/* 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/alcachofa.h" #include "alcachofa/graphics-opengl.h" #include "alcachofa/detection.h" #include "common/system.h" #include "engines/util.h" #include "graphics/opengl/shader.h" using namespace Common; using namespace Math; using namespace Graphics; using namespace OpenGL; namespace Alcachofa { class OpenGLRendererShaders : public OpenGLRenderer { struct Vertex { Vector2d pos; Vector2d uv; Color color; }; struct VBO { VBO(GLuint bufferId) : _bufferId(bufferId) {} ~VBO() { Shader::freeBuffer(_bufferId); } GLuint _bufferId; uint _capacity = 0; }; public: OpenGLRendererShaders(Point resolution) : OpenGLRenderer(resolution) { static constexpr const char *const kAttributes[] = { "in_pos", "in_uv", "in_color", nullptr }; if (!_shader.loadFromStrings("alcachofa", kVertexShader, kFragmentShader, kAttributes)) error("Could not load shader"); // we use more than one VBO to reduce implicit synchronization for (int i = 0; i < 4; i++) _vbos.emplace_back(Shader::createBuffer(GL_ARRAY_BUFFER, 0, nullptr, GL_STREAM_DRAW)); _vertices.resize(8 * 6); // heuristic, we should be lucky if we can batch 8 quads together _whiteTexture.reset(new OpenGLTexture(1, 1, false)); const byte whiteData[] = { 0xff, 0xff, 0xff, 0xff }; GL_CALL(glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, whiteData)); } void begin() override { resetState(); _currentTexture = nullptr; _needsNewBatch = true; } void end() override { if (!_vertices.empty()) // submit last batch checkFirstDrawCommand(); OpenGLRenderer::end(); } void setTexture(ITexture *texture) override { if (texture == _currentTexture) return; _needsNewBatch = true; if (texture == nullptr) _currentTexture = nullptr; else { _currentTexture = dynamic_cast(texture); assert(_currentTexture != nullptr); } } void setBlendMode(BlendMode blendMode) override { if (blendMode == _currentBlendMode) return; _needsNewBatch = true; _currentBlendMode = blendMode; } void setLodBias(float lodBias) override { if (abs(_currentLodBias - lodBias) < epsilon) return; _needsNewBatch = true; _currentLodBias = lodBias; } void quad( Vector2d topLeft, Vector2d size, Color color, Angle rotation, Vector2d texMin, Vector2d texMax) override { if (_needsNewBatch) { _needsNewBatch = false; checkFirstDrawCommand(); } 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)); } Vector2d positions[4], texCoords[4]; getQuadPositions(topLeft, size, rotation, positions); getQuadTexCoords(texMin, texMax, texCoords); _vertices.push_back({ positions[0], texCoords[0], color }); _vertices.push_back({ positions[1], texCoords[1], color }); _vertices.push_back({ positions[2], texCoords[2], color }); _vertices.push_back({ positions[0], texCoords[0], color }); _vertices.push_back({ positions[2], texCoords[2], color }); _vertices.push_back({ positions[3], texCoords[3], color }); } void setMatrices(bool flipped) override { // adapted from https://en.wikipedia.org/wiki/Orthographic_projection const float left = 0.0f; const float right = _resolution.x; const float bottom = flipped ? _resolution.y : 0.0f; const float top = flipped ? 0.0f : _resolution.y; const float near = -1.0f; const float far = 1.0f; _projection.setToIdentity(); _projection(0, 0) = 2.0f / (right - left); _projection(1, 1) = 2.0f / (top - bottom); _projection(2, 2) = -2.0f / (far - near); _projection(3, 0) = -(right + left) / (right - left); _projection(3, 1) = -(top + bottom) / (top - bottom); _projection(3, 2) = -(far + near) / (far - near); } private: void checkFirstDrawCommand() { OpenGLRenderer::checkFirstDrawCommand(); // submit batch if (!_vertices.empty()) { auto &vbo = _vbos[_curVBO]; _curVBO = (_curVBO + 1) % _vbos.size(); _shader.enableVertexAttribute("in_pos", vbo._bufferId, 2, GL_FLOAT, false, sizeof(Vertex), offsetof(Vertex, pos)); _shader.enableVertexAttribute("in_uv", vbo._bufferId, 2, GL_FLOAT, false, sizeof(Vertex), offsetof(Vertex, uv)); _shader.enableVertexAttribute("in_color", vbo._bufferId, 4, GL_UNSIGNED_BYTE, true, sizeof(Vertex), offsetof(Vertex, color)); _shader.use(true); GL_CALL(glBindTexture(GL_TEXTURE_2D, _batchTexture == nullptr ? _whiteTexture->handle() : _batchTexture->handle())); GL_CALL(glBindBuffer(GL_ARRAY_BUFFER, vbo._bufferId)); if (vbo._capacity < _vertices.size()) { vbo._capacity = _vertices.size(); glBufferData(GL_ARRAY_BUFFER, sizeof(Vertex) * _vertices.size(), _vertices.data(), GL_STREAM_DRAW); } else glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(Vertex) * _vertices.size(), _vertices.data()); glDrawArrays(GL_TRIANGLES, 0, _vertices.size()); _vertices.clear(); } // setup next batch setBlendFunc(_currentBlendMode); _shader.setUniform("projection", _projection); _shader.setUniform("blendMode", _currentTexture == nullptr ? 5 : (int)_currentBlendMode); _shader.setUniform("posterize", g_engine->config().highQuality() ? 1 : 0); _shader.setUniform1f("lodBias", _currentLodBias); _shader.setUniform("texture", 0); _batchTexture = _currentTexture; } Matrix4 _projection; Shader _shader; Array _vbos; Array _vertices; uint _curVBO = 0; bool _needsNewBatch = false; OpenGLTexture *_batchTexture = nullptr; ScopedPtr _whiteTexture; static constexpr const char *const kVertexShader = R"( uniform mat4 projection; attribute vec2 in_pos; attribute vec2 in_uv; attribute vec4 in_color; varying vec2 var_uv; varying vec4 var_color; void main() { gl_Position = projection * vec4(in_pos, 0.0, 1.0); var_uv = in_uv; var_color = in_color; })"; static constexpr const char *const kFragmentShader = R"( #ifdef GL_ES precision mediump float; #endif uniform sampler2D texture; uniform int blendMode; uniform int posterize; uniform float lodBias; varying vec2 var_uv; varying vec4 var_color; void main() { vec4 tex_color = texture2D(texture, var_uv, lodBias); if (blendMode <= 2) { // AdditiveAlpha, Additive and Multiply gl_FragColor.rgb = tex_color.rgb * var_color.a; gl_FragColor.a = tex_color.a; } else if (blendMode == 3) { // Alpha gl_FragColor.rgb = tex_color.rgb; gl_FragColor.a = var_color.a; } else if (blendMode == 4) { // Tinted gl_FragColor.rgb = var_color.rgb * var_color.a * tex_color.rgb; gl_FragColor.a = tex_color.a; } else { // Disabled texture gl_FragColor = var_color; } if (posterize == 0) { // shave off 3 bits for that 16-bit look gl_FragColor = floor(gl_FragColor * (256.0 / 8.0)) / (256.0 / 8.0); } })"; }; IRenderer *IRenderer::createOpenGLRendererShaders(Point resolution) { debug("Use OpenGL shaders renderer"); return new OpenGLRendererShaders(resolution); } }