/* 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 "graphics/tinygl/tinygl.h" #include "tetraedge/tetraedge.h" #include "tetraedge/game/character.h" #include "tetraedge/game/characters_shadow_tinygl.h" #include "tetraedge/te/te_light.h" #include "tetraedge/te/te_renderer.h" #include "tetraedge/te/te_3d_texture_tinygl.h" namespace Tetraedge { void CharactersShadowTinyGL::createInternal() { Te3DTextureTinyGL::unbind(); tglGenTextures(1, &_glTex); tglBindTexture(TGL_TEXTURE_2D, _glTex); tglTexParameteri(TGL_TEXTURE_2D, TGL_TEXTURE_MIN_FILTER, TGL_LINEAR); tglTexParameteri(TGL_TEXTURE_2D, TGL_TEXTURE_MAG_FILTER, TGL_LINEAR); tglTexParameteri(TGL_TEXTURE_2D, TGL_TEXTURE_WRAP_S, TGL_CLAMP); tglTexParameteri(TGL_TEXTURE_2D, TGL_TEXTURE_WRAP_T, TGL_CLAMP); // TODO: not supported in TGL //tglTexImage2D(TGL_TEXTURE_2D, 0, TGL_LUMINANCE_ALPHA, _texSize, _texSize, 0, TGL_LUMINANCE_ALPHA, TGL_UNSIGNED_BYTE, nullptr); } void CharactersShadowTinyGL::createTextureInternal(InGameScene *scene) { TeRenderer *renderer = g_engine->getRenderer(); tglClearColor(0.0, 0.0, 0.0, 0.0); renderer->clearBuffer(TeRenderer::ColorAndDepth); for (Character *character : scene->_characters) { character->_model->draw(); } scene->_character->_model->draw(); Te3DTextureTinyGL::unbind(); tglBindTexture(TGL_TEXTURE_2D, _glTex); // TODO: Find TGL equivalent for this.. // tglCopyTexSubImage2D(TGL_TEXTURE_2D, 0, 0, 0, 0, 0, _texSize, _texSize); renderer->clearBuffer(TeRenderer::ColorAndDepth); } void CharactersShadowTinyGL::deleteTexture() { TeRenderer *renderer = g_engine->getRenderer(); renderer->disableTexture(); tglBindTexture(TGL_TEXTURE_2D, 0); tglDeleteTextures(1, &_glTex); } void CharactersShadowTinyGL::draw(InGameScene *scene) { TeRenderer *renderer = g_engine->getRenderer(); tglDepthMask(false); renderer->disableZBuffer(); renderer->enableTexture(); tglBindTexture(TGL_TEXTURE_2D, _glTex); Te3DTextureTinyGL::unbind(); tglBindTexture(TGL_TEXTURE_2D, _glTex); tglEnable(TGL_BLEND); renderer->setCurrentColor(scene->shadowColor()); TeMatrix4x4 matrix; matrix.translate(TeVector3f32(0.5f, 0.5f, 0.5f)); matrix.scale(TeVector3f32(0.5f, 0.5f, 0.5f)); matrix = matrix * _camera->projectionMatrix(); TeMatrix4x4 cammatrix = _camera->worldTransformationMatrix(); cammatrix.inverse(); matrix = matrix * cammatrix; /* TODO: Find TGL equivalents for the following block. */ /* tglTexGeni(TGL_S, TGL_TEXTURE_GEN_MODE, TGL_EYE_LINEAR); float f[4]; for (uint i = 0; i < 4; i++) f[i] = matrix(0, i); tglTexGenfv(TGL_S, TGL_EYE_PLANE, f); tglTexGeni(TGL_T, TGL_TEXTURE_GEN_MODE, TGL_EYE_LINEAR); for (uint i = 0; i < 4; i++) f[i] = matrix(1, i); tglTexGenfv(TGL_T, TGL_EYE_PLANE, f); tglTexGeni(TGL_R, TGL_TEXTURE_GEN_MODE, TGL_EYE_LINEAR); for (uint i = 0; i < 4; i++) f[i] = matrix(2, i); tglTexGenfv(TGL_R, TGL_EYE_PLANE, f); tglTexGeni(TGL_Q, TGL_TEXTURE_GEN_MODE, TGL_EYE_LINEAR); for (uint i = 0; i < 4; i++) f[i] = matrix(3, i); tglTexGenfv(TGL_Q, TGL_EYE_PLANE, f); */ Te3DTextureTinyGL::unbind(); tglBindTexture(TGL_TEXTURE_2D, _glTex); tglEnable(TGL_BLEND); renderer->setCurrentColor(scene->shadowColor()); Common::Array> &models = (g_engine->gameType() == TetraedgeEngine::kSyberia ? scene->zoneModels() : scene->shadowReceivingObjects()); for (TeIntrusivePtr model : models) { if (model->meshes().size() > 0 && model->meshes()[0]->materials().empty()) { model->meshes()[0]->defaultMaterial(TeIntrusivePtr()); model->meshes()[0]->materials()[0]._isShadowTexture = true; model->meshes()[0]->materials()[0]._diffuseColor = scene->shadowColor(); } model->draw(); } renderer->disableTexture(); tglDepthMask(true); renderer->enableZBuffer(); } } // end namespace Tetraedge