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engines/grim/gfx_opengl_shaders.h
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294
engines/grim/gfx_opengl_shaders.h
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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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#ifndef GRIM_GFX_OPENGL_SHADERS_H
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#define GRIM_GFX_OPENGL_SHADERS_H
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#include "engines/grim/actor.h"
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#include "engines/grim/gfx_base.h"
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#include "graphics/opengl/shader.h"
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#include "common/stack.h"
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#include "common/rect.h"
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namespace Grim {
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class GfxOpenGLS : public GfxBase {
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public:
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GfxOpenGLS();
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virtual ~GfxOpenGLS();
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/**
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* Creates a render-context.
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*
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* @param screenW the width of the context
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* @param screenH the height of the context
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*/
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void setupScreen(int screenW, int screenH) override;
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/**
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* Query whether the current context is hardware-accelerated
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*
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* @return true if hw-accelerated, false otherwise
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*/
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bool isHardwareAccelerated() override { return true; };
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bool supportsShaders() override { return true; }
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void setupCameraFrustum(float fov, float nclip, float fclip) override;
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void positionCamera(const Math::Vector3d &pos, const Math::Vector3d &interest, float roll) override;
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void positionCamera(const Math::Vector3d &pos, const Math::Matrix4 &rot) override;
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Math::Matrix4 getModelView() override;
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Math::Matrix4 getProjection() override;
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void clearScreen() override;
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void clearDepthBuffer() override;
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/**
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* Swap the buffers, making the drawn screen visible
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*/
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void flipBuffer(bool opportunistic = false) override;
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void getScreenBoundingBox(const Mesh *mesh, int *x1, int *y1, int *x2, int *y2) override;
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void getScreenBoundingBox(const EMIModel *model, int *x1, int *y1, int *x2, int *y2) override;
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void getActorScreenBBox(const Actor *actor, Common::Point &p1, Common::Point &p2) override;
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void startActorDraw(const Actor *actor) override;
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void finishActorDraw() override;
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void setShadow(Shadow *shadow) override;
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void drawShadowPlanes() override;
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void setShadowMode() override;
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void clearShadowMode() override;
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void setShadowColor(byte r, byte g, byte b) override;
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void getShadowColor(byte *r, byte *g, byte *b) override;
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void destroyShadow(Shadow *shadow) override;
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void set3DMode() override;
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void translateViewpointStart() override;
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void translateViewpoint(const Math::Vector3d &vec) override;
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void rotateViewpoint(const Math::Angle &angle, const Math::Vector3d &axis) override;
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void rotateViewpoint(const Math::Matrix4 &rot) override;
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void translateViewpointFinish() override;
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void drawEMIModelFace(const EMIModel* model, const EMIMeshFace* face) override;
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void drawModelFace(const Mesh *mesh, const MeshFace *face) override;
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void drawSprite(const Sprite *sprite) override;
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void drawMesh(const Mesh *mesh) override;
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void drawDimPlane() override;
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void enableLights() override;
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void disableLights() override;
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void setupLight(Light *light, int lightId) override;
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void turnOffLight(int lightId) override;
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void createTexture(Texture *texture, const uint8 *data, const CMap *cmap, bool clamp) override;
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void selectTexture(const Texture *texture) override;
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void destroyTexture(Texture *texture) override;
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/**
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* Prepares a bitmap for drawing
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* performs any format conversions needed for the renderer,
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* and might create an internal representation of the bitmap
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* external changes to the bitmap may not be visible after this
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* is called. Must be called before drawBitmap can be used.
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*
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* the external bitmap might have its data changed by this function,
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*
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* @param bitmap the bitmap to be prepared
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* @see destroyBitmap
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* @see drawBitmap
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*/
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void createBitmap(BitmapData *bitmap) override;
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/**
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* Draws a bitmap
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* before this is safe to use, createBitmap MUST have been called
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*
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* @param bitmap the bitmap to be drawn
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* @see createBitmap
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* @see destroyBitmap
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*/
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void drawBitmap(const Bitmap *bitmap, int x, int y, uint32 layer = 0) override;
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/**
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* Deletes any internal references and representations of a bitmap
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* after this is called, it is safe to dispose of or change the external
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* bitmapdata.
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*
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* @param bitmap the bitmap to be destroyed
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* @see createBitmap
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* @see drawBitmap
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*/
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void destroyBitmap(BitmapData *bitmap) override;
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void createFont(Font *font) override;
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void destroyFont(Font *font) override;
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void createTextObject(TextObject *text) override;
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void drawTextObject(const TextObject *text) override;
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void destroyTextObject(TextObject *text) override;
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Bitmap *getScreenshot(int w, int h, bool useStored) override;
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void storeDisplay() override;
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void copyStoredToDisplay() override;
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/**
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* Dims the entire screen
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* Sets the entire screen to 10% of its current brightness,
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* and converts it to grayscale.
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*/
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void dimScreen() override;
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void dimRegion(int x, int y, int w, int h, float level) override;
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/**
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* Draw a completely opaque Iris around the specified rectangle.
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* the arguments specify the distance from the screen-edge to the first
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* non-iris pixel.
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*
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* @param x the width of the Iris
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* @param y the height of the Iris
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*/
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void irisAroundRegion(int x1, int y1, int x2, int y2) override;
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void drawEmergString(int x, int y, const char *text, const Color &fgColor) override;
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void loadEmergFont() override;
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void drawRectangle(const PrimitiveObject *primitive) override;
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void drawLine(const PrimitiveObject *primitive) override;
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void drawPolygon(const PrimitiveObject *primitive) override;
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const Graphics::PixelFormat getMovieFormat() const override;
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/**
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* Prepare a movie-frame for drawing
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* performing any necessary conversion
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*
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* @param width the width of the movie-frame.
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* @param height the height of the movie-frame.
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* @param bitmap a pointer to the data for the movie-frame.
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* @see drawMovieFrame
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* @see releaseMovieFrame
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*/
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void prepareMovieFrame(Graphics::Surface* frame) override;
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void drawMovieFrame(int offsetX, int offsetY) override;
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/**
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* Release the currently prepared movie-frame, if one exists.
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*
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* @see drawMovieFrame
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* @see prepareMovieFrame
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*/
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void releaseMovieFrame() override;
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const char *getVideoDeviceName() override;
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void renderBitmaps(bool render) override;
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void renderZBitmaps(bool render) override;
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void createMesh(Mesh *mesh) override;
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void destroyMesh(const Mesh *mesh) override;
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void createEMIModel(EMIModel *model) override;
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void updateEMIModel(const EMIModel* model) override;
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void destroyEMIModel(EMIModel *model) override;
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void setBlendMode(bool additive) override;
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protected:
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void setupShaders();
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GLuint compileShader(const char *vertex, const char *fragment);
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GLuint compileShader(const char *shader) { return compileShader(shader, shader); }
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void createSpecialtyTextureFromScreen(uint id, uint8 *data, int x, int y, int width, int height) override;
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private:
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const Actor *_currentActor;
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float _alpha;
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int _maxLights;
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GLuint _emergTexture;
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OpenGL::Shader* _emergProgram;
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OpenGL::Shader* _backgroundProgram;
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OpenGL::Shader* _actorProgram;
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OpenGL::Shader* _actorLightsProgram;
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OpenGL::Shader* _spriteProgram;
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OpenGL::Shader* _dimProgram;
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OpenGL::Shader* _dimPlaneProgram;
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OpenGL::Shader* _dimRegionProgram;
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OpenGL::Shader* _smushProgram;
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GLuint _smushVBO, _quadEBO;
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OpenGL::Shader* _textProgram;
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OpenGL::Shader* _primitiveProgram;
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OpenGL::Shader* _irisProgram;
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OpenGL::Shader* _shadowPlaneProgram;
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int _smushWidth;
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int _smushHeight;
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GLuint _smushTexId;
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void setupTexturedQuad();
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void setupQuadEBO();
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void setupZBuffer();
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void drawDepthBitmap(int bitmapId, int x, int y, int w, int h, char *data);
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float _fov;
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float _nclip;
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float _fclip;
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Math::Matrix4 _projMatrix;
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Math::Matrix4 _viewMatrix;
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Math::Matrix4 _mvpMatrix;
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Math::Matrix4 _overworldProjMatrix;
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void setupTexturedCenteredQuad();
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GLuint _spriteVBO;
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Common::Stack<Math::Matrix4> _matrixStack;
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Texture *_selectedTexture;
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GLuint _zBufTex;
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Math::Vector2d _zBufTexCrop;
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struct GLSLight {
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Math::Vector4d _position;
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Math::Vector4d _direction;
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Math::Vector4d _color;
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Math::Vector4d _params;
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};
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GLSLight *_lights;
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bool _hasAmbientLight;
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bool _lightsEnabled;
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void setupPrimitives();
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GLuint nextPrimitive();
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GLuint _primitiveVBOs[32];
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uint32 _currentPrimitive;
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void drawGenericPrimitive(const float *vertices, uint32 numVertices, const PrimitiveObject *primitive);
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GLuint _irisVBO;
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GLuint _dimVBO;
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GLuint _dimRegionVBO;
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GLuint _blastVBO;
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GLuint _storedDisplay;
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};
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}
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#endif
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