196 lines
5.4 KiB
C++
196 lines
5.4 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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/*
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* This file is based on WME.
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* http://dead-code.org/redir.php?target=wme
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* Copyright (c) 2003-2013 Jan Nedoma and contributors
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*/
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#include "engines/wintermute/base/base_game.h"
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#include "engines/wintermute/dcgf.h"
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#if defined(USE_TINYGL)
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#include "engines/wintermute/base/gfx/tinygl/base_render_tinygl.h"
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#include "engines/wintermute/base/gfx/tinygl/shadow_volume_tinygl.h"
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namespace Wintermute {
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//////////////////////////////////////////////////////////////////////////
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ShadowVolumeTinyGL::ShadowVolumeTinyGL(BaseGame *inGame) : ShadowVolume(inGame) {
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}
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//////////////////////////////////////////////////////////////////////////
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ShadowVolumeTinyGL::~ShadowVolumeTinyGL() {
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}
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//////////////////////////////////////////////////////////////////////////
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bool ShadowVolumeTinyGL::render() {
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tglBindTexture(TGL_TEXTURE_2D, 0);
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tglDisable(TGL_TEXTURE_2D);
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_game->_renderer3D->_lastTexture = nullptr;
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tglEnableClientState(TGL_VERTEX_ARRAY);
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tglVertexPointer(3, TGL_FLOAT, 0, _vertices.getData());
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tglDrawArrays(TGL_TRIANGLES, 0, _vertices.getSize());
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tglDisableClientState(TGL_VERTEX_ARRAY);
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return true;
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}
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//////////////////////////////////////////////////////////////////////////
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bool ShadowVolumeTinyGL::renderToStencilBuffer() {
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// Disable z-buffer/color writes (note: z-testing still occurs), and enable the
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// stencil-buffer
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tglDepthMask(TGL_FALSE);
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tglColorMask(TGL_FALSE, TGL_FALSE, TGL_FALSE, TGL_FALSE);
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tglDisable(TGL_TEXTURE_2D);
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tglDisable(TGL_LIGHTING);
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tglEnable(TGL_STENCIL_TEST);
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tglEnable(TGL_CULL_FACE);
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// Set up stencil compare fuction, reference value, and masks.
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// Stencil test passes if ((ref & mask) cmpfn (stencil & mask)) is true.
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// Note: since we set up the stencil-test to always pass, the STENCILFAIL
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// renderstate is really not needed.
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tglStencilFunc(TGL_ALWAYS, 0x1, 0xff);
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tglShadeModel(TGL_FLAT);
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tglStencilOp(TGL_KEEP, TGL_KEEP, TGL_INCR);
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// Draw back-side of shadow volume in stencil/z only
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tglFrontFace(TGL_CCW);
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render();
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// Decrement stencil buffer value
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tglStencilOp(TGL_KEEP, TGL_KEEP, TGL_DECR);
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// Draw front-side of shadow volume in stencil/z only
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tglFrontFace(TGL_CW);
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render();
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// Restore render states
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tglEnable(TGL_LIGHTING);
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tglFrontFace(TGL_CCW);
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tglShadeModel(TGL_SMOOTH);
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tglDepthMask(TGL_TRUE);
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tglColorMask(TGL_TRUE, TGL_TRUE, TGL_TRUE, TGL_TRUE);
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tglDisable(TGL_STENCIL_TEST);
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tglDisable(TGL_BLEND);
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return true;
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}
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//////////////////////////////////////////////////////////////////////////
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bool ShadowVolumeTinyGL::renderToScene() {
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initMask();
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tglDisable(TGL_DEPTH_TEST);
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tglEnable(TGL_STENCIL_TEST);
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tglEnable(TGL_BLEND);
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tglBlendFunc(TGL_SRC_ALPHA, TGL_ONE_MINUS_SRC_ALPHA);
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// Only write where stencil val >= 1 (count indicates # of shadows that overlap that pixel)
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tglStencilFunc(TGL_LEQUAL, 0x1, 0xff);
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tglStencilOp(TGL_KEEP, TGL_KEEP, TGL_KEEP);
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tglDisable(TGL_FOG);
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tglDisable(TGL_LIGHTING);
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tglDisable(TGL_ALPHA_TEST);
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tglBindTexture(TGL_TEXTURE_2D, 0);
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BaseRenderTinyGL *renderer = (BaseRenderTinyGL *)_game->_renderer3D;
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renderer->setProjection2D();
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// FIXME: CW->CCW Why it differ from OpenGL?
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tglFrontFace(TGL_CCW);
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tglEnableClientState(TGL_COLOR_ARRAY);
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tglEnableClientState(TGL_VERTEX_ARRAY);
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// Draw a big, gray square
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tglVertexPointer(3, TGL_FLOAT, sizeof(ShadowVertex), &_shadowMask[0].x);
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tglColorPointer(4, TGL_UNSIGNED_BYTE, sizeof(ShadowVertex), &_shadowMask[0].r);
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tglDrawArrays(TGL_TRIANGLE_STRIP, 0, 4);
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tglDisableClientState(TGL_COLOR_ARRAY);
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tglDisableClientState(TGL_VERTEX_ARRAY);
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// Restore render states
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tglEnable(TGL_DEPTH_TEST);
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tglDisable(TGL_STENCIL_TEST);
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_game->_renderer3D->setup3D(nullptr, true);
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// clear stencil buffer
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tglClearStencil(0);
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tglClear(TGL_STENCIL_BUFFER_BIT);
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return true;
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}
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//////////////////////////////////////////////////////////////////////////
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bool ShadowVolumeTinyGL::initMask() {
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auto *rend = _game->_renderer3D;
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// bottom left
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_shadowMask[0].x = 0.0f;
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_shadowMask[0].y = rend->getHeight();
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_shadowMask[0].z = 1.0f;
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// top left
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_shadowMask[1].x = 0.0f;
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_shadowMask[1].y = 0.0f;
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_shadowMask[1].z = 1.0f;
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// bottom right
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_shadowMask[2].x = rend->getWidth();
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_shadowMask[2].y = rend->getHeight();
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_shadowMask[2].z = 1.0f;
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// top right
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_shadowMask[3].x = rend->getWidth();
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_shadowMask[3].y = 0.0f;
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_shadowMask[3].z = 1.0f;
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byte a = RGBCOLGetA(_color);
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byte r = RGBCOLGetR(_color);
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byte g = RGBCOLGetG(_color);
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byte b = RGBCOLGetB(_color);
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for (int i = 0; i < 4; ++i) {
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_shadowMask[i].r = r;
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_shadowMask[i].g = g;
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_shadowMask[i].b = b;
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_shadowMask[i].a = a;
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}
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return true;
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}
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} // namespace Wintermute
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#endif // defined(USE_TINYGL)
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