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