scummvm/engines/wintermute/base/gfx/opengl/base_render_opengl3d_shader.cpp
2022-12-25 16:31:57 +01:00

859 lines
26 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 "engines/wintermute/ad/ad_block.h"
#include "engines/wintermute/ad/ad_generic.h"
#include "engines/wintermute/ad/ad_walkplane.h"
#include "engines/wintermute/base/base_game.h"
#include "engines/wintermute/base/gfx/base_image.h"
#include "engines/wintermute/base/gfx/3dcamera.h"
#include "graphics/opengl/system_headers.h"
#include "common/config-manager.h"
#include "math/glmath.h"
#if defined(USE_OPENGL_SHADERS)
#include "engines/wintermute/base/gfx/opengl/base_render_opengl3d_shader.h"
#include "engines/wintermute/base/gfx/opengl/base_surface_opengl3d.h"
#include "engines/wintermute/base/gfx/opengl/mesh3ds_opengl_shader.h"
#include "engines/wintermute/base/gfx/opengl/meshx_opengl_shader.h"
#include "engines/wintermute/base/gfx/opengl/shadow_volume_opengl_shader.h"
namespace Wintermute {
BaseRenderer3D *makeOpenGL3DShaderRenderer(BaseGame *inGame) {
return new BaseRenderOpenGL3DShader(inGame);
}
struct SpriteVertexShader {
float x;
float y;
float u;
float v;
float r;
float g;
float b;
float a;
};
BaseRenderOpenGL3DShader::BaseRenderOpenGL3DShader(BaseGame *inGame)
: BaseRenderer3D(inGame), _spriteBatchMode(false), _flatShadowMaskShader(nullptr) {
(void)_spriteBatchMode; // silence warning
}
BaseRenderOpenGL3DShader::~BaseRenderOpenGL3DShader() {
glDeleteBuffers(1, &_spriteVBO);
glDeleteTextures(1, &_flatShadowRenderTexture);
glDeleteRenderbuffers(1, &_flatShadowDepthBuffer);
glDeleteFramebuffers(1, &_flatShadowFrameBuffer);
}
void BaseRenderOpenGL3DShader::setSpriteBlendMode(Graphics::TSpriteBlendMode blendMode) {
switch (blendMode) {
case Graphics::BLEND_NORMAL:
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
break;
case Graphics::BLEND_ADDITIVE:
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
break;
case Graphics::BLEND_SUBTRACTIVE:
// wme3d takes the color value here
glBlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
break;
default:
warning("BaseRenderOpenGL3DShader::setSpriteBlendMode unsupported blend mode %i", blendMode);
}
}
void BaseRenderOpenGL3DShader::setAmbientLight() {
byte a = RGBCOLGetA(_ambientLightColor);
byte r = RGBCOLGetR(_ambientLightColor);
byte g = RGBCOLGetG(_ambientLightColor);
byte b = RGBCOLGetB(_ambientLightColor);
if (!_overrideAmbientLightColor) {
uint32 color = _gameRef->getAmbientLightColor();
a = RGBCOLGetA(color);
r = RGBCOLGetR(color);
g = RGBCOLGetG(color);
b = RGBCOLGetB(color);
}
Math::Vector4d value;
value.x() = r / 255.0f;
value.y() = g / 255.0f;
value.z() = b / 255.0f;
value.w() = a / 255.0f;
_xmodelShader->use();
_xmodelShader->setUniform("ambientLight", value);
}
int BaseRenderOpenGL3DShader::maximumLightsCount() {
return 8;
}
void BaseRenderOpenGL3DShader::enableLight(int index) {
_xmodelShader->use();
Common::String uniform = Common::String::format("lights[%i].enabled", index);
_xmodelShader->setUniform1f(uniform.c_str(), 1.0f);
}
void BaseRenderOpenGL3DShader::disableLight(int index) {
_xmodelShader->use();
Common::String uniform = Common::String::format("lights[%i].enabled", index);
_xmodelShader->setUniform1f(uniform.c_str(), -1.0f);
}
void BaseRenderOpenGL3DShader::setLightParameters(int index, const Math::Vector3d &position,
const Math::Vector3d &direction,
const Math::Vector4d &diffuse, bool spotlight) {
Math::Vector4d position4d;
position4d.x() = position.x();
position4d.y() = position.y();
position4d.z() = position.z();
position4d.w() = 1.0f;
Math::Vector4d direction4d;
direction4d.x() = direction.x();
direction4d.y() = direction.y();
direction4d.z() = direction.z();
direction4d.w() = 0.0f;
if (spotlight) {
direction4d.w() = -1.0f;
}
_xmodelShader->use();
Common::String uniform = Common::String::format("lights[%i]._position", index);
_xmodelShader->setUniform(uniform.c_str(), position4d);
uniform = Common::String::format("lights[%i]._direction", index);
_xmodelShader->setUniform(uniform.c_str(), direction4d);
uniform = Common::String::format("lights[%i]._color", index);
_xmodelShader->setUniform(uniform.c_str(), diffuse);
}
void BaseRenderOpenGL3DShader::enableCulling() {
glEnable(GL_CULL_FACE);
}
void BaseRenderOpenGL3DShader::disableCulling() {
glDisable(GL_CULL_FACE);
}
bool BaseRenderOpenGL3DShader::enableShadows() {
if (_flatShadowMaskShader == nullptr) {
_flatShadowColor = Math::Vector4d(0.0f, 0.0f, 0.0f, 0.5f);
_shadowTextureWidth = 512;
_shadowTextureHeight = 512;
float nearPlane = 1.0f;
float farPlane = 10000.0f;
float fovy = static_cast<float>(M_PI / 4.0f);
float top = nearPlane * tanf(fovy * 0.5f);
float bottom = -top;
float right = top;
float left = -right;
float deltaX = (-0.5f * (right - left)) / _shadowTextureWidth;
float deltaY = (0.5f * (top - bottom)) / _shadowTextureHeight;
Math::Matrix4 lightProjection = Math::makeFrustumMatrix(left + deltaX, right + deltaX, bottom + deltaY, top + deltaY, nearPlane, farPlane);
_flatShadowXModelShader->use();
_flatShadowXModelShader->setUniform("projMatrix", lightProjection);
glGenTextures(1, &_flatShadowRenderTexture);
glBindTexture(GL_TEXTURE_2D, _flatShadowRenderTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, _shadowTextureWidth, _shadowTextureHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glGenRenderbuffers(1, &_flatShadowDepthBuffer);
glBindRenderbuffer(GL_RENDERBUFFER, _flatShadowDepthBuffer);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, _shadowTextureWidth, _shadowTextureHeight);
glGenFramebuffers(1, &_flatShadowFrameBuffer);
glBindFramebuffer(GL_FRAMEBUFFER, _flatShadowFrameBuffer);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, _flatShadowRenderTexture, 0);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, _flatShadowDepthBuffer);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
float flatShadowMaskVertices[12];
flatShadowMaskVertices[0] = -250.0f;
flatShadowMaskVertices[1] = 0.0f;
flatShadowMaskVertices[2] = -250.0f;
flatShadowMaskVertices[3] = -250.0f;
flatShadowMaskVertices[4] = 0.0f;
flatShadowMaskVertices[5] = 250.0f;
flatShadowMaskVertices[6] = 250.0f;
flatShadowMaskVertices[7] = 0.0f;
flatShadowMaskVertices[8] = -250.0f;
flatShadowMaskVertices[9] = 250.0f;
flatShadowMaskVertices[10] = 0.0f;
flatShadowMaskVertices[11] = 250.0f;
glGenBuffers(1, &_flatShadowMaskVBO);
glBindBuffer(GL_ARRAY_BUFFER, _flatShadowMaskVBO);
glBufferData(GL_ARRAY_BUFFER, 4 * 12, flatShadowMaskVertices, GL_STATIC_DRAW);
static const char *flatShadowMaskAttributes[] = { "position", nullptr };
_flatShadowMaskShader = OpenGL::Shader::fromFiles("wme_flat_shadow_mask", flatShadowMaskAttributes);
_flatShadowMaskShader->enableVertexAttribute("position", _flatShadowMaskVBO, 3, GL_FLOAT, false, 12, 0);
_flatShadowMaskShader->use();
_flatShadowMaskShader->setUniform("lightProjMatrix", lightProjection);
_gameRef->_supportsRealTimeShadows = true;
}
return true;
}
bool BaseRenderOpenGL3DShader::disableShadows() {
warning("BaseRenderOpenGL3DShader::disableShadows not implemented yet");
return true;
}
void BaseRenderOpenGL3DShader::displayShadow(BaseObject *object, const Math::Vector3d &lightPos, bool lightPosRelative) {
if (_flatShadowMaskShader) {
if (object->_shadowType <= SHADOW_SIMPLE) {
// TODO: Display simple shadow here
return;
}
Math::Vector3d position = lightPos;
Math::Vector3d target = object->_posVector;
if (lightPosRelative) {
position = object->_posVector + lightPos;
}
Math::Matrix4 lightViewMatrix = Math::makeLookAtMatrix(position, target, Math::Vector3d(0.0f, 1.0f, 0.0f));
Math::Matrix4 translation;
translation.setPosition(-position);
translation.transpose();
lightViewMatrix = translation * lightViewMatrix;
_flatShadowXModelShader->use();
_flatShadowXModelShader->setUniform("viewMatrix", lightViewMatrix);
Math::Matrix4 tmp = object->_worldMatrix;
tmp.transpose();
_flatShadowXModelShader->setUniform("modelMatrix", tmp);
byte a = RGBCOLGetA(object->_shadowColor);
byte r = RGBCOLGetR(object->_shadowColor);
byte g = RGBCOLGetG(object->_shadowColor);
byte b = RGBCOLGetB(object->_shadowColor);
_flatShadowColor.x() = r / 255.0f;
_flatShadowColor.y() = g / 255.0f;
_flatShadowColor.z() = b / 255.0f;
_flatShadowColor.w() = a / 255.0f;
_flatShadowXModelShader->setUniform("shadowColor", _flatShadowColor);
glBindFramebuffer(GL_FRAMEBUFFER, _flatShadowFrameBuffer);
GLint currentViewport[4];
glGetIntegerv(GL_VIEWPORT, currentViewport);
glViewport(1, 1, _shadowTextureWidth - 2, _shadowTextureHeight - 2);
glClearColor(1.0f, 1.0f, 1.0f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
object->_xmodel->renderFlatShadowModel();
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glViewport(currentViewport[0], currentViewport[1], currentViewport[2], currentViewport[3]);
glDisable(GL_DEPTH_WRITEMASK);
Math::Matrix4 shadowPosition;
shadowPosition.setToIdentity();
shadowPosition.setPosition(object->_posVector);
shadowPosition.transpose();
_flatShadowMaskShader->use();
_flatShadowMaskShader->setUniform("lightViewMatrix", lightViewMatrix);
_flatShadowMaskShader->setUniform("worldMatrix", shadowPosition);
_flatShadowMaskShader->setUniform("viewMatrix", _lastViewMatrix);
_flatShadowMaskShader->setUniform("projMatrix", _projectionMatrix3d);
_flatShadowMaskShader->setUniform("shadowColor", _flatShadowColor);
glBindBuffer(GL_ARRAY_BUFFER, _flatShadowMaskVBO);
glBindTexture(GL_TEXTURE_2D, _flatShadowRenderTexture);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glBindTexture(GL_TEXTURE_2D, 0);
glEnable(GL_DEPTH_WRITEMASK);
}
}
bool BaseRenderOpenGL3DShader::stencilSupported() {
// assume that we have a stencil buffer
return true;
}
BaseImage *BaseRenderOpenGL3DShader::takeScreenshot() {
BaseImage *screenshot = new BaseImage();
Graphics::Surface *surface = new Graphics::Surface();
#ifdef SCUMM_BIG_ENDIAN
Graphics::PixelFormat format(4, 8, 8, 8, 8, 24, 16, 8, 0);
#else
Graphics::PixelFormat format(4, 8, 8, 8, 8, 0, 8, 16, 24);
#endif
surface->create(_viewportRect.width(), _viewportRect.height(), format);
glReadPixels(_viewportRect.left, g_system->getHeight() - _viewportRect.bottom, _viewportRect.width(), _viewportRect.height(),
GL_RGBA, GL_UNSIGNED_BYTE, surface->getPixels());
flipVertical(surface);
Graphics::Surface *converted = surface->convertTo(getPixelFormat());
screenshot->copyFrom(converted);
delete surface;
delete converted;
return screenshot;
}
void BaseRenderOpenGL3DShader::setWindowed(bool windowed) {
ConfMan.setBool("fullscreen", !windowed);
g_system->beginGFXTransaction();
g_system->setFeatureState(OSystem::kFeatureFullscreenMode, !windowed);
g_system->endGFXTransaction();
}
void BaseRenderOpenGL3DShader::fadeToColor(byte r, byte g, byte b, byte a) {
setProjection2D();
Math::Vector4d color;
color.x() = r / 255.0f;
color.y() = g / 255.0f;
color.z() = b / 255.0f;
color.w() = a / 255.0f;
glDisable(GL_DEPTH_TEST);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBindTexture(GL_TEXTURE_2D, 0);
glBindBuffer(GL_ARRAY_BUFFER, _fadeVBO);
_fadeShader->use();
_fadeShader->setUniform("color", color);
_fadeShader->setUniform("projMatrix", _projectionMatrix2d);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
setup2D(true);
}
bool BaseRenderOpenGL3DShader::fill(byte r, byte g, byte b, Common::Rect *rect) {
glClearColor(r / 255.0f, g / 255.0f, b / 255.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
return true;
}
bool BaseRenderOpenGL3DShader::setViewport(int left, int top, int right, int bottom) {
_viewportRect.setRect(left, top, right, bottom);
glViewport(left, _height - bottom, right - left, bottom - top);
return true;
}
bool BaseRenderOpenGL3DShader::drawLine(int x1, int y1, int x2, int y2, uint32 color) {
glBindBuffer(GL_ARRAY_BUFFER, _lineVBO);
float lineCoords[4];
lineCoords[0] = x1;
lineCoords[1] = _height - y1;
lineCoords[2] = x2;
lineCoords[3] = _height - y2;
glBufferSubData(GL_ARRAY_BUFFER, 0, 2 * 8, lineCoords);
byte a = RGBCOLGetA(color);
byte r = RGBCOLGetR(color);
byte g = RGBCOLGetG(color);
byte b = RGBCOLGetB(color);
Math::Vector4d colorValue;
colorValue.x() = r / 255.0f;
colorValue.y() = g / 255.0f;
colorValue.z() = b / 255.0f;
colorValue.w() = a / 255.0f;
_lineShader->use();
_lineShader->setUniform("color", colorValue);
_lineShader->setUniform("projMatrix", _projectionMatrix2d);
glDrawArrays(GL_LINES, 0, 2);
glBindBuffer(GL_ARRAY_BUFFER, 0);
return true;
}
bool BaseRenderOpenGL3DShader::setProjection() {
// is the viewport already set here?
float viewportWidth = _viewportRect.right - _viewportRect.left;
float viewportHeight = _viewportRect.bottom - _viewportRect.top;
float verticalViewAngle = _fov;
float aspectRatio = viewportWidth / viewportHeight;
float scaleMod = _height / viewportHeight;
float top = _nearPlane * tanf(verticalViewAngle * 0.5f);
_projectionMatrix3d = Math::makeFrustumMatrix(-top * aspectRatio, top * aspectRatio, -top, top, _nearPlane, _farPlane);
_projectionMatrix3d(0, 0) *= scaleMod;
_projectionMatrix3d(1, 1) *= scaleMod;
return true;
}
bool BaseRenderOpenGL3DShader::setProjection2D() {
float nearPlane = -1.0f;
float farPlane = 100.0f;
_projectionMatrix2d.setToIdentity();
_projectionMatrix2d(0, 0) = 2.0f / _width;
_projectionMatrix2d(1, 1) = 2.0f / _height;
_projectionMatrix2d(2, 2) = 2.0f / (farPlane - nearPlane);
_projectionMatrix2d(3, 0) = -1.0f;
_projectionMatrix2d(3, 1) = -1.0f;
_projectionMatrix2d(3, 2) = -(farPlane + nearPlane) / (farPlane - nearPlane);
_shadowMaskShader->use();
_shadowMaskShader->setUniform("projMatrix", _projectionMatrix2d);
return true;
}
void BaseRenderOpenGL3DShader::setWorldTransform(const Math::Matrix4 &transform) {
Math::Matrix4 tmp = transform;
tmp.transpose();
Math::Matrix4 newInvertedTranspose = tmp * _lastViewMatrix;
newInvertedTranspose.inverse();
newInvertedTranspose.transpose();
_xmodelShader->use();
_xmodelShader->setUniform("modelMatrix", tmp);
_xmodelShader->setUniform("normalMatrix", newInvertedTranspose);
_shadowVolumeShader->use();
_shadowVolumeShader->setUniform("modelMatrix", tmp);
}
bool BaseRenderOpenGL3DShader::windowedBlt() {
flip();
return true;
}
void Wintermute::BaseRenderOpenGL3DShader::onWindowChange() {
_windowed = !g_system->getFeatureState(OSystem::kFeatureFullscreenMode);
}
bool BaseRenderOpenGL3DShader::initRenderer(int width, int height, bool windowed) {
glGenBuffers(1, &_spriteVBO);
glBindBuffer(GL_ARRAY_BUFFER, _spriteVBO);
glBufferData(GL_ARRAY_BUFFER, 4 * sizeof(SpriteVertexShader), nullptr, GL_DYNAMIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
static const char *spriteAttributes[] = {"position", "texcoord", "color", nullptr};
_spriteShader = OpenGL::Shader::fromFiles("wme_sprite", spriteAttributes);
_spriteShader->enableVertexAttribute("position", _spriteVBO, 2, GL_FLOAT, false, sizeof(SpriteVertexShader), 0);
_spriteShader->enableVertexAttribute("texcoord", _spriteVBO, 2, GL_FLOAT, false, sizeof(SpriteVertexShader), 8);
_spriteShader->enableVertexAttribute("color", _spriteVBO, 4, GL_FLOAT, false, sizeof(SpriteVertexShader), 16);
static const char *geometryAttributes[] = { "position", nullptr };
_geometryShader = OpenGL::Shader::fromFiles("wme_geometry", geometryAttributes);
static const char *shadowVolumeAttributes[] = { "position", nullptr };
_shadowVolumeShader = OpenGL::Shader::fromFiles("wme_shadow_volume", shadowVolumeAttributes);
static const char *shadowMaskAttributes[] = { "position", nullptr };
_shadowMaskShader = OpenGL::Shader::fromFiles("wme_shadow_mask", shadowMaskAttributes);
_transformStack.push_back(Math::Matrix4());
_transformStack.back().setToIdentity();
static const char *XModelAttributes[] = {"position", "texcoord", "normal", nullptr};
_xmodelShader = OpenGL::Shader::fromFiles("wme_modelx", XModelAttributes);
setDefaultAmbientLightColor();
for (int i = 0; i < maximumLightsCount(); ++i) {
setLightParameters(i, Math::Vector3d(0, 0, 0), Math::Vector3d(0, 0, 0), Math::Vector4d(0, 0, 0, 0), false);
disableLight(i);
}
_windowed = !ConfMan.getBool("fullscreen");
_width = width;
_height = height;
_nearPlane = 90.0f;
_farPlane = 10000.0f;
setViewport(0, 0, width, height);
float fadeVertexCoords[8];
fadeVertexCoords[0 * 2 + 0] = _viewportRect.left;
fadeVertexCoords[0 * 2 + 1] = _viewportRect.bottom;
fadeVertexCoords[1 * 2 + 0] = _viewportRect.left;
fadeVertexCoords[1 * 2 + 1] = _viewportRect.top;
fadeVertexCoords[2 * 2 + 0] = _viewportRect.right;
fadeVertexCoords[2 * 2 + 1] = _viewportRect.bottom;
fadeVertexCoords[3 * 2 + 0] = _viewportRect.right;
fadeVertexCoords[3 * 2 + 1] = _viewportRect.top;
glGenBuffers(1, &_fadeVBO);
glBindBuffer(GL_ARRAY_BUFFER, _fadeVBO);
glBufferData(GL_ARRAY_BUFFER, 4 * 8, fadeVertexCoords, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
static const char *fadeAttributes[] = { "position", nullptr };
_fadeShader = OpenGL::Shader::fromFiles("wme_fade", fadeAttributes);
_fadeShader->enableVertexAttribute("position", _fadeVBO, 2, GL_FLOAT, false, 8, 0);
glGenBuffers(1, &_lineVBO);
glBindBuffer(GL_ARRAY_BUFFER, _lineVBO);
glBufferData(GL_ARRAY_BUFFER, 2 * 8, nullptr, GL_DYNAMIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
static const char *lineAttributes[] = { "position", nullptr };
_lineShader = OpenGL::Shader::fromFiles("wme_line", lineAttributes);
_lineShader->enableVertexAttribute("position", _lineVBO, 2, GL_FLOAT, false, 8, 0);
static const char *flatShadowXModelAttributes[] = { "position", nullptr };
_flatShadowXModelShader = OpenGL::Shader::fromFiles("wme_flat_shadow_modelx", flatShadowXModelAttributes);
_active = true;
// setup a proper state
setup2D(true);
return true;
}
bool Wintermute::BaseRenderOpenGL3DShader::flip() {
g_system->updateScreen();
return true;
}
bool BaseRenderOpenGL3DShader::indicatorFlip() {
flip();
return true;
}
bool BaseRenderOpenGL3DShader::forcedFlip() {
flip();
return true;
}
bool BaseRenderOpenGL3DShader::setup2D(bool force) {
if (_renderState != RSTATE_2D || force) {
_renderState = RSTATE_2D;
// some states are still missing here
glDisable(GL_DEPTH_TEST);
glDisable(GL_STENCIL_TEST);
glEnable(GL_CULL_FACE);
glFrontFace(GL_CCW);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glViewport(0, 0, _width, _height);
setProjection2D();
}
return true;
}
bool BaseRenderOpenGL3DShader::setup3D(Camera3D *camera, bool force) {
if (_renderState != RSTATE_3D || force) {
_renderState = RSTATE_3D;
glEnable(GL_DEPTH_TEST);
glEnable(GL_BLEND);
setAmbientLight();
if (camera) {
_fov = camera->_fov;
if (camera->_nearClipPlane >= 0.0f) {
_nearPlane = camera->_nearClipPlane;
}
if (camera->_farClipPlane >= 0.0f) {
_farPlane = camera->_farClipPlane;
}
Math::Matrix4 viewMatrix;
camera->getViewMatrix(&viewMatrix);
Math::Matrix4 cameraTranslate;
cameraTranslate.setPosition(-camera->_position);
cameraTranslate.transpose();
viewMatrix = cameraTranslate * viewMatrix;
_lastViewMatrix = viewMatrix;
}
bool fogEnabled;
uint32 fogColor;
float fogStart, fogEnd;
_gameRef->getFogParams(&fogEnabled, &fogColor, &fogStart, &fogEnd);
if (fogEnabled) {
// TODO: Implement fog
GLfloat color[4];
color[0] = RGBCOLGetR(fogColor) / 255.0f;
color[1] = RGBCOLGetG(fogColor) / 255.0f;
color[2] = RGBCOLGetB(fogColor) / 255.0f;
color[3] = RGBCOLGetA(fogColor) / 255.0f;
debug(5, "BaseRenderOpenGL3DShader::setup3D fog not yet implemented! [%f %f %f %f]", color[0], color[1], color[2], color[3]);
} else {
// TODO: Disable fog in shader
}
glViewport(_viewportRect.left, _height - _viewportRect.bottom, _viewportRect.width(), _viewportRect.height());
_viewport3dRect = _viewportRect;
setProjection();
}
_xmodelShader->use();
_xmodelShader->setUniform("viewMatrix", _lastViewMatrix);
_xmodelShader->setUniform("projMatrix", _projectionMatrix3d);
// this is 8 / 255, since 8 is the value used by wme (as a DWORD)
_xmodelShader->setUniform1f("alphaRef", 0.031f);
_geometryShader->use();
_geometryShader->setUniform("viewMatrix", _lastViewMatrix);
_geometryShader->setUniform("projMatrix", _projectionMatrix3d);
_shadowVolumeShader->use();
_shadowVolumeShader->setUniform("viewMatrix", _lastViewMatrix);
_shadowVolumeShader->setUniform("projMatrix", _projectionMatrix3d);
return true;
}
bool BaseRenderOpenGL3DShader::setupLines() {
if (_renderState != RSTATE_LINES) {
_renderState = RSTATE_LINES;
glDisable(GL_DEPTH_TEST);
glEnable(GL_BLEND);
glBindTexture(GL_TEXTURE_2D, 0);
}
return true;
}
BaseSurface *Wintermute::BaseRenderOpenGL3DShader::createSurface() {
return new BaseSurfaceOpenGL3D(_gameRef, this);
}
bool BaseRenderOpenGL3DShader::drawSpriteEx(BaseSurfaceOpenGL3D &tex, const Wintermute::Rect32 &rect,
const Wintermute::Vector2 &pos, const Wintermute::Vector2 &rot,
const Wintermute::Vector2 &scale, float angle, uint32 color,
bool alphaDisable, Graphics::TSpriteBlendMode blendMode,
bool mirrorX, bool mirrorY) {
// original wme has a batch mode for sprites, we ignore this for the moment
if (_forceAlphaColor != 0) {
color = _forceAlphaColor;
}
float width = (rect.right - rect.left) * scale.x;
float height = (rect.bottom - rect.top) * scale.y;
glBindTexture(GL_TEXTURE_2D, tex.getTextureName());
// for sprites we clamp to the edge, to avoid line fragments at the edges
// this is not done by wme, though
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
int texWidth = tex.getGLTextureWidth();
int texHeight = tex.getGLTextureHeight();
float texLeft = (float)rect.left / (float)texWidth;
float texTop = (float)rect.top / (float)texHeight;
float texRight = (float)rect.right / (float)texWidth;
float texBottom = (float)rect.bottom / (float)texHeight;
float offset = _height / 2.0f;
float correctedYPos = (pos.y - offset) * -1.0f + offset;
if (mirrorX) {
SWAP(texLeft, texRight);
}
if (mirrorY) {
SWAP(texTop, texBottom);
}
SpriteVertexShader vertices[4] = {};
// texture coords
vertices[0].u = texLeft;
vertices[0].v = texTop;
vertices[1].u = texLeft;
vertices[1].v = texBottom;
vertices[2].u = texRight;
vertices[2].v = texTop;
vertices[3].u = texRight;
vertices[3].v = texBottom;
// position coords
vertices[0].x = pos.x;
vertices[0].y = correctedYPos;
vertices[1].x = pos.x;
vertices[1].y = correctedYPos - height;
vertices[2].x = pos.x + width;
vertices[2].y = correctedYPos;
vertices[3].x = pos.x + width;
vertices[3].y = correctedYPos - height;
// not exactly sure about the color format, but this seems to work
byte a = RGBCOLGetA(color);
byte r = RGBCOLGetR(color);
byte g = RGBCOLGetG(color);
byte b = RGBCOLGetB(color);
for (int i = 0; i < 4; ++i) {
vertices[i].r = r / 255.0f;
vertices[i].g = g / 255.0f;
vertices[i].b = b / 255.0f;
vertices[i].a = a / 255.0f;
}
Math::Matrix3 transform;
transform.setToIdentity();
if (angle != 0) {
Vector2 correctedRot(rot.x, (rot.y - offset) * -1.0f + offset);
transform = build2dTransformation(correctedRot, angle);
transform.transpose();
}
_spriteShader->use();
_spriteShader->setUniform("alphaTest", !alphaDisable);
_spriteShader->setUniform("projMatrix", _projectionMatrix2d);
_spriteShader->setUniform("transform", transform);
glBindBuffer(GL_ARRAY_BUFFER, _spriteVBO);
glBufferSubData(GL_ARRAY_BUFFER, 0, 4 * sizeof(SpriteVertexShader), vertices);
setSpriteBlendMode(blendMode);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
return true;
}
void BaseRenderOpenGL3DShader::renderSceneGeometry(const BaseArray<AdWalkplane *> &planes, const BaseArray<AdBlock *> &blocks,
const BaseArray<AdGeneric *> &generics, const BaseArray<Light3D *> &lights, Camera3D *camera) {
// don't render scene geometry, as OpenGL ES 2 has no wireframe rendering and we don't have a shader alternative yet
}
void BaseRenderOpenGL3DShader::renderShadowGeometry(const BaseArray<AdWalkplane *> &planes, const BaseArray<AdBlock *> &blocks,
const BaseArray<AdGeneric *> &generics, Camera3D *camera) {
setup3D(camera, true);
// disable color write
glBlendFunc(GL_ZERO, GL_ONE);
glFrontFace(GL_CCW);
glBindTexture(GL_TEXTURE_2D, 0);
// render walk planes
for (uint i = 0; i < planes.size(); i++) {
if (planes[i]->_active && planes[i]->_receiveShadows) {
planes[i]->_mesh->render();
}
}
// render blocks
for (uint i = 0; i < blocks.size(); i++) {
if (blocks[i]->_active && blocks[i]->_receiveShadows) {
blocks[i]->_mesh->render();
}
}
// render generic objects
for (uint i = 0; i < generics.size(); i++) {
if (generics[i]->_active && generics[i]->_receiveShadows) {
generics[i]->_mesh->render();
}
}
setSpriteBlendMode(Graphics::BLEND_NORMAL);
}
Mesh3DS *BaseRenderOpenGL3DShader::createMesh3DS() {
return new Mesh3DSOpenGLShader(_geometryShader);
}
XMesh *BaseRenderOpenGL3DShader::createXMesh() {
return new XMeshOpenGLShader(_gameRef, _xmodelShader, _flatShadowXModelShader);
}
ShadowVolume *BaseRenderOpenGL3DShader::createShadowVolume() {
return new ShadowVolumeOpenGLShader(_gameRef, _shadowVolumeShader, _shadowMaskShader);
}
} // namespace Wintermute
#endif // defined(USE_OPENGL_SHADERS)