/* 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 "common/rect.h" #include "common/textconsole.h" #if defined(USE_OPENGL_SHADERS) #include "graphics/surface.h" #include "math/glmath.h" #include "math/vector2d.h" #include "math/rect2d.h" #include "math/quat.h" #include "graphics/opengl/shader.h" #include "graphics/opengl/texture.h" #include "engines/playground3d/gfx.h" #include "engines/playground3d/gfx_opengl_shaders.h" namespace Playground3d { static const GLfloat offsetVertices[] = { // X Y // 1st triangle -1.0f, 1.0f, 1.0f, 1.0f, 0.0f, -1.0f, // 2nd triangle -0.5f, 0.5f, 0.5f, 0.5f, 0.0f, -0.5f, }; static const GLfloat dimRegionVertices[] = { // X Y -0.5f, 0.5f, 0.5f, 0.5f, -0.5f, -0.5f, 0.5f, -0.5f, }; static const GLfloat boxVertices[] = { // X Y // static green box -1.0f, 1.0f, 1.0f, 1.0f, -1.0f, -1.0f, 1.0f, -1.0f, // moving red box -0.1f, 0.1f, 0.1f, 0.1f, -0.1f, -0.1f, 0.1f, -0.1f, }; static const GLfloat bitmapVertices[] = { // X Y -0.2f, 0.2f, 0.2f, 0.2f, -0.2f, -0.2f, 0.2f, -0.2f, }; Renderer *CreateGfxOpenGLShader(OSystem *system) { return new ShaderRenderer(system); } ShaderRenderer::ShaderRenderer(OSystem *system) : Renderer(system), _currentViewport(kOriginalWidth, kOriginalHeight), _cubeShader(nullptr), _offsetShader(nullptr), _fadeShader(nullptr), _viewportShader(nullptr), _bitmapShader(nullptr), _cubeVBO(0), _offsetVBO(0), _fadeVBO(0), _viewportVBO(0), _bitmapVBO(0), _textures{} { } ShaderRenderer::~ShaderRenderer() { OpenGL::Shader::freeBuffer(_cubeVBO); OpenGL::Shader::freeBuffer(_offsetVBO); OpenGL::Shader::freeBuffer(_fadeVBO); OpenGL::Shader::freeBuffer(_viewportVBO); OpenGL::Shader::freeBuffer(_bitmapVBO); delete _cubeShader; delete _offsetShader; delete _fadeShader; delete _viewportShader; delete _bitmapShader; } void ShaderRenderer::init() { debug("Initializing OpenGL Renderer with shaders"); computeScreenViewport(); static const char *cubeAttributes[] = { "position", "normal", "color", "texcoord", nullptr }; _cubeShader = OpenGL::Shader::fromFiles("playground3d_cube", cubeAttributes); _cubeVBO = OpenGL::Shader::createBuffer(GL_ARRAY_BUFFER, sizeof(cubeVertices), cubeVertices); _cubeShader->enableVertexAttribute("texcoord", _cubeVBO, 2, GL_FLOAT, GL_FALSE, 11 * sizeof(float), 0); _cubeShader->enableVertexAttribute("position", _cubeVBO, 3, GL_FLOAT, GL_FALSE, 11 * sizeof(float), 8); _cubeShader->enableVertexAttribute("normal", _cubeVBO, 3, GL_FLOAT, GL_FALSE, 11 * sizeof(float), 20); _cubeShader->enableVertexAttribute("color", _cubeVBO, 3, GL_FLOAT, GL_FALSE, 11 * sizeof(float), 32); static const char *offsetAttributes[] = { "position", nullptr }; _offsetShader = OpenGL::Shader::fromFiles("playground3d_offset", offsetAttributes); _offsetVBO = OpenGL::Shader::createBuffer(GL_ARRAY_BUFFER, sizeof(offsetVertices), offsetVertices); _offsetShader->enableVertexAttribute("position", _offsetVBO, 2, GL_FLOAT, GL_TRUE, 2 * sizeof(float), 0); static const char *fadeAttributes[] = { "position", nullptr }; _fadeShader = OpenGL::Shader::fromFiles("playground3d_fade", fadeAttributes); _fadeVBO = OpenGL::Shader::createBuffer(GL_ARRAY_BUFFER, sizeof(dimRegionVertices), dimRegionVertices); _fadeShader->enableVertexAttribute("position", _fadeVBO, 2, GL_FLOAT, GL_TRUE, 2 * sizeof(float), 0); static const char *viewportAttributes[] = { "position", nullptr }; _viewportShader = OpenGL::Shader::fromFiles("playground3d_viewport", viewportAttributes); _viewportVBO = OpenGL::Shader::createBuffer(GL_ARRAY_BUFFER, sizeof(boxVertices), boxVertices); _viewportShader->enableVertexAttribute("position", _viewportVBO, 2, GL_FLOAT, GL_TRUE, 2 * sizeof(float), 0); static const char *bitmapAttributes[] = { "position", "texcoord", nullptr }; _bitmapShader = OpenGL::Shader::fromFiles("playground3d_bitmap", bitmapAttributes); _bitmapVBO = OpenGL::Shader::createBuffer(GL_ARRAY_BUFFER, sizeof(bitmapVertices), bitmapVertices); _bitmapShader->enableVertexAttribute("position", _bitmapVBO, 2, GL_FLOAT, GL_TRUE, 2 * sizeof(float), 0); _bitmapTexVBO = OpenGL::Shader::createBuffer(GL_ARRAY_BUFFER, 4 * 2 * sizeof(GLfloat), nullptr, GL_DYNAMIC_DRAW); _bitmapShader->enableVertexAttribute("texcoord", _bitmapTexVBO, 2, GL_FLOAT, GL_TRUE, 2 * sizeof(float), 0); } void ShaderRenderer::deinit() { for(int i = 0; i < ARRAYSIZE(_textures); i++) { delete _textures[i]; _textures[i] = nullptr; } delete _cubeShader; _cubeShader = nullptr; delete _offsetShader; _offsetShader = nullptr; delete _fadeShader; _fadeShader = nullptr; delete _viewportShader; _viewportShader = nullptr; delete _bitmapShader; _bitmapShader = nullptr; OpenGL::Shader::freeBuffer(_cubeVBO); OpenGL::Shader::freeBuffer(_offsetVBO); OpenGL::Shader::freeBuffer(_fadeVBO); OpenGL::Shader::freeBuffer(_viewportVBO); OpenGL::Shader::freeBuffer(_bitmapVBO); OpenGL::Shader::freeBuffer(_bitmapTexVBO); } void ShaderRenderer::clear(const Math::Vector4d &clearColor) { glClearColor(clearColor.x(), clearColor.y(), clearColor.z(), clearColor.w()); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); } void ShaderRenderer::loadTextureRGBA(Graphics::Surface *texture) { if (!_textures[TextureType::RGBA8888]) { _textures[TextureType::RGBA8888] = new OpenGL::Texture(GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE); } _textures[TextureType::RGBA8888]->setSize(texture->w, texture->h); _textures[TextureType::RGBA8888]->updateArea(Common::Rect(texture->w, texture->h), *texture); } void ShaderRenderer::loadTextureRGB(Graphics::Surface *texture) { if (!_textures[TextureType::RGB888]) { _textures[TextureType::RGB888] = new OpenGL::Texture(GL_RGB, GL_RGB, GL_UNSIGNED_BYTE); } _textures[TextureType::RGB888]->setSize(texture->w, texture->h); _textures[TextureType::RGB888]->updateArea(Common::Rect(texture->w, texture->h), *texture); } void ShaderRenderer::loadTextureRGB565(Graphics::Surface *texture) { if (!_textures[TextureType::RGB565]) { _textures[TextureType::RGB565] = new OpenGL::Texture(GL_RGB, GL_RGB, GL_UNSIGNED_SHORT_5_6_5); } _textures[TextureType::RGB565]->setSize(texture->w, texture->h); _textures[TextureType::RGB565]->updateArea(Common::Rect(texture->w, texture->h), *texture); } void ShaderRenderer::loadTextureRGBA5551(Graphics::Surface *texture) { if (!_textures[TextureType::RGBA5551]) { _textures[TextureType::RGBA5551] = new OpenGL::Texture(GL_RGBA, GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1); } _textures[TextureType::RGBA5551]->setSize(texture->w, texture->h); _textures[TextureType::RGBA5551]->updateArea(Common::Rect(texture->w, texture->h), *texture); } void ShaderRenderer::loadTextureRGBA4444(Graphics::Surface *texture) { if (!_textures[TextureType::RGBA4444]) { _textures[TextureType::RGBA4444] = new OpenGL::Texture(GL_RGBA, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4); } _textures[TextureType::RGBA4444]->setSize(texture->w, texture->h); _textures[TextureType::RGBA4444]->updateArea(Common::Rect(texture->w, texture->h), *texture); } void ShaderRenderer::setupViewport(int x, int y, int width, int height) { glViewport(x, y, width, height); } void ShaderRenderer::enableFog(const Math::Vector4d &fogColor) { } void ShaderRenderer::disableFog() { } void ShaderRenderer::enableScissor(int x, int y, int width, int height) { glScissor(x, y, width, height); glEnable(GL_SCISSOR_TEST); } void ShaderRenderer::disableScissor() { glDisable(GL_SCISSOR_TEST); } void ShaderRenderer::drawCube(const Math::Vector3d &pos, const Math::Vector3d &roll) { glDisable(GL_BLEND); glBlendFunc(GL_ONE, GL_ZERO); glEnable(GL_DEPTH_TEST); glDepthMask(GL_TRUE); auto rotateMatrix = (Math::Quaternion::fromEuler(roll.x(), roll.y(), roll.z(), Math::EO_XYZ)).inverse().toMatrix(); _cubeShader->use(); _cubeShader->setUniform("textured", false); _cubeShader->setUniform("mvpMatrix", _mvpMatrix); _cubeShader->setUniform("rotateMatrix", rotateMatrix); _cubeShader->setUniform("modelPos", pos); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); glDrawArrays(GL_TRIANGLE_STRIP, 4, 4); glDrawArrays(GL_TRIANGLE_STRIP, 8, 4); glDrawArrays(GL_TRIANGLE_STRIP, 12, 4); glDrawArrays(GL_TRIANGLE_STRIP, 16, 4); glDrawArrays(GL_TRIANGLE_STRIP, 20, 4); } void ShaderRenderer::drawPolyOffsetTest(const Math::Vector3d &pos, const Math::Vector3d &roll) { glDisable(GL_BLEND); glBlendFunc(GL_ONE, GL_ZERO); glEnable(GL_DEPTH_TEST); glDepthMask(GL_TRUE); auto rotateMatrix = (Math::Quaternion::fromEuler(roll.x(), roll.y(), roll.z(), Math::EO_XYZ)).inverse().toMatrix(); _offsetShader->use(); _offsetShader->setUniform("mvpMatrix", _mvpMatrix); _offsetShader->setUniform("rotateMatrix", rotateMatrix); _offsetShader->setUniform("modelPos", pos); _offsetShader->setUniform("triColor", Math::Vector3d(0.0f, 1.0f, 0.0f)); glDrawArrays(GL_TRIANGLES, 0, 3); glPolygonOffset(-1.0f, 0.0f); glEnable(GL_POLYGON_OFFSET_FILL); _offsetShader->setUniform("triColor", Math::Vector3d(1.0f, 1.0f, 1.0f)); glDrawArrays(GL_TRIANGLES, 3, 3); glDisable(GL_POLYGON_OFFSET_FILL); } void ShaderRenderer::dimRegionInOut(float fade) { glEnable(GL_BLEND); glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); glDisable(GL_DEPTH_TEST); glDepthMask(GL_FALSE); _fadeShader->use(); _fadeShader->setUniform1f("alphaLevel", 1.0 - fade); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); _fadeShader->unbind(); } void ShaderRenderer::drawInViewport() { glEnable(GL_BLEND); glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); glDisable(GL_DEPTH_TEST); glDepthMask(GL_FALSE); _viewportShader->use(); _viewportShader->setUniform("offset", Math::Vector2d(0.0f, 0.0f)); _viewportShader->setUniform("color", Math::Vector3d(0.0f, 1.0f, 0.0f)); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); _pos.setX(_pos.getX() + 0.01f); _pos.setY(_pos.getY() + 0.01f); if (_pos.getX() >= 1.1f) { _pos.setX(-1.1f); _pos.setY(-1.1f); } _viewportShader->setUniform("offset", _pos); _viewportShader->setUniform("color", Math::Vector3d(1.0f, 0.0f, 0.0f)); glPolygonOffset(-1.0f, 0.0f); glEnable(GL_POLYGON_OFFSET_FILL); glDrawArrays(GL_TRIANGLE_STRIP, 4, 4); glDisable(GL_POLYGON_OFFSET_FILL); _viewportShader->unbind(); } void ShaderRenderer::drawRgbaTexture() { Math::Vector2d offset; glEnable(GL_BLEND); glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); glDisable(GL_DEPTH_TEST); glDepthMask(GL_FALSE); _bitmapShader->use(); glBindBuffer(GL_ARRAY_BUFFER, _bitmapTexVBO); offset.setX(-0.8f); offset.setY(0.8f); _bitmapShader->setUniform("offsetXY", offset); glBufferSubData(GL_ARRAY_BUFFER, 0, 4 * 2 * sizeof(GLfloat), _textures[TextureType::RGBA8888]->getTexCoords()); if (_textures[TextureType::RGBA8888]->bind()) { glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); } offset.setX(-0.3f); offset.setY(0.8f); _bitmapShader->setUniform("offsetXY", offset); glBufferSubData(GL_ARRAY_BUFFER, 0, 4 * 2 * sizeof(GLfloat), _textures[TextureType::RGB888]->getTexCoords()); if (_textures[TextureType::RGB888]->bind()) { glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); } offset.setX(0.2f); offset.setY(0.8f); _bitmapShader->setUniform("offsetXY", offset); glBufferSubData(GL_ARRAY_BUFFER, 0, 4 * 2 * sizeof(GLfloat), _textures[TextureType::RGB565]->getTexCoords()); if (_textures[TextureType::RGB565]->bind()) { glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); } offset.setX(0.7f); offset.setY(0.8f); _bitmapShader->setUniform("offsetXY", offset); glBufferSubData(GL_ARRAY_BUFFER, 0, 4 * 2 * sizeof(GLfloat), _textures[TextureType::RGBA5551]->getTexCoords()); if (_textures[TextureType::RGBA5551]->bind()) { glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); } offset.setX(-0.8f); offset.setY(0.2f); _bitmapShader->setUniform("offsetXY", offset); glBufferSubData(GL_ARRAY_BUFFER, 0, 4 * 2 * sizeof(GLfloat), _textures[TextureType::RGBA4444]->getTexCoords()); if (_textures[TextureType::RGBA4444]->bind()) { glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); } glBindBuffer(GL_ARRAY_BUFFER, 0); _bitmapShader->unbind(); } } // End of namespace Playground3d #endif