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2026-02-02 04:50:13 +01:00

251 lines
7.3 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 "engines/stark/gfx/opengls.h"
#include "common/system.h"
#include "math/matrix4.h"
#if defined(USE_OPENGL_SHADERS)
#include "engines/stark/gfx/openglsactor.h"
#include "engines/stark/gfx/openglbitmap.h"
#include "engines/stark/gfx/openglsprop.h"
#include "engines/stark/gfx/openglssurface.h"
#include "engines/stark/gfx/openglsfade.h"
#include "engines/stark/gfx/opengltexture.h"
#include "graphics/surface.h"
#include "graphics/opengl/shader.h"
namespace Stark {
namespace Gfx {
static const GLfloat surfaceVertices[] = {
// XS YT
0.0f, 0.0f,
1.0f, 0.0f,
0.0f, 1.0f,
1.0f, 1.0f,
};
static const GLfloat fadeVertices[] = {
// XS YT
-1.0f, 1.0f,
1.0f, 1.0f,
-1.0f, -1.0f,
1.0f, -1.0f,
};
OpenGLSDriver::OpenGLSDriver() :
_surfaceShader(nullptr),
_surfaceFillShader(nullptr),
_actorShader(nullptr),
_fadeShader(nullptr),
_shadowShader(nullptr),
_surfaceVBO(0),
_fadeVBO(0) {
}
OpenGLSDriver::~OpenGLSDriver() {
OpenGL::Shader::freeBuffer(_surfaceVBO);
OpenGL::Shader::freeBuffer(_fadeVBO);
delete _surfaceFillShader;
delete _surfaceShader;
delete _actorShader;
delete _fadeShader;
delete _shadowShader;
}
void OpenGLSDriver::init() {
computeScreenViewport();
static const char* attributes[] = { "position", "texcoord", nullptr };
_surfaceShader = OpenGL::Shader::fromFiles("stark_surface", attributes);
_surfaceVBO = OpenGL::Shader::createBuffer(GL_ARRAY_BUFFER, sizeof(surfaceVertices), surfaceVertices);
_surfaceShader->enableVertexAttribute("position", _surfaceVBO, 2, GL_FLOAT, GL_TRUE, 2 * sizeof(float), 0);
_surfaceShader->enableVertexAttribute("texcoord", _surfaceVBO, 2, GL_FLOAT, GL_TRUE, 2 * sizeof(float), 0);
static const char* fillAttributes[] = { "position", nullptr };
_surfaceFillShader = OpenGL::Shader::fromFiles("stark_surface_fill", fillAttributes);
_surfaceFillShader->enableVertexAttribute("position", _surfaceVBO, 2, GL_FLOAT, GL_TRUE, 2 * sizeof(float), 0);
static const char* actorAttributes[] = { "position1", "position2", "bone1", "bone2", "boneWeight", "normal", "texcoord", nullptr };
_actorShader = OpenGL::Shader::fromFiles("stark_actor", actorAttributes);
static const char* shadowAttributes[] = { "position1", "position2", "bone1", "bone2", "boneWeight", nullptr };
_shadowShader = OpenGL::Shader::fromFiles("stark_shadow", shadowAttributes);
static const char* fadeAttributes[] = { "position", nullptr };
_fadeShader = OpenGL::Shader::fromFiles("stark_fade", fadeAttributes);
_fadeVBO = OpenGL::Shader::createBuffer(GL_ARRAY_BUFFER, sizeof(fadeVertices), fadeVertices);
_fadeShader->enableVertexAttribute("position", _fadeVBO, 2, GL_FLOAT, GL_TRUE, 2 * sizeof(float), 0);
}
void OpenGLSDriver::setScreenViewport(bool noScaling) {
if (noScaling) {
_viewport = Common::Rect(g_system->getWidth(), g_system->getHeight());
_unscaledViewport = _viewport;
} else {
_viewport = _screenViewport;
_unscaledViewport = Common::Rect(kOriginalWidth, kOriginalHeight);
}
glViewport(_viewport.left, _viewport.top, _viewport.width(), _viewport.height());
}
void OpenGLSDriver::setViewport(const Common::Rect &rect) {
_viewport = Common::Rect(
_screenViewport.width() * rect.width() / kOriginalWidth,
_screenViewport.height() * rect.height() / kOriginalHeight
);
_viewport.translate(
_screenViewport.left + _screenViewport.width() * rect.left / kOriginalWidth,
_screenViewport.top + _screenViewport.height() * rect.top / kOriginalHeight
);
_unscaledViewport = rect;
glViewport(_viewport.left, g_system->getHeight() - _viewport.bottom, _viewport.width(), _viewport.height());
}
void OpenGLSDriver::clearScreen() {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
}
void OpenGLSDriver::flipBuffer() {
g_system->updateScreen();
}
Texture *OpenGLSDriver::createTexture() {
return new OpenGlTexture();
}
Bitmap *OpenGLSDriver::createBitmap(const Graphics::Surface *surface, const byte *palette) {
OpenGlBitmap *bitmap = new OpenGlBitmap();
if (surface) {
bitmap->update(surface, palette);
}
return bitmap;
}
VisualActor *OpenGLSDriver::createActorRenderer() {
return new OpenGLSActorRenderer(this);
}
VisualProp *OpenGLSDriver::createPropRenderer() {
return new OpenGLSPropRenderer(this);
}
SurfaceRenderer *OpenGLSDriver::createSurfaceRenderer() {
return new OpenGLSSurfaceRenderer(this);
}
FadeRenderer *OpenGLSDriver::createFadeRenderer() {
return new OpenGLSFadeRenderer(this);
}
void OpenGLSDriver::start2DMode() {
// Enable alpha blending
glEnable(GL_BLEND);
//glBlendEquation(GL_FUNC_ADD); // It's the default
// This blend mode prevents color fringes due to filtering.
// It requires the textures to have their color values pre-multiplied
// with their alpha value. This is the "Premultiplied Alpha" technique.
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
glDisable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
}
void OpenGLSDriver::end2DMode() {
// Disable alpha blending
glDisable(GL_BLEND);
glEnable(GL_DEPTH_TEST);
glDepthMask(GL_TRUE);
}
void OpenGLSDriver::set3DMode() {
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
// Blending and stencil test are only used in rendering shadows
// They are manually enabled and disabled there
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glStencilFunc(GL_EQUAL, 0, 0xFF);
glStencilOp(GL_KEEP, GL_KEEP, GL_INCR);
}
bool OpenGLSDriver::computeLightsEnabled() {
return false;
}
Common::Rect OpenGLSDriver::getViewport() const {
return _viewport;
}
Common::Rect OpenGLSDriver::getUnscaledViewport() const {
return _unscaledViewport;
}
OpenGL::Shader *OpenGLSDriver::createActorShaderInstance() {
return _actorShader->clone();
}
OpenGL::Shader *OpenGLSDriver::createSurfaceShaderInstance() {
return _surfaceShader->clone();
}
OpenGL::Shader *OpenGLSDriver::createSurfaceFillShaderInstance() {
return _surfaceFillShader->clone();
}
OpenGL::Shader *OpenGLSDriver::createFadeShaderInstance() {
return _fadeShader->clone();
}
OpenGL::Shader *OpenGLSDriver::createShadowShaderInstance() {
return _shadowShader->clone();
}
Graphics::Surface *OpenGLSDriver::getViewportScreenshot() const {
Graphics::Surface *s = new Graphics::Surface();
s->create(_viewport.width(), _viewport.height(), getRGBAPixelFormat());
glReadPixels(_viewport.left, g_system->getHeight() - _viewport.bottom, _viewport.width(), _viewport.height(),
GL_RGBA, GL_UNSIGNED_BYTE, s->getPixels());
flipVertical(s);
return s;
}
} // End of namespace Gfx
} // End of namespace Stark
#endif // defined(USE_OPENGL_SHADERS)