Files
scummvm-cursorfix/engines/playground3d/gfx_opengl.cpp
2026-02-02 04:50:13 +01:00

386 lines
11 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/rect.h"
#include "common/textconsole.h"
#if defined(USE_OPENGL_GAME)
#include "graphics/opengl/context.h"
#include "graphics/opengl/texture.h"
#include "graphics/surface.h"
#include "engines/playground3d/gfx.h"
#include "engines/playground3d/gfx_opengl.h"
namespace Playground3d {
static const GLfloat dimRegionVertices[] = {
// X Y
-0.5f, 0.5f,
0.5f, 0.5f,
-0.5f, -0.5f,
0.5f, -0.5f,
};
static const GLfloat boxVertices[] = {
// X Y
-1.0f, 1.0f,
1.0f, 1.0f,
-1.0f, -1.0f,
1.0f, -1.0f,
};
static const GLfloat bitmapVertices[] = {
// X Y
-0.2f, 0.2f,
0.2f, 0.2f,
-0.2f, -0.2f,
0.2f, -0.2f,
};
Renderer *CreateGfxOpenGL(OSystem *system) {
return new OpenGLRenderer(system);
}
OpenGLRenderer::OpenGLRenderer(OSystem *system) :
Renderer(system), _textures{} {
}
OpenGLRenderer::~OpenGLRenderer() {
}
void OpenGLRenderer::init() {
debug("Initializing OpenGL Renderer");
computeScreenViewport();
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glDisable(GL_TEXTURE_2D);
glDisable(GL_LIGHTING);
glEnable(GL_DEPTH_TEST);
}
void OpenGLRenderer::deinit() {
for(int i = 0; i < ARRAYSIZE(_textures); i++) {
delete _textures[i];
_textures[i] = nullptr;
}
}
void OpenGLRenderer::clear(const Math::Vector4d &clearColor) {
glClearColor(clearColor.x(), clearColor.y(), clearColor.z(), clearColor.w());
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
void OpenGLRenderer::loadTextureRGBA(Graphics::Surface *texture) {
if (!_textures[TextureType::RGBA8888]) {
_textures[TextureType::RGBA8888] = new OpenGL::Texture(GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE);
}
_textures[TextureType::RGBA8888]->setSize(texture->w, texture->h);
_textures[TextureType::RGBA8888]->updateArea(Common::Rect(texture->w, texture->h), *texture);
}
void OpenGLRenderer::loadTextureRGB(Graphics::Surface *texture) {
if (!_textures[TextureType::RGB888]) {
_textures[TextureType::RGB888] = new OpenGL::Texture(GL_RGBA, GL_RGB, GL_UNSIGNED_BYTE);
}
_textures[TextureType::RGB888]->setSize(texture->w, texture->h);
_textures[TextureType::RGB888]->updateArea(Common::Rect(texture->w, texture->h), *texture);
}
void OpenGLRenderer::loadTextureRGB565(Graphics::Surface *texture) {
if (!_textures[TextureType::RGB565]) {
_textures[TextureType::RGB565] = new OpenGL::Texture(GL_RGBA, GL_RGB, GL_UNSIGNED_SHORT_5_6_5);
}
_textures[TextureType::RGB565]->setSize(texture->w, texture->h);
_textures[TextureType::RGB565]->updateArea(Common::Rect(texture->w, texture->h), *texture);
}
void OpenGLRenderer::loadTextureRGBA5551(Graphics::Surface *texture) {
if (!_textures[TextureType::RGBA5551]) {
_textures[TextureType::RGBA5551] = new OpenGL::Texture(GL_RGBA, GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1);
}
_textures[TextureType::RGBA5551]->setSize(texture->w, texture->h);
_textures[TextureType::RGBA5551]->updateArea(Common::Rect(texture->w, texture->h), *texture);
}
void OpenGLRenderer::loadTextureRGBA4444(Graphics::Surface *texture) {
if (!_textures[TextureType::RGBA4444]) {
_textures[TextureType::RGBA4444] = new OpenGL::Texture(GL_RGBA, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4);
}
_textures[TextureType::RGBA4444]->setSize(texture->w, texture->h);
_textures[TextureType::RGBA4444]->updateArea(Common::Rect(texture->w, texture->h), *texture);
}
void OpenGLRenderer::setupViewport(int x, int y, int width, int height) {
glViewport(x, y, width, height);
}
void OpenGLRenderer::enableFog(const Math::Vector4d &fogColor) {
glFogi(GL_FOG_MODE, GL_EXP);
glFogf(GL_FOG_START, 1.0f);
glFogf(GL_FOG_END, 1.0f);
glFogf(GL_FOG_DENSITY, 0.1f);
GLfloat color[4] = { fogColor.x(), fogColor.y(), fogColor.z(), fogColor.w() };
glFogfv(GL_FOG_COLOR, color);
glEnable(GL_FOG);
}
void OpenGLRenderer::disableFog() {
glDisable(GL_FOG);
}
void OpenGLRenderer::enableScissor(int x, int y, int width, int height) {
glScissor(x, y, width, height);
glEnable(GL_SCISSOR_TEST);
}
void OpenGLRenderer::disableScissor() {
glDisable(GL_SCISSOR_TEST);
}
void OpenGLRenderer::drawFace(uint face) {
glBegin(GL_TRIANGLE_STRIP);
for (uint i = 0; i < 4; i++) {
glColor4f(cubeVertices[11 * (4 * face + i) + 8], cubeVertices[11 * (4 * face + i) + 9], cubeVertices[11 * (4 * face + i) + 10], 1.0f);
glVertex3f(cubeVertices[11 * (4 * face + i) + 2], cubeVertices[11 * (4 * face + i) + 3], cubeVertices[11 * (4 * face + i) + 4]);
glNormal3f(cubeVertices[11 * (4 * face + i) + 5], cubeVertices[11 * (4 * face + i) + 6], cubeVertices[11 * (4 * face + i) + 7]);
}
glEnd();
}
void OpenGLRenderer::drawCube(const Math::Vector3d &pos, const Math::Vector3d &roll) {
glMatrixMode(GL_PROJECTION);
glLoadMatrixf(_projectionMatrix.getData());
glMatrixMode(GL_MODELVIEW);
glLoadMatrixf(_modelViewMatrix.getData());
glDisable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ZERO);
glEnable(GL_DEPTH_TEST);
glDepthMask(GL_TRUE);
glDisable(GL_TEXTURE_2D);
glTranslatef(pos.x(), pos.y(), pos.z());
glRotatef(roll.x(), 1.0f, 0.0f, 0.0f);
glRotatef(roll.y(), 0.0f, 1.0f, 0.0f);
glRotatef(roll.z(), 0.0f, 0.0f, 1.0f);
for (uint i = 0; i < 6; i++) {
drawFace(i);
}
}
void OpenGLRenderer::drawPolyOffsetTest(const Math::Vector3d &pos, const Math::Vector3d &roll) {
glMatrixMode(GL_PROJECTION);
glLoadMatrixf(_projectionMatrix.getData());
glMatrixMode(GL_MODELVIEW);
glLoadMatrixf(_modelViewMatrix.getData());
glDisable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ZERO);
glEnable(GL_DEPTH_TEST);
glDepthMask(GL_TRUE);
glDisable(GL_TEXTURE_2D);
glTranslatef(pos.x(), pos.y(), pos.z());
glRotatef(roll.y(), 0.0f, 1.0f, 0.0f);
glColor4f(0.0f, 1.0f, 0.0f, 1.0f);
glBegin(GL_TRIANGLES);
glVertex3f(-1.0f, 1.0, 0.0f);
glVertex3f( 1.0f, 1.0, 0.0f);
glVertex3f( 0.0f, -1.0, 0.0f);
glEnd();
glPolygonOffset(-1.0f, 0.0f);
glEnable(GL_POLYGON_OFFSET_FILL);
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
glBegin(GL_TRIANGLES);
glVertex3f(-0.5f, 0.5, 0.0f);
glVertex3f( 0.5f, 0.5, 0.0f);
glVertex3f( 0.0f, -0.5, 0.0f);
glEnd();
glDisable(GL_POLYGON_OFFSET_FILL);
}
void OpenGLRenderer::dimRegionInOut(float fade) {
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
glDisable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
glColor4f(0.0f, 0.0f, 0.0f, 1.0f - fade);
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(2, GL_FLOAT, 2 * sizeof(GLfloat), dimRegionVertices);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glDisableClientState(GL_VERTEX_ARRAY);
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
glMatrixMode(GL_PROJECTION);
glPopMatrix();
}
void OpenGLRenderer::drawInViewport() {
static GLfloat box2Vertices[] = {
// X Y
-0.1f, 0.1f,
0.1f, 0.1f,
-0.1f, -0.1f,
0.1f, -0.1f,
};
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
glDisable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
glColor4f(0.0f, 1.0f, 0.0f, 1.0f);
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(2, GL_FLOAT, 2 * sizeof(GLfloat), &boxVertices[0]);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glDisableClientState(GL_VERTEX_ARRAY);
glPushMatrix();
_pos.x() += 0.01f;
_pos.y() += 0.01f;
if (_pos.x() >= 1.1f) {
_pos.x() = -1.1f;
_pos.y() = -1.1f;
}
glTranslatef(_pos.x(), _pos.y(), 0);
glPolygonOffset(-1.0f, 0.0f);
glEnable(GL_POLYGON_OFFSET_FILL);
glColor4f(1.0f, 0.0f, 0.0f, 1.0f);
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(2, GL_FLOAT, 2 * sizeof(GLfloat), &box2Vertices[0]);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glDisableClientState(GL_VERTEX_ARRAY);
glDisable(GL_POLYGON_OFFSET_FILL);
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
glPopMatrix();
glMatrixMode(GL_PROJECTION);
glPopMatrix();
}
void OpenGLRenderer::drawRgbaTexture() {
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
glDisable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
glEnable(GL_TEXTURE_2D);
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glTranslatef(-0.8f, 0.8f, 0);
glVertexPointer(2, GL_FLOAT, 2 * sizeof(GLfloat), bitmapVertices);
glTexCoordPointer(2, GL_FLOAT, 2 * sizeof(GLfloat), _textures[TextureType::RGBA8888]->getTexCoords());
if (_textures[TextureType::RGBA8888]->bind()) {
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
glTranslatef(0.5, 0, 0);
glVertexPointer(2, GL_FLOAT, 2 * sizeof(GLfloat), bitmapVertices);
glTexCoordPointer(2, GL_FLOAT, 2 * sizeof(GLfloat), _textures[TextureType::RGB888]->getTexCoords());
if (_textures[TextureType::RGB888]->bind()) {
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
glTranslatef(0.5, 0, 0);
glVertexPointer(2, GL_FLOAT, 2 * sizeof(GLfloat), bitmapVertices);
glTexCoordPointer(2, GL_FLOAT, 2 * sizeof(GLfloat), _textures[TextureType::RGB565]->getTexCoords());
if (_textures[TextureType::RGB565]->bind()) {
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
glTranslatef(0.5, 0, 0);
glVertexPointer(2, GL_FLOAT, 2 * sizeof(GLfloat), bitmapVertices);
glTexCoordPointer(2, GL_FLOAT, 2 * sizeof(GLfloat), _textures[TextureType::RGBA5551]->getTexCoords());
if (_textures[TextureType::RGBA5551]->bind()) {
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
glTranslatef(-1.5, -0.5, 0);
glVertexPointer(2, GL_FLOAT, 2 * sizeof(GLfloat), bitmapVertices);
glTexCoordPointer(2, GL_FLOAT, 2 * sizeof(GLfloat), _textures[TextureType::RGBA4444]->getTexCoords());
if (_textures[TextureType::RGBA4444]->bind()) {
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
glMatrixMode(GL_PROJECTION);
glPopMatrix();
}
} // End of namespace Playground3d
#endif