/* 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/opengl/system_headers.h" #include "tetraedge/tetraedge.h" #include "tetraedge/game/character.h" #include "tetraedge/game/characters_shadow_opengl.h" #include "tetraedge/te/te_light.h" #include "tetraedge/te/te_renderer.h" #include "tetraedge/te/te_3d_texture_opengl.h" //#define TETRAEDGE_DUMP_SHADOW_RENDER 1 #ifdef TETRAEDGE_DUMP_SHADOW_RENDER #include "image/png.h" static int dumpCount = 0; #endif namespace Tetraedge { void CharactersShadowOpenGL::createInternal() { Te3DTextureOpenGL::unbind(); glGenTextures(1, &_glTex); glBindTexture(GL_TEXTURE_2D, _glTex); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE_ALPHA, _texSize, _texSize, 0, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, nullptr); } void CharactersShadowOpenGL::createTextureInternal(InGameScene *scene) { TeRenderer *renderer = g_engine->getRenderer(); glClearColor(0.0, 0.0, 0.0, 0.0); renderer->clearBuffer(TeRenderer::ColorAndDepth); for (Character *character : scene->_characters) { character->_model->draw(); } scene->_character->_model->draw(); Te3DTextureOpenGL::unbind(); glBindTexture(GL_TEXTURE_2D, _glTex); glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, _texSize, _texSize); renderer->clearBuffer(TeRenderer::ColorAndDepth); #ifdef TETRAEDGE_DUMP_SHADOW_RENDER Graphics::Surface tex; tex.create(_texSize, _texSize, Graphics::PixelFormat::createFormatRGBA32()); glGetTexImage(GL_TEXTURE_2D, 0, GL_RGBA, GL_UNSIGNED_BYTE, tex.getPixels()); Common::DumpFile dumpFile; tex.flipVertical(Common::Rect(tex.w, tex.h)); dumpFile.open(Common::String::format("/tmp/rendered-shadow-dump-%04d.png", dumpCount)); dumpCount++; Image::writePNG(dumpFile, tex); tex.free(); dumpFile.close(); #endif } void CharactersShadowOpenGL::deleteTexture() { TeRenderer *renderer = g_engine->getRenderer(); renderer->disableTexture(); glBindTexture(GL_TEXTURE_2D, 0); glDeleteTextures(1, &_glTex); } void CharactersShadowOpenGL::draw(InGameScene *scene) { TeRenderer *renderer = g_engine->getRenderer(); glDepthMask(false); renderer->disableZBuffer(); renderer->enableTexture(); glBindTexture(GL_TEXTURE_2D, _glTex); Te3DTextureOpenGL::unbind(); glBindTexture(GL_TEXTURE_2D, _glTex); glEnable(GL_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; float f[4]; glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR); for (uint i = 0; i < 4; i++) f[i] = matrix(0, i); glTexGenfv(GL_S, GL_EYE_PLANE, f); glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR); for (uint i = 0; i < 4; i++) f[i] = matrix(1, i); glTexGenfv(GL_T, GL_EYE_PLANE, f); glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR); for (uint i = 0; i < 4; i++) f[i] = matrix(2, i); glTexGenfv(GL_R, GL_EYE_PLANE, f); glTexGeni(GL_Q, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR); for (uint i = 0; i < 4; i++) f[i] = matrix(3, i); glTexGenfv(GL_Q, GL_EYE_PLANE, f); Te3DTextureOpenGL::unbind(); glBindTexture(GL_TEXTURE_2D, _glTex); glEnable(GL_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(); glDepthMask(true); renderer->enableZBuffer(); } } // end namespace Tetraedge