/* 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 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. * */ #if defined(WIN32) && !defined(__SYMBIAN32__) #include // winnt.h defines ARRAYSIZE, but we want our own one... #undef ARRAYSIZE #endif #include "common/endian.h" #include "common/file.h" #include "common/str.h" #include "common/system.h" #include "common/textconsole.h" #ifdef USE_OPENGL_SHADERS #include "graphics/surface.h" #include "graphics/pixelbuffer.h" #include "engines/grim/actor.h" #include "engines/grim/bitmap.h" #include "engines/grim/colormap.h" #include "engines/grim/emi/modelemi.h" #include "engines/grim/font.h" #include "engines/grim/gfx_opengl_shaders.h" #include "engines/grim/grim.h" #include "engines/grim/material.h" #include "engines/grim/model.h" #include "engines/grim/primitives.h" #include "engines/grim/set.h" #include "engines/grim/sprite.h" namespace Grim { template static T nextHigher2(T k) { if (k == 0) return 1; --k; for (uint i = 1; i < sizeof(T) * 8; i <<= 1) k = k | k >> i; return k + 1; } static float textured_quad[] = { // X , Y , S , T 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, }; static float textured_quad_centered[] = { // X , Y , Z , S , T -0.5f, -0.5f, 0.0f, 0.0f, 1.0f, -0.5f, +0.5f, 0.0f, 0.0f, 0.0f, +0.5f, +0.5f, 0.0f, 1.0f, 0.0f, +0.5f, -0.5f, 0.0f, 1.0f, 1.0f, }; static float zero_texVerts[] = { 0.0, 0.0 }; struct GrimVertex { GrimVertex(const float *verts, const float *texVerts, const float *normals) { memcpy(_position, verts, 3 * sizeof(float)); memcpy(_texcoord, texVerts, 2 * sizeof(float)); memcpy(_normal, normals, 3 * sizeof(float)); } float _position[3]; float _texcoord[2]; float _normal[3]; }; struct TextUserData { Graphics::Shader * shader; uint32 characters; Color color; GLuint texture; }; struct FontUserData { int size; GLuint texture; }; struct EMIModelUserData { Graphics::Shader *_shader; uint32 _texCoordsVBO; uint32 _colorMapVBO; uint32 _verticesVBO; }; struct ModelUserData { Graphics::Shader *_shader; uint32 _meshInfoVBO; }; // taken from glm Math::Matrix4 makeLookMatrix(const Math::Vector3d& pos, const Math::Vector3d& interest, const Math::Vector3d& up) { Math::Vector3d f = (interest - pos).getNormalized(); Math::Vector3d u = up.getNormalized(); Math::Vector3d s = Math::Vector3d::crossProduct(f, u).getNormalized(); u = Math::Vector3d::crossProduct(s, f); Math::Matrix4 look; look(0,0) = s.x(); look(1,0) = s.y(); look(2,0) = s.z(); look(0,1) = u.x(); look(1,1) = u.y(); look(2,1) = u.z(); look(0,2) = -f.x(); look(1,2) = -f.y(); look(2,2) = -f.z(); look(3,0) = -Math::Vector3d::dotProduct(s, pos); look(3,1) = -Math::Vector3d::dotProduct(u, pos); look(3,2) = Math::Vector3d::dotProduct(f, pos); look.transpose(); return look; } // taken from glm Math::Matrix4 makeRotationMatrix(const Math::Angle& angle, Math::Vector3d axis) { float c = angle.getCosine(); float s = angle.getSine(); axis.normalize(); Math::Vector3d temp = (1.f - c) * axis; Math::Matrix4 rotate; rotate(0, 0) = c + temp.x() * axis.x(); rotate(0, 1) = 0 + temp.x() * axis.y() + s * axis.z(); rotate(0, 2) = 0 + temp.x() * axis.z() - s * axis.y(); rotate(0, 3) = 0; rotate(1, 0) = 0 + temp.y() * axis.x() - s * axis.z(); rotate(1, 1) = c + temp.y() * axis.y(); rotate(1, 2) = 0 + temp.y() * axis.z() + s * axis.x(); rotate(1, 3) = 0; rotate(2, 0) = 0 + temp.z() * axis.x() + s * axis.y(); rotate(2, 1) = 0 + temp.z() * axis.y() - s * axis.x(); rotate(2, 2) = c + temp.z() * axis.z(); rotate(2, 3) = 0; rotate(3, 0) = 0; rotate(3, 1) = 0; rotate(3, 2) = 0; rotate(3, 3) = 1; return rotate; } GfxBase *CreateGfxOpenGL() { return new GfxOpenGLS(); } GfxOpenGLS::GfxOpenGLS() { _smushTexId = 0; _matrixStack.push(Math::Matrix4()); _fov = -1.0; _nclip = -1; _fclip = -1; _selectedTexture = NULL; _emergTexture = 0; _maxLights = 8; _lights = new Light[_maxLights]; _lightsEnabled = false; } GfxOpenGLS::~GfxOpenGLS() { delete[] _lights; } void GfxOpenGLS::setupZBuffer() { GLint format = GL_LUMINANCE_ALPHA; GLenum type = GL_UNSIGNED_BYTE; float width = _gameWidth; float height = _gameHeight; glGenTextures(1, (GLuint *)&_zBufTex); glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, _zBufTex); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexImage2D(GL_TEXTURE_2D, 0, format, nextHigher2((int)width), nextHigher2((int)height), 0, format, type, NULL); glActiveTexture(GL_TEXTURE0); _zBufTexCrop = Math::Vector2d(width / nextHigher2((int)width), height / nextHigher2((int)height)); } void GfxOpenGLS::setupQuadEBO() { // FIXME: Probably way too big... unsigned short quad_indices[6 * 1000]; unsigned short start = 0; for (unsigned short *p = quad_indices; p < &quad_indices[6 * 1000]; p += 6) { p[0] = p[3] = start++; p[1] = start++; p[2] = p[4] = start++; p[5] = start++; } _quadEBO = Graphics::Shader::createBuffer(GL_ELEMENT_ARRAY_BUFFER, sizeof(quad_indices), quad_indices, GL_STATIC_DRAW); } void GfxOpenGLS::setupTexturedQuad() { _smushVBO = Graphics::Shader::createBuffer(GL_ARRAY_BUFFER, sizeof(textured_quad), textured_quad, GL_STATIC_DRAW); _smushProgram->enableVertexAttribute("position", _smushVBO, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), 0); _smushProgram->enableVertexAttribute("texcoord", _smushVBO, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), 2 * sizeof(float)); _emergProgram->enableVertexAttribute("position", _smushVBO, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), 0); _emergProgram->enableVertexAttribute("texcoord", _smushVBO, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), 2 * sizeof(float)); if (g_grim->getGameType() == GType_GRIM) { _backgroundProgram->enableVertexAttribute("position", _smushVBO, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), 0); _backgroundProgram->enableVertexAttribute("texcoord", _smushVBO, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), 2 * sizeof(float)); } } void GfxOpenGLS::setupTexturedCenteredQuad() { _spriteVBO = Graphics::Shader::createBuffer(GL_ARRAY_BUFFER, sizeof(textured_quad_centered), textured_quad_centered, GL_STATIC_DRAW); _spriteProgram->enableVertexAttribute("position", _spriteVBO, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), 0); _spriteProgram->enableVertexAttribute("texcoord", _spriteVBO, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), 3 * sizeof(float)); _spriteProgram->disableVertexAttribute("color", Math::Vector4d(1.0f, 1.0f, 1.0f, 1.0f)); } void GfxOpenGLS::setupPrimitives() { uint32 numVBOs = ARRAYSIZE(_primitiveVBOs); glGenBuffers(numVBOs, _primitiveVBOs); _currentPrimitive = 0; for (uint32 i = 0; i < numVBOs; ++i) { glBindBuffer(GL_ARRAY_BUFFER, _primitiveVBOs[i]); glBufferData(GL_ARRAY_BUFFER, 8 * sizeof(float), NULL, GL_DYNAMIC_DRAW); } glGenBuffers(1, &_irisVBO); glBindBuffer(GL_ARRAY_BUFFER, _irisVBO); glBufferData(GL_ARRAY_BUFFER, 20 * sizeof(float), NULL, GL_DYNAMIC_DRAW); _irisProgram->enableVertexAttribute("position", _irisVBO, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), 0); glBindBuffer(GL_ARRAY_BUFFER, 0); } GLuint GfxOpenGLS::nextPrimitive() { GLuint ret = _primitiveVBOs[_currentPrimitive]; _currentPrimitive = (_currentPrimitive + 1) % ARRAYSIZE(_primitiveVBOs); return ret; } void GfxOpenGLS::setupShaders() { bool isEMI = g_grim->getGameType() == GType_MONKEY4; static const char* commonAttributes[] = {"position", "texcoord", NULL}; _backgroundProgram = Graphics::Shader::fromFiles(isEMI ? "emi_background" : "grim_background", commonAttributes); _smushProgram = Graphics::Shader::fromFiles("smush", commonAttributes); _textProgram = Graphics::Shader::fromFiles("text", commonAttributes); _emergProgram = Graphics::Shader::fromFiles("emerg", commonAttributes); static const char* actorAttributes[] = {"position", "texcoord", "color", "normal", NULL}; _actorProgram = Graphics::Shader::fromFiles(isEMI ? "emi_actor" : "grim_actor", actorAttributes); _spriteProgram = _actorProgram->clone(); static const char* primAttributes[] = {"position", NULL}; _primitiveProgram = Graphics::Shader::fromFiles("grim_primitive", primAttributes); _irisProgram = _primitiveProgram->clone(); setupQuadEBO(); setupTexturedQuad(); setupTexturedCenteredQuad(); setupPrimitives(); _blastVBO = Graphics::Shader::createBuffer(GL_ARRAY_BUFFER, 128 * 16 * sizeof(float), NULL, GL_DYNAMIC_DRAW); } byte *GfxOpenGLS::setupScreen(int screenW, int screenH, bool fullscreen) { _pixelFormat = g_system->setupScreen(screenW, screenH, fullscreen, true).getFormat(); #ifndef USE_GLES2 GLenum err = glewInit(); if (err != GLEW_OK) { error("Error: %s\n", glewGetErrorString(err)); } assert(GLEW_OK == err); #endif _screenWidth = screenW; _screenHeight = screenH; _scaleW = _screenWidth / (float)_gameWidth; _scaleH = _screenHeight / (float)_gameHeight; _isFullscreen = g_system->getFeatureState(OSystem::kFeatureFullscreenMode); #ifdef USE_GLES2 g_system->setFeatureState(OSystem::kFeatureVirtControls, true); #endif g_system->showMouse(false); char GLDriver[1024]; sprintf(GLDriver, "ResidualVM: %s/%s with shaders", glGetString(GL_VENDOR), glGetString(GL_RENDERER)); g_system->setWindowCaption(GLDriver); setupZBuffer(); setupShaders(); // Load emergency built-in font loadEmergFont(); _screenSize = _screenWidth * _screenHeight * 4; glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); return NULL; } // matrix calculation based on the glm library. void GfxOpenGLS::setupCamera(float fov, float nclip, float fclip, float roll) { if (_fov == fov && _nclip == nclip && _fclip == fclip) return; _fov = fov; _nclip = nclip; _fclip = fclip; float right = nclip * tan(fov / 2 * (LOCAL_PI / 180)); float left = -right; float top = right * 0.75; float bottom = -right * 0.75; Math::Matrix4 proj; proj(0,0) = (2.0f * nclip) / (right - left); proj(1,1) = (2.0f * nclip) / (top - bottom); proj(2,0) = (right + left) / (right - left); proj(2,1) = (top + bottom) / (top - bottom); proj(2,2) = -(fclip + nclip) / (fclip - nclip); proj(2,3) = -1.0f; proj(3,2) = -(2.0f * fclip * nclip) / (fclip - nclip); proj(3,3) = 0.0f; _projMatrix = proj; } void GfxOpenGLS::positionCamera(const Math::Vector3d &pos, const Math::Vector3d &interest, float roll) { if (g_grim->getGameType() == GType_MONKEY4) { _currentPos = pos; _currentQuat = Math::Quaternion(interest.x(), interest.y(), interest.z(), roll); } else { Math::Matrix4 viewMatrix = makeRotationMatrix(Math::Angle(roll), Math::Vector3d(0, 0, 1)); Math::Vector3d up_vec(0, 0, 1); if (pos.x() == interest.x() && pos.y() == interest.y()) up_vec = Math::Vector3d(0, 1, 0); Math::Matrix4 lookMatrix = makeLookMatrix(pos, interest, up_vec); _viewMatrix = viewMatrix * lookMatrix; } } void GfxOpenGLS::clearScreen() { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); } void GfxOpenGLS::flipBuffer() { g_system->updateScreen(); } void GfxOpenGLS::getBoundingBoxPos(const Mesh *mesh, int *x1, int *y1, int *x2, int *y2) { } void GfxOpenGLS::getBoundingBoxPos(const EMIModel *model, int *x1, int *y1, int *x2, int *y2) { } void GfxOpenGLS::startActorDraw(const Actor *actor) { _currentActor = actor; _actorProgram->use(); glEnable(GL_DEPTH_TEST); glEnable(GL_BLEND); const Math::Vector3d &pos = actor->getWorldPos(); const Math::Quaternion &quat = actor->getRotationQuat(); const float scale = actor->getScale(); const float alpha = actor->getEffectiveAlpha(); Math::Matrix4 modelMatrix = quat.toMatrix(); if (g_grim->getGameType() == GType_MONKEY4) { Math::Matrix4 viewMatrix = _currentQuat.toMatrix(); Math::Matrix4 extraMatrix; // _mvpMatrix = _projMatrix * viewMatrix * modelMatrix; _actorProgram->setUniform("modelMatrix", modelMatrix); _actorProgram->setUniform("projMatrix", _projMatrix); _actorProgram->setUniform("viewMatrix", viewMatrix); _actorProgram->setUniform("extraMatrix", extraMatrix); _actorProgram->setUniform("cameraPos", _currentPos); _actorProgram->setUniform("actorPos", pos); _actorProgram->setUniform("isBillboard", GL_FALSE); _actorProgram->setUniform1f("alpha", alpha); } else { bool hasZBuffer = g_grim->getCurrSet()->getCurrSetup()->_bkgndZBm; Math::Matrix4 extraMatrix; modelMatrix.transpose(); modelMatrix.setPosition(pos); _mvpMatrix = _viewMatrix * modelMatrix; _mvpMatrix.transpose(); _actorProgram->setUniform("modelMatrix", modelMatrix); _actorProgram->setUniform("projMatrix", _projMatrix); _actorProgram->setUniform("viewMatrix", _viewMatrix); _actorProgram->setUniform("extraMatrix", extraMatrix); _actorProgram->setUniform("mvpMatrix", _mvpMatrix); _actorProgram->setUniform("tex", 0); _actorProgram->setUniform("texZBuf", 1); _actorProgram->setUniform("hasZBuffer", hasZBuffer); _actorProgram->setUniform("texcropZBuf", _zBufTexCrop); _actorProgram->setUniform("screenSize", Math::Vector2d(_screenWidth, _screenHeight)); _actorProgram->setUniform("lightsEnabled", _lightsEnabled); if (_lightsEnabled) { for (int i = 0; i < _maxLights; ++i) { const Light &l = _lights[i]; Common::String uniform; uniform = Common::String::format("lights[%u]._position", i); _actorProgram->setUniform(uniform.c_str(), _viewMatrix * l._position); Math::Vector4d direction = l._direction; direction.w() = 0.0; _viewMatrix.transformVector(&direction); direction.w() = l._direction.w(); uniform = Common::String::format("lights[%u]._direction", i); _actorProgram->setUniform(uniform.c_str(), direction); uniform = Common::String::format("lights[%u]._color", i); _actorProgram->setUniform(uniform.c_str(), l._color); } } } } void GfxOpenGLS::finishActorDraw() { _currentActor = NULL; } void GfxOpenGLS::setShadow(Shadow *shadow) { } void GfxOpenGLS::drawShadowPlanes() { } void GfxOpenGLS::setShadowMode() { } void GfxOpenGLS::clearShadowMode() { } bool GfxOpenGLS::isShadowModeActive() { return false; } void GfxOpenGLS::setShadowColor(byte r, byte g, byte b) { } void GfxOpenGLS::getShadowColor(byte *r, byte *g, byte *b) { } void GfxOpenGLS::set3DMode() { } void GfxOpenGLS::translateViewpointStart() { _matrixStack.push(_matrixStack.top()); } void GfxOpenGLS::translateViewpoint(const Math::Vector3d &vec) { Math::Matrix4 temp; temp.setPosition(vec); temp.transpose(); _matrixStack.top() = temp * _matrixStack.top(); } void GfxOpenGLS::rotateViewpoint(const Math::Angle &angle, const Math::Vector3d &axis_) { Math::Matrix4 temp = makeRotationMatrix(angle, axis_) * _matrixStack.top(); _matrixStack.top() = temp; } void GfxOpenGLS::translateViewpointFinish() { _matrixStack.pop(); } void GfxOpenGLS::updateEMIModel(const EMIModel* model) { const EMIModelUserData *mud = (const EMIModelUserData *)model->_userData; glBindBuffer(GL_ARRAY_BUFFER, mud->_verticesVBO); void * bufData = glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY); memcpy(bufData, model->_drawVertices, 3 * sizeof(float) * model->_numVertices); glUnmapBuffer(GL_ARRAY_BUFFER); } void GfxOpenGLS::drawEMIModelFace(const EMIModel* model, const EMIMeshFace* face) { const EMIModelUserData *mud = (const EMIModelUserData *)model->_userData; mud->_shader->use(); mud->_shader->setUniform("textured", face->_hasTexture ? GL_TRUE : GL_FALSE); mud->_shader->setUniform("lightsEnabled", _lightsEnabled); Math::Matrix4 extraMatrix; mud->_shader->setUniform("extraMatrix", extraMatrix); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, face->_indicesEBO); glDrawElements(GL_TRIANGLES, 3 * face->_faceLength, GL_UNSIGNED_INT, 0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); } void GfxOpenGLS::drawMesh(const Mesh *mesh) { const ModelUserData *mud = (const ModelUserData *)mesh->_userData; if (!mud) return; Graphics::Shader *actorShader = mud->_shader; actorShader->use(); actorShader->setUniform("extraMatrix", _matrixStack.top()); Material *curMaterial = NULL; for (int i = 0; i < mesh->_numFaces;) { const MeshFace *face = &mesh->_faces[i]; if (face->_light == 0 && !isShadowModeActive()) disableLights(); curMaterial = face->_material; curMaterial->select(); int faces = 0; for (; i < mesh->_numFaces; ++i) { if (mesh->_faces[i]._material != curMaterial) break; faces += 3 * (mesh->_faces[i]._numVertices - 2); } actorShader->setUniform("textured", face->_texVertices ? GL_TRUE : GL_FALSE); actorShader->setUniform("texScale", Math::Vector2d(_selectedTexture->_width, _selectedTexture->_height)); glDrawArrays(GL_TRIANGLES, *(int *)face->_userData, faces); if (face->_light == 0 && !isShadowModeActive()) enableLights(); } } void GfxOpenGLS::drawModelFace(const Mesh *mesh, const MeshFace *face) { } void GfxOpenGLS::drawSprite(const Sprite *sprite) { glDisable(GL_DEPTH_TEST); _spriteProgram->use(); Math::Matrix4 extraMatrix; extraMatrix.setPosition(sprite->_pos); extraMatrix(0,0) *= sprite->_width; extraMatrix(1,1) *= sprite->_height; _spriteProgram->setUniform("extraMatrix", extraMatrix); _spriteProgram->setUniform("textured", GL_TRUE); _spriteProgram->setUniform("isBillboard", GL_TRUE); _spriteProgram->setUniform("lightsEnabled", false); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _quadEBO); glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, 0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); glEnable(GL_DEPTH_TEST); } void GfxOpenGLS::enableLights() { _lightsEnabled = true; } void GfxOpenGLS::disableLights() { _lightsEnabled = false; } void GfxOpenGLS::setupLight(Grim::Light *light, int lightId) { _lightsEnabled = true; if (lightId >= _maxLights) { return; } // Disable previous lights. if (lightId == 0) { for (int id = 0; id < _maxLights; ++id) _lights[id]._color.w() = 0.0; } Math::Vector4d &lightColor = _lights[lightId]._color; Math::Vector4d &lightPos = _lights[lightId]._position; Math::Vector4d &lightDir = _lights[lightId]._direction; float intensity = light->_intensity / 1.3f; lightColor.x() = ((float)light->_color.getRed() / 15.0f) * intensity; lightColor.y() = ((float)light->_color.getGreen() / 15.0f) * intensity; lightColor.z() = ((float)light->_color.getBlue() / 15.0f) * intensity; lightColor.w() = 1.0f; if (light->_type == Grim::Light::Omni) { lightPos = Math::Vector4d(light->_pos.x(), light->_pos.y(), light->_pos.z(), 1.0f); lightDir = Math::Vector4d(0.0f, 0.0f, 0.0f, -1.0f); } else if (light->_type == Grim::Light::Direct) { lightPos = Math::Vector4d(-light->_dir.x(), -light->_dir.y(), -light->_dir.z(), 0.0f); lightDir = Math::Vector4d(0.0f, 0.0f, 0.0f, -1.0f); } else if (light->_type == Grim::Light::Spot) { lightPos = Math::Vector4d(light->_pos.x(), light->_pos.y(), light->_pos.z(), 1.0f); lightDir = Math::Vector4d(light->_dir.x(), light->_dir.y(), light->_dir.z(), Math::Angle(light->_penumbraangle).getCosine()); } } void GfxOpenGLS::turnOffLight(int lightId) { if (lightId >= _maxLights) { return; } _lights[lightId]._color = Math::Vector4d(0.0f, 0.0f, 0.0f, 0.0f); _lights[lightId]._position = Math::Vector4d(0.0f, 0.0f, 0.0f, 0.0f); _lights[lightId]._direction = Math::Vector4d(0.0f, 0.0f, 0.0f, 0.0f); } void GfxOpenGLS::createMaterial(Texture *material, const char *data, const CMap *cmap) { material->_texture = new GLuint[1]; glGenTextures(1, (GLuint *)material->_texture); char *texdata = new char[material->_width * material->_height * 4]; char *texdatapos = texdata; if (cmap != NULL) { // EMI doesn't have colour-maps for (int y = 0; y < material->_height; y++) { for (int x = 0; x < material->_width; x++) { uint8 col = *(const uint8 *)(data); if (col == 0) { memset(texdatapos, 0, 4); // transparent if (!material->_hasAlpha) { texdatapos[3] = '\xff'; // fully opaque } } else { memcpy(texdatapos, cmap->_colors + 3 * (col), 3); texdatapos[3] = '\xff'; // fully opaque } texdatapos += 4; data++; } } } else { memcpy(texdata, data, material->_width * material->_height * material->_bpp); } GLuint format = 0; GLuint internalFormat = 0; if (material->_colorFormat == BM_RGBA) { format = GL_RGBA; internalFormat = GL_RGBA; } else if (material->_colorFormat == BM_BGRA) { format = GL_BGRA; internalFormat = GL_RGBA; } else { // The only other colorFormat we load right now is BGR #ifdef USE_GLES2 format = GL_RGB; internalFormat = GL_RGBA; #else format = GL_BGR; internalFormat = GL_RGBA; #endif } GLuint *textures = (GLuint *)material->_texture; glBindTexture(GL_TEXTURE_2D, textures[0]); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, material->_width, material->_height, 0, format, GL_UNSIGNED_BYTE, texdata); delete[] texdata; } void GfxOpenGLS::selectMaterial(const Texture *material) { GLuint *textures = (GLuint *)material->_texture; glBindTexture(GL_TEXTURE_2D, textures[0]); if (material->_hasAlpha && g_grim->getGameType() == GType_MONKEY4) { glEnable(GL_BLEND); } _selectedTexture = const_cast(material); } void GfxOpenGLS::destroyMaterial(Texture *material) { } void GfxOpenGLS::createBitmap(BitmapData *bitmap) { if (bitmap->_format != 1) { for (int pic = 0; pic < bitmap->_numImages; pic++) { uint16 *zbufPtr = reinterpret_cast(bitmap->getImageData(pic).getRawBuffer()); for (int i = 0; i < (bitmap->_width * bitmap->_height); i++) { uint16 val = READ_LE_UINT16(zbufPtr + i); // fix the value if it is incorrectly set to the bitmap transparency color if (val == 0xf81f) { val = 0; } zbufPtr[i] = 0xffff - ((uint32)val) * 0x10000 / 100 / (0x10000 - val); } } } bitmap->_hasTransparency = false; if (bitmap->_format == 1) { bitmap->_numTex = 1; GLuint *textures = new GLuint[bitmap->_numTex * bitmap->_numImages]; bitmap->_texIds = textures; glGenTextures(bitmap->_numTex * bitmap->_numImages, textures); byte *texData = 0; byte *texOut = 0; GLint format = GL_RGBA; GLint type = GL_UNSIGNED_BYTE; int bytes = 4; glPixelStorei(GL_UNPACK_ALIGNMENT, bytes); for (int pic = 0; pic < bitmap->_numImages; pic++) { if (bitmap->_format == 1 && bitmap->_bpp == 16 && bitmap->_colorFormat != BM_RGB1555) { if (texData == 0) texData = new byte[4 * bitmap->_width * bitmap->_height]; // Convert data to 32-bit RGBA format byte *texDataPtr = texData; uint16 *bitmapData = reinterpret_cast(bitmap->getImageData(pic).getRawBuffer()); for (int i = 0; i < bitmap->_width * bitmap->_height; i++, texDataPtr += 4, bitmapData++) { uint16 pixel = *bitmapData; int r = pixel >> 11; texDataPtr[0] = (r << 3) | (r >> 2); int g = (pixel >> 5) & 0x3f; texDataPtr[1] = (g << 2) | (g >> 4); int b = pixel & 0x1f; texDataPtr[2] = (b << 3) | (b >> 2); if (pixel == 0xf81f) { // transparent texDataPtr[3] = 0; bitmap->_hasTransparency = true; } else { texDataPtr[3] = 255; } } texOut = texData; } else if (bitmap->_format == 1 && bitmap->_colorFormat == BM_RGB1555) { bitmap->convertToColorFormat(pic, Graphics::PixelFormat(4, 8, 8, 8, 8, 0, 8, 16, 24)); texOut = (byte *)bitmap->getImageData(pic).getRawBuffer(); } else { texOut = (byte *)bitmap->getImageData(pic).getRawBuffer(); } int actualWidth = nextHigher2(bitmap->_width); int actualHeight = nextHigher2(bitmap->_height); glBindTexture(GL_TEXTURE_2D, textures[bitmap->_numTex * pic]); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexImage2D(GL_TEXTURE_2D, 0, format, actualWidth, actualHeight, 0, format, type, NULL); glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bitmap->_width, bitmap->_height, format, type, texOut); } if (texData) delete[] texData; bitmap->freeData(); Graphics::Shader *shader = _backgroundProgram->clone(); bitmap->_userData = shader; if (g_grim->getGameType() == GType_MONKEY4) { GLuint vbo = Graphics::Shader::createBuffer(GL_ARRAY_BUFFER, bitmap->_numCoords * 4 * sizeof(float), bitmap->_texc, GL_STATIC_DRAW); shader->enableVertexAttribute("position", vbo, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), 0); shader->enableVertexAttribute("texcoord", vbo, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), 2*sizeof(float)); } } else { bitmap->_numTex = 0; bitmap->_texIds = NULL; bitmap->_userData = NULL; } } void GfxOpenGLS::drawBitmap(const Bitmap *bitmap, int dx, int dy, uint32 layer) { if (g_grim->getGameType() == GType_MONKEY4 && bitmap->_data->_numImages > 1) { BitmapData *data = bitmap->_data; Graphics::Shader *shader = (Graphics::Shader *)data->_userData; GLuint *textures = (GLuint *)bitmap->getTexIds(); glDisable(GL_DEPTH_TEST); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); shader->use(); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _quadEBO); uint32 offset = data->_layers[layer]._offset; for (uint32 i = offset; i < offset + data->_layers[layer]._numImages; ++i) { glBindTexture(GL_TEXTURE_2D, textures[data->_verts[i]._texid]); unsigned short startVertex = data->_verts[i]._pos / 4 * 6; unsigned short numVertices = data->_verts[i]._verts / 4 * 6; glDrawElements(GL_TRIANGLES, numVertices, GL_UNSIGNED_SHORT, (void *)(startVertex * sizeof(unsigned short))); } return; } int format = bitmap->getFormat(); if ((format == 1 && !_renderBitmaps) || (format == 5 && !_renderZBitmaps)) { return; } if (format == 1) { GLuint *textures = (GLuint *)bitmap->getTexIds(); if (bitmap->getFormat() == 1 && bitmap->getHasTransparency()) { glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); } else { glDisable(GL_BLEND); } Graphics::Shader *shader = (Graphics::Shader *)bitmap->_data->_userData; shader->use(); glDisable(GL_DEPTH_TEST); glDepthMask(GL_FALSE); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _quadEBO); int cur_tex_idx = bitmap->getNumTex() * (bitmap->getActiveImage() - 1); glBindTexture(GL_TEXTURE_2D, textures[cur_tex_idx]); float width = bitmap->getWidth(); float height = bitmap->getHeight(); shader->setUniform("offsetXY", Math::Vector2d(float(dx) / _gameWidth, float(dy) / _gameHeight)); shader->setUniform("sizeWH", Math::Vector2d(width / _gameWidth, height / _gameHeight)); shader->setUniform("texcrop", Math::Vector2d(width / nextHigher2((int)width), height / nextHigher2((int)height))); glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, 0); glDisable(GL_BLEND); glDepthMask(GL_TRUE); glEnable(GL_DEPTH_TEST); } else { // Only draw the manual zbuffer when enabled if (bitmap->getActiveImage() - 1 < bitmap->getNumImages()) { drawDepthBitmap(dx, dy, bitmap->getWidth(), bitmap->getHeight(), (char *)bitmap->getData(bitmap->getActiveImage() - 1).getRawBuffer()); } else { warning("zbuffer image has index out of bounds! %d/%d", bitmap->getActiveImage(), bitmap->getNumImages()); } return; } } void GfxOpenGLS::drawDepthBitmap(int x, int y, int w, int h, char *data) { static int prevX = -1, prevY = -1; static char *prevData = NULL; if (prevX == x && prevY == y && data == prevData) return; prevX = x; prevY = y; prevData = data; glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, _zBufTex); glPixelStorei(GL_UNPACK_ALIGNMENT, 2); glTexSubImage2D(GL_TEXTURE_2D, 0, x, y, w, h, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, data); glPixelStorei(GL_UNPACK_ALIGNMENT, 4); glActiveTexture(GL_TEXTURE0); } void GfxOpenGLS::destroyBitmap(BitmapData *bitmap) { GLuint *textures = (GLuint *)bitmap->_texIds; if (textures) { glDeleteTextures(bitmap->_numTex * bitmap->_numImages, textures); delete[] textures; bitmap->_texIds = 0; } Graphics::Shader *shader = (Graphics::Shader *)bitmap->_userData; if (g_grim->getGameType() == GType_MONKEY4) { glDeleteBuffers(1, &shader->getAttributeAt(0)._vbo); } delete shader; if (bitmap->_format != 1) { bitmap->freeData(); } } void GfxOpenGLS::createFont(Font *font) { const byte *bitmapData = font->getFontData(); uint dataSize = font->getDataSize(); uint8 bpp = 4; uint8 charsWide = 16; uint8 charsHigh = 16; byte *texDataPtr = new byte[dataSize * bpp]; byte *data = texDataPtr; for (uint i = 0; i < dataSize; i++, texDataPtr += bpp, bitmapData++) { byte pixel = *bitmapData; if (pixel == 0x00) { texDataPtr[0] = texDataPtr[1] = texDataPtr[2] = texDataPtr[3] = 0; } else if (pixel == 0x80) { texDataPtr[0] = texDataPtr[1] = texDataPtr[2] = 0; texDataPtr[3] = 255; } else if (pixel == 0xFF) { texDataPtr[0] = texDataPtr[1] = texDataPtr[2] = texDataPtr[3] = 255; } } int size = 0; for (int i = 0; i < 256; ++i) { int width = font->getCharDataWidth(i), height = font->getCharDataHeight(i); int m = MAX(width, height); if (m > size) size = m; } assert(size < 64); if (size < 8) size = 8; if (size < 16) size = 16; else if (size < 32) size = 32; else if (size < 64) size = 64; uint arraySize = size * size * bpp * charsWide * charsHigh; byte *temp = new byte[arraySize]; if (!temp) error("Could not allocate %d bytes", arraySize); memset(temp, 0, arraySize); FontUserData *userData = new FontUserData; font->setUserData(userData); userData->texture = 0; userData->size = size; GLuint *texture = &(userData->texture); glGenTextures(1, texture); for (int i = 0, row = 0; i < 256; ++i) { int width = font->getCharDataWidth(i), height = font->getCharDataHeight(i); int32 d = font->getCharOffset(i); for (int x = 0; x < height; ++x) { // a is the offset to get to the correct row. // b is the offset to get to the correct line in the character. // c is the offset of the character from the start of the row. uint a = row * size * size * bpp * charsHigh; uint b = x * size * charsWide * bpp; uint c = 0; if (i != 0) c = ((i - 1) % 16) * size * bpp; uint pos = a + b + c; uint pos2 = d * bpp + x * width * bpp; assert(pos + width * bpp <= arraySize); assert(pos2 + width * bpp <= dataSize * bpp); memcpy(temp + pos, data + pos2, width * bpp); } if (i != 0 && i % charsWide == 0) ++row; } glBindTexture(GL_TEXTURE_2D, texture[0]); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, size * charsWide, size * charsHigh, 0, GL_RGBA, GL_UNSIGNED_BYTE, temp); delete[] data; delete[] temp; } void GfxOpenGLS::destroyFont(Font *font) { const FontUserData *data = (const FontUserData *)font->getUserData(); if (data) { glDeleteTextures(1, &(data->texture)); delete data; } } void GfxOpenGLS::createTextObject(TextObject *text) { const Color &color = text->getFGColor(); const Font *font = text->getFont(); const FontUserData *userData = (const FontUserData *)font->getUserData(); if (!userData) error("Could not get font userdata"); float sizeW = float(userData->size) / _gameWidth; float sizeH = float(userData->size) / _gameHeight; const Common::String *lines = text->getLines(); int numLines = text->getNumLines(); int numCharacters = 0; for (int j = 0; j < numLines; ++j) { numCharacters += lines[j].size(); } float * bufData = new float[numCharacters * 16]; float * cur = bufData; for (int j = 0; j < numLines; ++j) { const Common::String &line = lines[j]; int x = text->getLineX(j); int y = text->getLineY(j); for (uint i = 0; i < line.size(); ++i) { uint8 character = line[i]; float w = y + font->getCharStartingLine(character); if (g_grim->getGameType() == GType_GRIM) w += font->getBaseOffsetY(); float z = x + font->getCharStartingCol(character); z /= _gameWidth; w /= _gameHeight; float width = 1 / 16.f; float cx = ((character - 1) % 16) / 16.0f; float cy = ((character - 1) / 16) / 16.0f; float charData[] = { z, w, cx, cy, z + sizeW, w, cx + width, cy, z + sizeW, w + sizeH, cx + width, cy + width, z, w + sizeH, cx, cy + width }; memcpy(cur, charData, 16 * sizeof(float)); cur += 16; x += font->getCharWidth(character); } } GLuint vbo; if (text->isBlastDraw()) { vbo = _blastVBO; glBindBuffer(GL_ARRAY_BUFFER, vbo); glBufferSubData(GL_ARRAY_BUFFER, 0, numCharacters * 16 * sizeof(float), bufData); } else { vbo = Graphics::Shader::createBuffer(GL_ARRAY_BUFFER, numCharacters * 16 * sizeof(float), bufData, GL_STATIC_DRAW); } Graphics::Shader * textShader = _textProgram->clone(); glBindBuffer(GL_ARRAY_BUFFER, vbo); textShader->enableVertexAttribute("position", vbo, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), 0); textShader->enableVertexAttribute("texcoord", vbo, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), 2 * sizeof(float)); TextUserData * td = new TextUserData; td->characters = numCharacters; td->shader = textShader; td->color = color; td->texture = userData->texture; text->setUserData(td); delete[] bufData; } void GfxOpenGLS::drawTextObject(const TextObject *text) { glEnable(GL_BLEND); glDisable(GL_DEPTH_TEST); const TextUserData * td = (const TextUserData *) text->getUserData(); assert(td); td->shader->use(); Math::Vector3d colors(float(td->color.getRed()) / 255.0f, float(td->color.getGreen()) / 255.0f, float(td->color.getBlue()) / 255.0f); _textProgram->setUniform("color", colors); glBindTexture(GL_TEXTURE_2D, td->texture); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _quadEBO); glDrawElements(GL_TRIANGLES, td->characters * 6, GL_UNSIGNED_SHORT, 0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); glEnable(GL_DEPTH_TEST); } void GfxOpenGLS::destroyTextObject(TextObject *text) { const TextUserData * td = (const TextUserData *) text->getUserData(); if (!text->isBlastDraw()) { glDeleteBuffers(1, &td->shader->getAttributeAt(0)._vbo); } text->setUserData(NULL); delete td; } Bitmap *GfxOpenGLS::getScreenshot(int w, int h) { Graphics::PixelBuffer buffer = Graphics::PixelBuffer::createBuffer<565>(w * h, DisposeAfterUse::YES); Graphics::PixelBuffer src(Graphics::PixelFormat(4, 8, 8, 8, 8, 0, 8, 16, 24), _screenWidth * _screenHeight, DisposeAfterUse::YES); glReadPixels(0, 0, _screenWidth, _screenHeight, GL_RGBA, GL_UNSIGNED_BYTE, src.getRawBuffer()); int i1 = (_screenWidth * w - 1) / _screenWidth + 1; int j1 = (_screenHeight * h - 1) / _screenHeight + 1; for (int j = 0; j < j1; j++) { for (int i = 0; i < i1; i++) { int x0 = i * _screenWidth / w; int x1 = ((i + 1) * _screenWidth - 1) / w + 1; int y0 = j * _screenHeight / h; int y1 = ((j + 1) * _screenHeight - 1) / h + 1; uint32 color = 0; for (int y = y0; y < y1; y++) { for (int x = x0; x < x1; x++) { uint8 lr, lg, lb; src.getRGBAt(y * _screenWidth + x, lr, lg, lb); color += (lr + lg + lb) / 3; } } color /= (x1 - x0) * (y1 - y0); buffer.setPixelAt((h - j - 1) * w + i, color, color, color); } } Bitmap *screenshot = new Bitmap(buffer, w, h, "screenshot"); return screenshot; } void GfxOpenGLS::storeDisplay() { } void GfxOpenGLS::copyStoredToDisplay() { } void GfxOpenGLS::dimScreen() { } void GfxOpenGLS::dimRegion(int x, int y, int w, int h, float level) { } void GfxOpenGLS::irisAroundRegion(int x1, int y1, int x2, int y2) { _irisProgram->use(); _irisProgram->setUniform("color", Math::Vector3d(0.0f, 0.0f, 0.0f)); _irisProgram->setUniform("scaleWH", Math::Vector2d(1.f / _gameWidth, 1.f / _gameHeight)); float fx1 = x1; float fx2 = x2; float fy1 = y1; float fy2 = y2; float width = _screenWidth; float height = _screenHeight; float points[20] = { 0.0f, 0.0f, 0.0f, fy1, width, 0.0f, fx2, fy1, width, height, fx2, fy2, 0.0f, height, fx1, fy2, 0.0f, fy1, fx1, fy1 }; glBindBuffer(GL_ARRAY_BUFFER, _irisVBO); glBufferSubData(GL_ARRAY_BUFFER, 0, 20 * sizeof(float), points); glDisable(GL_DEPTH_TEST); glDepthMask(GL_FALSE); glDrawArrays(GL_TRIANGLE_STRIP, 0, 10); glEnable(GL_DEPTH_TEST); glDepthMask(GL_TRUE); } void GfxOpenGLS::drawEmergString(int x, int y, const char *text, const Color &fgColor) { if (!*text) return; glEnable(GL_BLEND); glDisable(GL_DEPTH_TEST); glBindTexture(GL_TEXTURE_2D, _emergTexture); _emergProgram->use(); Math::Vector3d colors(float(fgColor.getRed()) / 255.0f, float(fgColor.getGreen()) / 255.0f, float(fgColor.getBlue()) / 255.0f); _emergProgram->setUniform("color", colors); _emergProgram->setUniform("sizeWH", Math::Vector2d(float(8) / _gameWidth, float(16) / _gameHeight)); _emergProgram->setUniform("texScale", Math::Vector2d(float(8) / 128, float(16) / 128)); for (; *text; ++text, x+=10) { int blockcol = *text & 0xf; int blockrow = *text / 16; _emergProgram->setUniform("offsetXY", Math::Vector2d(float(x) / _gameWidth, float(y) / _gameHeight)); _emergProgram->setUniform("texOffsetXY", Math::Vector2d(float(blockcol * 8) / 128, float(blockrow * 16) / 128)); glDrawArrays(GL_TRIANGLE_FAN, 0, 4); } } void GfxOpenGLS::loadEmergFont() { uint8 *atlas = new uint8[128 * 128]; memset(atlas, 0, 128 * 128); for (int c = 32; c < 128; ++c) { int blockrow = c / 16; int blockcol = c & 0xf; for (int row = 0; row < 13; ++row) { int base = 128 * (16 * blockrow + row) + 8 * blockcol; uint8 val = Font::emerFont[c-32][row]; atlas[base+0] = (val & 0x80) ? 255 : 0; atlas[base+1] = (val & 0x40) ? 255 : 0; atlas[base+2] = (val & 0x20) ? 255 : 0; atlas[base+3] = (val & 0x10) ? 255 : 0; atlas[base+4] = (val & 0x08) ? 255 : 0; atlas[base+5] = (val & 0x04) ? 255 : 0; atlas[base+6] = (val & 0x02) ? 255 : 0; atlas[base+7] = (val & 0x01) ? 255 : 0; } } glGenTextures(1, &_emergTexture); glBindTexture(GL_TEXTURE_2D, _emergTexture); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, 128, 128, 0, GL_ALPHA, GL_UNSIGNED_BYTE, atlas); delete[] atlas; } void GfxOpenGLS::drawGenericPrimitive(const float *vertices, uint32 numVertices, const PrimitiveObject *primitive) { const Color color(primitive->getColor()); const Math::Vector3d colorV = Math::Vector3d(color.getRed(), color.getGreen(), color.getBlue()) / 255.f; GLuint prim = nextPrimitive(); glBindBuffer(GL_ARRAY_BUFFER, prim); glBufferSubData(GL_ARRAY_BUFFER, 0, numVertices * sizeof(float), vertices); glDisable(GL_DEPTH_TEST); glDepthMask(GL_FALSE); _primitiveProgram->enableVertexAttribute("position", prim, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), 0); _primitiveProgram->use(true); _primitiveProgram->setUniform("color", colorV); _primitiveProgram->setUniform("scaleWH", Math::Vector2d(1.f / _gameWidth, 1.f / _gameHeight)); switch (primitive->getType()) { case PrimitiveObject::RectangleType: if (primitive->isFilled()) { glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); } else { glDrawArrays(GL_LINE_LOOP, 0, 4); } break; case PrimitiveObject::LineType: glDrawArrays(GL_LINES, 0, 2); break; case PrimitiveObject::PolygonType: glDrawArrays(GL_LINES, 0, 4); break; default: /* Impossible */ break; } glBindBuffer(GL_ARRAY_BUFFER, 0); glDepthMask(GL_TRUE); glEnable(GL_DEPTH_TEST); } void GfxOpenGLS::drawRectangle(const PrimitiveObject *primitive) { float x1 = primitive->getP1().x * _scaleW; float y1 = primitive->getP1().y * _scaleH; float x2 = primitive->getP2().x * _scaleW; float y2 = primitive->getP2().y * _scaleH; float data[] = { x1, y1, x2, y1, x2, y2, x1, y2 }; drawGenericPrimitive(data, 8, primitive); } void GfxOpenGLS::drawLine(const PrimitiveObject *primitive) { float x1 = primitive->getP1().x * _scaleW; float y1 = primitive->getP1().y * _scaleH; float x2 = primitive->getP2().x * _scaleW; float y2 = primitive->getP2().y * _scaleH; float data[] = { x1, y1, x2, y2 }; drawGenericPrimitive(data, 4, primitive); } void GfxOpenGLS::drawPolygon(const PrimitiveObject *primitive) { float x1 = primitive->getP1().x * _scaleW; float y1 = primitive->getP1().y * _scaleH; float x2 = primitive->getP2().x * _scaleW; float y2 = primitive->getP2().y * _scaleH; float x3 = primitive->getP3().x * _scaleW; float y3 = primitive->getP3().y * _scaleH; float x4 = primitive->getP4().x * _scaleW; float y4 = primitive->getP4().y * _scaleH; const float data[] = { x1, y1, x2, y2, x3, y3, x4, y4 }; drawGenericPrimitive(data, 8, primitive); } void GfxOpenGLS::prepareMovieFrame(Graphics::Surface* frame) { int width = frame->w; int height = frame->h; const byte *bitmap = (const byte *)frame->getPixels(); GLenum frameType, frameFormat; switch (frame->format.bytesPerPixel) { case 2: frameType = GL_UNSIGNED_SHORT_5_6_5; frameFormat = GL_RGB; _smushSwizzle = false; break; case 4: frameType = GL_UNSIGNED_BYTE; frameFormat = GL_RGBA; _smushSwizzle = true; break; default: error("Video decoder returned invalid pixel format!"); return; } // create texture if (_smushTexId == 0) { glGenTextures(1, &_smushTexId); } glBindTexture(GL_TEXTURE_2D, _smushTexId); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexImage2D(GL_TEXTURE_2D, 0, frameFormat, nextHigher2(width), nextHigher2(height), 0, frameFormat, frameType, NULL); glPixelStorei(GL_UNPACK_ALIGNMENT, frame->format.bytesPerPixel); glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, frameFormat, frameType, bitmap); glPixelStorei(GL_UNPACK_ALIGNMENT, 4); _smushWidth = (int)(width); _smushHeight = (int)(height); } void GfxOpenGLS::drawMovieFrame(int offsetX, int offsetY) { _smushProgram->use(); glDisable(GL_DEPTH_TEST); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _quadEBO); _smushProgram->setUniform("texcrop", Math::Vector2d(float(_smushWidth) / nextHigher2(_smushWidth), float(_smushHeight) / nextHigher2(_smushHeight))); _smushProgram->setUniform("scale", Math::Vector2d(float(_gameWidth)/ float(_smushWidth), float(_gameHeight) / float(_smushHeight))); _smushProgram->setUniform("offset", Math::Vector2d(float(offsetX) / float(_gameWidth), float(offsetY) / float(_gameHeight))); _smushProgram->setUniform("swizzle", _smushSwizzle); glBindTexture(GL_TEXTURE_2D, _smushTexId); glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, 0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); glEnable(GL_DEPTH_TEST); } void GfxOpenGLS::releaseMovieFrame() { if (_smushTexId > 0) { glDeleteTextures(1, &_smushTexId); _smushTexId = 0; } } const char *GfxOpenGLS::getVideoDeviceName() { return "OpenGLS Renderer"; } void GfxOpenGLS::renderBitmaps(bool render) { } void GfxOpenGLS::renderZBitmaps(bool render) { } void GfxOpenGLS::createSpecialtyTextures() { //make a buffer big enough to hold any of the textures char *buffer = new char[256*256*4]; glReadPixels(0, 0, 256, 256, GL_RGBA, GL_UNSIGNED_BYTE, buffer); _specialty[0].create(buffer, 256, 256); glReadPixels(256, 0, 256, 256, GL_RGBA, GL_UNSIGNED_BYTE, buffer); _specialty[1].create(buffer, 256, 256); glReadPixels(512, 0, 128, 128, GL_RGBA, GL_UNSIGNED_BYTE, buffer); _specialty[2].create(buffer, 128, 128); glReadPixels(512, 128, 128, 128, GL_RGBA, GL_UNSIGNED_BYTE, buffer); _specialty[3].create(buffer, 128, 128); glReadPixels(0, 256, 256, 256, GL_RGBA, GL_UNSIGNED_BYTE, buffer); _specialty[4].create(buffer, 256, 256); glReadPixels(256, 256, 256, 256, GL_RGBA, GL_UNSIGNED_BYTE, buffer); _specialty[5].create(buffer, 256, 256); glReadPixels(512, 256, 128, 128, GL_RGBA, GL_UNSIGNED_BYTE, buffer); _specialty[6].create(buffer, 128, 128); glReadPixels(512, 384, 128, 128, GL_RGBA, GL_UNSIGNED_BYTE, buffer); _specialty[7].create(buffer, 128, 128); delete[] buffer; } void GfxOpenGLS::createEMIModel(EMIModel *model) { EMIModelUserData *mud = new EMIModelUserData; model->_userData = mud; mud->_verticesVBO = Graphics::Shader::createBuffer(GL_ARRAY_BUFFER, model->_numVertices * 3 * sizeof(float), model->_vertices, GL_STREAM_DRAW); // model->_normalsVBO = Graphics::Shader::createBuffer(GL_ARRAY_BUFFER, model->_numVertices * 3 * sizeof(float), model->_normals, GL_STATIC_DRAW);; mud->_texCoordsVBO = Graphics::Shader::createBuffer(GL_ARRAY_BUFFER, model->_numVertices * 2 * sizeof(float), model->_texVerts, GL_STATIC_DRAW); mud->_colorMapVBO = Graphics::Shader::createBuffer(GL_ARRAY_BUFFER, model->_numVertices * 4 * sizeof(byte), model->_colorMap, GL_STATIC_DRAW); Graphics::Shader * actorShader = _actorProgram->clone(); actorShader->enableVertexAttribute("position", mud->_verticesVBO, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), 0); actorShader->enableVertexAttribute("texcoord", mud->_texCoordsVBO, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), 0); actorShader->enableVertexAttribute("color", mud->_colorMapVBO, 4, GL_UNSIGNED_BYTE, GL_TRUE, 4 * sizeof(byte), 0); mud->_shader = actorShader; for (uint32 i = 0; i < model->_numFaces; ++i) { EMIMeshFace * face = &model->_faces[i]; face->_indicesEBO = Graphics::Shader::createBuffer(GL_ELEMENT_ARRAY_BUFFER, face->_faceLength * 3 * sizeof(uint32), face->_indexes, GL_STATIC_DRAW); } glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); } void GfxOpenGLS::createModel(Mesh *mesh) { Common::Array meshInfo; meshInfo.reserve(mesh->_numVertices * 5); for (int i = 0; i < mesh->_numFaces; ++i) { MeshFace *face = &mesh->_faces[i]; face->_userData = new uint32; *(uint32 *)face->_userData = meshInfo.size(); if (face->_numVertices < 3) continue; #define VERT(j) (&mesh->_vertices[3*face->_vertices[j]]) #define TEXVERT(j) (face->_texVertices ? &mesh->_textureVerts[2*face->_texVertices[j]] : zero_texVerts) #define NORMAL(j) (&mesh->_vertNormals[3*face->_vertices[j]]) for (int j = 2; j < face->_numVertices; ++j) { meshInfo.push_back(GrimVertex(VERT(0), TEXVERT(0), NORMAL(0))); meshInfo.push_back(GrimVertex(VERT(j-1), TEXVERT(j-1), NORMAL(j-1))); meshInfo.push_back(GrimVertex(VERT(j), TEXVERT(j), NORMAL(j))); } #undef VERT #undef TEXVERT #undef NORMAL } if (meshInfo.empty()) { mesh->_userData = NULL; return; } ModelUserData *mud = new ModelUserData; mesh->_userData = mud; mud->_meshInfoVBO = Graphics::Shader::createBuffer(GL_ARRAY_BUFFER, meshInfo.size() * sizeof(GrimVertex), &meshInfo[0], GL_STATIC_DRAW); Graphics::Shader *shader = _actorProgram->clone(); mud->_shader = shader; shader->enableVertexAttribute("position", mud->_meshInfoVBO, 3, GL_FLOAT, GL_FALSE, sizeof(GrimVertex), 0); shader->enableVertexAttribute("texcoord", mud->_meshInfoVBO, 2, GL_FLOAT, GL_FALSE, sizeof(GrimVertex), 3 * sizeof(float)); shader->enableVertexAttribute("normal", mud->_meshInfoVBO, 3, GL_FLOAT, GL_FALSE, sizeof(GrimVertex), 5 * sizeof(float)); shader->disableVertexAttribute("color", Math::Vector4d(1.f, 1.f, 1.f, 1.f)); } } #endif