Initial commit
This commit is contained in:
250
engines/stark/gfx/opengls.cpp
Normal file
250
engines/stark/gfx/opengls.cpp
Normal file
@@ -0,0 +1,250 @@
|
||||
/* 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/stark/gfx/opengls.h"
|
||||
|
||||
#include "common/system.h"
|
||||
|
||||
#include "math/matrix4.h"
|
||||
|
||||
#if defined(USE_OPENGL_SHADERS)
|
||||
|
||||
#include "engines/stark/gfx/openglsactor.h"
|
||||
#include "engines/stark/gfx/openglbitmap.h"
|
||||
#include "engines/stark/gfx/openglsprop.h"
|
||||
#include "engines/stark/gfx/openglssurface.h"
|
||||
#include "engines/stark/gfx/openglsfade.h"
|
||||
#include "engines/stark/gfx/opengltexture.h"
|
||||
|
||||
#include "graphics/surface.h"
|
||||
#include "graphics/opengl/shader.h"
|
||||
|
||||
namespace Stark {
|
||||
namespace Gfx {
|
||||
|
||||
static const GLfloat surfaceVertices[] = {
|
||||
// XS YT
|
||||
0.0f, 0.0f,
|
||||
1.0f, 0.0f,
|
||||
0.0f, 1.0f,
|
||||
1.0f, 1.0f,
|
||||
};
|
||||
|
||||
static const GLfloat fadeVertices[] = {
|
||||
// XS YT
|
||||
-1.0f, 1.0f,
|
||||
1.0f, 1.0f,
|
||||
-1.0f, -1.0f,
|
||||
1.0f, -1.0f,
|
||||
};
|
||||
|
||||
OpenGLSDriver::OpenGLSDriver() :
|
||||
_surfaceShader(nullptr),
|
||||
_surfaceFillShader(nullptr),
|
||||
_actorShader(nullptr),
|
||||
_fadeShader(nullptr),
|
||||
_shadowShader(nullptr),
|
||||
_surfaceVBO(0),
|
||||
_fadeVBO(0) {
|
||||
}
|
||||
|
||||
OpenGLSDriver::~OpenGLSDriver() {
|
||||
OpenGL::Shader::freeBuffer(_surfaceVBO);
|
||||
OpenGL::Shader::freeBuffer(_fadeVBO);
|
||||
delete _surfaceFillShader;
|
||||
delete _surfaceShader;
|
||||
delete _actorShader;
|
||||
delete _fadeShader;
|
||||
delete _shadowShader;
|
||||
}
|
||||
|
||||
void OpenGLSDriver::init() {
|
||||
computeScreenViewport();
|
||||
|
||||
static const char* attributes[] = { "position", "texcoord", nullptr };
|
||||
_surfaceShader = OpenGL::Shader::fromFiles("stark_surface", attributes);
|
||||
_surfaceVBO = OpenGL::Shader::createBuffer(GL_ARRAY_BUFFER, sizeof(surfaceVertices), surfaceVertices);
|
||||
_surfaceShader->enableVertexAttribute("position", _surfaceVBO, 2, GL_FLOAT, GL_TRUE, 2 * sizeof(float), 0);
|
||||
_surfaceShader->enableVertexAttribute("texcoord", _surfaceVBO, 2, GL_FLOAT, GL_TRUE, 2 * sizeof(float), 0);
|
||||
|
||||
static const char* fillAttributes[] = { "position", nullptr };
|
||||
_surfaceFillShader = OpenGL::Shader::fromFiles("stark_surface_fill", fillAttributes);
|
||||
_surfaceFillShader->enableVertexAttribute("position", _surfaceVBO, 2, GL_FLOAT, GL_TRUE, 2 * sizeof(float), 0);
|
||||
|
||||
static const char* actorAttributes[] = { "position1", "position2", "bone1", "bone2", "boneWeight", "normal", "texcoord", nullptr };
|
||||
_actorShader = OpenGL::Shader::fromFiles("stark_actor", actorAttributes);
|
||||
|
||||
static const char* shadowAttributes[] = { "position1", "position2", "bone1", "bone2", "boneWeight", nullptr };
|
||||
_shadowShader = OpenGL::Shader::fromFiles("stark_shadow", shadowAttributes);
|
||||
|
||||
static const char* fadeAttributes[] = { "position", nullptr };
|
||||
_fadeShader = OpenGL::Shader::fromFiles("stark_fade", fadeAttributes);
|
||||
_fadeVBO = OpenGL::Shader::createBuffer(GL_ARRAY_BUFFER, sizeof(fadeVertices), fadeVertices);
|
||||
_fadeShader->enableVertexAttribute("position", _fadeVBO, 2, GL_FLOAT, GL_TRUE, 2 * sizeof(float), 0);
|
||||
}
|
||||
|
||||
void OpenGLSDriver::setScreenViewport(bool noScaling) {
|
||||
if (noScaling) {
|
||||
_viewport = Common::Rect(g_system->getWidth(), g_system->getHeight());
|
||||
_unscaledViewport = _viewport;
|
||||
} else {
|
||||
_viewport = _screenViewport;
|
||||
_unscaledViewport = Common::Rect(kOriginalWidth, kOriginalHeight);
|
||||
}
|
||||
|
||||
glViewport(_viewport.left, _viewport.top, _viewport.width(), _viewport.height());
|
||||
}
|
||||
|
||||
void OpenGLSDriver::setViewport(const Common::Rect &rect) {
|
||||
_viewport = Common::Rect(
|
||||
_screenViewport.width() * rect.width() / kOriginalWidth,
|
||||
_screenViewport.height() * rect.height() / kOriginalHeight
|
||||
);
|
||||
|
||||
_viewport.translate(
|
||||
_screenViewport.left + _screenViewport.width() * rect.left / kOriginalWidth,
|
||||
_screenViewport.top + _screenViewport.height() * rect.top / kOriginalHeight
|
||||
);
|
||||
|
||||
_unscaledViewport = rect;
|
||||
|
||||
glViewport(_viewport.left, g_system->getHeight() - _viewport.bottom, _viewport.width(), _viewport.height());
|
||||
}
|
||||
|
||||
void OpenGLSDriver::clearScreen() {
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
|
||||
}
|
||||
|
||||
void OpenGLSDriver::flipBuffer() {
|
||||
g_system->updateScreen();
|
||||
}
|
||||
|
||||
Texture *OpenGLSDriver::createTexture() {
|
||||
return new OpenGlTexture();
|
||||
}
|
||||
|
||||
Bitmap *OpenGLSDriver::createBitmap(const Graphics::Surface *surface, const byte *palette) {
|
||||
OpenGlBitmap *bitmap = new OpenGlBitmap();
|
||||
|
||||
if (surface) {
|
||||
bitmap->update(surface, palette);
|
||||
}
|
||||
|
||||
return bitmap;
|
||||
}
|
||||
|
||||
VisualActor *OpenGLSDriver::createActorRenderer() {
|
||||
return new OpenGLSActorRenderer(this);
|
||||
}
|
||||
|
||||
VisualProp *OpenGLSDriver::createPropRenderer() {
|
||||
return new OpenGLSPropRenderer(this);
|
||||
}
|
||||
|
||||
SurfaceRenderer *OpenGLSDriver::createSurfaceRenderer() {
|
||||
return new OpenGLSSurfaceRenderer(this);
|
||||
}
|
||||
|
||||
FadeRenderer *OpenGLSDriver::createFadeRenderer() {
|
||||
return new OpenGLSFadeRenderer(this);
|
||||
}
|
||||
|
||||
void OpenGLSDriver::start2DMode() {
|
||||
// Enable alpha blending
|
||||
glEnable(GL_BLEND);
|
||||
//glBlendEquation(GL_FUNC_ADD); // It's the default
|
||||
|
||||
// This blend mode prevents color fringes due to filtering.
|
||||
// It requires the textures to have their color values pre-multiplied
|
||||
// with their alpha value. This is the "Premultiplied Alpha" technique.
|
||||
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
|
||||
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
glDepthMask(GL_FALSE);
|
||||
}
|
||||
|
||||
void OpenGLSDriver::end2DMode() {
|
||||
// Disable alpha blending
|
||||
glDisable(GL_BLEND);
|
||||
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
glDepthMask(GL_TRUE);
|
||||
}
|
||||
|
||||
void OpenGLSDriver::set3DMode() {
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
glDepthFunc(GL_LESS);
|
||||
|
||||
// Blending and stencil test are only used in rendering shadows
|
||||
// They are manually enabled and disabled there
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
glStencilFunc(GL_EQUAL, 0, 0xFF);
|
||||
glStencilOp(GL_KEEP, GL_KEEP, GL_INCR);
|
||||
}
|
||||
|
||||
bool OpenGLSDriver::computeLightsEnabled() {
|
||||
return false;
|
||||
}
|
||||
|
||||
Common::Rect OpenGLSDriver::getViewport() const {
|
||||
return _viewport;
|
||||
}
|
||||
|
||||
Common::Rect OpenGLSDriver::getUnscaledViewport() const {
|
||||
return _unscaledViewport;
|
||||
}
|
||||
|
||||
OpenGL::Shader *OpenGLSDriver::createActorShaderInstance() {
|
||||
return _actorShader->clone();
|
||||
}
|
||||
|
||||
OpenGL::Shader *OpenGLSDriver::createSurfaceShaderInstance() {
|
||||
return _surfaceShader->clone();
|
||||
}
|
||||
|
||||
OpenGL::Shader *OpenGLSDriver::createSurfaceFillShaderInstance() {
|
||||
return _surfaceFillShader->clone();
|
||||
}
|
||||
|
||||
OpenGL::Shader *OpenGLSDriver::createFadeShaderInstance() {
|
||||
return _fadeShader->clone();
|
||||
}
|
||||
|
||||
OpenGL::Shader *OpenGLSDriver::createShadowShaderInstance() {
|
||||
return _shadowShader->clone();
|
||||
}
|
||||
|
||||
Graphics::Surface *OpenGLSDriver::getViewportScreenshot() const {
|
||||
Graphics::Surface *s = new Graphics::Surface();
|
||||
s->create(_viewport.width(), _viewport.height(), getRGBAPixelFormat());
|
||||
|
||||
glReadPixels(_viewport.left, g_system->getHeight() - _viewport.bottom, _viewport.width(), _viewport.height(),
|
||||
GL_RGBA, GL_UNSIGNED_BYTE, s->getPixels());
|
||||
|
||||
flipVertical(s);
|
||||
|
||||
return s;
|
||||
}
|
||||
|
||||
} // End of namespace Gfx
|
||||
} // End of namespace Stark
|
||||
|
||||
#endif // defined(USE_OPENGL_SHADERS)
|
||||
Reference in New Issue
Block a user