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141
engines/alcachofa/graphics-opengl-base.cpp
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141
engines/alcachofa/graphics-opengl-base.cpp
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM 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 modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (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, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include "alcachofa/graphics-opengl-base.h"
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#include "common/config-manager.h"
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#include "common/system.h"
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#include "graphics/renderer.h"
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using namespace Common;
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using namespace Graphics;
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using namespace Math;
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namespace Alcachofa {
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OpenGLRendererBase::OpenGLRendererBase(Point resolution) : _resolution(resolution) {}
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bool OpenGLRendererBase::hasOutput() const {
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return _currentOutput != nullptr;
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}
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void OpenGLRendererBase::resetState() {
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setViewportToScreen();
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_currentOutput = nullptr;
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_currentLodBias = -1000.0f;
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_currentBlendMode = (BlendMode)-1;
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_isFirstDrawCommand = true;
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}
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void OpenGLRendererBase::setViewportToScreen() {
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int32 screenWidth = g_system->getWidth();
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int32 screenHeight = g_system->getHeight();
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Rect viewport(
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MIN<int32>(screenWidth, screenHeight * (float)_resolution.x / _resolution.y),
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MIN<int32>(screenHeight, screenWidth * (float)_resolution.y / _resolution.x));
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viewport.translate(
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(screenWidth - viewport.width()) / 2,
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(screenHeight - viewport.height()) / 2);
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setViewportInner(viewport.left, viewport.top, viewport.width(), viewport.height());
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setMatrices(true);
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}
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void OpenGLRendererBase::setViewportToRect(int16 outputWidth, int16 outputHeight) {
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_outputSize.x = MIN(outputWidth, g_system->getWidth());
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_outputSize.y = MIN(outputHeight, g_system->getHeight());
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setViewportInner(0, 0, _outputSize.x, _outputSize.y);
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setMatrices(false);
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}
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void OpenGLRendererBase::getQuadPositions(Vector2d topLeft, Vector2d size, Angle rotation, Vector2d positions[]) const {
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positions[0] = topLeft + Vector2d(0, 0);
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positions[1] = topLeft + Vector2d(0, +size.getY());
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positions[2] = topLeft + Vector2d(+size.getX(), +size.getY());
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positions[3] = topLeft + Vector2d(+size.getX(), 0);
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if (abs(rotation.getDegrees()) > epsilon) {
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const Vector2d zero(0, 0);
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for (int i = 0; i < 4; i++)
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positions[i].rotateAround(zero, rotation);
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}
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}
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void OpenGLRendererBase::getQuadTexCoords(Vector2d texMin, Vector2d texMax, Vector2d texCoords[]) const {
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texCoords[0] = { texMin.getX(), texMin.getY() };
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texCoords[1] = { texMin.getX(), texMax.getY() };
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texCoords[2] = { texMax.getX(), texMax.getY() };
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texCoords[3] = { texMax.getX(), texMin.getY() };
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}
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IRenderer *IRenderer::createOpenGLRenderer(Point resolution) {
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const auto available = Renderer::getAvailableTypes();
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const auto &rendererCode = ConfMan.get("renderer");
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RendererType rendererType = Renderer::parseTypeCode(rendererCode);
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rendererType = (RendererType)(rendererType & available);
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IRenderer *renderer = nullptr;
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switch (rendererType) {
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case kRendererTypeOpenGLShaders:
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renderer = createOpenGLRendererShaders(resolution);
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break;
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case kRendererTypeOpenGL:
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renderer = createOpenGLRendererClassic(resolution);
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break;
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case kRendererTypeTinyGL:
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renderer = createTinyGLRenderer(resolution);
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break;
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default:
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if (available & kRendererTypeOpenGLShaders)
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renderer = createOpenGLRendererShaders(resolution);
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else if (available & kRendererTypeOpenGL)
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renderer = createOpenGLRendererClassic(resolution);
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else if (available & kRendererTypeTinyGL)
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renderer = createTinyGLRenderer(resolution);
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break;
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}
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if (renderer == nullptr)
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error("Could not create a renderer, available: %d", (int)available);
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return renderer;
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}
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#ifndef USE_OPENGL_SHADERS
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IRenderer *IRenderer::createOpenGLRendererShaders(Point _) {
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(void)_;
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return nullptr;
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}
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#endif
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#ifndef USE_OPENGL_GAME
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IRenderer *IRenderer::createOpenGLRendererClassic(Point _) {
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(void)_;
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return nullptr;
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}
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#endif
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#ifndef USE_TINYGL
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IRenderer *IRenderer::createTinyGLRenderer(Point _) {
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(void)_;
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return nullptr;
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}
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#endif
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}
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