286 lines
8.2 KiB
C++
286 lines
8.2 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 "common/config-manager.h"
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#include "common/rect.h"
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#include "common/textconsole.h"
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#include "graphics/surface.h"
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#include "math/vector2d.h"
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#include "math/glmath.h"
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#include "engines/myst3/gfx.h"
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#include "engines/myst3/gfx_tinygl.h"
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#include "engines/myst3/gfx_tinygl_texture.h"
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#include "graphics/tinygl/zblit.h"
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namespace Myst3 {
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Renderer *CreateGfxTinyGL(OSystem *system) {
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return new TinyGLRenderer(system);
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}
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TinyGLRenderer::TinyGLRenderer(OSystem *system) :
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Renderer(system),
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_fb(NULL) {
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}
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TinyGLRenderer::~TinyGLRenderer() {
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}
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Texture *TinyGLRenderer::createTexture(const Graphics::Surface *surface) {
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return new TinyGLTexture(surface);
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}
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void TinyGLRenderer::freeTexture(Texture *texture) {
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TinyGLTexture *glTexture = static_cast<TinyGLTexture *>(texture);
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delete glTexture;
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}
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void TinyGLRenderer::init() {
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debug("Initializing Software 3D Renderer");
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computeScreenViewport();
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_fb = new TinyGL::FrameBuffer(kOriginalWidth, kOriginalHeight, g_system->getScreenFormat());
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TinyGL::glInit(_fb, 512);
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tglEnableDirtyRects(ConfMan.getBool("dirtyrects"));
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tglMatrixMode(TGL_PROJECTION);
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tglLoadIdentity();
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tglMatrixMode(TGL_MODELVIEW);
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tglLoadIdentity();
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tglDisable(TGL_LIGHTING);
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tglEnable(TGL_TEXTURE_2D);
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tglEnable(TGL_DEPTH_TEST);
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}
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void TinyGLRenderer::clear() {
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tglClearColor(0.f, 0.f, 0.f, 1.f); // Solid black
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tglClear(TGL_COLOR_BUFFER_BIT | TGL_DEPTH_BUFFER_BIT);
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tglColor3f(1.0f, 1.0f, 1.0f);
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}
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void TinyGLRenderer::selectTargetWindow(Window *window, bool is3D, bool scaled) {
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if (!window) {
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// No window found ...
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if (scaled) {
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// ... in scaled mode draw in the original game screen area
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_viewport = viewport();
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} else {
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// ... otherwise, draw on the whole screen
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_viewport = Common::Rect(_system->getWidth(), _system->getHeight());
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}
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} else {
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// Found a window, draw inside it
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_viewport = window->getPosition();
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}
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tglViewport(_viewport.left, _system->getHeight() - _viewport.top - _viewport.height(), _viewport.width(), _viewport.height());
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if (is3D) {
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tglMatrixMode(TGL_PROJECTION);
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tglLoadMatrixf(_projectionMatrix.getData());
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tglMatrixMode(TGL_MODELVIEW);
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tglLoadMatrixf(_modelViewMatrix.getData());
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} else {
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tglMatrixMode(TGL_PROJECTION);
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tglLoadIdentity();
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if (!window) {
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if (scaled) {
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tglOrtho(0.0, kOriginalWidth, kOriginalHeight, 0.0, -1.0, 1.0);
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} else {
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tglOrtho(0.0, _system->getWidth(), _system->getHeight(), 0.0, -1.0, 1.0);
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}
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} else {
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if (scaled) {
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Common::Rect originalRect = window->getOriginalPosition();
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tglOrtho(0.0, originalRect.width(), originalRect.height(), 0.0, -1.0, 1.0);
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} else {
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Common::Rect vp = window->getPosition();
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tglOrtho(0.0, vp.width(), vp.height(), 0.0, -1.0, 1.0);
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}
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}
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tglMatrixMode(TGL_MODELVIEW);
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tglLoadIdentity();
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}
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}
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void TinyGLRenderer::drawRect2D(const Common::Rect &rect, uint8 a, uint8 r, uint8 g, uint8 b) {
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tglDisable(TGL_TEXTURE_2D);
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tglColor4f(r / 255.0, g / 255.0, b / 255.0, a / 255.0);
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if (a != 255) {
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tglEnable(TGL_BLEND);
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tglBlendFunc(TGL_SRC_ALPHA, TGL_ONE_MINUS_SRC_ALPHA);
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}
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tglBegin(TGL_TRIANGLE_STRIP);
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tglVertex3f(rect.left, rect.bottom, 0.0f);
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tglVertex3f(rect.right, rect.bottom, 0.0f);
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tglVertex3f(rect.left, rect.top, 0.0f);
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tglVertex3f(rect.right, rect.top, 0.0f);
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tglEnd();
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tglDisable(TGL_BLEND);
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}
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void TinyGLRenderer::drawTexturedRect2D(const Common::Rect &screenRect, const Common::Rect &textureRect,
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Texture *texture, float transparency, bool additiveBlending) {
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const float sLeft = screenRect.left;
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const float sTop = screenRect.top;
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const float sWidth = screenRect.width();
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const float sHeight = screenRect.height();
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if (transparency >= 0.0) {
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if (additiveBlending) {
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tglBlendFunc(TGL_SRC_ALPHA, TGL_ONE);
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} else {
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tglBlendFunc(TGL_SRC_ALPHA, TGL_ONE_MINUS_SRC_ALPHA);
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}
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tglEnable(TGL_BLEND);
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} else {
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transparency = 1.0;
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}
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tglEnable(TGL_TEXTURE_2D);
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tglDepthMask(TGL_FALSE);
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// HACK: tglBlit is not affected by the viewport, so we offset the draw coordinates here
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Graphics::BlitTransform transform(sLeft + _viewport.left, sTop + _viewport.top);
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transform.sourceRectangle(textureRect.left, textureRect.top, sWidth, sHeight);
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transform.tint(transparency);
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tglBlit(((TinyGLTexture *)texture)->getBlitTexture(), transform);
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tglDisable(TGL_BLEND);
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tglDepthMask(TGL_TRUE);
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}
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void TinyGLRenderer::draw2DText(const Common::String &text, const Common::Point &position) {
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TinyGLTexture *glFont = static_cast<TinyGLTexture *>(_font);
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// The font only has uppercase letters
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Common::String textToDraw = text;
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textToDraw.toUppercase();
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tglEnable(TGL_BLEND);
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tglBlendFunc(TGL_SRC_ALPHA, TGL_ONE_MINUS_SRC_ALPHA);
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tglEnable(TGL_TEXTURE_2D);
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tglDepthMask(TGL_FALSE);
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tglColor3f(1.0f, 1.0f, 1.0f);
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tglBindTexture(TGL_TEXTURE_2D, glFont->id);
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int x = position.x;
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int y = position.y;
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for (uint i = 0; i < textToDraw.size(); i++) {
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Common::Rect textureRect = getFontCharacterRect(textToDraw[i]);
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int w = textureRect.width();
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int h = textureRect.height();
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Graphics::BlitTransform transform(x, y);
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transform.sourceRectangle(textureRect.left, textureRect.top, w, h);
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transform.flip(true, false);
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Graphics::tglBlit(glFont->getBlitTexture(), transform);
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x += textureRect.width() - 3;
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}
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tglDisable(TGL_TEXTURE_2D);
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tglDisable(TGL_BLEND);
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tglDepthMask(TGL_TRUE);
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}
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void TinyGLRenderer::drawFace(uint face, Texture *texture) {
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TinyGLTexture *glTexture = static_cast<TinyGLTexture *>(texture);
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tglBindTexture(TGL_TEXTURE_2D, glTexture->id);
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tglBegin(TGL_TRIANGLE_STRIP);
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for (uint i = 0; i < 4; i++) {
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tglTexCoord2f(cubeVertices[5 * (4 * face + i) + 0], cubeVertices[5 * (4 * face + i) + 1]);
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tglVertex3f(cubeVertices[5 * (4 * face + i) + 2], cubeVertices[5 * (4 * face + i) + 3], cubeVertices[5 * (4 * face + i) + 4]);
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}
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tglEnd();
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}
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void TinyGLRenderer::drawCube(Texture **textures) {
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tglEnable(TGL_TEXTURE_2D);
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tglDepthMask(TGL_FALSE);
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for (uint i = 0; i < 6; i++) {
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drawFace(i, textures[i]);
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}
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tglDepthMask(TGL_TRUE);
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}
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void TinyGLRenderer::drawTexturedRect3D(const Math::Vector3d &topLeft, const Math::Vector3d &bottomLeft,
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const Math::Vector3d &topRight, const Math::Vector3d &bottomRight, Texture *texture) {
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TinyGLTexture *glTexture = static_cast<TinyGLTexture *>(texture);
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tglBlendFunc(TGL_SRC_ALPHA, TGL_ONE_MINUS_SRC_ALPHA);
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tglEnable(TGL_BLEND);
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tglDepthMask(TGL_FALSE);
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tglBindTexture(TGL_TEXTURE_2D, glTexture->id);
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tglBegin(TGL_TRIANGLE_STRIP);
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tglTexCoord2f(0, 0);
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tglVertex3f(-topLeft.x(), topLeft.y(), topLeft.z());
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tglTexCoord2f(0, 1);
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tglVertex3f(-bottomLeft.x(), bottomLeft.y(), bottomLeft.z());
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tglTexCoord2f(1, 0);
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tglVertex3f(-topRight.x(), topRight.y(), topRight.z());
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tglTexCoord2f(1, 1);
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tglVertex3f(-bottomRight.x(), bottomRight.y(), bottomRight.z());
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tglEnd();
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tglDisable(TGL_BLEND);
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tglDepthMask(TGL_TRUE);
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}
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Graphics::Surface *TinyGLRenderer::getScreenshot() {
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Graphics::Surface *s = new Graphics::Surface();
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s->create(kOriginalWidth, kOriginalHeight, Texture::getRGBAPixelFormat());
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Graphics::PixelBuffer buf(s->format, (byte *)s->getPixels());
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_fb->copyToBuffer(buf);
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return s;
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}
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void TinyGLRenderer::flipBuffer() {
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TinyGL::tglPresentBuffer();
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g_system->copyRectToScreen(_fb->getPixelBuffer(), _fb->linesize,
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0, 0, _fb->xsize, _fb->ysize);
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}
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} // End of namespace Myst3
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