194 lines
6.5 KiB
C++
194 lines
6.5 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 "engines/stark/gfx/openglsprop.h"
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#include "engines/stark/gfx/driver.h"
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#include "engines/stark/gfx/texture.h"
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#include "engines/stark/formats/biffmesh.h"
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#include "engines/stark/scene.h"
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#include "engines/stark/services/services.h"
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#if defined(USE_OPENGL_SHADERS)
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#include "graphics/opengl/shader.h"
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namespace Stark {
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namespace Gfx {
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OpenGLSPropRenderer::OpenGLSPropRenderer(Driver *gfx) :
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VisualProp(),
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_gfx(gfx),
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_faceVBO(0),
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_modelIsDirty(true) {
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static const char* attributes[] = { "position", "normal", "texcoord", nullptr };
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_shader = OpenGL::Shader::fromFiles("stark_prop", attributes);
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}
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OpenGLSPropRenderer::~OpenGLSPropRenderer() {
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clearVertices();
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delete _shader;
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}
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void OpenGLSPropRenderer::render(const Math::Vector3d &position, float direction, const LightEntryArray &lights) {
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if (_modelIsDirty) {
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// Update the OpenGL Buffer Objects if required
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clearVertices();
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uploadVertices();
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_modelIsDirty = false;
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}
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_gfx->set3DMode();
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Math::Matrix4 model = getModelMatrix(position, direction);
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Math::Matrix4 view = StarkScene->getViewMatrix();
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Math::Matrix4 projection = StarkScene->getProjectionMatrix();
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Math::Matrix4 modelViewMatrix = view * model;
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modelViewMatrix.transpose(); // OpenGL expects matrices transposed
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Math::Matrix4 projectionMatrix = projection;
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projectionMatrix.transpose(); // OpenGL expects matrices transposed
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Math::Matrix4 normalMatrix = modelViewMatrix;
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normalMatrix.invertAffineOrthonormal();
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_shader->enableVertexAttribute("position", _faceVBO, 3, GL_FLOAT, GL_FALSE, 9 * sizeof(float), 0);
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_shader->enableVertexAttribute("normal", _faceVBO, 3, GL_FLOAT, GL_FALSE, 9 * sizeof(float), 12);
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_shader->enableVertexAttribute("texcoord", _faceVBO, 3, GL_FLOAT, GL_FALSE, 9 * sizeof(float), 24);
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_shader->use(true);
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_shader->setUniform("modelViewMatrix", modelViewMatrix);
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_shader->setUniform("projectionMatrix", projectionMatrix);
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_shader->setUniform("normalMatrix", normalMatrix.getRotation());
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setLightArrayUniform(lights);
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const Common::Array<Face> &faces = _model->getFaces();
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const Common::Array<Material> &materials = _model->getMaterials();
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for (Common::Array<Face>::const_iterator face = faces.begin(); face != faces.end(); ++face) {
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const Material &material = materials[face->materialId];
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// For each face draw its vertices from the VBO, indexed by the EBO
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const Gfx::Texture *tex = _texture->getTexture(material.texture);
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if (tex) {
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tex->bind();
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} else {
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glBindTexture(GL_TEXTURE_2D, 0);
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}
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_shader->setUniform("textured", tex != nullptr);
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_shader->setUniform("color", Math::Vector3d(material.r, material.g, material.b));
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_shader->setUniform("doubleSided", material.doubleSided ? 1 : 0);
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GLuint ebo = _faceEBO[face];
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
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glDrawElements(GL_TRIANGLES, face->vertexIndices.size(), GL_UNSIGNED_INT, 0);
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}
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_shader->unbind();
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}
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void OpenGLSPropRenderer::clearVertices() {
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OpenGL::Shader::freeBuffer(_faceVBO);
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for (FaceBufferMap::iterator it = _faceEBO.begin(); it != _faceEBO.end(); ++it) {
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OpenGL::Shader::freeBuffer(it->_value);
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}
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_faceEBO.clear();
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}
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void OpenGLSPropRenderer::uploadVertices() {
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_faceVBO = createFaceVBO();
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const Common::Array<Face> &faces = _model->getFaces();
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for (Common::Array<Face>::const_iterator face = faces.begin(); face != faces.end(); ++face) {
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_faceEBO[face] = createFaceEBO(face);
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}
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}
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GLuint OpenGLSPropRenderer::createFaceVBO() {
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const Common::Array<Formats::BiffMesh::Vertex> &vertices = _model->getVertices();
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return OpenGL::Shader::createBuffer(GL_ARRAY_BUFFER, sizeof(float) * 9 * vertices.size(), &vertices.front());
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}
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GLuint OpenGLSPropRenderer::createFaceEBO(const Face *face) {
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return OpenGL::Shader::createBuffer(GL_ELEMENT_ARRAY_BUFFER, sizeof(uint32) * face->vertexIndices.size(), &face->vertexIndices.front());
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}
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void OpenGLSPropRenderer::setLightArrayUniform(const LightEntryArray &lights) {
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static const uint maxLights = 10;
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assert(lights.size() >= 1);
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assert(lights.size() <= maxLights);
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const LightEntry *ambient = lights[0];
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assert(ambient->type == LightEntry::kAmbient); // The first light must be the ambient light
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_shader->setUniform("ambientColor", ambient->color);
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Math::Matrix4 viewMatrix = StarkScene->getViewMatrix();
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Math::Matrix3 viewMatrixRot = viewMatrix.getRotation();
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for (uint i = 0; i < lights.size() - 1; i++) {
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const LightEntry *l = lights[i + 1];
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Math::Vector4d worldPosition;
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worldPosition.x() = l->position.x();
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worldPosition.y() = l->position.y();
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worldPosition.z() = l->position.z();
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worldPosition.w() = 1.0;
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Math::Vector4d eyePosition = viewMatrix * worldPosition;
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// The light type is stored in the w coordinate of the position to save an uniform slot
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eyePosition.w() = l->type;
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Math::Vector3d worldDirection = l->direction;
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Math::Vector3d eyeDirection = viewMatrixRot * worldDirection;
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eyeDirection.normalize();
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_shader->setUniform(Common::String::format("lights[%d].position", i).c_str(), eyePosition);
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_shader->setUniform(Common::String::format("lights[%d].direction", i).c_str(), eyeDirection);
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_shader->setUniform(Common::String::format("lights[%d].color", i).c_str(), l->color);
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Math::Vector4d params;
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params.x() = l->falloffNear;
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params.y() = l->falloffFar;
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params.z() = l->innerConeAngle.getCosine();
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params.w() = l->outerConeAngle.getCosine();
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_shader->setUniform(Common::String::format("lights[%d].params", i).c_str(), params);
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}
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for (uint i = lights.size() - 1; i < maxLights; i++) {
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// Make sure unused lights are disabled
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_shader->setUniform(Common::String::format("lights[%d].position", i).c_str(), Math::Vector4d());
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}
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}
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} // End of namespace Gfx
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} // End of namespace Stark
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#endif // defined(USE_OPENGL_SHADERS)
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