/* 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 .
*
*/
#include "alcachofa/graphics-opengl.h"
#include "alcachofa/detection.h"
#include "common/system.h"
#include "engines/util.h"
using namespace Common;
using namespace Math;
using namespace Graphics;
namespace Alcachofa {
class OpenGLRendererClassic : public OpenGLRenderer, public virtual IDebugRenderer {
public:
using OpenGLRenderer::OpenGLRenderer;
void begin() override {
GL_CALL(glEnableClientState(GL_VERTEX_ARRAY));
GL_CALL(glDisableClientState(GL_INDEX_ARRAY));
GL_CALL(glDisableClientState(GL_TEXTURE_COORD_ARRAY));
resetState();
_currentTexture = nullptr;
}
void setTexture(ITexture *texture) override {
if (texture == _currentTexture)
return;
else if (texture == nullptr) {
GL_CALL(glDisable(GL_TEXTURE_2D));
GL_CALL(glDisableClientState(GL_TEXTURE_COORD_ARRAY));
_currentTexture = nullptr;
} else {
if (_currentTexture == nullptr) {
GL_CALL(glEnable(GL_TEXTURE_2D));
GL_CALL(glEnableClientState(GL_TEXTURE_COORD_ARRAY));
}
auto glTexture = dynamic_cast(texture);
assert(glTexture != nullptr);
GL_CALL(glBindTexture(GL_TEXTURE_2D, glTexture->handle())); //-V522
_currentTexture = glTexture;
}
}
void setBlendMode(BlendMode blendMode) override {
if (blendMode == _currentBlendMode)
return;
setBlendFunc(blendMode);
GL_CALL(glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE));
switch (blendMode) {
case BlendMode::AdditiveAlpha:
case BlendMode::Additive:
case BlendMode::Multiply:
// TintAlpha * TexColor, TexAlpha
GL_CALL(glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_MODULATE));
GL_CALL(glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE));
GL_CALL(glTexEnvi(GL_TEXTURE_ENV, GL_SRC0_RGB, GL_TEXTURE));
GL_CALL(glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR));
GL_CALL(glTexEnvi(GL_TEXTURE_ENV, GL_SRC0_ALPHA, GL_TEXTURE));
GL_CALL(glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA));
GL_CALL(glTexEnvi(GL_TEXTURE_ENV, GL_SRC1_RGB, GL_PRIMARY_COLOR));
GL_CALL(glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_ALPHA)); // alpha replaces color
break;
case BlendMode::Alpha:
// TexColor, TintAlpha
GL_CALL(glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_REPLACE));
GL_CALL(glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE));
GL_CALL(glTexEnvi(GL_TEXTURE_ENV, GL_SRC0_RGB, GL_TEXTURE));
GL_CALL(glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR));
GL_CALL(glTexEnvi(GL_TEXTURE_ENV, GL_SRC0_ALPHA, GL_PRIMARY_COLOR));
GL_CALL(glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA));
break;
case BlendMode::Tinted:
// (TintColor * TintAlpha) * TexColor, TexAlpha
GL_CALL(glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_MODULATE));
GL_CALL(glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE));
GL_CALL(glTexEnvi(GL_TEXTURE_ENV, GL_SRC0_RGB, GL_TEXTURE));
GL_CALL(glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR));
GL_CALL(glTexEnvi(GL_TEXTURE_ENV, GL_SRC0_ALPHA, GL_TEXTURE));
GL_CALL(glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA));
GL_CALL(glTexEnvi(GL_TEXTURE_ENV, GL_SRC1_RGB, GL_PRIMARY_COLOR));
GL_CALL(glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR)); // we have to pre-multiply
break;
default:
assert(false && "Invalid blend mode");
break;
}
_currentBlendMode = blendMode;
}
void setLodBias(float lodBias) override {
if (abs(_currentLodBias - lodBias) < epsilon)
return;
GL_CALL(glTexEnvf(GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, lodBias));
_currentLodBias = lodBias;
}
void quad(
Vector2d topLeft,
Vector2d size,
Color color,
Angle rotation,
Vector2d texMin,
Vector2d texMax) override {
Vector2d positions[4], texCoords[4];
getQuadPositions(topLeft, size, rotation, positions);
getQuadTexCoords(texMin, texMax, texCoords);
if (_currentTexture != nullptr) {
// float equality is fine here, if it was calculated it was not a normal graphic
_currentTexture->setMirrorWrap(texMin != Vector2d() || texMax != Vector2d(1, 1));
}
float colors[] = { color.r / 255.0f, color.g / 255.0f, color.b / 255.0f, color.a / 255.0f };
if (_currentBlendMode == BlendMode::Tinted) {
colors[0] *= colors[3];
colors[1] *= colors[3];
colors[2] *= colors[3];
}
checkFirstDrawCommand();
GL_CALL(glColor4fv(colors));
GL_CALL(glVertexPointer(2, GL_FLOAT, 0, positions));
if (_currentTexture != nullptr)
GL_CALL(glTexCoordPointer(2, GL_FLOAT, 0, texCoords));
GL_CALL(glDrawArrays(GL_QUADS, 0, 4));
#ifdef ALCACHOFA_DEBUG
// make sure we crash instead of someone using our stack arrays
GL_CALL(glVertexPointer(2, GL_FLOAT, sizeof(Vector2d), nullptr));
GL_CALL(glTexCoordPointer(2, GL_FLOAT, sizeof(Vector2d), nullptr));
#endif
}
void debugPolygon(
Span points,
Color color
) override {
checkFirstDrawCommand();
setTexture(nullptr);
setBlendMode(BlendMode::Alpha);
GL_CALL(glVertexPointer(2, GL_FLOAT, 0, points.data()));
GL_CALL(glLineWidth(4.0f));
GL_CALL(glPointSize(8.0f));
GL_CALL(glColor4ub(color.r, color.g, color.b, color.a));
if (points.size() > 2)
GL_CALL(glDrawArrays(GL_POLYGON, 0, points.size()));
color.a = (byte)(MIN(255.0f, color.a * 1.3f));
GL_CALL(glColor4ub(color.r, color.g, color.b, color.a));
if (points.size() > 1)
GL_CALL(glDrawArrays(GL_LINE_LOOP, 0, points.size()));
color.a = (byte)(MIN(255.0f, color.a * 1.3f));
GL_CALL(glColor4ub(color.r, color.g, color.b, color.a));
if (points.size() > 0)
GL_CALL(glDrawArrays(GL_POINTS, 0, points.size()));
}
void debugPolyline(
Span points,
Color color
) override {
checkFirstDrawCommand();
setTexture(nullptr);
setBlendMode(BlendMode::Alpha);
GL_CALL(glVertexPointer(2, GL_FLOAT, 0, points.data()));
GL_CALL(glLineWidth(4.0f));
GL_CALL(glPointSize(8.0f));
GL_CALL(glColor4ub(color.r, color.g, color.b, color.a));
if (points.size() > 1)
GL_CALL(glDrawArrays(GL_LINE_STRIP, 0, points.size()));
color.a = (byte)(MIN(255.0f, color.a * 1.3f));
GL_CALL(glColor4ub(color.r, color.g, color.b, color.a));
if (points.size() > 0)
GL_CALL(glDrawArrays(GL_POINTS, 0, points.size()));
}
void setMatrices(bool flipped) override {
float bottom = flipped ? _resolution.y : 0.0f;
float top = flipped ? 0.0f : _resolution.y;
GL_CALL(glMatrixMode(GL_PROJECTION));
GL_CALL(glLoadIdentity());
GL_CALL(glOrtho(0.0f, _resolution.x, bottom, top, -1.0f, 1.0f));
GL_CALL(glMatrixMode(GL_MODELVIEW));
GL_CALL(glLoadIdentity());
}
};
IRenderer *IRenderer::createOpenGLRendererClassic(Point resolution) {
debug("Use OpenGL classic renderer");
return new OpenGLRendererClassic(resolution);
}
}