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261
engines/wintermute/base/gfx/tinygl/meshx_tinygl.cpp
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261
engines/wintermute/base/gfx/tinygl/meshx_tinygl.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/base_game.h"
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#include "engines/wintermute/base/base_engine.h"
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#if defined(USE_TINYGL)
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#include "engines/wintermute/base/gfx/tinygl/base_surface_tinygl.h"
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#include "engines/wintermute/base/gfx/tinygl/base_render_tinygl.h"
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#include "engines/wintermute/base/gfx/tinygl/meshx_tinygl.h"
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namespace Wintermute {
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//////////////////////////////////////////////////////////////////////////
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XMeshTinyGL::XMeshTinyGL(BaseGame *inGame) : XMesh(inGame) {
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}
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//////////////////////////////////////////////////////////////////////////
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XMeshTinyGL::~XMeshTinyGL() {
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}
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//////////////////////////////////////////////////////////////////////////
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bool XMeshTinyGL::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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uint32 *indexData = (uint32 *)_blendedMesh->getIndexBuffer().ptr();
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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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for (uint32 i = 0; i < numAttrs; i++) {
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Material *mat = _materials[attrs[i]._attribId];
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bool textureEnable = false;
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if (mat->getSurface()) {
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textureEnable = true;
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tglEnable(TGL_TEXTURE_2D);
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static_cast<BaseSurfaceTinyGL *>(mat->getSurface())->setTexture();
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tglTexParameteri(TGL_TEXTURE_2D, TGL_TEXTURE_MAG_FILTER, TGL_LINEAR);
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tglTexParameteri(TGL_TEXTURE_2D, TGL_TEXTURE_MIN_FILTER, TGL_LINEAR_MIPMAP_LINEAR);
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} else {
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tglBindTexture(TGL_TEXTURE_2D, 0);
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tglDisable(TGL_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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tglMaterialfv(TGL_FRONT_AND_BACK, TGL_DIFFUSE, mat->_material._diffuse._data);
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tglMaterialfv(TGL_FRONT_AND_BACK, TGL_AMBIENT, mat->_material._diffuse._data);
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tglMaterialfv(TGL_FRONT_AND_BACK, TGL_SPECULAR, mat->_material._specular._data);
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tglMaterialfv(TGL_FRONT_AND_BACK, TGL_EMISSION, mat->_material._emissive._data);
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tglMaterialf(TGL_FRONT_AND_BACK, TGL_SHININESS, mat->_material._power);
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}
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tglEnableClientState(TGL_VERTEX_ARRAY);
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tglEnableClientState(TGL_NORMAL_ARRAY);
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if (textureEnable)
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tglEnableClientState(TGL_TEXTURE_COORD_ARRAY);
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tglVertexPointer(3, TGL_FLOAT, vertexSize * sizeof(float), vertexData);
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tglNormalPointer(TGL_FLOAT, vertexSize * sizeof(float), vertexData + normalOffset);
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if (textureEnable)
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tglTexCoordPointer(2, TGL_FLOAT, vertexSize * sizeof(float), vertexData + textureOffset);
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tglDrawElements(TGL_TRIANGLES, attrsTable->_ptr[i]._faceCount * 3, TGL_UNSIGNED_INT, indexData + attrsTable->_ptr[i]._faceStart * 3);
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tglDisableClientState(TGL_VERTEX_ARRAY);
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tglDisableClientState(TGL_NORMAL_ARRAY);
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tglDisableClientState(TGL_TEXTURE_COORD_ARRAY);
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}
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tglBindTexture(TGL_TEXTURE_2D, 0);
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tglDisable(TGL_TEXTURE_2D);
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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 XMeshTinyGL::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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uint32 *indexData = (uint32 *)_blendedMesh->getIndexBuffer().ptr();
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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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tglBindTexture(TGL_TEXTURE_2D, 0);
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tglDisable(TGL_TEXTURE_2D);
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tglDisable(TGL_LIGHTING);
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tglShadeModel(TGL_FLAT);
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tglColorMask(TGL_FALSE, TGL_FALSE, TGL_FALSE, TGL_FALSE);
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tglDepthMask(TGL_FALSE);
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tglEnable(TGL_STENCIL_TEST);
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tglStencilFunc(TGL_ALWAYS, 1, 0xff);
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tglStencilOp(TGL_REPLACE, TGL_REPLACE, TGL_REPLACE);
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for (uint32 i = 0; i < numAttrs; i++) {
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tglEnableClientState(TGL_VERTEX_ARRAY);
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tglVertexPointer(3, TGL_FLOAT, vertexSize * sizeof(float), vertexData);
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tglDrawElements(TGL_TRIANGLES, attrsTable->_ptr[i]._faceCount * 3, TGL_UNSIGNED_INT, indexData + attrsTable->_ptr[i]._faceStart * 3);
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tglDisableClientState(TGL_VERTEX_ARRAY);
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}
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tglStencilFunc(TGL_EQUAL, 1, 0xff);
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tglStencilOp(TGL_ZERO, TGL_ZERO, TGL_ZERO);
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tglColor4ub(RGBCOLGetR(shadowColor), RGBCOLGetG(shadowColor), RGBCOLGetB(shadowColor), RGBCOLGetA(shadowColor));
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tglColorMask(TGL_TRUE, TGL_TRUE, TGL_TRUE, TGL_TRUE);
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tglEnable(TGL_BLEND);
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tglBlendFunc(TGL_SRC_ALPHA, TGL_ONE_MINUS_SRC_ALPHA);
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tglDepthMask(TGL_TRUE);
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for (uint32 i = 0; i < numAttrs; i++) {
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tglEnableClientState(TGL_VERTEX_ARRAY);
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tglVertexPointer(3, TGL_FLOAT, vertexSize * sizeof(float), vertexData);
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tglDrawElements(TGL_TRIANGLES, attrsTable->_ptr[i]._faceCount * 3, TGL_UNSIGNED_INT, indexData + attrsTable->_ptr[i]._faceStart * 3);
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tglDisableClientState(TGL_VERTEX_ARRAY);
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}
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if (noAttrs) {
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delete[] attrs;
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}
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tglDisable(TGL_BLEND);
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tglDisable(TGL_STENCIL_TEST);
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tglShadeModel(TGL_SMOOTH);
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tglEnable(TGL_LIGHTING);
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return true;
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}
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void XMeshTinyGL::renderEffect(Material *material) {
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tglMaterialfv(TGL_FRONT_AND_BACK, TGL_DIFFUSE, material->_material._diffuse._data);
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tglMaterialfv(TGL_FRONT_AND_BACK, TGL_AMBIENT, material->_material._diffuse._data);
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tglMaterialfv(TGL_FRONT_AND_BACK, TGL_SPECULAR, material->_material._specular._data);
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tglMaterialfv(TGL_FRONT_AND_BACK, TGL_EMISSION, material->_material._emissive._data);
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tglMaterialf(TGL_FRONT_AND_BACK, TGL_SHININESS, material->_material._power);
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}
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} // namespace Wintermute
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#endif // defined(USE_TINYGL)
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