/* 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 .
*
*/
// Based on Phantasma code by Thomas Harte (2013),
// available at https://github.com/TomHarte/Phantasma/ (MIT)
#include "common/config-manager.h"
#include "common/system.h"
#include "math/glmath.h"
#include "freescape/objects/object.h"
#include "freescape/gfx_opengl_shaders.h"
#include "freescape/gfx_opengl_texture.h"
namespace Freescape {
static const GLfloat bitmapVertices[] = {
// XS YT
0.0, 0.0,
1.0, 0.0,
0.0, 1.0,
1.0, 1.0,
};
Renderer *CreateGfxOpenGLShader(int screenW, int screenH, Common::RenderMode renderMode, bool authenticGraphics) {
return new OpenGLShaderRenderer(screenW, screenH, renderMode, authenticGraphics);
}
OpenGLShaderRenderer::OpenGLShaderRenderer(int screenW, int screenH, Common::RenderMode renderMode, bool authenticGraphics) : Renderer(screenW, screenH, renderMode, authenticGraphics) {
_verts = nullptr;
_triangleShader = nullptr;
_triangleVBO = 0;
_bitmapShader = nullptr;
_bitmapVBO = 0;
_cubemapShader = nullptr;
_cubemapVertVBO = 0;
_cubemapTexCoordVBO = 0;
_cubemapEBO = 0;
_texturePixelFormat = getRGBAPixelFormat();
_isAccelerated = true;
}
OpenGLShaderRenderer::~OpenGLShaderRenderer() {
OpenGL::Shader::freeBuffer(_triangleVBO);
delete _triangleShader;
OpenGL::Shader::freeBuffer(_bitmapVBO);
delete _bitmapShader;
OpenGL::Shader::freeBuffer(_cubemapVertVBO);
OpenGL::Shader::freeBuffer(_cubemapTexCoordVBO);
OpenGL::Shader::freeBuffer(_cubemapEBO);
delete _cubemapShader;
free(_verts);
}
Texture *OpenGLShaderRenderer::createTexture(const Graphics::Surface *surface, bool is3D) {
return new OpenGLTexture(surface);
}
void OpenGLShaderRenderer::freeTexture(Texture *texture) {
delete texture;
}
Common::Point OpenGLShaderRenderer::nativeResolution() {
GLint vect[4];
glGetIntegerv(GL_VIEWPORT, vect);
return Common::Point(vect[2], vect[3]);
}
void OpenGLShaderRenderer::init() {
computeScreenViewport();
_verts = (Vertex *)malloc(sizeof(Vertex) * kVertexArraySize);
static const char *triangleAttributes[] = { "position", nullptr };
_triangleShader = OpenGL::Shader::fromFiles("freescape_triangle", triangleAttributes);
_triangleVBO = OpenGL::Shader::createBuffer(GL_ARRAY_BUFFER, sizeof(Vertex) * kVertexArraySize, _verts, GL_DYNAMIC_DRAW);
// TODO: Check if 3 * sizeof(float) == sizeof(Vertex)
_triangleShader->enableVertexAttribute("position", _triangleVBO, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), 0);
static const char *bitmapAttributes[] = { "position", "texcoord", nullptr };
_bitmapShader = OpenGL::Shader::fromFiles("freescape_bitmap", bitmapAttributes);
_bitmapVBO = OpenGL::Shader::createBuffer(GL_ARRAY_BUFFER, sizeof(bitmapVertices), bitmapVertices);
_bitmapShader->enableVertexAttribute("position", _bitmapVBO, 2, GL_FLOAT, GL_TRUE, 2 * sizeof(float), 0);
_bitmapShader->enableVertexAttribute("texcoord", _bitmapVBO, 2, GL_FLOAT, GL_TRUE, 2 * sizeof(float), 0);
static const char *cubemapAttributes[] = { "position", "texcoord", nullptr };
_cubemapShader = OpenGL::Shader::fromFiles("freescape_cubemap", cubemapAttributes);
_cubemapVertVBO = OpenGL::Shader::createBuffer(GL_ARRAY_BUFFER, sizeof(_skyVertices), _skyVertices);
_cubemapTexCoordVBO = OpenGL::Shader::createBuffer(GL_ARRAY_BUFFER, sizeof(_skyUvs1008), _skyUvs1008);
_cubemapEBO = OpenGL::Shader::createBuffer(GL_ELEMENT_ARRAY_BUFFER, sizeof(_skyIndices), _skyIndices);
_cubemapShader->enableVertexAttribute("position", _cubemapVertVBO, 3, GL_FLOAT, GL_TRUE, 3 * sizeof(float), 0);
_cubemapShader->enableVertexAttribute("texcoord", _cubemapTexCoordVBO, 2, GL_FLOAT, GL_TRUE, 2 * sizeof(float), 0);
// populate default stipple data for shader rendering
for (int i = 0; i < 128; i++)
_defaultShaderStippleArray[i] = _defaultStippleArray[i];
glDisable(GL_TEXTURE_2D);
glEnable(GL_DEPTH_TEST);
glEnable(GL_SCISSOR_TEST);
setViewport(_viewport);
}
void OpenGLShaderRenderer::setViewport(const Common::Rect &rect) {
_viewport = Common::Rect(
_screenViewport.width() * rect.width() / _screenW,
_screenViewport.height() * rect.height() / _screenH
);
_viewport.translate(
_screenViewport.left + _screenViewport.width() * rect.left / _screenW,
_screenViewport.top + _screenViewport.height() * rect.top / _screenH
);
_unscaledViewport = rect;
glViewport(_viewport.left, g_system->getHeight() - _viewport.bottom, _viewport.width(), _viewport.height());
glScissor(_viewport.left, g_system->getHeight() - _viewport.bottom, _viewport.width(), _viewport.height());
}
void OpenGLShaderRenderer::drawTexturedRect2D(const Common::Rect &screenRect, const Common::Rect &textureRect, Texture *texture) {
OpenGLTexture *glTexture = static_cast(texture);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND);
_bitmapShader->use();
_bitmapShader->setUniform("flipY", glTexture->_upsideDown);
glDepthMask(GL_FALSE);
glBindTexture(GL_TEXTURE_2D, glTexture->_id);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glDisable(GL_BLEND);
glDepthMask(GL_TRUE);
_bitmapShader->unbind();
}
void OpenGLShaderRenderer::drawSkybox(Texture *texture, Math::Vector3d camera) {
OpenGLTexture *glTexture = static_cast(texture);
Math::Matrix4 proj = _projectionMatrix;
Math::Matrix4 model = _modelViewMatrix;
// remove translation
model(3, 0) = 0.0f;
model(3, 1) = 0.0f;
model(3, 2) = 0.0f;
proj.transpose();
model.transpose();
Math::Matrix4 skyboxMVP = proj * model;
skyboxMVP.transpose();
_cubemapShader->use();
_cubemapShader->setUniform("mvpMatrix", skyboxMVP);
glDisable(GL_DEPTH_TEST);
glBindBuffer(GL_ARRAY_BUFFER, _cubemapTexCoordVBO);
if (texture->_width == 1008)
glBufferData(GL_ARRAY_BUFFER, sizeof(_skyUvs1008), _skyUvs1008, GL_DYNAMIC_DRAW);
else if (texture->_width == 128)
glBufferData(GL_ARRAY_BUFFER, sizeof(_skyUvs128), _skyUvs128, GL_DYNAMIC_DRAW);
else
error("Unsupported skybox texture width %d", texture->_width);
glBindTexture(GL_TEXTURE_2D, glTexture->_id);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glDrawElements(GL_TRIANGLES, 24, GL_UNSIGNED_INT, 0);
glEnable(GL_DEPTH_TEST);
_cubemapShader->unbind();
}
void OpenGLShaderRenderer::updateProjectionMatrix(float fov, float aspectRatio, float nearClipPlane, float farClipPlane) {
float xmaxValue = nearClipPlane * tan(Math::deg2rad(fov) / 2);
float ymaxValue = xmaxValue / aspectRatio;
_projectionMatrix = Math::makeFrustumMatrix(xmaxValue, -xmaxValue, -ymaxValue, ymaxValue, nearClipPlane, farClipPlane);
}
void OpenGLShaderRenderer::positionCamera(const Math::Vector3d &pos, const Math::Vector3d &interest, float rollAngle) {
Math::Vector3d up_vec(0, 1, 0);
Math::Matrix4 lookMatrix = Math::makeLookAtMatrix(pos, interest, up_vec);
Math::Matrix4 viewMatrix;
viewMatrix.translate(-pos);
viewMatrix.transpose();
_modelViewMatrix = viewMatrix * lookMatrix;
Math::Matrix4 proj = _projectionMatrix;
Math::Matrix4 model = _modelViewMatrix;
proj.transpose();
model.transpose();
_mvpMatrix = proj * model;
_mvpMatrix.transpose();
}
void OpenGLShaderRenderer::renderSensorShoot(byte color, const Math::Vector3d sensor, const Math::Vector3d target, const Common::Rect &viewArea) {
glEnable(GL_BLEND);
glBlendFunc(GL_ONE_MINUS_DST_COLOR, GL_ZERO);
useColor(255, 255, 255);
glLineWidth(20);
copyToVertexArray(0, sensor);
copyToVertexArray(1, target);
glBindBuffer(GL_ARRAY_BUFFER, _triangleVBO);
glBufferData(GL_ARRAY_BUFFER, 8 * 3 * sizeof(float), _verts, GL_DYNAMIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), nullptr);
glDrawArrays(GL_LINES, 0, 2);
glLineWidth(1);
glDisable(GL_BLEND);
glDepthMask(GL_TRUE);
}
// TODO: move inside the shader?
float remap(float f, float s) {
return 2. * f / s - 1;
}
void OpenGLShaderRenderer::renderPlayerShootBall(byte color, const Common::Point &_position, int frame, const Common::Rect &viewArea) {
uint8 r, g, b;
Math::Matrix4 identity;
identity(0, 0) = 1.0;
identity(1, 1) = 1.0;
identity(2, 2) = 1.0;
identity(3, 3) = 1.0;
_triangleShader->use();
_triangleShader->setUniform("useStipple", false);
_triangleShader->setUniform("mvpMatrix", identity);
if (_renderMode == Common::kRenderCGA || _renderMode == Common::kRenderZX) {
r = g = b = 255;
} else {
if (_renderMode == Common::kRenderHercG) {
// Hercules Green
r = b = 0;
g = 255;
} else if (_renderMode == Common::kRenderHercA) {
// Hercules Amber
r = 255;
g = 191;
b = 0;
} else
r = g = b = 255;
glEnable(GL_BLEND);
glBlendFunc(GL_ONE_MINUS_DST_COLOR, GL_ZERO);
}
glDisable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
useColor(r, g, b);
int triangleAmount = 20;
float twicePi = (float)(2.0 * M_PI);
float coef = (9 - frame) / 9.0;
float radius = (1 - coef) * 4.0;
Common::Point position(_position.x, _screenH - _position.y);
Common::Point initial_position(viewArea.left + viewArea.width() / 2 + 2, _screenH - (viewArea.height() + viewArea.top));
Common::Point ball_position = coef * position + (1 - coef) * initial_position;
copyToVertexArray(0, Math::Vector3d(remap(ball_position.x, _screenW), remap(ball_position.y, _screenH), 0));
for (int i = 0; i <= triangleAmount; i++) {
float x = remap(ball_position.x + (radius * cos(i * twicePi / triangleAmount)), _screenW);
float y = remap(ball_position.y + (radius * sin(i * twicePi / triangleAmount)), _screenH);
copyToVertexArray(i + 1, Math::Vector3d(x, y, 0));
}
glBindBuffer(GL_ARRAY_BUFFER, _triangleVBO);
glBufferData(GL_ARRAY_BUFFER, (triangleAmount + 2) * 3 * sizeof(float), _verts, GL_DYNAMIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), nullptr);
glDrawArrays(GL_TRIANGLE_FAN, 0, (triangleAmount + 2));
glDisable(GL_BLEND);
glEnable(GL_DEPTH_TEST);
glDepthMask(GL_TRUE);
}
void OpenGLShaderRenderer::renderPlayerShootRay(byte color, const Common::Point &position, const Common::Rect &viewArea) {
uint8 r, g, b;
Math::Matrix4 identity;
identity(0, 0) = 1.0;
identity(1, 1) = 1.0;
identity(2, 2) = 1.0;
identity(3, 3) = 1.0;
_triangleShader->use();
_triangleShader->setUniform("useStipple", false);
_triangleShader->setUniform("mvpMatrix", identity);
if (_renderMode == Common::kRenderCGA || _renderMode == Common::kRenderZX) {
r = g = b = 255;
} else {
if (_renderMode == Common::kRenderHercG) {
// Hercules Green
r = b = 0;
g = 255;
} else if (_renderMode == Common::kRenderHercA) {
// Hercules Amber
r = 255;
g = 191;
b = 0;
} else
r = g = b = 255;
glEnable(GL_BLEND);
glBlendFunc(GL_ONE_MINUS_DST_COLOR, GL_ZERO);
}
glDisable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
useColor(r, g, b);
glLineWidth(5); // It will not work in every OpenGL implementation since the
// spec doesn't require support for line widths other than 1
copyToVertexArray(0, Math::Vector3d(remap(viewArea.left, _screenW), remap(viewArea.height() - viewArea.top, _screenH), 0));
copyToVertexArray(1, Math::Vector3d(remap(position.x, _screenW), remap(_screenH - position.y, _screenH), 0));
copyToVertexArray(2, Math::Vector3d(remap(viewArea.left, _screenW), remap(viewArea.height() - viewArea.top + 3, _screenH), 0));
copyToVertexArray(3, Math::Vector3d(remap(position.x, _screenW), remap(_screenH - position.y, _screenH), 0));
copyToVertexArray(4, Math::Vector3d(remap(viewArea.right, _screenW), remap(_screenH - viewArea.bottom, _screenH), 0));
copyToVertexArray(5, Math::Vector3d(remap(position.x, _screenW), remap(_screenH - position.y, _screenH), 0));
copyToVertexArray(6, Math::Vector3d(remap(viewArea.right, _screenW), remap(_screenH - viewArea.bottom + 3, _screenH), 0));
copyToVertexArray(7, Math::Vector3d(remap(position.x, _screenW), remap(_screenH - position.y, _screenH), 0));
glBindBuffer(GL_ARRAY_BUFFER, _triangleVBO);
glBufferData(GL_ARRAY_BUFFER, 8 * 3 * sizeof(float), _verts, GL_DYNAMIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), nullptr);
glDrawArrays(GL_LINES, 0, 8);
glLineWidth(1);
glDisable(GL_BLEND);
glEnable(GL_DEPTH_TEST);
glDepthMask(GL_TRUE);
}
void OpenGLShaderRenderer::drawCelestialBody(const Math::Vector3d position, float radius, byte color) {
// === Safety checks ===
if (!_triangleShader || radius <= 0.0f)
return;
// === Decode color from palette ===
uint8 r1, g1, b1, r2, g2, b2;
byte *stipple = nullptr;
getRGBAt(color, 0, r1, g1, b1, r2, g2, b2, stipple);
useColor(r1, g1, b1);
// === Build circular vertex fan ===
const int triangleAmount = 20;
const float twicePi = 2.0f * static_cast(M_PI);
const float adj = 1.25f;
Common::Array verts;
// Center vertex
verts.push_back(static_cast(position.x()));
verts.push_back(static_cast(position.y()));
verts.push_back(static_cast(position.z()));
// Circle vertices in YZ plane (same as legacy code)
for (int i = 0; i <= triangleAmount; i++) {
float x = static_cast(position.x());
float y = static_cast(position.y()) + radius * cosf(i * twicePi / triangleAmount);
float z = static_cast(position.z()) + adj * radius * sinf(i * twicePi / triangleAmount);
verts.push_back(x);
verts.push_back(y);
verts.push_back(z);
}
// === Apply billboard effect to MVP matrix ===
// Replicate the legacy code's matrix modification
Math::Matrix4 billboardMVP = _mvpMatrix;
// Zero out rotation for rows 1, 3 (skip row 2), set diagonal to 1.0
// This matches: for (int i = 1; i < 4; i++) for (int j = 0; j < 4; j++)
for (int i = 1; i < 4; i++) {
for (int j = 0; j < 4; j++) {
if (i == 2)
continue;
if (i == j)
billboardMVP(i, j) = 2.5f;
else
billboardMVP(i, j) = 0.0f;
}
}
// === Bind VBO ===
glBindBuffer(GL_ARRAY_BUFFER, _triangleVBO);
glBufferData(GL_ARRAY_BUFFER, verts.size() * sizeof(float), verts.data(), GL_DYNAMIC_DRAW);
// === Set vertex attribute 0 (position) ===
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), nullptr);
// === Shader uniforms ===
_triangleShader->use();
_triangleShader->setUniform("mvpMatrix", billboardMVP);
_triangleShader->setUniform("useStipple", false);
// === Render settings ===
glDisable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
// === Draw vertex fan ===
glDrawArrays(GL_TRIANGLE_FAN, 0, verts.size() / 3);
if (r1 != r2 || g1 != g2 || b1 != b2) {
useStipple(true);
useColor(r2, g2, b2);
glDrawArrays(GL_TRIANGLE_FAN, 0, verts.size() / 3);
useStipple(false);
}
// === Restore state ===
glEnable(GL_DEPTH_TEST);
glDepthMask(GL_TRUE);
// === Cleanup binding ===
glDisableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
_triangleShader->unbind();
}
void OpenGLShaderRenderer::renderCrossair(const Common::Point &crossairPosition) {
Math::Matrix4 identity;
identity(0, 0) = 1.0;
identity(1, 1) = 1.0;
identity(2, 2) = 1.0;
identity(3, 3) = 1.0;
_triangleShader->use();
_triangleShader->setUniform("useStipple", false);
_triangleShader->setUniform("mvpMatrix", identity);
glEnable(GL_BLEND);
glBlendFunc(GL_ONE_MINUS_DST_COLOR, GL_ZERO);
glDisable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
useColor(255, 255, 255);
glLineWidth(MAX(2, g_system->getWidth() / 640)); // It will not work in every OpenGL implementation since the
// spec doesn't require support for line widths other than 1
copyToVertexArray(0, Math::Vector3d(remap(crossairPosition.x - 3, _screenW), remap(_screenH - crossairPosition.y, _screenH), 0));
copyToVertexArray(1, Math::Vector3d(remap(crossairPosition.x - 1, _screenW), remap(_screenH - crossairPosition.y, _screenH), 0));
copyToVertexArray(2, Math::Vector3d(remap(crossairPosition.x + 1, _screenW), remap(_screenH - crossairPosition.y, _screenH), 0));
copyToVertexArray(3, Math::Vector3d(remap(crossairPosition.x + 3, _screenW), remap(_screenH - crossairPosition.y, _screenH), 0));
copyToVertexArray(4, Math::Vector3d(remap(crossairPosition.x, _screenW), remap(_screenH - crossairPosition.y - 3, _screenH), 0));
copyToVertexArray(5, Math::Vector3d(remap(crossairPosition.x, _screenW), remap(_screenH - crossairPosition.y - 1, _screenH), 0));
copyToVertexArray(6, Math::Vector3d(remap(crossairPosition.x, _screenW), remap(_screenH - crossairPosition.y + 1, _screenH), 0));
copyToVertexArray(7, Math::Vector3d(remap(crossairPosition.x, _screenW), remap(_screenH - crossairPosition.y + 3, _screenH), 0));
glBindBuffer(GL_ARRAY_BUFFER, _triangleVBO);
glBufferData(GL_ARRAY_BUFFER, 8 * 3 * sizeof(float), _verts, GL_DYNAMIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), nullptr);
glDrawArrays(GL_LINES, 0, 8);
glLineWidth(1);
glDisable(GL_BLEND);
glEnable(GL_DEPTH_TEST);
glDepthMask(GL_TRUE);
}
void OpenGLShaderRenderer::renderFace(const Common::Array &vertices) {
assert(vertices.size() >= 2);
const Math::Vector3d &v0 = vertices[0];
_triangleShader->use();
_triangleShader->setUniform("mvpMatrix", _mvpMatrix);
if (vertices.size() == 2) {
const Math::Vector3d &v1 = vertices[1];
if (v0 == v1)
return;
copyToVertexArray(0, v0);
copyToVertexArray(1, v1);
glLineWidth(MAX(1, g_system->getWidth() / 640));
glBindBuffer(GL_ARRAY_BUFFER, _triangleVBO);
glBufferData(GL_ARRAY_BUFFER, 2 * 3 * sizeof(float), _verts, GL_DYNAMIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), nullptr);
glDrawArrays(GL_LINES, 0, 2);
glLineWidth(1);
return;
}
uint vi = 0;
for (uint i = 1; i < vertices.size() - 1; i++) { // no underflow since vertices.size() > 2
const Math::Vector3d &v1 = vertices[i];
const Math::Vector3d &v2 = vertices[i + 1];
vi = 3 * (i - 1); // no underflow since i >= 1
copyToVertexArray(vi + 0, v0);
copyToVertexArray(vi + 1, v1);
copyToVertexArray(vi + 2, v2);
}
glBindBuffer(GL_ARRAY_BUFFER, _triangleVBO);
glBufferData(GL_ARRAY_BUFFER, (vi + 3) * 3 * sizeof(float), _verts, GL_DYNAMIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), nullptr);
glDrawArrays(GL_TRIANGLES, 0, vi + 3);
}
void OpenGLShaderRenderer::depthTesting(bool enabled) {
if (enabled) {
// If we re-enable depth testing, we need to clear the depth buffer
glClear(GL_DEPTH_BUFFER_BIT);
glEnable(GL_DEPTH_TEST);
} else {
glDisable(GL_DEPTH_TEST);
}
}
void OpenGLShaderRenderer::polygonOffset(bool enabled) {
if (enabled) {
glEnable(GL_POLYGON_OFFSET_FILL);
glPolygonOffset(-10.0f, 1.0f);
} else {
glPolygonOffset(0, 0);
glDisable(GL_POLYGON_OFFSET_FILL);
}
}
void OpenGLShaderRenderer::setStippleData(byte *data) {
if (!data)
data = _defaultStippleArray;
for (int i = 0; i < 128; i++)
_variableStippleArray[i] = data[i];
}
void OpenGLShaderRenderer::useStipple(bool enabled) {
_triangleShader->use();
_triangleShader->setUniform("useStipple", enabled);
if (enabled) {
GLfloat factor = 0;
glGetFloatv(GL_POLYGON_OFFSET_FACTOR, &factor);
glEnable(GL_POLYGON_OFFSET_FILL);
glPolygonOffset(factor - 0.5f, -1.0f);
if (_renderMode == Common::kRenderZX ||
_renderMode == Common::kRenderCPC ||
_renderMode == Common::kRenderCGA ||
_renderMode == Common::kRenderHercG)
_triangleShader->setUniform("stipple", 128, _variableStippleArray);
else
_triangleShader->setUniform("stipple", 128, _defaultShaderStippleArray);
} else {
glPolygonOffset(0, 0);
glDisable(GL_POLYGON_OFFSET_FILL);
}
}
void OpenGLShaderRenderer::useColor(uint8 r, uint8 g, uint8 b) {
Math::Vector3d color(r / 256.0, g / 256.0, b / 256.0);
_triangleShader->use();
_triangleShader->setUniform("color", color);
}
void OpenGLShaderRenderer::clear(uint8 r, uint8 g, uint8 b, bool ignoreViewport) {
if (ignoreViewport)
glDisable(GL_SCISSOR_TEST);
glClearColor(r / 255., g / 255., b / 255., 1.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
if (ignoreViewport)
glEnable(GL_SCISSOR_TEST);
}
void OpenGLShaderRenderer::drawFloor(uint8 color) {
/*uint8 r1, g1, b1, r2, g2, b2;
byte *stipple;
assert(getRGBAt(color, r1, g1, b1, r2, g2, b2, stipple)); // TODO: move check inside this function
glColor4ub(r1, g1, b1, 255);
glEnableClientState(GL_VERTEX_ARRAY);
copyToVertexArray(0, Math::Vector3d(-100000.0, 0.0, -100000.0));
copyToVertexArray(1, Math::Vector3d(100000.0, 0.0, -100000.0));
copyToVertexArray(2, Math::Vector3d(100000.0, 0.0, 100000.0));
copyToVertexArray(3, Math::Vector3d(-100000.0, 0.0, 100000.0));
glVertexPointer(3, GL_FLOAT, 0, _verts);
glDrawArrays(GL_QUADS, 0, 4);
glDisableClientState(GL_VERTEX_ARRAY);*/
}
void OpenGLShaderRenderer::flipBuffer() {}
Graphics::Surface *OpenGLShaderRenderer::getScreenshot() {
Common::Rect screen = viewport();
Graphics::Surface *s = new Graphics::Surface();
s->create(screen.width(), screen.height(), getRGBAPixelFormat());
glReadPixels(screen.left, screen.top, screen.width(), screen.height(), GL_RGBA, GL_UNSIGNED_BYTE, s->getPixels());
flipVertical(s);
return s;
}
} // End of namespace Freescape