340 lines
11 KiB
C++
340 lines
11 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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// Based on Phantasma code by Thomas Harte (2013),
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// available at https://github.com/TomHarte/Phantasma/ (MIT)
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#include "common/config-manager.h"
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#include "common/math.h"
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#include "common/system.h"
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#include "math/glmath.h"
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#include "freescape/objects/object.h"
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#include "freescape/gfx_opengl_shaders.h"
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#include "freescape/gfx_opengl_texture.h"
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namespace Freescape {
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static const GLfloat bitmapVertices[] = {
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// XS YT
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0.0, 0.0,
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1.0, 0.0,
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0.0, 1.0,
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1.0, 1.0,
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};
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Renderer *CreateGfxOpenGLShader(int screenW, int screenH, Common::RenderMode renderMode) {
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return new OpenGLShaderRenderer(screenW, screenH, renderMode);
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}
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OpenGLShaderRenderer::OpenGLShaderRenderer(int screenW, int screenH, Common::RenderMode renderMode) : Renderer(screenW, screenH, renderMode) {
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_triangleShader = nullptr;
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_triangleVBO = 0;
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_bitmapShader = nullptr;
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_bitmapVBO = 0;
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_texturePixelFormat = OpenGLTexture::getRGBAPixelFormat();
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_isAccelerated = true;
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}
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OpenGLShaderRenderer::~OpenGLShaderRenderer() {
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OpenGL::Shader::freeBuffer(_triangleVBO);
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delete _triangleShader;
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}
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Texture *OpenGLShaderRenderer::createTexture(const Graphics::Surface *surface) {
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return new OpenGLTexture(surface);
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}
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void OpenGLShaderRenderer::freeTexture(Texture *texture) {
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delete texture;
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}
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void OpenGLShaderRenderer::init() {
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computeScreenViewport();
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_verts = (Vertex *)malloc(sizeof(Vertex) * kVertexArraySize);
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static const char *triangleAttributes[] = { "position", nullptr };
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_triangleShader = OpenGL::Shader::fromFiles("freescape_triangle", triangleAttributes);
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_triangleVBO = OpenGL::Shader::createBuffer(GL_ARRAY_BUFFER, sizeof(Vertex) * kVertexArraySize, _verts, GL_DYNAMIC_DRAW);
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// TODO: Check if 3 * sizeof(float) == sizeof(Vertex)
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_triangleShader->enableVertexAttribute("position", _triangleVBO, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), 0);
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static const char *bitmapAttributes[] = { "position", "texcoord", nullptr };
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_bitmapShader = OpenGL::Shader::fromFiles("freescape_bitmap", bitmapAttributes);
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_bitmapVBO = OpenGL::Shader::createBuffer(GL_ARRAY_BUFFER, sizeof(bitmapVertices), bitmapVertices);
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_bitmapShader->enableVertexAttribute("position", _bitmapVBO, 2, GL_FLOAT, GL_TRUE, 2 * sizeof(float), 0);
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_bitmapShader->enableVertexAttribute("texcoord", _bitmapVBO, 2, GL_FLOAT, GL_TRUE, 2 * sizeof(float), 0);
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glDisable(GL_LIGHTING);
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glDisable(GL_TEXTURE_2D);
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_SCISSOR_TEST);
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setViewport(_viewport);
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}
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void OpenGLShaderRenderer::setViewport(const Common::Rect &rect) {
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_viewport = Common::Rect(
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_screenViewport.width() * rect.width() / _screenW,
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_screenViewport.height() * rect.height() / _screenH
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);
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_viewport.translate(
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_screenViewport.left + _screenViewport.width() * rect.left / _screenW,
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_screenViewport.top + _screenViewport.height() * rect.top / _screenH
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);
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_unscaledViewport = rect;
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glViewport(_viewport.left, g_system->getHeight() - _viewport.bottom, _viewport.width(), _viewport.height());
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glScissor(_viewport.left, g_system->getHeight() - _viewport.bottom, _viewport.width(), _viewport.height());
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}
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void OpenGLShaderRenderer::drawTexturedRect2D(const Common::Rect &screenRect, const Common::Rect &textureRect, Texture *texture) {
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OpenGLTexture *glTexture = static_cast<OpenGLTexture *>(texture);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glEnable(GL_BLEND);
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_bitmapShader->use();
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_bitmapShader->setUniform("flipY", glTexture->_upsideDown);
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glDepthMask(GL_FALSE);
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glBindTexture(GL_TEXTURE_2D, glTexture->_id);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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glDisable(GL_BLEND);
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glDepthMask(GL_TRUE);
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_bitmapShader->unbind();
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}
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void OpenGLShaderRenderer::updateProjectionMatrix(float fov, float nearClipPlane, float farClipPlane) {
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float aspectRatio = _screenW / (float)_screenH;
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float xmaxValue = nearClipPlane * tan(Common::deg2rad(fov) / 2);
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float ymaxValue = xmaxValue / aspectRatio;
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_projectionMatrix = Math::makeFrustumMatrix(xmaxValue, -xmaxValue, -ymaxValue, ymaxValue, nearClipPlane, farClipPlane);
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}
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void OpenGLShaderRenderer::positionCamera(const Math::Vector3d &pos, const Math::Vector3d &interest) {
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Math::Vector3d up_vec(0, 1, 0);
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Math::Matrix4 lookMatrix = Math::makeLookAtMatrix(pos, interest, up_vec);
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Math::Matrix4 viewMatrix;
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viewMatrix.translate(-pos);
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viewMatrix.transpose();
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_modelViewMatrix = viewMatrix * lookMatrix;
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Math::Matrix4 proj = _projectionMatrix;
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Math::Matrix4 model = _modelViewMatrix;
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proj.transpose();
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model.transpose();
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_mvpMatrix = proj * model;
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_mvpMatrix.transpose();
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}
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void OpenGLShaderRenderer::renderSensorShoot(byte color, const Math::Vector3d sensor, const Math::Vector3d player, const Common::Rect viewArea) {
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/*glColor3ub(255, 255, 255);
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glLineWidth(20);
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polygonOffset(true);
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glEnableClientState(GL_VERTEX_ARRAY);
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copyToVertexArray(0, sensor);
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copyToVertexArray(1, player);
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glVertexPointer(3, GL_FLOAT, 0, _verts);
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glDrawArrays(GL_LINES, 0, 2);
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glDisableClientState(GL_VERTEX_ARRAY);
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polygonOffset(false);
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glLineWidth(1);*/
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}
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void OpenGLShaderRenderer::renderPlayerShoot(byte color, const Common::Point position, const Common::Rect viewArea) {
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/*uint8 a, r, g, b;
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glOrtho(0, _screenW, _screenH, 0, 0, 1);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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if (_renderMode == Common::kRenderCGA || _renderMode == Common::kRenderZX) {
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r = g = b = 255;
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} else {
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uint32 pixel = 0x0;
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glReadPixels(g_system->getWidth() / 2, g_system->getHeight() / 2, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, &pixel);
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_texturePixelFormat.colorToARGB(pixel, a, r, g, b);
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color = indexFromColor(r, g, b);
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readFromPalette((color + 3) % (_renderMode == Common::kRenderCGA ? 4 : 16), r, g, b);
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}
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glDisable(GL_DEPTH_TEST);
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glDepthMask(GL_FALSE);
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glColor3ub(r, g, b);
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glLineWidth(5); // It will not work in every OpenGL implementation since the
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// spec doesn't require support for line widths other than 1
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glEnableClientState(GL_VERTEX_ARRAY);
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copyToVertexArray(0, Math::Vector3d(viewArea.left, viewArea.height() + viewArea.top, 0));
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copyToVertexArray(1, Math::Vector3d(position.x, position.y, 0));
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copyToVertexArray(2, Math::Vector3d(viewArea.left, viewArea.height() + viewArea.top + 3, 0));
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copyToVertexArray(3, Math::Vector3d(position.x, position.y, 0));
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copyToVertexArray(4, Math::Vector3d(viewArea.right, viewArea.height() + viewArea.top, 0));
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copyToVertexArray(5, Math::Vector3d(position.x, position.y, 0));
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copyToVertexArray(6, Math::Vector3d(viewArea.right, viewArea.height() + viewArea.top + 3, 0));
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copyToVertexArray(7, Math::Vector3d(position.x, position.y, 0));
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glVertexPointer(3, GL_FLOAT, 0, _verts);
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glDrawArrays(GL_LINES, 0, 8);
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glDisableClientState(GL_VERTEX_ARRAY);
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glLineWidth(1);
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glEnable(GL_DEPTH_TEST);
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glDepthMask(GL_TRUE);*/
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}
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void OpenGLShaderRenderer::renderFace(const Common::Array<Math::Vector3d> &vertices) {
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assert(vertices.size() >= 2);
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const Math::Vector3d &v0 = vertices[0];
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/*if (vertices.size() == 2) {
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const Math::Vector3d &v1 = vertices[1];
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if (v0 == v1)
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return;
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glEnableClientState(GL_VERTEX_ARRAY);
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copyToVertexArray(0, v0);
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copyToVertexArray(1, v1);
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glVertexPointer(3, GL_FLOAT, 0, _verts);
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glLineWidth(MAX(1, g_system->getWidth() / 192));
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glDrawArrays(GL_LINES, 0, 2);
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glLineWidth(1);
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glDisableClientState(GL_VERTEX_ARRAY);
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return;
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}*/
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//glEnableClientState(GL_VERTEX_ARRAY);
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_triangleShader->use();
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_triangleShader->setUniform("mvpMatrix", _mvpMatrix);
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uint vi = 0;
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for (uint i = 1; i < vertices.size() - 1; i++) { // no underflow since vertices.size() > 2
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const Math::Vector3d &v1 = vertices[i];
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const Math::Vector3d &v2 = vertices[i + 1];
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vi = 3 * (i - 1); // no underflow since i >= 1
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copyToVertexArray(vi + 0, v0);
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copyToVertexArray(vi + 1, v1);
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copyToVertexArray(vi + 2, v2);
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}
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glBindBuffer(GL_ARRAY_BUFFER, _triangleVBO);
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glBufferData(GL_ARRAY_BUFFER, (vi + 3) * 3 * sizeof(float), _verts, GL_DYNAMIC_DRAW);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), nullptr);
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//glEnableVertexAttribArray(0);
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glDrawArrays(GL_TRIANGLES, 0, vi + 3);
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//glDisableVertexAttribArray(0);
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//glDisableClientState(GL_VERTEX_ARRAY);
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}
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void OpenGLShaderRenderer::polygonOffset(bool enabled) {
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if (enabled) {
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glEnable(GL_POLYGON_OFFSET_FILL);
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glPolygonOffset(-10.0f, 1.0f);
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} else {
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glPolygonOffset(0, 0);
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glDisable(GL_POLYGON_OFFSET_FILL);
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}
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}
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void OpenGLShaderRenderer::setStippleData(byte *data) {
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if (!data)
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return;
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//_variableStippleArray = data;
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//for (int i = 0; i < 128; i++)
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// _variableStippleArray[i] = data[(i / 16) % 4];
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}
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void OpenGLShaderRenderer::useStipple(bool enabled) {
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/*if (enabled) {
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glEnable(GL_POLYGON_OFFSET_FILL);
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glPolygonOffset(0.0f, -1.0f);
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glEnable(GL_POLYGON_STIPPLE);
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if (_renderMode == Common::kRenderZX ||
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_renderMode == Common::kRenderCPC ||
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_renderMode == Common::kRenderCGA)
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glPolygonStipple(_variableStippleArray);
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else
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glPolygonStipple(_defaultStippleArray);
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} else {
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glPolygonOffset(0, 0);
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glDisable(GL_POLYGON_OFFSET_FILL);
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glDisable(GL_POLYGON_STIPPLE);
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}*/
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}
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void OpenGLShaderRenderer::useColor(uint8 r, uint8 g, uint8 b) {
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Math::Vector3d color(r / 256.0, g / 256.0, b / 256.0);
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_triangleShader->use();
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_triangleShader->setUniform("color", color);
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}
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void OpenGLShaderRenderer::clear(uint8 color) {
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uint8 r, g, b;
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if (_colorRemaps && _colorRemaps->contains(color)) {
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color = (*_colorRemaps)[color];
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}
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readFromPalette(color, r, g, b);
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glClearColor(0, 0, 0, 1.0);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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}
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void OpenGLShaderRenderer::drawFloor(uint8 color) {
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/*uint8 r1, g1, b1, r2, g2, b2;
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byte *stipple;
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assert(getRGBAt(color, r1, g1, b1, r2, g2, b2, stipple)); // TODO: move check inside this function
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glColor3ub(r1, g1, b1);
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glEnableClientState(GL_VERTEX_ARRAY);
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copyToVertexArray(0, Math::Vector3d(-100000.0, 0.0, -100000.0));
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copyToVertexArray(1, Math::Vector3d(100000.0, 0.0, -100000.0));
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copyToVertexArray(2, Math::Vector3d(100000.0, 0.0, 100000.0));
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copyToVertexArray(3, Math::Vector3d(-100000.0, 0.0, 100000.0));
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glVertexPointer(3, GL_FLOAT, 0, _verts);
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glDrawArrays(GL_QUADS, 0, 4);
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glDisableClientState(GL_VERTEX_ARRAY);*/
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}
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void OpenGLShaderRenderer::flipBuffer() {}
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Graphics::Surface *OpenGLShaderRenderer::getScreenshot() {
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Common::Rect screen = viewport();
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Graphics::Surface *s = new Graphics::Surface();
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s->create(screen.width(), screen.height(), OpenGLTexture::getRGBAPixelFormat());
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glReadPixels(screen.left, screen.top, screen.width(), screen.height(), GL_RGBA, GL_UNSIGNED_BYTE, s->getPixels());
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flipVertical(s);
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return s;
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return nullptr;
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}
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} // End of namespace Freescape
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