/* 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 AUTHORS * 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/stark/gfx/tinyglprop.h" #include "engines/stark/gfx/texture.h" #include "engines/stark/formats/biffmesh.h" #include "engines/stark/scene.h" #include "engines/stark/services/services.h" namespace Stark { namespace Gfx { TinyGLPropRenderer::TinyGLPropRenderer(TinyGLDriver *gfx) : VisualProp(), _gfx(gfx), _faceVBO(nullptr), _modelIsDirty(true) { } TinyGLPropRenderer::~TinyGLPropRenderer() { clearVertices(); } void TinyGLPropRenderer::render(const Math::Vector3d &position, float direction, const LightEntryArray &lights) { if (_modelIsDirty) { clearVertices(); uploadVertices(); _modelIsDirty = false; } _gfx->set3DMode(); Math::Matrix4 model = getModelMatrix(position, direction); Math::Matrix4 view = StarkScene->getViewMatrix(); Math::Matrix4 projection = StarkScene->getProjectionMatrix(); Math::Matrix4 modelViewMatrix = view * model; modelViewMatrix.transpose(); // TinyGL expects matrices transposed tglMatrixMode(TGL_MODELVIEW); tglLoadMatrixf(modelViewMatrix.getData()); Math::Matrix4 projectionMatrix = projection; projectionMatrix.transpose(); // TinyGL expects matrices transposed tglMatrixMode(TGL_PROJECTION); tglLoadMatrixf(projectionMatrix.getData()); Math::Matrix4 normalMatrix; projectionMatrix.transpose(); modelViewMatrix.transpose(); normalMatrix = modelViewMatrix; normalMatrix.invertAffineOrthonormal(); const Common::Array &faces = _model->getFaces(); const Common::Array &materials = _model->getMaterials(); for (Common::Array::const_iterator face = faces.begin(); face != faces.end(); ++face) { const Material &material = materials[face->materialId]; Math::Vector3d color; const Gfx::Texture *tex = _texture->getTexture(material.texture); if (tex) { tex->bind(); tglEnable(TGL_TEXTURE_2D); } else { tglBindTexture(TGL_TEXTURE_2D, 0); tglDisable(TGL_TEXTURE_2D); } auto vertexIndices = _faceEBO[face]; auto numVertexIndices = (face)->vertexIndices.size(); for (uint32 i = 0; i < numVertexIndices; i++) { uint32 index = vertexIndices[i]; auto vertex = _faceVBO[index]; if (tex) { color = Math::Vector3d(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 { color = Math::Vector3d(material.r, material.g, material.b); } 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; } tglEnableClientState(TGL_VERTEX_ARRAY); tglEnableClientState(TGL_COLOR_ARRAY); if (tex) tglEnableClientState(TGL_TEXTURE_COORD_ARRAY); tglEnableClientState(TGL_NORMAL_ARRAY); tglVertexPointer(3, TGL_FLOAT, sizeof(PropVertex), &_faceVBO[0].x); if (tex) tglTexCoordPointer(2, TGL_FLOAT, sizeof(PropVertex), &_faceVBO[0].texS); tglNormalPointer(TGL_FLOAT, sizeof(PropVertex), &_faceVBO[0].nx); tglColorPointer(3, TGL_FLOAT, sizeof(PropVertex), &_faceVBO[0].r); tglDrawElements(TGL_TRIANGLES, face->vertexIndices.size(), TGL_UNSIGNED_INT, vertexIndices); tglDisableClientState(TGL_VERTEX_ARRAY); tglDisableClientState(TGL_COLOR_ARRAY); tglDisableClientState(TGL_TEXTURE_COORD_ARRAY); tglDisableClientState(TGL_NORMAL_ARRAY); } } void TinyGLPropRenderer::clearVertices() { delete[] _faceVBO; _faceVBO = nullptr; for (FaceBufferMap::iterator it = _faceEBO.begin(); it != _faceEBO.end(); ++it) { delete[] it->_value; } _faceEBO.clear(); } void TinyGLPropRenderer::uploadVertices() { _faceVBO = createFaceVBO(); const Common::Array &faces = _model->getFaces(); for (Common::Array::const_iterator face = faces.begin(); face != faces.end(); ++face) { _faceEBO[face] = createFaceEBO(face); } } PropVertex *TinyGLPropRenderer::createFaceVBO() { const Common::Array &modelVertices = _model->getVertices(); auto vertices = new PropVertex[modelVertices.size()]; // Build a vertex array for (uint32 i = 0; i < modelVertices.size(); i++) { vertices[i].x = modelVertices[i].position.x(); vertices[i].y = modelVertices[i].position.y(); vertices[i].z = modelVertices[i].position.z(); vertices[i].nx = modelVertices[i].normal.x(); vertices[i].ny = modelVertices[i].normal.y(); vertices[i].nz = modelVertices[i].normal.z(); vertices[i].stexS = modelVertices[i].texturePosition.x(); vertices[i].stexT = modelVertices[i].texturePosition.y(); } return vertices; } uint32 *TinyGLPropRenderer::createFaceEBO(const Face *face) { auto indices = new uint32[face->vertexIndices.size()]; for (uint32 index = 0; index < face->vertexIndices.size(); index++) { indices[index] = face->vertexIndices[index]; } return indices; } } // End of namespace Gfx } // End of namespace Stark