/* 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)