/* ScummVM - Graphic Adventure Engine * * ScummVM 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 "common/rect.h" #include "common/textconsole.h" #if defined(USE_OPENGL_SHADERS) #include "graphics/surface.h" #include "math/glmath.h" #include "math/vector2d.h" #include "math/rect2d.h" #include "math/quat.h" #include "graphics/opengl/shader.h" #include "engines/playground3d/gfx.h" #include "engines/playground3d/gfx_opengl_shaders.h" namespace Playground3d { static const GLfloat dimRegionVertices[] = { // X Y -0.5f, 0.5f, 0.5f, 0.5f, -0.5f, -0.5f, 0.5f, -0.5f, }; static const GLfloat bitmapVertices[] = { // X Y S T -0.2f, 0.2f, 0.0f, 0.0f, 0.2f, 0.2f, 1.0f, 0.0f, -0.2f, -0.2f, 0.0f, 1.0f, 0.2f, -0.2f, 1.0f, 1.0f, }; Renderer *CreateGfxOpenGLShader(OSystem *system) { return new ShaderRenderer(system); } ShaderRenderer::ShaderRenderer(OSystem *system) : Renderer(system), _currentViewport(kOriginalWidth, kOriginalHeight), _cubeShader(nullptr), _fadeShader(nullptr), _cubeVBO(0), _fadeVBO(0), _bitmapVBO(0) { } ShaderRenderer::~ShaderRenderer() { OpenGL::ShaderGL::freeBuffer(_cubeVBO); OpenGL::ShaderGL::freeBuffer(_fadeVBO); OpenGL::ShaderGL::freeBuffer(_bitmapVBO); delete _cubeShader; delete _fadeShader; delete _bitmapShader; } void ShaderRenderer::init() { debug("Initializing OpenGL Renderer with shaders"); computeScreenViewport(); glEnable(GL_DEPTH_TEST); static const char *cubeAttributes[] = { "position", "normal", "color", "texcoord", nullptr }; _cubeShader = OpenGL::ShaderGL::fromFiles("playground3d_cube", cubeAttributes); _cubeVBO = OpenGL::ShaderGL::createBuffer(GL_ARRAY_BUFFER, sizeof(cubeVertices), cubeVertices); _cubeShader->enableVertexAttribute("texcoord", _cubeVBO, 2, GL_FLOAT, GL_FALSE, 11 * sizeof(float), 0); _cubeShader->enableVertexAttribute("position", _cubeVBO, 3, GL_FLOAT, GL_FALSE, 11 * sizeof(float), 8); _cubeShader->enableVertexAttribute("normal", _cubeVBO, 3, GL_FLOAT, GL_FALSE, 11 * sizeof(float), 20); _cubeShader->enableVertexAttribute("color", _cubeVBO, 3, GL_FLOAT, GL_FALSE, 11 * sizeof(float), 32); static const char *fadeAttributes[] = { "position", nullptr }; _fadeShader = OpenGL::ShaderGL::fromFiles("playground3d_fade", fadeAttributes); _fadeVBO = OpenGL::ShaderGL::createBuffer(GL_ARRAY_BUFFER, sizeof(dimRegionVertices), dimRegionVertices); _fadeShader->enableVertexAttribute("position", _fadeVBO, 2, GL_FLOAT, GL_TRUE, 2 * sizeof(float), 0); static const char *bitmapAttributes[] = { "position", "texcoord", nullptr }; _bitmapShader = OpenGL::ShaderGL::fromFiles("playground3d_bitmap", bitmapAttributes); _bitmapVBO = OpenGL::ShaderGL::createBuffer(GL_ARRAY_BUFFER, sizeof(bitmapVertices), bitmapVertices); _bitmapShader->enableVertexAttribute("position", _bitmapVBO, 2, GL_FLOAT, GL_TRUE, 4 * sizeof(float), 0); _bitmapShader->enableVertexAttribute("texcoord", _bitmapVBO, 2, GL_FLOAT, GL_TRUE, 4 * sizeof(float), 8); glGenTextures(5, _textureRgbaId); glGenTextures(5, _textureRgbId); glGenTextures(2, _textureRgb565Id); glGenTextures(2, _textureRgba5551Id); glGenTextures(2, _textureRgba4444Id); } void ShaderRenderer::deinit() { glDeleteTextures(5, _textureRgbaId); glDeleteTextures(5, _textureRgbId); glDeleteTextures(2, _textureRgb565Id); glDeleteTextures(2, _textureRgba5551Id); glDeleteTextures(2, _textureRgba4444Id); } void ShaderRenderer::clear(const Math::Vector4d &clearColor) { glClearColor(clearColor.x(), clearColor.y(), clearColor.z(), clearColor.w()); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); } void ShaderRenderer::loadTextureRGBA(Graphics::Surface *texture) { glBindTexture(GL_TEXTURE_2D, _textureRgbaId[0]); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, texture->w, texture->h, 0, GL_RGBA, GL_UNSIGNED_BYTE, texture->getPixels()); glBindTexture(GL_TEXTURE_2D, _textureRgbaId[1]); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, texture->w, texture->h, 0, GL_BGRA, GL_UNSIGNED_BYTE, texture->getPixels()); } void ShaderRenderer::loadTextureRGB(Graphics::Surface *texture) { glBindTexture(GL_TEXTURE_2D, _textureRgbId[0]); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, texture->w, texture->h, 0, GL_RGB, GL_UNSIGNED_BYTE, texture->getPixels()); } void ShaderRenderer::loadTextureRGB565(Graphics::Surface *texture) { glBindTexture(GL_TEXTURE_2D, _textureRgb565Id[0]); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, texture->w, texture->h, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, texture->getPixels()); } void ShaderRenderer::loadTextureRGBA5551(Graphics::Surface *texture) { glBindTexture(GL_TEXTURE_2D, _textureRgba5551Id[0]); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, texture->w, texture->h, 0, GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1, texture->getPixels()); } void ShaderRenderer::loadTextureRGBA4444(Graphics::Surface *texture) { glBindTexture(GL_TEXTURE_2D, _textureRgba4444Id[0]); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, texture->w, texture->h, 0, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4, texture->getPixels()); } void ShaderRenderer::setupViewport(int x, int y, int width, int height) { glViewport(x, y, width, height); } void ShaderRenderer::drawCube(const Math::Vector3d &pos, const Math::Vector3d &roll) { auto rotateMatrix = (Math::Quaternion::fromEuler(roll.x(), roll.y(), roll.z(), Math::EO_XYZ)).inverse().toMatrix(); _cubeShader->use(); _cubeShader->setUniform("textured", false); _cubeShader->setUniform("mvpMatrix", _mvpMatrix); _cubeShader->setUniform("rotateMatrix", rotateMatrix); _cubeShader->setUniform("modelPos", pos); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); glDrawArrays(GL_TRIANGLE_STRIP, 4, 4); glDrawArrays(GL_TRIANGLE_STRIP, 8, 4); glDrawArrays(GL_TRIANGLE_STRIP, 12, 4); glDrawArrays(GL_TRIANGLE_STRIP, 16, 4); glDrawArrays(GL_TRIANGLE_STRIP, 20, 4); } void ShaderRenderer::drawPolyOffsetTest(const Math::Vector3d &pos, const Math::Vector3d &roll) { error("Polygon offset test not implemented yet"); } void ShaderRenderer::dimRegionInOut(float fade) { glEnable(GL_BLEND); glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); glDisable(GL_DEPTH_TEST); glDepthMask(GL_FALSE); _fadeShader->use(); _fadeShader->setUniform1f("alphaLevel", 1.0 - fade); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); _fadeShader->unbind(); } void ShaderRenderer::drawInViewport() { error("Draw in viewport test not implemented yet"); } void ShaderRenderer::drawRgbaTexture() { Math::Vector2d offset; glEnable(GL_BLEND); glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); glDisable(GL_DEPTH_TEST); glDepthMask(GL_FALSE); _bitmapShader->use(); offset.setX(-0.8); offset.setY(0.8); _bitmapShader->setUniform("offsetXY", offset); glBindTexture(GL_TEXTURE_2D, _textureRgbaId[0]); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); offset.setX(-0.3); offset.setY(0.8); _bitmapShader->setUniform("offsetXY", offset); glBindTexture(GL_TEXTURE_2D, _textureRgbaId[1]); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); offset.setX(0.2); offset.setY(0.8); _bitmapShader->setUniform("offsetXY", offset); glBindTexture(GL_TEXTURE_2D, _textureRgbId[0]); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); offset.setX(0.7); offset.setY(0.8); _bitmapShader->setUniform("offsetXY", offset); glBindTexture(GL_TEXTURE_2D, _textureRgb565Id[0]); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); offset.setX(-0.8); offset.setY(0.2); _bitmapShader->setUniform("offsetXY", offset); glBindTexture(GL_TEXTURE_2D, _textureRgba5551Id[0]); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); offset.setX(-0.3); offset.setY(0.2); _bitmapShader->setUniform("offsetXY", offset); glBindTexture(GL_TEXTURE_2D, _textureRgba4444Id[0]); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); _bitmapShader->unbind(); } } // End of namespace Playground3d #endif