195 lines
5.6 KiB
C++
195 lines
5.6 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_GAME) || defined(USE_OPENGL_SHADERS)) && !defined(USE_GLES2)
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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.h"
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namespace Wintermute {
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//////////////////////////////////////////////////////////////////////////
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ShadowVolumeOpenGL::ShadowVolumeOpenGL(BaseGame *inGame) : ShadowVolume(inGame) {
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}
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//////////////////////////////////////////////////////////////////////////
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ShadowVolumeOpenGL::~ShadowVolumeOpenGL() {
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}
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//////////////////////////////////////////////////////////////////////////
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bool ShadowVolumeOpenGL::render() {
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glBindTexture(GL_TEXTURE_2D, 0);
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#if defined(USE_OPENGL_SHADERS)
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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#endif // defined(USE_OPENGL_SHADERS)
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glEnableClientState(GL_VERTEX_ARRAY);
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glDisableClientState(GL_COLOR_ARRAY);
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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glVertexPointer(3, GL_FLOAT, 0, _vertices.data());
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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 ShadowVolumeOpenGL::renderToStencilBuffer() {
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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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glDisable(GL_LIGHTING);
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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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glEnable(GL_LIGHTING);
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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 ShadowVolumeOpenGL::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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glDisable(GL_FOG);
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glDisable(GL_LIGHTING);
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glDisable(GL_ALPHA_TEST);
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_gameRef->_renderer3D->setProjection2D();
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glBindTexture(GL_TEXTURE_2D, 0);
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#if defined(USE_OPENGL_SHADERS)
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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#endif // defined(USE_OPENGL_SHADERS)
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glEnableClientState(GL_COLOR_ARRAY);
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glEnableClientState(GL_VERTEX_ARRAY);
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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glDisableClientState(GL_NORMAL_ARRAY);
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// Draw a big, gray square
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glVertexPointer(3, GL_FLOAT, sizeof(ShadowVertex), &_shadowMask[0].x);
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glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ShadowVertex), &_shadowMask[0].r);
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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 ShadowVolumeOpenGL::initMask() {
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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[0].z = 0.0f;
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_shadowMask[1].x = viewport.left;
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_shadowMask[1].y = viewport.top;
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_shadowMask[1].z = 0.0f;
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_shadowMask[2].x = viewport.right;
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_shadowMask[2].y = viewport.bottom;
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_shadowMask[2].z = 0.0f;
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_shadowMask[3].x = viewport.right;
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_shadowMask[3].y = viewport.top;
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_shadowMask[3].z = 0.0f;
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byte a = RGBCOLGetA(_color);
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byte r = RGBCOLGetR(_color);
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byte g = RGBCOLGetG(_color);
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byte b = RGBCOLGetB(_color);
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for (int i = 0; i < 4; ++i) {
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_shadowMask[i].r = r;
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_shadowMask[i].g = g;
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_shadowMask[i].b = b;
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_shadowMask[i].a = a;
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}
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return true;
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}
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} // namespace Wintermute
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#endif // defined(USE_OPENGL) && !defined(USE_GLES2)
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