/* 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 "common/textconsole.h"
#include "common/debug.h"
#include "common/system.h"
#include "common/config-manager.h"
#include "graphics/tinygl/tinygl.h"
#include "engines/util.h"
#include "tetraedge/te/te_renderer_tinygl.h"
#include "tetraedge/te/te_light.h"
#include "tetraedge/te/te_light_tinygl.h"
#include "tetraedge/te/te_mesh_tinygl.h"
namespace Tetraedge {
TeRendererTinyGL::TeRendererTinyGL() {
}
void TeRendererTinyGL::clearBuffer(TeRenderer::Buffer buf) {
TGLenum glBuf = 0;
if (buf & StencilBuffer)
glBuf |= TGL_STENCIL_BUFFER_BIT;
if (buf & DepthBuffer)
glBuf |= TGL_DEPTH_BUFFER_BIT;
if (buf & ColorBuffer)
glBuf |= TGL_COLOR_BUFFER_BIT;
tglClear(glBuf);
}
void TeRendererTinyGL::colorMask(bool r, bool g, bool b, bool a) {
tglColorMask(r, g, b, a);
}
void TeRendererTinyGL::disableAllLights() {
TeLightTinyGL::disableAll();
}
void TeRendererTinyGL::disableTexture() {
tglDisable(TGL_TEXTURE_2D);
_textureEnabled = false;
}
void TeRendererTinyGL::disableWireFrame() {
tglPolygonMode(TGL_FRONT_AND_BACK, TGL_FILL);
}
void TeRendererTinyGL::disableZBuffer() {
tglDisable(TGL_DEPTH_TEST);
tglDepthMask(TGL_FALSE);
}
void TeRendererTinyGL::drawLine(const TeVector3f32 &from, const TeVector3f32 &to) {
error("TODO: Implement TeRendererTinyGL::drawLine");
}
void TeRendererTinyGL::enableAllLights() {
TeLightTinyGL::enableAll();
}
void TeRendererTinyGL::enableTexture() {
tglEnable(TGL_TEXTURE_2D);
_textureEnabled = true;
}
void TeRendererTinyGL::enableWireFrame() {
tglPolygonMode(TGL_FRONT_AND_BACK, TGL_LINE);
}
void TeRendererTinyGL::enableZBuffer() {
tglEnable(TGL_DEPTH_TEST);
tglDepthMask(TGL_TRUE);
}
void TeRendererTinyGL::init(uint width, uint height) {
initGraphics(width, height, nullptr);
const Graphics::PixelFormat pixelFormat = g_system->getScreenFormat();
debug(2, "INFO: TinyGL front buffer pixel format: %s", pixelFormat.toString().c_str());
TinyGL::createContext(width, height, pixelFormat, 256, true, ConfMan.getBool("dirtyrects"), 7 * 1024 * 1024);
tglViewport(0, 0, width, height);
tglDisable(TGL_CULL_FACE);
TeLightTinyGL::disableAll();
tglDisable(TGL_COLOR_MATERIAL);
tglEnable(TGL_DEPTH_TEST);
tglDepthMask(TGL_TRUE);
tglShadeModel(TGL_SMOOTH);
tglEnable(TGL_BLEND);
tglBlendFunc(TGL_SRC_ALPHA, TGL_ONE_MINUS_SRC_ALPHA);
tglDepthFunc(TGL_LEQUAL);
// Original does this, probably not needed?
//tglHint(TGL_PERSPECTIVE_CORRECTION_HINT, TGL_DONT_CARE);
tglClearDepthf(1.0f);
//tglClearStencil(0);
_clearColor = TeColor(0, 0, 0, 255);
tglClearColor(0, 0, 0, 1.0);
//TeOpenGLExtensions::loadExtensions(); // this does nothing in the game?
_currentColor = TeColor(255, 255, 255, 255);
_scissorEnabled = false;
_scissorX = _scissorY = _scissorWidth = _scissorHeight = 0;
}
void TeRendererTinyGL::loadMatrixToGL(const TeMatrix4x4 &matrix) {
//int mmode;
//glGetIntegerv(TGL_MATRIX_MODE, &mmode);
//debug("loadMatrixToGL[0x%x]: %s", mmode, matrix.toString().c_str());
tglLoadMatrixf(matrix.getData());
}
void TeRendererTinyGL::loadProjectionMatrix(const TeMatrix4x4 &matrix) {
tglMatrixMode(TGL_PROJECTION);
_matrixMode = MM_GL_PROJECTION;
_matriciesStacks[_matrixMode].loadIdentity();
_matriciesStacks[_matrixMode].loadMatrix(matrix);
tglMatrixMode(TGL_MODELVIEW);
_matrixMode = MM_GL_MODELVIEW;
_matriciesStacks[_matrixMode].loadIdentity();
}
Common::String TeRendererTinyGL::renderer() {
return "TinyGL";
}
void TeRendererTinyGL::renderTransparentMeshes() {
if (!_numTransparentMeshes)
return;
tglDepthMask(TGL_FALSE);
// Note: some code moved to optimiseTransparentMeshProperties to minimise
// non-OGL-speicifc code.
optimiseTransparentMeshProperties();
tglEnableClientState(TGL_VERTEX_ARRAY);
tglEnableClientState(TGL_NORMAL_ARRAY);
tglEnableClientState(TGL_TEXTURE_COORD_ARRAY);
tglEnableClientState(TGL_COLOR_ARRAY);
tglVertexPointer(3, TGL_FLOAT, sizeof(TeVector3f32), _transparentMeshVertexes.data());
tglNormalPointer(TGL_FLOAT, sizeof(TeVector3f32), _transparentMeshNormals.data());
tglTexCoordPointer(2, TGL_FLOAT, sizeof(TeVector2f32), _transparentMeshCoords.data());
tglColorPointer(4, TGL_UNSIGNED_BYTE, sizeof(TeColor), _transparentMeshColors.data());
TeMaterial lastMaterial;
TeMatrix4x4 lastMatrix;
int vertsDrawn = 0;
for (uint i = 0; i < _transparentMeshProps.size(); i++) {
const TransparentMeshProperties &meshProperties = _transparentMeshProps[i];
if (!meshProperties._shouldDraw)
continue;
const TeMaterial &material = meshProperties._material;
meshProperties._camera->applyProjection();
tglMatrixMode(TGL_MODELVIEW);
_matrixMode = MM_GL_MODELVIEW;
tglPushMatrix();
_matriciesStacks[_matrixMode].pushMatrix();
_matriciesStacks[_matrixMode].loadMatrix(meshProperties._matrix);
tglPushMatrix();
loadCurrentMatrixToGL();
if (material._texture) {
tglEnable(TGL_TEXTURE_2D);
_textureEnabled = true;
}
if (material._isShadowTexture) {
tglDisableClientState(TGL_TEXTURE_COORD_ARRAY);
tglDisableClientState(TGL_COLOR_ARRAY);
}
if (material != lastMaterial) {
applyMaterial(material);
lastMaterial = material;
}
if (meshProperties._scissorEnabled) {
tglEnable(TGL_SCISSOR_TEST);
// TODO: No scissoring in TGL..
/*
tglScissor(meshProperties._scissorX,
meshProperties._scissorY,
meshProperties._scissorWidth,
meshProperties._scissorHeight);*/
}
tglTexEnvi(TGL_TEXTURE_ENV, TGL_TEXTURE_ENV_MODE, meshProperties._glTexEnvMode);
tglDrawElements(TGL_TRIANGLES, meshProperties._vertexCount, TGL_UNSIGNED_SHORT,
_transparentMeshVertexNums.data() + vertsDrawn);
vertsDrawn += meshProperties._vertexCount;
if (material._isShadowTexture) {
tglEnableClientState(TGL_TEXTURE_COORD_ARRAY);
tglEnableClientState(TGL_COLOR_ARRAY);
}
tglTexEnvi(TGL_TEXTURE_ENV, TGL_TEXTURE_ENV_MODE, TGL_MODULATE);
if (meshProperties._scissorEnabled) {
tglDisable(TGL_SCISSOR_TEST);
}
if (material._texture) {
tglDisable(TGL_TEXTURE_2D);
_textureEnabled = false;
}
tglPopMatrix();
tglPopMatrix();
_matriciesStacks[_matrixMode].popMatrix();
TeCamera::restore();
}
tglDisableClientState(TGL_VERTEX_ARRAY);
tglDisableClientState(TGL_NORMAL_ARRAY);
tglDisableClientState(TGL_COLOR_ARRAY);
tglDisableClientState(TGL_TEXTURE_COORD_ARRAY);
_numTransparentMeshes = 0;
_pendingTransparentMeshProperties = 0;
tglDepthMask(TGL_TRUE);
_transparentMeshProps.clear();
}
void TeRendererTinyGL::reset() {
clearBuffer(AllBuffers);
tglMatrixMode(TGL_PROJECTION);
_matrixMode = MM_GL_PROJECTION;
_matriciesStacks[MM_GL_PROJECTION].loadIdentity();
tglMatrixMode(TGL_MODELVIEW);
_matrixMode = MM_GL_MODELVIEW;
_matriciesStacks[MM_GL_MODELVIEW].loadIdentity();
}
void TeRendererTinyGL::setClearColor(const TeColor &col) {
_clearColor = col;
tglClearColor(col.r() / 255.0f, col.g() / 255.0f, col.b() / 255.0f, col.a() / 255.0f);
}
void TeRendererTinyGL::setCurrentColor(const TeColor &col) {
if (col == _currentColor)
return;
tglColor4ub(col.r(), col.g(), col.b(), col.a());
_currentColor = col;
}
void TeRendererTinyGL::setMatrixMode(enum MatrixMode mode) {
TGLenum glmode = 0;
if (mode == MM_GL_TEXTURE)
glmode = TGL_TEXTURE;
else if (mode == MM_GL_MODELVIEW)
glmode = TGL_MODELVIEW;
else if (mode == MM_GL_PROJECTION)
glmode = TGL_PROJECTION;
if (glmode)
tglMatrixMode(glmode);
_matrixMode = mode;
}
void TeRendererTinyGL::setViewport(int x, int y, int w, int h) {
tglViewport(x, y, w, h);
}
void TeRendererTinyGL::shadowMode(enum ShadowMode mode) {
_shadowMode = mode;
if (mode == ShadowModeNone) {
tglDisable(TGL_CULL_FACE);
tglShadeModel(TGL_SMOOTH);
return;
}
if (mode == ShadowModeCreating) {
tglEnable(TGL_CULL_FACE);
tglCullFace(TGL_BACK);
} else { // ShadowModeDrawing
tglDisable(TGL_CULL_FACE);
}
tglEnable(TGL_BLEND);
tglBlendFunc(TGL_SRC_ALPHA, TGL_ONE_MINUS_SRC_ALPHA);
tglShadeModel(TGL_FLAT);
TeLightTinyGL::disableAll();
}
void TeRendererTinyGL::applyMaterial(const TeMaterial &m) {
//debug("TeMaterial::apply (%s)", dump().c_str());
static const float constColor[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
if (_shadowMode == TeRenderer::ShadowModeNone) {
if (m._enableLights)
TeLightTinyGL::enableAll();
else
TeLightTinyGL::disableAll();
if (m._texture) {
enableTexture();
tglEnableClientState(TGL_TEXTURE_COORD_ARRAY);
m._texture->bind();
}
tglDisable(TGL_ALPHA_TEST);
if (m._mode == TeMaterial::MaterialMode0) {
tglTexEnvfv(TGL_TEXTURE_ENV, TGL_TEXTURE_ENV_COLOR, constColor);
tglTexEnvi(TGL_TEXTURE_ENV, TGL_TEXTURE_ENV_MODE, TGL_COMBINE);
tglTexEnvi(TGL_TEXTURE_ENV, TGL_COMBINE_RGB, TGL_MODULATE);
tglTexEnvi(TGL_TEXTURE_ENV, TGL_SOURCE0_RGB, TGL_TEXTURE);
tglTexEnvi(TGL_TEXTURE_ENV, TGL_OPERAND0_RGB, TGL_SRC_COLOR);
tglTexEnvi(TGL_TEXTURE_ENV, TGL_COMBINE_ALPHA, TGL_REPLACE);
tglTexEnvi(TGL_TEXTURE_ENV, TGL_SOURCE0_ALPHA, TGL_CONSTANT);
tglTexEnvi(TGL_TEXTURE_ENV, TGL_OPERAND0_ALPHA, TGL_SRC_ALPHA);
} else {
tglTexEnvi(TGL_TEXTURE_ENV, TGL_TEXTURE_ENV_MODE, TGL_MODULATE);
if (m._mode != TeMaterial::MaterialMode1) {
tglEnable(TGL_ALPHA_TEST);
tglAlphaFunc(TGL_GREATER, 0.5);
}
}
const float ambient[4] = { m._ambientColor.r() / 255.0f, m._ambientColor.g() / 255.0f,
m._ambientColor.b() / 255.0f, m._ambientColor.a() / 255.0f };
tglMaterialfv(TGL_FRONT_AND_BACK, TGL_AMBIENT, ambient);
const float specular[4] = { m._specularColor.r() / 255.0f, m._specularColor.g() / 255.0f,
m._specularColor.b() / 255.0f, m._specularColor.a() / 255.0f };
tglMaterialfv(TGL_FRONT_AND_BACK, TGL_SPECULAR, specular);
const float emission[4] = { m._emissionColor.r() / 255.0f, m._emissionColor.g() / 255.0f,
m._emissionColor.b() / 255.0f, m._emissionColor.a() / 255.0f };
tglMaterialfv(TGL_FRONT_AND_BACK, TGL_EMISSION, emission);
tglMaterialf(TGL_FRONT, TGL_SHININESS, m._shininess);
const float diffuse[4] = { m._diffuseColor.r() / 255.0f, m._diffuseColor.g() / 255.0f,
m._diffuseColor.b() / 255.0f, m._diffuseColor.a() / 255.0f };
tglMaterialfv(TGL_FRONT_AND_BACK, TGL_DIFFUSE, diffuse);
setCurrentColor(m._diffuseColor);
} else if (_shadowMode == TeRenderer::ShadowModeCreating) {
// NOTE: Diverge from original here, it sets 255.0 but the
// colors should be scaled -1.0 .. 1.0.
static const float fullColor[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
TeLightTinyGL::disableAll();
tglDisable(TGL_ALPHA_TEST);
tglTexEnvi(TGL_TEXTURE_ENV, TGL_TEXTURE_ENV_MODE, TGL_MODULATE);
tglMaterialfv(TGL_FRONT_AND_BACK, TGL_AMBIENT, fullColor);
tglMaterialfv(TGL_FRONT_AND_BACK, TGL_DIFFUSE, fullColor);
tglMaterialfv(TGL_FRONT_AND_BACK, TGL_SPECULAR, fullColor);
tglMaterialfv(TGL_FRONT_AND_BACK, TGL_EMISSION, fullColor);
}
if (!m._isShadowTexture) {
tglDisable(TGL_TEXTURE_GEN_S);
tglDisable(TGL_TEXTURE_GEN_T);
tglDisable(TGL_TEXTURE_GEN_R);
tglDisable(TGL_TEXTURE_GEN_Q);
} else {
tglTexEnvi(TGL_TEXTURE_ENV, TGL_TEXTURE_ENV_MODE, TGL_MODULATE);
tglEnable(TGL_TEXTURE_GEN_S);
tglEnable(TGL_TEXTURE_GEN_T);
tglEnable(TGL_TEXTURE_GEN_R);
tglEnable(TGL_TEXTURE_GEN_Q);
tglEnable(TGL_TEXTURE_2D);
TeLightTinyGL::disableAll();
tglDisable(TGL_ALPHA_TEST);
enableTexture();
tglTexEnvi(TGL_TEXTURE_ENV, TGL_TEXTURE_ENV_MODE, TGL_MODULATE);
const float diffuse[4] = { m._diffuseColor.r() / 255.0f, m._diffuseColor.g() / 255.0f,
m._diffuseColor.b() / 255.0f, m._diffuseColor.a() / 255.0f };
tglMaterialfv(TGL_FRONT_AND_BACK, TGL_AMBIENT, diffuse);
tglMaterialfv(TGL_FRONT_AND_BACK, TGL_DIFFUSE, diffuse);
tglMaterialfv(TGL_FRONT_AND_BACK, TGL_SPECULAR, diffuse);
tglMaterialfv(TGL_FRONT_AND_BACK, TGL_EMISSION, diffuse);
}
}
void TeRendererTinyGL::updateGlobalLight() {
TeLightTinyGL::updateGlobal();
}
void TeRendererTinyGL::updateScreen() {
Common::List dirtyAreas;
TinyGL::presentBuffer(dirtyAreas);
Graphics::Surface glBuffer;
TinyGL::getSurfaceRef(glBuffer);
if (!dirtyAreas.empty()) {
for (Common::List::iterator itRect = dirtyAreas.begin(); itRect != dirtyAreas.end(); ++itRect) {
g_system->copyRectToScreen(glBuffer.getBasePtr((*itRect).left, (*itRect).top), glBuffer.pitch,
(*itRect).left, (*itRect).top, (*itRect).width(), (*itRect).height());
}
}
g_system->updateScreen();
}
Common::String TeRendererTinyGL::vendor() {
return "TinyGL vendor";
}
} // end namespace Tetraedge