/* 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. * */ #include "common/endian.h" #include "common/system.h" #include "graphics/surface.h" #include "graphics/colormasks.h" #include "math/glmath.h" #include "engines/grim/actor.h" #include "engines/grim/colormap.h" #include "engines/grim/material.h" #include "engines/grim/font.h" #include "engines/grim/gfx_tinygl.h" #include "engines/grim/grim.h" #include "engines/grim/bitmap.h" #include "engines/grim/primitives.h" #include "engines/grim/model.h" #include "engines/grim/sprite.h" #include "engines/grim/set.h" #include "engines/grim/emi/modelemi.h" namespace Grim { GfxBase *CreateGfxTinyGL() { return new GfxTinyGL(); } GfxTinyGL::GfxTinyGL() : _zb(nullptr), _alpha(1.f), _bufferId(0), _currentActor(nullptr) { g_driver = this; _storedDisplay = nullptr; // TGL_LEQUAL as tglDepthFunc ensures that subsequent drawing attempts for // the same triangles are not ignored by the depth test. // That's necessary for EMI where some models have multiple faces which // refer to the same vertices. The first face is usually using the // color map and the following are using textures. _depthFunc = (g_grim->getGameType() == GType_MONKEY4) ? TGL_LEQUAL : TGL_LESS; for (int i = 0; i < 96; i++) { _emergFont[i] = nullptr; } } GfxTinyGL::~GfxTinyGL() { for (unsigned int i = 0; i < _numSpecialtyTextures; i++) { destroyTexture(&_specialtyTextures[i]); } if (_zb) { delBuffer(1); TinyGL::glClose(); delete _zb; } for (int i = 0; i < 96; i++) { Graphics::tglDeleteBlitImage(_emergFont[i]); } } byte *GfxTinyGL::setupScreen(int screenW, int screenH, bool fullscreen) { Graphics::PixelBuffer buf = g_system->setupScreen(screenW, screenH, fullscreen, false); byte *buffer = buf.getRawBuffer(); _screenWidth = screenW; _screenHeight = screenH; _scaleW = _screenWidth / (float)_gameWidth; _scaleH = _screenHeight / (float)_gameHeight; _isFullscreen = g_system->getFeatureState(OSystem::kFeatureFullscreenMode); g_system->showMouse(!fullscreen); g_system->setWindowCaption("ResidualVM: Software 3D Renderer"); _pixelFormat = buf.getFormat(); _zb = new TinyGL::FrameBuffer(screenW, screenH, buf); TinyGL::glInit(_zb, 256); _storedDisplay.create(_pixelFormat, _gameWidth * _gameHeight, DisposeAfterUse::YES); _storedDisplay.clear(_gameWidth * _gameHeight); _currentShadowArray = nullptr; TGLfloat ambientSource[] = { 0.0f, 0.0f, 0.0f, 1.0f }; tglLightModelfv(TGL_LIGHT_MODEL_AMBIENT, ambientSource); TGLfloat diffuseReflectance[] = { 1.0f, 1.0f, 1.0f, 1.0f }; tglMaterialfv(TGL_FRONT, TGL_DIFFUSE, diffuseReflectance); // we now generate a buffer (id 1), which we will use as a backing buffer, where the actors' clean buffers // will blit to. everu frame this will be blitted to screen, but the actors' buffers will be blitted to // this only when they change. genBuffer(); return buffer; } const char *GfxTinyGL::getVideoDeviceName() { return "TinyGL Software Renderer"; } void GfxTinyGL::setupCameraFrustum(float fov, float nclip, float fclip) { tglMatrixMode(TGL_PROJECTION); tglLoadIdentity(); float right = nclip * tan(fov / 2 * (LOCAL_PI / 180)); tglFrustum(-right, right, -right * 0.75, right * 0.75, nclip, fclip); tglMatrixMode(TGL_MODELVIEW); tglLoadIdentity(); } void GfxTinyGL::positionCamera(const Math::Vector3d &pos, const Math::Vector3d &interest, float roll) { Math::Vector3d up_vec(0, 0, 1); tglRotatef(roll, 0, 0, -1); if (pos.x() == interest.x() && pos.y() == interest.y()) up_vec = Math::Vector3d(0, 1, 0); Math::Matrix4 lookMatrix = Math::makeLookAtMatrix(pos, interest, up_vec); tglMultMatrixf(lookMatrix.getData()); tglTranslatef(-pos.x(), -pos.y(), -pos.z()); } void GfxTinyGL::positionCamera(const Math::Vector3d &pos, const Math::Matrix4 &rot) { tglScalef(1.0, 1.0, -1.0); _currentPos = pos; _currentRot = rot; } Math::Matrix4 GfxTinyGL::getModelView() { Math::Matrix4 modelView; if (g_grim->getGameType() == GType_MONKEY4) { tglMatrixMode(TGL_MODELVIEW); tglPushMatrix(); tglMultMatrixf(_currentRot.getData()); tglTranslatef(-_currentPos.x(), -_currentPos.y(), -_currentPos.z()); tglGetFloatv(TGL_MODELVIEW_MATRIX, modelView.getData()); tglPopMatrix(); } else { tglGetFloatv(TGL_MODELVIEW_MATRIX, modelView.getData()); } modelView.transpose(); return modelView; } Math::Matrix4 GfxTinyGL::getProjection() { Math::Matrix4 projection; tglGetFloatv(TGL_PROJECTION_MATRIX, projection.getData()); projection.transpose(); return projection; } void GfxTinyGL::clearScreen() { tglClearColor(0.0f, 0.0f, 0.0f, 1.0f); tglClearDepth(0); tglClear(TGL_DEPTH_BUFFER_BIT | TGL_COLOR_BUFFER_BIT); } void GfxTinyGL::clearDepthBuffer() { tglClearDepth(0); tglClear(TGL_DEPTH_BUFFER_BIT); } void GfxTinyGL::flipBuffer() { TinyGL::tglPresentBuffer(); g_system->updateScreen(); } int GfxTinyGL::genBuffer() { TinyGL::Buffer *buf = _zb->genOffscreenBuffer(); _buffers[++_bufferId] = buf; return _bufferId; } void GfxTinyGL::delBuffer(int id) { _zb->delOffscreenBuffer(_buffers[id]); _buffers.erase(id); } void GfxTinyGL::selectBuffer(int id) { if (id == 0) { _zb->selectOffscreenBuffer(NULL); } else { _zb->selectOffscreenBuffer(_buffers[id]); } } void GfxTinyGL::clearBuffer(int id) { TinyGL::Buffer *buf = _buffers[id]; _zb->clearOffscreenBuffer(buf); } void GfxTinyGL::drawBuffers() { selectBuffer(1); Common::HashMap::iterator i = _buffers.begin(); for (++i; i != _buffers.end(); ++i) { TinyGL::Buffer *buf = i->_value; _zb->blitOffscreenBuffer(buf); //this is not necessary, but it prevents the buffers to be blitted every frame, if it is not needed buf->used = false; } selectBuffer(0); _zb->blitOffscreenBuffer(_buffers[1]); } void GfxTinyGL::refreshBuffers() { clearBuffer(1); Common::HashMap::iterator i = _buffers.begin(); for (++i; i != _buffers.end(); ++i) { TinyGL::Buffer *buf = i->_value; buf->used = true; } } bool GfxTinyGL::isHardwareAccelerated() { return false; } bool GfxTinyGL::supportsShaders() { return false; } static void tglShadowProjection(const Math::Vector3d &light, const Math::Vector3d &plane, const Math::Vector3d &normal, bool dontNegate) { // Based on GPL shadow projection example by // (c) 2002-2003 Phaetos float d, c; float mat[16]; float nx, ny, nz, lx, ly, lz, px, py, pz; nx = normal.x(); ny = normal.y(); nz = normal.z(); // for some unknown for me reason normal need negation if (!dontNegate) { nx = -nx; ny = -ny; nz = -nz; } lx = light.x(); ly = light.y(); lz = light.z(); px = plane.x(); py = plane.y(); pz = plane.z(); d = nx * lx + ny * ly + nz * lz; c = px * nx + py * ny + pz * nz - d; mat[0] = lx * nx + c; mat[4] = ny * lx; mat[8] = nz * lx; mat[12] = -lx * c - lx * d; mat[1] = nx * ly; mat[5] = ly * ny + c; mat[9] = nz * ly; mat[13] = -ly * c - ly * d; mat[2] = nx * lz; mat[6] = ny * lz; mat[10] = lz * nz + c; mat[14] = -lz * c - lz * d; mat[3] = nx; mat[7] = ny; mat[11] = nz; mat[15] = -d; tglMultMatrixf(mat); } void GfxTinyGL::getScreenBoundingBox(const Mesh *model, int *x1, int *y1, int *x2, int *y2) { if (_currentShadowArray) { *x1 = -1; *y1 = -1; *x2 = -1; *y2 = -1; return; } TGLfloat top = 1000; TGLfloat right = -1000; TGLfloat left = 1000; TGLfloat bottom = -1000; for (int i = 0; i < model->_numFaces; i++) { Math::Vector3d obj; float *pVertices; for (int j = 0; j < model->_faces[i].getNumVertices(); j++) { TGLfloat modelView[16], projection[16]; TGLint viewPort[4]; tglGetFloatv(TGL_MODELVIEW_MATRIX, modelView); tglGetFloatv(TGL_PROJECTION_MATRIX, projection); tglGetIntegerv(TGL_VIEWPORT, viewPort); pVertices = model->_vertices + 3 * model->_faces[i].getVertex(j); obj.set(*(pVertices), *(pVertices + 1), *(pVertices + 2)); Math::Vector3d win; Math::gluMathProject(obj, modelView, projection, viewPort, win); if (win.x() > right) right = win.x(); if (win.x() < left) left = win.x(); if (win.y() < top) top = win.y(); if (win.y() > bottom) bottom = win.y(); } } float t = bottom; bottom = _gameHeight - top; top = _gameHeight - t; if (left < 0) left = 0; if (right >= _gameWidth) right = _gameWidth - 1; if (top < 0) top = 0; if (bottom >= _gameHeight) bottom = _gameHeight - 1; if (top >= _gameHeight || left >= _gameWidth || bottom < 0 || right < 0) { *x1 = -1; *y1 = -1; *x2 = -1; *y2 = -1; return; } *x1 = (int)left; *y1 = (int)top; *x2 = (int)right; *y2 = (int)bottom; } void GfxTinyGL::getScreenBoundingBox(const EMIModel *model, int *x1, int *y1, int *x2, int *y2) { if (_currentShadowArray) { *x1 = -1; *y1 = -1; *x2 = -1; *y2 = -1; return; } TGLfloat top = 1000; TGLfloat right = -1000; TGLfloat left = 1000; TGLfloat bottom = -1000; TGLfloat modelView[16], projection[16]; TGLint viewPort[4]; tglGetFloatv(TGL_MODELVIEW_MATRIX, modelView); tglGetFloatv(TGL_PROJECTION_MATRIX, projection); tglGetIntegerv(TGL_VIEWPORT, viewPort); for (uint i = 0; i < model->_numFaces; i++) { int *indices = (int *)model->_faces[i]._indexes; for (uint j = 0; j < model->_faces[i]._faceLength * 3; j++) { int index = indices[j]; Math::Vector3d obj = model->_drawVertices[index]; Math::Vector3d win; Math::gluMathProject(obj, modelView, projection, viewPort, win); if (win.x() > right) right = win.x(); if (win.x() < left) left = win.x(); if (win.y() < top) top = win.y(); if (win.y() > bottom) bottom = win.y(); } } float t = bottom; bottom = _gameHeight - top; top = _gameHeight - t; if (left < 0) left = 0; if (right >= _gameWidth) right = _gameWidth - 1; if (top < 0) top = 0; if (bottom >= _gameHeight) bottom = _gameHeight - 1; if (top >= _gameHeight || left >= _gameWidth || bottom < 0 || right < 0) { *x1 = -1; *y1 = -1; *x2 = -1; *y2 = -1; return; } *x1 = (int)left; *y1 = (int)(_gameHeight - bottom); *x2 = (int)right; *y2 = (int)(_gameHeight - top); } void GfxTinyGL::getActorScreenBBox(const Actor *actor, Common::Point &p1, Common::Point &p2) { // Get the actor's bounding box information (describes a 3D box) Math::Vector3d bboxPos, bboxSize; actor->getBBoxInfo(bboxPos, bboxSize); // Translate the bounding box to the actor's position Math::Matrix4 m = actor->getFinalMatrix(); bboxPos = bboxPos + actor->getWorldPos(); // Set up the coordinate system tglMatrixMode(TGL_MODELVIEW); tglPushMatrix(); // Apply the view transform. Math::Matrix4 worldRot = _currentRot; tglMultMatrixf(worldRot.getData()); tglTranslatef(-_currentPos.x(), -_currentPos.y(), -_currentPos.z()); // Get the current OpenGL state TGLfloat modelView[16], projection[16]; TGLint viewPort[4]; tglGetFloatv(TGL_MODELVIEW_MATRIX, modelView); tglGetFloatv(TGL_PROJECTION_MATRIX, projection); tglGetIntegerv(TGL_VIEWPORT, viewPort); // Set values outside of the screen range p1.x = 1000; p1.y = 1000; p2.x = -1000; p2.y = -1000; // Project all of the points in the 3D bounding box Math::Vector3d p, projected; for (int x = 0; x < 2; x++) { for (int y = 0; y < 2; y++) { for (int z = 0; z < 2; z++) { Math::Vector3d added(bboxSize.x() * 0.5f * (x * 2 - 1), bboxSize.y() * 0.5f * (y * 2 - 1), bboxSize.z() * 0.5f * (z * 2 - 1)); m.transform(&added, false); p = bboxPos + added; Math::gluMathProject(p, modelView, projection, viewPort, projected); // Find the points if (projected.x() < p1.x) p1.x = projected.x(); if (projected.y() < p1.y) p1.y = projected.y(); if (projected.x() > p2.x) p2.x = projected.x(); if (projected.y() > p2.y) p2.y = projected.y(); } } } // Swap the p1/p2 y coorindates int16 tmp = p1.y; p1.y = 480 - p2.y; p2.y = 480 - tmp; // Restore the state tglPopMatrix(); } void GfxTinyGL::startActorDraw(const Actor *actor) { _currentActor = actor; tglEnable(TGL_TEXTURE_2D); tglMatrixMode(TGL_PROJECTION); tglPushMatrix(); tglMatrixMode(TGL_MODELVIEW); tglPushMatrix(); if (g_grim->getGameType() == GType_MONKEY4 && !actor->isInOverworld()) { // Apply the view transform. tglMultMatrixf(_currentRot.getData()); tglTranslatef(-_currentPos.x(), -_currentPos.y(), -_currentPos.z()); } if (_currentShadowArray) { tglDepthMask(TGL_FALSE); // TODO find out why shadowMask at device in woods is null if (!_currentShadowArray->shadowMask) { _currentShadowArray->shadowMask = new byte[_gameWidth * _gameHeight]; _currentShadowArray->shadowMaskSize = _gameWidth * _gameHeight; } assert(_currentShadowArray->shadowMask); //tglSetShadowColor(255, 255, 255); if (g_grim->getGameType() == GType_GRIM) { tglSetShadowColor(_shadowColorR, _shadowColorG, _shadowColorB); } else { tglSetShadowColor(_currentShadowArray->color.getRed(), _currentShadowArray->color.getGreen(), _currentShadowArray->color.getBlue()); } tglSetShadowMaskBuf(_currentShadowArray->shadowMask); SectorListType::iterator i = _currentShadowArray->planeList.begin(); Sector *shadowSector = i->sector; tglShadowProjection(_currentShadowArray->pos, shadowSector->getVertices()[0], shadowSector->getNormal(), _currentShadowArray->dontNegate); } const float alpha = actor->getEffectiveAlpha(); if (alpha < 1.f) { _alpha = alpha; tglEnable(TGL_BLEND); tglBlendFunc(TGL_SRC_ALPHA, TGL_ONE_MINUS_SRC_ALPHA); } if (g_grim->getGameType() == GType_MONKEY4) { tglEnable(TGL_CULL_FACE); tglFrontFace(TGL_CW); if (actor->isInOverworld()) { const Math::Vector3d &pos = actor->getWorldPos(); const Math::Quaternion &quat = actor->getRotationQuat(); // At distance 3.2, a 6.4x4.8 actor fills the screen. tglMatrixMode(TGL_PROJECTION); tglLoadIdentity(); float right = 1; float top = right * 0.75; float div = 6.0f; tglFrustum(-right / div, right / div, -top / div, top / div, 1.0f / div, 3276.8f); tglMatrixMode(TGL_MODELVIEW); tglLoadIdentity(); tglScalef(1.0, 1.0, -1.0); tglTranslatef(pos.x(), pos.y(), pos.z()); tglMultMatrixf(quat.toMatrix().getData()); } else { Math::Matrix4 m = actor->getFinalMatrix(); m.transpose(); tglMultMatrixf(m.getData()); } } else { // Grim Math::Vector3d pos = actor->getWorldPos(); const Math::Quaternion &quat = actor->getRotationQuat(); const float &scale = actor->getScale(); tglTranslatef(pos.x(), pos.y(), pos.z()); tglScalef(scale, scale, scale); tglMultMatrixf(quat.toMatrix().getData()); } } void GfxTinyGL::finishActorDraw() { tglMatrixMode(TGL_MODELVIEW); tglPopMatrix(); tglMatrixMode(TGL_PROJECTION); tglPopMatrix(); tglMatrixMode(TGL_MODELVIEW); tglDisable(TGL_TEXTURE_2D); if (_alpha < 1.f) { tglDisable(TGL_BLEND); _alpha = 1.f; } if (_currentShadowArray) { tglSetShadowMaskBuf(nullptr); } if (g_grim->getGameType() == GType_MONKEY4) { tglDisable(TGL_CULL_FACE); } tglColorMask(TGL_TRUE, TGL_TRUE, TGL_TRUE, TGL_TRUE); _currentActor = nullptr; } void GfxTinyGL::drawShadowPlanes() { tglEnable(TGL_SHADOW_MASK_MODE); tglDepthMask(TGL_FALSE); tglPushMatrix(); if (g_grim->getGameType() == GType_MONKEY4) { // Apply the view transform. tglMultMatrixf(_currentRot.getData()); tglTranslatef(-_currentPos.x(), -_currentPos.y(), -_currentPos.z()); } if (!_currentShadowArray->shadowMask) { _currentShadowArray->shadowMask = new byte[_gameWidth * _gameHeight]; _currentShadowArray->shadowMaskSize = _gameWidth * _gameHeight; } memset(_currentShadowArray->shadowMask, 0, _gameWidth * _gameHeight); tglSetShadowMaskBuf(_currentShadowArray->shadowMask); _currentShadowArray->planeList.begin(); for (SectorListType::iterator i = _currentShadowArray->planeList.begin(); i != _currentShadowArray->planeList.end(); ++i) { Sector *shadowSector = i->sector; tglBegin(TGL_POLYGON); for (int k = 0; k < shadowSector->getNumVertices(); k++) { tglVertex3f(shadowSector->getVertices()[k].x(), shadowSector->getVertices()[k].y(), shadowSector->getVertices()[k].z()); } tglEnd(); } tglSetShadowMaskBuf(nullptr); tglDisable(TGL_SHADOW_MASK_MODE); tglDepthMask(TGL_TRUE); tglPopMatrix(); } void GfxTinyGL::setShadowMode() { GfxBase::setShadowMode(); tglEnable(TGL_SHADOW_MODE); } void GfxTinyGL::clearShadowMode() { GfxBase::clearShadowMode(); tglDisable(TGL_SHADOW_MODE); tglDepthMask(TGL_TRUE); } void GfxTinyGL::set3DMode() { tglMatrixMode(TGL_MODELVIEW); tglEnable(TGL_DEPTH_TEST); tglDepthFunc(_depthFunc); } void GfxTinyGL::setShadow(Shadow *shadow) { _currentShadowArray = shadow; if (shadow) tglDisable(TGL_LIGHTING); else if (g_grim->getGameType() == GType_GRIM) tglEnable(TGL_LIGHTING); } void GfxTinyGL::setShadowColor(byte r, byte g, byte b) { _shadowColorR = r; _shadowColorG = g; _shadowColorB = b; } void GfxTinyGL::getShadowColor(byte *r, byte *g, byte *b) { *r = _shadowColorR; *g = _shadowColorG; *b = _shadowColorB; } void GfxTinyGL::drawEMIModelFace(const EMIModel *model, const EMIMeshFace *face) { int *indices = (int *)face->_indexes; tglEnable(TGL_DEPTH_TEST); tglDisable(TGL_ALPHA_TEST); //tglDisable(TGL_LIGHTING); // not apply here in TinyGL if (!_currentShadowArray && face->_hasTexture) tglEnable(TGL_TEXTURE_2D); else tglDisable(TGL_TEXTURE_2D); if (face->_flags & EMIMeshFace::kAlphaBlend || face->_flags & EMIMeshFace::kUnknownBlend || _currentActor->hasLocalAlpha() || _alpha < 1.0f ) tglEnable(TGL_BLEND); tglBegin(TGL_TRIANGLES); float alpha = _alpha; if (model->_meshAlphaMode == Actor::AlphaReplace) { alpha *= model->_meshAlpha; } Math::Vector3d noLighting(1.f, 1.f, 1.f); for (uint j = 0; j < face->_faceLength * 3; j++) { int index = indices[j]; if (!_currentShadowArray) { if (face->_hasTexture) { tglTexCoord2f(model->_texVerts[index].getX(), model->_texVerts[index].getY()); } Math::Vector3d lighting = (face->_flags & EMIMeshFace::kNoLighting) ? noLighting : model->_lighting[index]; byte r = (byte)(model->_colorMap[index].r * lighting.x()); byte g = (byte)(model->_colorMap[index].g * lighting.y()); byte b = (byte)(model->_colorMap[index].b * lighting.z()); byte a = (int)(model->_colorMap[index].a * alpha * _currentActor->getLocalAlpha(index)); tglColor4ub(r, g, b, a); } Math::Vector3d normal = model->_normals[index]; Math::Vector3d vertex = model->_drawVertices[index]; tglNormal3fv(normal.getData()); tglVertex3fv(vertex.getData()); } tglEnd(); if (!_currentShadowArray) { tglColor3f(1.0f, 1.0f, 1.0f); } tglEnable(TGL_TEXTURE_2D); tglEnable(TGL_DEPTH_TEST); tglEnable(TGL_ALPHA_TEST); //tglEnable(TGL_LIGHTING); // not apply here in TinyGL tglDisable(TGL_BLEND); if (!_currentShadowArray) tglDepthMask(TGL_TRUE); } void GfxTinyGL::drawModelFace(const Mesh *mesh, const MeshFace *face) { float *vertices = mesh->_vertices; float *vertNormals = mesh->_vertNormals; float *textureVerts = mesh->_textureVerts; tglNormal3fv(const_cast(face->getNormal().getData())); tglBegin(TGL_POLYGON); for (int i = 0; i < face->getNumVertices(); i++) { tglNormal3fv(vertNormals + 3 * face->getVertex(i)); if (face->hasTexture()) tglTexCoord2fv(textureVerts + 2 * face->getTextureVertex(i)); tglColor4f(1.0f, 1.0f, 1.0f, _alpha); tglVertex3fv(vertices + 3 * face->getVertex(i)); } tglEnd(); } void GfxTinyGL::drawSprite(const Sprite *sprite) { tglMatrixMode(TGL_TEXTURE); tglLoadIdentity(); tglMatrixMode(TGL_MODELVIEW); tglPushMatrix(); if (g_grim->getGameType() == GType_MONKEY4) { TGLfloat modelview[16]; tglGetFloatv(TGL_MODELVIEW_MATRIX, modelview); Math::Matrix4 act; act.buildAroundZ(_currentActor->getYaw()); act.transpose(); act(3, 0) = modelview[12]; act(3, 1) = modelview[13]; act(3, 2) = modelview[14]; tglLoadMatrixf(act.getData()); tglTranslatef(sprite->_pos.x(), sprite->_pos.y(), -sprite->_pos.z()); } else { tglTranslatef(sprite->_pos.x(), sprite->_pos.y(), sprite->_pos.z()); TGLfloat modelview[16]; tglGetFloatv(TGL_MODELVIEW_MATRIX, modelview); // We want screen-aligned sprites so reset the rotation part of the matrix. for (int i = 0; i < 3; i++) { for (int j = 0; j < 3; j++) { if (i == j) { modelview[i * 4 + j] = 1.0f; } else { modelview[i * 4 + j] = 0.0f; } } } tglLoadMatrixf(modelview); } if (sprite->_flags1 & Sprite::BlendAdditive) { tglBlendFunc(TGL_SRC_ALPHA, TGL_ONE); } else { tglBlendFunc(TGL_SRC_ALPHA, TGL_ONE_MINUS_SRC_ALPHA); } tglDisable(TGL_LIGHTING); if (g_grim->getGameType() == GType_GRIM) { // Disable Alpha Test, doesn't work the same as OpenGL // It was enabled to sync with OpenGL renderer while TinyGL refactoring //tglEnable(TGL_ALPHA_TEST); tglAlphaFunc(TGL_GEQUAL, 0.5f); } else if (sprite->_flags2 & Sprite::AlphaTest) { tglEnable(TGL_ALPHA_TEST); tglAlphaFunc(TGL_GEQUAL, 0.1f); } else { tglDisable(TGL_ALPHA_TEST); } if (sprite->_flags2 & Sprite::DepthTest) { tglEnable(TGL_DEPTH_TEST); } else { tglDisable(TGL_DEPTH_TEST); } if (g_grim->getGameType() == GType_MONKEY4) { tglDepthMask(TGL_TRUE); float halfWidth = sprite->_width / 2; float halfHeight = sprite->_height / 2; float vertexX[] = { -1.0f, 1.0f, 1.0f, -1.0f }; float vertexY[] = { 1.0f, 1.0f, -1.0f, -1.0f }; tglBegin(TGL_POLYGON); for (int i = 0; i < 4; ++i) { float r = sprite->_red[i] / 255.0f; float g = sprite->_green[i] / 255.0f; float b = sprite->_blue[i] / 255.0f; float a = sprite->_alpha[i] * _alpha / 255.0f; tglColor4f(r, g, b, a); tglTexCoord2f(sprite->_texCoordX[i], sprite->_texCoordY[i]); tglVertex3f(vertexX[i] * halfWidth, vertexY[i] * halfHeight, 0.0f); } tglEnd(); tglColor4f(1.0f, 1.0f, 1.0f, 1.0f); } else { // In Grim, the bottom edge of the sprite is at y=0 and // the texture is flipped along the X-axis. float halfWidth = sprite->_width / 2; float height = sprite->_height; tglBegin(TGL_POLYGON); tglTexCoord2f(0.0f, 1.0f); tglVertex3f(+halfWidth, 0.0f, 0.0f); tglTexCoord2f(0.0f, 0.0f); tglVertex3f(+halfWidth, +height, 0.0f); tglTexCoord2f(1.0f, 0.0f); tglVertex3f(-halfWidth, +height, 0.0f); tglTexCoord2f(1.0f, 1.0f); tglVertex3f(-halfWidth, 0.0f, 0.0f); tglEnd(); } tglEnable(TGL_LIGHTING); tglDisable(TGL_ALPHA_TEST); tglDepthMask(TGL_TRUE); tglBlendFunc(TGL_SRC_ALPHA, TGL_ONE_MINUS_SRC_ALPHA); tglDisable(TGL_BLEND); tglEnable(TGL_DEPTH_TEST); tglPopMatrix(); } void GfxTinyGL::translateViewpointStart() { tglMatrixMode(TGL_MODELVIEW); tglPushMatrix(); } void GfxTinyGL::translateViewpoint(const Math::Vector3d &vec) { tglTranslatef(vec.x(), vec.y(), vec.z()); } void GfxTinyGL::rotateViewpoint(const Math::Angle &angle, const Math::Vector3d &axis) { tglRotatef(angle.getDegrees(), axis.x(), axis.y(), axis.z()); } void GfxTinyGL::rotateViewpoint(const Math::Matrix4 &rot) { tglMultMatrixf(rot.getData()); } void GfxTinyGL::translateViewpointFinish() { //glMatrixMode(GL_MODELVIEW); // exist in opengl but doesn't work properly here tglPopMatrix(); } void GfxTinyGL::enableLights() { tglEnable(TGL_LIGHTING); } void GfxTinyGL::disableLights() { tglDisable(TGL_LIGHTING); } void GfxTinyGL::setupLight(Light *light, int lightId) { assert(lightId < T_MAX_LIGHTS); tglEnable(TGL_LIGHTING); float lightColor[] = { 0.0f, 0.0f, 0.0f, 1.0f }; float lightPos[] = { 0.0f, 0.0f, 0.0f, 1.0f }; float lightDir[] = { 0.0f, 0.0f, -1.0f }; float cutoff = 180.0f; float spot_exp = 0.0f; float q_attenuation = 1.0f; float intensity = light->_intensity / 15.0f; lightColor[0] = (float)light->_color.getRed() * intensity; lightColor[1] = (float)light->_color.getGreen() * intensity; lightColor[2] = (float)light->_color.getBlue() * intensity; if (light->_type == Light::Omni) { lightPos[0] = light->_pos.x(); lightPos[1] = light->_pos.y(); lightPos[2] = light->_pos.z(); } else if (light->_type == Light::Direct) { lightPos[0] = -light->_dir.x(); lightPos[1] = -light->_dir.y(); lightPos[2] = -light->_dir.z(); lightPos[3] = 0; } else if (light->_type == Light::Spot) { lightPos[0] = light->_pos.x(); lightPos[1] = light->_pos.y(); lightPos[2] = light->_pos.z(); lightDir[0] = light->_dir.x(); lightDir[1] = light->_dir.y(); lightDir[2] = light->_dir.z(); spot_exp = 2.0f; cutoff = light->_penumbraangle; q_attenuation = 0.0f; } tglDisable(TGL_LIGHT0 + lightId); tglLightfv(TGL_LIGHT0 + lightId, TGL_DIFFUSE, lightColor); tglLightfv(TGL_LIGHT0 + lightId, TGL_POSITION, lightPos); tglLightfv(TGL_LIGHT0 + lightId, TGL_SPOT_DIRECTION, lightDir); tglLightf(TGL_LIGHT0 + lightId, TGL_SPOT_EXPONENT, spot_exp); tglLightf(TGL_LIGHT0 + lightId, TGL_SPOT_CUTOFF, cutoff); tglLightf(TGL_LIGHT0 + lightId, TGL_QUADRATIC_ATTENUATION, q_attenuation); tglEnable(TGL_LIGHT0 + lightId); } void GfxTinyGL::turnOffLight(int lightId) { tglDisable(TGL_LIGHT0 + lightId); } void GfxTinyGL::createBitmap(BitmapData *bitmap) { if (bitmap->_format == 1) { bitmap->convertToColorFormat(_pixelFormat); } Graphics::BlitImage **imgs = new Graphics::BlitImage*[bitmap->_numImages]; bitmap->_texIds = (void *)imgs; if (bitmap->_format != 1) { for (int pic = 0; pic < bitmap->_numImages; pic++) { uint32 *buf = new uint32[bitmap->_width * bitmap->_height]; uint16 *bufPtr = reinterpret_cast(bitmap->getImageData(pic).getRawBuffer()); for (int i = 0; i < (bitmap->_width * bitmap->_height); i++) { uint16 val = READ_LE_UINT16(bufPtr + i); // fix the value if it is incorrectly set to the bitmap transparency color if (val == 0xf81f) { val = 0; } buf[i] = ((uint32)val) * 0x10000 / 100 / (0x10000 - val) << 14; } delete[] bufPtr; bitmap->_data[pic] = Graphics::PixelBuffer(Graphics::PixelFormat(4, 8, 8, 8, 8, 0, 8, 16, 24), (byte *)buf); imgs[pic] = Graphics::tglGenBlitImage(); const Graphics::PixelBuffer &imageBuffer = bitmap->getImageData(pic); Graphics::Surface sourceSurface; sourceSurface.setPixels(imageBuffer.getRawBuffer()); sourceSurface.format = imageBuffer.getFormat(); sourceSurface.w = bitmap->_width; sourceSurface.h = bitmap->_height; sourceSurface.pitch = sourceSurface.w * imageBuffer.getFormat().bytesPerPixel; Graphics::tglUploadBlitImage(imgs[pic], sourceSurface, 0, false); } } else { const int colorKeyValue = 0xFFFF00FF; for (int i = 0; i < bitmap->_numImages; ++i) { imgs[i] = Graphics::tglGenBlitImage(); const Graphics::PixelBuffer &imageBuffer = bitmap->getImageData(i); Graphics::Surface sourceSurface; sourceSurface.setPixels(imageBuffer.getRawBuffer()); sourceSurface.format = imageBuffer.getFormat(); sourceSurface.w = bitmap->_width; sourceSurface.h = bitmap->_height; sourceSurface.pitch = sourceSurface.w * imageBuffer.getFormat().bytesPerPixel; Graphics::tglUploadBlitImage(imgs[i], sourceSurface, colorKeyValue, true); } } } void GfxTinyGL::drawBitmap(const Bitmap *bitmap, int x, int y, uint32 layer) { // PS2 EMI uses a TGA for it's splash-screen, avoid using the following // code for drawing that (as it has no tiles). if (g_grim->getGameType() == GType_MONKEY4 && bitmap->_data && bitmap->_data->_texc) { tglEnable(TGL_BLEND); tglBlendFunc(TGL_SRC_ALPHA, TGL_ONE_MINUS_SRC_ALPHA); tglColor3f(1.0f, 1.0f, 1.0f); BitmapData *data = bitmap->_data; float *texc = data->_texc; Graphics::BlitImage **b = (Graphics::BlitImage **)bitmap->getTexIds(); assert(layer < data->_numLayers); uint32 offset = data->_layers[layer]._offset; for (uint32 i = offset; i < offset + data->_layers[layer]._numImages; ++i) { const BitmapData::Vert &v = data->_verts[i]; uint32 texId = v._texid; uint32 ntex = data->_verts[i]._pos * 4; uint32 numRects = data->_verts[i]._verts / 4; while (numRects-- > 0) { // TODO: better way to fix this: // adding '+ 1' fixing broken lines at edges of bitmaps // example: EMI ship scene int dx1 = (((texc[ntex + 0] + 1) * _screenWidth) / 2) + 1; int dy1 = (((1 - texc[ntex + 1]) * _screenHeight) / 2) + 1; int dx2 = (((texc[ntex + 8] + 1) * _screenWidth) / 2) + 1; int dy2 = (((1 - texc[ntex + 9]) * _screenHeight) / 2) + 1; int srcX = texc[ntex + 2] * bitmap->getWidth(); int srcY = texc[ntex + 3] * bitmap->getHeight(); Graphics::BlitTransform transform(x + dx1, y + dy1); transform.sourceRectangle(srcX, srcY, dx2 - dx1, dy2 - dy1); transform.tint(1.0f, 1.0f - _dimLevel, 1.0f - _dimLevel, 1.0f - _dimLevel); Graphics::tglBlit(b[texId], transform); ntex += 16; } } tglDisable(TGL_BLEND); return; } int format = bitmap->getFormat(); if ((format == 1 && !_renderBitmaps) || (format == 5 && !_renderZBitmaps)) { return; } assert(bitmap->getActiveImage() > 0); const int num = bitmap->getActiveImage() - 1; Graphics::BlitImage **b = (Graphics::BlitImage **)bitmap->getTexIds(); if (bitmap->getFormat() == 1) { Graphics::tglBlit(b[num], x, y); } else { Graphics::tglBlitZBuffer(b[num], x, y); } } void GfxTinyGL::destroyBitmap(BitmapData *bitmap) { Graphics::BlitImage **imgs = (Graphics::BlitImage **)bitmap->_texIds; for (int pic = 0; pic < bitmap->_numImages; pic++) { Graphics::tglDeleteBlitImage(imgs[pic]); } delete[] imgs; } void GfxTinyGL::createFont(Font *font) { } void GfxTinyGL::destroyFont(Font *font) { } struct TextObjectData { Graphics::BlitImage *image; int width, height, x, y; }; void GfxTinyGL::createTextObject(TextObject *text) { int numLines = text->getNumLines(); const Common::String *lines = text->getLines(); const Font *font = text->getFont(); const Color &fgColor = text->getFGColor(); TextObjectData *userData = new TextObjectData[numLines]; text->setUserData(userData); for (int j = 0; j < numLines; j++) { const Common::String ¤tLine = lines[j]; int width = font->getBitmapStringLength(currentLine) + 1; int height = font->getStringHeight(currentLine) + 1; uint8 *_textBitmap = new uint8[height * width]; memset(_textBitmap, 0, height * width); int startColumn = 0; for (unsigned int d = 0; d < currentLine.size(); d++) { int ch = currentLine[d]; int32 charBitmapWidth = font->getCharBitmapWidth(ch); int8 fontRow = font->getCharStartingLine(ch) + font->getBaseOffsetY(); int8 fontCol = font->getCharStartingCol(ch); for (int line = 0; line < font->getCharBitmapHeight(ch); line++) { int lineOffset = ((fontRow + line) * width); for (int bitmapCol = 0; bitmapCol < charBitmapWidth; bitmapCol++) { int columnOffset = startColumn + fontCol + bitmapCol; int fontOffset = (charBitmapWidth * line) + bitmapCol; int8 pixel = font->getCharData(ch)[fontOffset]; assert(lineOffset + columnOffset < width*height); if (pixel != 0) _textBitmap[lineOffset + columnOffset] = pixel; } } startColumn += font->getCharKernedWidth(ch); } Graphics::PixelBuffer buf(_pixelFormat, width * height, DisposeAfterUse::YES); uint8 *bitmapData = _textBitmap; uint8 r = fgColor.getRed(); uint8 g = fgColor.getGreen(); uint8 b = fgColor.getBlue(); uint32 color = _zb->cmode.RGBToColor(r, g, b); if (color == 0xf81f) color = 0xf81e; int txData = 0; for (int i = 0; i < width * height; i++, txData++, bitmapData++) { byte pixel = *bitmapData; if (pixel == 0x00) { buf.setPixelAt(txData, 0xf81f); } else if (pixel == 0x80) { buf.setPixelAt(txData, 0); } else if (pixel == 0xFF) { buf.setPixelAt(txData, color); } } userData[j].width = width; userData[j].height = height; const int kKitmapColorkey = 0xFFFF00FF; Graphics::Surface sourceSurface; sourceSurface.setPixels(buf.getRawBuffer()); sourceSurface.format = buf.getFormat(); sourceSurface.w = width; sourceSurface.h = height; sourceSurface.pitch = sourceSurface.w * buf.getFormat().bytesPerPixel; userData[j].image = Graphics::tglGenBlitImage(); Graphics::tglUploadBlitImage(userData[j].image, sourceSurface, kKitmapColorkey, true); userData[j].x = text->getLineX(j); userData[j].y = text->getLineY(j); if (g_grim->getGameType() == GType_MONKEY4) { userData[j].y -= font->getBaseOffsetY(); if (userData[j].y < 0) userData[j].y = 0; } delete[] _textBitmap; } } void GfxTinyGL::drawTextObject(const TextObject *text) { const TextObjectData *userData = (const TextObjectData *)text->getUserData(); if (userData) { int numLines = text->getNumLines(); for (int i = 0; i < numLines; ++i) { Graphics::tglBlit(userData[i].image, userData[i].x, userData[i].y); } } } void GfxTinyGL::destroyTextObject(TextObject *text) { const TextObjectData *userData = (const TextObjectData *)text->getUserData(); if (userData) { int numLines = text->getNumLines(); for (int i = 0; i < numLines; ++i) { Graphics::tglDeleteBlitImage(userData[i].image); } delete[] userData; } } void GfxTinyGL::createTexture(Texture *texture, const uint8 *data, const CMap *cmap, bool clamp) { texture->_texture = new TGLuint[1]; tglGenTextures(1, (TGLuint *)texture->_texture); uint8 *texdata = new uint8[texture->_width * texture->_height * 4]; uint8 *texdatapos = texdata; if (cmap != nullptr) { // EMI doesn't have colour-maps for (int y = 0; y < texture->_height; y++) { for (int x = 0; x < texture->_width; x++) { uint8 col = *data; if (col == 0) { memset(texdatapos, 0, 4); // transparent if (!texture->_hasAlpha) { texdatapos[3] = '\xff'; // fully opaque } } else { memcpy(texdatapos, cmap->_colors + 3 * (col), 3); texdatapos[3] = '\xff'; // fully opaque } texdatapos += 4; data++; } } } else { #ifdef SCUMM_BIG_ENDIAN // Copy and swap for (int y = 0; y < texture->_height; y++) { for (int x = 0; x < texture->_width; x++) { uint32 pixel = (y * texture->_width + x) * texture->_bpp; for (int b = 0; b < texture->_bpp; b++) { texdata[pixel + b] = data[pixel + (texture->_bpp - 1) - b]; } } } #else memcpy(texdata, data, texture->_width * texture->_height * texture->_bpp); #endif } TGLuint format = 0; // TGLuint internalFormat = 0; if (texture->_colorFormat == BM_RGBA) { format = TGL_RGBA; // internalFormat = TGL_RGBA; } else if (texture->_colorFormat == BM_BGRA) { format = TGL_BGRA; } else { // The only other colorFormat we load right now is BGR format = TGL_BGR; // internalFormat = TGL_RGB; } TGLuint *textures = (TGLuint *)texture->_texture; tglBindTexture(TGL_TEXTURE_2D, textures[0]); // TinyGL doesn't have issues with dark lines in EMI intro so doesn't need TGL_CLAMP_TO_EDGE tglTexParameteri(TGL_TEXTURE_2D, TGL_TEXTURE_WRAP_S, TGL_REPEAT); tglTexParameteri(TGL_TEXTURE_2D, TGL_TEXTURE_WRAP_T, TGL_REPEAT); tglTexParameteri(TGL_TEXTURE_2D, TGL_TEXTURE_MAG_FILTER, TGL_LINEAR); tglTexParameteri(TGL_TEXTURE_2D, TGL_TEXTURE_MIN_FILTER, TGL_LINEAR); tglTexImage2D(TGL_TEXTURE_2D, 0, 3, texture->_width, texture->_height, 0, format, TGL_UNSIGNED_BYTE, texdata); delete[] texdata; } void GfxTinyGL::selectTexture(const Texture *texture) { TGLuint *textures = (TGLuint *)texture->_texture; tglBindTexture(TGL_TEXTURE_2D, textures[0]); if (texture->_hasAlpha && g_grim->getGameType() == GType_MONKEY4) { tglEnable(TGL_BLEND); } // Grim has inverted tex-coords, EMI doesn't if (g_grim->getGameType() != GType_MONKEY4) { tglPushMatrix(); // removed in opengl but here doesn't work properly after remove tglMatrixMode(TGL_TEXTURE); tglLoadIdentity(); tglScalef(1.0f / texture->_width, 1.0f / texture->_height, 1); tglMatrixMode(TGL_MODELVIEW); // removed in opengl but here doesn't work properly after remove tglPopMatrix(); // removed in opengl but here doesn't work properly after remove } } void GfxTinyGL::destroyTexture(Texture *texture) { TGLuint *textures = (TGLuint *)texture->_texture; if (textures) { tglDeleteTextures(1, textures); delete[] textures; } } void GfxTinyGL::prepareMovieFrame(Graphics::Surface *frame) { _smushImage = Graphics::tglGenBlitImage(); Graphics::tglUploadBlitImage(_smushImage, *frame, 0, false); } void GfxTinyGL::drawMovieFrame(int offsetX, int offsetY) { Graphics::tglBlitFast(_smushImage, offsetX, offsetY); } void GfxTinyGL::releaseMovieFrame() { Graphics::tglDeleteBlitImage(_smushImage); } void GfxTinyGL::loadEmergFont() { Graphics::Surface characterSurface; Graphics::PixelFormat textureFormat(4, 8, 8, 8, 8, 0, 8, 16, 24); characterSurface.create(8, 13, textureFormat); uint32 color = textureFormat.ARGBToColor(255, 255, 255, 255); uint32 colorTransparent = textureFormat.ARGBToColor(0, 255, 255, 255); for (int i = 0; i < 96; i++) { _emergFont[i] = Graphics::tglGenBlitImage(); const uint8 *ptr = Font::emerFont[i]; for (int py = 0; py < 13; py++) { int line = ptr[12 - py]; for (int px = 0; px < 8; px++) { int pixel = line & 0x80; line <<= 1; *(uint32 *)characterSurface.getBasePtr(px, py) = pixel ? color : colorTransparent; } } Graphics::tglUploadBlitImage(_emergFont[i], characterSurface, 0, false); } characterSurface.free(); } void GfxTinyGL::drawEmergString(int x, int y, const char *text, const Color &fgColor) { int length = strlen(text); for (int l = 0; l < length; l++) { int c = text[l]; assert(c >= 32 && c <= 127); Graphics::BlitTransform transform(x, y); transform.tint(1.0f, fgColor.getRed() / 255.0f, fgColor.getGreen() / 255.0f, fgColor.getBlue() / 255.0f); Graphics::tglBlit(_emergFont[c - 32], transform); x += 10; } } Bitmap *GfxTinyGL::getScreenshot(int w, int h, bool useStored) { if (useStored) { return createScreenshotBitmap(_storedDisplay, w, h, true); } else { Graphics::PixelBuffer src(Graphics::PixelFormat(4, 8, 8, 8, 8, 0, 8, 16, 24), _screenWidth * _screenHeight, DisposeAfterUse::YES); _zb->copyToBuffer(src); return createScreenshotBitmap(src, w, h, true); } } void GfxTinyGL::createSpecialtyTextureFromScreen(uint id, uint8 *data, int x, int y, int width, int height) { readPixels(x, y, width, height, data); createSpecialtyTexture(id, data, width, height); } void GfxTinyGL::storeDisplay() { _zb->copyToBuffer(_storedDisplay); } void GfxTinyGL::copyStoredToDisplay() { _zb->copyFromBuffer(_storedDisplay); } void GfxTinyGL::dimScreen() { for (int l = 0; l < _gameWidth * _gameHeight; l++) { uint8 r, g, b; _storedDisplay.getRGBAt(l, r, g, b); uint32 color = (r + g + b) / 10; _storedDisplay.setPixelAt(l, color, color, color); } } void GfxTinyGL::dimRegion(int x, int y, int w, int h, float level) { for (int ly = y; ly < y + h; ly++) { for (int lx = x; lx < x + w; lx++) { uint8 r, g, b; _zb->readPixelRGB(ly * _gameWidth + lx, r, g, b); uint32 color = (uint32)(((r + g + b) / 3) * level); _zb->writePixel(ly * _gameWidth + lx, color, color, color); } } } void GfxTinyGL::irisAroundRegion(int x1, int y1, int x2, int y2) { for (int ly = 0; ly < _gameHeight; ly++) { for (int lx = 0; lx < _gameWidth; lx++) { // Don't do anything with the data in the region we draw Around if (lx > x1 && lx < x2 && ly > y1 && ly < y2) continue; // But set everything around it to black. _zb->writePixel(ly * _gameWidth + lx, 0); } } } void GfxTinyGL::drawRectangle(const PrimitiveObject *primitive) { int x1 = primitive->getP1().x; int y1 = primitive->getP1().y; int x2 = primitive->getP2().x; int y2 = primitive->getP2().y; const Color &color = primitive->getColor(); uint32 c = _pixelFormat.RGBToColor(color.getRed(), color.getGreen(), color.getBlue()); if (primitive->isFilled()) { for (; y1 <= y2; y1++) if (y1 >= 0 && y1 < _gameHeight) for (int x = x1; x <= x2; x++) if (x >= 0 && x < _gameWidth) _zb->writePixel(_gameWidth * y1 + x, c); } else { if (y1 >= 0 && y1 < _gameHeight) for (int x = x1; x <= x2; x++) if (x >= 0 && x < _gameWidth) _zb->writePixel(_gameWidth * y1 + x, c); if (y2 >= 0 && y2 < _gameHeight) for (int x = x1; x <= x2; x++) if (x >= 0 && x < _gameWidth) _zb->writePixel(_gameWidth * y2 + x, c); if (x1 >= 0 && x1 < _gameWidth) for (int y = y1; y <= y2; y++) if (y >= 0 && y < _gameHeight) _zb->writePixel(_gameWidth * y + x1, c); if (x2 >= 0 && x2 < _gameWidth) for (int y = y1; y <= y2; y++) if (y >= 0 && y < _gameHeight) _zb->writePixel(_gameWidth * y + x2, c); } } void GfxTinyGL::drawLine(const PrimitiveObject *primitive) { int x1 = primitive->getP1().x; int y1 = primitive->getP1().y; int x2 = primitive->getP2().x; int y2 = primitive->getP2().y; const Color &color = primitive->getColor(); if (x2 == x1) { for (int y = y1; y <= y2; y++) { if (x1 >= 0 && x1 < _gameWidth && y >= 0 && y < _gameHeight) _zb->writePixel(_gameWidth * y + x1, color.getRed(), color.getGreen(), color.getBlue()); } } else { float m = (y2 - y1) / (float)(x2 - x1); int b = (int)(-m * x1 + y1); for (int x = x1; x <= x2; x++) { int y = (int)(m * x) + b; if (x >= 0 && x < _gameWidth && y >= 0 && y < _gameHeight) _zb->writePixel(_gameWidth * y + x, color.getRed(), color.getGreen(), color.getBlue()); } } } void GfxTinyGL::drawDimPlane() { if (_dimLevel == 0.0f) return; tglMatrixMode(TGL_PROJECTION); tglLoadIdentity(); tglMatrixMode(TGL_MODELVIEW); tglLoadIdentity(); tglDisable(TGL_DEPTH_TEST); tglDepthMask(TGL_FALSE); tglDisable(TGL_LIGHTING); tglEnable(TGL_BLEND); tglBlendFunc(TGL_SRC_ALPHA, TGL_ONE_MINUS_SRC_ALPHA); tglColor4f(0.0f, 0.0f, 0.0f, _dimLevel); tglBegin(TGL_QUADS); tglVertex2f(-1, -1); tglVertex2f(1.0, -1); tglVertex2f(1.0, 1.0); tglVertex2f(-1, 1.0); tglEnd(); tglColor4f(1.0f, 1.0f, 1.0f, 1.0f); tglDisable(TGL_BLEND); tglDepthMask(TGL_TRUE); tglEnable(TGL_DEPTH_TEST); tglEnable(TGL_LIGHTING); } void GfxTinyGL::drawPolygon(const PrimitiveObject *primitive) { int x1 = primitive->getP1().x; int y1 = primitive->getP1().y; int x2 = primitive->getP2().x; int y2 = primitive->getP2().y; int x3 = primitive->getP3().x; int y3 = primitive->getP3().y; int x4 = primitive->getP4().x; int y4 = primitive->getP4().y; float m; int b; const Color &color = primitive->getColor(); uint32 c = _pixelFormat.RGBToColor(color.getRed(), color.getGreen(), color.getBlue()); m = (y2 - y1) / (x2 - x1); b = (int)(-m * x1 + y1); for (int x = x1; x <= x2; x++) { int y = (int)(m * x) + b; if (x >= 0 && x < _gameWidth && y >= 0 && y < _gameHeight) _zb->writePixel(_gameWidth * y + x, c); } m = (y4 - y3) / (x4 - x3); b = (int)(-m * x3 + y3); for (int x = x3; x <= x4; x++) { int y = (int)(m * x) + b; if (x >= 0 && x < _gameWidth && y >= 0 && y < _gameHeight) _zb->writePixel(_gameWidth * y + x, c); } } void GfxTinyGL::readPixels(int x, int y, int width, int height, uint8 *buffer) { assert(x >= 0); assert(y >= 0); assert(x < _screenWidth); assert(y < _screenHeight); uint8 r, g, b; int pos = x + y * _screenWidth; for (int i = 0; i < height; ++i) { for (int j = 0; j < width; ++j) { if ((j + x) >= _screenWidth || (i + y) >= _screenHeight) { buffer[0] = buffer[1] = buffer[2] = 0; } else { _zb->readPixelRGB(pos + j, r, g, b); buffer[0] = r; buffer[1] = g; buffer[2] = b; } buffer[3] = 255; buffer += 4; } pos += _screenWidth; } } void GfxTinyGL::setBlendMode(bool additive) { if (additive) { tglBlendFunc(TGL_SRC_ALPHA, TGL_ONE); } else { tglBlendFunc(TGL_SRC_ALPHA, TGL_ONE_MINUS_SRC_ALPHA); } } } // end of namespace Grim