Files
scummvm-cursorfix/engines/stark/gfx/openglsurface.cpp
2026-02-02 04:50:13 +01:00

167 lines
4.9 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/openglsurface.h"
#include "engines/stark/gfx/openglbitmap.h"
#include "engines/stark/gfx/color.h"
#if defined(USE_OPENGL_GAME)
namespace Stark {
namespace Gfx {
OpenGLSurfaceRenderer::OpenGLSurfaceRenderer(OpenGLDriver *gfx) :
SurfaceRenderer(),
_gfx(gfx) {
}
OpenGLSurfaceRenderer::~OpenGLSurfaceRenderer() {
}
void OpenGLSurfaceRenderer::render(const Bitmap *bitmap, const Common::Point &dest) {
render(bitmap, dest, bitmap->width(), bitmap->height());
}
void OpenGLSurfaceRenderer::render(const Bitmap *bitmap, const Common::Point &dest, uint width, uint height) {
// Destination rectangle with given width and height
_gfx->start2DMode();
SurfaceVertex vertices[4] = {};
convertToVertices(vertices, dest, width, height);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
glEnable(GL_TEXTURE_2D);
glDisableClientState(GL_COLOR_ARRAY);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_NORMAL_ARRAY);
glVertexPointer(2, GL_FLOAT, sizeof(SurfaceVertex), &vertices[0].x);
glTexCoordPointer(2, GL_FLOAT, 2 * sizeof(float), ((const OpenGlBitmap *)bitmap)->getTexCoords());
glColor4f(1.0f - _fadeLevel, 1.0f - _fadeLevel, 1.0f - _fadeLevel, 1.0f);
bitmap->bind();
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
glMatrixMode(GL_PROJECTION);
glPopMatrix();
_gfx->end2DMode();
}
void OpenGLSurfaceRenderer::fill(const Color &color, const Common::Point &dest, uint width, uint height) {
_gfx->start2DMode();
SurfaceVertex vertices[4] = {};
convertToVertices(vertices, dest, width, height);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
glDisable(GL_TEXTURE_2D);
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(2, GL_FLOAT, sizeof(SurfaceVertex), &vertices[0].x);
glColor4f((color.r / 255.0f) - _fadeLevel, (color.g / 255.0f) - _fadeLevel, (color.b / 255.0f) - _fadeLevel, color.a / 255.0f);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glDisableClientState(GL_VERTEX_ARRAY);
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
glMatrixMode(GL_PROJECTION);
glPopMatrix();
_gfx->end2DMode();
}
void OpenGLSurfaceRenderer::convertToVertices(SurfaceVertex *vertices, const Common::Point &dest, uint width, uint height) const {
const Math::Vector2d surfaceVertices[] = {
// X Y
{ 0.0f, 0.0f },
{ 1.0f, 0.0f },
{ 0.0f, 1.0f },
{ 1.0f, 1.0f },
};
Math::Vector2d verSizeWH;
if (_noScalingOverride) {
verSizeWH = normalizeCurrentCoordinates(width, height);
} else {
verSizeWH = normalizeOriginalCoordinates(width, height);
}
auto verOffsetXY = normalizeOriginalCoordinates(dest.x, dest.y);
auto nativeViewport = _gfx->getViewport();
auto viewport = Math::Vector2d(nativeViewport.width(), nativeViewport.height());
for (int32 v = 0; v < 4; v++) {
Math::Vector2d pos = verOffsetXY + (surfaceVertices[v] * verSizeWH);
if (_snapToGrid) {
// Align vertex coordinates to the native pixel grid
// This ensures text does not get garbled by nearest neighbors scaling
pos.setX(floor(pos.getX() * viewport.getX() + 0.5) / viewport.getX());
pos.setY(floor(pos.getY() * viewport.getY() + 0.5) / viewport.getY());
}
// position coords
vertices[v].x = pos.getX() * 2.0 - 1.0;
vertices[v].y = -1.0 * (pos.getY() * 2.0 - 1.0);
}
}
Math::Vector2d OpenGLSurfaceRenderer::normalizeOriginalCoordinates(int x, int y) const {
Common::Rect viewport = _gfx->getUnscaledViewport();
return Math::Vector2d(x / (float)viewport.width(), y / (float)viewport.height());
}
Math::Vector2d OpenGLSurfaceRenderer::normalizeCurrentCoordinates(int x, int y) const {
Common::Rect viewport = _gfx->getViewport();
return Math::Vector2d(x / (float)viewport.width(), y / (float)viewport.height());
}
} // End of namespace Gfx
} // End of namespace Stark
#endif // if defined(USE_OPENGL_GAME)