226 lines
7.4 KiB
C++
226 lines
7.4 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include "alcachofa/graphics-opengl.h"
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#include "alcachofa/detection.h"
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#include "common/system.h"
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#include "engines/util.h"
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using namespace Common;
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using namespace Math;
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using namespace Graphics;
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namespace Alcachofa {
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class OpenGLRendererClassic : public OpenGLRenderer, public virtual IDebugRenderer {
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public:
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using OpenGLRenderer::OpenGLRenderer;
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void begin() override {
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GL_CALL(glEnableClientState(GL_VERTEX_ARRAY));
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GL_CALL(glDisableClientState(GL_INDEX_ARRAY));
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GL_CALL(glDisableClientState(GL_TEXTURE_COORD_ARRAY));
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resetState();
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_currentTexture = nullptr;
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}
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void setTexture(ITexture *texture) override {
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if (texture == _currentTexture)
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return;
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else if (texture == nullptr) {
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GL_CALL(glDisable(GL_TEXTURE_2D));
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GL_CALL(glDisableClientState(GL_TEXTURE_COORD_ARRAY));
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_currentTexture = nullptr;
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} else {
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if (_currentTexture == nullptr) {
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GL_CALL(glEnable(GL_TEXTURE_2D));
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GL_CALL(glEnableClientState(GL_TEXTURE_COORD_ARRAY));
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}
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auto glTexture = dynamic_cast<OpenGLTexture *>(texture);
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assert(glTexture != nullptr);
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GL_CALL(glBindTexture(GL_TEXTURE_2D, glTexture->handle())); //-V522
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_currentTexture = glTexture;
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}
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}
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void setBlendMode(BlendMode blendMode) override {
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if (blendMode == _currentBlendMode)
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return;
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setBlendFunc(blendMode);
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GL_CALL(glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE));
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switch (blendMode) {
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case BlendMode::AdditiveAlpha:
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case BlendMode::Additive:
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case BlendMode::Multiply:
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// TintAlpha * TexColor, TexAlpha
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GL_CALL(glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_MODULATE));
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GL_CALL(glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE));
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GL_CALL(glTexEnvi(GL_TEXTURE_ENV, GL_SRC0_RGB, GL_TEXTURE));
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GL_CALL(glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR));
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GL_CALL(glTexEnvi(GL_TEXTURE_ENV, GL_SRC0_ALPHA, GL_TEXTURE));
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GL_CALL(glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA));
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GL_CALL(glTexEnvi(GL_TEXTURE_ENV, GL_SRC1_RGB, GL_PRIMARY_COLOR));
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GL_CALL(glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_ALPHA)); // alpha replaces color
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break;
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case BlendMode::Alpha:
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// TexColor, TintAlpha
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GL_CALL(glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_REPLACE));
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GL_CALL(glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE));
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GL_CALL(glTexEnvi(GL_TEXTURE_ENV, GL_SRC0_RGB, GL_TEXTURE));
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GL_CALL(glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR));
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GL_CALL(glTexEnvi(GL_TEXTURE_ENV, GL_SRC0_ALPHA, GL_PRIMARY_COLOR));
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GL_CALL(glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA));
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break;
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case BlendMode::Tinted:
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// (TintColor * TintAlpha) * TexColor, TexAlpha
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GL_CALL(glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_MODULATE));
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GL_CALL(glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE));
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GL_CALL(glTexEnvi(GL_TEXTURE_ENV, GL_SRC0_RGB, GL_TEXTURE));
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GL_CALL(glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR));
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GL_CALL(glTexEnvi(GL_TEXTURE_ENV, GL_SRC0_ALPHA, GL_TEXTURE));
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GL_CALL(glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA));
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GL_CALL(glTexEnvi(GL_TEXTURE_ENV, GL_SRC1_RGB, GL_PRIMARY_COLOR));
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GL_CALL(glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR)); // we have to pre-multiply
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break;
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default:
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assert(false && "Invalid blend mode");
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break;
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}
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_currentBlendMode = blendMode;
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}
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void setLodBias(float lodBias) override {
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if (abs(_currentLodBias - lodBias) < epsilon)
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return;
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GL_CALL(glTexEnvf(GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, lodBias));
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_currentLodBias = lodBias;
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}
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void quad(
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Vector2d topLeft,
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Vector2d size,
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Color color,
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Angle rotation,
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Vector2d texMin,
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Vector2d texMax) override {
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Vector2d positions[4], texCoords[4];
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getQuadPositions(topLeft, size, rotation, positions);
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getQuadTexCoords(texMin, texMax, texCoords);
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if (_currentTexture != nullptr) {
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// float equality is fine here, if it was calculated it was not a normal graphic
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_currentTexture->setMirrorWrap(texMin != Vector2d() || texMax != Vector2d(1, 1));
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}
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float colors[] = { color.r / 255.0f, color.g / 255.0f, color.b / 255.0f, color.a / 255.0f };
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if (_currentBlendMode == BlendMode::Tinted) {
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colors[0] *= colors[3];
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colors[1] *= colors[3];
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colors[2] *= colors[3];
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}
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checkFirstDrawCommand();
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GL_CALL(glColor4fv(colors));
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GL_CALL(glVertexPointer(2, GL_FLOAT, 0, positions));
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if (_currentTexture != nullptr)
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GL_CALL(glTexCoordPointer(2, GL_FLOAT, 0, texCoords));
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GL_CALL(glDrawArrays(GL_QUADS, 0, 4));
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#ifdef ALCACHOFA_DEBUG
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// make sure we crash instead of someone using our stack arrays
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GL_CALL(glVertexPointer(2, GL_FLOAT, sizeof(Vector2d), nullptr));
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GL_CALL(glTexCoordPointer(2, GL_FLOAT, sizeof(Vector2d), nullptr));
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#endif
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}
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void debugPolygon(
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Span<Vector2d> points,
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Color color
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) override {
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checkFirstDrawCommand();
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setTexture(nullptr);
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setBlendMode(BlendMode::Alpha);
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GL_CALL(glVertexPointer(2, GL_FLOAT, 0, points.data()));
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GL_CALL(glLineWidth(4.0f));
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GL_CALL(glPointSize(8.0f));
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GL_CALL(glColor4ub(color.r, color.g, color.b, color.a));
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if (points.size() > 2)
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GL_CALL(glDrawArrays(GL_POLYGON, 0, points.size()));
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color.a = (byte)(MIN(255.0f, color.a * 1.3f));
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GL_CALL(glColor4ub(color.r, color.g, color.b, color.a));
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if (points.size() > 1)
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GL_CALL(glDrawArrays(GL_LINE_LOOP, 0, points.size()));
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color.a = (byte)(MIN(255.0f, color.a * 1.3f));
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GL_CALL(glColor4ub(color.r, color.g, color.b, color.a));
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if (points.size() > 0)
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GL_CALL(glDrawArrays(GL_POINTS, 0, points.size()));
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}
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void debugPolyline(
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Span<Vector2d> points,
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Color color
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) override {
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checkFirstDrawCommand();
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setTexture(nullptr);
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setBlendMode(BlendMode::Alpha);
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GL_CALL(glVertexPointer(2, GL_FLOAT, 0, points.data()));
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GL_CALL(glLineWidth(4.0f));
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GL_CALL(glPointSize(8.0f));
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GL_CALL(glColor4ub(color.r, color.g, color.b, color.a));
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if (points.size() > 1)
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GL_CALL(glDrawArrays(GL_LINE_STRIP, 0, points.size()));
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color.a = (byte)(MIN(255.0f, color.a * 1.3f));
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GL_CALL(glColor4ub(color.r, color.g, color.b, color.a));
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if (points.size() > 0)
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GL_CALL(glDrawArrays(GL_POINTS, 0, points.size()));
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}
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void setMatrices(bool flipped) override {
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float bottom = flipped ? _resolution.y : 0.0f;
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float top = flipped ? 0.0f : _resolution.y;
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GL_CALL(glMatrixMode(GL_PROJECTION));
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GL_CALL(glLoadIdentity());
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GL_CALL(glOrtho(0.0f, _resolution.x, bottom, top, -1.0f, 1.0f));
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GL_CALL(glMatrixMode(GL_MODELVIEW));
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GL_CALL(glLoadIdentity());
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}
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};
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IRenderer *IRenderer::createOpenGLRendererClassic(Point resolution) {
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debug("Use OpenGL classic renderer");
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return new OpenGLRendererClassic(resolution);
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}
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}
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