/* 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/openglsprop.h" #include "engines/stark/gfx/driver.h" #include "engines/stark/gfx/texture.h" #include "engines/stark/formats/biffmesh.h" #include "engines/stark/scene.h" #include "engines/stark/services/services.h" #if defined(USE_OPENGL_SHADERS) #include "graphics/opengl/shader.h" namespace Stark { namespace Gfx { OpenGLSPropRenderer::OpenGLSPropRenderer(Driver *gfx) : VisualProp(), _gfx(gfx), _faceVBO(0), _modelIsDirty(true) { static const char* attributes[] = { "position", "normal", "texcoord", nullptr }; _shader = OpenGL::Shader::fromFiles("stark_prop", attributes); } OpenGLSPropRenderer::~OpenGLSPropRenderer() { clearVertices(); delete _shader; } void OpenGLSPropRenderer::render(const Math::Vector3d &position, float direction, const LightEntryArray &lights) { if (_modelIsDirty) { // Update the OpenGL Buffer Objects if required clearVertices(); uploadVertices(); _modelIsDirty = false; } _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("position", _faceVBO, 3, GL_FLOAT, GL_FALSE, 9 * sizeof(float), 0); _shader->enableVertexAttribute("normal", _faceVBO, 3, GL_FLOAT, GL_FALSE, 9 * sizeof(float), 12); _shader->enableVertexAttribute("texcoord", _faceVBO, 3, GL_FLOAT, GL_FALSE, 9 * sizeof(float), 24); _shader->use(true); _shader->setUniform("modelViewMatrix", modelViewMatrix); _shader->setUniform("projectionMatrix", projectionMatrix); _shader->setUniform("normalMatrix", normalMatrix.getRotation()); setLightArrayUniform(lights); const Common::Array &faces = _model->getFaces(); const Common::Array &materials = _model->getMaterials(); for (Common::Array::const_iterator face = faces.begin(); face != faces.end(); ++face) { const Material &material = materials[face->materialId]; // For each face draw its vertices from the VBO, indexed by the EBO const Gfx::Texture *tex = _texture->getTexture(material.texture); 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)); _shader->setUniform("doubleSided", material.doubleSided ? 1 : 0); GLuint ebo = _faceEBO[face]; glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo); glDrawElements(GL_TRIANGLES, face->vertexIndices.size(), GL_UNSIGNED_INT, 0); } _shader->unbind(); } void OpenGLSPropRenderer::clearVertices() { OpenGL::Shader::freeBuffer(_faceVBO); for (FaceBufferMap::iterator it = _faceEBO.begin(); it != _faceEBO.end(); ++it) { OpenGL::Shader::freeBuffer(it->_value); } _faceEBO.clear(); } void OpenGLSPropRenderer::uploadVertices() { _faceVBO = createFaceVBO(); const Common::Array &faces = _model->getFaces(); for (Common::Array::const_iterator face = faces.begin(); face != faces.end(); ++face) { _faceEBO[face] = createFaceEBO(face); } } GLuint OpenGLSPropRenderer::createFaceVBO() { const Common::Array &vertices = _model->getVertices(); return OpenGL::Shader::createBuffer(GL_ARRAY_BUFFER, sizeof(float) * 9 * vertices.size(), &vertices.front()); } GLuint OpenGLSPropRenderer::createFaceEBO(const Face *face) { return OpenGL::Shader::createBuffer(GL_ELEMENT_ARRAY_BUFFER, sizeof(uint32) * face->vertexIndices.size(), &face->vertexIndices.front()); } void OpenGLSPropRenderer::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()); } } } // End of namespace Gfx } // End of namespace Stark #endif // defined(USE_OPENGL_SHADERS)