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engines/stark/gfx/openglsurface.cpp
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166
engines/stark/gfx/openglsurface.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/openglsurface.h"
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#include "engines/stark/gfx/openglbitmap.h"
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#include "engines/stark/gfx/color.h"
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#if defined(USE_OPENGL_GAME)
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namespace Stark {
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namespace Gfx {
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OpenGLSurfaceRenderer::OpenGLSurfaceRenderer(OpenGLDriver *gfx) :
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SurfaceRenderer(),
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_gfx(gfx) {
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}
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OpenGLSurfaceRenderer::~OpenGLSurfaceRenderer() {
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}
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void OpenGLSurfaceRenderer::render(const Bitmap *bitmap, const Common::Point &dest) {
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render(bitmap, dest, bitmap->width(), bitmap->height());
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}
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void OpenGLSurfaceRenderer::render(const Bitmap *bitmap, const Common::Point &dest, uint width, uint height) {
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// Destination rectangle with given width and height
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_gfx->start2DMode();
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SurfaceVertex vertices[4] = {};
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convertToVertices(vertices, dest, width, height);
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glMatrixMode(GL_PROJECTION);
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glPushMatrix();
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glLoadIdentity();
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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glLoadIdentity();
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glEnable(GL_TEXTURE_2D);
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glDisableClientState(GL_COLOR_ARRAY);
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glEnableClientState(GL_VERTEX_ARRAY);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glDisableClientState(GL_NORMAL_ARRAY);
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glVertexPointer(2, GL_FLOAT, sizeof(SurfaceVertex), &vertices[0].x);
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glTexCoordPointer(2, GL_FLOAT, 2 * sizeof(float), ((const OpenGlBitmap *)bitmap)->getTexCoords());
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glColor4f(1.0f - _fadeLevel, 1.0f - _fadeLevel, 1.0f - _fadeLevel, 1.0f);
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bitmap->bind();
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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glDisableClientState(GL_VERTEX_ARRAY);
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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glMatrixMode(GL_MODELVIEW);
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glPopMatrix();
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glMatrixMode(GL_PROJECTION);
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glPopMatrix();
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_gfx->end2DMode();
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}
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void OpenGLSurfaceRenderer::fill(const Color &color, const Common::Point &dest, uint width, uint height) {
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_gfx->start2DMode();
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SurfaceVertex vertices[4] = {};
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convertToVertices(vertices, dest, width, height);
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glMatrixMode(GL_PROJECTION);
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glPushMatrix();
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glLoadIdentity();
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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glLoadIdentity();
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glDisable(GL_TEXTURE_2D);
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glEnableClientState(GL_VERTEX_ARRAY);
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glVertexPointer(2, GL_FLOAT, sizeof(SurfaceVertex), &vertices[0].x);
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glColor4f((color.r / 255.0f) - _fadeLevel, (color.g / 255.0f) - _fadeLevel, (color.b / 255.0f) - _fadeLevel, color.a / 255.0f);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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glDisableClientState(GL_VERTEX_ARRAY);
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glMatrixMode(GL_MODELVIEW);
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glPopMatrix();
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glMatrixMode(GL_PROJECTION);
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glPopMatrix();
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_gfx->end2DMode();
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}
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void OpenGLSurfaceRenderer::convertToVertices(SurfaceVertex *vertices, const Common::Point &dest, uint width, uint height) const {
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const Math::Vector2d surfaceVertices[] = {
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// X Y
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{ 0.0f, 0.0f },
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{ 1.0f, 0.0f },
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{ 0.0f, 1.0f },
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{ 1.0f, 1.0f },
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};
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Math::Vector2d verSizeWH;
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if (_noScalingOverride) {
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verSizeWH = normalizeCurrentCoordinates(width, height);
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} else {
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verSizeWH = normalizeOriginalCoordinates(width, height);
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}
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auto verOffsetXY = normalizeOriginalCoordinates(dest.x, dest.y);
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auto nativeViewport = _gfx->getViewport();
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auto viewport = Math::Vector2d(nativeViewport.width(), nativeViewport.height());
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for (int32 v = 0; v < 4; v++) {
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Math::Vector2d pos = verOffsetXY + (surfaceVertices[v] * verSizeWH);
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if (_snapToGrid) {
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// Align vertex coordinates to the native pixel grid
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// This ensures text does not get garbled by nearest neighbors scaling
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pos.setX(floor(pos.getX() * viewport.getX() + 0.5) / viewport.getX());
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pos.setY(floor(pos.getY() * viewport.getY() + 0.5) / viewport.getY());
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}
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// position coords
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vertices[v].x = pos.getX() * 2.0 - 1.0;
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vertices[v].y = -1.0 * (pos.getY() * 2.0 - 1.0);
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}
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}
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Math::Vector2d OpenGLSurfaceRenderer::normalizeOriginalCoordinates(int x, int y) const {
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Common::Rect viewport = _gfx->getUnscaledViewport();
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return Math::Vector2d(x / (float)viewport.width(), y / (float)viewport.height());
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}
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Math::Vector2d OpenGLSurfaceRenderer::normalizeCurrentCoordinates(int x, int y) const {
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Common::Rect viewport = _gfx->getViewport();
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return Math::Vector2d(x / (float)viewport.width(), y / (float)viewport.height());
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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 // if defined(USE_OPENGL_GAME)
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