/* 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 "engines/stark/gfx/openglactor.h" #include "engines/stark/model/model.h" #include "engines/stark/model/animhandler.h" #include "engines/stark/scene.h" #include "engines/stark/services/services.h" #include "engines/stark/services/settings.h" #include "engines/stark/gfx/texture.h" #include "math/vector2d.h" #if defined(USE_OPENGL_GAME) namespace Stark { namespace Gfx { OpenGLActorRenderer::OpenGLActorRenderer(OpenGLDriver *gfx) : VisualActor(), _gfx(gfx), _faceVBO(nullptr) { } OpenGLActorRenderer::~OpenGLActorRenderer() { clearVertices(); } void OpenGLActorRenderer::render(const Math::Vector3d &position, float direction, const LightEntryArray &lights) { if (_modelIsDirty) { clearVertices(); uploadVertices(); _modelIsDirty = false; } // TODO: Move updates outside of the rendering code _animHandler->animate(_time); _model->updateBoundingBox(); bool drawShadow = false; if (_castsShadow && StarkScene->shouldRenderShadows() && StarkSettings->getBoolSetting(Settings::kShadow)) { drawShadow = true; } Math::Vector3d lightDirection; _gfx->set3DMode(); if (!_gfx->computeLightsEnabled()) _gfx->setupLights(lights); Math::Matrix4 model = getModelMatrix(position, direction); Math::Matrix4 view = StarkScene->getViewMatrix(); Math::Matrix4 projection = StarkScene->getProjectionMatrix(); Math::Matrix4 modelViewMatrix = view * model; modelViewMatrix.transpose(); // OpenGL expects matrices transposed glMatrixMode(GL_MODELVIEW); glLoadMatrixf(modelViewMatrix.getData()); Math::Matrix4 projectionMatrix = projection; projectionMatrix.transpose(); // OpenGL expects matrices transposed glMatrixMode(GL_PROJECTION); glLoadMatrixf(projectionMatrix.getData()); Math::Matrix4 normalMatrix; if (_gfx->computeLightsEnabled()) { projectionMatrix.transpose(); modelViewMatrix.transpose(); normalMatrix = modelViewMatrix; normalMatrix.invertAffineOrthonormal(); } Math::Matrix4 mvp; if (drawShadow) { mvp = view * model; mvp.transpose(); Math::Matrix4 modelInverse = model; modelInverse.inverse(); lightDirection = getShadowLightDirection(lights, position, modelInverse.getRotation()); } Common::Array faces = _model->getFaces(); Common::Array mats = _model->getMaterials(); const Common::Array &bones = _model->getBones(); if (!_gfx->computeLightsEnabled()) { glColorMaterial(GL_FRONT_AND_BACK, GL_DIFFUSE); glEnable(GL_COLOR_MATERIAL); } for (Common::Array::const_iterator face = faces.begin(); face != faces.end(); ++face) { const Material *material = mats[(*face)->materialId]; Math::Vector3d color; const Gfx::Texture *tex = resolveTexture(material); if (tex) { tex->bind(); glEnable(GL_TEXTURE_2D); } else { glBindTexture(GL_TEXTURE_2D, 0); glDisable(GL_TEXTURE_2D); } auto vertexIndices = _faceEBO[*face]; auto numVertexIndices = (*face)->vertexIndices.size(); for (uint32 i = 0; i < numVertexIndices; i++) { if (tex) { if (_gfx->computeLightsEnabled()) color = Math::Vector3d(1.0f, 1.0f, 1.0f); else glColor4f(1.0f, 1.0f, 1.0f, 1.0f); } else { if (_gfx->computeLightsEnabled()) color = Math::Vector3d(material->r, material->g, material->b); else glColor4f(material->r, material->g, material->b, 1.0f); } uint32 index = vertexIndices[i]; auto vertex = _faceVBO[index]; uint32 bone1 = vertex.bone1; uint32 bone2 = vertex.bone2; Math::Vector3d position1 = Math::Vector3d(vertex.pos1x, vertex.pos1y, vertex.pos1z); Math::Vector3d position2 = Math::Vector3d(vertex.pos2x, vertex.pos2y, vertex.pos2z); Math::Vector3d bone1Position = Math::Vector3d(bones[bone1]->_animPos.x(), bones[bone1]->_animPos.y(), bones[bone1]->_animPos.z()); Math::Vector3d bone2Position = Math::Vector3d(bones[bone2]->_animPos.x(), bones[bone2]->_animPos.y(), bones[bone2]->_animPos.z()); Math::Quaternion bone1Rotation = Math::Quaternion(bones[bone1]->_animRot.x(), bones[bone1]->_animRot.y(), bones[bone1]->_animRot.z(), bones[bone1]->_animRot.w()); Math::Quaternion bone2Rotation = Math::Quaternion(bones[bone2]->_animRot.x(), bones[bone2]->_animRot.y(), bones[bone2]->_animRot.z(), bones[bone2]->_animRot.w()); float boneWeight = vertex.boneWeight; Math::Vector3d normal = Math::Vector3d(vertex.normalx, vertex.normaly, vertex.normalz); // Compute the vertex position in eye-space bone1Rotation.transform(position1); position1 += bone1Position; bone2Rotation.transform(position2); position2 += bone2Position; Math::Vector3d modelPosition = Math::Vector3d::interpolate(position2, position1, boneWeight); vertex.x = modelPosition.x(); vertex.y = modelPosition.y(); vertex.z = modelPosition.z(); Math::Vector4d modelEyePosition; if (_gfx->computeLightsEnabled()) { modelEyePosition = modelViewMatrix * Math::Vector4d(modelPosition.x(), modelPosition.y(), modelPosition.z(), 1.0); } // Compute the vertex normal in eye-space Math::Vector3d n1 = normal; bone1Rotation.transform(n1); Math::Vector3d n2 = normal; bone2Rotation.transform(n2); Math::Vector3d modelNormal = Math::Vector3d(Math::Vector3d::interpolate(n2, n1, boneWeight)).getNormalized(); vertex.nx = modelNormal.x(); vertex.ny = modelNormal.y(); vertex.nz = modelNormal.z(); Math::Vector3d modelEyeNormal; if (_gfx->computeLightsEnabled()) { modelEyeNormal = normalMatrix.getRotation() * modelNormal; modelEyeNormal.normalize(); } if (drawShadow) { Math::Vector3d shadowPosition = modelPosition + lightDirection * (-modelPosition.y() / lightDirection.y()); vertex.sx = shadowPosition.x(); vertex.sy = 0.0f; vertex.sz = shadowPosition.z(); } if (_gfx->computeLightsEnabled()) { static const uint maxLights = 10; assert(lights.size() >= 1); assert(lights.size() <= maxLights); const LightEntry *ambient = lights[0]; assert(ambient->type == LightEntry::kAmbient); // The first light must be the ambient light Math::Vector3d lightColor = ambient->color; for (uint li = 0; li < lights.size() - 1; li++) { const LightEntry *l = lights[li + 1]; switch (l->type) { case LightEntry::kPoint: { Math::Vector3d vertexToLight = l->eyePosition.getXYZ() - modelEyePosition.getXYZ(); float dist = vertexToLight.length(); vertexToLight.normalize(); float attn = CLIP((l->falloffFar - dist) / MAX(0.001f, l->falloffFar - l->falloffNear), 0.0f, 1.0f); float incidence = MAX(0.0f, Math::Vector3d::dotProduct(modelEyeNormal, vertexToLight)); lightColor += l->color * attn * incidence; break; } case LightEntry::kDirectional: { float incidence = MAX(0.0f, Math::Vector3d::dotProduct(modelEyeNormal, -l->eyeDirection)); lightColor += (l->color * incidence); break; } case LightEntry::kSpot: { Math::Vector3d vertexToLight = l->eyePosition.getXYZ() - modelEyePosition.getXYZ(); float dist = vertexToLight.length(); float attn = CLIP((l->falloffFar - dist) / MAX(0.001f, l->falloffFar - l->falloffNear), 0.0f, 1.0f); vertexToLight.normalize(); float incidence = MAX(0.0f, modelEyeNormal.dotProduct(vertexToLight)); float cosAngle = MAX(0.0f, vertexToLight.dotProduct(-l->eyeDirection)); float cone = CLIP((cosAngle - l->innerConeAngle.getCosine()) / MAX(0.001f, l->outerConeAngle.getCosine() - l->innerConeAngle.getCosine()), 0.0f, 1.0f); lightColor += l->color * attn * incidence * cone; break; } default: break; } } lightColor.x() = CLIP(lightColor.x(), 0.0f, 1.0f); lightColor.y() = CLIP(lightColor.y(), 0.0f, 1.0f); lightColor.z() = CLIP(lightColor.z(), 0.0f, 1.0f); color = color * lightColor; vertex.r = color.x(); vertex.g = color.y(); vertex.b = color.z(); vertex.a = 1.0f; /* needed for compatibility with OpenGL ES 1.x */ } _faceVBO[index] = vertex; } glEnableClientState(GL_VERTEX_ARRAY); if (_gfx->computeLightsEnabled()) glEnableClientState(GL_COLOR_ARRAY); if (tex) glEnableClientState(GL_TEXTURE_COORD_ARRAY); glEnableClientState(GL_NORMAL_ARRAY); glVertexPointer(3, GL_FLOAT, sizeof(ActorVertex), &_faceVBO[0].x); if (tex) glTexCoordPointer(2, GL_FLOAT, sizeof(ActorVertex), &_faceVBO[0].texS); glNormalPointer(GL_FLOAT, sizeof(ActorVertex), &_faceVBO[0].nx); if (_gfx->computeLightsEnabled()) glColorPointer(4, GL_FLOAT, sizeof(ActorVertex), &_faceVBO[0].r); glDrawElements(GL_TRIANGLES, numVertexIndices, GL_UNSIGNED_INT, vertexIndices); glDisableClientState(GL_VERTEX_ARRAY); if (_gfx->computeLightsEnabled()) glDisableClientState(GL_COLOR_ARRAY); glDisableClientState(GL_TEXTURE_COORD_ARRAY); glDisableClientState(GL_NORMAL_ARRAY); } if (!_gfx->computeLightsEnabled()) glDisable(GL_COLOR_MATERIAL); if (drawShadow) { glEnable(GL_BLEND); glEnable(GL_STENCIL_TEST); glDisable(GL_TEXTURE_2D); if (!_gfx->computeLightsEnabled()) glDisable(GL_LIGHTING); glColor4f(0.0f, 0.0f, 0.0f, 0.5f); for (Common::Array::const_iterator face = faces.begin(); face != faces.end(); ++face) { glEnableClientState(GL_VERTEX_ARRAY); glVertexPointer(3, GL_FLOAT, sizeof(ActorVertex), &_faceVBO[0].sx); glDrawElements(GL_TRIANGLES, (*face)->vertexIndices.size(), GL_UNSIGNED_INT, _faceEBO[*face]); glDisableClientState(GL_VERTEX_ARRAY); } if (!_gfx->computeLightsEnabled()) glEnable(GL_LIGHTING); glDisable(GL_BLEND); glDisable(GL_STENCIL_TEST); } } void OpenGLActorRenderer::clearVertices() { delete[] _faceVBO; _faceVBO = nullptr; for (FaceBufferMap::iterator it = _faceEBO.begin(); it != _faceEBO.end(); ++it) { delete[] it->_value; } _faceEBO.clear(); } void OpenGLActorRenderer::uploadVertices() { _faceVBO = createModelVBO(_model); Common::Array faces = _model->getFaces(); for (Common::Array::const_iterator face = faces.begin(); face != faces.end(); ++face) { _faceEBO[*face] = createFaceEBO(*face); } } ActorVertex *OpenGLActorRenderer::createModelVBO(const Model *model) { const Common::Array &modelVertices = model->getVertices(); auto vertices = new ActorVertex[modelVertices.size()]; // Build a vertex array int i = 0; for (Common::Array::const_iterator tri = modelVertices.begin(); tri != modelVertices.end(); ++tri, i++) { vertices[i].pos1x = (*tri)->_pos1.x(); vertices[i].pos1y = (*tri)->_pos1.y(); vertices[i].pos1z = (*tri)->_pos1.z(); vertices[i].pos2x = (*tri)->_pos2.x(); vertices[i].pos2y = (*tri)->_pos2.y(); vertices[i].pos2z = (*tri)->_pos2.z(); vertices[i].bone1 = (*tri)->_bone1; vertices[i].bone2 = (*tri)->_bone2; vertices[i].boneWeight = (*tri)->_boneWeight; vertices[i].normalx = (*tri)->_normal.x(); vertices[i].normaly = (*tri)->_normal.y(); vertices[i].normalz = (*tri)->_normal.z(); vertices[i].texS = -(*tri)->_texS; vertices[i].texT = (*tri)->_texT; } return vertices; } uint32 *OpenGLActorRenderer::createFaceEBO(const Face *face) { auto indices = new uint32[face->vertexIndices.size()]; for (uint32 index = 0; index < face->vertexIndices.size(); index++) { indices[index] = face->vertexIndices[index]; } return indices; } Math::Vector3d OpenGLActorRenderer::getShadowLightDirection(const LightEntryArray &lights, const Math::Vector3d &actorPosition, Math::Matrix3 worldToModelRot) { Math::Vector3d sumDirection; bool hasLight = false; // Compute the contribution from each lights // The ambient light is skipped intentionally for (uint i = 1; i < lights.size(); ++i) { LightEntry *light = lights[i]; bool contributes = false; Math::Vector3d lightDirection; switch (light->type) { case LightEntry::kPoint: contributes = getPointLightContribution(light, actorPosition, lightDirection); break; case LightEntry::kDirectional: contributes = getDirectionalLightContribution(light, lightDirection); break; case LightEntry::kSpot: contributes = getSpotLightContribution(light, actorPosition, lightDirection); break; case LightEntry::kAmbient: default: break; } if (contributes) { sumDirection += lightDirection; hasLight = true; } } if (hasLight) { // Clip the horizontal length Math::Vector2d horizontalProjection(sumDirection.x(), sumDirection.y()); float shadowLength = MIN(horizontalProjection.getMagnitude(), StarkScene->getMaxShadowLength()); horizontalProjection.normalize(); horizontalProjection *= shadowLength; sumDirection.x() = horizontalProjection.getX(); sumDirection.y() = horizontalProjection.getY(); sumDirection.z() = -1; } else { // Cast from above by default sumDirection.x() = 0; sumDirection.y() = 0; sumDirection.z() = -1; } //Transform the direction to the model space and pass to the shader return worldToModelRot * sumDirection; } bool OpenGLActorRenderer::getPointLightContribution(LightEntry *light, const Math::Vector3d &actorPosition, Math::Vector3d &direction, float weight) { float distance = light->position.getDistanceTo(actorPosition); if (distance > light->falloffFar) { return false; } float factor; if (distance > light->falloffNear) { if (light->falloffFar - light->falloffNear > 1) { factor = 1 - (distance - light->falloffNear) / (light->falloffFar - light->falloffNear); } else { factor = 0; } } else { factor = 1; } float brightness = (light->color.x() + light->color.y() + light->color.z()) / 3.0f; if (factor <= 0 || brightness <= 0) { return false; } direction = actorPosition - light->position; direction.normalize(); direction *= factor * brightness * weight; return true; } bool OpenGLActorRenderer::getDirectionalLightContribution(LightEntry *light, Math::Vector3d &direction) { float brightness = (light->color.x() + light->color.y() + light->color.z()) / 3.0f; if (brightness <= 0) { return false; } direction = light->direction; direction.normalize(); direction *= brightness; return true; } bool OpenGLActorRenderer::getSpotLightContribution(LightEntry *light, const Math::Vector3d &actorPosition, Math::Vector3d &direction) { Math::Vector3d lightToActor = actorPosition - light->position; lightToActor.normalize(); float cosAngle = MAX(0.0f, lightToActor.dotProduct(light->direction)); float cone = (cosAngle - light->innerConeAngle.getCosine()) / MAX(0.001f, light->outerConeAngle.getCosine() - light->innerConeAngle.getCosine()); cone = CLIP(cone, 0.0f, 1.0f); if (cone <= 0) { return false; } return getPointLightContribution(light, actorPosition, direction, cone); } } // End of namespace Gfx } // End of namespace Stark #endif // defined(USE_OPENGL_GAME)