotation() * modelNormal;
|
||||
modelEyeNormal.normalize();
|
||||
}
|
||||
|
||||
if (drawShadow) {
|
||||
Math::Vector3d shadowPosition = modelPosition + lightDirection * (-modelPosition.y() / lightDirection.y());
|
||||
|
@ -165,33 +193,100 @@ void OpenGLActorRenderer::render(const Math::Vector3d &position, float direction
|
|||
vertex.sz = shadowPosition.z();
|
||||
}
|
||||
|
||||
if (_gfx->computeLightsEnabled()) {
|
||||
static const uint maxLights = 10;
|
||||
|
||||
assert(lights.size() >= 1);
|
||||
assert(lights.size() <= maxLights);
|
||||
|
||||
const LightEntry *ambient = lights[0];
|
||||
assert(ambient->type == LightEntry::kAmbient); // The first light must be the ambient light
|
||||
|
||||
Math::Vector3d lightColor = ambient->color;
|
||||
|
||||
for (uint li = 0; li < lights.size() - 1; li++) {
|
||||
const LightEntry *l = lights[li + 1];
|
||||
|
||||
switch (l->type) {
|
||||
case LightEntry::kPoint: {
|
||||
Math::Vector3d vertexToLight = l->eyePosition.getXYZ() - modelEyePosition.getXYZ();
|
||||
|
||||
float dist = vertexToLight.length();
|
||||
vertexToLight.normalize();
|
||||
float attn = CLIP((l->falloffFar - dist) / MAX(0.001f, l->falloffFar - l->falloffNear), 0.0f, 1.0f);
|
||||
float incidence = MAX(0.0f, Math::Vector3d::dotProduct(modelEyeNormal, vertexToLight));
|
||||
lightColor += l->color * attn * incidence;
|
||||
break;
|
||||
}
|
||||
case LightEntry::kDirectional: {
|
||||
float incidence = MAX(0.0f, Math::Vector3d::dotProduct(modelEyeNormal, -l->eyeDirection));
|
||||
lightColor += (l->color * incidence);
|
||||
break;
|
||||
}
|
||||
case LightEntry::kSpot: {
|
||||
Math::Vector3d vertexToLight = l->eyePosition.getXYZ() - modelEyePosition.getXYZ();
|
||||
|
||||
float dist = vertexToLight.length();
|
||||
float attn = CLIP((l->falloffFar - dist) / MAX(0.001f, l->falloffFar - l->falloffNear), 0.0f, 1.0f);
|
||||
|
||||
vertexToLight.normalize();
|
||||
float incidence = MAX(0.0f, modelEyeNormal.dotProduct(vertexToLight));
|
||||
|
||||
float cosAngle = MAX(0.0f, vertexToLight.dotProduct(-l->eyeDirection));
|
||||
float cone = CLIP((cosAngle - l->innerConeAngle.getCosine()) / MAX(0.001f, l->outerConeAngle.getCosine() - l->innerConeAngle.getCosine()), 0.0f, 1.0f);
|
||||
|
||||
lightColor += l->color * attn * incidence * cone;
|
||||
break;
|
||||
}
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
lightColor.x() = CLIP(lightColor.x(), 0.0f, 1.0f);
|
||||
lightColor.y() = CLIP(lightColor.y(), 0.0f, 1.0f);
|
||||
lightColor.z() = CLIP(lightColor.z(), 0.0f, 1.0f);
|
||||
color = color * lightColor;
|
||||
vertex.r = color.x();
|
||||
vertex.g = color.y();
|
||||
vertex.b = color.z();
|
||||
}
|
||||
|
||||
_faceVBO[index] = vertex;
|
||||
}
|
||||
|
||||
glEnableClientState(GL_VERTEX_ARRAY);
|
||||
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
||||
if (_gfx->computeLightsEnabled())
|
||||
glEnableClientState(GL_COLOR_ARRAY);
|
||||
if (tex)
|
||||
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
||||
glEnableClientState(GL_NORMAL_ARRAY);
|
||||
|
||||
glVertexPointer(3, GL_FLOAT, sizeof(ActorVertex), &_faceVBO[0].x);
|
||||
if (tex)
|
||||
glTexCoordPointer(2, GL_FLOAT, sizeof(ActorVertex), &_faceVBO[0].texS);
|
||||
glNormalPointer(GL_FLOAT, sizeof(ActorVertex), &_faceVBO[0].nx);
|
||||
if (_gfx->computeLightsEnabled())
|
||||
glColorPointer(3, GL_FLOAT, sizeof(ActorVertex), &_faceVBO[0].r);
|
||||
|
||||
glDrawElements(GL_TRIANGLES, numVertexIndices, GL_UNSIGNED_INT, vertexIndices);
|
||||
|
||||
glDisableClientState(GL_VERTEX_ARRAY);
|
||||
glDisableClientState(GL_NORMAL_ARRAY);
|
||||
if (_gfx->computeLightsEnabled())
|
||||
glDisableClientState(GL_COLOR_ARRAY);
|
||||
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
||||
|
||||
glDisableClientState(GL_NORMAL_ARRAY);
|
||||
}
|
||||
glDisable(GL_COLOR_MATERIAL);
|
||||
if (!_gfx->computeLightsEnabled())
|
||||
glDisable(GL_COLOR_MATERIAL);
|
||||
|
||||
|
||||
if (drawShadow) {
|
||||
glEnable(GL_BLEND);
|
||||
glEnable(GL_STENCIL_TEST);
|
||||
glDisable(GL_TEXTURE_2D);
|
||||
glDisable(GL_LIGHTING);
|
||||
if (!_gfx->computeLightsEnabled())
|
||||
glDisable(GL_LIGHTING);
|
||||
|
||||
glMatrixMode(GL_PROJECTION);
|
||||
glLoadMatrixf(projectionMatrix.getData());
|
||||
|
@ -213,7 +308,8 @@ void OpenGLActorRenderer::render(const Math::Vector3d &position, float direction
|
|||
glDisableClientState(GL_VERTEX_ARRAY);
|
||||
}
|
||||
|
||||
glEnable(GL_LIGHTING);
|
||||
if (!_gfx->computeLightsEnabled())
|
||||
glEnable(GL_LIGHTING);
|
||||
glEnable(GL_TEXTURE_2D);
|
||||
glDisable(GL_BLEND);
|
||||
glDisable(GL_STENCIL_TEST);
|
||||
|
@ -247,12 +343,18 @@ ActorVertex *OpenGLActorRenderer::createModelVBO(const Model *model) {
|
|||
// Build a vertex array
|
||||
int i = 0;
|
||||
for (Common::Array<VertNode *>::const_iterator tri = modelVertices.begin(); tri != modelVertices.end(); ++tri, i++) {
|
||||
vertices[i].pos1 = Math::Vector3d((*tri)->_pos1.x(), (*tri)->_pos1.y(), (*tri)->_pos1.z());
|
||||
vertices[i].pos2 = Math::Vector3d((*tri)->_pos2.x(), (*tri)->_pos2.y(), (*tri)->_pos2.z());
|
||||
vertices[i].pos1x = (*tri)->_pos1.x();
|
||||
vertices[i].pos1y = (*tri)->_pos1.y();
|
||||
vertices[i].pos1z = (*tri)->_pos1.z();
|
||||
vertices[i].pos2x = (*tri)->_pos2.x();
|
||||
vertices[i].pos2y = (*tri)->_pos2.y();
|
||||
vertices[i].pos2z = (*tri)->_pos2.z();
|
||||
vertices[i].bone1 = (*tri)->_bone1;
|
||||
vertices[i].bone2 = (*tri)->_bone2;
|
||||
vertices[i].boneWeight = (*tri)->_boneWeight;
|
||||
vertices[i].normal = Math::Vector3d((*tri)->_normal.x(), (*tri)->_normal.y(), (*tri)->_normal.z());
|
||||
vertices[i].normalx = (*tri)->_normal.x();
|
||||
vertices[i].normaly = (*tri)->_normal.y();
|
||||
vertices[i].normalz = (*tri)->_normal.z();
|
||||
vertices[i].texS = -(*tri)->_texS;
|
||||
vertices[i].texT = (*tri)->_texT;
|
||||
}
|
||||
|
|
|
@ -42,12 +42,18 @@ class OpenGLDriver;
|
|||
#include "common/pack-start.h"
|
||||
|
||||
struct _ActorVertex {
|
||||
Math::Vector3d pos1;
|
||||
Math::Vector3d pos2;
|
||||
float pos1x;
|
||||
float pos1y;
|
||||
float pos1z;
|
||||
float pos2x;
|
||||
float pos2y;
|
||||
float pos2z;
|
||||
uint32 bone1;
|
||||
uint32 bone2;
|
||||
float boneWeight;
|
||||
Math::Vector3d normal;
|
||||
float normalx;
|
||||
float normaly;
|
||||
float normalz;
|
||||
float texS;
|
||||
float texT;
|
||||
float x;
|
||||
|
@ -59,6 +65,9 @@ struct _ActorVertex {
|
|||
float sx;
|
||||
float sy;
|
||||
float sz;
|
||||
float r;
|
||||
float g;
|
||||
float b;
|
||||
} PACKED_STRUCT;
|
||||
typedef _ActorVertex ActorVertex;
|
||||
|
||||
|
|
|
@ -45,66 +45,168 @@ OpenGLPropRenderer::~OpenGLPropRenderer() {
|
|||
|
||||
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);
|
||||
if (!_gfx->computeLightsEnabled())
|
||||
_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
|
||||
modelViewMatrix.transpose(); // OpenGL expects matrices transposed
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
glLoadMatrixf(modelViewMatrix.getData());
|
||||
|
||||
Math::Matrix4 projectionMatrix = projection;
|
||||
projectionMatrix.transpose(); // OpenGL expects matrices transposed when compared to ScummVM's
|
||||
projectionMatrix.transpose(); // OpenGL expects matrices transposed
|
||||
glMatrixMode(GL_PROJECTION);
|
||||
glLoadMatrixf(projectionMatrix.getData());
|
||||
|
||||
Math::Matrix4 normalMatrix;
|
||||
if (_gfx->computeLightsEnabled()) {
|
||||
projectionMatrix.transpose();
|
||||
modelViewMatrix.transpose();
|
||||
|
||||
normalMatrix = modelViewMatrix;
|
||||
normalMatrix.invertAffineOrthonormal();
|
||||
}
|
||||
|
||||
const Common::Array<Face> &faces = _model->getFaces();
|
||||
const Common::Array<Material> &materials = _model->getMaterials();
|
||||
|
||||
glEnable(GL_COLOR_MATERIAL);
|
||||
if (!_gfx->computeLightsEnabled())
|
||||
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
|
||||
Math::Vector3d color;
|
||||
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];
|
||||
auto numVertexIndices = (face)->vertexIndices.size();
|
||||
if (!_gfx->computeLightsEnabled()) {
|
||||
if (material.doubleSided)
|
||||
glColorMaterial(GL_FRONT_AND_BACK, GL_DIFFUSE);
|
||||
else
|
||||
glColorMaterial(GL_FRONT, GL_DIFFUSE);
|
||||
}
|
||||
for (uint32 i = 0; i < numVertexIndices; i++) {
|
||||
uint32 index = vertexIndices[i];
|
||||
auto vertex = _faceVBO[index];
|
||||
if (tex) {
|
||||
tex->bind();
|
||||
if (_gfx->computeLightsEnabled())
|
||||
color = Math::Vector3d(1.0f, 1.0f, 1.0f);
|
||||
else
|
||||
glColor3f(1.0f, 1.0f, 1.0f);
|
||||
if (material.doubleSided) {
|
||||
vertex.texS = vertex.stexS;
|
||||
vertex.texT = 1.0f - vertex.stexT;
|
||||
} else {
|
||||
vertex.texS = 1.0f - vertex.stexS;
|
||||
vertex.texT = 1.0f - vertex.stexT;
|
||||
}
|
||||
} else {
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
if (_gfx->computeLightsEnabled())
|
||||
color = Math::Vector3d(material.r, material.g, material.b);
|
||||
else
|
||||
glColor3f(material.r, material.g, material.b);
|
||||
}
|
||||
|
||||
if (_gfx->computeLightsEnabled()) {
|
||||
Math::Vector4d modelEyePosition = modelViewMatrix * Math::Vector4d(vertex.x, vertex.y, vertex.z, 1.0);
|
||||
Math::Vector3d modelEyeNormal = normalMatrix.getRotation() * Math::Vector3d(vertex.nx, vertex.ny, vertex.nz);
|
||||
modelEyeNormal.normalize();
|
||||
|
||||
static const uint maxLights = 10;
|
||||
|
||||
assert(lights.size() >= 1);
|
||||
assert(lights.size() <= maxLights);
|
||||
|
||||
const LightEntry *ambient = lights[0];
|
||||
assert(ambient->type == LightEntry::kAmbient); // The first light must be the ambient light
|
||||
|
||||
Math::Vector3d lightColor = ambient->color;
|
||||
|
||||
for (uint li = 0; li < lights.size() - 1; li++) {
|
||||
const LightEntry *l = lights[li + 1];
|
||||
|
||||
switch (l->type) {
|
||||
case LightEntry::kPoint: {
|
||||
Math::Vector3d vertexToLight = l->eyePosition.getXYZ() - modelEyePosition.getXYZ();
|
||||
|
||||
float dist = vertexToLight.length();
|
||||
vertexToLight.normalize();
|
||||
float attn = CLIP((l->falloffFar - dist) / MAX(0.001f, l->falloffFar - l->falloffNear), 0.0f, 1.0f);
|
||||
float incidence = MAX(0.0f, Math::Vector3d::dotProduct(modelEyeNormal, vertexToLight));
|
||||
lightColor += l->color * attn * incidence;
|
||||
break;
|
||||
}
|
||||
case LightEntry::kDirectional: {
|
||||
float incidence = MAX(0.0f, Math::Vector3d::dotProduct(modelEyeNormal, -l->eyeDirection));
|
||||
lightColor += (l->color * incidence);
|
||||
break;
|
||||
}
|
||||
case LightEntry::kSpot: {
|
||||
Math::Vector3d vertexToLight = l->eyePosition.getXYZ() - modelEyePosition.getXYZ();
|
||||
|
||||
float dist = vertexToLight.length();
|
||||
float attn = CLIP((l->falloffFar - dist) / MAX(0.001f, l->falloffFar - l->falloffNear), 0.0f, 1.0f);
|
||||
|
||||
vertexToLight.normalize();
|
||||
float incidence = MAX(0.0f, modelEyeNormal.dotProduct(vertexToLight));
|
||||
|
||||
float cosAngle = MAX(0.0f, vertexToLight.dotProduct(-l->eyeDirection));
|
||||
float cone = CLIP((cosAngle - l->innerConeAngle.getCosine()) / MAX(0.001f, l->outerConeAngle.getCosine() - l->innerConeAngle.getCosine()), 0.0f, 1.0f);
|
||||
|
||||
lightColor += l->color * attn * incidence * cone;
|
||||
break;
|
||||
}
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
lightColor.x() = CLIP(lightColor.x(), 0.0f, 1.0f);
|
||||
lightColor.y() = CLIP(lightColor.y(), 0.0f, 1.0f);
|
||||
lightColor.z() = CLIP(lightColor.z(), 0.0f, 1.0f);
|
||||
color = color * lightColor;
|
||||
vertex.r = color.x();
|
||||
vertex.g = color.y();
|
||||
vertex.b = color.z();
|
||||
}
|
||||
_faceVBO[index] = vertex;
|
||||
}
|
||||
|
||||
auto vertexIndices = _faceEBO[face];
|
||||
|
||||
glEnableClientState(GL_VERTEX_ARRAY);
|
||||
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
||||
if (_gfx->computeLightsEnabled())
|
||||
glEnableClientState(GL_COLOR_ARRAY);
|
||||
if (tex)
|
||||
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);
|
||||
if (_gfx->computeLightsEnabled())
|
||||
glColorPointer(3, GL_FLOAT, sizeof(PropVertex), &_faceVBO[0].r);
|
||||
|
||||
glDrawElements(GL_TRIANGLES, face->vertexIndices.size(), GL_UNSIGNED_INT, vertexIndices);
|
||||
|
||||
glDisableClientState(GL_VERTEX_ARRAY);
|
||||
glDisableClientState(GL_NORMAL_ARRAY);
|
||||
if (_gfx->computeLightsEnabled())
|
||||
glDisableClientState(GL_COLOR_ARRAY);
|
||||
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
||||
|
||||
glDisableClientState(GL_NORMAL_ARRAY);
|
||||
}
|
||||
glDisable(GL_COLOR_MATERIAL);
|
||||
|
||||
if (!_gfx->computeLightsEnabled())
|
||||
glDisable(GL_COLOR_MATERIAL);
|
||||
}
|
||||
|
||||
void OpenGLPropRenderer::clearVertices() {
|
||||
|
@ -138,8 +240,8 @@ PropVertex *OpenGLPropRenderer::createFaceVBO() {
|
|||
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();
|
||||
vertices[i].stexS = modelVertices[i].texturePosition.x();
|
||||
vertices[i].stexT = modelVertices[i].texturePosition.y();
|
||||
}
|
||||
|
||||
return vertices;
|
||||
|
|
|
@ -49,8 +49,13 @@ struct _PropVertex {
|
|||
float nx;
|
||||
float ny;
|
||||
float nz;
|
||||
float stexS;
|
||||
float stexT;
|
||||
float texS;
|
||||
float texT;
|
||||
float r;
|
||||
float g;
|
||||
float b;
|
||||
} PACKED_STRUCT;
|
||||
typedef _PropVertex PropVertex;
|
||||
|
||||
|
|
|
@ -142,6 +142,10 @@ Texture *OpenGLSDriver::createTexture(const Graphics::Surface *surface, const by
|
|||
return texture;
|
||||
}
|
||||
|
||||
Texture *OpenGLSDriver::createBitmap(const Graphics::Surface *surface, const byte *palette) {
|
||||
return createTexture(surface, palette);
|
||||
}
|
||||
|
||||
VisualActor *OpenGLSDriver::createActorRenderer() {
|
||||
return new OpenGLSActorRenderer(this);
|
||||
}
|
||||
|
@ -191,6 +195,10 @@ void OpenGLSDriver::set3DMode() {
|
|||
glStencilOp(GL_KEEP, GL_KEEP, GL_INCR);
|
||||
}
|
||||
|
||||
bool OpenGLSDriver::computeLightsEnabled() {
|
||||
return false;
|
||||
}
|
||||
|
||||
Common::Rect OpenGLSDriver::getViewport() const {
|
||||
return _viewport;
|
||||
}
|
||||
|
|
|
@ -52,6 +52,7 @@ public:
|
|||
void flipBuffer() override;
|
||||
|
||||
Texture *createTexture(const Graphics::Surface *surface = nullptr, const byte *palette = nullptr) override;
|
||||
Texture *createBitmap(const Graphics::Surface *surface = nullptr, const byte *palette = nullptr) override;
|
||||
VisualActor *createActorRenderer() override;
|
||||
VisualProp *createPropRenderer() override;
|
||||
SurfaceRenderer *createSurfaceRenderer() override;
|
||||
|
@ -65,6 +66,7 @@ public:
|
|||
void start2DMode();
|
||||
void end2DMode();
|
||||
void set3DMode() override;
|
||||
bool computeLightsEnabled() override;
|
||||
|
||||
Common::Rect getViewport() const;
|
||||
Common::Rect getUnscaledViewport() const;
|
||||
|
|
|
@ -71,15 +71,13 @@ void OpenGLSActorRenderer::render(const Math::Vector3d &position, float directio
|
|||
Math::Matrix4 projection = StarkScene->getProjectionMatrix();
|
||||
|
||||
Math::Matrix4 modelViewMatrix = view * model;
|
||||
modelViewMatrix.transpose(); // OpenGL expects matrices transposed when compared to ScummVM's
|
||||
modelViewMatrix.transpose(); // OpenGL expects matrices transposed
|
||||
|
||||
Math::Matrix4 projectionMatrix = projection;
|
||||
projectionMatrix.transpose(); // OpenGL expects matrices transposed when compared to ScummVM's
|
||||
projectionMatrix.transpose(); // OpenGL expects matrices transposed
|
||||
|
||||
Math::Matrix4 normalMatrix = modelViewMatrix;
|
||||
normalMatrix.invertAffineOrthonormal();
|
||||
//normalMatrix.transpose(); // OpenGL expects matrices transposed when compared to ScummVM's
|
||||
//normalMatrix.transpose(); // No need to transpose twice in a row
|
||||
|
||||
_shader->enableVertexAttribute("position1", _faceVBO, 3, GL_FLOAT, GL_FALSE, 14 * sizeof(float), 0);
|
||||
_shader->enableVertexAttribute("position2", _faceVBO, 3, GL_FLOAT, GL_FALSE, 14 * sizeof(float), 12);
|
||||
|
|
|
@ -65,15 +65,13 @@ void OpenGLSPropRenderer::render(const Math::Vector3d &position, float direction
|
|||
Math::Matrix4 projection = StarkScene->getProjectionMatrix();
|
||||
|
||||
Math::Matrix4 modelViewMatrix = view * model;
|
||||
modelViewMatrix.transpose(); // OpenGL expects matrices transposed when compared to ScummVM's
|
||||
modelViewMatrix.transpose(); // OpenGL expects matrices transposed
|
||||
|
||||
Math::Matrix4 projectionMatrix = projection;
|
||||
projectionMatrix.transpose(); // OpenGL expects matrices transposed when compared to ScummVM's
|
||||
projectionMatrix.transpose(); // OpenGL expects matrices transposed
|
||||
|
||||
Math::Matrix4 normalMatrix = modelViewMatrix;
|
||||
normalMatrix.invertAffineOrthonormal();
|
||||
//normalMatrix.transpose(); // OpenGL expects matrices transposed when compared to ScummVM's
|
||||
//normalMatrix.transpose(); // No need to transpose twice in a row
|
||||
|
||||
_shader->enableVertexAttribute("position", _faceVBO, 3, GL_FLOAT, GL_FALSE, 9 * sizeof(float), 0);
|
||||
_shader->enableVertexAttribute("normal", _faceVBO, 3, GL_FLOAT, GL_FALSE, 9 * sizeof(float), 12);
|
||||
|
|
|
@ -58,6 +58,9 @@ struct LightEntry {
|
|||
Math::Angle outerConeAngle;
|
||||
float falloffNear;
|
||||
float falloffFar;
|
||||
Math::Vector4d worldPosition;
|
||||
Math::Vector4d eyePosition;
|
||||
Math::Vector3d eyeDirection;
|
||||
};
|
||||
|
||||
typedef Common::Array<LightEntry *> LightEntryArray;
|
||||
|
|
|
@ -214,6 +214,14 @@ Gfx::LightEntryArray Location::listLightEntries() {
|
|||
if (light->type == Gfx::LightEntry::kAmbient) {
|
||||
ambient = light;
|
||||
} else {
|
||||
Math::Matrix4 view = StarkScene->getViewMatrix();
|
||||
light->worldPosition.x() = light->position.x();
|
||||
light->worldPosition.y() = light->position.y();
|
||||
light->worldPosition.z() = light->position.z();
|
||||
light->worldPosition.w() = 1.0f;
|
||||
light->eyePosition = view * light->worldPosition;
|
||||
light->eyeDirection = view.getRotation() * light->direction;
|
||||
light->eyeDirection.normalize();
|
||||
others.push_back(light);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -60,12 +60,17 @@ vec3 directionalLight(vec3 direction, vec3 color) {
|
|||
|
||||
vec3 spotLight(vec3 position, vec3 color, float falloffNear, float falloffFar, vec3 direction, float cosInnerAngle, float cosOuterAngle) {
|
||||
vec3 vertexToLight = position - eyePosition.xyz;
|
||||
|
||||
float dist = length(vertexToLight);
|
||||
float attn = clamp((falloffFar - dist) / max(0.001, falloffFar - falloffNear), 0.0, 1.0);
|
||||
|
||||
vertexToLight = normalize(vertexToLight);
|
||||
float incidence = max(0.0, dot(eyeNormal, vertexToLight));
|
||||
|
||||
float cosAngle = max(0.0, dot(vertexToLight, -direction));
|
||||
float cone = clamp((cosAngle - cosInnerAngle) / max(0.001, cosOuterAngle - cosInnerAngle), 0.0, 1.0);
|
||||
|
||||
return pointLight(position, color, falloffNear, falloffFar) * cone;
|
||||
return color * attn * incidence * cone;
|
||||
}
|
||||
|
||||
void main()
|
||||
|
@ -105,7 +110,7 @@ void main()
|
|||
lightColor += directionalLight(lights[i].direction, lights[i].color);
|
||||
} else if (type == lightTypeSpot) {
|
||||
lightColor += spotLight(lights[i].position.xyz, lights[i].color, lights[i].params.x, lights[i].params.y,
|
||||
lights[i].direction, lights[i].params.z, lights[i].params.w);
|
||||
lights[i].direction, lights[i].params.z, lights[i].params.w);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -48,12 +48,17 @@ vec3 directionalLight(vec3 direction, vec3 color) {
|
|||
|
||||
vec3 spotLight(vec3 position, vec3 color, float falloffNear, float falloffFar, vec3 direction, float cosInnerAngle, float cosOuterAngle) {
|
||||
vec3 vertexToLight = position - eyePosition.xyz;
|
||||
|
||||
float dist = length(vertexToLight);
|
||||
float attn = clamp((falloffFar - dist) / max(0.001, falloffFar - falloffNear), 0.0, 1.0);
|
||||
|
||||
vertexToLight = normalize(vertexToLight);
|
||||
float incidence = max(0.0, dot(eyeNormal, vertexToLight));
|
||||
|
||||
float cosAngle = max(0.0, dot(vertexToLight, -direction));
|
||||
float cone = clamp((cosAngle - cosInnerAngle) / max(0.001, cosOuterAngle - cosInnerAngle), 0.0, 1.0);
|
||||
|
||||
return pointLight(position, color, falloffNear, falloffFar) * cone;
|
||||
return color * attn * incidence * cone;
|
||||
}
|
||||
|
||||
void main() {
|
||||
|
|
|
@ -62,7 +62,7 @@ DialogBox::DialogBox(StarkEngine *vm, Gfx::Driver *gfx, Cursor *cursor) :
|
|||
uint32 blue = background->format.RGBToColor(26, 28, 57);
|
||||
background->fillRect(Common::Rect(256, 256), blue);
|
||||
}
|
||||
_backgroundTexture = gfx->createTexture(background);
|
||||
_backgroundTexture = gfx->createBitmap(background);
|
||||
_backgroundTexture->setSamplingFilter(Gfx::Texture::kLinear);
|
||||
|
||||
background->free();
|
||||
|
@ -168,7 +168,7 @@ void DialogBox::recomputeLayout() {
|
|||
drawBevel(&foreground, _confirmButtonRect);
|
||||
drawBevel(&foreground, _cancelButtonRect);
|
||||
|
||||
_foregroundTexture = _gfx->createTexture(&foreground);
|
||||
_foregroundTexture = _gfx->createBitmap(&foreground);
|
||||
_foregroundTexture->setSamplingFilter(Gfx::Texture::kLinear);
|
||||
|
||||
foreground.free();
|
||||
|
|
|
@ -246,8 +246,8 @@ SaveDataWidget::SaveDataWidget(int slot, Gfx::Driver *gfx, SaveLoadMenuScreen *s
|
|||
_screen(screen),
|
||||
_thumbWidth(kThumbnailWidth),
|
||||
_thumbHeight(kThumbnailHeight),
|
||||
_texture(gfx->createTexture()),
|
||||
_outline(gfx->createTexture()),
|
||||
_texture(gfx->createBitmap()),
|
||||
_outline(gfx->createBitmap()),
|
||||
_surfaceRenderer(gfx->createSurfaceRenderer()),
|
||||
_textDesc(gfx),
|
||||
_textTime(gfx),
|
||||
|
|
|
@ -44,7 +44,7 @@ FMVScreen::FMVScreen(Gfx::Driver *gfx, Cursor *cursor) :
|
|||
_decoder->setDefaultHighColorFormat(Gfx::Driver::getRGBAPixelFormat());
|
||||
_decoder->setSoundType(Audio::Mixer::kSFXSoundType);
|
||||
|
||||
_texture = _gfx->createTexture();
|
||||
_texture = _gfx->createBitmap();
|
||||
_texture->setSamplingFilter(StarkSettings->getImageSamplingFilter());
|
||||
|
||||
_surfaceRenderer = _gfx->createSurfaceRenderer();
|
||||
|
|
|
@ -41,7 +41,7 @@ VisualEffect::VisualEffect(VisualType type, const Common::Point &size, Gfx::Driv
|
|||
_surface = new Graphics::Surface();
|
||||
_surface->create(size.x, size.y, Gfx::Driver::getRGBAPixelFormat());
|
||||
|
||||
_texture = _gfx->createTexture(_surface);
|
||||
_texture = _gfx->createBitmap(_surface);
|
||||
_texture->setSamplingFilter(StarkSettings->getImageSamplingFilter());
|
||||
|
||||
_surfaceRenderer = _gfx->createSurfaceRenderer();
|
||||
|
|
|
@ -62,7 +62,7 @@ void VisualExplodingImage::initFromSurface(const Graphics::Surface *surface, uin
|
|||
_originalWidth = originalWidth;
|
||||
_originalHeight = originalHeight;
|
||||
|
||||
_texture = _gfx->createTexture(_surface);
|
||||
_texture = _gfx->createBitmap(_surface);
|
||||
_texture->setSamplingFilter(StarkSettings->getImageSamplingFilter());
|
||||
|
||||
// Create an explosion unit for each pixel in the surface
|
||||
|
|
|
@ -60,7 +60,7 @@ void VisualFlashingImage::initFromSurface(const Graphics::Surface *surface, uint
|
|||
_originalWidth = originalWidth;
|
||||
_originalHeight = originalHeight;
|
||||
|
||||
_texture = _gfx->createTexture(surface);
|
||||
_texture = _gfx->createBitmap(surface);
|
||||
_texture->setSamplingFilter(StarkSettings->getImageSamplingFilter());
|
||||
}
|
||||
|
||||
|
|
|
@ -62,7 +62,7 @@ void VisualImageXMG::load(Common::ReadStream *stream) {
|
|||
|
||||
// Decode the XMG
|
||||
_surface = Formats::XMGDecoder::decode(stream);
|
||||
_texture = _gfx->createTexture(_surface);
|
||||
_texture = _gfx->createBitmap(_surface);
|
||||
_texture->setSamplingFilter(StarkSettings->getImageSamplingFilter());
|
||||
|
||||
_originalWidth = _surface->w;
|
||||
|
@ -95,7 +95,7 @@ bool VisualImageXMG::loadPNG(Common::SeekableReadStream *stream) {
|
|||
_surface = pngDecoder.getSurface()->convertTo(Gfx::Driver::getRGBAPixelFormat());
|
||||
}
|
||||
|
||||
_texture = _gfx->createTexture(_surface);
|
||||
_texture = _gfx->createBitmap(_surface);
|
||||
_texture->setSamplingFilter(StarkSettings->getImageSamplingFilter());
|
||||
|
||||
return true;
|
||||
|
|
|
@ -85,7 +85,7 @@ void VisualSmacker::init() {
|
|||
|
||||
rewind();
|
||||
|
||||
_texture = _gfx->createTexture();
|
||||
_texture = _gfx->createBitmap();
|
||||
_texture->setSamplingFilter(StarkSettings->getImageSamplingFilter());
|
||||
|
||||
update();
|
||||
|
|
|
@ -294,7 +294,7 @@ void VisualText::createTexture() {
|
|||
multiplyColorWithAlpha(&surface);
|
||||
|
||||
// Create a texture from the surface
|
||||
_texture = _gfx->createTexture(&surface);
|
||||
_texture = _gfx->createBitmap(&surface);
|
||||
_texture->setSamplingFilter(Gfx::Texture::kNearest);
|
||||
|
||||
surface.free();
|
||||
|
@ -310,7 +310,7 @@ void VisualText::createTexture() {
|
|||
surface.fillRect(Common::Rect(surface.w, surface.h), bgColor);
|
||||
multiplyColorWithAlpha(&surface);
|
||||
|
||||
_bgTexture = _gfx->createTexture(&surface);
|
||||
_bgTexture = _gfx->createBitmap(&surface);
|
||||
|
||||
surface.free();
|
||||
}
|
||||
|
|
|
@ -84,6 +84,33 @@ public:
|
|||
inline static Angle angle(const Vector3d& v1, const Vector3d& v2) {
|
||||
return Angle::arcCosine(fminf(fmaxf(dotProduct(v1, v2) / (v1.getMagnitude() * v2.getMagnitude()), -1.0f), 1.0f));
|
||||
}
|
||||
|
||||
/**
|
||||
* Calculate vector length
|
||||
* @return The computed length
|
||||
*/
|
||||
inline static float length(const Vector3d& v) {
|
||||
return sqrtf(v.x() * v.x() + v.y() * v.y() + v.z() * v.z());
|
||||
}
|
||||
|
||||
/**
|
||||
* Calculate vector length
|
||||
* @return The computed length
|
||||
*/
|
||||
float length() {
|
||||
return sqrtf(x() * x() + y() * y() + z() * z());
|
||||
}
|
||||
|
||||
/**
|
||||
* Linearly interpolate between two vectors
|
||||
* @param v1 The first vector
|
||||
* @param v2 The second vector
|
||||
* @param a The value to use to interpolate between v1 and v2
|
||||
* @return The resulting calculation
|
||||
*/
|
||||
inline static Vector3d interpolate(const Vector3d& v1, const Vector3d& v2, const float a) {
|
||||
return Vector3d(v1 * (1.0f - a) + v2 * a);
|
||||
}
|
||||
};
|
||||
|
||||
} // end of namespace Math
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue