#include "base_render_opengl3d.h" #include "../../../../../graphics/opengl/system_headers.h" #include "base_surface_opengl3d.h" #include "math/glmath.h" namespace Wintermute { BaseRenderer *makeOpenGL3DRenderer(BaseGame* inGame) { return new BaseRenderOpenGL3D(inGame); } } Wintermute::BaseRenderOpenGL3D::BaseRenderOpenGL3D(Wintermute::BaseGame* inGame) : _spriteBatchMode(false) { } Wintermute::BaseRenderOpenGL3D::~BaseRenderOpenGL3D() { } Wintermute::BaseImage* Wintermute::BaseRenderOpenGL3D::takeScreenshot() { return nullptr; } bool Wintermute::BaseRenderOpenGL3D::saveScreenShot(const Common::String& filename, int sizeX, int sizeY) { return true; } bool Wintermute::BaseRenderOpenGL3D::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 Wintermute::BaseRenderOpenGL3D::setViewport(Wintermute::Rect32* rect) { return setViewport(rect->left, rect->top, rect->right, rect->bottom); } Wintermute::Rect32 Wintermute::BaseRenderOpenGL3D::getViewPort() { return Rect32(0, 0, 0, 0); } void Wintermute::BaseRenderOpenGL3D::setWindowed(bool windowed) { } Graphics::PixelFormat Wintermute::BaseRenderOpenGL3D::getPixelFormat() const { return OpenGL::Texture::getRGBAPixelFormat(); } void Wintermute::BaseRenderOpenGL3D::fade(uint16 alpha) { fadeToColor(0, 0, 0, (byte)(255 - alpha)); } void Wintermute::BaseRenderOpenGL3D::fadeToColor(byte r, byte g, byte b, byte a) { glBindBuffer(GL_ARRAY_BUFFER, 0); setProjection2D(); int vertex_size = 16; byte vertices[4 * vertex_size]; *reinterpret_cast(vertices + 4) = _viewportRect.left; *reinterpret_cast(vertices + 8) = _viewportRect.bottom; *reinterpret_cast(vertices + 12) = 0.0f; *reinterpret_cast(vertices + vertex_size + 4) = _viewportRect.left; *reinterpret_cast(vertices + vertex_size + 8) = _viewportRect.top; *reinterpret_cast(vertices + vertex_size + 12) = 0.0f; *reinterpret_cast(vertices + 2 * vertex_size + 4) = _viewportRect.right; *reinterpret_cast(vertices + 2 * vertex_size + 8) = _viewportRect.bottom; *reinterpret_cast(vertices + 2 * vertex_size + 12) = 0.0f; *reinterpret_cast(vertices + 3 * vertex_size + 4) = _viewportRect.right; *reinterpret_cast(vertices + 3 * vertex_size + 8) = _viewportRect.top; *reinterpret_cast(vertices + 3 * vertex_size + 12) = 0.0f; *(vertices) = r; *(vertices + 1) = g; *(vertices + 2) = b; *(vertices + 3) = a; *(vertices + vertex_size) = r; *(vertices + vertex_size + 1) = g; *(vertices + vertex_size + 2) = b; *(vertices + vertex_size + 3) = a; *(vertices + 2 * vertex_size) = r; *(vertices + 2 * vertex_size + 1) = g; *(vertices + 2 * vertex_size + 2) = b; *(vertices + 2 * vertex_size + 3) = a; *(vertices + 3 * vertex_size) = r; *(vertices + 3 * vertex_size + 1) = g; *(vertices + 3 * vertex_size + 2) = b; *(vertices + 3 * vertex_size + 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, vertex_size, vertices + 4); glColorPointer(4, GL_UNSIGNED_BYTE, vertex_size, vertices); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); setup2D(true); } bool Wintermute::BaseRenderOpenGL3D::drawLine(int x1, int y1, int x2, int y2, uint32 color) { return true; } bool Wintermute::BaseRenderOpenGL3D::drawRect(int x1, int y1, int x2, int y2, uint32 color, int width) { return true; } bool Wintermute::BaseRenderOpenGL3D::setProjection() { // is the viewport already set here? float viewportWidth = _viewportRect.right - _viewportRect.left; float viewportHeight = _viewportRect.bottom - _viewportRect.top; float horizontal_view_angle = M_PI * 0.5f; float aspect_ratio = float(viewportHeight) / float(viewportWidth); float near_plane = 1.0f; float far_plane = 1000.0f; float right = near_plane * tanf(horizontal_view_angle * 0.5f); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glFrustum(-right, right, -right*aspect_ratio, right*aspect_ratio, near_plane, far_plane); glMatrixMode(GL_MODELVIEW); return true; } bool Wintermute::BaseRenderOpenGL3D::setProjection2D() { glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho(0, _viewportRect.width(), 0, _viewportRect.height(), -1.0, 100.0); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); return true; } bool Wintermute::BaseRenderOpenGL3D::windowedBlt() { return true; } bool Wintermute::BaseRenderOpenGL3D::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::BaseRenderOpenGL3D::onWindowChange() { } bool Wintermute::BaseRenderOpenGL3D::initRenderer(int width, int height, bool windowed) { _windowed = windowed; _width = width; _height = height; setViewport(0, 0, width, height); _active = true; // setup a proper state setup2D(true); return true; } bool Wintermute::BaseRenderOpenGL3D::flip() { g_system->updateScreen(); return true; } bool Wintermute::BaseRenderOpenGL3D::indicatorFlip() { return true; } bool Wintermute::BaseRenderOpenGL3D::forcedFlip() { return true; } void Wintermute::BaseRenderOpenGL3D::initLoop() { deleteRectList(); setup2D(); } bool Wintermute::BaseRenderOpenGL3D::setup2D(bool force) { if (_state3D || force) { _state3D = false; // some states are still missing here glDisable(GL_LIGHTING); glDisable(GL_DEPTH_TEST); glDepthMask(false); glDisable(GL_STENCIL); glDisable(GL_CLIP_PLANE0); glDisable(GL_FOG); glLightModeli(GL_LIGHT_MODEL_AMBIENT, 0); glEnable(GL_CULL_FACE); glCullFace(GL_CCW); glEnable(GL_ALPHA_TEST); glEnable(GL_BLEND); glAlphaFunc(GL_GEQUAL, 0x00); glPolygonMode(GL_FRONT, GL_FILL); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glActiveTexture(GL_TEXTURE0); glTexEnvf(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_MODULATE); glTexEnvf(GL_TEXTURE_ENV, GL_SRC0_RGB, GL_TEXTURE); glTexEnvf(GL_TEXTURE_ENV, GL_SRC1_RGB, GL_PREVIOUS); glTexEnvf(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_MODULATE); glTexEnvf(GL_TEXTURE_ENV, GL_SRC0_ALPHA, GL_TEXTURE); glTexEnvf(GL_TEXTURE_ENV, GL_SRC1_ALPHA, GL_PREVIOUS); glActiveTexture(GL_TEXTURE1); glDisable(GL_TEXTURE_2D); glActiveTexture(GL_TEXTURE0); setProjection2D(); } return true; } bool Wintermute::BaseRenderOpenGL3D::setup3D(bool force) { return true; } bool Wintermute::BaseRenderOpenGL3D::setupLines() { return true; } Wintermute::BaseSurface* Wintermute::BaseRenderOpenGL3D::createSurface() { return new BaseSurfaceOpenGL3D(nullptr, this); } void Wintermute::BaseRenderOpenGL3D::endSaveLoad() { } bool Wintermute::BaseRenderOpenGL3D::drawSprite(const OpenGL::Texture& 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 Wintermute::BaseRenderOpenGL3D::drawSpriteEx(const OpenGL::Texture& 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 // The ShaderSurfaceRenderer sets an array buffer which appearently conflicts with us // Reset it! glBindBuffer(GL_ARRAY_BUFFER, 0); float width = (rect.right - rect.left) * scale.x; float height = (rect.bottom - rect.top) * scale.y; float tex_left = (float) rect.left / (float) tex.getWidth(); float tex_top = (float) rect.top / (float) tex.getHeight(); float tex_right = (float) rect.right / (float) tex.getWidth(); float tex_bottom = (float) rect.bottom / (float) tex.getHeight(); float offset = _viewportRect.height() / 2.0f; float corrected_y = (pos.y - offset) * -1.0f + offset; // to be implemented if (mirrorX) { } if (mirrorY) { } // provide space for 3d position coords, 2d texture coords and a 32 bit colot value int vertex_size = 24; byte vertices[vertex_size * 4]; for (int i = 0; i < vertex_size * 4; ++i) { vertices[i] = 0; } // texture coords *reinterpret_cast(vertices) = tex_left; *reinterpret_cast(vertices + 4) = tex_top; *reinterpret_cast(vertices + vertex_size) = tex_left; *reinterpret_cast(vertices + vertex_size + 4) = tex_bottom; *reinterpret_cast(vertices + 2 * vertex_size) = tex_right; *reinterpret_cast(vertices + 2 * vertex_size + 4) = tex_top; *reinterpret_cast(vertices + 3 * vertex_size) = tex_right; *reinterpret_cast(vertices + 3 * vertex_size + 4) = tex_bottom; // position coords *reinterpret_cast(vertices + 12) = pos.x - 0.5f; *reinterpret_cast(vertices + 12 + 4) = corrected_y - 0.5f; *reinterpret_cast(vertices + 12 + 8) = -1.1f; *reinterpret_cast(vertices + vertex_size + 12) = pos.x -0.5f; *reinterpret_cast(vertices + vertex_size + 12 + 4) = corrected_y - height - 0.5f; *reinterpret_cast(vertices + vertex_size + 12 + 8) = -1.1f; *reinterpret_cast(vertices + 2 * vertex_size + 12) = pos.x + width - 0.5f; *reinterpret_cast(vertices + 2 * vertex_size + 12 + 4) = corrected_y - 0.5f; *reinterpret_cast(vertices + 2 * vertex_size + 12 + 8) = -1.1f; *reinterpret_cast(vertices + 3 * vertex_size + 12) = pos.x + width - 0.5f; *reinterpret_cast(vertices + 3 * vertex_size + 12 + 4) = corrected_y - height - 0.5; *reinterpret_cast(vertices + 3 * vertex_size + 12 + 8) = -1.1f; // 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); vertices[8] = r; vertices[8 + 1] = g; vertices[8 + 2] = b; vertices[8 + 3] = a; vertices[vertex_size + 8] = r; vertices[vertex_size + 8 + 1] = g; vertices[vertex_size + 8 + 2] = b; vertices[vertex_size + 8 + 3] = a; vertices[2 * vertex_size + 8] = r; vertices[2 * vertex_size + 8 + 1] = g; vertices[2 * vertex_size + 8 + 2] = b; vertices[2 * vertex_size + 8 + 3] = a; vertices[3 * vertex_size + 8] = r; vertices[3 * vertex_size + 8 + 2] = g; vertices[3 * vertex_size + 8 + 2] = b; vertices[3 * vertex_size + 8 + 3] = a; // transform vertices here if necessary, add offset if (alphaDisable) { glDisable(GL_ALPHA_TEST); } glEnable(GL_TEXTURE_2D); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); glEnableClientState(GL_COLOR_ARRAY); glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glVertexPointer(3, GL_FLOAT, 24, vertices + 12); glColorPointer(4, GL_UNSIGNED_BYTE, 24, vertices + 8); glTexCoordPointer(2, GL_FLOAT, 24, vertices); glBindTexture(GL_TEXTURE_2D, tex.getTextureName()); // we probably should do this in a vertex buffer anyways //glInterleavedArrays(GL_T2F_C4UB_V3F, 0, vertices); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); if (alphaDisable) { glEnable(GL_ALPHA_TEST); } return true; }