210 lines
6.4 KiB
C++
210 lines
6.4 KiB
C++
/* ResidualVM - A 3D game interpreter
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*
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* ResidualVM 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
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (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, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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/*
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* This file is based on WME.
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* http://dead-code.org/redir.php?target=wme
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* Copyright (c) 2003-2013 Jan Nedoma and contributors
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*/
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#include "engines/wintermute/base/base_game.h"
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#include "engines/wintermute/dcgf.h"
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#include "graphics/opengl/system_headers.h"
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#if defined(USE_OPENGL_SHADERS)
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#include "engines/wintermute/base/gfx/opengl/base_render_opengl3d.h"
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#include "engines/wintermute/base/gfx/opengl/shadow_volume_opengl_shader.h"
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namespace Wintermute {
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#include "common/pack-start.h"
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struct ShadowVertexShader {
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float x;
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float y;
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} PACKED_STRUCT;
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#include "common/pack-end.h"
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//////////////////////////////////////////////////////////////////////////
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ShadowVolumeOpenGLShader::ShadowVolumeOpenGLShader(BaseGame *inGame, OpenGL::ShaderGL *volumeShader, OpenGL::ShaderGL *maskShader)
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: ShadowVolume(inGame), _color(0x7f000000), _volumeShader(volumeShader), _maskShader(maskShader) {
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ShadowVertexShader shadowMask[4];
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Rect32 viewport = _gameRef->_renderer->getViewPort();
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shadowMask[0].x = viewport.left;
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shadowMask[0].y = viewport.bottom;
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shadowMask[1].x = viewport.left;
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shadowMask[1].y = viewport.top;
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shadowMask[2].x = viewport.right;
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shadowMask[2].y = viewport.bottom;
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shadowMask[3].x = viewport.right;
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shadowMask[3].y = viewport.top;
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glGenBuffers(1, &_shadowMaskVertexBuffer);
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glBindBuffer(GL_ARRAY_BUFFER, _shadowMaskVertexBuffer);
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glBufferData(GL_ARRAY_BUFFER, 4 * sizeof(ShadowVertexShader), shadowMask, GL_DYNAMIC_DRAW);
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}
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//////////////////////////////////////////////////////////////////////////
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ShadowVolumeOpenGLShader::~ShadowVolumeOpenGLShader() {
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}
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//////////////////////////////////////////////////////////////////////////
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bool ShadowVolumeOpenGLShader::render() {
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glBindTexture(GL_TEXTURE_2D, 0);
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glDrawArrays(GL_TRIANGLES, 0, _vertices.size());
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return true;
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}
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//////////////////////////////////////////////////////////////////////////
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bool ShadowVolumeOpenGLShader::renderToStencilBuffer() {
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// since the vertex count of the volume might change,
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// we just create a new buffer per frame
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// we might as well use the number of vertices of the mesh as an upper bound
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// or get rid of this completely by moving everything onto the gpu
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glDeleteBuffers(1, &_shadowVolumeVertexBuffer);
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glGenBuffers(1, &_shadowVolumeVertexBuffer);
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glBindBuffer(GL_ARRAY_BUFFER, _shadowVolumeVertexBuffer);
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glBufferData(GL_ARRAY_BUFFER, 12 * _vertices.size(), _vertices.data(), GL_STATIC_DRAW);
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_volumeShader->enableVertexAttribute("position", _shadowVolumeVertexBuffer, 3, GL_FLOAT, false, 12, 0);
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_volumeShader->use(true);
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// Disable z-buffer writes (note: z-testing still occurs), and enable the
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// stencil-buffer
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glDepthMask(GL_FALSE);
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glEnable(GL_STENCIL_TEST);
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glEnable(GL_CULL_FACE);
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// Set up stencil compare fuction, reference value, and masks.
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// Stencil test passes if ((ref & mask) cmpfn (stencil & mask)) is true.
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// Note: since we set up the stencil-test to always pass, the STENCILFAIL
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// renderstate is really not needed.
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glStencilFunc(GL_ALWAYS, 0x1, 0xFFFFFFFF);
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glShadeModel(GL_FLAT);
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// Make sure that no pixels get drawn to the frame buffer
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glEnable(GL_BLEND);
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glBlendFunc(GL_ZERO, GL_ONE);
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glStencilOp(GL_KEEP, GL_KEEP, GL_INCR);
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// Draw back-side of shadow volume in stencil/z only
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glCullFace(GL_FRONT);
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render();
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// Decrement stencil buffer value
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glStencilOp(GL_KEEP, GL_KEEP, GL_DECR);
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// Draw front-side of shadow volume in stencil/z only
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glCullFace(GL_BACK);
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render();
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// Restore render states
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glFrontFace(GL_CCW);
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glShadeModel(GL_SMOOTH);
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glDepthMask(GL_TRUE);
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glDisable(GL_STENCIL_TEST);
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glDisable(GL_BLEND);
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return true;
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}
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//////////////////////////////////////////////////////////////////////////
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bool ShadowVolumeOpenGLShader::renderToScene() {
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initMask();
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glDisable(GL_DEPTH_TEST);
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glEnable(GL_STENCIL_TEST);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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// Only write where stencil val >= 1 (count indicates # of shadows that overlap that pixel)
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glStencilFunc(GL_LEQUAL, 0x1, 0xFFFFFFFF);
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glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
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_gameRef->_renderer3D->setProjection2D();
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glBindTexture(GL_TEXTURE_2D, 0);
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_maskShader->enableVertexAttribute("position", _shadowMaskVertexBuffer, 2, GL_FLOAT, false, 8, 0);
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_maskShader->use(true);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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// Restore render states
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glEnable(GL_DEPTH_TEST);
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glDisable(GL_STENCIL_TEST);
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_gameRef->_renderer3D->setup3D(nullptr, true);
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// clear stencil buffer
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glClearStencil(0);
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glClear(GL_STENCIL_BUFFER_BIT);
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return true;
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}
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//////////////////////////////////////////////////////////////////////////
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bool ShadowVolumeOpenGLShader::initMask() {
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Rect32 viewport = _gameRef->_renderer->getViewPort();
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ShadowVertexShader shadowMask[4];
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shadowMask[0].x = viewport.left;
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shadowMask[0].y = viewport.bottom;
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shadowMask[1].x = viewport.left;
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shadowMask[1].y = viewport.top;
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shadowMask[2].x = viewport.right;
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shadowMask[2].y = viewport.bottom;
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shadowMask[3].x = viewport.right;
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shadowMask[3].y = viewport.top;
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glBindBuffer(GL_ARRAY_BUFFER, _shadowMaskVertexBuffer);
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glBufferSubData(GL_ARRAY_BUFFER, 0, 4 * sizeof(ShadowVertexShader), shadowMask);
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Math::Vector4d color;
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color.x() = RGBCOLGetR(_color) / 255.0f;
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color.y() = RGBCOLGetG(_color) / 255.0f;
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color.z() = RGBCOLGetB(_color) / 255.0f;
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color.w() = RGBCOLGetA(_color) / 255.0f;
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_maskShader->use();
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_maskShader->setUniform("color", color);
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return true;
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}
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} // namespace Wintermute
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#endif // defined(USE_GLES2) || defined(USE_OPENGL_SHADERS)
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