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/* 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_TINYGL_H
#define WINTERMUTE_BASE_RENDER_TINYGL_H
#include "engines/wintermute/base/gfx/base_renderer3d.h"
#include "engines/wintermute/dctypes.h"
#include "graphics/transform_struct.h"
#include "graphics/tinygl/tinygl.h"
#if defined(USE_TINYGL)
namespace Wintermute {
class BaseSurfaceTinyGL;
class BaseRenderTinyGL : public BaseRenderer3D {
friend class BaseSurfaceTinyGL;
friend class Mesh3DSTinyGL;
friend class XMeshTinyGL;
friend class ShadowVolumeTinyGL;
struct SpriteVertex {
float x;
float y;
float z;
float u;
float v;
float r;
float g;
float b;
float a;
};
struct RectangleVertex {
float x;
float y;
float z;
};
struct SimpleShadowVertex {
float nx;
float ny;
float nz;
float x;
float y;
float z;
float u;
float v;
};
public:
BaseRenderTinyGL(BaseGame *inGame = nullptr);
~BaseRenderTinyGL() override;
bool invalidateTexture(BaseSurface *texture) override;
bool invalidateDeviceObjects() override;
bool restoreDeviceObjects() override;
bool resetDevice() override;
void setSpriteBlendMode(Graphics::TSpriteBlendMode blendMode, bool forceChange = false) override;
void setAmbientLightRenderState() override;
int getMaxActiveLights() override;
void lightEnable(int index, bool enable) override;
void setLightParameters(int index, const DXVector3 &position, const DXVector3 &direction, const DXVector4 &diffuse, bool spotlight) override;
void enableCulling() override;
void disableCulling() override;
bool enableShadows() override;
bool disableShadows() override;
bool shadowVolumeSupported() override;
BaseImage *takeScreenshot(int newWidth = 0, int newHeight = 0) override;
bool fadeToColor(byte r, byte g, byte b, byte a) override;
bool flip() override;
bool clear() override;
bool setViewport(int left, int top, int right, int bottom) override;
bool drawLine(int x1, int y1, int x2, int y2, uint32 color) override;
bool fillRect(int x, int y, int w, int h, uint32 color) override;
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;
bool setProjection2D();
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;
bool setup2D(bool force = false) override;
bool setup3D(Camera3D *camera, bool force = false) override;
Common::String getName() const override {
return "TinyGL software 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; };
private:
bool setupLines();
void displaySimpleShadow(BaseObject *object) override;
Graphics::TSpriteBlendMode _blendMode;
SimpleShadowVertex _simpleShadow[4];
Common::Array<DXVector4> _lightPositions;
Common::Array<DXVector3> _lightDirections;
//TGLuint _postfilterTexture;
bool _shadowVolumesSupported;
};
} // wintermute namespace
#endif // defined(USE_TINYGL)
#endif

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/* 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_TINYGL)
#include "engines/wintermute/base/gfx/3dutils.h"
#include "engines/wintermute/base/gfx/tinygl/base_surface_tinygl.h"
#include "engines/wintermute/base/gfx/tinygl/base_render_tinygl.h"
namespace Wintermute {
BaseSurfaceTinyGL::BaseSurfaceTinyGL(BaseGame *game, BaseRenderer3D *renderer)
: BaseSurface(game), _tex(0), _renderer(renderer), _imageData(nullptr), _maskData(nullptr), _pixelOpReady(false), _surfaceModified(false), _texture2D(true) {
_blitImage = tglGenBlitImage();
}
BaseSurfaceTinyGL::~BaseSurfaceTinyGL() {
_renderer->invalidateTexture(this);
if (_tex) {
tglDeleteTextures(1, &_tex);
_tex = 0;
}
if (_imageData) {
_imageData->free();
delete _imageData;
_imageData = nullptr;
}
if (_maskData) {
_maskData->free();
delete _maskData;
_maskData = nullptr;
}
tglDeleteBlitImage(_blitImage);
}
bool BaseSurfaceTinyGL::invalidate() {
_renderer->invalidateTexture(this);
if (_tex) {
tglDeleteTextures(1, &_tex);
_tex = 0;
}
if (_imageData) {
_imageData->free();
delete _imageData;
_imageData = nullptr;
}
_valid = false;
_surfaceModified = false;
return true;
}
bool BaseSurfaceTinyGL::prepareToDraw() {
_lastUsedTime = _game->_liveTimer;
if (!_valid) {
loadImage();
}
return true;
}
bool BaseSurfaceTinyGL::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 BaseSurfaceTinyGL::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 BaseSurfaceTinyGL::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 BaseSurfaceTinyGL::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 BaseSurfaceTinyGL::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 BaseSurfaceTinyGL::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;
}
_texture2D = texture2D;
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 BaseSurfaceTinyGL::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;
}
bool needsColorKey = false;
bool replaceAlpha = true;
if (_imageData) {
_imageData->free();
delete _imageData;
_imageData = nullptr;
}
_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);
}
}
}
}
putSurface(*_imageData);
/* TODO: Delete _imageData if we no longer need to access the pixel data? */
_valid = true;
return true;
}
bool BaseSurfaceTinyGL::create(int width, int height) {
_width = width;
_height = height;
_valid = true;
return true;
}
bool BaseSurfaceTinyGL::putSurface(const Graphics::Surface &surface, bool hasAlpha) {
if (!_imageData) {
_imageData = new Graphics::Surface();
}
if (_imageData && _imageData != &surface) {
_imageData->copyFrom(surface);
writeAlpha(_imageData, _maskData);
}
_width = surface.w;
_height = surface.h;
if (_texture2D) {
tglUploadBlitImage(_blitImage, *_imageData, 0, false);
} else {
if (!_valid) {
tglGenTextures(1, &_tex);
}
_texWidth = Common::nextHigher2(_width);
_texHeight = Common::nextHigher2(_height);
tglBindTexture(TGL_TEXTURE_2D, _tex);
tglTexParameteri(TGL_TEXTURE_2D, TGL_TEXTURE_WRAP_S, TGL_REPEAT);
tglTexParameteri(TGL_TEXTURE_2D, TGL_TEXTURE_WRAP_T, TGL_REPEAT);
tglTexParameteri(TGL_TEXTURE_2D, TGL_TEXTURE_MIN_FILTER, TGL_LINEAR);
tglTexParameteri(TGL_TEXTURE_2D, TGL_TEXTURE_MAG_FILTER, TGL_LINEAR);
tglTexImage2D(TGL_TEXTURE_2D, 0, TGL_RGBA, _width, _height, 0, TGL_RGBA, TGL_UNSIGNED_BYTE, _imageData->getPixels());
tglBindTexture(TGL_TEXTURE_2D, 0);
}
_valid = true;
return true;
}
bool BaseSurfaceTinyGL::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));
_surfaceModified = true;
return true;
}
bool BaseSurfaceTinyGL::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 BaseSurfaceTinyGL::startPixelOp() {
if (!prepareToDraw())
return false;
_pixelOpReady = true;
return true;
}
bool BaseSurfaceTinyGL::endPixelOp() {
_pixelOpReady = false;
if (_surfaceModified) {
if (_texture2D) {
tglUploadBlitImage(_blitImage, *_imageData, 0, false);
} else {
tglBindTexture(TGL_TEXTURE_2D, _tex);
tglTexImage2D(TGL_TEXTURE_2D, 0, TGL_RGBA, _width, _height, 0, TGL_RGBA, TGL_UNSIGNED_BYTE, _imageData->getPixels());
tglBindTexture(TGL_TEXTURE_2D, 0);
}
_surfaceModified = false;
}
return true;
}
bool BaseSurfaceTinyGL::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 BaseSurfaceTinyGL::setTexture() {
prepareToDraw();
if (!_texture2D) {
tglBindTexture(TGL_TEXTURE_2D, _tex);
}
}
//////////////////////////////////////////////////////////////////////////
bool BaseSurfaceTinyGL::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 BaseSurfaceTinyGL::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_TINYGL)

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/* 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_TINYGL_H
#define WINTERMUTE_BASE_SURFACE_TINYGL_H
#include "engines/wintermute/base/gfx/base_surface.h"
#if defined(USE_TINYGL)
#include "graphics/tinygl/tinygl.h"
namespace Wintermute {
class BaseGame;
class BaseRenderer3D;
class BaseSurfaceTinyGL : public BaseSurface {
public:
BaseSurfaceTinyGL(BaseGame *game, BaseRenderer3D *renderer);
~BaseSurfaceTinyGL();
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;
}
uint getGLTextureWidth() const {
return _texWidth;
}
uint getGLTextureHeight() const {
return _texHeight;
}
TinyGL::BlitImage *getBlitImage() {
return _blitImage;
}
private:
TGLuint _tex;
BaseRenderer3D *_renderer;
Graphics::Surface *_imageData;
Graphics::Surface *_maskData;
uint _texWidth{};
uint _texHeight{};
bool _pixelOpReady;
bool _surfaceModified;
TinyGL::BlitImage *_blitImage;
bool _texture2D;
bool loadImage();
void writeAlpha(Graphics::Surface *surface, const Graphics::Surface *mask);
};
} // End of namespace Wintermute
#endif // defined(USE_TINYGL)
#endif

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/* 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_TINYGL)
#include "engines/wintermute/base/gfx/tinygl/mesh3ds_tinygl.h"
namespace Wintermute {
Mesh3DSTinyGL::Mesh3DSTinyGL(BaseGame *inGame) : Mesh3DS(inGame) {
_vertexCount = 0;
_vertexData = nullptr;
}
Mesh3DSTinyGL::~Mesh3DSTinyGL() {
}
void Mesh3DSTinyGL::fillVertexBuffer() {
_vertexCount = _numFaces * 3;
_vertexData = (Mesh3DSVertex *)_vb.ptr();
}
void Mesh3DSTinyGL::render(bool color) {
if (_vertexCount == 0)
return;
tglEnableClientState(TGL_VERTEX_ARRAY);
tglEnableClientState(TGL_COLOR_ARRAY);
tglVertexPointer(3, TGL_FLOAT, sizeof(Mesh3DSVertex), &_vertexData[0]._x);
tglColorPointer(4, TGL_FLOAT, sizeof(Mesh3DSVertex), &_vertexData[0]._r);
tglDrawArrays(TGL_TRIANGLES, 0, _vertexCount);
tglDisableClientState(TGL_COLOR_ARRAY);
tglDisableClientState(TGL_VERTEX_ARRAY);
}
} // namespace Wintermute
#endif // defined(USE_TINYGL)

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/* 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_TINYGL_H
#define WINTERMUTE_MESH_TINYGL_H
#include "engines/wintermute/base/gfx/3dmesh.h"
#if defined(USE_TINYGL)
#include "graphics/tinygl/tinygl.h"
namespace Wintermute {
class Mesh3DSTinyGL : public Mesh3DS {
public:
Mesh3DSTinyGL(BaseGame *inGame);
~Mesh3DSTinyGL();
void fillVertexBuffer() override;
void render(bool color) override;
private:
Mesh3DSVertex *_vertexData;
uint16 _vertexCount;
};
} // namespace Wintermute
#endif // defined(USE_TINYGL)
#endif

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/* 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"
#if defined(USE_TINYGL)
#include "engines/wintermute/base/gfx/tinygl/base_surface_tinygl.h"
#include "engines/wintermute/base/gfx/tinygl/base_render_tinygl.h"
#include "engines/wintermute/base/gfx/tinygl/meshx_tinygl.h"
namespace Wintermute {
//////////////////////////////////////////////////////////////////////////
XMeshTinyGL::XMeshTinyGL(BaseGame *inGame) : XMesh(inGame) {
}
//////////////////////////////////////////////////////////////////////////
XMeshTinyGL::~XMeshTinyGL() {
}
//////////////////////////////////////////////////////////////////////////
bool XMeshTinyGL::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;
tglEnable(TGL_TEXTURE_2D);
static_cast<BaseSurfaceTinyGL *>(mat->getSurface())->setTexture();
tglTexParameteri(TGL_TEXTURE_2D, TGL_TEXTURE_MAG_FILTER, TGL_LINEAR);
tglTexParameteri(TGL_TEXTURE_2D, TGL_TEXTURE_MIN_FILTER, TGL_LINEAR_MIPMAP_LINEAR);
} else {
tglBindTexture(TGL_TEXTURE_2D, 0);
tglDisable(TGL_TEXTURE_2D);
}
if (mat->getEffect()) {
renderEffect(mat);
} else {
tglMaterialfv(TGL_FRONT_AND_BACK, TGL_DIFFUSE, mat->_material._diffuse._data);
tglMaterialfv(TGL_FRONT_AND_BACK, TGL_AMBIENT, mat->_material._diffuse._data);
tglMaterialfv(TGL_FRONT_AND_BACK, TGL_SPECULAR, mat->_material._specular._data);
tglMaterialfv(TGL_FRONT_AND_BACK, TGL_EMISSION, mat->_material._emissive._data);
tglMaterialf(TGL_FRONT_AND_BACK, TGL_SHININESS, mat->_material._power);
}
tglEnableClientState(TGL_VERTEX_ARRAY);
tglEnableClientState(TGL_NORMAL_ARRAY);
if (textureEnable)
tglEnableClientState(TGL_TEXTURE_COORD_ARRAY);
tglVertexPointer(3, TGL_FLOAT, vertexSize * sizeof(float), vertexData);
tglNormalPointer(TGL_FLOAT, vertexSize * sizeof(float), vertexData + normalOffset);
if (textureEnable)
tglTexCoordPointer(2, TGL_FLOAT, vertexSize * sizeof(float), vertexData + textureOffset);
tglDrawElements(TGL_TRIANGLES, attrsTable->_ptr[i]._faceCount * 3, TGL_UNSIGNED_INT, indexData + attrsTable->_ptr[i]._faceStart * 3);
tglDisableClientState(TGL_VERTEX_ARRAY);
tglDisableClientState(TGL_NORMAL_ARRAY);
tglDisableClientState(TGL_TEXTURE_COORD_ARRAY);
}
tglBindTexture(TGL_TEXTURE_2D, 0);
tglDisable(TGL_TEXTURE_2D);
if (noAttrs) {
delete[] attrs;
}
return true;
}
bool XMeshTinyGL::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();
}
tglBindTexture(TGL_TEXTURE_2D, 0);
tglDisable(TGL_TEXTURE_2D);
tglDisable(TGL_LIGHTING);
tglShadeModel(TGL_FLAT);
tglColorMask(TGL_FALSE, TGL_FALSE, TGL_FALSE, TGL_FALSE);
tglDepthMask(TGL_FALSE);
tglEnable(TGL_STENCIL_TEST);
tglStencilFunc(TGL_ALWAYS, 1, 0xff);
tglStencilOp(TGL_REPLACE, TGL_REPLACE, TGL_REPLACE);
for (uint32 i = 0; i < numAttrs; i++) {
tglEnableClientState(TGL_VERTEX_ARRAY);
tglVertexPointer(3, TGL_FLOAT, vertexSize * sizeof(float), vertexData);
tglDrawElements(TGL_TRIANGLES, attrsTable->_ptr[i]._faceCount * 3, TGL_UNSIGNED_INT, indexData + attrsTable->_ptr[i]._faceStart * 3);
tglDisableClientState(TGL_VERTEX_ARRAY);
}
tglStencilFunc(TGL_EQUAL, 1, 0xff);
tglStencilOp(TGL_ZERO, TGL_ZERO, TGL_ZERO);
tglColor4ub(RGBCOLGetR(shadowColor), RGBCOLGetG(shadowColor), RGBCOLGetB(shadowColor), RGBCOLGetA(shadowColor));
tglColorMask(TGL_TRUE, TGL_TRUE, TGL_TRUE, TGL_TRUE);
tglEnable(TGL_BLEND);
tglBlendFunc(TGL_SRC_ALPHA, TGL_ONE_MINUS_SRC_ALPHA);
tglDepthMask(TGL_TRUE);
for (uint32 i = 0; i < numAttrs; i++) {
tglEnableClientState(TGL_VERTEX_ARRAY);
tglVertexPointer(3, TGL_FLOAT, vertexSize * sizeof(float), vertexData);
tglDrawElements(TGL_TRIANGLES, attrsTable->_ptr[i]._faceCount * 3, TGL_UNSIGNED_INT, indexData + attrsTable->_ptr[i]._faceStart * 3);
tglDisableClientState(TGL_VERTEX_ARRAY);
}
if (noAttrs) {
delete[] attrs;
}
tglDisable(TGL_BLEND);
tglDisable(TGL_STENCIL_TEST);
tglShadeModel(TGL_SMOOTH);
tglEnable(TGL_LIGHTING);
return true;
}
void XMeshTinyGL::renderEffect(Material *material) {
tglMaterialfv(TGL_FRONT_AND_BACK, TGL_DIFFUSE, material->_material._diffuse._data);
tglMaterialfv(TGL_FRONT_AND_BACK, TGL_AMBIENT, material->_material._diffuse._data);
tglMaterialfv(TGL_FRONT_AND_BACK, TGL_SPECULAR, material->_material._specular._data);
tglMaterialfv(TGL_FRONT_AND_BACK, TGL_EMISSION, material->_material._emissive._data);
tglMaterialf(TGL_FRONT_AND_BACK, TGL_SHININESS, material->_material._power);
}
} // namespace Wintermute
#endif // defined(USE_TINYGL)

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/* 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_TINYGL_H
#define WINTERMUTE_XMESH_TINYGL_H
#include "engines/wintermute/base/gfx/xmesh.h"
class Effect3D;
class Effect3DParams;
#if defined(USE_TINYGL)
#include "graphics/tinygl/tinygl.h"
namespace Wintermute {
class XMeshTinyGL : public XMesh {
public:
XMeshTinyGL(BaseGame *inGame);
~XMeshTinyGL() override;
bool render(XModel *model) override;
bool renderFlatShadowModel(uint32 shadowColor) override;
private:
void renderEffect(Material *material);
};
} // namespace Wintermute
#endif // defined(USE_TINYGL)
#endif

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/* 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"
#if defined(USE_TINYGL)
#include "engines/wintermute/base/gfx/tinygl/base_render_tinygl.h"
#include "engines/wintermute/base/gfx/tinygl/shadow_volume_tinygl.h"
namespace Wintermute {
//////////////////////////////////////////////////////////////////////////
ShadowVolumeTinyGL::ShadowVolumeTinyGL(BaseGame *inGame) : ShadowVolume(inGame) {
}
//////////////////////////////////////////////////////////////////////////
ShadowVolumeTinyGL::~ShadowVolumeTinyGL() {
}
//////////////////////////////////////////////////////////////////////////
bool ShadowVolumeTinyGL::render() {
tglBindTexture(TGL_TEXTURE_2D, 0);
tglDisable(TGL_TEXTURE_2D);
_game->_renderer3D->_lastTexture = nullptr;
tglEnableClientState(TGL_VERTEX_ARRAY);
tglVertexPointer(3, TGL_FLOAT, 0, _vertices.getData());
tglDrawArrays(TGL_TRIANGLES, 0, _vertices.getSize());
tglDisableClientState(TGL_VERTEX_ARRAY);
return true;
}
//////////////////////////////////////////////////////////////////////////
bool ShadowVolumeTinyGL::renderToStencilBuffer() {
// Disable z-buffer/color writes (note: z-testing still occurs), and enable the
// stencil-buffer
tglDepthMask(TGL_FALSE);
tglColorMask(TGL_FALSE, TGL_FALSE, TGL_FALSE, TGL_FALSE);
tglDisable(TGL_TEXTURE_2D);
tglDisable(TGL_LIGHTING);
tglEnable(TGL_STENCIL_TEST);
tglEnable(TGL_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.
tglStencilFunc(TGL_ALWAYS, 0x1, 0xff);
tglShadeModel(TGL_FLAT);
tglStencilOp(TGL_KEEP, TGL_KEEP, TGL_INCR);
// Draw back-side of shadow volume in stencil/z only
tglFrontFace(TGL_CCW);
render();
// Decrement stencil buffer value
tglStencilOp(TGL_KEEP, TGL_KEEP, TGL_DECR);
// Draw front-side of shadow volume in stencil/z only
tglFrontFace(TGL_CW);
render();
// Restore render states
tglEnable(TGL_LIGHTING);
tglFrontFace(TGL_CCW);
tglShadeModel(TGL_SMOOTH);
tglDepthMask(TGL_TRUE);
tglColorMask(TGL_TRUE, TGL_TRUE, TGL_TRUE, TGL_TRUE);
tglDisable(TGL_STENCIL_TEST);
tglDisable(TGL_BLEND);
return true;
}
//////////////////////////////////////////////////////////////////////////
bool ShadowVolumeTinyGL::renderToScene() {
initMask();
tglDisable(TGL_DEPTH_TEST);
tglEnable(TGL_STENCIL_TEST);
tglEnable(TGL_BLEND);
tglBlendFunc(TGL_SRC_ALPHA, TGL_ONE_MINUS_SRC_ALPHA);
// Only write where stencil val >= 1 (count indicates # of shadows that overlap that pixel)
tglStencilFunc(TGL_LEQUAL, 0x1, 0xff);
tglStencilOp(TGL_KEEP, TGL_KEEP, TGL_KEEP);
tglDisable(TGL_FOG);
tglDisable(TGL_LIGHTING);
tglDisable(TGL_ALPHA_TEST);
tglBindTexture(TGL_TEXTURE_2D, 0);
BaseRenderTinyGL *renderer = (BaseRenderTinyGL *)_game->_renderer3D;
renderer->setProjection2D();
// FIXME: CW->CCW Why it differ from OpenGL?
tglFrontFace(TGL_CCW);
tglEnableClientState(TGL_COLOR_ARRAY);
tglEnableClientState(TGL_VERTEX_ARRAY);
// Draw a big, gray square
tglVertexPointer(3, TGL_FLOAT, sizeof(ShadowVertex), &_shadowMask[0].x);
tglColorPointer(4, TGL_UNSIGNED_BYTE, sizeof(ShadowVertex), &_shadowMask[0].r);
tglDrawArrays(TGL_TRIANGLE_STRIP, 0, 4);
tglDisableClientState(TGL_COLOR_ARRAY);
tglDisableClientState(TGL_VERTEX_ARRAY);
// Restore render states
tglEnable(TGL_DEPTH_TEST);
tglDisable(TGL_STENCIL_TEST);
_game->_renderer3D->setup3D(nullptr, true);
// clear stencil buffer
tglClearStencil(0);
tglClear(TGL_STENCIL_BUFFER_BIT);
return true;
}
//////////////////////////////////////////////////////////////////////////
bool ShadowVolumeTinyGL::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_TINYGL)

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/* 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_TINYGL_H
#define WINTERMUTE_SHADOW_VOLUME_TINYGL_H
#include "engines/wintermute/base/gfx/3dshadow_volume.h"
#if defined(USE_TINYGL)
#include "graphics/tinygl/tinygl.h"
namespace Wintermute {
class ShadowVolumeTinyGL : public ShadowVolume {
public:
ShadowVolumeTinyGL(BaseGame *inGame);
virtual ~ShadowVolumeTinyGL();
bool renderToStencilBuffer() override;
bool renderToScene() override;
private:
bool render();
ShadowVertex _shadowMask[4]{};
bool initMask() override;
};
} // namespace Wintermute
#endif // defined(USE_TINYGL)
#endif