scummvm/engines/playground3d/gfx_opengl_shaders.cpp
2022-12-25 16:31:57 +01:00

254 lines
9 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* 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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#include "common/rect.h"
#include "common/textconsole.h"
#if defined(USE_OPENGL_SHADERS)
#include "graphics/surface.h"
#include "math/glmath.h"
#include "math/vector2d.h"
#include "math/rect2d.h"
#include "math/quat.h"
#include "graphics/opengl/shader.h"
#include "engines/playground3d/gfx.h"
#include "engines/playground3d/gfx_opengl_shaders.h"
namespace Playground3d {
static const GLfloat dimRegionVertices[] = {
// X Y
-0.5f, 0.5f,
0.5f, 0.5f,
-0.5f, -0.5f,
0.5f, -0.5f,
};
static const GLfloat bitmapVertices[] = {
// X Y S T
-0.2f, 0.2f, 0.0f, 0.0f,
0.2f, 0.2f, 1.0f, 0.0f,
-0.2f, -0.2f, 0.0f, 1.0f,
0.2f, -0.2f, 1.0f, 1.0f,
};
Renderer *CreateGfxOpenGLShader(OSystem *system) {
return new ShaderRenderer(system);
}
ShaderRenderer::ShaderRenderer(OSystem *system) :
Renderer(system),
_currentViewport(kOriginalWidth, kOriginalHeight),
_cubeShader(nullptr),
_fadeShader(nullptr),
_bitmapShader(nullptr),
_cubeVBO(0),
_fadeVBO(0),
_bitmapVBO(0) {
}
ShaderRenderer::~ShaderRenderer() {
OpenGL::Shader::freeBuffer(_cubeVBO);
OpenGL::Shader::freeBuffer(_fadeVBO);
OpenGL::Shader::freeBuffer(_bitmapVBO);
delete _cubeShader;
delete _fadeShader;
delete _bitmapShader;
}
void ShaderRenderer::init() {
debug("Initializing OpenGL Renderer with shaders");
computeScreenViewport();
glEnable(GL_DEPTH_TEST);
static const char *cubeAttributes[] = { "position", "normal", "color", "texcoord", nullptr };
_cubeShader = OpenGL::Shader::fromFiles("playground3d_cube", cubeAttributes);
_cubeVBO = OpenGL::Shader::createBuffer(GL_ARRAY_BUFFER, sizeof(cubeVertices), cubeVertices);
_cubeShader->enableVertexAttribute("texcoord", _cubeVBO, 2, GL_FLOAT, GL_FALSE, 11 * sizeof(float), 0);
_cubeShader->enableVertexAttribute("position", _cubeVBO, 3, GL_FLOAT, GL_FALSE, 11 * sizeof(float), 8);
_cubeShader->enableVertexAttribute("normal", _cubeVBO, 3, GL_FLOAT, GL_FALSE, 11 * sizeof(float), 20);
_cubeShader->enableVertexAttribute("color", _cubeVBO, 3, GL_FLOAT, GL_FALSE, 11 * sizeof(float), 32);
static const char *fadeAttributes[] = { "position", nullptr };
_fadeShader = OpenGL::Shader::fromFiles("playground3d_fade", fadeAttributes);
_fadeVBO = OpenGL::Shader::createBuffer(GL_ARRAY_BUFFER, sizeof(dimRegionVertices), dimRegionVertices);
_fadeShader->enableVertexAttribute("position", _fadeVBO, 2, GL_FLOAT, GL_TRUE, 2 * sizeof(float), 0);
static const char *bitmapAttributes[] = { "position", "texcoord", nullptr };
_bitmapShader = OpenGL::Shader::fromFiles("playground3d_bitmap", bitmapAttributes);
_bitmapVBO = OpenGL::Shader::createBuffer(GL_ARRAY_BUFFER, sizeof(bitmapVertices), bitmapVertices);
_bitmapShader->enableVertexAttribute("position", _bitmapVBO, 2, GL_FLOAT, GL_TRUE, 4 * sizeof(float), 0);
_bitmapShader->enableVertexAttribute("texcoord", _bitmapVBO, 2, GL_FLOAT, GL_TRUE, 4 * sizeof(float), 8);
glGenTextures(5, _textureRgbaId);
glGenTextures(5, _textureRgbId);
glGenTextures(2, _textureRgb565Id);
glGenTextures(2, _textureRgba5551Id);
glGenTextures(2, _textureRgba4444Id);
}
void ShaderRenderer::deinit() {
glDeleteTextures(5, _textureRgbaId);
glDeleteTextures(5, _textureRgbId);
glDeleteTextures(2, _textureRgb565Id);
glDeleteTextures(2, _textureRgba5551Id);
glDeleteTextures(2, _textureRgba4444Id);
}
void ShaderRenderer::clear(const Math::Vector4d &clearColor) {
glClearColor(clearColor.x(), clearColor.y(), clearColor.z(), clearColor.w());
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
void ShaderRenderer::loadTextureRGBA(Graphics::Surface *texture) {
glBindTexture(GL_TEXTURE_2D, _textureRgbaId[0]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, texture->w, texture->h, 0, GL_RGBA, GL_UNSIGNED_BYTE, texture->getPixels());
glBindTexture(GL_TEXTURE_2D, _textureRgbaId[1]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, texture->w, texture->h, 0, GL_BGRA, GL_UNSIGNED_BYTE, texture->getPixels());
}
void ShaderRenderer::loadTextureRGB(Graphics::Surface *texture) {
glBindTexture(GL_TEXTURE_2D, _textureRgbId[0]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, texture->w, texture->h, 0, GL_RGB, GL_UNSIGNED_BYTE, texture->getPixels());
}
void ShaderRenderer::loadTextureRGB565(Graphics::Surface *texture) {
glBindTexture(GL_TEXTURE_2D, _textureRgb565Id[0]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, texture->w, texture->h, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, texture->getPixels());
}
void ShaderRenderer::loadTextureRGBA5551(Graphics::Surface *texture) {
glBindTexture(GL_TEXTURE_2D, _textureRgba5551Id[0]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, texture->w, texture->h, 0, GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1, texture->getPixels());
}
void ShaderRenderer::loadTextureRGBA4444(Graphics::Surface *texture) {
glBindTexture(GL_TEXTURE_2D, _textureRgba4444Id[0]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, texture->w, texture->h, 0, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4, texture->getPixels());
}
void ShaderRenderer::setupViewport(int x, int y, int width, int height) {
glViewport(x, y, width, height);
}
void ShaderRenderer::enableFog(const Math::Vector4d &fogColor) {
}
void ShaderRenderer::drawCube(const Math::Vector3d &pos, const Math::Vector3d &roll) {
auto rotateMatrix = (Math::Quaternion::fromEuler(roll.x(), roll.y(), roll.z(), Math::EO_XYZ)).inverse().toMatrix();
_cubeShader->use();
_cubeShader->setUniform("textured", false);
_cubeShader->setUniform("mvpMatrix", _mvpMatrix);
_cubeShader->setUniform("rotateMatrix", rotateMatrix);
_cubeShader->setUniform("modelPos", pos);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glDrawArrays(GL_TRIANGLE_STRIP, 4, 4);
glDrawArrays(GL_TRIANGLE_STRIP, 8, 4);
glDrawArrays(GL_TRIANGLE_STRIP, 12, 4);
glDrawArrays(GL_TRIANGLE_STRIP, 16, 4);
glDrawArrays(GL_TRIANGLE_STRIP, 20, 4);
}
void ShaderRenderer::drawPolyOffsetTest(const Math::Vector3d &pos, const Math::Vector3d &roll) {
error("Polygon offset test not implemented yet");
}
void ShaderRenderer::dimRegionInOut(float fade) {
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
glDisable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
_fadeShader->use();
_fadeShader->setUniform1f("alphaLevel", 1.0 - fade);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
_fadeShader->unbind();
}
void ShaderRenderer::drawInViewport() {
error("Draw in viewport test not implemented yet");
}
void ShaderRenderer::drawRgbaTexture() {
Math::Vector2d offset;
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
glDisable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
_bitmapShader->use();
offset.setX(-0.8f);
offset.setY(0.8f);
_bitmapShader->setUniform("offsetXY", offset);
glBindTexture(GL_TEXTURE_2D, _textureRgbaId[0]);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
offset.setX(-0.3f);
offset.setY(0.8f);
_bitmapShader->setUniform("offsetXY", offset);
glBindTexture(GL_TEXTURE_2D, _textureRgbId[0]);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
offset.setX(0.2f);
offset.setY(0.8f);
_bitmapShader->setUniform("offsetXY", offset);
glBindTexture(GL_TEXTURE_2D, _textureRgb565Id[0]);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
offset.setX(0.7f);
offset.setY(0.8f);
_bitmapShader->setUniform("offsetXY", offset);
glBindTexture(GL_TEXTURE_2D, _textureRgba5551Id[0]);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
offset.setX(-0.8f);
offset.setY(0.2f);
_bitmapShader->setUniform("offsetXY", offset);
glBindTexture(GL_TEXTURE_2D, _textureRgba4444Id[0]);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
_bitmapShader->unbind();
}
} // End of namespace Playground3d
#endif