/* 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 "engines/wintermute/base/gfx/opengl/base_render_opengl3d.h" #include "engines/wintermute/base/gfx/opengl/base_surface_opengl3d.h" #include "engines/wintermute/base/gfx/opengl/camera3d.h" #include "graphics/opengl/system_headers.h" #include "math/glmath.h" namespace Wintermute { BaseRenderer *makeOpenGL3DRenderer(BaseGame *inGame) { return new BaseRenderOpenGL3D(inGame); } BaseRenderOpenGL3D::BaseRenderOpenGL3D(BaseGame *inGame) : _spriteBatchMode(false) { } BaseRenderOpenGL3D::~BaseRenderOpenGL3D() { } bool BaseRenderOpenGL3D::setAmbientLightColor(uint32 color) { byte a = RGBCOLGetA(color); byte r = RGBCOLGetR(color); byte g = RGBCOLGetG(color); byte b = RGBCOLGetB(color); float value[] = { r / 255.0f, g / 255.0f, b / 255.0f, a / 255.0f }; glLightModelfv(GL_LIGHT_MODEL_AMBIENT, value); return true; } bool BaseRenderOpenGL3D::setDefaultAmbientLightColor() { setAmbientLightColor(0x00000000); return true; } void BaseRenderOpenGL3D::setSpriteBlendMode(Graphics::TSpriteBlendMode blendMode) { switch (blendMode) { case Graphics::BLEND_NORMAL: glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); break; case Graphics::BLEND_ADDITIVE: glBlendFunc(GL_SRC_ALPHA, GL_ONE); break; case Graphics::BLEND_SUBTRACTIVE: // wme3d takes the color value here glBlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR); break; default: error("BaseRenderOpenGL3D::setSpriteBlendMode unsupported blend mode %i", blendMode); } } BaseImage *BaseRenderOpenGL3D::takeScreenshot() { warning("BaseRenderOpenGL3D::takeScreenshot not yet implemented"); return nullptr; } bool BaseRenderOpenGL3D::saveScreenShot(const Common::String &filename, int sizeX, int sizeY) { warning("BaseRenderOpenGL3D::saveScreenshot not yet implemented"); return true; } bool BaseRenderOpenGL3D::setViewport(int left, int top, int right, int bottom) { _viewportRect.setRect(left, top, right, bottom); glViewport(left, top, right - left, bottom - top); return true; } bool BaseRenderOpenGL3D::setViewport(Rect32 *rect) { return setViewport(rect->left, rect->top, rect->right, rect->bottom); } Rect32 BaseRenderOpenGL3D::getViewPort() { return _viewportRect; } void BaseRenderOpenGL3D::setWindowed(bool windowed) { warning("BaseRenderOpenGL3D::setWindowed not yet implemented"); } Graphics::PixelFormat BaseRenderOpenGL3D::getPixelFormat() const { return OpenGL::Texture::getRGBAPixelFormat(); } void BaseRenderOpenGL3D::fade(uint16 alpha) { fadeToColor(0, 0, 0, (byte)(255 - alpha)); } void BaseRenderOpenGL3D::fadeToColor(byte r, byte g, byte b, byte a) { glBindBuffer(GL_ARRAY_BUFFER, 0); setProjection2D(); const int vertexSize = 16; byte vertices[4 * vertexSize]; float *vertexCoords = reinterpret_cast(vertices); vertexCoords[0 * 4 + 1] = _viewportRect.left; vertexCoords[0 * 4 + 2] = _viewportRect.bottom; vertexCoords[0 * 4 + 3] = 0.0f; vertexCoords[1 * 4 + 1] = _viewportRect.left; vertexCoords[1 * 4 + 2] = _viewportRect.top; vertexCoords[1 * 4 + 3] = 0.0f; vertexCoords[2 * 4 + 1] = _viewportRect.right; vertexCoords[2 * 4 + 2] = _viewportRect.bottom; vertexCoords[2 * 4 + 3] = 0.0f; vertexCoords[3 * 4 + 1] = _viewportRect.right; vertexCoords[3 * 4 + 2] = _viewportRect.top; vertexCoords[3 * 4 + 3] = 0.0f; vertices[0 * vertexSize + 0] = r; vertices[0 * vertexSize + 1] = g; vertices[0 * vertexSize + 2] = b; vertices[0 * vertexSize + 3] = a; vertices[1 * vertexSize + 0] = r; vertices[1 * vertexSize + 1] = g; vertices[1 * vertexSize + 2] = b; vertices[1 * vertexSize + 3] = a; vertices[2 * vertexSize + 0] = r; vertices[2 * vertexSize + 1] = g; vertices[2 * vertexSize + 2] = b; vertices[2 * vertexSize + 3] = a; vertices[3 * vertexSize + 0] = r; vertices[3 * vertexSize + 1] = g; vertices[3 * vertexSize + 2] = b; vertices[3 * vertexSize + 3] = a; glDisable(GL_DEPTH_TEST); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glBindTexture(GL_TEXTURE_2D, 0); glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_COLOR_ARRAY); glVertexPointer(3, GL_FLOAT, vertexSize, vertices + 4); glColorPointer(4, GL_UNSIGNED_BYTE, vertexSize, vertices); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); setup2D(true); } bool BaseRenderOpenGL3D::drawLine(int x1, int y1, int x2, int y2, uint32 color) { warning("BaseRenderOpenGL3D::drawLine not yet implemented"); return true; } bool BaseRenderOpenGL3D::drawRect(int x1, int y1, int x2, int y2, uint32 color, int width) { warning("BaseRenderOpenGL3D::drawRect not yet implemented"); return true; } bool BaseRenderOpenGL3D::setProjection() { // is the viewport already set here? float viewportWidth = _viewportRect.right - _viewportRect.left; float viewportHeight = _viewportRect.bottom - _viewportRect.top; float verticalViewAngle = _fov; float aspectRatio = float(viewportWidth) / float(viewportHeight); // same defaults as wme float nearPlane = 90.0f; float farPlane = 10000.0f; float top = nearPlane * tanf(verticalViewAngle * 0.5f); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glFrustum(-top * aspectRatio, top * aspectRatio, -top, top, nearPlane, farPlane); glGetFloatv(GL_PROJECTION_MATRIX, _lastProjectionMatrix.getData()); glMatrixMode(GL_MODELVIEW); return true; } bool BaseRenderOpenGL3D::setProjection2D() { glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho(0, _viewportRect.width(), 0, _viewportRect.height(), -1.0, 100.0); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); return true; } void BaseRenderOpenGL3D::resetModelViewTransform() { glMatrixMode(GL_MODELVIEW); glLoadIdentity(); } void BaseRenderOpenGL3D::pushWorldTransform(const Math::Matrix4 &transform) { glPushMatrix(); glMultMatrixf(transform.getData()); } void BaseRenderOpenGL3D::popWorldTransform() { glPopMatrix(); } bool BaseRenderOpenGL3D::windowedBlt() { warning("BaseRenderOpenGL3D::windowedBlt not yet implemented"); return true; } bool BaseRenderOpenGL3D::fill(byte r, byte g, byte b, Common::Rect *rect) { glClearColor(float(r) / 255.0f, float(g) / 255.0f, float(b) / 255.0f, 1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); return true; } void Wintermute::BaseRenderOpenGL3D::onWindowChange() { warning("BaseRenderOpenGL3D::onWindowChange not yet implemented"); } bool BaseRenderOpenGL3D::initRenderer(int width, int height, bool windowed) { _windowed = windowed; _width = width; _height = height; setViewport(0, 0, width, height); _active = true; // setup a proper state setup2D(true); return true; } bool Wintermute::BaseRenderOpenGL3D::flip() { g_system->updateScreen(); return true; } bool BaseRenderOpenGL3D::indicatorFlip() { warning("BaseRenderOpenGL3D::indicatorFlip not yet implemented"); return true; } bool BaseRenderOpenGL3D::forcedFlip() { warning("BaseRenderOpenGL3D::forcedFlip not yet implemented"); return true; } void BaseRenderOpenGL3D::initLoop() { deleteRectList(); setup2D(); } bool BaseRenderOpenGL3D::setup2D(bool force) { if (_state3D || force) { _state3D = false; // some states are still missing here glDisable(GL_LIGHTING); glDisable(GL_DEPTH_TEST); glDisable(GL_STENCIL_TEST); glDisable(GL_CLIP_PLANE0); glDisable(GL_FOG); glLightModeli(GL_LIGHT_MODEL_AMBIENT, 0); glEnable(GL_CULL_FACE); glFrontFace(GL_CCW); glEnable(GL_ALPHA_TEST); glEnable(GL_BLEND); glAlphaFunc(GL_GEQUAL, 0.0f); glPolygonMode(GL_FRONT, GL_FILL); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glActiveTexture(GL_TEXTURE0); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE); glTexEnvf(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_MODULATE); glTexEnvf(GL_TEXTURE_ENV, GL_SRC1_RGB, GL_TEXTURE); glTexEnvf(GL_TEXTURE_ENV, GL_SRC0_RGB, GL_PRIMARY_COLOR); glTexEnvf(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_MODULATE); glTexEnvf(GL_TEXTURE_ENV, GL_SRC1_ALPHA, GL_TEXTURE); glTexEnvf(GL_TEXTURE_ENV, GL_SRC0_ALPHA, GL_PRIMARY_COLOR); glActiveTexture(GL_TEXTURE1); glDisable(GL_TEXTURE_2D); glActiveTexture(GL_TEXTURE0); setProjection2D(); } return true; } bool BaseRenderOpenGL3D::setup3D(Camera3D* camera, bool force) { if (!_state3D || force) { _state3D = true; glEnable(GL_DEPTH_TEST); glEnable(GL_BLEND); glAlphaFunc(GL_GEQUAL, 0x08); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); _fov = camera->_fov; setProjection(); Math::Matrix4 viewMatrix; camera->getViewMatrix(&viewMatrix); glMultMatrixf(viewMatrix.getData()); glTranslatef(-camera->_position.x(), -camera->_position.y(), -camera->_position.z()); glGetFloatv(GL_MODELVIEW_MATRIX, _lastViewMatrix.getData()); } return true; } bool BaseRenderOpenGL3D::setupLines() { warning("BaseRenderOpenGL3D::setupLines not yet implemented"); return true; } void BaseRenderOpenGL3D::project(const Math::Matrix4 &worldMatrix, const Math::Vector3d &point, int &x, int &y) { Math::Vector3d windowCoords; Math::Matrix4 modelMatrix = worldMatrix * _lastViewMatrix; GLint viewport[4]; glGetIntegerv(GL_VIEWPORT, viewport); Math::gluMathProject(point, modelMatrix.getData(), _lastProjectionMatrix.getData(), viewport, windowCoords); x = windowCoords.x(); // The Wintermute script code will expect a Direct3D viewport y = viewport[3] - windowCoords.y(); } Math::Ray BaseRenderOpenGL3D::rayIntoScene(int x, int y) { Math::Vector3d direction((((2.0f * x) / _viewportRect.width()) - 1) / _lastProjectionMatrix(0, 0), -(((2.0f * y) / _viewportRect.height()) - 1) / _lastProjectionMatrix(1, 1), -1.0f); Math::Matrix4 m = _lastViewMatrix; m.inverse(); m.transpose(); m.transform(&direction, false); Math::Vector3d origin = m.getPosition(); return Math::Ray(origin, direction); } BaseSurface *Wintermute::BaseRenderOpenGL3D::createSurface() { return new BaseSurfaceOpenGL3D(nullptr, this); } void BaseRenderOpenGL3D::endSaveLoad() { warning("BaseRenderOpenGL3D::endLoad not yet implemented"); } bool BaseRenderOpenGL3D::drawSprite(BaseSurfaceOpenGL3D &tex, const Wintermute::Rect32 &rect, float zoomX, float zoomY, const Wintermute::Vector2 &pos, uint32 color, bool alphaDisable, Graphics::TSpriteBlendMode blendMode, bool mirrorX, bool mirrorY) { Vector2 scale(zoomX / 100.0f, zoomY / 100.0f); return drawSpriteEx(tex, rect, pos, Vector2(0.0f, 0.0f), scale, 0.0f, color, alphaDisable, blendMode, mirrorX, mirrorY); } #include "common/pack-start.h" struct SpriteVertex { float u; float v; uint8 r; uint8 g; uint8 b; uint8 a; float x; float y; float z; } PACKED_STRUCT; #include "common/pack-end.h" bool BaseRenderOpenGL3D::drawSpriteEx(BaseSurfaceOpenGL3D &tex, const Wintermute::Rect32 &rect, const Wintermute::Vector2 &pos, const Wintermute::Vector2 &rot, const Wintermute::Vector2 &scale, float angle, uint32 color, bool alphaDisable, Graphics::TSpriteBlendMode blendMode, bool mirrorX, bool mirrorY) { // original wme has a batch mode for sprites, we ignore this for the moment // The ShaderSurfaceRenderer sets an array buffer which appearently conflicts with us // Reset it! glBindBuffer(GL_ARRAY_BUFFER, 0); if (_forceAlphaColor != 0) { color = _forceAlphaColor; } float width = (rect.right - rect.left) * scale.x; float height = (rect.bottom - rect.top) * scale.y; glBindTexture(GL_TEXTURE_2D, tex.getTextureName()); // for sprites we clamp to the edge, to avoid line fragments at the edges // this is not done by wme, though glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); // might as well provide getters for those int texWidth; int texHeight; glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &texWidth); glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, &texHeight); float texLeft = (float)rect.left / (float)texWidth; float texTop = (float)rect.top / (float)texHeight; float texRight = (float)rect.right / (float)texWidth; float texBottom = (float)rect.bottom / (float)texHeight; float offset = _viewportRect.height() / 2.0f; float correctedYPos = (pos.y - offset) * -1.0f + offset; // to be implemented if (mirrorX) { warning("BaseRenderOpenGL3D::SpriteEx x mirroring is not yet implemented"); } if (mirrorY) { warning("BaseRenderOpenGL3D::SpriteEx y mirroring is not yet implemented"); } SpriteVertex vertices[4] = {}; // texture coords vertices[0].u = texLeft; vertices[0].v = texTop; vertices[1].u = texLeft; vertices[1].v = texBottom; vertices[2].u = texRight; vertices[2].v = texTop; vertices[3].u = texRight; vertices[3].v = texBottom; // position coords vertices[0].x = pos.x - 0.5f; vertices[0].y = correctedYPos - 0.5f; vertices[0].z = -0.9f; vertices[1].x = pos.x - 0.5f; vertices[1].y = correctedYPos - height - 0.5f; vertices[1].z = -0.9f; vertices[2].x = pos.x + width - 0.5f; vertices[2].y = correctedYPos - 0.5f; vertices[2].z = -0.9f; vertices[3].x = pos.x + width - 0.5f; vertices[3].y = correctedYPos - height - 0.5; vertices[3].z = -0.9f; // not exactly sure about the color format, but this seems to work byte a = RGBCOLGetA(color); byte r = RGBCOLGetR(color); byte g = RGBCOLGetG(color); byte b = RGBCOLGetB(color); for (int i = 0; i < 4; ++i) { vertices[i].r = r; vertices[i].g = g; vertices[i].b = b; vertices[i].a = a; } // transform vertices here if necessary, add offset if (alphaDisable) { glDisable(GL_ALPHA_TEST); } setSpriteBlendMode(blendMode); glEnable(GL_TEXTURE_2D); glEnableClientState(GL_COLOR_ARRAY); glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glInterleavedArrays(GL_T2F_C4UB_V3F, 0, vertices); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); if (alphaDisable) { glEnable(GL_ALPHA_TEST); } return true; } } // namespace Wintermute