Initial commit
This commit is contained in:
1191
engines/wintermute/base/gfx/opengl/base_render_opengl3d.cpp
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1191
engines/wintermute/base/gfx/opengl/base_render_opengl3d.cpp
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File diff suppressed because it is too large
Load Diff
176
engines/wintermute/base/gfx/opengl/base_render_opengl3d.h
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176
engines/wintermute/base/gfx/opengl/base_render_opengl3d.h
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@@ -0,0 +1,176 @@
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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
|
||||
* 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/>.
|
||||
*
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||||
*/
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#ifndef WINTERMUTE_BASE_RENDER_OPENGL3D_H
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#define WINTERMUTE_BASE_RENDER_OPENGL3D_H
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#include "engines/wintermute/base/gfx/base_renderer3d.h"
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#include "engines/wintermute/dctypes.h"
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#include "graphics/transform_struct.h"
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#if defined(USE_OPENGL_GAME)
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#include "graphics/opengl/system_headers.h"
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namespace Wintermute {
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class BaseSurfaceOpenGL3D;
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class BaseRenderOpenGL3D : public BaseRenderer3D {
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friend class BaseSurfaceOpenGL3D;
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friend class Mesh3DSOpenGL;
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friend class XMeshOpenGL;
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friend class ShadowVolumeOpenGL;
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struct SpriteVertex {
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float x;
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float y;
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float z;
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float u;
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float v;
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float r;
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float g;
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float b;
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float a;
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};
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struct RectangleVertex {
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float x;
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float y;
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float z;
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};
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struct SimpleShadowVertex {
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float nx;
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float ny;
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float nz;
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float x;
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float y;
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float z;
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float u;
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float v;
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};
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public:
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BaseRenderOpenGL3D(BaseGame *inGame = nullptr);
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~BaseRenderOpenGL3D() override;
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bool invalidateTexture(BaseSurface *texture) override;
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bool invalidateDeviceObjects() override;
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bool restoreDeviceObjects() override;
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bool resetDevice() override;
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void setSpriteBlendMode(Graphics::TSpriteBlendMode blendMode, bool forceChange = false) override;
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void setAmbientLightRenderState() override;
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int getMaxActiveLights() override;
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void lightEnable(int index, bool enable) override;
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void setLightParameters(int index, const DXVector3 &position, const DXVector3 &direction, const DXVector4 &diffuse, bool spotlight) override;
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void enableCulling() override;
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void disableCulling() override;
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bool enableShadows() override;
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bool disableShadows() override;
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bool shadowVolumeSupported() override;
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BaseImage *takeScreenshot(int newWidth = 0, int newHeight = 0) override;
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bool fadeToColor(byte r, byte g, byte b, byte a) override;
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bool flip() override;
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bool clear() override;
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bool setViewport(int left, int top, int right, int bottom) override;
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bool drawLine(int x1, int y1, int x2, int y2, uint32 color) override;
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bool fillRect(int x, int y, int w, int h, uint32 color) override;
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DXMatrix *buildMatrix(DXMatrix* out, const DXVector2 *centre, const DXVector2 *scaling, float angle);
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void transformVertices(struct SpriteVertex *vertices, const DXVector2 *centre, const DXVector2 *scaling, float angle);
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bool setProjection() override;
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bool setProjection2D();
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bool setWorldTransform(const DXMatrix &transform) override;
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bool setViewTransform(const DXMatrix &transform) override;
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bool setProjectionTransform(const DXMatrix &transform) override;
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bool initRenderer(int width, int height, bool windowed) override;
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bool setup2D(bool force = false) override;
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bool setup3D(Camera3D *camera, bool force = false) override;
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Common::String getName() const override {
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return "OpenGL 3D renderer";
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};
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bool displayDebugInfo() override {
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return STATUS_FAILED;
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};
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bool drawShaderQuad() override {
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return STATUS_FAILED;
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}
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float getScaleRatioX() const override {
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return 1.0f;
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}
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float getScaleRatioY() const override {
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return 1.0f;
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}
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BaseSurface *createSurface() override;
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bool startSpriteBatch() override;
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bool endSpriteBatch() override;
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bool commitSpriteBatch() override;
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bool drawSpriteEx(BaseSurface *texture, const Common::Rect32 &rect, const DXVector2 &pos, const DXVector2 &rot, const DXVector2 &scale,
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float angle, uint32 color, bool alphaDisable, Graphics::TSpriteBlendMode blendMode, bool mirrorX, bool mirrorY) override;
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void renderSceneGeometry(const BaseArray<AdWalkplane *> &planes, const BaseArray<AdBlock *> &blocks,
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const BaseArray<AdGeneric *> &generics, const BaseArray<Light3D *> &lights, Camera3D *camera) override;
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void renderShadowGeometry(const BaseArray<AdWalkplane *> &planes, const BaseArray<AdBlock *> &blocks, const BaseArray<AdGeneric *> &generics, Camera3D *camera) override;
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Mesh3DS *createMesh3DS() override;
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XMesh *createXMesh() override;
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ShadowVolume *createShadowVolume() override;
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bool setViewport3D(DXViewport *viewport) override;
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void postfilter() override;
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void setPostfilter(PostFilter postFilter) override { _postFilterMode = postFilter; };
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private:
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bool setupLines();
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void displaySimpleShadow(BaseObject *object) override;
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Graphics::TSpriteBlendMode _blendMode;
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SimpleShadowVertex _simpleShadow[4];
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Common::Array<DXVector4> _lightPositions;
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Common::Array<DXVector3> _lightDirections;
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GLuint _postfilterTexture;
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||||
};
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} // wintermute namespace
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#endif // defined(USE_OPENGL_GAME)
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#endif
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1205
engines/wintermute/base/gfx/opengl/base_render_opengl3d_shader.cpp
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1205
engines/wintermute/base/gfx/opengl/base_render_opengl3d_shader.cpp
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File diff suppressed because it is too large
Load Diff
200
engines/wintermute/base/gfx/opengl/base_render_opengl3d_shader.h
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200
engines/wintermute/base/gfx/opengl/base_render_opengl3d_shader.h
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@@ -0,0 +1,200 @@
|
||||
/* 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/>.
|
||||
*
|
||||
*/
|
||||
|
||||
#ifndef WINTERMUTE_BASE_RENDER_OPENGL3D_H
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#define WINTERMUTE_BASE_RENDER_OPENGL3D_H
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||||
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||||
#include "engines/wintermute/base/gfx/base_renderer3d.h"
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#include "engines/wintermute/dctypes.h"
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#include "graphics/opengl/system_headers.h"
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#include "graphics/transform_struct.h"
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#if defined(USE_OPENGL_SHADERS)
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#include "graphics/opengl/shader.h"
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||||
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namespace Wintermute {
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||||
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||||
class BaseSurfaceOpenGL3D;
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class BaseRenderOpenGL3DShader : public BaseRenderer3D {
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friend class BaseSurfaceOpenGL3DShader;
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friend class Mesh3DSOpenGLShader;
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friend class XMeshOpenGLShader;
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friend class ShadowVolumeOpenGLShader;
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||||
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||||
struct SpriteVertex {
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||||
float x;
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||||
float y;
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||||
float z;
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||||
float u;
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||||
float v;
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||||
float r;
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||||
float g;
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||||
float b;
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||||
float a;
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||||
};
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||||
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||||
struct RectangleVertex {
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||||
float x;
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||||
float y;
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||||
float z;
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||||
};
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||||
|
||||
struct SimpleShadowVertex {
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||||
float x;
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||||
float y;
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||||
float z;
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||||
float nx;
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||||
float ny;
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||||
float nz;
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||||
float u;
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||||
float v;
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||||
};
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||||
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||||
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||||
public:
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BaseRenderOpenGL3DShader(BaseGame *inGame = nullptr);
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~BaseRenderOpenGL3DShader() override;
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||||
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||||
bool invalidateTexture(BaseSurface *texture) override;
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||||
bool invalidateDeviceObjects() override;
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||||
bool restoreDeviceObjects() override;
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||||
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||||
bool resetDevice() override;
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||||
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||||
void setSpriteBlendMode(Graphics::TSpriteBlendMode blendMode, bool forceChange = false) override;
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||||
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||||
void setAmbientLightRenderState() override;
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||||
|
||||
int getMaxActiveLights() override;
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||||
void lightEnable(int index, bool enable) override;
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||||
void setLightParameters(int index, const DXVector3 &position, const DXVector3 &direction, const DXVector4 &diffuse, bool spotlight) override;
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||||
|
||||
void enableCulling() override;
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||||
void disableCulling() override;
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||||
|
||||
bool enableShadows() override;
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||||
bool disableShadows() override;
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||||
bool shadowVolumeSupported() override;
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||||
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||||
BaseImage *takeScreenshot(int newWidth = 0, int newHeight = 0) override;
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||||
bool fadeToColor(byte r, byte g, byte b, byte a) override;
|
||||
bool flip() override;
|
||||
bool clear() override;
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||||
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||||
bool setViewport(int left, int top, int right, int bottom) override;
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bool drawLine(int x1, int y1, int x2, int y2, uint32 color) override;
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||||
bool fillRect(int x, int y, int w, int h, uint32 color) override;
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||||
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||||
DXMatrix *buildMatrix(DXMatrix* out, const DXVector2 *centre, const DXVector2 *scaling, float angle);
|
||||
void transformVertices(struct SpriteVertex *vertices, const DXVector2 *centre, const DXVector2 *scaling, float angle);
|
||||
|
||||
bool setProjection() override;
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||||
bool setProjection2D(OpenGL::Shader *);
|
||||
bool setWorldTransform(const DXMatrix &transform) override;
|
||||
bool setViewTransform(const DXMatrix &transform) override;
|
||||
bool setProjectionTransform(const DXMatrix &transform) override;
|
||||
|
||||
bool initRenderer(int width, int height, bool windowed) override;
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||||
bool setup2D(bool force = false) override;
|
||||
bool setup3D(Camera3D *camera, bool force = false) override;
|
||||
|
||||
Common::String getName() const override {
|
||||
return "OpenGL 3D renderer";
|
||||
};
|
||||
bool displayDebugInfo() override {
|
||||
return STATUS_FAILED;
|
||||
};
|
||||
bool drawShaderQuad() override {
|
||||
return STATUS_FAILED;
|
||||
}
|
||||
|
||||
float getScaleRatioX() const override {
|
||||
return 1.0f;
|
||||
}
|
||||
float getScaleRatioY() const override {
|
||||
return 1.0f;
|
||||
}
|
||||
|
||||
BaseSurface *createSurface() override;
|
||||
|
||||
bool startSpriteBatch() override;
|
||||
bool endSpriteBatch() override;
|
||||
bool commitSpriteBatch() override;
|
||||
|
||||
bool drawSpriteEx(BaseSurface *texture, const Common::Rect32 &rect, const DXVector2 &pos, const DXVector2 &rot, const DXVector2 &scale,
|
||||
float angle, uint32 color, bool alphaDisable, Graphics::TSpriteBlendMode blendMode, bool mirrorX, bool mirrorY) override;
|
||||
|
||||
void renderSceneGeometry(const BaseArray<AdWalkplane *> &planes, const BaseArray<AdBlock *> &blocks,
|
||||
const BaseArray<AdGeneric *> &generics, const BaseArray<Light3D *> &lights, Camera3D *camera) override;
|
||||
void renderShadowGeometry(const BaseArray<AdWalkplane *> &planes, const BaseArray<AdBlock *> &blocks, const BaseArray<AdGeneric *> &generics, Camera3D *camera) override;
|
||||
|
||||
Mesh3DS *createMesh3DS() override;
|
||||
XMesh *createXMesh() override;
|
||||
ShadowVolume *createShadowVolume() override;
|
||||
|
||||
bool setViewport3D(DXViewport *viewport) override;
|
||||
|
||||
void postfilter() override;
|
||||
void setPostfilter(PostFilter postFilter) override { _postFilterMode = postFilter; };
|
||||
|
||||
OpenGL::Shader *_shadowMaskShader;
|
||||
|
||||
private:
|
||||
bool setupLines();
|
||||
void displaySimpleShadow(BaseObject *object) override;
|
||||
|
||||
SimpleShadowVertex _simpleShadow[4];
|
||||
|
||||
Graphics::TSpriteBlendMode _blendMode;
|
||||
|
||||
DXMatrix _glProjectionMatrix;
|
||||
float _alphaRef;
|
||||
|
||||
Common::Array<DXMatrix> _transformStack;
|
||||
|
||||
Math::Vector4d _flatShadowColor;
|
||||
|
||||
GLuint _spriteVBO{};
|
||||
GLuint _fadeVBO{};
|
||||
GLuint _rectangleVBO{};
|
||||
GLuint _simpleShadowVBO{};
|
||||
GLuint _postfilterVBO{};
|
||||
OpenGL::Shader *_spriteShader{};
|
||||
OpenGL::Shader *_fadeShader{};
|
||||
OpenGL::Shader *_xmodelShader{};
|
||||
OpenGL::Shader *_geometryShader{};
|
||||
OpenGL::Shader *_simpleShadowShader{};
|
||||
OpenGL::Shader *_flatShadowShader{};
|
||||
OpenGL::Shader *_shadowVolumeShader{};
|
||||
OpenGL::Shader *_lineShader{};
|
||||
OpenGL::Shader *_postfilterShader{};
|
||||
GLuint _postfilterTexture;
|
||||
};
|
||||
|
||||
} // namespace Wintermute
|
||||
|
||||
#endif // defined(USE_OPENGL_SHADERS)
|
||||
|
||||
#endif
|
||||
469
engines/wintermute/base/gfx/opengl/base_surface_opengl3d.cpp
Normal file
469
engines/wintermute/base/gfx/opengl/base_surface_opengl3d.cpp
Normal file
@@ -0,0 +1,469 @@
|
||||
/* 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 "common/algorithm.h"
|
||||
|
||||
#include "graphics/transform_tools.h"
|
||||
|
||||
#include "engines/wintermute/base/base_game.h"
|
||||
#include "engines/wintermute/base/base_engine.h"
|
||||
#include "engines/wintermute/base/gfx/base_image.h"
|
||||
|
||||
#if defined(USE_OPENGL_GAME) || defined(USE_OPENGL_SHADERS)
|
||||
|
||||
#include "engines/wintermute/base/gfx/3dutils.h"
|
||||
#include "engines/wintermute/base/gfx/opengl/base_surface_opengl3d.h"
|
||||
#include "engines/wintermute/base/gfx/opengl/base_render_opengl3d.h"
|
||||
|
||||
namespace Wintermute {
|
||||
|
||||
BaseSurfaceOpenGL3D::BaseSurfaceOpenGL3D(BaseGame *game, BaseRenderer3D *renderer)
|
||||
: BaseSurface(game), _tex(0), _renderer(renderer), _imageData(nullptr), _maskData(nullptr), _texWidth(0), _texHeight(0), _pixelOpReady(false) {
|
||||
}
|
||||
|
||||
BaseSurfaceOpenGL3D::~BaseSurfaceOpenGL3D() {
|
||||
_renderer->invalidateTexture(this);
|
||||
if (_tex) {
|
||||
glDeleteTextures(1, &_tex);
|
||||
_tex = 0;
|
||||
}
|
||||
|
||||
freeImageData();
|
||||
|
||||
if (_maskData) {
|
||||
_maskData->free();
|
||||
delete _maskData;
|
||||
_maskData = nullptr;
|
||||
}
|
||||
}
|
||||
|
||||
bool BaseSurfaceOpenGL3D::invalidate() {
|
||||
_renderer->invalidateTexture(this);
|
||||
if (_tex) {
|
||||
glDeleteTextures(1, &_tex);
|
||||
_tex = 0;
|
||||
}
|
||||
|
||||
freeImageData();
|
||||
|
||||
_valid = false;
|
||||
return true;
|
||||
}
|
||||
|
||||
bool BaseSurfaceOpenGL3D::prepareToDraw() {
|
||||
_lastUsedTime = _game->_liveTimer;
|
||||
|
||||
if (!_valid) {
|
||||
if (!loadImage()) {
|
||||
return false;
|
||||
}
|
||||
uploadTexture();
|
||||
freeImageData();
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool BaseSurfaceOpenGL3D::displayTransZoom(int x, int y, Common::Rect32 rect, float zoomX, float zoomY, uint32 alpha, Graphics::TSpriteBlendMode blendMode, bool mirrorX, bool mirrorY) {
|
||||
prepareToDraw();
|
||||
|
||||
_renderer->drawSprite(dynamic_cast<BaseSurface *>(this), rect, zoomX, zoomY, DXVector2(x, y), alpha, false, blendMode, mirrorX, mirrorY);
|
||||
return true;
|
||||
}
|
||||
|
||||
bool BaseSurfaceOpenGL3D::displayTrans(int x, int y, Common::Rect32 rect, uint32 alpha, Graphics::TSpriteBlendMode blendMode, bool mirrorX, bool mirrorY, int offsetX, int offsetY) {
|
||||
prepareToDraw();
|
||||
|
||||
_renderer->drawSprite(dynamic_cast<BaseSurface *>(this), rect, 100, 100, DXVector2(x + offsetX, y + offsetY), alpha, false, blendMode, mirrorX, mirrorY);
|
||||
return true;
|
||||
}
|
||||
|
||||
bool BaseSurfaceOpenGL3D::display(int x, int y, Common::Rect32 rect, Graphics::TSpriteBlendMode blendMode, bool mirrorX, bool mirrorY) {
|
||||
prepareToDraw();
|
||||
|
||||
_renderer->drawSprite(dynamic_cast<BaseSurface *>(this), rect, 100, 100, DXVector2(x, y), 0xFFFFFFFF, true, blendMode, mirrorX, mirrorY);
|
||||
return true;
|
||||
}
|
||||
|
||||
bool BaseSurfaceOpenGL3D::displayTransRotate(int x, int y, float rotate, int32 hotspotX, int32 hotspotY, Common::Rect32 rect, float zoomX, float zoomY, uint32 alpha, Graphics::TSpriteBlendMode blendMode, bool mirrorX, bool mirrorY) {
|
||||
prepareToDraw();
|
||||
|
||||
x -= hotspotX;
|
||||
y -= hotspotY;
|
||||
|
||||
DXVector2 position(x, y);
|
||||
DXVector2 rotation;
|
||||
rotation._x = x + hotspotX * (zoomX / 100.0f);
|
||||
rotation._y = y + hotspotY * (zoomY / 100.0f);
|
||||
DXVector2 scale(zoomX / 100.0f, zoomY / 100.0f);
|
||||
float angle = degToRad(rotate);
|
||||
|
||||
_renderer->drawSpriteEx(dynamic_cast<BaseSurface *>(this), rect, position, rotation, scale, angle, alpha, false, blendMode, mirrorX, mirrorY);
|
||||
return true;
|
||||
}
|
||||
|
||||
bool BaseSurfaceOpenGL3D::displayTiled(int x, int y, Common::Rect32 rect, int numTimesX, int numTimesY) {
|
||||
prepareToDraw();
|
||||
|
||||
DXVector2 scale(numTimesX, numTimesY);
|
||||
_renderer->drawSpriteEx(dynamic_cast<BaseSurface *>(this), rect, DXVector2(x, y), DXVector2(0, 0), scale, 0, 0xFFFFFFFF, false, Graphics::BLEND_NORMAL, false, false);
|
||||
return true;
|
||||
}
|
||||
|
||||
bool BaseSurfaceOpenGL3D::create(const char *filename, bool texture2D, bool defaultCK, byte ckRed, byte ckGreen, byte ckBlue, int lifeTime, bool keepLoaded) {
|
||||
if (defaultCK) {
|
||||
ckRed = 255;
|
||||
ckGreen = 0;
|
||||
ckBlue = 255;
|
||||
}
|
||||
|
||||
Common::String surfacefilename = filename;
|
||||
BaseImage img = BaseImage();
|
||||
if (!img.getImageInfo(surfacefilename, _width, _height)) {
|
||||
return false;
|
||||
}
|
||||
|
||||
if (lifeTime != -1 && _lifeTime == 0) {
|
||||
_valid = false;
|
||||
}
|
||||
|
||||
_ckDefault = defaultCK;
|
||||
_ckRed = ckRed;
|
||||
_ckGreen = ckGreen;
|
||||
_ckBlue = ckBlue;
|
||||
|
||||
if (!_filename || scumm_stricmp(_filename, filename) != 0) {
|
||||
setFilename(filename);
|
||||
}
|
||||
|
||||
if (_lifeTime == 0 || lifeTime == -1 || lifeTime > _lifeTime) {
|
||||
_lifeTime = lifeTime;
|
||||
}
|
||||
|
||||
_keepLoaded = keepLoaded;
|
||||
if (_keepLoaded) {
|
||||
_lifeTime = -1;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool BaseSurfaceOpenGL3D::loadImage() {
|
||||
if (!_filename || !_filename[0]) {
|
||||
return false;
|
||||
}
|
||||
Common::String filename = _filename;
|
||||
|
||||
BaseImage img = BaseImage();
|
||||
if (!img.loadFile(filename)) {
|
||||
return false;
|
||||
}
|
||||
|
||||
if (img.getSurface()->format.bytesPerPixel == 1 && img.getPalette() == nullptr) {
|
||||
return false;
|
||||
}
|
||||
|
||||
_width = img.getSurface()->w;
|
||||
_height = img.getSurface()->h;
|
||||
|
||||
bool needsColorKey = false;
|
||||
bool replaceAlpha = true;
|
||||
|
||||
freeImageData();
|
||||
_imageData = img.getSurface()->convertTo(Graphics::PixelFormat::createFormatRGBA32(), img.getPalette(), img.getPaletteCount());
|
||||
|
||||
if (filename.matchString("savegame:*g", true)) {
|
||||
uint8 r, g, b, a;
|
||||
for (int x = 0; x < _imageData->w; x++) {
|
||||
for (int y = 0; y < _imageData->h; y++) {
|
||||
_imageData->format.colorToARGB(_imageData->getPixel(x, y), a, r, g, b);
|
||||
uint8 grey = (uint8)((0.2126f * r + 0.7152f * g + 0.0722f * b) + 0.5f);
|
||||
_imageData->setPixel(x, y, _imageData->format.ARGBToColor(a, grey, grey, grey));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (filename.hasSuffix(".bmp")) {
|
||||
// Ignores alpha channel for BMPs
|
||||
needsColorKey = true;
|
||||
} else if (filename.hasSuffix(".jpg")) {
|
||||
// Ignores alpha channel for JPEGs
|
||||
needsColorKey = true;
|
||||
} else if (BaseEngine::instance().getTargetExecutable() < WME_LITE) {
|
||||
// WME 1.x always use colorkey, even for images with transparency
|
||||
needsColorKey = true;
|
||||
replaceAlpha = false;
|
||||
} else if (BaseEngine::instance().isFoxTail()) {
|
||||
// FoxTail does not use colorkey
|
||||
needsColorKey = false;
|
||||
} else if (img.getSurface()->format.aBits() == 0) {
|
||||
// generic WME Lite does not use colorkey for non-BMPs with transparency
|
||||
needsColorKey = true;
|
||||
}
|
||||
|
||||
if (needsColorKey) {
|
||||
// We set the pixel color to transparent black,
|
||||
// like D3DX, if it matches the color key.
|
||||
_imageData->applyColorKey(_ckRed, _ckGreen, _ckBlue, replaceAlpha, 0, 0, 0);
|
||||
}
|
||||
|
||||
// Bug #6572 WME: Rosemary - Sprite flaw on going upwards
|
||||
// Some Rosemary sprites have non-fully transparent pixels
|
||||
// In original WME it wasn't seen because sprites were downscaled
|
||||
// Let's set alpha to 0 if it is smaller then some treshold
|
||||
if (BaseEngine::instance().getGameId() == "rosemary" && filename.hasPrefix("actors") && _imageData->format.bytesPerPixel == 4) {
|
||||
uint32 mask = _imageData->format.ARGBToColor(255, 0, 0, 0);
|
||||
uint32 treshold = _imageData->format.ARGBToColor(16, 0, 0, 0);
|
||||
uint32 blank = _imageData->format.ARGBToColor(0, 0, 0, 0);
|
||||
|
||||
for (int x = 0; x < _imageData->w; x++) {
|
||||
for (int y = 0; y < _imageData->h; y++) {
|
||||
uint32 pixel = _imageData->getPixel(x, y);
|
||||
if ((pixel & mask) > blank && (pixel & mask) < treshold) {
|
||||
_imageData->setPixel(x, y, blank);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
_valid = true;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool BaseSurfaceOpenGL3D::create(int width, int height) {
|
||||
_width = width;
|
||||
_height = height;
|
||||
_texWidth = Common::nextHigher2(width);
|
||||
_texHeight = Common::nextHigher2(height);
|
||||
|
||||
if (!_tex) {
|
||||
glGenTextures(1, &_tex);
|
||||
}
|
||||
glBindTexture(GL_TEXTURE_2D, _tex);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, _texWidth, _texHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
_valid = true;
|
||||
return true;
|
||||
}
|
||||
|
||||
bool BaseSurfaceOpenGL3D::putSurface(const Graphics::Surface &surface, bool hasAlpha) {
|
||||
if (!_imageData) {
|
||||
_imageData = new Graphics::Surface();
|
||||
}
|
||||
|
||||
if (_imageData != &surface) {
|
||||
_imageData->copyFrom(surface);
|
||||
writeAlpha(_imageData, _maskData);
|
||||
}
|
||||
|
||||
_width = surface.w;
|
||||
_height = surface.h;
|
||||
|
||||
uploadTexture();
|
||||
freeImageData();
|
||||
|
||||
_valid = true;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void BaseSurfaceOpenGL3D::freeImageData() {
|
||||
if (_imageData) {
|
||||
_imageData->free();
|
||||
delete _imageData;
|
||||
_imageData = nullptr;
|
||||
}
|
||||
}
|
||||
|
||||
bool BaseSurfaceOpenGL3D::uploadTexture() {
|
||||
if (!_imageData) {
|
||||
return false;
|
||||
}
|
||||
|
||||
_texWidth = Common::nextHigher2(_width);
|
||||
_texHeight = Common::nextHigher2(_height);
|
||||
|
||||
if (!_tex) {
|
||||
glGenTextures(1, &_tex);
|
||||
}
|
||||
glBindTexture(GL_TEXTURE_2D, _tex);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, _texWidth, _texHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
|
||||
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, _width, _height, GL_RGBA, GL_UNSIGNED_BYTE, _imageData->getPixels());
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool BaseSurfaceOpenGL3D::putPixel(int x, int y, byte r, byte g, byte b, byte a) {
|
||||
if (!_pixelOpReady) {
|
||||
return false;
|
||||
}
|
||||
|
||||
if (x < 0 || y < 0 || x >= _width || y >= _height) {
|
||||
return false;
|
||||
}
|
||||
|
||||
if (_imageData == nullptr) {
|
||||
return false;
|
||||
}
|
||||
|
||||
_imageData->setPixel(x, y, _imageData->format.ARGBToColor(a, r, g, b));
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool BaseSurfaceOpenGL3D::getPixel(int x, int y, byte *r, byte *g, byte *b, byte *a) const {
|
||||
if (!_pixelOpReady) {
|
||||
return false;
|
||||
}
|
||||
|
||||
if (x < 0 || y < 0 || x >= _width || y >= _height) {
|
||||
return false;
|
||||
}
|
||||
|
||||
if (_imageData == nullptr) {
|
||||
return false;
|
||||
}
|
||||
|
||||
uint8 alpha, red, green, blue;
|
||||
_imageData->format.colorToARGB(_imageData->getPixel(x, y), alpha, red, green, blue);
|
||||
*r = red;
|
||||
*g = green;
|
||||
*b = blue;
|
||||
*a = alpha;
|
||||
return true;
|
||||
}
|
||||
|
||||
bool BaseSurfaceOpenGL3D::startPixelOp() {
|
||||
if (_pixelOpReady) {
|
||||
return true;
|
||||
}
|
||||
|
||||
if (!_valid || (_valid && !_imageData)) {
|
||||
if (!loadImage()) {
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
_lastUsedTime = _game->_liveTimer;
|
||||
|
||||
_pixelOpReady = true;
|
||||
return true;
|
||||
}
|
||||
|
||||
bool BaseSurfaceOpenGL3D::endPixelOp() {
|
||||
_pixelOpReady = false;
|
||||
uploadTexture();
|
||||
return true;
|
||||
}
|
||||
|
||||
bool BaseSurfaceOpenGL3D::isTransparentAtLite(int x, int y) const {
|
||||
if (!_pixelOpReady) {
|
||||
return false;
|
||||
}
|
||||
|
||||
if (x < 0 || y < 0 || x >= _width || y >= _height) {
|
||||
return false;
|
||||
}
|
||||
|
||||
if (_imageData == nullptr) {
|
||||
return false;
|
||||
}
|
||||
|
||||
uint8 a, r, g, b;
|
||||
_imageData->format.colorToARGB(_imageData->getPixel(x, y), a, r, g, b);
|
||||
// Keep behavior in sync with the 2D renderer, which implements the WME Lite logic
|
||||
// by comparing alpha against 128.
|
||||
// This differs from the original WME1 sources, where alpha is compared against 0.
|
||||
// The likely reason for this discrepancy is a difference in how bitmaps are
|
||||
// converted after loading.
|
||||
if (a <= 128) {
|
||||
return true;
|
||||
} else {
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
void BaseSurfaceOpenGL3D::setTexture() {
|
||||
prepareToDraw();
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, _tex);
|
||||
}
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////
|
||||
bool BaseSurfaceOpenGL3D::setAlphaImage(const char *filename) {
|
||||
BaseImage *alphaImage = new BaseImage();
|
||||
if (!alphaImage->loadFile(filename)) {
|
||||
delete alphaImage;
|
||||
return false;
|
||||
}
|
||||
|
||||
if (_maskData) {
|
||||
_maskData->free();
|
||||
delete _maskData;
|
||||
_maskData = nullptr;
|
||||
}
|
||||
|
||||
Graphics::AlphaType type = alphaImage->getSurface()->detectAlpha();
|
||||
if (type != Graphics::ALPHA_OPAQUE) {
|
||||
_maskData = alphaImage->getSurface()->convertTo(Graphics::PixelFormat::createFormatRGBA32());
|
||||
}
|
||||
|
||||
delete alphaImage;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void BaseSurfaceOpenGL3D::writeAlpha(Graphics::Surface *surface, const Graphics::Surface *mask) {
|
||||
if (mask && surface->w == mask->w && surface->h == mask->h) {
|
||||
assert(mask->pitch == mask->w * 4);
|
||||
assert(mask->format.bytesPerPixel == 4);
|
||||
assert(surface->pitch == surface->w * 4);
|
||||
assert(surface->format.bytesPerPixel == 4);
|
||||
const byte *alphaData = (const byte *)mask->getPixels();
|
||||
#ifdef SCUMM_LITTLE_ENDIAN
|
||||
int alphaPlace = (mask->format.aShift / 8);
|
||||
#else
|
||||
int alphaPlace = 3 - (mask->format.aShift / 8);
|
||||
#endif
|
||||
alphaData += alphaPlace;
|
||||
byte *imgData = (byte *)surface->getPixels();
|
||||
#ifdef SCUMM_LITTLE_ENDIAN
|
||||
imgData += (surface->format.aShift / 8);
|
||||
#else
|
||||
imgData += 3 - (surface->format.aShift / 8);
|
||||
#endif
|
||||
for (int i = 0; i < surface->w * surface->h; i++) {
|
||||
*imgData = *alphaData;
|
||||
alphaData += 4;
|
||||
imgData += 4;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
} // End of namespace Wintermute
|
||||
|
||||
#endif // defined(USE_OPENGL_GAME) || defined(USE_OPENGL_SHADERS)
|
||||
100
engines/wintermute/base/gfx/opengl/base_surface_opengl3d.h
Normal file
100
engines/wintermute/base/gfx/opengl/base_surface_opengl3d.h
Normal file
@@ -0,0 +1,100 @@
|
||||
/* 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/>.
|
||||
*
|
||||
*/
|
||||
|
||||
#ifndef WINTERMUTE_BASE_SURFACE_OPENGL3D_H
|
||||
#define WINTERMUTE_BASE_SURFACE_OPENGL3D_H
|
||||
|
||||
#include "engines/wintermute/base/gfx/base_surface.h"
|
||||
|
||||
#if defined(USE_OPENGL_GAME) || defined(USE_OPENGL_SHADERS)
|
||||
|
||||
#include "graphics/opengl/system_headers.h"
|
||||
|
||||
namespace Wintermute {
|
||||
|
||||
class BaseGame;
|
||||
class BaseRenderer3D;
|
||||
|
||||
class BaseSurfaceOpenGL3D : public BaseSurface {
|
||||
public:
|
||||
BaseSurfaceOpenGL3D(BaseGame *game, BaseRenderer3D *renderer);
|
||||
~BaseSurfaceOpenGL3D();
|
||||
|
||||
bool invalidate() override;
|
||||
bool prepareToDraw() override;
|
||||
|
||||
bool displayTransRotate(int x, int y, float rotate, int32 hotspotX, int32 hotspotY, Common::Rect32 rect, float zoomX, float zoomY, uint32 alpha = 0xFFFFFFFF, Graphics::TSpriteBlendMode blendMode = Graphics::BLEND_NORMAL, bool mirrorX = false, bool mirrorY = false) override;
|
||||
bool displayTransZoom(int x, int y, Common::Rect32 rect, float zoomX, float zoomY, uint32 alpha = 0xFFFFFFFF, Graphics::TSpriteBlendMode blendMode = Graphics::BLEND_NORMAL, bool mirrorX = false, bool mirrorY = false) override;
|
||||
bool displayTrans(int x, int y, Common::Rect32 rect, uint32 alpha = 0xFFFFFFFF, Graphics::TSpriteBlendMode blendMode = Graphics::BLEND_NORMAL, bool mirrorX = false, bool mirrorY = false, int offsetX = 0, int offsetY = 0) override;
|
||||
bool display(int x, int y, Common::Rect32 rect, Graphics::TSpriteBlendMode blendMode = Graphics::BLEND_NORMAL, bool mirrorX = false, bool mirrorY = false) override;
|
||||
bool displayTiled(int x, int y, Common::Rect32 rect, int numTimesX, int numTimesY) override;
|
||||
bool create(const char *filename, bool texture2D, bool defaultCK, byte ckRed, byte ckGreen, byte ckBlue, int lifeTime = -1, bool keepLoaded = false) override;
|
||||
bool create(int width, int height) override;
|
||||
bool setAlphaImage(const char *filename) override;
|
||||
bool putSurface(const Graphics::Surface &surface, bool hasAlpha = false) override;
|
||||
bool putPixel(int x, int y, byte r, byte g, byte b, byte a) override;
|
||||
bool getPixel(int x, int y, byte *r, byte *g, byte *b, byte *a = nullptr) const override;
|
||||
bool startPixelOp() override;
|
||||
bool endPixelOp() override;
|
||||
bool isTransparentAtLite(int x, int y) const override;
|
||||
|
||||
void setTexture();
|
||||
|
||||
int getWidth() override {
|
||||
return _width;
|
||||
}
|
||||
|
||||
int getHeight() override {
|
||||
return _height;
|
||||
}
|
||||
|
||||
GLuint getTextureName() {
|
||||
return _tex;
|
||||
}
|
||||
|
||||
uint getGLTextureWidth() const {
|
||||
return _texWidth;
|
||||
}
|
||||
|
||||
uint getGLTextureHeight() const {
|
||||
return _texHeight;
|
||||
}
|
||||
|
||||
private:
|
||||
GLuint _tex;
|
||||
BaseRenderer3D *_renderer;
|
||||
Graphics::Surface *_imageData;
|
||||
Graphics::Surface *_maskData;
|
||||
uint _texWidth;
|
||||
uint _texHeight;
|
||||
bool _pixelOpReady;
|
||||
|
||||
bool loadImage();
|
||||
void writeAlpha(Graphics::Surface *surface, const Graphics::Surface *mask);
|
||||
bool uploadTexture();
|
||||
void freeImageData();
|
||||
};
|
||||
|
||||
} // End of namespace Wintermute
|
||||
|
||||
#endif // defined(USE_OPENGL_GAME) || defined(USE_OPENGL_SHADERS)
|
||||
|
||||
#endif
|
||||
60
engines/wintermute/base/gfx/opengl/mesh3ds_opengl.cpp
Normal file
60
engines/wintermute/base/gfx/opengl/mesh3ds_opengl.cpp
Normal file
@@ -0,0 +1,60 @@
|
||||
/* 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/wintermute/wintypes.h"
|
||||
|
||||
#include "graphics/opengl/system_headers.h"
|
||||
|
||||
#if defined(USE_OPENGL_GAME)
|
||||
|
||||
#include "engines/wintermute/base/gfx/opengl/mesh3ds_opengl.h"
|
||||
|
||||
namespace Wintermute {
|
||||
|
||||
Mesh3DSOpenGL::Mesh3DSOpenGL(BaseGame *inGame) : Mesh3DS(inGame) {
|
||||
_vertexCount = 0;
|
||||
_vertexData = nullptr;
|
||||
}
|
||||
|
||||
Mesh3DSOpenGL::~Mesh3DSOpenGL() {
|
||||
}
|
||||
|
||||
void Mesh3DSOpenGL::fillVertexBuffer() {
|
||||
_vertexCount = _numFaces * 3;
|
||||
_vertexData = (Mesh3DSVertex *)_vb.ptr();
|
||||
}
|
||||
|
||||
void Mesh3DSOpenGL::render(bool color) {
|
||||
if (_vertexCount == 0)
|
||||
return;
|
||||
|
||||
glEnableClientState(GL_VERTEX_ARRAY);
|
||||
glEnableClientState(GL_COLOR_ARRAY);
|
||||
glVertexPointer(3, GL_FLOAT, sizeof(Mesh3DSVertex), &_vertexData[0]._x);
|
||||
glColorPointer(4, GL_FLOAT, sizeof(Mesh3DSVertex), &_vertexData[0]._r);
|
||||
glDrawArrays(GL_TRIANGLES, 0, _vertexCount);
|
||||
glDisableClientState(GL_COLOR_ARRAY);
|
||||
glDisableClientState(GL_VERTEX_ARRAY);
|
||||
}
|
||||
|
||||
} // namespace Wintermute
|
||||
|
||||
#endif // defined(USE_OPENGL_GAME)
|
||||
47
engines/wintermute/base/gfx/opengl/mesh3ds_opengl.h
Normal file
47
engines/wintermute/base/gfx/opengl/mesh3ds_opengl.h
Normal file
@@ -0,0 +1,47 @@
|
||||
/* 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/>.
|
||||
*
|
||||
*/
|
||||
|
||||
#ifndef WINTERMUTE_MESH_OPENGL_H
|
||||
#define WINTERMUTE_MESH_OPENGL_H
|
||||
|
||||
#include "engines/wintermute/base/gfx/3dmesh.h"
|
||||
|
||||
#if defined(USE_OPENGL_GAME)
|
||||
|
||||
namespace Wintermute {
|
||||
|
||||
class Mesh3DSOpenGL : public Mesh3DS {
|
||||
public:
|
||||
Mesh3DSOpenGL(BaseGame *inGame);
|
||||
~Mesh3DSOpenGL();
|
||||
void fillVertexBuffer() override;
|
||||
void render(bool color) override;
|
||||
|
||||
private:
|
||||
Mesh3DSVertex *_vertexData;
|
||||
uint16 _vertexCount;
|
||||
};
|
||||
|
||||
} // namespace Wintermute
|
||||
|
||||
#endif // defined(USE_OPENGL_GAME)
|
||||
|
||||
#endif
|
||||
66
engines/wintermute/base/gfx/opengl/mesh3ds_opengl_shader.cpp
Normal file
66
engines/wintermute/base/gfx/opengl/mesh3ds_opengl_shader.cpp
Normal file
@@ -0,0 +1,66 @@
|
||||
/* 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/wintermute/wintypes.h"
|
||||
|
||||
#include "graphics/opengl/system_headers.h"
|
||||
|
||||
#if defined(USE_OPENGL_SHADERS)
|
||||
|
||||
#include "engines/wintermute/base/gfx/opengl/mesh3ds_opengl_shader.h"
|
||||
|
||||
namespace Wintermute {
|
||||
|
||||
Mesh3DSOpenGLShader::Mesh3DSOpenGLShader(BaseGame *inGame, OpenGL::Shader *shader) : Mesh3DS(inGame), _shader(shader) {
|
||||
_vertexCount = 0;
|
||||
_vertexData = nullptr;
|
||||
|
||||
glGenBuffers(1, &_vertexBuffer);
|
||||
}
|
||||
|
||||
Mesh3DSOpenGLShader::~Mesh3DSOpenGLShader() {
|
||||
glDeleteBuffers(1, &_vertexBuffer);
|
||||
}
|
||||
|
||||
void Mesh3DSOpenGLShader::fillVertexBuffer() {
|
||||
_vertexCount = _numFaces * 3;
|
||||
_vertexData = (Mesh3DSVertex *)_vb.ptr();
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, _vertexBuffer);
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(Mesh3DSVertex) * _vertexCount, _vertexData, GL_STATIC_DRAW);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
}
|
||||
|
||||
void Mesh3DSOpenGLShader::render(bool color) {
|
||||
if (_vertexCount == 0)
|
||||
return;
|
||||
|
||||
_shader->enableVertexAttribute("position", _vertexBuffer, 3, GL_FLOAT, false, sizeof(Mesh3DSVertex), 0);
|
||||
if (color)
|
||||
_shader->enableVertexAttribute("color", _vertexBuffer, 4, GL_FLOAT, false, sizeof(Mesh3DSVertex), 24);
|
||||
_shader->use(true);
|
||||
|
||||
glDrawArrays(GL_TRIANGLES, 0, _vertexCount);
|
||||
}
|
||||
|
||||
} // namespace Wintermute
|
||||
|
||||
#endif // defined(USE_OPENGL_SHADERS)
|
||||
51
engines/wintermute/base/gfx/opengl/mesh3ds_opengl_shader.h
Normal file
51
engines/wintermute/base/gfx/opengl/mesh3ds_opengl_shader.h
Normal file
@@ -0,0 +1,51 @@
|
||||
/* 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/>.
|
||||
*
|
||||
*/
|
||||
|
||||
#ifndef WINTERMUTE_MESH_OPENGL_H
|
||||
#define WINTERMUTE_MESH_OPENGL_H
|
||||
|
||||
#include "engines/wintermute/base/gfx/3dmesh.h"
|
||||
|
||||
#if defined(USE_OPENGL_SHADERS)
|
||||
|
||||
#include "graphics/opengl/shader.h"
|
||||
|
||||
namespace Wintermute {
|
||||
|
||||
class Mesh3DSOpenGLShader : public Mesh3DS {
|
||||
public:
|
||||
Mesh3DSOpenGLShader(BaseGame *inGame, OpenGL::Shader *shader);
|
||||
~Mesh3DSOpenGLShader();
|
||||
void fillVertexBuffer() override;
|
||||
void render(bool color) override;
|
||||
|
||||
private:
|
||||
Mesh3DSVertex *_vertexData;
|
||||
uint16 _vertexCount;
|
||||
GLuint _vertexBuffer;
|
||||
OpenGL::Shader *_shader;
|
||||
};
|
||||
|
||||
} // namespace Wintermute
|
||||
|
||||
#endif // defined(USE_OPENGL_SHADERS)
|
||||
|
||||
#endif
|
||||
264
engines/wintermute/base/gfx/opengl/meshx_opengl.cpp
Normal file
264
engines/wintermute/base/gfx/opengl/meshx_opengl.cpp
Normal file
@@ -0,0 +1,264 @@
|
||||
/* 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/>.
|
||||
*
|
||||
*/
|
||||
|
||||
/*
|
||||
* This file is based on WME.
|
||||
* http://dead-code.org/redir.php?target=wme
|
||||
* Copyright (c) 2003-2013 Jan Nedoma and contributors
|
||||
*/
|
||||
|
||||
#include "engines/wintermute/base/gfx/xmaterial.h"
|
||||
#include "engines/wintermute/base/gfx/3deffect.h"
|
||||
#include "engines/wintermute/base/gfx/3deffect_params.h"
|
||||
#include "engines/wintermute/base/gfx/skin_mesh_helper.h"
|
||||
#include "engines/wintermute/base/base_game.h"
|
||||
#include "engines/wintermute/base/base_engine.h"
|
||||
|
||||
#include "graphics/opengl/system_headers.h"
|
||||
|
||||
#if defined(USE_OPENGL_GAME)
|
||||
|
||||
#include "engines/wintermute/base/gfx/opengl/base_surface_opengl3d.h"
|
||||
#include "engines/wintermute/base/gfx/opengl/base_render_opengl3d.h"
|
||||
#include "engines/wintermute/base/gfx/opengl/meshx_opengl.h"
|
||||
|
||||
namespace Wintermute {
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////
|
||||
XMeshOpenGL::XMeshOpenGL(BaseGame *inGame) : XMesh(inGame) {
|
||||
}
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////
|
||||
XMeshOpenGL::~XMeshOpenGL() {
|
||||
}
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////
|
||||
bool XMeshOpenGL::render(XModel *model) {
|
||||
if (!_blendedMesh)
|
||||
return false;
|
||||
|
||||
// For WME DX, mesh model is not visible, possible it's clipped.
|
||||
// For OpenGL, mesh is visible, skip draw it here instead in core.
|
||||
if (!_game->_renderer3D->_camera)
|
||||
return false;
|
||||
|
||||
auto fvf = _blendedMesh->getFVF();
|
||||
uint32 vertexSize = DXGetFVFVertexSize(fvf) / sizeof(float);
|
||||
float *vertexData = (float *)_blendedMesh->getVertexBuffer().ptr();
|
||||
if (vertexData == nullptr) {
|
||||
return false;
|
||||
}
|
||||
uint32 offset = 0, normalOffset = 0, textureOffset = 0;
|
||||
if (fvf & DXFVF_XYZ) {
|
||||
offset += sizeof(DXVector3) / sizeof(float);
|
||||
}
|
||||
if (fvf & DXFVF_NORMAL) {
|
||||
normalOffset = offset;
|
||||
offset += sizeof(DXVector3) / sizeof(float);
|
||||
}
|
||||
if (fvf & DXFVF_DIFFUSE) {
|
||||
offset += sizeof(DXColorValue) / sizeof(float);
|
||||
}
|
||||
if (fvf & DXFVF_TEX1) {
|
||||
textureOffset = offset;
|
||||
}
|
||||
uint32 *indexData = (uint32 *)_blendedMesh->getIndexBuffer().ptr();
|
||||
|
||||
bool noAttrs = false;
|
||||
auto attrsTable = _blendedMesh->getAttributeTable();
|
||||
uint32 numAttrs = attrsTable->_size;
|
||||
DXAttributeRange *attrs;
|
||||
if (numAttrs == 0) {
|
||||
noAttrs = true;
|
||||
numAttrs = 1;
|
||||
attrs = new DXAttributeRange[numAttrs];
|
||||
} else {
|
||||
attrs = attrsTable->_ptr;
|
||||
}
|
||||
|
||||
if (noAttrs) {
|
||||
attrs[0]._attribId = 0;
|
||||
attrs[0]._vertexStart = attrs[0]._faceStart = 0;
|
||||
attrs[0]._vertexCount = _blendedMesh->getNumVertices();
|
||||
attrs[0]._faceCount = _blendedMesh->getNumFaces();
|
||||
}
|
||||
|
||||
for (uint32 i = 0; i < numAttrs; i++) {
|
||||
Material *mat = _materials[attrs[i]._attribId];
|
||||
bool textureEnable = false;
|
||||
if (mat->getSurface()) {
|
||||
textureEnable = true;
|
||||
glEnable(GL_TEXTURE_2D);
|
||||
static_cast<BaseSurfaceOpenGL3D *>(mat->getSurface())->setTexture();
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
|
||||
glGenerateMipmap(GL_TEXTURE_2D);
|
||||
} else {
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
glDisable(GL_TEXTURE_2D);
|
||||
}
|
||||
|
||||
if (mat->getEffect()) {
|
||||
renderEffect(mat);
|
||||
} else {
|
||||
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mat->_material._diffuse._data);
|
||||
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, mat->_material._diffuse._data);
|
||||
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, mat->_material._specular._data);
|
||||
glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, mat->_material._emissive._data);
|
||||
glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, mat->_material._power);
|
||||
}
|
||||
|
||||
glEnableClientState(GL_VERTEX_ARRAY);
|
||||
glEnableClientState(GL_NORMAL_ARRAY);
|
||||
if (textureEnable)
|
||||
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
||||
|
||||
glVertexPointer(3, GL_FLOAT, vertexSize * sizeof(float), vertexData);
|
||||
glNormalPointer(GL_FLOAT, vertexSize * sizeof(float), vertexData + normalOffset);
|
||||
if (textureEnable)
|
||||
glTexCoordPointer(2, GL_FLOAT, vertexSize * sizeof(float), vertexData + textureOffset);
|
||||
|
||||
glDrawElements(GL_TRIANGLES, attrsTable->_ptr[i]._faceCount * 3, GL_UNSIGNED_INT, indexData + attrsTable->_ptr[i]._faceStart * 3);
|
||||
|
||||
glDisableClientState(GL_VERTEX_ARRAY);
|
||||
glDisableClientState(GL_NORMAL_ARRAY);
|
||||
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
||||
}
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
glDisable(GL_TEXTURE_2D);
|
||||
|
||||
if (noAttrs) {
|
||||
delete[] attrs;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool XMeshOpenGL::renderFlatShadowModel(uint32 shadowColor) {
|
||||
if (!_blendedMesh)
|
||||
return false;
|
||||
|
||||
// For WME DX, mesh model is not visible, possible it's clipped.
|
||||
// For OpenGL, mesh is visible, skip draw it here instead in core.
|
||||
if (!_game->_renderer3D->_camera)
|
||||
return false;
|
||||
|
||||
// W/A for the scene with the table in the laboratory where the engine switches to flat shadows.
|
||||
// Presumably, it's supposed to disable shadows.
|
||||
// Instead, OpenGL draws graphical glitches.
|
||||
// Original DX version does not have this issue due to rendering shadows differently.
|
||||
if (BaseEngine::instance().getGameId() == "alphapolaris")
|
||||
return false;
|
||||
|
||||
uint32 vertexSize = DXGetFVFVertexSize(_blendedMesh->getFVF()) / sizeof(float);
|
||||
float *vertexData = (float *)_blendedMesh->getVertexBuffer().ptr();
|
||||
if (vertexData == nullptr) {
|
||||
return false;
|
||||
}
|
||||
uint32 *indexData = (uint32 *)_blendedMesh->getIndexBuffer().ptr();
|
||||
|
||||
bool noAttrs = false;
|
||||
auto attrsTable = _blendedMesh->getAttributeTable();
|
||||
uint32 numAttrs = attrsTable->_size;
|
||||
DXAttributeRange *attrs;
|
||||
if (numAttrs == 0) {
|
||||
noAttrs = true;
|
||||
numAttrs = 1;
|
||||
attrs = new DXAttributeRange[numAttrs];
|
||||
} else {
|
||||
attrs = attrsTable->_ptr;
|
||||
}
|
||||
|
||||
if (noAttrs) {
|
||||
attrs[0]._attribId = 0;
|
||||
attrs[0]._vertexStart = attrs[0]._faceStart = 0;
|
||||
attrs[0]._vertexCount = _blendedMesh->getNumVertices();
|
||||
attrs[0]._faceCount = _blendedMesh->getNumFaces();
|
||||
}
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
glDisable(GL_TEXTURE_2D);
|
||||
|
||||
glDisable(GL_LIGHTING);
|
||||
glShadeModel(GL_FLAT);
|
||||
|
||||
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
|
||||
glDepthMask(GL_FALSE);
|
||||
|
||||
glEnable(GL_STENCIL_TEST);
|
||||
glStencilFunc(GL_ALWAYS, 1, (GLuint)~0);
|
||||
glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
|
||||
|
||||
for (uint32 i = 0; i < numAttrs; i++) {
|
||||
glEnableClientState(GL_VERTEX_ARRAY);
|
||||
|
||||
glVertexPointer(3, GL_FLOAT, vertexSize * sizeof(float), vertexData);
|
||||
|
||||
glDrawElements(GL_TRIANGLES, attrsTable->_ptr[i]._faceCount * 3, GL_UNSIGNED_INT, indexData + attrsTable->_ptr[i]._faceStart * 3);
|
||||
|
||||
glDisableClientState(GL_VERTEX_ARRAY);
|
||||
}
|
||||
|
||||
|
||||
glStencilFunc(GL_EQUAL, 1, (GLuint)~0);
|
||||
glStencilOp(GL_ZERO, GL_ZERO, GL_ZERO);
|
||||
|
||||
glColor4ub(RGBCOLGetR(shadowColor), RGBCOLGetG(shadowColor), RGBCOLGetB(shadowColor), RGBCOLGetA(shadowColor));
|
||||
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
|
||||
glEnable(GL_BLEND);
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
|
||||
glDepthMask(GL_TRUE);
|
||||
|
||||
for (uint32 i = 0; i < numAttrs; i++) {
|
||||
glEnableClientState(GL_VERTEX_ARRAY);
|
||||
|
||||
glVertexPointer(3, GL_FLOAT, vertexSize * sizeof(float), vertexData);
|
||||
|
||||
glDrawElements(GL_TRIANGLES, attrsTable->_ptr[i]._faceCount * 3, GL_UNSIGNED_INT, indexData + attrsTable->_ptr[i]._faceStart * 3);
|
||||
|
||||
glDisableClientState(GL_VERTEX_ARRAY);
|
||||
}
|
||||
|
||||
if (noAttrs) {
|
||||
delete[] attrs;
|
||||
}
|
||||
|
||||
glDisable(GL_BLEND);
|
||||
glDisable(GL_STENCIL_TEST);
|
||||
glShadeModel(GL_SMOOTH);
|
||||
glEnable(GL_LIGHTING);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void XMeshOpenGL::renderEffect(Material *material) {
|
||||
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, material->_material._diffuse._data);
|
||||
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, material->_material._diffuse._data);
|
||||
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, material->_material._specular._data);
|
||||
glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, material->_material._emissive._data);
|
||||
glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, material->_material._power);
|
||||
}
|
||||
|
||||
} // namespace Wintermute
|
||||
|
||||
#endif // defined(USE_OPENGL_GAME)
|
||||
56
engines/wintermute/base/gfx/opengl/meshx_opengl.h
Normal file
56
engines/wintermute/base/gfx/opengl/meshx_opengl.h
Normal file
@@ -0,0 +1,56 @@
|
||||
/* 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/>.
|
||||
*
|
||||
*/
|
||||
|
||||
/*
|
||||
* This file is based on WME.
|
||||
* http://dead-code.org/redir.php?target=wme
|
||||
* Copyright (c) 2003-2013 Jan Nedoma and contributors
|
||||
*/
|
||||
|
||||
#ifndef WINTERMUTE_XMESH_OPENGL_H
|
||||
#define WINTERMUTE_XMESH_OPENGL_H
|
||||
|
||||
#include "engines/wintermute/base/gfx/xmesh.h"
|
||||
|
||||
class Effect3D;
|
||||
class Effect3DParams;
|
||||
|
||||
#if defined(USE_OPENGL_GAME)
|
||||
|
||||
namespace Wintermute {
|
||||
|
||||
class XMeshOpenGL : public XMesh {
|
||||
public:
|
||||
XMeshOpenGL(BaseGame *inGame);
|
||||
~XMeshOpenGL() override;
|
||||
|
||||
bool render(XModel *model) override;
|
||||
bool renderFlatShadowModel(uint32 shadowColor) override;
|
||||
|
||||
private:
|
||||
void renderEffect(Material *material);
|
||||
};
|
||||
|
||||
} // namespace Wintermute
|
||||
|
||||
#endif // defined(USE_OPENGL_GAME)
|
||||
|
||||
#endif
|
||||
289
engines/wintermute/base/gfx/opengl/meshx_opengl_shader.cpp
Normal file
289
engines/wintermute/base/gfx/opengl/meshx_opengl_shader.cpp
Normal file
@@ -0,0 +1,289 @@
|
||||
/* 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/>.
|
||||
*
|
||||
*/
|
||||
|
||||
/*
|
||||
* This file is based on WME.
|
||||
* http://dead-code.org/redir.php?target=wme
|
||||
* Copyright (c) 2003-2013 Jan Nedoma and contributors
|
||||
*/
|
||||
|
||||
#include "engines/wintermute/base/gfx/xmaterial.h"
|
||||
#include "engines/wintermute/base/gfx/3deffect.h"
|
||||
#include "engines/wintermute/base/gfx/3deffect_params.h"
|
||||
#include "engines/wintermute/base/gfx/skin_mesh_helper.h"
|
||||
#include "engines/wintermute/base/gfx/base_renderer3d.h"
|
||||
#include "engines/wintermute/base/base_game.h"
|
||||
#include "engines/wintermute/base/base_engine.h"
|
||||
|
||||
#include "graphics/opengl/system_headers.h"
|
||||
|
||||
#if defined(USE_OPENGL_SHADERS)
|
||||
|
||||
#include "engines/wintermute/base/gfx/opengl/base_surface_opengl3d.h"
|
||||
#include "engines/wintermute/base/gfx/opengl/base_render_opengl3d_shader.h"
|
||||
#include "engines/wintermute/base/gfx/opengl/meshx_opengl_shader.h"
|
||||
|
||||
namespace Wintermute {
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////
|
||||
XMeshOpenGLShader::XMeshOpenGLShader(BaseGame *inGame, OpenGL::Shader *shader, OpenGL::Shader *flatShadowShader) :
|
||||
XMesh(inGame), _shader(shader), _flatShadowShader(flatShadowShader) {
|
||||
glGenBuffers(1, &_vertexBuffer);
|
||||
glGenBuffers(1, &_indexBuffer);
|
||||
}
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////
|
||||
XMeshOpenGLShader::~XMeshOpenGLShader() {
|
||||
glDeleteBuffers(1, &_vertexBuffer);
|
||||
glDeleteBuffers(1, &_indexBuffer);
|
||||
}
|
||||
|
||||
bool XMeshOpenGLShader::loadFromXData(const char *filename, XFileData *xobj) {
|
||||
if (XMesh::loadFromXData(filename, xobj)) {
|
||||
uint32 *indexData = (uint32 *)_blendedMesh->getIndexBuffer().ptr();
|
||||
uint32 indexDataSize = _blendedMesh->getIndexBuffer().size() / sizeof(uint32);
|
||||
float *vertexData = (float *)_blendedMesh->getVertexBuffer().ptr();
|
||||
uint32 vertexSize = DXGetFVFVertexSize(_blendedMesh->getFVF()) / sizeof(float);
|
||||
uint32 vertexCount = _blendedMesh->getNumVertices();
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, _vertexBuffer);
|
||||
glBufferData(GL_ARRAY_BUFFER, 4 * vertexSize * vertexCount, vertexData, GL_DYNAMIC_DRAW);
|
||||
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _indexBuffer);
|
||||
glBufferData(GL_ELEMENT_ARRAY_BUFFER, 4 * indexDataSize, indexData, GL_STATIC_DRAW);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////
|
||||
bool XMeshOpenGLShader::render(XModel *model) {
|
||||
if (!_blendedMesh)
|
||||
return false;
|
||||
|
||||
// For WME DX, mesh model is not visible, possible it's clipped.
|
||||
// For OpenGL, mesh is visible, skip draw it here instead in core.
|
||||
if (!_game->_renderer3D->_camera)
|
||||
return false;
|
||||
|
||||
auto fvf = _blendedMesh->getFVF();
|
||||
uint32 vertexSize = DXGetFVFVertexSize(fvf) / sizeof(float);
|
||||
float *vertexData = (float *)_blendedMesh->getVertexBuffer().ptr();
|
||||
if (vertexData == nullptr) {
|
||||
return false;
|
||||
}
|
||||
uint32 offset = 0, normalOffset = 0, textureOffset = 0;
|
||||
if (fvf & DXFVF_XYZ) {
|
||||
offset += sizeof(DXVector3) / sizeof(float);
|
||||
}
|
||||
if (fvf & DXFVF_NORMAL) {
|
||||
normalOffset = offset;
|
||||
offset += sizeof(DXVector3) / sizeof(float);
|
||||
}
|
||||
if (fvf & DXFVF_DIFFUSE) {
|
||||
offset += sizeof(DXColorValue) / sizeof(float);
|
||||
}
|
||||
if (fvf & DXFVF_TEX1) {
|
||||
textureOffset = offset;
|
||||
}
|
||||
|
||||
bool noAttrs = false;
|
||||
auto attrsTable = _blendedMesh->getAttributeTable();
|
||||
uint32 numAttrs = attrsTable->_size;
|
||||
DXAttributeRange *attrs;
|
||||
if (numAttrs == 0) {
|
||||
noAttrs = true;
|
||||
numAttrs = 1;
|
||||
attrs = new DXAttributeRange[numAttrs];
|
||||
} else {
|
||||
attrs = attrsTable->_ptr;
|
||||
}
|
||||
|
||||
if (noAttrs) {
|
||||
attrs[0]._attribId = 0;
|
||||
attrs[0]._vertexStart = attrs[0]._faceStart = 0;
|
||||
attrs[0]._vertexCount = _blendedMesh->getNumVertices();
|
||||
attrs[0]._faceCount = _blendedMesh->getNumFaces();
|
||||
}
|
||||
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _indexBuffer);
|
||||
|
||||
_shader->enableVertexAttribute("position", _vertexBuffer, 3, GL_FLOAT, false, 4 * vertexSize, 0);
|
||||
_shader->enableVertexAttribute("texcoord", _vertexBuffer, 2, GL_FLOAT, false, 4 * vertexSize, 4 * textureOffset);
|
||||
_shader->enableVertexAttribute("normal", _vertexBuffer, 3, GL_FLOAT, false, 4 * vertexSize, 4 * normalOffset);
|
||||
_shader->use(true);
|
||||
|
||||
for (uint32 i = 0; i < numAttrs; i++) {
|
||||
Material *mat = _materials[attrs[i]._attribId];
|
||||
if (mat->getSurface()) {
|
||||
glEnable(GL_TEXTURE_2D);
|
||||
static_cast<BaseSurfaceOpenGL3D *>(mat->getSurface())->setTexture();
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
|
||||
glGenerateMipmap(GL_TEXTURE_2D);
|
||||
_shader->setUniform("useTexture", true);
|
||||
} else {
|
||||
_shader->setUniform("useTexture", false);
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
glDisable(GL_TEXTURE_2D);
|
||||
}
|
||||
|
||||
if (mat->getEffect()) {
|
||||
renderEffect(mat);
|
||||
} else {
|
||||
Math::Vector4d diffuse(mat->_material._diffuse._data);
|
||||
_shader->setUniform("diffuse", diffuse);
|
||||
_shader->setUniform("ambient", diffuse);
|
||||
}
|
||||
|
||||
size_t offsetFace = 4 * attrsTable->_ptr[i]._faceStart * 3;
|
||||
glDrawElements(GL_TRIANGLES, attrsTable->_ptr[i]._faceCount * 3, GL_UNSIGNED_INT, (void *)offsetFace);
|
||||
}
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
glDisable(GL_TEXTURE_2D);
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
|
||||
|
||||
if (noAttrs) {
|
||||
delete[] attrs;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool XMeshOpenGLShader::renderFlatShadowModel(uint32 shadowColor) {
|
||||
if (!_blendedMesh)
|
||||
return false;
|
||||
|
||||
// For WME DX, mesh model is not visible, possible it's clipped.
|
||||
// For OpenGL, mesh is visible, skip draw it here instead in core.
|
||||
if (!_game->_renderer3D->_camera)
|
||||
return false;
|
||||
|
||||
// W/A for the scene with the table in the laboratory where the engine switches to flat shadows.
|
||||
// Presumably, it's supposed to disable shadows.
|
||||
// Instead, OpenGL draws graphical glitches.
|
||||
// Original DX version does not have this issue due to rendering shadows differently.
|
||||
if (BaseEngine::instance().getGameId() == "alphapolaris")
|
||||
return false;
|
||||
|
||||
uint32 vertexSize = DXGetFVFVertexSize(_blendedMesh->getFVF()) / sizeof(float);
|
||||
float *vertexData = (float *)_blendedMesh->getVertexBuffer().ptr();
|
||||
if (vertexData == nullptr) {
|
||||
return false;
|
||||
}
|
||||
|
||||
bool noAttrs = false;
|
||||
auto attrsTable = _blendedMesh->getAttributeTable();
|
||||
uint32 numAttrs = attrsTable->_size;
|
||||
DXAttributeRange *attrs;
|
||||
if (numAttrs == 0) {
|
||||
noAttrs = true;
|
||||
numAttrs = 1;
|
||||
attrs = new DXAttributeRange[numAttrs];
|
||||
} else {
|
||||
attrs = attrsTable->_ptr;
|
||||
}
|
||||
|
||||
if (noAttrs) {
|
||||
attrs[0]._attribId = 0;
|
||||
attrs[0]._vertexStart = attrs[0]._faceStart = 0;
|
||||
attrs[0]._vertexCount = _blendedMesh->getNumVertices();
|
||||
attrs[0]._faceCount = _blendedMesh->getNumFaces();
|
||||
}
|
||||
|
||||
Math::Vector4d color;
|
||||
color.x() = RGBCOLGetR(shadowColor) / 255.0f;
|
||||
color.y() = RGBCOLGetG(shadowColor) / 255.0f;
|
||||
color.z() = RGBCOLGetB(shadowColor) / 255.0f;
|
||||
color.w() = RGBCOLGetA(shadowColor) / 255.0f;
|
||||
|
||||
_flatShadowShader->enableVertexAttribute("position", _vertexBuffer, 3, GL_FLOAT, false, 4 * vertexSize, 0);
|
||||
_flatShadowShader->use(true);
|
||||
|
||||
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
|
||||
glDepthMask(GL_FALSE);
|
||||
|
||||
glEnable(GL_STENCIL_TEST);
|
||||
glStencilFunc(GL_ALWAYS, 1, (GLuint)~0);
|
||||
glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
|
||||
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _indexBuffer);
|
||||
|
||||
for (uint32 i = 0; i < numAttrs; i++) {
|
||||
size_t offsetFace = 4 * attrsTable->_ptr[i]._faceStart * 3;
|
||||
glDrawElements(GL_TRIANGLES, attrsTable->_ptr[i]._faceCount * 3, GL_UNSIGNED_INT, (void *)offsetFace);
|
||||
}
|
||||
|
||||
glStencilFunc(GL_EQUAL, 1, (GLuint)~0);
|
||||
glStencilOp(GL_ZERO, GL_ZERO, GL_ZERO);
|
||||
|
||||
_flatShadowShader->setUniform("shadowColor", color);
|
||||
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
|
||||
glEnable(GL_BLEND);
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
|
||||
glDepthMask(GL_TRUE);
|
||||
|
||||
for (uint32 i = 0; i < numAttrs; i++) {
|
||||
size_t offsetFace = 4 * attrsTable->_ptr[i]._faceStart * 3;
|
||||
glDrawElements(GL_TRIANGLES, attrsTable->_ptr[i]._faceCount * 3, GL_UNSIGNED_INT, (void *)offsetFace);
|
||||
}
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
|
||||
|
||||
if (noAttrs) {
|
||||
delete[] attrs;
|
||||
}
|
||||
|
||||
glDisable(GL_BLEND);
|
||||
glDisable(GL_STENCIL_TEST);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool XMeshOpenGLShader::update(FrameNode *parentFrame) {
|
||||
XMesh::update(parentFrame);
|
||||
|
||||
float *vertexData = (float *)_blendedMesh->getVertexBuffer().ptr();
|
||||
uint32 vertexSize = DXGetFVFVertexSize(_blendedMesh->getFVF()) / sizeof(float);
|
||||
uint32 vertexCount = _blendedMesh->getNumVertices();
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, _vertexBuffer);
|
||||
glBufferSubData(GL_ARRAY_BUFFER, 0, 4 * vertexSize * vertexCount, vertexData);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void XMeshOpenGLShader::renderEffect(Material *material) {
|
||||
Math::Vector4d diffuse(material->_material._diffuse._data);
|
||||
_shader->setUniform("diffuse", diffuse);
|
||||
_shader->setUniform("ambient", diffuse);
|
||||
}
|
||||
|
||||
} // namespace Wintermute
|
||||
|
||||
#endif // defined(USE_OPENGL_SHADERS)
|
||||
67
engines/wintermute/base/gfx/opengl/meshx_opengl_shader.h
Normal file
67
engines/wintermute/base/gfx/opengl/meshx_opengl_shader.h
Normal file
@@ -0,0 +1,67 @@
|
||||
/* 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/>.
|
||||
*
|
||||
*/
|
||||
|
||||
/*
|
||||
* This file is based on WME.
|
||||
* http://dead-code.org/redir.php?target=wme
|
||||
* Copyright (c) 2003-2013 Jan Nedoma and contributors
|
||||
*/
|
||||
|
||||
#ifndef WINTERMUTE_XMESH_OPENGL_SHADER_H
|
||||
#define WINTERMUTE_XMESH_OPENGL_SHADER_H
|
||||
|
||||
#include "engines/wintermute/base/gfx/xmesh.h"
|
||||
|
||||
class Effect3D;
|
||||
class Effect3DParams;
|
||||
|
||||
#if defined(USE_OPENGL_SHADERS)
|
||||
|
||||
#include "graphics/opengl/shader.h"
|
||||
|
||||
namespace Wintermute {
|
||||
|
||||
class XMeshOpenGLShader : public XMesh {
|
||||
public:
|
||||
XMeshOpenGLShader(BaseGame *inGame, OpenGL::Shader *shader, OpenGL::Shader *flatShadowShader);
|
||||
~XMeshOpenGLShader() override;
|
||||
|
||||
bool loadFromXData(const char *filename, XFileData *xobj) override;
|
||||
bool render(XModel *model) override;
|
||||
bool renderFlatShadowModel(uint32 shadowColor) override;
|
||||
bool update(FrameNode *parentFrame) override;
|
||||
|
||||
private:
|
||||
void renderEffect(Material *material);
|
||||
|
||||
protected:
|
||||
GLuint _vertexBuffer;
|
||||
GLuint _indexBuffer;
|
||||
|
||||
OpenGL::Shader *_shader;
|
||||
OpenGL::Shader *_flatShadowShader;
|
||||
};
|
||||
|
||||
} // namespace Wintermute
|
||||
|
||||
#endif // defined(USE_OPENGL_SHADERS)
|
||||
|
||||
#endif
|
||||
@@ -0,0 +1,7 @@
|
||||
in vec4 Color;
|
||||
|
||||
OUTPUT
|
||||
|
||||
void main() {
|
||||
outColor = Color;
|
||||
}
|
||||
11
engines/wintermute/base/gfx/opengl/shaders/wme_fade.vertex
Normal file
11
engines/wintermute/base/gfx/opengl/shaders/wme_fade.vertex
Normal file
@@ -0,0 +1,11 @@
|
||||
in vec3 position;
|
||||
|
||||
uniform highp mat4 projMatrix;
|
||||
uniform vec4 color;
|
||||
|
||||
out vec4 Color;
|
||||
|
||||
void main() {
|
||||
gl_Position = projMatrix * vec4(position, 1.0);
|
||||
Color = color;
|
||||
}
|
||||
@@ -0,0 +1,7 @@
|
||||
uniform vec4 shadowColor;
|
||||
|
||||
OUTPUT
|
||||
|
||||
void main() {
|
||||
outColor = shadowColor;
|
||||
}
|
||||
@@ -0,0 +1,9 @@
|
||||
in vec3 position;
|
||||
|
||||
uniform highp mat4 modelMatrix;
|
||||
uniform highp mat4 viewMatrix;
|
||||
uniform highp mat4 projMatrix;
|
||||
|
||||
void main() {
|
||||
gl_Position = projMatrix * viewMatrix * modelMatrix * vec4(position, 1.0);
|
||||
}
|
||||
@@ -0,0 +1,7 @@
|
||||
in vec4 Color;
|
||||
|
||||
OUTPUT
|
||||
|
||||
void main() {
|
||||
outColor = Color;
|
||||
}
|
||||
@@ -0,0 +1,12 @@
|
||||
in vec3 position;
|
||||
in vec4 color;
|
||||
|
||||
uniform highp mat4 viewMatrix;
|
||||
uniform highp mat4 projMatrix;
|
||||
|
||||
out vec4 Color;
|
||||
|
||||
void main() {
|
||||
gl_Position = projMatrix * viewMatrix * vec4(position, 1.0);
|
||||
Color = color;
|
||||
}
|
||||
14
engines/wintermute/base/gfx/opengl/shaders/wme_line.fragment
Normal file
14
engines/wintermute/base/gfx/opengl/shaders/wme_line.fragment
Normal file
@@ -0,0 +1,14 @@
|
||||
in vec4 Color;
|
||||
|
||||
uniform float alphaRef;
|
||||
uniform UBOOL alphaTest;
|
||||
|
||||
OUTPUT
|
||||
|
||||
void main() {
|
||||
outColor = Color;
|
||||
|
||||
if (UBOOL_TEST(alphaTest) && outColor.a < alphaRef) {
|
||||
discard;
|
||||
}
|
||||
}
|
||||
11
engines/wintermute/base/gfx/opengl/shaders/wme_line.vertex
Normal file
11
engines/wintermute/base/gfx/opengl/shaders/wme_line.vertex
Normal file
@@ -0,0 +1,11 @@
|
||||
in vec3 position;
|
||||
|
||||
uniform highp mat4 projMatrix;
|
||||
uniform vec4 color;
|
||||
|
||||
out vec4 Color;
|
||||
|
||||
void main() {
|
||||
gl_Position = projMatrix * vec4(position, 1.0);
|
||||
Color = color;
|
||||
}
|
||||
@@ -0,0 +1,29 @@
|
||||
in vec2 Texcoord;
|
||||
in vec4 Color;
|
||||
|
||||
uniform sampler2D tex;
|
||||
uniform float alphaRef;
|
||||
uniform UBOOL alphaTest;
|
||||
uniform UBOOL useTexture;
|
||||
uniform UBOOL enableFog;
|
||||
uniform vec4 fogColor;
|
||||
|
||||
varying float fogFactor;
|
||||
|
||||
OUTPUT
|
||||
|
||||
void main() {
|
||||
outColor = Color;
|
||||
|
||||
if (useTexture) {
|
||||
outColor = texture(tex, Texcoord) * outColor;
|
||||
}
|
||||
|
||||
if (enableFog) {
|
||||
outColor.rgb = mix(fogColor.rgb, outColor.rgb, fogFactor);
|
||||
}
|
||||
|
||||
if (UBOOL_TEST(alphaTest) && outColor.a < alphaRef) {
|
||||
discard;
|
||||
}
|
||||
}
|
||||
78
engines/wintermute/base/gfx/opengl/shaders/wme_modelx.vertex
Normal file
78
engines/wintermute/base/gfx/opengl/shaders/wme_modelx.vertex
Normal file
@@ -0,0 +1,78 @@
|
||||
in vec3 position;
|
||||
in vec2 texcoord;
|
||||
in vec3 normal;
|
||||
|
||||
uniform highp mat4 modelMatrix;
|
||||
uniform highp mat4 viewMatrix;
|
||||
uniform highp mat4 projMatrix;
|
||||
uniform highp mat4 normalMatrix;
|
||||
|
||||
uniform vec4 ambientLight;
|
||||
uniform vec4 diffuse;
|
||||
uniform vec4 ambient;
|
||||
|
||||
uniform float fogStart;
|
||||
uniform float fogEnd;
|
||||
varying float fogFactor;
|
||||
|
||||
struct Light {
|
||||
vec4 _position;
|
||||
vec4 _direction;
|
||||
vec4 _color;
|
||||
float enabled;
|
||||
};
|
||||
|
||||
const int maxLights = 8;
|
||||
uniform Light lights[maxLights];
|
||||
|
||||
out vec2 Texcoord;
|
||||
out vec4 Color;
|
||||
out vec3 Normal;
|
||||
|
||||
void main() {
|
||||
vec4 viewCoords = viewMatrix * modelMatrix * vec4(position, 1.0);
|
||||
gl_Position = projMatrix * viewCoords;
|
||||
|
||||
Texcoord = texcoord;
|
||||
Color = diffuse;
|
||||
|
||||
vec3 light = vec3(0.0, 0.0, 0.0);
|
||||
vec3 normalEye = normalize((normalMatrix * vec4(normal, 0.0)).xyz);
|
||||
|
||||
float fogCoord = abs(viewCoords.z);
|
||||
fogFactor = clamp((fogEnd - fogCoord) / (fogEnd - fogStart), 0.0, 1.0);
|
||||
|
||||
for (int i = 0; i < maxLights; ++i) {
|
||||
if (lights[i].enabled < 0.0) {
|
||||
continue;
|
||||
}
|
||||
|
||||
float intensity = 1.0;
|
||||
vec4 lightPosition = viewMatrix * lights[i]._position;
|
||||
vec3 vertexToLight = lightPosition.xyz - viewCoords.xyz;
|
||||
|
||||
if (lights[i]._direction.w < 0.0) { // Spotlight
|
||||
vec4 lightDirection = viewMatrix * vec4(lights[i]._direction.xyz, 0.0);
|
||||
// See DirectX spotlight documentation
|
||||
float cosAngle = -dot(normalize(vertexToLight), normalize(lightDirection.xyz)); // rho
|
||||
float cosPenumbra = 0.968912; // cos(1 / 4)
|
||||
float cosUmbra = 0.877582; // cos(1 / 2)
|
||||
|
||||
if (cosAngle <= cosPenumbra) {
|
||||
if (cosAngle < cosUmbra || cosPenumbra == cosUmbra) {
|
||||
intensity = 0.0;
|
||||
} else {
|
||||
intensity *= (cosAngle - cosUmbra) / (cosPenumbra - cosUmbra);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
intensity *= max(0.0, dot(normalEye, normalize(vertexToLight)));
|
||||
light += lights[i]._color.rgb * intensity;
|
||||
}
|
||||
|
||||
Color.rgb *= light;
|
||||
Color.rgb += ambient.rgb * ambientLight.rgb;
|
||||
|
||||
Color.rgb = clamp(Color.rgb, 0.0, 1.0);
|
||||
}
|
||||
@@ -0,0 +1,21 @@
|
||||
varying vec2 texPos;
|
||||
|
||||
uniform sampler2D tex;
|
||||
uniform UBOOL sepiaMode;
|
||||
|
||||
OUTPUT
|
||||
|
||||
void main() {
|
||||
vec4 color = texture2D(tex, texPos);
|
||||
if (sepiaMode) {
|
||||
float r = color.r;
|
||||
float g = color.g;
|
||||
float b = color.b;
|
||||
outColor.r = dot(vec3(r, g, b), vec3(0.393, 0.769, 0.189));
|
||||
outColor.g = dot(vec3(r, g, b), vec3(0.349, 0.686, 0.168));
|
||||
outColor.b = dot(vec3(r, g, b), vec3(0.272, 0.534, 0.131));
|
||||
} else {
|
||||
float gray = dot(color.rgb, vec3(0.299, 0.587, 0.114));
|
||||
outColor = vec4(vec3(gray), 1.0);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,9 @@
|
||||
in vec2 position;
|
||||
in vec2 texcoord;
|
||||
|
||||
varying vec2 texPos;
|
||||
|
||||
void main() {
|
||||
gl_Position = vec4(position, 0.0, 1.0);
|
||||
texPos = texcoord;
|
||||
}
|
||||
@@ -0,0 +1,7 @@
|
||||
in vec4 Color;
|
||||
|
||||
OUTPUT
|
||||
|
||||
void main() {
|
||||
outColor = Color;
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
in vec3 position;
|
||||
|
||||
uniform highp mat4 projMatrix;
|
||||
uniform vec4 color;
|
||||
|
||||
out vec4 Color;
|
||||
|
||||
void main() {
|
||||
gl_Position = projMatrix * vec4(position, 1.0);
|
||||
Color = color;
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
void main() {
|
||||
}
|
||||
@@ -0,0 +1,9 @@
|
||||
in vec3 position;
|
||||
|
||||
uniform highp mat4 modelMatrix;
|
||||
uniform highp mat4 viewMatrix;
|
||||
uniform highp mat4 projMatrix;
|
||||
|
||||
void main() {
|
||||
gl_Position = projMatrix * viewMatrix * modelMatrix * vec4(position, 1.0);
|
||||
}
|
||||
@@ -0,0 +1,15 @@
|
||||
in vec2 Texcoord;
|
||||
|
||||
uniform sampler2D tex;
|
||||
uniform float alphaRef;
|
||||
uniform UBOOL alphaTest;
|
||||
|
||||
OUTPUT
|
||||
|
||||
void main() {
|
||||
outColor = texture(tex, Texcoord);
|
||||
|
||||
if (UBOOL_TEST(alphaTest) && outColor.a < alphaRef) {
|
||||
discard;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,14 @@
|
||||
in vec3 position;
|
||||
in vec3 normal;
|
||||
in vec2 texcoord;
|
||||
|
||||
out vec2 Texcoord;
|
||||
|
||||
uniform highp mat4 modelMatrix;
|
||||
uniform highp mat4 viewMatrix;
|
||||
uniform highp mat4 projMatrix;
|
||||
|
||||
void main() {
|
||||
gl_Position = projMatrix * viewMatrix * modelMatrix * vec4(position, 1.0);
|
||||
Texcoord = texcoord;
|
||||
}
|
||||
@@ -0,0 +1,16 @@
|
||||
in vec2 Texcoord;
|
||||
in vec4 Color;
|
||||
|
||||
uniform sampler2D tex;
|
||||
uniform float alphaRef;
|
||||
uniform UBOOL alphaTest;
|
||||
|
||||
OUTPUT
|
||||
|
||||
void main() {
|
||||
outColor = Color * texture(tex, Texcoord);
|
||||
|
||||
if (UBOOL_TEST(alphaTest) && outColor.a < alphaRef) {
|
||||
discard;
|
||||
}
|
||||
}
|
||||
16
engines/wintermute/base/gfx/opengl/shaders/wme_sprite.vertex
Normal file
16
engines/wintermute/base/gfx/opengl/shaders/wme_sprite.vertex
Normal file
@@ -0,0 +1,16 @@
|
||||
in vec3 position;
|
||||
in vec2 texcoord;
|
||||
in vec4 color;
|
||||
|
||||
uniform highp mat4 projMatrix;
|
||||
uniform highp mat3 transform;
|
||||
|
||||
out vec2 Texcoord;
|
||||
out vec4 Color;
|
||||
|
||||
void main() {
|
||||
vec3 transformed_position = transform * vec3(position);
|
||||
gl_Position = projMatrix * vec4(transformed_position.x, transformed_position.y, transformed_position.z, 1.0);
|
||||
Texcoord = texcoord;
|
||||
Color = color;
|
||||
}
|
||||
197
engines/wintermute/base/gfx/opengl/shadow_volume_opengl.cpp
Normal file
197
engines/wintermute/base/gfx/opengl/shadow_volume_opengl.cpp
Normal file
@@ -0,0 +1,197 @@
|
||||
/* 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/>.
|
||||
*
|
||||
*/
|
||||
|
||||
/*
|
||||
* This file is based on WME.
|
||||
* http://dead-code.org/redir.php?target=wme
|
||||
* Copyright (c) 2003-2013 Jan Nedoma and contributors
|
||||
*/
|
||||
|
||||
#include "engines/wintermute/base/base_game.h"
|
||||
#include "engines/wintermute/dcgf.h"
|
||||
|
||||
#include "graphics/opengl/system_headers.h"
|
||||
|
||||
#if defined(USE_OPENGL_GAME)
|
||||
|
||||
#include "engines/wintermute/base/gfx/opengl/base_render_opengl3d.h"
|
||||
#include "engines/wintermute/base/gfx/opengl/shadow_volume_opengl.h"
|
||||
|
||||
namespace Wintermute {
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////
|
||||
ShadowVolumeOpenGL::ShadowVolumeOpenGL(BaseGame *inGame) : ShadowVolume(inGame) {
|
||||
}
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////
|
||||
ShadowVolumeOpenGL::~ShadowVolumeOpenGL() {
|
||||
}
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////
|
||||
bool ShadowVolumeOpenGL::render() {
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
glDisable(GL_TEXTURE_2D);
|
||||
_game->_renderer3D->_lastTexture = nullptr;
|
||||
|
||||
glEnableClientState(GL_VERTEX_ARRAY);
|
||||
glVertexPointer(3, GL_FLOAT, 0, _vertices.getData());
|
||||
glDrawArrays(GL_TRIANGLES, 0, _vertices.getSize());
|
||||
glDisableClientState(GL_VERTEX_ARRAY);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////
|
||||
bool ShadowVolumeOpenGL::renderToStencilBuffer() {
|
||||
// Disable z-buffer/color writes (note: z-testing still occurs), and enable the
|
||||
// stencil-buffer
|
||||
glDepthMask(GL_FALSE);
|
||||
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
|
||||
glDisable(GL_TEXTURE_2D);
|
||||
glDisable(GL_LIGHTING);
|
||||
glEnable(GL_STENCIL_TEST);
|
||||
glEnable(GL_CULL_FACE);
|
||||
|
||||
// Set up stencil compare fuction, reference value, and masks.
|
||||
// Stencil test passes if ((ref & mask) cmpfn (stencil & mask)) is true.
|
||||
// Note: since we set up the stencil-test to always pass, the STENCILFAIL
|
||||
// renderstate is really not needed.
|
||||
glStencilFunc(GL_ALWAYS, 0x1, (GLuint)~0);
|
||||
|
||||
glShadeModel(GL_FLAT);
|
||||
|
||||
glStencilOp(GL_KEEP, GL_KEEP, GL_INCR);
|
||||
|
||||
// Draw back-side of shadow volume in stencil/z only
|
||||
glFrontFace(GL_CCW);
|
||||
render();
|
||||
|
||||
// Decrement stencil buffer value
|
||||
glStencilOp(GL_KEEP, GL_KEEP, GL_DECR);
|
||||
|
||||
// Draw front-side of shadow volume in stencil/z only
|
||||
glFrontFace(GL_CW);
|
||||
render();
|
||||
|
||||
// Restore render states
|
||||
glEnable(GL_LIGHTING);
|
||||
glFrontFace(GL_CCW);
|
||||
glShadeModel(GL_SMOOTH);
|
||||
glDepthMask(GL_TRUE);
|
||||
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
|
||||
glDisable(GL_STENCIL_TEST);
|
||||
glDisable(GL_BLEND);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////
|
||||
bool ShadowVolumeOpenGL::renderToScene() {
|
||||
initMask();
|
||||
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
glEnable(GL_STENCIL_TEST);
|
||||
glEnable(GL_BLEND);
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
|
||||
// Only write where stencil val >= 1 (count indicates # of shadows that overlap that pixel)
|
||||
glStencilFunc(GL_LEQUAL, 0x1, (GLuint)~0);
|
||||
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
|
||||
|
||||
glDisable(GL_FOG);
|
||||
glDisable(GL_LIGHTING);
|
||||
glDisable(GL_ALPHA_TEST);
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
|
||||
BaseRenderOpenGL3D *renderer = dynamic_cast<BaseRenderOpenGL3D *>(_game->_renderer3D);
|
||||
renderer->setProjection2D();
|
||||
|
||||
glFrontFace(GL_CW);
|
||||
|
||||
glEnableClientState(GL_COLOR_ARRAY);
|
||||
glEnableClientState(GL_VERTEX_ARRAY);
|
||||
|
||||
// Draw a big, gray square
|
||||
glVertexPointer(3, GL_FLOAT, sizeof(ShadowVertex), &_shadowMask[0].x);
|
||||
glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ShadowVertex), &_shadowMask[0].r);
|
||||
|
||||
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
|
||||
|
||||
glDisableClientState(GL_COLOR_ARRAY);
|
||||
glDisableClientState(GL_VERTEX_ARRAY);
|
||||
|
||||
// Restore render states
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
glDisable(GL_STENCIL_TEST);
|
||||
|
||||
_game->_renderer3D->setup3D(nullptr, true);
|
||||
|
||||
// clear stencil buffer
|
||||
glClearStencil(0);
|
||||
glClear(GL_STENCIL_BUFFER_BIT);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////
|
||||
bool ShadowVolumeOpenGL::initMask() {
|
||||
auto *rend = _game->_renderer3D;
|
||||
|
||||
// bottom left
|
||||
_shadowMask[0].x = 0.0f;
|
||||
_shadowMask[0].y = rend->getHeight();
|
||||
_shadowMask[0].z = 1.0f;
|
||||
|
||||
// top left
|
||||
_shadowMask[1].x = 0.0f;
|
||||
_shadowMask[1].y = 0.0f;
|
||||
_shadowMask[1].z = 1.0f;
|
||||
|
||||
// bottom right
|
||||
_shadowMask[2].x = rend->getWidth();
|
||||
_shadowMask[2].y = rend->getHeight();
|
||||
_shadowMask[2].z = 1.0f;
|
||||
|
||||
// top right
|
||||
_shadowMask[3].x = rend->getWidth();
|
||||
_shadowMask[3].y = 0.0f;
|
||||
_shadowMask[3].z = 1.0f;
|
||||
|
||||
byte a = RGBCOLGetA(_color);
|
||||
byte r = RGBCOLGetR(_color);
|
||||
byte g = RGBCOLGetG(_color);
|
||||
byte b = RGBCOLGetB(_color);
|
||||
|
||||
for (int i = 0; i < 4; ++i) {
|
||||
_shadowMask[i].r = r;
|
||||
_shadowMask[i].g = g;
|
||||
_shadowMask[i].b = b;
|
||||
_shadowMask[i].a = a;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
} // namespace Wintermute
|
||||
|
||||
#endif // defined(USE_OPENGL_GAME)
|
||||
|
||||
55
engines/wintermute/base/gfx/opengl/shadow_volume_opengl.h
Normal file
55
engines/wintermute/base/gfx/opengl/shadow_volume_opengl.h
Normal file
@@ -0,0 +1,55 @@
|
||||
/* 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/>.
|
||||
*
|
||||
*/
|
||||
|
||||
/*
|
||||
* This file is based on WME.
|
||||
* http://dead-code.org/redir.php?target=wme
|
||||
* Copyright (c) 2003-2013 Jan Nedoma and contributors
|
||||
*/
|
||||
|
||||
#ifndef WINTERMUTE_SHADOW_VOLUME_OPENGL_H
|
||||
#define WINTERMUTE_SHADOW_VOLUME_OPENGL_H
|
||||
|
||||
#include "engines/wintermute/base/gfx/3dshadow_volume.h"
|
||||
|
||||
#if defined(USE_OPENGL_GAME)
|
||||
|
||||
namespace Wintermute {
|
||||
|
||||
class ShadowVolumeOpenGL : public ShadowVolume {
|
||||
public:
|
||||
ShadowVolumeOpenGL(BaseGame *inGame);
|
||||
virtual ~ShadowVolumeOpenGL();
|
||||
|
||||
bool renderToStencilBuffer() override;
|
||||
bool renderToScene() override;
|
||||
|
||||
private:
|
||||
bool render();
|
||||
ShadowVertex _shadowMask[4]{};
|
||||
bool initMask() override;
|
||||
};
|
||||
|
||||
} // namespace Wintermute
|
||||
|
||||
#endif // defined(USE_OPENGL_GAME)
|
||||
|
||||
#endif
|
||||
@@ -0,0 +1,210 @@
|
||||
/* 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/>.
|
||||
*
|
||||
*/
|
||||
|
||||
/*
|
||||
* This file is based on WME.
|
||||
* http://dead-code.org/redir.php?target=wme
|
||||
* Copyright (c) 2003-2013 Jan Nedoma and contributors
|
||||
*/
|
||||
|
||||
#include "engines/wintermute/base/base_game.h"
|
||||
#include "engines/wintermute/dcgf.h"
|
||||
|
||||
#include "graphics/opengl/system_headers.h"
|
||||
|
||||
#if defined(USE_OPENGL_SHADERS)
|
||||
|
||||
#include "engines/wintermute/base/gfx/opengl/base_render_opengl3d_shader.h"
|
||||
#include "engines/wintermute/base/gfx/opengl/shadow_volume_opengl_shader.h"
|
||||
|
||||
namespace Wintermute {
|
||||
|
||||
struct ShadowVertexShader {
|
||||
float x;
|
||||
float y;
|
||||
float z;
|
||||
};
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////
|
||||
ShadowVolumeOpenGLShader::ShadowVolumeOpenGLShader(BaseGame *inGame, OpenGL::Shader *volumeShader, OpenGL::Shader *maskShader)
|
||||
: ShadowVolume(inGame), _volumeShader(volumeShader), _maskShader(maskShader) {
|
||||
_shadowVolumeVertexBuffer = 0;
|
||||
|
||||
glGenBuffers(1, &_shadowVolumeVertexBuffer);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, _shadowVolumeVertexBuffer);
|
||||
glBufferData(GL_ARRAY_BUFFER, 12 * _vertices.getSize(), _vertices.getData(), GL_STATIC_DRAW);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
|
||||
glGenBuffers(1, &_shadowMaskVertexBuffer);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, _shadowMaskVertexBuffer);
|
||||
glBufferData(GL_ARRAY_BUFFER, 4 * sizeof(ShadowVertexShader), nullptr, GL_STATIC_DRAW);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
}
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////
|
||||
ShadowVolumeOpenGLShader::~ShadowVolumeOpenGLShader() {
|
||||
}
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////
|
||||
bool ShadowVolumeOpenGLShader::render() {
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
glDisable(GL_TEXTURE_2D);
|
||||
_game->_renderer3D->_lastTexture = nullptr;
|
||||
|
||||
glDrawArrays(GL_TRIANGLES, 0, _vertices.getSize());
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////
|
||||
bool ShadowVolumeOpenGLShader::renderToStencilBuffer() {
|
||||
// since the vertex count of the volume might change,
|
||||
// we just create a new buffer per frame
|
||||
// we might as well use the number of vertices of the mesh as an upper bound
|
||||
// or get rid of this completely by moving everything onto the gpu
|
||||
glDeleteBuffers(1, &_shadowVolumeVertexBuffer);
|
||||
glGenBuffers(1, &_shadowVolumeVertexBuffer);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, _shadowVolumeVertexBuffer);
|
||||
glBufferData(GL_ARRAY_BUFFER, 12 * _vertices.getSize(), _vertices.getData(), GL_STATIC_DRAW);
|
||||
|
||||
_volumeShader->enableVertexAttribute("position", _shadowVolumeVertexBuffer, 3, GL_FLOAT, false, 12, 0);
|
||||
_volumeShader->use(true);
|
||||
|
||||
// Disable z-buffer/color writes (note: z-testing still occurs), and enable the
|
||||
// stencil-buffer
|
||||
glDepthMask(GL_FALSE);
|
||||
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
|
||||
glDisable(GL_TEXTURE_2D);
|
||||
glEnable(GL_STENCIL_TEST);
|
||||
glEnable(GL_CULL_FACE);
|
||||
|
||||
// Set up stencil compare fuction, reference value, and masks.
|
||||
// Stencil test passes if ((ref & mask) cmpfn (stencil & mask)) is true.
|
||||
// Note: since we set up the stencil-test to always pass, the STENCILFAIL
|
||||
// renderstate is really not needed.
|
||||
glStencilFunc(GL_ALWAYS, 0x1, (GLuint)~0);
|
||||
|
||||
glStencilOp(GL_KEEP, GL_KEEP, GL_INCR);
|
||||
|
||||
// Draw back-side of shadow volume in stencil/z only
|
||||
glFrontFace(GL_CCW);
|
||||
render();
|
||||
|
||||
// Decrement stencil buffer value
|
||||
glStencilOp(GL_KEEP, GL_KEEP, GL_DECR);
|
||||
|
||||
// Draw front-side of shadow volume in stencil/z only
|
||||
glFrontFace(GL_CW);
|
||||
render();
|
||||
|
||||
// Restore render states
|
||||
glFrontFace(GL_CCW);
|
||||
glDepthMask(GL_TRUE);
|
||||
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
|
||||
glDisable(GL_STENCIL_TEST);
|
||||
glDisable(GL_BLEND);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////
|
||||
bool ShadowVolumeOpenGLShader::renderToScene() {
|
||||
initMask();
|
||||
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
glEnable(GL_STENCIL_TEST);
|
||||
glEnable(GL_BLEND);
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
|
||||
// Only write where stencil val >= 1 (count indicates # of shadows that overlap that pixel)
|
||||
glStencilFunc(GL_LEQUAL, 0x1, (GLuint)~0);
|
||||
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
|
||||
BaseRenderOpenGL3DShader *renderer = dynamic_cast<BaseRenderOpenGL3DShader *>(_game->_renderer3D);
|
||||
renderer->_shadowMaskShader->use();
|
||||
renderer->setProjection2D(renderer->_shadowMaskShader);
|
||||
|
||||
_maskShader->enableVertexAttribute("position", _shadowMaskVertexBuffer, 3, GL_FLOAT, false, 12, 0);
|
||||
_maskShader->use(true);
|
||||
|
||||
glFrontFace(GL_CW);
|
||||
|
||||
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
|
||||
|
||||
// Restore render states
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
glDisable(GL_STENCIL_TEST);
|
||||
|
||||
_game->_renderer3D->setup3D(nullptr, true);
|
||||
|
||||
// clear stencil buffer
|
||||
glClearStencil(0);
|
||||
glClear(GL_STENCIL_BUFFER_BIT);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////
|
||||
bool ShadowVolumeOpenGLShader::initMask() {
|
||||
auto *rend = _game->_renderer3D;
|
||||
ShadowVertexShader shadowMask[4];
|
||||
|
||||
// bottom left
|
||||
shadowMask[0].x = 0.0f;
|
||||
shadowMask[0].y = rend->getHeight();
|
||||
shadowMask[0].z = 1.0f;
|
||||
|
||||
// top left
|
||||
shadowMask[1].x = 0.0f;
|
||||
shadowMask[1].y = 0.0f;
|
||||
shadowMask[1].z = 1.0f;
|
||||
|
||||
// bottom right
|
||||
shadowMask[2].x = rend->getWidth();
|
||||
shadowMask[2].y = rend->getHeight();
|
||||
shadowMask[2].z = 1.0f;
|
||||
|
||||
// top right
|
||||
shadowMask[3].x = rend->getWidth();
|
||||
shadowMask[3].y = 0.0f;
|
||||
shadowMask[3].z = 1.0f;
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, _shadowMaskVertexBuffer);
|
||||
glBufferSubData(GL_ARRAY_BUFFER, 0, 4 * sizeof(ShadowVertexShader), shadowMask);
|
||||
|
||||
Math::Vector4d color;
|
||||
|
||||
color.x() = RGBCOLGetR(_color) / 255.0f;
|
||||
color.y() = RGBCOLGetG(_color) / 255.0f;
|
||||
color.z() = RGBCOLGetB(_color) / 255.0f;
|
||||
color.w() = RGBCOLGetA(_color) / 255.0f;
|
||||
|
||||
_maskShader->use();
|
||||
_maskShader->setUniform("color", color);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
} // namespace Wintermute
|
||||
|
||||
#endif // defined(USE_OPENGL_SHADERS)
|
||||
@@ -0,0 +1,62 @@
|
||||
/* 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/>.
|
||||
*
|
||||
*/
|
||||
|
||||
/*
|
||||
* This file is based on WME.
|
||||
* http://dead-code.org/redir.php?target=wme
|
||||
* Copyright (c) 2003-2013 Jan Nedoma and contributors
|
||||
*/
|
||||
|
||||
#ifndef WINTERMUTE_SHADOW_VOLUME_OPENGL_SHADER_H
|
||||
#define WINTERMUTE_SHADOW_VOLUME_OPENGL_SHADER_H
|
||||
|
||||
#include "engines/wintermute/base/gfx/3dshadow_volume.h"
|
||||
|
||||
#include "graphics/opengl/system_headers.h"
|
||||
|
||||
#if defined(USE_OPENGL_SHADERS)
|
||||
|
||||
#include "graphics/opengl/shader.h"
|
||||
|
||||
namespace Wintermute {
|
||||
|
||||
class ShadowVolumeOpenGLShader : public ShadowVolume {
|
||||
public:
|
||||
ShadowVolumeOpenGLShader(BaseGame *inGame, OpenGL::Shader *volumeShader, OpenGL::Shader *maskShader);
|
||||
virtual ~ShadowVolumeOpenGLShader();
|
||||
|
||||
bool renderToStencilBuffer() override;
|
||||
bool renderToScene() override;
|
||||
|
||||
private:
|
||||
bool render();
|
||||
bool initMask() override;
|
||||
GLuint _shadowVolumeVertexBuffer;
|
||||
GLuint _shadowMaskVertexBuffer;
|
||||
OpenGL::Shader *_volumeShader;
|
||||
OpenGL::Shader *_maskShader;
|
||||
};
|
||||
|
||||
} // namespace Wintermute
|
||||
|
||||
#endif // defined(USE_OPENGL_SHADERS)
|
||||
|
||||
#endif
|
||||
Reference in New Issue
Block a user