scummvm/engines/myst3/gfx_opengl_shaders.cpp

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/* ResidualVM - A 3D game interpreter
*
* ResidualVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the AUTHORS
* 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 2
* of the License, or (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,
* 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.
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*
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* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
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// Matrix calculations taken from the glm library
// Which is covered by the MIT license
// And has this additional copyright note:
/* Copyright (c) 2005 - 2012 G-Truc Creation
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*/
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#if defined(WIN32)
#include <windows.h>
// winnt.h defines ARRAYSIZE, but we want our own one...
#undef ARRAYSIZE
#endif
#include "common/rect.h"
#include "common/textconsole.h"
#if defined(USE_GLES2) || defined(USE_OPENGL_SHADERS)
#include "graphics/colormasks.h"
#include "graphics/surface.h"
#include "math/glmath.h"
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#include "math/vector2d.h"
#include "math/rect2d.h"
#include "math/quat.h"
#include "graphics/opengl/shader.h"
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#include "engines/myst3/gfx.h"
#include "engines/myst3/gfx_opengl_texture.h"
#include "engines/myst3/gfx_opengl_shaders.h"
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namespace Myst3 {
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Renderer *CreateGfxOpenGLShader(OSystem *system) {
return new ShaderRenderer(system);
}
static const GLfloat boxVertices[] = {
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// XS YT
0.0, 0.0,
1.0, 0.0,
0.0, 1.0,
1.0, 1.0,
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};
void ShaderRenderer::setupQuadEBO() {
unsigned short quadIndices[6 * 100];
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unsigned short start = 0;
for (unsigned short *p = quadIndices; p < &quadIndices[6 * 100]; p += 6) {
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p[0] = p[3] = start++;
p[1] = start++;
p[2] = p[4] = start++;
p[5] = start++;
}
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_quadEBO = OpenGL::Shader::createBuffer(GL_ELEMENT_ARRAY_BUFFER, sizeof(quadIndices), quadIndices, GL_STATIC_DRAW);
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}
Math::Vector2d ShaderRenderer::scaled(float x, float y) const {
return Math::Vector2d(x / _currentViewport.width(), y / _currentViewport.height());
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}
ShaderRenderer::ShaderRenderer(OSystem *system) :
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Renderer(system),
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_prevText(""),
_prevTextPosition(0,0),
_currentViewport(kOriginalWidth, kOriginalHeight),
_boxShader(nullptr),
_cubeShader(nullptr),
_rect3dShader(nullptr),
_textShader(nullptr),
_boxVBO(0),
_cubeVBO(0),
_rect3dVBO(0),
_textVBO(0),
_quadEBO(0) {
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}
ShaderRenderer::~ShaderRenderer() {
OpenGL::Shader::freeBuffer(_boxVBO);
OpenGL::Shader::freeBuffer(_cubeVBO);
OpenGL::Shader::freeBuffer(_rect3dVBO);
OpenGL::Shader::freeBuffer(_textVBO);
OpenGL::Shader::freeBuffer(_quadEBO);
delete _boxShader;
delete _cubeShader;
delete _rect3dShader;
delete _textShader;
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}
Texture *ShaderRenderer::createTexture(const Graphics::Surface *surface) {
return new OpenGLTexture(surface);
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}
void ShaderRenderer::freeTexture(Texture *texture) {
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OpenGLTexture *glTexture = static_cast<OpenGLTexture *>(texture);
delete glTexture;
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}
void ShaderRenderer::init() {
debug("Initializing OpenGL Renderer with shaders");
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computeScreenViewport();
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glEnable(GL_DEPTH_TEST);
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static const char* attributes[] = { "position", "texcoord", NULL };
_boxShader = OpenGL::Shader::fromFiles("myst3_box", attributes);
_boxVBO = OpenGL::Shader::createBuffer(GL_ARRAY_BUFFER, sizeof(boxVertices), boxVertices);
_boxShader->enableVertexAttribute("position", _boxVBO, 2, GL_FLOAT, GL_TRUE, 2 * sizeof(float), 0);
_boxShader->enableVertexAttribute("texcoord", _boxVBO, 2, GL_FLOAT, GL_TRUE, 2 * sizeof(float), 0);
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_cubeShader = OpenGL::Shader::fromFiles("myst3_cube", attributes);
_cubeVBO = OpenGL::Shader::createBuffer(GL_ARRAY_BUFFER, sizeof(cubeVertices), cubeVertices);
_cubeShader->enableVertexAttribute("texcoord", _cubeVBO, 2, GL_FLOAT, GL_TRUE, 5 * sizeof(float), 0);
_cubeShader->enableVertexAttribute("position", _cubeVBO, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), 2 * sizeof(float));
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_rect3dShader = OpenGL::Shader::fromFiles("myst3_cube", attributes);
_rect3dVBO = OpenGL::Shader::createBuffer(GL_ARRAY_BUFFER, 20 * sizeof(float), NULL);
_rect3dShader->enableVertexAttribute("texcoord", _rect3dVBO, 2, GL_FLOAT, GL_TRUE, 5 * sizeof(float), 0);
_rect3dShader->enableVertexAttribute("position", _rect3dVBO, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), 2 * sizeof(float));
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_textShader = OpenGL::Shader::fromFiles("myst3_text", attributes);
_textVBO = OpenGL::Shader::createBuffer(GL_ARRAY_BUFFER, 100 * 16 * sizeof(float), NULL, GL_DYNAMIC_DRAW);
_textShader->enableVertexAttribute("texcoord", _textVBO, 2, GL_FLOAT, GL_TRUE, 4 * sizeof(float), 0);
_textShader->enableVertexAttribute("position", _textVBO, 2, GL_FLOAT, GL_TRUE, 4 * sizeof(float), 2 * sizeof(float));
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setupQuadEBO();
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}
void ShaderRenderer::clear() {
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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}
void ShaderRenderer::selectTargetWindow(Window *window, bool is3D, bool scaled) {
if (!window) {
// No window found ...
if (scaled) {
// ... in scaled mode draw in the original game screen area
Common::Rect vp = viewport();
glViewport(vp.left, _system->getHeight() - vp.top - vp.height(), vp.width(), vp.height());
_currentViewport = Common::Rect(kOriginalWidth, kOriginalHeight);
} else {
// ... otherwise, draw on the whole screen
glViewport(0, 0, _system->getWidth(), _system->getHeight());
_currentViewport = Common::Rect(_system->getWidth(), _system->getHeight());
}
} else {
// Found a window, draw inside it
Common::Rect vp = window->getPosition();
glViewport(vp.left, _system->getHeight() - vp.top - vp.height(), vp.width(), vp.height());
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if (scaled) {
_currentViewport = window->getOriginalPosition();
} else {
_currentViewport = vp;
}
}
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}
void ShaderRenderer::drawRect2D(const Common::Rect &rect, uint32 color) {
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uint8 a, r, g, b;
Graphics::colorToARGB< Graphics::ColorMasks<8888> >(color, a, r, g, b);
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_boxShader->use();
_boxShader->setUniform("textured", false);
_boxShader->setUniform("color", Math::Vector4d(r / 255.0, g / 255.0, b / 255.0, a / 255.0));
_boxShader->setUniform("verOffsetXY", scaled(rect.left, rect.top));
_boxShader->setUniform("verSizeWH", scaled(rect.width(), rect.height()));
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glDepthMask(GL_FALSE);
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if (a != 255) {
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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glDisable(GL_BLEND);
glDepthMask(GL_TRUE);
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}
void ShaderRenderer::drawTexturedRect2D(const Common::Rect &screenRect, const Common::Rect &textureRect,
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Texture *texture, float transparency, bool additiveBlending) {
OpenGLTexture *glTexture = static_cast<OpenGLTexture *>(texture);
const float tLeft = textureRect.left / (float)glTexture->internalWidth;
const float tWidth = textureRect.width() / (float)glTexture->internalWidth;
const float tTop = textureRect.top / (float)glTexture->internalHeight;
const float tHeight = textureRect.height() / (float)glTexture->internalHeight;
const float sLeft = screenRect.left;
const float sTop = screenRect.top;
const float sWidth = screenRect.width();
const float sHeight = screenRect.height();
if (transparency >= 0.0) {
if (additiveBlending) {
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
} else {
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
glEnable(GL_BLEND);
} else {
transparency = 1.0;
}
_boxShader->use();
_boxShader->setUniform("textured", true);
_boxShader->setUniform("color", Math::Vector4d(1.0f, 1.0f, 1.0f, transparency));
_boxShader->setUniform("verOffsetXY", scaled(sLeft, sTop));
_boxShader->setUniform("verSizeWH", scaled(sWidth, sHeight));
_boxShader->setUniform("texOffsetXY", Math::Vector2d(tLeft, tTop));
_boxShader->setUniform("texSizeWH", Math::Vector2d(tWidth, tHeight));
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glDepthMask(GL_FALSE);
glBindTexture(GL_TEXTURE_2D, glTexture->id);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glDisable(GL_BLEND);
glDepthMask(GL_TRUE);
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}
void ShaderRenderer::draw2DText(const Common::String &text, const Common::Point &position) {
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OpenGLTexture *glFont = static_cast<OpenGLTexture *>(_font);
// The font only has uppercase letters
Common::String textToDraw = text;
textToDraw.toUppercase();
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDisable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
if (_prevText != textToDraw || _prevTextPosition != position) {
_prevText = textToDraw;
_prevTextPosition = position;
float x = position.x / (float) _currentViewport.width();
float y = position.y / (float) _currentViewport.height();
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float *bufData = new float[16 * textToDraw.size()];
float *cur = bufData;
for (uint i = 0; i < textToDraw.size(); i++) {
Common::Rect textureRect = getFontCharacterRect(textToDraw[i]);
float w = textureRect.width() / (float) _currentViewport.width();
float h = textureRect.height() / (float) _currentViewport.height();
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float cw = textureRect.width() / (float)glFont->internalWidth;
float ch = textureRect.height() / (float)glFont->internalHeight;
float cx = textureRect.left / (float)glFont->internalWidth;
float cy = textureRect.top / (float)glFont->internalHeight;
const float charData[] = {
cx, cy + ch, x, y,
cx + cw, cy + ch, x + w, y,
cx + cw, cy, x + w, y + h,
cx, cy, x, y + h,
};
memcpy(cur, charData, 16 * sizeof(float));
cur += 16;
x += (textureRect.width() - 3) / (float) _currentViewport.width();
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}
glBindBuffer(GL_ARRAY_BUFFER, _textVBO);
glBufferSubData(GL_ARRAY_BUFFER, 0, textToDraw.size() * 16 * sizeof(float), bufData);
delete[] bufData;
}
_textShader->use();
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glBindTexture(GL_TEXTURE_2D, glFont->id);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _quadEBO);
glDrawElements(GL_TRIANGLES, 6 * textToDraw.size(), GL_UNSIGNED_SHORT, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glDisable(GL_BLEND);
glEnable(GL_DEPTH_TEST);
glDepthMask(GL_TRUE);
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}
void ShaderRenderer::drawCube(Texture **textures) {
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OpenGLTexture *texture0 = static_cast<OpenGLTexture *>(textures[0]);
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glDepthMask(GL_FALSE);
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_cubeShader->use();
_cubeShader->setUniform1f("texScale", texture0->width / (float) texture0->internalWidth);
_cubeShader->setUniform("mvpMatrix", _mvpMatrix);
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glBindTexture(GL_TEXTURE_2D, static_cast<OpenGLTexture *>(textures[0])->id);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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glBindTexture(GL_TEXTURE_2D, static_cast<OpenGLTexture *>(textures[1])->id);
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glDrawArrays(GL_TRIANGLE_STRIP, 4, 4);
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glBindTexture(GL_TEXTURE_2D, static_cast<OpenGLTexture *>(textures[2])->id);
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glDrawArrays(GL_TRIANGLE_STRIP, 8, 4);
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glBindTexture(GL_TEXTURE_2D, static_cast<OpenGLTexture *>(textures[3])->id);
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glDrawArrays(GL_TRIANGLE_STRIP, 12, 4);
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glBindTexture(GL_TEXTURE_2D, static_cast<OpenGLTexture *>(textures[4])->id);
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glDrawArrays(GL_TRIANGLE_STRIP, 16, 4);
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glBindTexture(GL_TEXTURE_2D, static_cast<OpenGLTexture *>(textures[5])->id);
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glDrawArrays(GL_TRIANGLE_STRIP, 20, 4);
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glDepthMask(GL_TRUE);
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}
void ShaderRenderer::drawTexturedRect3D(const Math::Vector3d &topLeft, const Math::Vector3d &bottomLeft,
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const Math::Vector3d &topRight, const Math::Vector3d &bottomRight, Texture *texture) {
OpenGLTexture *glTexture = static_cast<OpenGLTexture *>(texture);
const float w = glTexture->width / (float)glTexture->internalWidth;
const float h = glTexture->height / (float)glTexture->internalHeight;
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND);
glDepthMask(GL_FALSE);
glBindTexture(GL_TEXTURE_2D, glTexture->id);
const GLfloat vertices[] = {
// S T X Y Z
0, 0, -topLeft.x(), topLeft.y(), topLeft.z(),
0, h, -bottomLeft.x(), bottomLeft.y(), bottomLeft.z(),
w, 0, -topRight.x(), topRight.y(), topRight.z(),
w, h, -bottomRight.x(), bottomRight.y(), bottomRight.z(),
};
_rect3dShader->use();
_rect3dShader->setUniform1f("texScale", 1.0f);
_rect3dShader->setUniform("mvpMatrix", _mvpMatrix);
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glBindBuffer(GL_ARRAY_BUFFER, _rect3dVBO);
glBufferSubData(GL_ARRAY_BUFFER, 0, 20 * sizeof(float), vertices);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glDisable(GL_BLEND);
glDepthMask(GL_TRUE);
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}
Graphics::Surface *ShaderRenderer::getScreenshot() {
Common::Rect screen = viewport();
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Graphics::Surface *s = new Graphics::Surface();
s->create(screen.width(), screen.height(), Graphics::PixelFormat(4, 8, 8, 8, 8, 0, 8, 16, 24));
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#if defined(USE_GLES2)
GLenum format = GL_UNSIGNED_BYTE;
#else
GLenum format = GL_UNSIGNED_INT_8_8_8_8_REV;
#endif
glReadPixels(screen.left, screen.top, screen.width(), screen.height(), GL_RGBA, format, s->getPixels());
#if defined(USE_GLES2) && defined(SCUMM_BIG_ENDIAN)
// OpenGL ES does not support the GL_UNSIGNED_INT_8_8_8_8_REV texture format, we need to byteswap the surface
OpenGLTexture::byteswapSurface(s);
#endif
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flipVertical(s);
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return s;
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}
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} // End of namespace Myst3
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#endif