Files
scummvm-cursorfix/engines/wintermute/base/gfx/opengl/base_surface_opengl3d.cpp
2026-02-02 04:50:13 +01:00

470 lines
13 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 "common/algorithm.h"
#include "graphics/transform_tools.h"
#include "engines/wintermute/base/base_game.h"
#include "engines/wintermute/base/base_engine.h"
#include "engines/wintermute/base/gfx/base_image.h"
#if defined(USE_OPENGL_GAME) || defined(USE_OPENGL_SHADERS)
#include "engines/wintermute/base/gfx/3dutils.h"
#include "engines/wintermute/base/gfx/opengl/base_surface_opengl3d.h"
#include "engines/wintermute/base/gfx/opengl/base_render_opengl3d.h"
namespace Wintermute {
BaseSurfaceOpenGL3D::BaseSurfaceOpenGL3D(BaseGame *game, BaseRenderer3D *renderer)
: BaseSurface(game), _tex(0), _renderer(renderer), _imageData(nullptr), _maskData(nullptr), _texWidth(0), _texHeight(0), _pixelOpReady(false) {
}
BaseSurfaceOpenGL3D::~BaseSurfaceOpenGL3D() {
_renderer->invalidateTexture(this);
if (_tex) {
glDeleteTextures(1, &_tex);
_tex = 0;
}
freeImageData();
if (_maskData) {
_maskData->free();
delete _maskData;
_maskData = nullptr;
}
}
bool BaseSurfaceOpenGL3D::invalidate() {
_renderer->invalidateTexture(this);
if (_tex) {
glDeleteTextures(1, &_tex);
_tex = 0;
}
freeImageData();
_valid = false;
return true;
}
bool BaseSurfaceOpenGL3D::prepareToDraw() {
_lastUsedTime = _game->_liveTimer;
if (!_valid) {
if (!loadImage()) {
return false;
}
uploadTexture();
freeImageData();
}
return true;
}
bool BaseSurfaceOpenGL3D::displayTransZoom(int x, int y, Common::Rect32 rect, float zoomX, float zoomY, uint32 alpha, Graphics::TSpriteBlendMode blendMode, bool mirrorX, bool mirrorY) {
prepareToDraw();
_renderer->drawSprite(dynamic_cast<BaseSurface *>(this), rect, zoomX, zoomY, DXVector2(x, y), alpha, false, blendMode, mirrorX, mirrorY);
return true;
}
bool BaseSurfaceOpenGL3D::displayTrans(int x, int y, Common::Rect32 rect, uint32 alpha, Graphics::TSpriteBlendMode blendMode, bool mirrorX, bool mirrorY, int offsetX, int offsetY) {
prepareToDraw();
_renderer->drawSprite(dynamic_cast<BaseSurface *>(this), rect, 100, 100, DXVector2(x + offsetX, y + offsetY), alpha, false, blendMode, mirrorX, mirrorY);
return true;
}
bool BaseSurfaceOpenGL3D::display(int x, int y, Common::Rect32 rect, Graphics::TSpriteBlendMode blendMode, bool mirrorX, bool mirrorY) {
prepareToDraw();
_renderer->drawSprite(dynamic_cast<BaseSurface *>(this), rect, 100, 100, DXVector2(x, y), 0xFFFFFFFF, true, blendMode, mirrorX, mirrorY);
return true;
}
bool BaseSurfaceOpenGL3D::displayTransRotate(int x, int y, float rotate, int32 hotspotX, int32 hotspotY, Common::Rect32 rect, float zoomX, float zoomY, uint32 alpha, Graphics::TSpriteBlendMode blendMode, bool mirrorX, bool mirrorY) {
prepareToDraw();
x -= hotspotX;
y -= hotspotY;
DXVector2 position(x, y);
DXVector2 rotation;
rotation._x = x + hotspotX * (zoomX / 100.0f);
rotation._y = y + hotspotY * (zoomY / 100.0f);
DXVector2 scale(zoomX / 100.0f, zoomY / 100.0f);
float angle = degToRad(rotate);
_renderer->drawSpriteEx(dynamic_cast<BaseSurface *>(this), rect, position, rotation, scale, angle, alpha, false, blendMode, mirrorX, mirrorY);
return true;
}
bool BaseSurfaceOpenGL3D::displayTiled(int x, int y, Common::Rect32 rect, int numTimesX, int numTimesY) {
prepareToDraw();
DXVector2 scale(numTimesX, numTimesY);
_renderer->drawSpriteEx(dynamic_cast<BaseSurface *>(this), rect, DXVector2(x, y), DXVector2(0, 0), scale, 0, 0xFFFFFFFF, false, Graphics::BLEND_NORMAL, false, false);
return true;
}
bool BaseSurfaceOpenGL3D::create(const char *filename, bool texture2D, bool defaultCK, byte ckRed, byte ckGreen, byte ckBlue, int lifeTime, bool keepLoaded) {
if (defaultCK) {
ckRed = 255;
ckGreen = 0;
ckBlue = 255;
}
Common::String surfacefilename = filename;
BaseImage img = BaseImage();
if (!img.getImageInfo(surfacefilename, _width, _height)) {
return false;
}
if (lifeTime != -1 && _lifeTime == 0) {
_valid = false;
}
_ckDefault = defaultCK;
_ckRed = ckRed;
_ckGreen = ckGreen;
_ckBlue = ckBlue;
if (!_filename || scumm_stricmp(_filename, filename) != 0) {
setFilename(filename);
}
if (_lifeTime == 0 || lifeTime == -1 || lifeTime > _lifeTime) {
_lifeTime = lifeTime;
}
_keepLoaded = keepLoaded;
if (_keepLoaded) {
_lifeTime = -1;
}
return true;
}
bool BaseSurfaceOpenGL3D::loadImage() {
if (!_filename || !_filename[0]) {
return false;
}
Common::String filename = _filename;
BaseImage img = BaseImage();
if (!img.loadFile(filename)) {
return false;
}
if (img.getSurface()->format.bytesPerPixel == 1 && img.getPalette() == nullptr) {
return false;
}
_width = img.getSurface()->w;
_height = img.getSurface()->h;
bool needsColorKey = false;
bool replaceAlpha = true;
freeImageData();
_imageData = img.getSurface()->convertTo(Graphics::PixelFormat::createFormatRGBA32(), img.getPalette(), img.getPaletteCount());
if (filename.matchString("savegame:*g", true)) {
uint8 r, g, b, a;
for (int x = 0; x < _imageData->w; x++) {
for (int y = 0; y < _imageData->h; y++) {
_imageData->format.colorToARGB(_imageData->getPixel(x, y), a, r, g, b);
uint8 grey = (uint8)((0.2126f * r + 0.7152f * g + 0.0722f * b) + 0.5f);
_imageData->setPixel(x, y, _imageData->format.ARGBToColor(a, grey, grey, grey));
}
}
}
if (filename.hasSuffix(".bmp")) {
// Ignores alpha channel for BMPs
needsColorKey = true;
} else if (filename.hasSuffix(".jpg")) {
// Ignores alpha channel for JPEGs
needsColorKey = true;
} else if (BaseEngine::instance().getTargetExecutable() < WME_LITE) {
// WME 1.x always use colorkey, even for images with transparency
needsColorKey = true;
replaceAlpha = false;
} else if (BaseEngine::instance().isFoxTail()) {
// FoxTail does not use colorkey
needsColorKey = false;
} else if (img.getSurface()->format.aBits() == 0) {
// generic WME Lite does not use colorkey for non-BMPs with transparency
needsColorKey = true;
}
if (needsColorKey) {
// We set the pixel color to transparent black,
// like D3DX, if it matches the color key.
_imageData->applyColorKey(_ckRed, _ckGreen, _ckBlue, replaceAlpha, 0, 0, 0);
}
// Bug #6572 WME: Rosemary - Sprite flaw on going upwards
// Some Rosemary sprites have non-fully transparent pixels
// In original WME it wasn't seen because sprites were downscaled
// Let's set alpha to 0 if it is smaller then some treshold
if (BaseEngine::instance().getGameId() == "rosemary" && filename.hasPrefix("actors") && _imageData->format.bytesPerPixel == 4) {
uint32 mask = _imageData->format.ARGBToColor(255, 0, 0, 0);
uint32 treshold = _imageData->format.ARGBToColor(16, 0, 0, 0);
uint32 blank = _imageData->format.ARGBToColor(0, 0, 0, 0);
for (int x = 0; x < _imageData->w; x++) {
for (int y = 0; y < _imageData->h; y++) {
uint32 pixel = _imageData->getPixel(x, y);
if ((pixel & mask) > blank && (pixel & mask) < treshold) {
_imageData->setPixel(x, y, blank);
}
}
}
}
_valid = true;
return true;
}
bool BaseSurfaceOpenGL3D::create(int width, int height) {
_width = width;
_height = height;
_texWidth = Common::nextHigher2(width);
_texHeight = Common::nextHigher2(height);
if (!_tex) {
glGenTextures(1, &_tex);
}
glBindTexture(GL_TEXTURE_2D, _tex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, _texWidth, _texHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glBindTexture(GL_TEXTURE_2D, 0);
_valid = true;
return true;
}
bool BaseSurfaceOpenGL3D::putSurface(const Graphics::Surface &surface, bool hasAlpha) {
if (!_imageData) {
_imageData = new Graphics::Surface();
}
if (_imageData != &surface) {
_imageData->copyFrom(surface);
writeAlpha(_imageData, _maskData);
}
_width = surface.w;
_height = surface.h;
uploadTexture();
freeImageData();
_valid = true;
return true;
}
void BaseSurfaceOpenGL3D::freeImageData() {
if (_imageData) {
_imageData->free();
delete _imageData;
_imageData = nullptr;
}
}
bool BaseSurfaceOpenGL3D::uploadTexture() {
if (!_imageData) {
return false;
}
_texWidth = Common::nextHigher2(_width);
_texHeight = Common::nextHigher2(_height);
if (!_tex) {
glGenTextures(1, &_tex);
}
glBindTexture(GL_TEXTURE_2D, _tex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, _texWidth, _texHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, _width, _height, GL_RGBA, GL_UNSIGNED_BYTE, _imageData->getPixels());
glBindTexture(GL_TEXTURE_2D, 0);
return true;
}
bool BaseSurfaceOpenGL3D::putPixel(int x, int y, byte r, byte g, byte b, byte a) {
if (!_pixelOpReady) {
return false;
}
if (x < 0 || y < 0 || x >= _width || y >= _height) {
return false;
}
if (_imageData == nullptr) {
return false;
}
_imageData->setPixel(x, y, _imageData->format.ARGBToColor(a, r, g, b));
return true;
}
bool BaseSurfaceOpenGL3D::getPixel(int x, int y, byte *r, byte *g, byte *b, byte *a) const {
if (!_pixelOpReady) {
return false;
}
if (x < 0 || y < 0 || x >= _width || y >= _height) {
return false;
}
if (_imageData == nullptr) {
return false;
}
uint8 alpha, red, green, blue;
_imageData->format.colorToARGB(_imageData->getPixel(x, y), alpha, red, green, blue);
*r = red;
*g = green;
*b = blue;
*a = alpha;
return true;
}
bool BaseSurfaceOpenGL3D::startPixelOp() {
if (_pixelOpReady) {
return true;
}
if (!_valid || (_valid && !_imageData)) {
if (!loadImage()) {
return false;
}
}
_lastUsedTime = _game->_liveTimer;
_pixelOpReady = true;
return true;
}
bool BaseSurfaceOpenGL3D::endPixelOp() {
_pixelOpReady = false;
uploadTexture();
return true;
}
bool BaseSurfaceOpenGL3D::isTransparentAtLite(int x, int y) const {
if (!_pixelOpReady) {
return false;
}
if (x < 0 || y < 0 || x >= _width || y >= _height) {
return false;
}
if (_imageData == nullptr) {
return false;
}
uint8 a, r, g, b;
_imageData->format.colorToARGB(_imageData->getPixel(x, y), a, r, g, b);
// Keep behavior in sync with the 2D renderer, which implements the WME Lite logic
// by comparing alpha against 128.
// This differs from the original WME1 sources, where alpha is compared against 0.
// The likely reason for this discrepancy is a difference in how bitmaps are
// converted after loading.
if (a <= 128) {
return true;
} else {
return false;
}
}
void BaseSurfaceOpenGL3D::setTexture() {
prepareToDraw();
glBindTexture(GL_TEXTURE_2D, _tex);
}
//////////////////////////////////////////////////////////////////////////
bool BaseSurfaceOpenGL3D::setAlphaImage(const char *filename) {
BaseImage *alphaImage = new BaseImage();
if (!alphaImage->loadFile(filename)) {
delete alphaImage;
return false;
}
if (_maskData) {
_maskData->free();
delete _maskData;
_maskData = nullptr;
}
Graphics::AlphaType type = alphaImage->getSurface()->detectAlpha();
if (type != Graphics::ALPHA_OPAQUE) {
_maskData = alphaImage->getSurface()->convertTo(Graphics::PixelFormat::createFormatRGBA32());
}
delete alphaImage;
return true;
}
void BaseSurfaceOpenGL3D::writeAlpha(Graphics::Surface *surface, const Graphics::Surface *mask) {
if (mask && surface->w == mask->w && surface->h == mask->h) {
assert(mask->pitch == mask->w * 4);
assert(mask->format.bytesPerPixel == 4);
assert(surface->pitch == surface->w * 4);
assert(surface->format.bytesPerPixel == 4);
const byte *alphaData = (const byte *)mask->getPixels();
#ifdef SCUMM_LITTLE_ENDIAN
int alphaPlace = (mask->format.aShift / 8);
#else
int alphaPlace = 3 - (mask->format.aShift / 8);
#endif
alphaData += alphaPlace;
byte *imgData = (byte *)surface->getPixels();
#ifdef SCUMM_LITTLE_ENDIAN
imgData += (surface->format.aShift / 8);
#else
imgData += 3 - (surface->format.aShift / 8);
#endif
for (int i = 0; i < surface->w * surface->h; i++) {
*imgData = *alphaData;
alphaData += 4;
imgData += 4;
}
}
}
} // End of namespace Wintermute
#endif // defined(USE_OPENGL_GAME) || defined(USE_OPENGL_SHADERS)