Files
scummvm-cursorfix/engines/tetraedge/game/characters_shadow_tinygl.cpp
2026-02-02 04:50:13 +01:00

141 lines
4.6 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 "graphics/tinygl/tinygl.h"
#include "tetraedge/tetraedge.h"
#include "tetraedge/game/character.h"
#include "tetraedge/game/characters_shadow_tinygl.h"
#include "tetraedge/te/te_light.h"
#include "tetraedge/te/te_renderer.h"
#include "tetraedge/te/te_3d_texture_tinygl.h"
namespace Tetraedge {
void CharactersShadowTinyGL::createInternal() {
Te3DTextureTinyGL::unbind();
tglGenTextures(1, &_glTex);
tglBindTexture(TGL_TEXTURE_2D, _glTex);
tglTexParameteri(TGL_TEXTURE_2D, TGL_TEXTURE_MIN_FILTER, TGL_LINEAR);
tglTexParameteri(TGL_TEXTURE_2D, TGL_TEXTURE_MAG_FILTER, TGL_LINEAR);
tglTexParameteri(TGL_TEXTURE_2D, TGL_TEXTURE_WRAP_S, TGL_CLAMP);
tglTexParameteri(TGL_TEXTURE_2D, TGL_TEXTURE_WRAP_T, TGL_CLAMP);
// TODO: not supported in TGL
//tglTexImage2D(TGL_TEXTURE_2D, 0, TGL_LUMINANCE_ALPHA, _texSize, _texSize, 0, TGL_LUMINANCE_ALPHA, TGL_UNSIGNED_BYTE, nullptr);
}
void CharactersShadowTinyGL::createTextureInternal(InGameScene *scene) {
TeRenderer *renderer = g_engine->getRenderer();
tglClearColor(0.0, 0.0, 0.0, 0.0);
renderer->clearBuffer(TeRenderer::ColorAndDepth);
for (Character *character : scene->_characters) {
character->_model->draw();
}
scene->_character->_model->draw();
Te3DTextureTinyGL::unbind();
tglBindTexture(TGL_TEXTURE_2D, _glTex);
// TODO: Find TGL equivalent for this..
// tglCopyTexSubImage2D(TGL_TEXTURE_2D, 0, 0, 0, 0, 0, _texSize, _texSize);
renderer->clearBuffer(TeRenderer::ColorAndDepth);
}
void CharactersShadowTinyGL::deleteTexture() {
TeRenderer *renderer = g_engine->getRenderer();
renderer->disableTexture();
tglBindTexture(TGL_TEXTURE_2D, 0);
tglDeleteTextures(1, &_glTex);
}
void CharactersShadowTinyGL::draw(InGameScene *scene) {
TeRenderer *renderer = g_engine->getRenderer();
tglDepthMask(false);
renderer->disableZBuffer();
renderer->enableTexture();
tglBindTexture(TGL_TEXTURE_2D, _glTex);
Te3DTextureTinyGL::unbind();
tglBindTexture(TGL_TEXTURE_2D, _glTex);
tglEnable(TGL_BLEND);
renderer->setCurrentColor(scene->shadowColor());
TeMatrix4x4 matrix;
matrix.translate(TeVector3f32(0.5f, 0.5f, 0.5f));
matrix.scale(TeVector3f32(0.5f, 0.5f, 0.5f));
matrix = matrix * _camera->projectionMatrix();
TeMatrix4x4 cammatrix = _camera->worldTransformationMatrix();
cammatrix.inverse();
matrix = matrix * cammatrix;
/* TODO: Find TGL equivalents for the following block. */
/*
tglTexGeni(TGL_S, TGL_TEXTURE_GEN_MODE, TGL_EYE_LINEAR);
float f[4];
for (uint i = 0; i < 4; i++)
f[i] = matrix(0, i);
tglTexGenfv(TGL_S, TGL_EYE_PLANE, f);
tglTexGeni(TGL_T, TGL_TEXTURE_GEN_MODE, TGL_EYE_LINEAR);
for (uint i = 0; i < 4; i++)
f[i] = matrix(1, i);
tglTexGenfv(TGL_T, TGL_EYE_PLANE, f);
tglTexGeni(TGL_R, TGL_TEXTURE_GEN_MODE, TGL_EYE_LINEAR);
for (uint i = 0; i < 4; i++)
f[i] = matrix(2, i);
tglTexGenfv(TGL_R, TGL_EYE_PLANE, f);
tglTexGeni(TGL_Q, TGL_TEXTURE_GEN_MODE, TGL_EYE_LINEAR);
for (uint i = 0; i < 4; i++)
f[i] = matrix(3, i);
tglTexGenfv(TGL_Q, TGL_EYE_PLANE, f);
*/
Te3DTextureTinyGL::unbind();
tglBindTexture(TGL_TEXTURE_2D, _glTex);
tglEnable(TGL_BLEND);
renderer->setCurrentColor(scene->shadowColor());
Common::Array<TeIntrusivePtr<TeModel>> &models =
(g_engine->gameType() == TetraedgeEngine::kSyberia ?
scene->zoneModels() : scene->shadowReceivingObjects());
for (TeIntrusivePtr<TeModel> model : models) {
if (model->meshes().size() > 0 && model->meshes()[0]->materials().empty()) {
model->meshes()[0]->defaultMaterial(TeIntrusivePtr<Te3DTexture>());
model->meshes()[0]->materials()[0]._isShadowTexture = true;
model->meshes()[0]->materials()[0]._diffuseColor = scene->shadowColor();
}
model->draw();
}
renderer->disableTexture();
tglDepthMask(true);
renderer->enableZBuffer();
}
} // end namespace Tetraedge