/* 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/openglsactor.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/opengls.h"
#include "engines/stark/gfx/texture.h"
#if defined(USE_OPENGL_SHADERS)
#include "graphics/opengl/shader.h"
namespace Stark {
namespace Gfx {
OpenGLSActorRenderer::OpenGLSActorRenderer(OpenGLSDriver *gfx) :
VisualActor(),
_gfx(gfx),
_faceVBO(0) {
_shader = _gfx->createActorShaderInstance();
_shadowShader = _gfx->createShadowShaderInstance();
}
OpenGLSActorRenderer::~OpenGLSActorRenderer() {
clearVertices();
delete _shader;
delete _shadowShader;
}
void OpenGLSActorRenderer::render(const Math::Vector3d &position, float direction, const LightEntryArray &lights) {
if (_modelIsDirty) {
// Update the OpenGL Buffer Objects if required
clearVertices();
uploadVertices();
_modelIsDirty = false;
}
// TODO: Move updates outside of the rendering code
_animHandler->animate(_time);
_model->updateBoundingBox();
_gfx->set3DMode();
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
Math::Matrix4 projectionMatrix = projection;
projectionMatrix.transpose(); // OpenGL expects matrices transposed
Math::Matrix4 normalMatrix = modelViewMatrix;
normalMatrix.invertAffineOrthonormal();
_shader->enableVertexAttribute("position1", _faceVBO, 3, GL_FLOAT, GL_FALSE, 14 * sizeof(float), 0);
_shader->enableVertexAttribute("position2", _faceVBO, 3, GL_FLOAT, GL_FALSE, 14 * sizeof(float), 12);
_shader->enableVertexAttribute("bone1", _faceVBO, 1, GL_FLOAT, GL_FALSE, 14 * sizeof(float), 24);
_shader->enableVertexAttribute("bone2", _faceVBO, 1, GL_FLOAT, GL_FALSE, 14 * sizeof(float), 28);
_shader->enableVertexAttribute("boneWeight", _faceVBO, 1, GL_FLOAT, GL_FALSE, 14 * sizeof(float), 32);
_shader->enableVertexAttribute("normal", _faceVBO, 3, GL_FLOAT, GL_FALSE, 14 * sizeof(float), 36);
_shader->enableVertexAttribute("texcoord", _faceVBO, 2, GL_FLOAT, GL_FALSE, 14 * sizeof(float), 48);
_shader->use(true);
_shader->setUniform("modelViewMatrix", modelViewMatrix);
_shader->setUniform("projectionMatrix", projectionMatrix);
_shader->setUniform("normalMatrix", normalMatrix.getRotation());
setBoneRotationArrayUniform(_shader, "boneRotation");
setBonePositionArrayUniform(_shader, "bonePosition");
setLightArrayUniform(lights);
Common::Array faces = _model->getFaces();
Common::Array mats = _model->getMaterials();
for (Common::Array::const_iterator face = faces.begin(); face != faces.end(); ++face) {
// For each face draw its vertices from the VBO, indexed by the EBO
const Material *material = mats[(*face)->materialId];
const Gfx::Texture *tex = resolveTexture(material);
if (tex) {
tex->bind();
} else {
glBindTexture(GL_TEXTURE_2D, 0);
}
_shader->setUniform("textured", tex != nullptr);
_shader->setUniform("color", Math::Vector3d(material->r, material->g, material->b));
GLuint ebo = _faceEBO[*face];
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
glDrawElements(GL_TRIANGLES, (*face)->vertexIndices.size(), GL_UNSIGNED_INT, 0);
}
_shader->unbind();
if (_castsShadow &&
StarkScene->shouldRenderShadows() &&
StarkSettings->getBoolSetting(Settings::kShadow)) {
glEnable(GL_BLEND);
glEnable(GL_STENCIL_TEST);
_shadowShader->enableVertexAttribute("position1", _faceVBO, 3, GL_FLOAT, GL_FALSE, 14 * sizeof(float), 0);
_shadowShader->enableVertexAttribute("position2", _faceVBO, 3, GL_FLOAT, GL_FALSE, 14 * sizeof(float), 12);
_shadowShader->enableVertexAttribute("bone1", _faceVBO, 1, GL_FLOAT, GL_FALSE, 14 * sizeof(float), 24);
_shadowShader->enableVertexAttribute("bone2", _faceVBO, 1, GL_FLOAT, GL_FALSE, 14 * sizeof(float), 28);
_shadowShader->enableVertexAttribute("boneWeight", _faceVBO, 1, GL_FLOAT, GL_FALSE, 14 * sizeof(float), 32);
_shadowShader->use(true);
Math::Matrix4 mvp = projection * view * model;
mvp.transpose();
_shadowShader->setUniform("mvp", mvp);
setBoneRotationArrayUniform(_shadowShader, "boneRotation");
setBonePositionArrayUniform(_shadowShader, "bonePosition");
Math::Matrix4 modelInverse = model;
modelInverse.inverse();
setShadowUniform(lights, position, modelInverse.getRotation());
for (Common::Array::const_iterator face = faces.begin(); face != faces.end(); ++face) {
GLuint ebo = _faceEBO[*face];
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
glDrawElements(GL_TRIANGLES, (*face)->vertexIndices.size(), GL_UNSIGNED_INT, 0);
}
glDisable(GL_BLEND);
glDisable(GL_STENCIL_TEST);
_shadowShader->unbind();
}
}
void OpenGLSActorRenderer::clearVertices() {
OpenGL::Shader::freeBuffer(_faceVBO); // Zero names are silently ignored
_faceVBO = 0;
for (FaceBufferMap::iterator it = _faceEBO.begin(); it != _faceEBO.end(); ++it) {
OpenGL::Shader::freeBuffer(it->_value);
}
_faceEBO.clear();
}
void OpenGLSActorRenderer::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);
}
}
GLuint OpenGLSActorRenderer::createModelVBO(const Model *model) {
const Common::Array &modelVertices = model->getVertices();
float *vertices = new float[14 * modelVertices.size()];
float *vertPtr = vertices;
// Build a vertex array
for (Common::Array::const_iterator tri = modelVertices.begin(); tri != modelVertices.end(); ++tri) {
*vertPtr++ = (*tri)->_pos1.x();
*vertPtr++ = (*tri)->_pos1.y();
*vertPtr++ = (*tri)->_pos1.z();
*vertPtr++ = (*tri)->_pos2.x();
*vertPtr++ = (*tri)->_pos2.y();
*vertPtr++ = (*tri)->_pos2.z();
*vertPtr++ = (*tri)->_bone1;
*vertPtr++ = (*tri)->_bone2;
*vertPtr++ = (*tri)->_boneWeight;
*vertPtr++ = (*tri)->_normal.x();
*vertPtr++ = (*tri)->_normal.y();
*vertPtr++ = (*tri)->_normal.z();
*vertPtr++ = -(*tri)->_texS;
*vertPtr++ = (*tri)->_texT;
}
GLuint vbo = OpenGL::Shader::createBuffer(GL_ARRAY_BUFFER, sizeof(float) * 14 * modelVertices.size(), vertices);
delete[] vertices;
return vbo;
}
GLuint OpenGLSActorRenderer::createFaceEBO(const Face *face) {
return OpenGL::Shader::createBuffer(GL_ELEMENT_ARRAY_BUFFER, sizeof(uint32) * face->vertexIndices.size(), &face->vertexIndices[0]);
}
void OpenGLSActorRenderer::setBonePositionArrayUniform(OpenGL::Shader *shader, const char *uniform) {
const Common::Array &bones = _model->getBones();
GLint pos = shader->getUniformLocation(uniform);
if (pos == -1) {
error("No uniform named '%s'", uniform);
}
float *positions = new float[3 * bones.size()];
float *positionsPtr = positions;
for (uint i = 0; i < bones.size(); i++) {
*positionsPtr++ = bones[i]->_animPos.x();
*positionsPtr++ = bones[i]->_animPos.y();
*positionsPtr++ = bones[i]->_animPos.z();
}
glUniform3fv(pos, bones.size(), positions);
delete[] positions;
}
void OpenGLSActorRenderer::setBoneRotationArrayUniform(OpenGL::Shader *shader, const char *uniform) {
const Common::Array &bones = _model->getBones();
GLint rot = shader->getUniformLocation(uniform);
if (rot == -1) {
error("No uniform named '%s'", uniform);
}
float *rotations = new float[4 * bones.size()];
float *rotationsPtr = rotations;
for (uint i = 0; i < bones.size(); i++) {
*rotationsPtr++ = bones[i]->_animRot.x();
*rotationsPtr++ = bones[i]->_animRot.y();
*rotationsPtr++ = bones[i]->_animRot.z();
*rotationsPtr++ = bones[i]->_animRot.w();
}
glUniform4fv(rot, bones.size(), rotations);
delete[] rotations;
}
void OpenGLSActorRenderer::setLightArrayUniform(const LightEntryArray &lights) {
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
_shader->setUniform("ambientColor", ambient->color);
Math::Matrix4 viewMatrix = StarkScene->getViewMatrix();
Math::Matrix3 viewMatrixRot = viewMatrix.getRotation();
for (uint i = 0; i < lights.size() - 1; i++) {
const LightEntry *l = lights[i + 1];
Math::Vector4d worldPosition;
worldPosition.x() = l->position.x();
worldPosition.y() = l->position.y();
worldPosition.z() = l->position.z();
worldPosition.w() = 1.0;
Math::Vector4d eyePosition = viewMatrix * worldPosition;
// The light type is stored in the w coordinate of the position to save an uniform slot
eyePosition.w() = l->type;
Math::Vector3d worldDirection = l->direction;
Math::Vector3d eyeDirection = viewMatrixRot * worldDirection;
eyeDirection.normalize();
_shader->setUniform(Common::String::format("lights[%d].position", i).c_str(), eyePosition);
_shader->setUniform(Common::String::format("lights[%d].direction", i).c_str(), eyeDirection);
_shader->setUniform(Common::String::format("lights[%d].color", i).c_str(), l->color);
Math::Vector4d params;
params.x() = l->falloffNear;
params.y() = l->falloffFar;
params.z() = l->innerConeAngle.getCosine();
params.w() = l->outerConeAngle.getCosine();
_shader->setUniform(Common::String::format("lights[%d].params", i).c_str(), params);
}
for (uint i = lights.size() - 1; i < maxLights; i++) {
// Make sure unused lights are disabled
_shader->setUniform(Common::String::format("lights[%d].position", i).c_str(), Math::Vector4d());
}
}
void OpenGLSActorRenderer::setShadowUniform(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
sumDirection = worldToModelRot * sumDirection;
_shadowShader->setUniform("lightDirection", sumDirection);
}
bool OpenGLSActorRenderer::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 OpenGLSActorRenderer::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 OpenGLSActorRenderer::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_SHADERS)