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

290 lines
9.3 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/>.
*
*/
/*
* This file is based on WME.
* http://dead-code.org/redir.php?target=wme
* Copyright (c) 2003-2013 Jan Nedoma and contributors
*/
#include "engines/wintermute/base/gfx/xmaterial.h"
#include "engines/wintermute/base/gfx/3deffect.h"
#include "engines/wintermute/base/gfx/3deffect_params.h"
#include "engines/wintermute/base/gfx/skin_mesh_helper.h"
#include "engines/wintermute/base/gfx/base_renderer3d.h"
#include "engines/wintermute/base/base_game.h"
#include "engines/wintermute/base/base_engine.h"
#include "graphics/opengl/system_headers.h"
#if defined(USE_OPENGL_SHADERS)
#include "engines/wintermute/base/gfx/opengl/base_surface_opengl3d.h"
#include "engines/wintermute/base/gfx/opengl/base_render_opengl3d_shader.h"
#include "engines/wintermute/base/gfx/opengl/meshx_opengl_shader.h"
namespace Wintermute {
//////////////////////////////////////////////////////////////////////////
XMeshOpenGLShader::XMeshOpenGLShader(BaseGame *inGame, OpenGL::Shader *shader, OpenGL::Shader *flatShadowShader) :
XMesh(inGame), _shader(shader), _flatShadowShader(flatShadowShader) {
glGenBuffers(1, &_vertexBuffer);
glGenBuffers(1, &_indexBuffer);
}
//////////////////////////////////////////////////////////////////////////
XMeshOpenGLShader::~XMeshOpenGLShader() {
glDeleteBuffers(1, &_vertexBuffer);
glDeleteBuffers(1, &_indexBuffer);
}
bool XMeshOpenGLShader::loadFromXData(const char *filename, XFileData *xobj) {
if (XMesh::loadFromXData(filename, xobj)) {
uint32 *indexData = (uint32 *)_blendedMesh->getIndexBuffer().ptr();
uint32 indexDataSize = _blendedMesh->getIndexBuffer().size() / sizeof(uint32);
float *vertexData = (float *)_blendedMesh->getVertexBuffer().ptr();
uint32 vertexSize = DXGetFVFVertexSize(_blendedMesh->getFVF()) / sizeof(float);
uint32 vertexCount = _blendedMesh->getNumVertices();
glBindBuffer(GL_ARRAY_BUFFER, _vertexBuffer);
glBufferData(GL_ARRAY_BUFFER, 4 * vertexSize * vertexCount, vertexData, GL_DYNAMIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _indexBuffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, 4 * indexDataSize, indexData, GL_STATIC_DRAW);
return true;
}
return false;
}
//////////////////////////////////////////////////////////////////////////
bool XMeshOpenGLShader::render(XModel *model) {
if (!_blendedMesh)
return false;
// For WME DX, mesh model is not visible, possible it's clipped.
// For OpenGL, mesh is visible, skip draw it here instead in core.
if (!_game->_renderer3D->_camera)
return false;
auto fvf = _blendedMesh->getFVF();
uint32 vertexSize = DXGetFVFVertexSize(fvf) / sizeof(float);
float *vertexData = (float *)_blendedMesh->getVertexBuffer().ptr();
if (vertexData == nullptr) {
return false;
}
uint32 offset = 0, normalOffset = 0, textureOffset = 0;
if (fvf & DXFVF_XYZ) {
offset += sizeof(DXVector3) / sizeof(float);
}
if (fvf & DXFVF_NORMAL) {
normalOffset = offset;
offset += sizeof(DXVector3) / sizeof(float);
}
if (fvf & DXFVF_DIFFUSE) {
offset += sizeof(DXColorValue) / sizeof(float);
}
if (fvf & DXFVF_TEX1) {
textureOffset = offset;
}
bool noAttrs = false;
auto attrsTable = _blendedMesh->getAttributeTable();
uint32 numAttrs = attrsTable->_size;
DXAttributeRange *attrs;
if (numAttrs == 0) {
noAttrs = true;
numAttrs = 1;
attrs = new DXAttributeRange[numAttrs];
} else {
attrs = attrsTable->_ptr;
}
if (noAttrs) {
attrs[0]._attribId = 0;
attrs[0]._vertexStart = attrs[0]._faceStart = 0;
attrs[0]._vertexCount = _blendedMesh->getNumVertices();
attrs[0]._faceCount = _blendedMesh->getNumFaces();
}
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _indexBuffer);
_shader->enableVertexAttribute("position", _vertexBuffer, 3, GL_FLOAT, false, 4 * vertexSize, 0);
_shader->enableVertexAttribute("texcoord", _vertexBuffer, 2, GL_FLOAT, false, 4 * vertexSize, 4 * textureOffset);
_shader->enableVertexAttribute("normal", _vertexBuffer, 3, GL_FLOAT, false, 4 * vertexSize, 4 * normalOffset);
_shader->use(true);
for (uint32 i = 0; i < numAttrs; i++) {
Material *mat = _materials[attrs[i]._attribId];
if (mat->getSurface()) {
glEnable(GL_TEXTURE_2D);
static_cast<BaseSurfaceOpenGL3D *>(mat->getSurface())->setTexture();
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glGenerateMipmap(GL_TEXTURE_2D);
_shader->setUniform("useTexture", true);
} else {
_shader->setUniform("useTexture", false);
glBindTexture(GL_TEXTURE_2D, 0);
glDisable(GL_TEXTURE_2D);
}
if (mat->getEffect()) {
renderEffect(mat);
} else {
Math::Vector4d diffuse(mat->_material._diffuse._data);
_shader->setUniform("diffuse", diffuse);
_shader->setUniform("ambient", diffuse);
}
size_t offsetFace = 4 * attrsTable->_ptr[i]._faceStart * 3;
glDrawElements(GL_TRIANGLES, attrsTable->_ptr[i]._faceCount * 3, GL_UNSIGNED_INT, (void *)offsetFace);
}
glBindTexture(GL_TEXTURE_2D, 0);
glDisable(GL_TEXTURE_2D);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
if (noAttrs) {
delete[] attrs;
}
return true;
}
bool XMeshOpenGLShader::renderFlatShadowModel(uint32 shadowColor) {
if (!_blendedMesh)
return false;
// For WME DX, mesh model is not visible, possible it's clipped.
// For OpenGL, mesh is visible, skip draw it here instead in core.
if (!_game->_renderer3D->_camera)
return false;
// W/A for the scene with the table in the laboratory where the engine switches to flat shadows.
// Presumably, it's supposed to disable shadows.
// Instead, OpenGL draws graphical glitches.
// Original DX version does not have this issue due to rendering shadows differently.
if (BaseEngine::instance().getGameId() == "alphapolaris")
return false;
uint32 vertexSize = DXGetFVFVertexSize(_blendedMesh->getFVF()) / sizeof(float);
float *vertexData = (float *)_blendedMesh->getVertexBuffer().ptr();
if (vertexData == nullptr) {
return false;
}
bool noAttrs = false;
auto attrsTable = _blendedMesh->getAttributeTable();
uint32 numAttrs = attrsTable->_size;
DXAttributeRange *attrs;
if (numAttrs == 0) {
noAttrs = true;
numAttrs = 1;
attrs = new DXAttributeRange[numAttrs];
} else {
attrs = attrsTable->_ptr;
}
if (noAttrs) {
attrs[0]._attribId = 0;
attrs[0]._vertexStart = attrs[0]._faceStart = 0;
attrs[0]._vertexCount = _blendedMesh->getNumVertices();
attrs[0]._faceCount = _blendedMesh->getNumFaces();
}
Math::Vector4d color;
color.x() = RGBCOLGetR(shadowColor) / 255.0f;
color.y() = RGBCOLGetG(shadowColor) / 255.0f;
color.z() = RGBCOLGetB(shadowColor) / 255.0f;
color.w() = RGBCOLGetA(shadowColor) / 255.0f;
_flatShadowShader->enableVertexAttribute("position", _vertexBuffer, 3, GL_FLOAT, false, 4 * vertexSize, 0);
_flatShadowShader->use(true);
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
glDepthMask(GL_FALSE);
glEnable(GL_STENCIL_TEST);
glStencilFunc(GL_ALWAYS, 1, (GLuint)~0);
glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _indexBuffer);
for (uint32 i = 0; i < numAttrs; i++) {
size_t offsetFace = 4 * attrsTable->_ptr[i]._faceStart * 3;
glDrawElements(GL_TRIANGLES, attrsTable->_ptr[i]._faceCount * 3, GL_UNSIGNED_INT, (void *)offsetFace);
}
glStencilFunc(GL_EQUAL, 1, (GLuint)~0);
glStencilOp(GL_ZERO, GL_ZERO, GL_ZERO);
_flatShadowShader->setUniform("shadowColor", color);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDepthMask(GL_TRUE);
for (uint32 i = 0; i < numAttrs; i++) {
size_t offsetFace = 4 * attrsTable->_ptr[i]._faceStart * 3;
glDrawElements(GL_TRIANGLES, attrsTable->_ptr[i]._faceCount * 3, GL_UNSIGNED_INT, (void *)offsetFace);
}
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
if (noAttrs) {
delete[] attrs;
}
glDisable(GL_BLEND);
glDisable(GL_STENCIL_TEST);
return true;
}
bool XMeshOpenGLShader::update(FrameNode *parentFrame) {
XMesh::update(parentFrame);
float *vertexData = (float *)_blendedMesh->getVertexBuffer().ptr();
uint32 vertexSize = DXGetFVFVertexSize(_blendedMesh->getFVF()) / sizeof(float);
uint32 vertexCount = _blendedMesh->getNumVertices();
glBindBuffer(GL_ARRAY_BUFFER, _vertexBuffer);
glBufferSubData(GL_ARRAY_BUFFER, 0, 4 * vertexSize * vertexCount, vertexData);
return true;
}
void XMeshOpenGLShader::renderEffect(Material *material) {
Math::Vector4d diffuse(material->_material._diffuse._data);
_shader->setUniform("diffuse", diffuse);
_shader->setUniform("ambient", diffuse);
}
} // namespace Wintermute
#endif // defined(USE_OPENGL_SHADERS)