141 lines
4.6 KiB
C++
141 lines
4.6 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include "graphics/tinygl/tinygl.h"
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#include "tetraedge/tetraedge.h"
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#include "tetraedge/game/character.h"
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#include "tetraedge/game/characters_shadow_tinygl.h"
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#include "tetraedge/te/te_light.h"
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#include "tetraedge/te/te_renderer.h"
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#include "tetraedge/te/te_3d_texture_tinygl.h"
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namespace Tetraedge {
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void CharactersShadowTinyGL::createInternal() {
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Te3DTextureTinyGL::unbind();
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tglGenTextures(1, &_glTex);
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tglBindTexture(TGL_TEXTURE_2D, _glTex);
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tglTexParameteri(TGL_TEXTURE_2D, TGL_TEXTURE_MIN_FILTER, TGL_LINEAR);
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tglTexParameteri(TGL_TEXTURE_2D, TGL_TEXTURE_MAG_FILTER, TGL_LINEAR);
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tglTexParameteri(TGL_TEXTURE_2D, TGL_TEXTURE_WRAP_S, TGL_CLAMP);
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tglTexParameteri(TGL_TEXTURE_2D, TGL_TEXTURE_WRAP_T, TGL_CLAMP);
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// TODO: not supported in TGL
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//tglTexImage2D(TGL_TEXTURE_2D, 0, TGL_LUMINANCE_ALPHA, _texSize, _texSize, 0, TGL_LUMINANCE_ALPHA, TGL_UNSIGNED_BYTE, nullptr);
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}
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void CharactersShadowTinyGL::createTextureInternal(InGameScene *scene) {
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TeRenderer *renderer = g_engine->getRenderer();
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tglClearColor(0.0, 0.0, 0.0, 0.0);
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renderer->clearBuffer(TeRenderer::ColorAndDepth);
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for (Character *character : scene->_characters) {
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character->_model->draw();
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}
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scene->_character->_model->draw();
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Te3DTextureTinyGL::unbind();
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tglBindTexture(TGL_TEXTURE_2D, _glTex);
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// TODO: Find TGL equivalent for this..
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// tglCopyTexSubImage2D(TGL_TEXTURE_2D, 0, 0, 0, 0, 0, _texSize, _texSize);
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renderer->clearBuffer(TeRenderer::ColorAndDepth);
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}
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void CharactersShadowTinyGL::deleteTexture() {
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TeRenderer *renderer = g_engine->getRenderer();
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renderer->disableTexture();
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tglBindTexture(TGL_TEXTURE_2D, 0);
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tglDeleteTextures(1, &_glTex);
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}
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void CharactersShadowTinyGL::draw(InGameScene *scene) {
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TeRenderer *renderer = g_engine->getRenderer();
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tglDepthMask(false);
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renderer->disableZBuffer();
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renderer->enableTexture();
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tglBindTexture(TGL_TEXTURE_2D, _glTex);
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Te3DTextureTinyGL::unbind();
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tglBindTexture(TGL_TEXTURE_2D, _glTex);
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tglEnable(TGL_BLEND);
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renderer->setCurrentColor(scene->shadowColor());
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TeMatrix4x4 matrix;
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matrix.translate(TeVector3f32(0.5f, 0.5f, 0.5f));
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matrix.scale(TeVector3f32(0.5f, 0.5f, 0.5f));
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matrix = matrix * _camera->projectionMatrix();
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TeMatrix4x4 cammatrix = _camera->worldTransformationMatrix();
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cammatrix.inverse();
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matrix = matrix * cammatrix;
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/* TODO: Find TGL equivalents for the following block. */
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/*
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tglTexGeni(TGL_S, TGL_TEXTURE_GEN_MODE, TGL_EYE_LINEAR);
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float f[4];
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for (uint i = 0; i < 4; i++)
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f[i] = matrix(0, i);
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tglTexGenfv(TGL_S, TGL_EYE_PLANE, f);
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tglTexGeni(TGL_T, TGL_TEXTURE_GEN_MODE, TGL_EYE_LINEAR);
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for (uint i = 0; i < 4; i++)
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f[i] = matrix(1, i);
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tglTexGenfv(TGL_T, TGL_EYE_PLANE, f);
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tglTexGeni(TGL_R, TGL_TEXTURE_GEN_MODE, TGL_EYE_LINEAR);
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for (uint i = 0; i < 4; i++)
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f[i] = matrix(2, i);
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tglTexGenfv(TGL_R, TGL_EYE_PLANE, f);
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tglTexGeni(TGL_Q, TGL_TEXTURE_GEN_MODE, TGL_EYE_LINEAR);
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for (uint i = 0; i < 4; i++)
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f[i] = matrix(3, i);
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tglTexGenfv(TGL_Q, TGL_EYE_PLANE, f);
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*/
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Te3DTextureTinyGL::unbind();
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tglBindTexture(TGL_TEXTURE_2D, _glTex);
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tglEnable(TGL_BLEND);
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renderer->setCurrentColor(scene->shadowColor());
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Common::Array<TeIntrusivePtr<TeModel>> &models =
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(g_engine->gameType() == TetraedgeEngine::kSyberia ?
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scene->zoneModels() : scene->shadowReceivingObjects());
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for (TeIntrusivePtr<TeModel> model : models) {
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if (model->meshes().size() > 0 && model->meshes()[0]->materials().empty()) {
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model->meshes()[0]->defaultMaterial(TeIntrusivePtr<Te3DTexture>());
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model->meshes()[0]->materials()[0]._isShadowTexture = true;
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model->meshes()[0]->materials()[0]._diffuseColor = scene->shadowColor();
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}
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model->draw();
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}
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renderer->disableTexture();
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tglDepthMask(true);
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renderer->enableZBuffer();
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}
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} // end namespace Tetraedge
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