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scummvm-cursorfix/engines/alcachofa/graphics-opengl-shaders.cpp
2026-02-02 04:50:13 +01:00

264 lines
7.8 KiB
C++

/* 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 <http://www.gnu.org/licenses/>.
*
*/
#include "alcachofa/alcachofa.h"
#include "alcachofa/graphics-opengl.h"
#include "alcachofa/detection.h"
#include "common/system.h"
#include "engines/util.h"
#include "graphics/opengl/shader.h"
using namespace Common;
using namespace Math;
using namespace Graphics;
using namespace OpenGL;
namespace Alcachofa {
class OpenGLRendererShaders : public OpenGLRenderer {
struct Vertex {
Vector2d pos;
Vector2d uv;
Color color;
};
struct VBO {
VBO(GLuint bufferId) : _bufferId(bufferId) {}
~VBO() {
Shader::freeBuffer(_bufferId);
}
GLuint _bufferId;
uint _capacity = 0;
};
public:
OpenGLRendererShaders(Point resolution)
: OpenGLRenderer(resolution) {
static constexpr const char *const kAttributes[] = {
"in_pos",
"in_uv",
"in_color",
nullptr
};
if (!_shader.loadFromStrings("alcachofa", kVertexShader, kFragmentShader, kAttributes))
error("Could not load shader");
// we use more than one VBO to reduce implicit synchronization
for (int i = 0; i < 4; i++)
_vbos.emplace_back(Shader::createBuffer(GL_ARRAY_BUFFER, 0, nullptr, GL_STREAM_DRAW));
_vertices.resize(8 * 6); // heuristic, we should be lucky if we can batch 8 quads together
_whiteTexture.reset(new OpenGLTexture(1, 1, false));
const byte whiteData[] = { 0xff, 0xff, 0xff, 0xff };
GL_CALL(glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, whiteData));
}
void begin() override {
resetState();
_currentTexture = nullptr;
_needsNewBatch = true;
}
void end() override {
if (!_vertices.empty()) // submit last batch
checkFirstDrawCommand();
OpenGLRenderer::end();
}
void setTexture(ITexture *texture) override {
if (texture == _currentTexture)
return;
_needsNewBatch = true;
if (texture == nullptr)
_currentTexture = nullptr;
else {
_currentTexture = dynamic_cast<OpenGLTexture *>(texture);
assert(_currentTexture != nullptr);
}
}
void setBlendMode(BlendMode blendMode) override {
if (blendMode == _currentBlendMode)
return;
_needsNewBatch = true;
_currentBlendMode = blendMode;
}
void setLodBias(float lodBias) override {
if (abs(_currentLodBias - lodBias) < epsilon)
return;
_needsNewBatch = true;
_currentLodBias = lodBias;
}
void quad(
Vector2d topLeft,
Vector2d size,
Color color,
Angle rotation,
Vector2d texMin,
Vector2d texMax) override {
if (_needsNewBatch) {
_needsNewBatch = false;
checkFirstDrawCommand();
}
if (_currentTexture != nullptr) {
// float equality is fine here, if it was calculated it was not a normal graphic
_currentTexture->setMirrorWrap(texMin != Vector2d() || texMax != Vector2d(1, 1));
}
Vector2d positions[4], texCoords[4];
getQuadPositions(topLeft, size, rotation, positions);
getQuadTexCoords(texMin, texMax, texCoords);
_vertices.push_back({ positions[0], texCoords[0], color });
_vertices.push_back({ positions[1], texCoords[1], color });
_vertices.push_back({ positions[2], texCoords[2], color });
_vertices.push_back({ positions[0], texCoords[0], color });
_vertices.push_back({ positions[2], texCoords[2], color });
_vertices.push_back({ positions[3], texCoords[3], color });
}
void setMatrices(bool flipped) override {
// adapted from https://en.wikipedia.org/wiki/Orthographic_projection
const float left = 0.0f;
const float right = _resolution.x;
const float bottom = flipped ? _resolution.y : 0.0f;
const float top = flipped ? 0.0f : _resolution.y;
const float near = -1.0f;
const float far = 1.0f;
_projection.setToIdentity();
_projection(0, 0) = 2.0f / (right - left);
_projection(1, 1) = 2.0f / (top - bottom);
_projection(2, 2) = -2.0f / (far - near);
_projection(3, 0) = -(right + left) / (right - left);
_projection(3, 1) = -(top + bottom) / (top - bottom);
_projection(3, 2) = -(far + near) / (far - near);
}
private:
void checkFirstDrawCommand() {
OpenGLRenderer::checkFirstDrawCommand();
// submit batch
if (!_vertices.empty()) {
auto &vbo = _vbos[_curVBO];
_curVBO = (_curVBO + 1) % _vbos.size();
_shader.enableVertexAttribute("in_pos", vbo._bufferId, 2, GL_FLOAT, false, sizeof(Vertex), offsetof(Vertex, pos));
_shader.enableVertexAttribute("in_uv", vbo._bufferId, 2, GL_FLOAT, false, sizeof(Vertex), offsetof(Vertex, uv));
_shader.enableVertexAttribute("in_color", vbo._bufferId, 4, GL_UNSIGNED_BYTE, true, sizeof(Vertex), offsetof(Vertex, color));
_shader.use(true);
GL_CALL(glBindTexture(GL_TEXTURE_2D, _batchTexture == nullptr
? _whiteTexture->handle()
: _batchTexture->handle()));
GL_CALL(glBindBuffer(GL_ARRAY_BUFFER, vbo._bufferId));
if (vbo._capacity < _vertices.size()) {
vbo._capacity = _vertices.size();
glBufferData(GL_ARRAY_BUFFER, sizeof(Vertex) * _vertices.size(), _vertices.data(), GL_STREAM_DRAW);
} else
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(Vertex) * _vertices.size(), _vertices.data());
glDrawArrays(GL_TRIANGLES, 0, _vertices.size());
_vertices.clear();
}
// setup next batch
setBlendFunc(_currentBlendMode);
_shader.setUniform("projection", _projection);
_shader.setUniform("blendMode", _currentTexture == nullptr ? 5 : (int)_currentBlendMode);
_shader.setUniform("posterize", g_engine->config().highQuality() ? 1 : 0);
_shader.setUniform1f("lodBias", _currentLodBias);
_shader.setUniform("texture", 0);
_batchTexture = _currentTexture;
}
Matrix4 _projection;
Shader _shader;
Array<VBO> _vbos;
Array<Vertex> _vertices;
uint _curVBO = 0;
bool _needsNewBatch = false;
OpenGLTexture *_batchTexture = nullptr;
ScopedPtr<OpenGLTexture> _whiteTexture;
static constexpr const char *const kVertexShader = R"(
uniform mat4 projection;
attribute vec2 in_pos;
attribute vec2 in_uv;
attribute vec4 in_color;
varying vec2 var_uv;
varying vec4 var_color;
void main() {
gl_Position = projection * vec4(in_pos, 0.0, 1.0);
var_uv = in_uv;
var_color = in_color;
})";
static constexpr const char *const kFragmentShader = R"(
#ifdef GL_ES
precision mediump float;
#endif
uniform sampler2D texture;
uniform int blendMode;
uniform int posterize;
uniform float lodBias;
varying vec2 var_uv;
varying vec4 var_color;
void main() {
vec4 tex_color = texture2D(texture, var_uv, lodBias);
if (blendMode <= 2) { // AdditiveAlpha, Additive and Multiply
gl_FragColor.rgb = tex_color.rgb * var_color.a;
gl_FragColor.a = tex_color.a;
} else if (blendMode == 3) { // Alpha
gl_FragColor.rgb = tex_color.rgb;
gl_FragColor.a = var_color.a;
} else if (blendMode == 4) { // Tinted
gl_FragColor.rgb = var_color.rgb * var_color.a * tex_color.rgb;
gl_FragColor.a = tex_color.a;
} else { // Disabled texture
gl_FragColor = var_color;
}
if (posterize == 0) {
// shave off 3 bits for that 16-bit look
gl_FragColor = floor(gl_FragColor * (256.0 / 8.0)) / (256.0 / 8.0);
}
})";
};
IRenderer *IRenderer::createOpenGLRendererShaders(Point resolution) {
debug("Use OpenGL shaders renderer");
return new OpenGLRendererShaders(resolution);
}
}