183 lines
5.1 KiB
C++
183 lines
5.1 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 AUTHORS
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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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#include <graphics/opengl/extensions.h>
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#include "engines/stark/gfx/opengls.h"
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#include "common/config-manager.h"
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#include "common/system.h"
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#include "math/matrix4.h"
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#if defined(USE_GLES2) || defined(USE_OPENGL_SHADERS)
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#include "engines/stark/gfx/openglsactor.h"
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#include "engines/stark/gfx/openglsprop.h"
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#include "engines/stark/gfx/openglssurface.h"
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#include "engines/stark/gfx/opengltexture.h"
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#include "graphics/pixelbuffer.h"
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#include "graphics/opengl/shader.h"
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namespace Stark {
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namespace Gfx {
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static const GLfloat surfaceVertices[] = {
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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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OpenGLSDriver::OpenGLSDriver() :
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_surfaceShader(nullptr),
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_actorShader(nullptr),
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_surfaceVBO(0) {
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}
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OpenGLSDriver::~OpenGLSDriver() {
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OpenGL::Shader::freeBuffer(_surfaceVBO);
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delete _surfaceShader;
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delete _actorShader;
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}
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void OpenGLSDriver::init() {
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bool fullscreen = ConfMan.getBool("fullscreen");
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g_system->setupScreen(kOriginalWidth, kOriginalHeight, fullscreen, true);
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computeScreenViewport();
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static const char* attributes[] = { "position", "texcoord", nullptr };
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_surfaceShader = OpenGL::Shader::fromFiles("stark_surface", attributes);
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_surfaceVBO = OpenGL::Shader::createBuffer(GL_ARRAY_BUFFER, sizeof(surfaceVertices), surfaceVertices);
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_surfaceShader->enableVertexAttribute("position", _surfaceVBO, 2, GL_FLOAT, GL_TRUE, 2 * sizeof(float), 0);
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_surfaceShader->enableVertexAttribute("texcoord", _surfaceVBO, 2, GL_FLOAT, GL_TRUE, 2 * sizeof(float), 0);
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static const char* actorAttributes[] = { "position1", "position2", "bone1", "bone2", "boneWeight", "normal", "texcoord", nullptr };
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_actorShader = OpenGL::Shader::fromFiles("stark_actor", actorAttributes);
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}
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void OpenGLSDriver::setScreenViewport(bool noScaling) {
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if (noScaling) {
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_viewport = Common::Rect(g_system->getWidth(), g_system->getHeight());
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_unscaledViewport = _viewport;
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} else {
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_viewport = _screenViewport;
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_unscaledViewport = Common::Rect(kOriginalWidth, kOriginalHeight);
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}
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glViewport(_viewport.left, _viewport.top, _viewport.width(), _viewport.height());
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}
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void OpenGLSDriver::setViewport(Common::Rect rect, bool noScaling) {
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if (noScaling) {
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_viewport = rect;
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_unscaledViewport = rect;
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} else {
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_viewport = Common::Rect(
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_screenViewport.width() * rect.width() / kOriginalWidth,
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_screenViewport.height() * rect.height() / kOriginalHeight
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);
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_viewport.translate(
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_screenViewport.left + _screenViewport.width() * rect.left / kOriginalWidth,
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_screenViewport.top + _screenViewport.height() * rect.top / kOriginalHeight
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);
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_unscaledViewport = rect;
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}
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glViewport(_viewport.left, g_system->getHeight() - _viewport.bottom, _viewport.width(), _viewport.height());
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}
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void OpenGLSDriver::clearScreen() {
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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}
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void OpenGLSDriver::flipBuffer() {
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g_system->updateScreen();
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}
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Texture *OpenGLSDriver::createTexture(const Graphics::Surface *surface, const byte *palette) {
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OpenGlTexture *texture = new OpenGlTexture();
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if (surface) {
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texture->update(surface, palette);
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}
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return texture;
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}
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VisualActor *OpenGLSDriver::createActorRenderer() {
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return new OpenGLSActorRenderer(this);
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}
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VisualProp *OpenGLSDriver::createPropRenderer() {
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return new OpenGLSPropRenderer(this);
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}
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SurfaceRenderer *OpenGLSDriver::createSurfaceRenderer() {
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return new OpenGLSSurfaceRenderer(this);
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}
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void OpenGLSDriver::start2DMode() {
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// Enable alpha blending
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glEnable(GL_BLEND);
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//glBlendEquation(GL_FUNC_ADD); // It's the default
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glDepthMask(GL_FALSE);
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}
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void OpenGLSDriver::end2DMode() {
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// Disable alpha blending
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glDisable(GL_BLEND);
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glDepthMask(GL_TRUE);
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}
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void OpenGLSDriver::set3DMode() {
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glEnable(GL_DEPTH_TEST);
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glDepthFunc(GL_LESS);
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}
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Common::Rect OpenGLSDriver::getViewport() const {
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return _viewport;
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}
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Common::Rect OpenGLSDriver::getUnscaledViewport() const {
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return _unscaledViewport;
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}
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OpenGL::Shader *OpenGLSDriver::createActorShaderInstance() {
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return _actorShader->clone();
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}
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OpenGL::Shader *OpenGLSDriver::createSurfaceShaderInstance() {
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return _surfaceShader->clone();
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}
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} // End of namespace Gfx
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} // End of namespace Stark
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#endif // defined(USE_GLES2) || defined(USE_OPENGL_SHADERS)
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