GRIM/EMI: synced OpenGL and TinyGL a bit more

This commit is contained in:
Pawel Kolodziejski 2014-07-03 21:55:10 +02:00
parent 8a1e63abeb
commit 2bf63a5f52
2 changed files with 42 additions and 27 deletions

View File

@ -573,19 +573,23 @@ void GfxOpenGL::finishActorDraw() {
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glDisable(GL_TEXTURE_2D);
if (_alpha < 1.f) {
glDisable(GL_BLEND);
_alpha = 1.f;
}
glDisable(GL_TEXTURE_2D);
if (_currentShadowArray) {
glEnable(GL_LIGHTING);
glColor3f(1.0f, 1.0f, 1.0f);
glDisable(GL_POLYGON_OFFSET_FILL);
}
if (g_grim->getGameType() == GType_MONKEY4) {
glDisable(GL_CULL_FACE);
}
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
_currentActor = nullptr;
}
@ -671,8 +675,8 @@ void GfxOpenGL::drawEMIModelFace(const EMIModel *model, const EMIMeshFace *face)
else
glDisable(GL_TEXTURE_2D);
float dim = 1.0f - _dimLevel;
glBegin(GL_TRIANGLES);
float dim = 1.0f - _dimLevel;
for (uint j = 0; j < face->_faceLength * 3; j++) {
int index = indices[j];
if (face->_hasTexture) {
@ -693,6 +697,7 @@ void GfxOpenGL::drawEMIModelFace(const EMIModel *model, const EMIMeshFace *face)
glVertex3fv(vertex.getData());
}
glEnd();
glEnable(GL_TEXTURE_2D);
glEnable(GL_DEPTH_TEST);
glEnable(GL_ALPHA_TEST);
@ -737,9 +742,9 @@ void GfxOpenGL::drawSprite(const Sprite *sprite) {
Math::Matrix4 act;
act.buildAroundZ(_currentActor->getYaw());
act.transpose();
act(3,0) = modelview[12];
act(3,1) = modelview[13];
act(3,2) = modelview[14];
act(3, 0) = modelview[12];
act(3, 1) = modelview[13];
act(3, 2) = modelview[14];
glLoadMatrixf(act.getData());
glTranslatef(sprite->_pos.x(), sprite->_pos.y(), sprite->_pos.z());
} else {
@ -833,6 +838,7 @@ void GfxOpenGL::drawSprite(const Sprite *sprite) {
glDisable(GL_ALPHA_TEST);
glDepthMask(GL_TRUE);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDisable(GL_BLEND);
glEnable(GL_DEPTH_TEST);
glPopMatrix();

View File

@ -626,15 +626,14 @@ void GfxTinyGL::startActorDraw(const Actor *actor) {
tglBlendFunc(TGL_SRC_ALPHA, TGL_ONE_MINUS_SRC_ALPHA);
}
const Math::Quaternion &quat = actor->getRotationQuat();
const float &scale = actor->getScale();
if (g_grim->getGameType() == GType_MONKEY4) {
tglEnable(TGL_CULL_FACE);
tglFrontFace(TGL_CW);
if (actor->isInOverworld()) {
const Math::Vector3d &pos = actor->getWorldPos();
const Math::Quaternion &quat = actor->getRotationQuat();
// At distance 3.2, a 6.4x4.8 actor fills the screen.
tglMatrixMode(TGL_PROJECTION);
tglLoadIdentity();
float right = 1;
@ -649,15 +648,18 @@ void GfxTinyGL::startActorDraw(const Actor *actor) {
} else {
Math::Matrix4 worldRot = _currentQuat.toMatrix();
tglMultMatrixf(worldRot.getData());
tglTranslatef(-_currentPos.x(), -_currentPos.y(), -_currentPos.z());
tglTranslatef(-_currentPos.x(), -_currentPos.y(), -_currentPos.z());
Math::Matrix4 m = actor->getFinalMatrix();
m.transpose();
tglMultMatrixf(m.getData());
tglMultMatrixf(m.getData());
}
} else {
// Grim
Math::Vector3d pos = actor->getWorldPos();
const Math::Quaternion &quat = actor->getRotationQuat();
const float &scale = actor->getScale();
Math::Matrix4 worldRot = _currentQuat.toMatrix();
worldRot.inverseRotate(&pos);
tglTranslatef(pos.x(), pos.y(), pos.z());
@ -669,6 +671,7 @@ void GfxTinyGL::startActorDraw(const Actor *actor) {
if (actor->getSortOrder() >= 100) {
tglColorMask(TGL_FALSE, TGL_FALSE, TGL_FALSE, TGL_FALSE);
tglDepthMask(TGL_TRUE);
}
}
@ -678,8 +681,8 @@ void GfxTinyGL::finishActorDraw() {
tglMatrixMode(TGL_PROJECTION);
tglPopMatrix();
tglMatrixMode(TGL_MODELVIEW);
tglDisable(TGL_TEXTURE_2D);
tglDisable(TGL_TEXTURE_2D);
if (_alpha < 1.f) {
tglDisable(TGL_BLEND);
_alpha = 1.f;
@ -756,14 +759,16 @@ void GfxTinyGL::getShadowColor(byte *r, byte *g, byte *b) {
void GfxTinyGL::drawEMIModelFace(const EMIModel *model, const EMIMeshFace *face) {
int *indices = (int *)face->_indexes;
tglEnable(TGL_DEPTH_TEST);
tglDisable(TGL_ALPHA_TEST);
//tglDisable(TGL_LIGHTING); // not apply here in TinyGL
if (face->_hasTexture)
tglEnable(TGL_TEXTURE_2D);
else
tglDisable(TGL_TEXTURE_2D);
tglBegin(TGL_TRIANGLES);
tglBegin(TGL_TRIANGLES);
float dim = 1.0f - _dimLevel;
for (uint j = 0; j < face->_faceLength * 3; j++) {
int index = indices[j];
@ -784,12 +789,14 @@ void GfxTinyGL::drawEMIModelFace(const EMIModel *model, const EMIMeshFace *face)
tglNormal3fv(normal.getData());
tglVertex3fv(vertex.getData());
}
tglEnd();
tglEnable(TGL_TEXTURE_2D);
tglEnable(TGL_DEPTH_TEST);
tglEnable(TGL_ALPHA_TEST);
//tglEnable(GL_LIGHTING); // not apply here in TinyGL
tglDisable(TGL_BLEND);
tglDepthMask(TGL_TRUE);
tglColor3f(1.0f, 1.0f, 1.0f);
}
@ -816,23 +823,23 @@ void GfxTinyGL::drawSprite(const Sprite *sprite) {
tglLoadIdentity();
tglMatrixMode(TGL_MODELVIEW);
tglPushMatrix();
tglTranslatef(sprite->_pos.x(), sprite->_pos.y(), sprite->_pos.z());
TGLfloat modelview[16];
tglGetFloatv(TGL_MODELVIEW_MATRIX, modelview);
if (g_grim->getGameType() == GType_MONKEY4) {
TGLfloat modelview[16];
tglGetFloatv(TGL_MODELVIEW_MATRIX, modelview);
Math::Matrix4 act;
if (_currentActor->isInOverworld())
act.buildAroundZ(_currentActor->getYaw());
else
act.buildAroundZ(_currentActor->getRoll());
act.buildAroundZ(_currentActor->getYaw());
act.transpose();
act(3,0) = modelview[12];
act(3,1) = modelview[13];
act(3,2) = modelview[14];
act(3, 0) = modelview[12];
act(3, 1) = modelview[13];
act(3, 2) = modelview[14];
tglLoadMatrixf(act.getData());
tglTranslatef(sprite->_pos.x(), sprite->_pos.y(), sprite->_pos.z());
} else {
tglTranslatef(sprite->_pos.x(), sprite->_pos.y(), sprite->_pos.z());
TGLfloat modelview[16];
tglGetFloatv(TGL_MODELVIEW_MATRIX, modelview);
// We want screen-aligned sprites so reset the rotation part of the matrix.
for (int i = 0; i < 3; i++) {
for (int j = 0; j < 3; j++) {
@ -875,6 +882,7 @@ void GfxTinyGL::drawSprite(const Sprite *sprite) {
} else {
tglDepthMask(TGL_FALSE);
}
float halfWidth = sprite->_width / 2;
float halfHeight = sprite->_height / 2;
float dim = 1.0f - _dimLevel;
@ -938,6 +946,7 @@ void GfxTinyGL::rotateViewpoint(const Math::Angle &angle, const Math::Vector3d &
}
void GfxTinyGL::translateViewpointFinish() {
//glMatrixMode(GL_MODELVIEW); // exist in opengl but doesn't work properly here
tglPopMatrix();
}
@ -1453,12 +1462,12 @@ void GfxTinyGL::selectTexture(const Texture *texture) {
// Grim has inverted tex-coords, EMI doesn't
if (g_grim->getGameType() != GType_MONKEY4) {
tglPushMatrix();
tglPushMatrix(); // removed in opengl but here doesn't work properly after remove
tglMatrixMode(TGL_TEXTURE);
tglLoadIdentity();
tglScalef(1.0f / texture->_width, 1.0f / texture->_height, 1);
tglMatrixMode(TGL_MODELVIEW);
tglPopMatrix();
tglMatrixMode(TGL_MODELVIEW); // removed in opengl but here doesn't work properly after remove
tglPopMatrix(); // removed in opengl but here doesn't work properly after remove
}
}