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engines/stark/gfx/opengl.cpp
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287
engines/stark/gfx/opengl.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 "engines/stark/gfx/opengl.h"
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#include "common/system.h"
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#include "math/matrix4.h"
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#if defined(USE_OPENGL_GAME)
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#include "engines/stark/gfx/openglactor.h"
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#include "engines/stark/gfx/openglbitmap.h"
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#include "engines/stark/gfx/openglprop.h"
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#include "engines/stark/gfx/openglsurface.h"
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#include "engines/stark/gfx/openglfade.h"
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#include "engines/stark/gfx/opengltexture.h"
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#include "engines/stark/scene.h"
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#include "engines/stark/services/services.h"
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#include "graphics/surface.h"
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namespace Stark {
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namespace Gfx {
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OpenGLDriver::OpenGLDriver() {
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_computeLights = true;
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}
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OpenGLDriver::~OpenGLDriver() {
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}
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void OpenGLDriver::init() {
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computeScreenViewport();
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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glDisable(GL_LIGHTING);
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}
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void OpenGLDriver::setScreenViewport(bool noScaling) {
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if (noScaling) {
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_viewport = Common::Rect(g_system->getWidth(), g_system->getHeight());
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_unscaledViewport = _viewport;
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} else {
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_viewport = _screenViewport;
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_unscaledViewport = Common::Rect(kOriginalWidth, kOriginalHeight);
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}
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glViewport(_viewport.left, _viewport.top, _viewport.width(), _viewport.height());
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}
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void OpenGLDriver::setViewport(const Common::Rect &rect) {
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_viewport = Common::Rect(
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_screenViewport.width() * rect.width() / kOriginalWidth,
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_screenViewport.height() * rect.height() / kOriginalHeight
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);
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_viewport.translate(
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_screenViewport.left + _screenViewport.width() * rect.left / kOriginalWidth,
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_screenViewport.top + _screenViewport.height() * rect.top / kOriginalHeight
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);
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_unscaledViewport = rect;
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glViewport(_viewport.left, g_system->getHeight() - _viewport.bottom, _viewport.width(), _viewport.height());
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}
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void OpenGLDriver::clearScreen() {
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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}
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void OpenGLDriver::flipBuffer() {
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g_system->updateScreen();
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}
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void OpenGLDriver::setupLights(const LightEntryArray &lights) {
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static const uint maxLights = 10;
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assert(lights.size() >= 1);
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assert(lights.size() <= maxLights);
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const LightEntry *ambient = lights[0];
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assert(ambient->type == LightEntry::kAmbient); // The first light must be the ambient light
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Math::Matrix4 viewMatrix = StarkScene->getViewMatrix();
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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for (uint i = 0; i < lights.size(); i++) {
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const LightEntry *l = lights[i];
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GLfloat ambientColor[] = { 0.0f, 0.0f, 0.0f, 1.0f };
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GLfloat lightColor[] = { 0.0f, 0.0f, 0.0f, 1.0f };
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GLfloat lightPos[] = { 0.0f, 0.0f, 0.0f, 1.0f };
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GLfloat lightDir[] = { 0.0f, 0.0f, -1.0f };
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GLfloat cutoff = 180.0f;
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GLfloat spotExp = 0.0f;
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GLfloat c_attenuation = 1.0f;
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GLfloat l_attenuation = 0.0f;
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GLfloat q_attenuation = 0.0f;
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Math::Vector4d worldPosition;
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worldPosition.x() = l->position.x();
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worldPosition.y() = l->position.y();
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worldPosition.z() = l->position.z();
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worldPosition.w() = 1.0;
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Math::Vector4d eyePosition = viewMatrix * worldPosition;
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Math::Vector3d worldDirection = l->direction;
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Math::Vector3d eyeDirection = viewMatrix.getRotation() * worldDirection;
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eyeDirection.normalize();
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switch (l->type) {
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case LightEntry::kPoint:
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lightColor[0] = (GLfloat)l->color.x();
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lightColor[1] = (GLfloat)l->color.y();
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lightColor[2] = (GLfloat)l->color.z();
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lightPos[0] = (GLfloat)eyePosition.x();
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lightPos[1] = (GLfloat)eyePosition.y();
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lightPos[2] = (GLfloat)eyePosition.z();
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break;
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case LightEntry::kDirectional:
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lightColor[0] = (GLfloat)l->color.x();
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lightColor[1] = (GLfloat)l->color.y();
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lightColor[2] = (GLfloat)l->color.z();
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lightPos[0] = (GLfloat)-eyeDirection.x();
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lightPos[1] = (GLfloat)-eyeDirection.y();
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lightPos[2] = (GLfloat)-eyeDirection.z();
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lightPos[3] = 0;
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break;
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case LightEntry::kSpot:
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lightColor[0] = (GLfloat)l->color.x();
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lightColor[1] = (GLfloat)l->color.y();
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lightColor[2] = (GLfloat)l->color.z();
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lightPos[0] = (GLfloat)eyePosition.x();
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lightPos[1] = (GLfloat)eyePosition.y();
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lightPos[2] = (GLfloat)eyePosition.z();
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lightDir[0] = (GLfloat)eyeDirection.x();
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lightDir[1] = (GLfloat)eyeDirection.y();
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lightDir[2] = (GLfloat)eyeDirection.z();
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cutoff = (l->outerConeAngle.getDegrees() + l->innerConeAngle.getDegrees()) / 2.26f;
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break;
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case LightEntry::kAmbient:
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lightColor[0] = (GLfloat)l->color.x();
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lightColor[1] = (GLfloat)l->color.y();
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lightColor[2] = (GLfloat)l->color.z();
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break;
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default:
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break;
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}
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glLightfv(GL_LIGHT0 + i, GL_AMBIENT, ambientColor);
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glLightfv(GL_LIGHT0 + i, GL_DIFFUSE, lightColor);
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glLightfv(GL_LIGHT0 + i, GL_POSITION, lightPos);
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glLightfv(GL_LIGHT0 + i, GL_SPOT_DIRECTION, lightDir);
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glLightf(GL_LIGHT0 + i, GL_SPOT_EXPONENT, spotExp);
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glLightf(GL_LIGHT0 + i, GL_SPOT_CUTOFF, cutoff);
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glLightf(GL_LIGHT0 + i, GL_CONSTANT_ATTENUATION, c_attenuation);
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glLightf(GL_LIGHT0 + i, GL_LINEAR_ATTENUATION, l_attenuation);
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glLightf(GL_LIGHT0 + i, GL_QUADRATIC_ATTENUATION, q_attenuation);
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glEnable(GL_LIGHT0 + i);
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}
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for (uint i = lights.size() - 1; i < maxLights; i++) {
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// Make sure unused lights are disabled
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glDisable(GL_LIGHT0 + i + 1);
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}
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}
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Texture *OpenGLDriver::createTexture() {
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return new OpenGlTexture();
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}
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Bitmap *OpenGLDriver::createBitmap(const Graphics::Surface *surface, const byte *palette) {
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OpenGlBitmap *bitmap = new OpenGlBitmap();
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if (surface) {
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bitmap->update(surface, palette);
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}
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return bitmap;
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}
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VisualActor *OpenGLDriver::createActorRenderer() {
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return new OpenGLActorRenderer(this);
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}
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VisualProp *OpenGLDriver::createPropRenderer() {
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return new OpenGLPropRenderer(this);
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}
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SurfaceRenderer *OpenGLDriver::createSurfaceRenderer() {
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return new OpenGLSurfaceRenderer(this);
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}
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FadeRenderer *OpenGLDriver::createFadeRenderer() {
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return new OpenGLFadeRenderer(this);
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}
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void OpenGLDriver::start2DMode() {
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// Enable alpha blending
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glEnable(GL_BLEND);
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//glBlendEquation(GL_FUNC_ADD); // It's the default
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// This blend mode prevents color fringes due to filtering.
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// It requires the textures to have their color values pre-multiplied
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// with their alpha value. This is the "Premultiplied Alpha" technique.
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glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
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glDisable(GL_DEPTH_TEST);
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glDepthMask(GL_FALSE);
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if (!_computeLights)
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glDisable(GL_LIGHTING);
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}
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void OpenGLDriver::end2DMode() {
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// Disable alpha blending
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glDisable(GL_BLEND);
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glEnable(GL_DEPTH_TEST);
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glDepthMask(GL_TRUE);
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}
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void OpenGLDriver::set3DMode() {
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glEnable(GL_DEPTH_TEST);
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glDepthFunc(GL_LESS);
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// Blending and stencil test are only used in rendering shadows
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// They are manually enabled and disabled there
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glStencilFunc(GL_EQUAL, 0, 0xFF);
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glStencilOp(GL_KEEP, GL_KEEP, GL_INCR);
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if (!_computeLights)
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glEnable(GL_LIGHTING);
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}
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bool OpenGLDriver::computeLightsEnabled() {
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return _computeLights;
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}
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Common::Rect OpenGLDriver::getViewport() const {
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return _viewport;
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}
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Common::Rect OpenGLDriver::getUnscaledViewport() const {
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return _unscaledViewport;
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}
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Graphics::Surface *OpenGLDriver::getViewportScreenshot() const {
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Graphics::Surface *s = new Graphics::Surface();
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s->create(_viewport.width(), _viewport.height(), getRGBAPixelFormat());
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glReadPixels(_viewport.left, g_system->getHeight() - _viewport.bottom, _viewport.width(), _viewport.height(),
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GL_RGBA, GL_UNSIGNED_BYTE, s->getPixels());
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flipVertical(s);
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return s;
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}
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} // End of namespace Gfx
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} // End of namespace Stark
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#endif // defined(USE_OPENGL_GAME)
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