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engines/wintermute/base/gfx/opengl/meshx_opengl_shader.cpp
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289
engines/wintermute/base/gfx/opengl/meshx_opengl_shader.cpp
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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/*
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* This file is based on WME.
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* http://dead-code.org/redir.php?target=wme
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* Copyright (c) 2003-2013 Jan Nedoma and contributors
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*/
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#include "engines/wintermute/base/gfx/xmaterial.h"
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#include "engines/wintermute/base/gfx/3deffect.h"
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#include "engines/wintermute/base/gfx/3deffect_params.h"
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#include "engines/wintermute/base/gfx/skin_mesh_helper.h"
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#include "engines/wintermute/base/gfx/base_renderer3d.h"
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#include "engines/wintermute/base/base_game.h"
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#include "engines/wintermute/base/base_engine.h"
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#include "graphics/opengl/system_headers.h"
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#if defined(USE_OPENGL_SHADERS)
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#include "engines/wintermute/base/gfx/opengl/base_surface_opengl3d.h"
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#include "engines/wintermute/base/gfx/opengl/base_render_opengl3d_shader.h"
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#include "engines/wintermute/base/gfx/opengl/meshx_opengl_shader.h"
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namespace Wintermute {
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//////////////////////////////////////////////////////////////////////////
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XMeshOpenGLShader::XMeshOpenGLShader(BaseGame *inGame, OpenGL::Shader *shader, OpenGL::Shader *flatShadowShader) :
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XMesh(inGame), _shader(shader), _flatShadowShader(flatShadowShader) {
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glGenBuffers(1, &_vertexBuffer);
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glGenBuffers(1, &_indexBuffer);
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}
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//////////////////////////////////////////////////////////////////////////
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XMeshOpenGLShader::~XMeshOpenGLShader() {
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glDeleteBuffers(1, &_vertexBuffer);
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glDeleteBuffers(1, &_indexBuffer);
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}
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bool XMeshOpenGLShader::loadFromXData(const char *filename, XFileData *xobj) {
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if (XMesh::loadFromXData(filename, xobj)) {
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uint32 *indexData = (uint32 *)_blendedMesh->getIndexBuffer().ptr();
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uint32 indexDataSize = _blendedMesh->getIndexBuffer().size() / sizeof(uint32);
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float *vertexData = (float *)_blendedMesh->getVertexBuffer().ptr();
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uint32 vertexSize = DXGetFVFVertexSize(_blendedMesh->getFVF()) / sizeof(float);
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uint32 vertexCount = _blendedMesh->getNumVertices();
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glBindBuffer(GL_ARRAY_BUFFER, _vertexBuffer);
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glBufferData(GL_ARRAY_BUFFER, 4 * vertexSize * vertexCount, vertexData, GL_DYNAMIC_DRAW);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _indexBuffer);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, 4 * indexDataSize, indexData, GL_STATIC_DRAW);
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return true;
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}
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return false;
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}
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//////////////////////////////////////////////////////////////////////////
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bool XMeshOpenGLShader::render(XModel *model) {
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if (!_blendedMesh)
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return false;
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// For WME DX, mesh model is not visible, possible it's clipped.
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// For OpenGL, mesh is visible, skip draw it here instead in core.
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if (!_game->_renderer3D->_camera)
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return false;
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auto fvf = _blendedMesh->getFVF();
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uint32 vertexSize = DXGetFVFVertexSize(fvf) / sizeof(float);
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float *vertexData = (float *)_blendedMesh->getVertexBuffer().ptr();
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if (vertexData == nullptr) {
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return false;
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}
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uint32 offset = 0, normalOffset = 0, textureOffset = 0;
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if (fvf & DXFVF_XYZ) {
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offset += sizeof(DXVector3) / sizeof(float);
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}
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if (fvf & DXFVF_NORMAL) {
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normalOffset = offset;
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offset += sizeof(DXVector3) / sizeof(float);
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}
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if (fvf & DXFVF_DIFFUSE) {
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offset += sizeof(DXColorValue) / sizeof(float);
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}
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if (fvf & DXFVF_TEX1) {
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textureOffset = offset;
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}
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bool noAttrs = false;
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auto attrsTable = _blendedMesh->getAttributeTable();
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uint32 numAttrs = attrsTable->_size;
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DXAttributeRange *attrs;
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if (numAttrs == 0) {
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noAttrs = true;
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numAttrs = 1;
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attrs = new DXAttributeRange[numAttrs];
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} else {
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attrs = attrsTable->_ptr;
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}
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if (noAttrs) {
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attrs[0]._attribId = 0;
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attrs[0]._vertexStart = attrs[0]._faceStart = 0;
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attrs[0]._vertexCount = _blendedMesh->getNumVertices();
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attrs[0]._faceCount = _blendedMesh->getNumFaces();
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}
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _indexBuffer);
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_shader->enableVertexAttribute("position", _vertexBuffer, 3, GL_FLOAT, false, 4 * vertexSize, 0);
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_shader->enableVertexAttribute("texcoord", _vertexBuffer, 2, GL_FLOAT, false, 4 * vertexSize, 4 * textureOffset);
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_shader->enableVertexAttribute("normal", _vertexBuffer, 3, GL_FLOAT, false, 4 * vertexSize, 4 * normalOffset);
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_shader->use(true);
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for (uint32 i = 0; i < numAttrs; i++) {
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Material *mat = _materials[attrs[i]._attribId];
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if (mat->getSurface()) {
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glEnable(GL_TEXTURE_2D);
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static_cast<BaseSurfaceOpenGL3D *>(mat->getSurface())->setTexture();
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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glGenerateMipmap(GL_TEXTURE_2D);
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_shader->setUniform("useTexture", true);
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} else {
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_shader->setUniform("useTexture", false);
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glBindTexture(GL_TEXTURE_2D, 0);
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glDisable(GL_TEXTURE_2D);
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}
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if (mat->getEffect()) {
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renderEffect(mat);
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} else {
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Math::Vector4d diffuse(mat->_material._diffuse._data);
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_shader->setUniform("diffuse", diffuse);
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_shader->setUniform("ambient", diffuse);
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}
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size_t offsetFace = 4 * attrsTable->_ptr[i]._faceStart * 3;
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glDrawElements(GL_TRIANGLES, attrsTable->_ptr[i]._faceCount * 3, GL_UNSIGNED_INT, (void *)offsetFace);
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}
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glBindTexture(GL_TEXTURE_2D, 0);
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glDisable(GL_TEXTURE_2D);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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if (noAttrs) {
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delete[] attrs;
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}
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return true;
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}
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bool XMeshOpenGLShader::renderFlatShadowModel(uint32 shadowColor) {
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if (!_blendedMesh)
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return false;
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// For WME DX, mesh model is not visible, possible it's clipped.
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// For OpenGL, mesh is visible, skip draw it here instead in core.
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if (!_game->_renderer3D->_camera)
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return false;
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// W/A for the scene with the table in the laboratory where the engine switches to flat shadows.
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// Presumably, it's supposed to disable shadows.
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// Instead, OpenGL draws graphical glitches.
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// Original DX version does not have this issue due to rendering shadows differently.
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if (BaseEngine::instance().getGameId() == "alphapolaris")
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return false;
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uint32 vertexSize = DXGetFVFVertexSize(_blendedMesh->getFVF()) / sizeof(float);
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float *vertexData = (float *)_blendedMesh->getVertexBuffer().ptr();
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if (vertexData == nullptr) {
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return false;
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}
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bool noAttrs = false;
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auto attrsTable = _blendedMesh->getAttributeTable();
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uint32 numAttrs = attrsTable->_size;
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DXAttributeRange *attrs;
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if (numAttrs == 0) {
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noAttrs = true;
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numAttrs = 1;
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attrs = new DXAttributeRange[numAttrs];
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} else {
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attrs = attrsTable->_ptr;
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}
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if (noAttrs) {
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attrs[0]._attribId = 0;
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attrs[0]._vertexStart = attrs[0]._faceStart = 0;
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attrs[0]._vertexCount = _blendedMesh->getNumVertices();
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attrs[0]._faceCount = _blendedMesh->getNumFaces();
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}
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Math::Vector4d color;
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color.x() = RGBCOLGetR(shadowColor) / 255.0f;
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color.y() = RGBCOLGetG(shadowColor) / 255.0f;
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color.z() = RGBCOLGetB(shadowColor) / 255.0f;
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color.w() = RGBCOLGetA(shadowColor) / 255.0f;
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_flatShadowShader->enableVertexAttribute("position", _vertexBuffer, 3, GL_FLOAT, false, 4 * vertexSize, 0);
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_flatShadowShader->use(true);
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glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
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glDepthMask(GL_FALSE);
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glEnable(GL_STENCIL_TEST);
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glStencilFunc(GL_ALWAYS, 1, (GLuint)~0);
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glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _indexBuffer);
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for (uint32 i = 0; i < numAttrs; i++) {
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size_t offsetFace = 4 * attrsTable->_ptr[i]._faceStart * 3;
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glDrawElements(GL_TRIANGLES, attrsTable->_ptr[i]._faceCount * 3, GL_UNSIGNED_INT, (void *)offsetFace);
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}
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glStencilFunc(GL_EQUAL, 1, (GLuint)~0);
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glStencilOp(GL_ZERO, GL_ZERO, GL_ZERO);
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_flatShadowShader->setUniform("shadowColor", color);
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glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glDepthMask(GL_TRUE);
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for (uint32 i = 0; i < numAttrs; i++) {
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size_t offsetFace = 4 * attrsTable->_ptr[i]._faceStart * 3;
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glDrawElements(GL_TRIANGLES, attrsTable->_ptr[i]._faceCount * 3, GL_UNSIGNED_INT, (void *)offsetFace);
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}
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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if (noAttrs) {
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delete[] attrs;
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}
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glDisable(GL_BLEND);
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glDisable(GL_STENCIL_TEST);
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return true;
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}
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bool XMeshOpenGLShader::update(FrameNode *parentFrame) {
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XMesh::update(parentFrame);
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float *vertexData = (float *)_blendedMesh->getVertexBuffer().ptr();
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uint32 vertexSize = DXGetFVFVertexSize(_blendedMesh->getFVF()) / sizeof(float);
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uint32 vertexCount = _blendedMesh->getNumVertices();
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glBindBuffer(GL_ARRAY_BUFFER, _vertexBuffer);
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glBufferSubData(GL_ARRAY_BUFFER, 0, 4 * vertexSize * vertexCount, vertexData);
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return true;
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}
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void XMeshOpenGLShader::renderEffect(Material *material) {
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Math::Vector4d diffuse(material->_material._diffuse._data);
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_shader->setUniform("diffuse", diffuse);
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_shader->setUniform("ambient", diffuse);
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}
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} // namespace Wintermute
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#endif // defined(USE_OPENGL_SHADERS)
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