/* 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 3 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, see . * */ // Based on Phantasma code by Thomas Harte (2013), // available at https://github.com/TomHarte/Phantasma/ (MIT) #include "common/config-manager.h" #include "common/math.h" #include "common/system.h" #include "math/glmath.h" #include "freescape/objects/object.h" #include "freescape/gfx_opengl_shaders.h" #include "freescape/gfx_opengl_texture.h" namespace Freescape { static const GLfloat bitmapVertices[] = { // XS YT 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 1.0, 1.0, }; Renderer *CreateGfxOpenGLShader(int screenW, int screenH, Common::RenderMode renderMode) { return new OpenGLShaderRenderer(screenW, screenH, renderMode); } OpenGLShaderRenderer::OpenGLShaderRenderer(int screenW, int screenH, Common::RenderMode renderMode) : Renderer(screenW, screenH, renderMode) { _triangleShader = nullptr; _triangleVBO = 0; _bitmapShader = nullptr; _bitmapVBO = 0; _texturePixelFormat = OpenGLTexture::getRGBAPixelFormat(); _isAccelerated = true; } OpenGLShaderRenderer::~OpenGLShaderRenderer() { OpenGL::Shader::freeBuffer(_triangleVBO); delete _triangleShader; } Texture *OpenGLShaderRenderer::createTexture(const Graphics::Surface *surface) { return new OpenGLTexture(surface); } void OpenGLShaderRenderer::freeTexture(Texture *texture) { delete texture; } void OpenGLShaderRenderer::init() { computeScreenViewport(); _verts = (Vertex *)malloc(sizeof(Vertex) * kVertexArraySize); static const char *triangleAttributes[] = { "position", nullptr }; _triangleShader = OpenGL::Shader::fromFiles("freescape_triangle", triangleAttributes); _triangleVBO = OpenGL::Shader::createBuffer(GL_ARRAY_BUFFER, sizeof(Vertex) * kVertexArraySize, _verts, GL_DYNAMIC_DRAW); // TODO: Check if 3 * sizeof(float) == sizeof(Vertex) _triangleShader->enableVertexAttribute("position", _triangleVBO, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), 0); static const char *bitmapAttributes[] = { "position", "texcoord", nullptr }; _bitmapShader = OpenGL::Shader::fromFiles("freescape_bitmap", bitmapAttributes); _bitmapVBO = OpenGL::Shader::createBuffer(GL_ARRAY_BUFFER, sizeof(bitmapVertices), bitmapVertices); _bitmapShader->enableVertexAttribute("position", _bitmapVBO, 2, GL_FLOAT, GL_TRUE, 2 * sizeof(float), 0); _bitmapShader->enableVertexAttribute("texcoord", _bitmapVBO, 2, GL_FLOAT, GL_TRUE, 2 * sizeof(float), 0); glDisable(GL_LIGHTING); glDisable(GL_TEXTURE_2D); glEnable(GL_DEPTH_TEST); glEnable(GL_SCISSOR_TEST); setViewport(_viewport); } void OpenGLShaderRenderer::setViewport(const Common::Rect &rect) { _viewport = Common::Rect( _screenViewport.width() * rect.width() / _screenW, _screenViewport.height() * rect.height() / _screenH ); _viewport.translate( _screenViewport.left + _screenViewport.width() * rect.left / _screenW, _screenViewport.top + _screenViewport.height() * rect.top / _screenH ); _unscaledViewport = rect; glViewport(_viewport.left, g_system->getHeight() - _viewport.bottom, _viewport.width(), _viewport.height()); glScissor(_viewport.left, g_system->getHeight() - _viewport.bottom, _viewport.width(), _viewport.height()); } void OpenGLShaderRenderer::drawTexturedRect2D(const Common::Rect &screenRect, const Common::Rect &textureRect, Texture *texture) { OpenGLTexture *glTexture = static_cast(texture); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_BLEND); _bitmapShader->use(); _bitmapShader->setUniform("flipY", glTexture->_upsideDown); glDepthMask(GL_FALSE); glBindTexture(GL_TEXTURE_2D, glTexture->_id); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); glDisable(GL_BLEND); glDepthMask(GL_TRUE); _bitmapShader->unbind(); } void OpenGLShaderRenderer::updateProjectionMatrix(float fov, float nearClipPlane, float farClipPlane) { float aspectRatio = _screenW / (float)_screenH; float xmaxValue = nearClipPlane * tan(Common::deg2rad(fov) / 2); float ymaxValue = xmaxValue / aspectRatio; _projectionMatrix = Math::makeFrustumMatrix(xmaxValue, -xmaxValue, -ymaxValue, ymaxValue, nearClipPlane, farClipPlane); } void OpenGLShaderRenderer::positionCamera(const Math::Vector3d &pos, const Math::Vector3d &interest) { Math::Vector3d up_vec(0, 1, 0); Math::Matrix4 lookMatrix = Math::makeLookAtMatrix(pos, interest, up_vec); Math::Matrix4 viewMatrix; viewMatrix.translate(-pos); viewMatrix.transpose(); _modelViewMatrix = viewMatrix * lookMatrix; Math::Matrix4 proj = _projectionMatrix; Math::Matrix4 model = _modelViewMatrix; proj.transpose(); model.transpose(); _mvpMatrix = proj * model; _mvpMatrix.transpose(); } void OpenGLShaderRenderer::renderSensorShoot(byte color, const Math::Vector3d sensor, const Math::Vector3d player, const Common::Rect viewArea) { /*glColor3ub(255, 255, 255); glLineWidth(20); polygonOffset(true); glEnableClientState(GL_VERTEX_ARRAY); copyToVertexArray(0, sensor); copyToVertexArray(1, player); glVertexPointer(3, GL_FLOAT, 0, _verts); glDrawArrays(GL_LINES, 0, 2); glDisableClientState(GL_VERTEX_ARRAY); polygonOffset(false); glLineWidth(1);*/ } void OpenGLShaderRenderer::renderPlayerShoot(byte color, const Common::Point position, const Common::Rect viewArea) { /*uint8 a, r, g, b; glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho(0, _screenW, _screenH, 0, 0, 1); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); if (_renderMode == Common::kRenderCGA || _renderMode == Common::kRenderZX) { r = g = b = 255; } else { uint32 pixel = 0x0; glReadPixels(g_system->getWidth() / 2, g_system->getHeight() / 2, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, &pixel); _texturePixelFormat.colorToARGB(pixel, a, r, g, b); color = indexFromColor(r, g, b); readFromPalette((color + 3) % (_renderMode == Common::kRenderCGA ? 4 : 16), r, g, b); } glDisable(GL_DEPTH_TEST); glDepthMask(GL_FALSE); glColor3ub(r, g, b); glLineWidth(5); // It will not work in every OpenGL implementation since the // spec doesn't require support for line widths other than 1 glEnableClientState(GL_VERTEX_ARRAY); copyToVertexArray(0, Math::Vector3d(viewArea.left, viewArea.height() + viewArea.top, 0)); copyToVertexArray(1, Math::Vector3d(position.x, position.y, 0)); copyToVertexArray(2, Math::Vector3d(viewArea.left, viewArea.height() + viewArea.top + 3, 0)); copyToVertexArray(3, Math::Vector3d(position.x, position.y, 0)); copyToVertexArray(4, Math::Vector3d(viewArea.right, viewArea.height() + viewArea.top, 0)); copyToVertexArray(5, Math::Vector3d(position.x, position.y, 0)); copyToVertexArray(6, Math::Vector3d(viewArea.right, viewArea.height() + viewArea.top + 3, 0)); copyToVertexArray(7, Math::Vector3d(position.x, position.y, 0)); glVertexPointer(3, GL_FLOAT, 0, _verts); glDrawArrays(GL_LINES, 0, 8); glDisableClientState(GL_VERTEX_ARRAY); glLineWidth(1); glEnable(GL_DEPTH_TEST); glDepthMask(GL_TRUE);*/ } void OpenGLShaderRenderer::renderFace(const Common::Array &vertices) { assert(vertices.size() >= 2); const Math::Vector3d &v0 = vertices[0]; /*if (vertices.size() == 2) { const Math::Vector3d &v1 = vertices[1]; if (v0 == v1) return; glEnableClientState(GL_VERTEX_ARRAY); copyToVertexArray(0, v0); copyToVertexArray(1, v1); glVertexPointer(3, GL_FLOAT, 0, _verts); glLineWidth(MAX(1, g_system->getWidth() / 192)); glDrawArrays(GL_LINES, 0, 2); glLineWidth(1); glDisableClientState(GL_VERTEX_ARRAY); return; }*/ //glEnableClientState(GL_VERTEX_ARRAY); _triangleShader->use(); _triangleShader->setUniform("mvpMatrix", _mvpMatrix); uint vi = 0; for (uint i = 1; i < vertices.size() - 1; i++) { // no underflow since vertices.size() > 2 const Math::Vector3d &v1 = vertices[i]; const Math::Vector3d &v2 = vertices[i + 1]; vi = 3 * (i - 1); // no underflow since i >= 1 copyToVertexArray(vi + 0, v0); copyToVertexArray(vi + 1, v1); copyToVertexArray(vi + 2, v2); } glBindBuffer(GL_ARRAY_BUFFER, _triangleVBO); glBufferData(GL_ARRAY_BUFFER, (vi + 3) * 3 * sizeof(float), _verts, GL_DYNAMIC_DRAW); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), nullptr); //glEnableVertexAttribArray(0); glDrawArrays(GL_TRIANGLES, 0, vi + 3); //glDisableVertexAttribArray(0); //glDisableClientState(GL_VERTEX_ARRAY); } void OpenGLShaderRenderer::polygonOffset(bool enabled) { if (enabled) { glEnable(GL_POLYGON_OFFSET_FILL); glPolygonOffset(-10.0f, 1.0f); } else { glPolygonOffset(0, 0); glDisable(GL_POLYGON_OFFSET_FILL); } } void OpenGLShaderRenderer::setStippleData(byte *data) { if (!data) return; //_variableStippleArray = data; //for (int i = 0; i < 128; i++) // _variableStippleArray[i] = data[(i / 16) % 4]; } void OpenGLShaderRenderer::useStipple(bool enabled) { /*if (enabled) { glEnable(GL_POLYGON_OFFSET_FILL); glPolygonOffset(0.0f, -1.0f); glEnable(GL_POLYGON_STIPPLE); if (_renderMode == Common::kRenderZX || _renderMode == Common::kRenderCPC || _renderMode == Common::kRenderCGA) glPolygonStipple(_variableStippleArray); else glPolygonStipple(_defaultStippleArray); } else { glPolygonOffset(0, 0); glDisable(GL_POLYGON_OFFSET_FILL); glDisable(GL_POLYGON_STIPPLE); }*/ } void OpenGLShaderRenderer::useColor(uint8 r, uint8 g, uint8 b) { Math::Vector3d color(r / 256.0, g / 256.0, b / 256.0); _triangleShader->use(); _triangleShader->setUniform("color", color); } void OpenGLShaderRenderer::clear(uint8 color) { uint8 r, g, b; if (_colorRemaps && _colorRemaps->contains(color)) { color = (*_colorRemaps)[color]; } readFromPalette(color, r, g, b); glClearColor(0, 0, 0, 1.0); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); } void OpenGLShaderRenderer::drawFloor(uint8 color) { /*uint8 r1, g1, b1, r2, g2, b2; byte *stipple; assert(getRGBAt(color, r1, g1, b1, r2, g2, b2, stipple)); // TODO: move check inside this function glColor3ub(r1, g1, b1); glEnableClientState(GL_VERTEX_ARRAY); copyToVertexArray(0, Math::Vector3d(-100000.0, 0.0, -100000.0)); copyToVertexArray(1, Math::Vector3d(100000.0, 0.0, -100000.0)); copyToVertexArray(2, Math::Vector3d(100000.0, 0.0, 100000.0)); copyToVertexArray(3, Math::Vector3d(-100000.0, 0.0, 100000.0)); glVertexPointer(3, GL_FLOAT, 0, _verts); glDrawArrays(GL_QUADS, 0, 4); glDisableClientState(GL_VERTEX_ARRAY);*/ } void OpenGLShaderRenderer::flipBuffer() {} Graphics::Surface *OpenGLShaderRenderer::getScreenshot() { Common::Rect screen = viewport(); Graphics::Surface *s = new Graphics::Surface(); s->create(screen.width(), screen.height(), OpenGLTexture::getRGBAPixelFormat()); glReadPixels(screen.left, screen.top, screen.width(), screen.height(), GL_RGBA, GL_UNSIGNED_BYTE, s->getPixels()); flipVertical(s); return s; return nullptr; } } // End of namespace Freescape