scummvm/engines/myst3/gfx_tinygl.cpp
Stefano Musumeci 7ea5229ef8 MYST3: Implemented selection between hardware and software rendering.
Conflicts:
	engines/myst3/gfx_opengl.cpp
2014-07-03 12:33:05 +02:00

397 lines
12 KiB
C++

/* 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 AUTHORS
* 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.
*
*/
#if defined(WIN32)
#include <windows.h>
// winnt.h defines ARRAYSIZE, but we want our own one...
#undef ARRAYSIZE
#endif
#include "common/rect.h"
#include "common/textconsole.h"
#if !defined(USE_GLES2) && !defined(USE_OPENGL_SHADERS)
#include "graphics/colormasks.h"
#include "graphics/surface.h"
#include "math/vector2d.h"
#include "engines/myst3/gfx.h"
#include "engines/myst3/gfx_tinygl.h"
#include "engines/myst3/gfx_tinygl_texture.h"
#include <gl/GLU.h>
namespace Myst3 {
Renderer *CreateGfxTinyGL(OSystem *system) {
return new TinyGLRenderer(system);
}
TinyGLRenderer::TinyGLRenderer(OSystem *system) :
BaseRenderer(system),
_nonPowerOfTwoTexSupport(false) {
}
TinyGLRenderer::~TinyGLRenderer() {
}
Texture *TinyGLRenderer::createTexture(const Graphics::Surface *surface) {
return new TinyGLTexture(surface, _nonPowerOfTwoTexSupport);
}
void TinyGLRenderer::freeTexture(Texture *texture) {
TinyGLTexture *glTexture = static_cast<TinyGLTexture *>(texture);
delete glTexture;
}
void TinyGLRenderer::init(Graphics::PixelBuffer &screenBuffer) {
// Check the available OpenGL extensions
_nonPowerOfTwoTexSupport = true;
_fb = new TinyGL::FrameBuffer(640, 480, screenBuffer);
TinyGL::glInit(_fb);
tglMatrixMode(TGL_PROJECTION);
tglLoadIdentity();
tglMatrixMode(TGL_MODELVIEW);
tglLoadIdentity();
tglDisable(TGL_LIGHTING);
tglEnable(TGL_TEXTURE_2D);
tglEnable(TGL_DEPTH_TEST);
}
void TinyGLRenderer::clear() {
tglClear(TGL_COLOR_BUFFER_BIT | TGL_DEPTH_BUFFER_BIT);
tglColor3f(1.0f, 1.0f, 1.0f);
}
void TinyGLRenderer::setupCameraOrtho2D() {
tglViewport(0, 0, kOriginalWidth, kOriginalHeight);
tglMatrixMode(TGL_PROJECTION);
tglLoadIdentity();
tgluOrtho2D(0.0, kOriginalWidth, kOriginalHeight, 0.0);
tglMatrixMode(TGL_MODELVIEW);
tglLoadIdentity();
}
void TinyGLRenderer::setupCameraPerspective(float pitch, float heading, float fov) {
// TODO: Find a correct and exact formula for the FOV
TGLfloat glFOV = 0.63 * fov; // Approximative and experimental formula
if (fov > 79.0 && fov < 81.0)
glFOV = 50.5; // Somewhat good value for fov == 80
else if (fov > 59.0 && fov < 61.0)
glFOV = 36.0; // Somewhat good value for fov == 60
tglViewport(0, kBottomBorderHeight, kOriginalWidth, kFrameHeight);
tglMatrixMode(TGL_PROJECTION);
tglLoadIdentity();
tgluPerspective(glFOV, (TGLfloat)kOriginalWidth / (TGLfloat)kFrameHeight, 1.0, 10000.0);
// Rotate the model to simulate the rotation of the camera
tglMatrixMode(TGL_MODELVIEW);
tglLoadIdentity();
tglRotatef(pitch, -1.0f, 0.0f, 0.0f);
tglRotatef(heading - 180.0f, 0.0f, 1.0f, 0.0f);
float modelView[16], projection[16];
tglGetFloatv(TGL_MODELVIEW_MATRIX, modelView);
tglGetFloatv(TGL_PROJECTION_MATRIX, projection);
for(int i = 0; i < 16; i++) {
_cubeModelViewMatrix[i] = modelView[i];
_cubeProjectionMatrix[i] = projection[i];
}
tglGetIntegerv(TGL_VIEWPORT, (TGLint *)_cubeViewport);
}
void TinyGLRenderer::drawRect2D(const Common::Rect &rect, uint32 color) {
uint8 a, r, g, b;
Graphics::colorToARGB< Graphics::ColorMasks<8888> >(color, a, r, g, b);
tglDisable(TGL_TEXTURE_2D);
tglColor4f(r / 255.0, g / 255.0, b / 255.0, a / 255.0);
if (a != 255) {
tglEnable(TGL_BLEND);
tglBlendFunc(TGL_SRC_ALPHA, TGL_ONE_MINUS_SRC_ALPHA);
}
tglBegin(TGL_TRIANGLE_STRIP);
tglVertex3f( rect.left, rect.bottom, 0.0f);
tglVertex3f( rect.right, rect.bottom, 0.0f);
tglVertex3f( rect.left, rect.top, 0.0f);
tglVertex3f( rect.right, rect.top, 0.0f);
tglEnd();
tglDisable(TGL_BLEND);
}
void TinyGLRenderer::drawTexturedRect2D(const Common::Rect &screenRect, const Common::Rect &textureRect,
Texture *texture, float transparency) {
TinyGLTexture *glTexture = static_cast<TinyGLTexture *>(texture);
const float tLeft = textureRect.left / (float) glTexture->internalWidth;
const float tWidth = textureRect.width() / (float) glTexture->internalWidth;
const float tTop = textureRect.top / (float) glTexture->internalHeight;
const float tHeight = textureRect.height() / (float) glTexture->internalHeight;
const float sLeft = screenRect.left;
const float sTop = screenRect.top;
const float sWidth = screenRect.width();
const float sHeight = screenRect.height();
if (transparency >= 0.0) {
tglBlendFunc(TGL_SRC_ALPHA, TGL_ONE_MINUS_SRC_ALPHA);
tglEnable(TGL_BLEND);
} else {
transparency = 1.0;
}
tglEnable(TGL_TEXTURE_2D);
tglDepthMask(TGL_FALSE);
blitScreen((TinyGLTexture *)texture, sLeft, sTop, textureRect.left, textureRect.top, sWidth, sHeight, transparency);
tglDisable(TGL_BLEND);
tglDepthMask(TGL_TRUE);
}
void TinyGLRenderer::draw2DText(const Common::String &text, const Common::Point &position) {
TinyGLTexture *glFont = static_cast<TinyGLTexture *>(_font);
// The font only has uppercase letters
Common::String textToDraw = text;
textToDraw.toUppercase();
tglEnable(TGL_BLEND);
tglBlendFunc(TGL_SRC_ALPHA, TGL_ONE_MINUS_SRC_ALPHA);
tglEnable(TGL_TEXTURE_2D);
tglDepthMask(TGL_FALSE);
tglColor3f(1.0f, 1.0f, 1.0f);
tglBindTexture(TGL_TEXTURE_2D, glFont->id);
int x = position.x;
int y = position.y;
for (uint i = 0; i < textToDraw.size(); i++) {
Common::Rect textureRect = getFontCharacterRect(textToDraw[i]);
int w = textureRect.width();
int h = textureRect.height();
float cw = textureRect.width() / (float) glFont->internalWidth;
float ch = textureRect.height() / (float) glFont->internalHeight;
float cx = textureRect.left / (float) glFont->internalWidth;
float cy = textureRect.top / (float) glFont->internalHeight;
blitScreen(glFont, x, y, textureRect.left, textureRect.top, w, h, 1.0f, true);
x += textureRect.width() - 3;
}
tglDisable(TGL_TEXTURE_2D);
tglDisable(TGL_BLEND);
tglDepthMask(TGL_TRUE);
}
void TinyGLRenderer::drawCube(Texture **textures) {
TinyGLTexture *texture0 = static_cast<TinyGLTexture *>(textures[0]);
// Size of the cube
float t = 256.0f;
// Used fragment of the textures
float s = texture0->width / (float) texture0->internalWidth;
tglEnable(TGL_TEXTURE_2D);
tglDepthMask(TGL_FALSE);
tglBindTexture(TGL_TEXTURE_2D, static_cast<TinyGLTexture *>(textures[4])->id);
tglBegin(TGL_TRIANGLE_STRIP); // X-
tglTexCoord2f(0, s); tglVertex3f(-t,-t, t);
tglTexCoord2f(s, s); tglVertex3f(-t,-t,-t);
tglTexCoord2f(0, 0); tglVertex3f(-t, t, t);
tglTexCoord2f(s, 0); tglVertex3f(-t, t,-t);
tglEnd();
tglBindTexture(TGL_TEXTURE_2D, static_cast<TinyGLTexture *>(textures[3])->id);
tglBegin(TGL_TRIANGLE_STRIP); // X+
tglTexCoord2f(0, s); tglVertex3f( t,-t,-t);
tglTexCoord2f(s, s); tglVertex3f( t,-t, t);
tglTexCoord2f(0, 0); tglVertex3f( t, t,-t);
tglTexCoord2f(s, 0); tglVertex3f( t, t, t);
tglEnd();
tglBindTexture(TGL_TEXTURE_2D, static_cast<TinyGLTexture *>(textures[1])->id);
tglBegin(TGL_TRIANGLE_STRIP); // Y-
tglTexCoord2f(0, s); tglVertex3f( t,-t,-t);
tglTexCoord2f(s, s); tglVertex3f(-t,-t,-t);
tglTexCoord2f(0, 0); tglVertex3f( t,-t, t);
tglTexCoord2f(s, 0); tglVertex3f(-t,-t, t);
tglEnd();
tglBindTexture(TGL_TEXTURE_2D, static_cast<TinyGLTexture *>(textures[5])->id);
tglBegin(TGL_TRIANGLE_STRIP); // Y+
tglTexCoord2f(0, s); tglVertex3f( t, t, t);
tglTexCoord2f(s, s); tglVertex3f(-t, t, t);
tglTexCoord2f(0, 0); tglVertex3f( t, t,-t);
tglTexCoord2f(s, 0); tglVertex3f(-t, t,-t);
tglEnd();
tglBindTexture(TGL_TEXTURE_2D, static_cast<TinyGLTexture *>(textures[0])->id);
tglBegin(TGL_TRIANGLE_STRIP); // Z-
tglTexCoord2f(0, s); tglVertex3f(-t,-t,-t);
tglTexCoord2f(s, s); tglVertex3f( t,-t,-t);
tglTexCoord2f(0, 0); tglVertex3f(-t, t,-t);
tglTexCoord2f(s, 0); tglVertex3f( t, t,-t);
tglEnd();
tglBindTexture(TGL_TEXTURE_2D, static_cast<TinyGLTexture *>(textures[2])->id);
tglBegin(TGL_TRIANGLE_STRIP); // Z+
tglTexCoord2f(0, s); tglVertex3f( t,-t, t);
tglTexCoord2f(s, s); tglVertex3f(-t,-t, t);
tglTexCoord2f(0, 0); tglVertex3f( t, t, t);
tglTexCoord2f(s, 0); tglVertex3f(-t, t, t);
tglEnd();
tglDepthMask(TGL_TRUE);
}
void TinyGLRenderer::drawTexturedRect3D(const Math::Vector3d &topLeft, const Math::Vector3d &bottomLeft,
const Math::Vector3d &topRight, const Math::Vector3d &bottomRight, Texture *texture) {
TinyGLTexture *glTexture = static_cast<TinyGLTexture *>(texture);
const float w = glTexture->width / (float) glTexture->internalWidth;
const float h = glTexture->height / (float)glTexture->internalHeight;
tglBlendFunc(TGL_SRC_ALPHA, TGL_ONE_MINUS_SRC_ALPHA);
tglEnable(TGL_BLEND);
tglDepthMask(TGL_FALSE);
tglBindTexture(TGL_TEXTURE_2D, glTexture->id);
tglBegin(TGL_TRIANGLE_STRIP);
tglTexCoord2f(0, 0);
tglVertex3f(-topLeft.x(), topLeft.y(), topLeft.z());
tglTexCoord2f(0, h);
tglVertex3f(-bottomLeft.x(), bottomLeft.y(), bottomLeft.z());
tglTexCoord2f(w, 0);
tglVertex3f(-topRight.x(), topRight.y(), topRight.z());
tglTexCoord2f(w, h);
tglVertex3f(-bottomRight.x(), bottomRight.y(), bottomRight.z());
tglEnd();
tglDisable(TGL_BLEND);
tglDepthMask(TGL_TRUE);
}
Graphics::Surface *TinyGLRenderer::getScreenshot() {
Graphics::Surface *s = new Graphics::Surface();
s->create(kOriginalWidth, kOriginalHeight, Graphics::PixelFormat(4, 8, 8, 8, 8, 0, 8, 16, 24));
Graphics::PixelBuffer buf(s->format, (byte *)s->getPixels());
_fb->copyToBuffer(buf);
return s;
}
void TinyGLRenderer::screenPosToDirection(const Common::Point screen, float &pitch, float &heading) {
double x, y, z;
// Screen coords to 3D coords
gluUnProject(screen.x, kOriginalHeight - screen.y, 0.9, _cubeModelViewMatrix, _cubeProjectionMatrix, (TGLint *)_cubeViewport, &x, &y, &z);
// 3D coords to polar coords
Math::Vector3d v = Math::Vector3d(x, y, z);
v.normalize();
Math::Vector2d horizontalProjection = Math::Vector2d(v.x(), v.z());
horizontalProjection.normalize();
pitch = 90 - Math::Angle::arcCosine(v.y()).getDegrees();
heading = Math::Angle::arcCosine(horizontalProjection.getY()).getDegrees();
if (horizontalProjection.getX() > 0.0)
heading = 360 - heading;
}
void TinyGLRenderer::blitScreen(Texture *texture, int dstX, int dstY, int srcX, int srcY, int width, int height, float transparency, bool invertY) {
int screenWidth = 640;
int screenHeight = 480;
if (dstX >= screenWidth || dstY >= screenHeight)
return;
int clampWidth, clampHeight;
if (dstX + width > screenWidth)
clampWidth = screenWidth - dstX;
else
clampWidth = width;
if (dstY + height > screenHeight)
clampHeight = screenHeight - dstY;
else
clampHeight = height;
TinyGLTexture *internalTexture = (TinyGLTexture *)texture;
byte *src = internalTexture->buffer.getRawBuffer();
int srcWidth = internalTexture->width;
const Graphics::PixelFormat &format = internalTexture->buffer.getFormat();
src += (srcX + (srcY * srcWidth)) * format.bytesPerPixel;
Graphics::PixelBuffer srcBuf(format, src);
if (invertY) {
srcBuf.shiftBy(srcWidth * (clampHeight - 1));
for (int l = 0; l < clampHeight; l++) {
for (int r = 0; r < clampWidth; ++r) {
byte aDst, rDst, gDst, bDst;
srcBuf.getARGBAt(r, aDst, rDst, gDst, bDst);
_fb->writePixel((dstX + r) + (dstY + l) * screenWidth, aDst * transparency, rDst, gDst, bDst);
}
srcBuf.shiftBy(-srcWidth);
}
} else {
for (int l = 0; l < clampHeight; l++) {
for (int r = 0; r < clampWidth; ++r) {
byte aDst, rDst, gDst, bDst;
srcBuf.getARGBAt(r, aDst, rDst, gDst, bDst);
_fb->writePixel((dstX + r) + (dstY + l) * screenWidth, aDst * transparency, rDst, gDst, bDst);
}
srcBuf.shiftBy(srcWidth);
}
}
}
} // end of namespace Myst3
#endif