/* 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_GAME) #include "graphics/opengl/context.h" #include "graphics/surface.h" #include "engines/playground3d/gfx.h" #include "engines/playground3d/gfx_opengl.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 boxVertices[] = { // X Y -1.0f, 1.0f, 1.0f, 1.0f, -1.0f, -1.0f, 1.0f, -1.0f, }; Renderer *CreateGfxOpenGL(OSystem *system) { return new OpenGLRenderer(system); } OpenGLRenderer::OpenGLRenderer(OSystem *system) : Renderer(system) { } OpenGLRenderer::~OpenGLRenderer() { } void OpenGLRenderer::init() { debug("Initializing OpenGL Renderer"); computeScreenViewport(); #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) glMatrixMode(GL_PROJECTION); glLoadIdentity(); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glDisable(GL_TEXTURE_2D); glDisable(GL_LIGHTING); glEnable(GL_DEPTH_TEST); } void OpenGLRenderer::clear(const Math::Vector4d &clearColor) { glClearColor(clearColor.x(), clearColor.y(), clearColor.z(), clearColor.w()); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); } void OpenGLRenderer::setupViewport(int x, int y, int width, int height) { glViewport(x, y, width, height); } void OpenGLRenderer::drawFace(uint face) { glBegin(GL_TRIANGLE_STRIP); for (uint i = 0; i < 4; i++) { glColor3f(cubeVertices[11 * (4 * face + i) + 8], cubeVertices[11 * (4 * face + i) + 9], cubeVertices[11 * (4 * face + i) + 10]); glVertex3f(cubeVertices[11 * (4 * face + i) + 2], cubeVertices[11 * (4 * face + i) + 3], cubeVertices[11 * (4 * face + i) + 4]); glNormal3f(cubeVertices[11 * (4 * face + i) + 5], cubeVertices[11 * (4 * face + i) + 6], cubeVertices[11 * (4 * face + i) + 7]); } glEnd(); } void OpenGLRenderer::drawCube(const Math::Vector3d &pos, const Math::Vector3d &roll) { glMatrixMode(GL_PROJECTION); glLoadMatrixf(_projectionMatrix.getData()); glMatrixMode(GL_MODELVIEW); glLoadMatrixf(_modelViewMatrix.getData()); glTranslatef(pos.x(), pos.y(), pos.z()); glRotatef(roll.x(), 1.0f, 0.0f, 0.0f); glRotatef(roll.y(), 0.0f, 1.0f, 0.0f); glRotatef(roll.z(), 0.0f, 0.0f, 1.0f); for (uint i = 0; i < 6; i++) { drawFace(i); } } void OpenGLRenderer::drawPolyOffsetTest(const Math::Vector3d &pos, const Math::Vector3d &roll) { glMatrixMode(GL_PROJECTION); glLoadMatrixf(_projectionMatrix.getData()); glMatrixMode(GL_MODELVIEW); glLoadMatrixf(_modelViewMatrix.getData()); glTranslatef(pos.x(), pos.y(), pos.z()); glRotatef(roll.y(), 0.0f, 1.0f, 0.0f); glColor3f(0.0f, 1.0f, 0.0f); glBegin(GL_TRIANGLES); glVertex3f(-1.0f, 1.0, 0.0f); glVertex3f( 1.0f, 1.0, 0.0f); glVertex3f( 0.0f, -1.0, 0.0f); glEnd(); glPolygonOffset(-1.0f, 0.0f); glEnable(GL_POLYGON_OFFSET_FILL); glColor3f(1.0f, 1.0f, 1.0f); glBegin(GL_TRIANGLES); glVertex3f(-0.5f, 0.5, 0.0f); glVertex3f( 0.5f, 0.5, 0.0f); glVertex3f( 0.0f, -0.5, 0.0f); glEnd(); glDisable(GL_POLYGON_OFFSET_FILL); } void OpenGLRenderer::dimRegionInOut(float fade) { glMatrixMode(GL_PROJECTION); glPushMatrix(); glLoadIdentity(); glMatrixMode(GL_MODELVIEW); glPushMatrix(); glLoadIdentity(); glEnable(GL_BLEND); glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); glDisable(GL_DEPTH_TEST); glDepthMask(GL_FALSE); glColor4f(0.0f, 0.0f, 0.0f, 1.0f - fade); glEnableClientState(GL_VERTEX_ARRAY); glVertexPointer(2, GL_FLOAT, 2 * sizeof(GLfloat), dimRegionVertices); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); glDisableClientState(GL_VERTEX_ARRAY); glMatrixMode(GL_MODELVIEW); glPopMatrix(); glMatrixMode(GL_PROJECTION); glPopMatrix(); } void OpenGLRenderer::drawInViewport() { static GLfloat box2Vertices[] = { // X Y -0.1f, 0.1f, 0.1f, 0.1f, -0.1f, -0.1f, 0.1f, -0.1f, }; glMatrixMode(GL_PROJECTION); glPushMatrix(); glLoadIdentity(); glMatrixMode(GL_MODELVIEW); glPushMatrix(); glLoadIdentity(); glEnable(GL_BLEND); glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); glDisable(GL_DEPTH_TEST); glDepthMask(GL_FALSE); glColor4f(0.0f, 1.0f, 0.0f, 1.0f); glEnableClientState(GL_VERTEX_ARRAY); glVertexPointer(2, GL_FLOAT, 2 * sizeof(GLfloat), &boxVertices[0]); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); glDisableClientState(GL_VERTEX_ARRAY); glPushMatrix(); _pos.x() += 0.01; _pos.y() += 0.01; if (_pos.x() >= 1.0f) { _pos.x() = -1.0; _pos.y() = -1.0; } glTranslatef(_pos.x(), _pos.y(), 0); glPolygonOffset(-1.0f, 0.0f); glEnable(GL_POLYGON_OFFSET_FILL); glColor4f(1.0f, 0.0f, 0.0f, 1.0f); glEnableClientState(GL_VERTEX_ARRAY); glVertexPointer(2, GL_FLOAT, 2 * sizeof(GLfloat), &box2Vertices[0]); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); glDisableClientState(GL_VERTEX_ARRAY); glDisable(GL_POLYGON_OFFSET_FILL); glMatrixMode(GL_MODELVIEW); glPopMatrix(); glPopMatrix(); glMatrixMode(GL_PROJECTION); glPopMatrix(); } } // End of namespace Playground3d #endif