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STARK: Added alternate ligthing for OpenGL
This commit is contained in:
parent
35dc4ea20a
commit
d6b2f9ec02
@ -131,6 +131,7 @@ public:
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virtual Graphics::Surface *getViewportScreenshot() const = 0;
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virtual void set3DMode() = 0;
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virtual bool computeLightsEnabled() = 0;
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static const int32 kOriginalWidth = 640;
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static const int32 kOriginalHeight = 480;
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@ -145,6 +146,7 @@ protected:
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static void flipVertical(Graphics::Surface *s);
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Common::Rect _screenViewport;
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bool _computeLights;
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};
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} // End of namespace Gfx
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@ -43,6 +43,7 @@ namespace Stark {
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namespace Gfx {
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OpenGLDriver::OpenGLDriver() {
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_computeLights = true;
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}
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OpenGLDriver::~OpenGLDriver() {
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@ -60,6 +61,7 @@ void OpenGLDriver::init() {
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glLoadIdentity();
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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glDisable(GL_LIGHTING);
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}
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void OpenGLDriver::setScreenViewport(bool noScaling) {
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@ -231,7 +233,8 @@ void OpenGLDriver::start2DMode() {
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glDisable(GL_DEPTH_TEST);
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glDepthMask(GL_FALSE);
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glDisable(GL_LIGHTING);
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if (!_computeLights)
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glDisable(GL_LIGHTING);
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}
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void OpenGLDriver::end2DMode() {
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@ -240,7 +243,6 @@ void OpenGLDriver::end2DMode() {
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glEnable(GL_DEPTH_TEST);
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glDepthMask(GL_TRUE);
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glEnable(GL_LIGHTING);
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}
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void OpenGLDriver::set3DMode() {
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@ -252,6 +254,13 @@ void OpenGLDriver::set3DMode() {
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glStencilFunc(GL_EQUAL, 0, 0xFF);
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glStencilOp(GL_KEEP, GL_KEEP, GL_INCR);
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if (!_computeLights)
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glEnable(GL_LIGHTING);
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}
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bool OpenGLDriver::computeLightsEnabled() {
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return _computeLights;
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}
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Common::Rect OpenGLDriver::getViewport() const {
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@ -58,6 +58,7 @@ public:
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void start2DMode();
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void end2DMode();
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void set3DMode() override;
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bool computeLightsEnabled() override;
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Common::Rect getViewport() const;
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Common::Rect getUnscaledViewport() const;
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@ -66,7 +66,8 @@ void OpenGLActorRenderer::render(const Math::Vector3d &position, float direction
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Math::Vector3d lightDirection;
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_gfx->set3DMode();
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_gfx->setupLights(lights);
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if (!_gfx->computeLightsEnabled())
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_gfx->setupLights(lights);
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Math::Matrix4 model = getModelMatrix(position, direction);
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Math::Matrix4 view = StarkScene->getViewMatrix();
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@ -82,6 +83,15 @@ void OpenGLActorRenderer::render(const Math::Vector3d &position, float direction
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glMatrixMode(GL_PROJECTION);
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glLoadMatrixf(projectionMatrix.getData());
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Math::Matrix4 normalMatrix;
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if (_gfx->computeLightsEnabled()) {
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projectionMatrix.transpose();
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modelViewMatrix.transpose();
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normalMatrix = modelViewMatrix;
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normalMatrix.invertAffineOrthonormal();
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}
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Math::Matrix4 mvp;
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if (drawShadow) {
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mvp = view * model;
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@ -97,28 +107,37 @@ void OpenGLActorRenderer::render(const Math::Vector3d &position, float direction
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Common::Array<Material *> mats = _model->getMaterials();
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const Common::Array<BoneNode *> &bones = _model->getBones();
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glColorMaterial(GL_FRONT_AND_BACK, GL_DIFFUSE);
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glEnable(GL_COLOR_MATERIAL);
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if (!_gfx->computeLightsEnabled()) {
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glColorMaterial(GL_FRONT_AND_BACK, GL_DIFFUSE);
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glEnable(GL_COLOR_MATERIAL);
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}
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for (Common::Array<Face *>::const_iterator face = faces.begin(); face != faces.end(); ++face) {
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const Material *material = mats[(*face)->materialId];
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Math::Vector3d color;
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const Gfx::Texture *tex = resolveTexture(material);
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if (tex) {
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tex->bind();
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glColor3f(1.0f, 1.0f, 1.0f);
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} else {
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glBindTexture(GL_TEXTURE_2D, 0);
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glColor3f(material->r, material->g, material->b);
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}
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auto vertexIndices = _faceEBO[*face];
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auto numVertexIndices = (*face)->vertexIndices.size();
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for (uint32 i = 0; i < numVertexIndices; i++) {
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if (tex) {
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tex->bind();
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if (_gfx->computeLightsEnabled())
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color = Math::Vector3d(1.0f, 1.0f, 1.0f);
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else
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glColor3f(1.0f, 1.0f, 1.0f);
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} else {
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glBindTexture(GL_TEXTURE_2D, 0);
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if (_gfx->computeLightsEnabled())
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color = Math::Vector3d(material->r, material->g, material->b);
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else
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glColor3f(material->r, material->g, material->b);
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}
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uint32 index = vertexIndices[i];
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auto vertex = _faceVBO[index];
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uint32 bone1 = vertex.bone1;
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uint32 bone2 = vertex.bone2;
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Math::Vector3d position1 = vertex.pos1;
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Math::Vector3d position2 = vertex.pos2;
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Math::Vector3d position1 = Math::Vector3d(vertex.pos1x, vertex.pos1y, vertex.pos1z);
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Math::Vector3d position2 = Math::Vector3d(vertex.pos2x, vertex.pos2y, vertex.pos2z);
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Math::Vector3d bone1Position = Math::Vector3d(bones[bone1]->_animPos.x(),
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bones[bone1]->_animPos.y(),
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bones[bone1]->_animPos.z());
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@ -134,7 +153,7 @@ void OpenGLActorRenderer::render(const Math::Vector3d &position, float direction
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bones[bone2]->_animRot.z(),
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bones[bone2]->_animRot.w());
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float boneWeight = vertex.boneWeight;
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Math::Vector3d normal = vertex.normal;
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Math::Vector3d normal = Math::Vector3d(vertex.normalx, vertex.normaly, vertex.normalz);
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// Compute the vertex position in eye-space
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bone1Rotation.transform(position1);
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@ -145,7 +164,13 @@ void OpenGLActorRenderer::render(const Math::Vector3d &position, float direction
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vertex.x = modelPosition.x();
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vertex.y = modelPosition.y();
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vertex.z = modelPosition.z();
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Math::Vector4d modelEyePosition;
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if (_gfx->computeLightsEnabled()) {
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modelEyePosition = modelViewMatrix * Math::Vector4d(modelPosition.x(),
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modelPosition.y(),
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modelPosition.z(),
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1.0);
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}
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// Compute the vertex normal in eye-space
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Math::Vector3d n1 = normal;
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bone1Rotation.transform(n1);
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@ -155,6 +180,11 @@ void OpenGLActorRenderer::render(const Math::Vector3d &position, float direction
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vertex.nx = modelNormal.x();
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vertex.ny = modelNormal.y();
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vertex.nz = modelNormal.z();
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Math::Vector3d modelEyeNormal;
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if (_gfx->computeLightsEnabled()) {
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modelEyeNormal = normalMatrix.getRotation() * modelNormal;
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modelEyeNormal.normalize();
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}
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if (drawShadow) {
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Math::Vector3d shadowPosition = modelPosition + lightDirection * (-modelPosition.y() / lightDirection.y());
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@ -163,10 +193,83 @@ void OpenGLActorRenderer::render(const Math::Vector3d &position, float direction
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vertex.sz = shadowPosition.z();
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}
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if (_gfx->computeLightsEnabled()) {
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static const uint maxLights = 10;
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assert(lights.size() >= 1);
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assert(lights.size() <= maxLights);
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const LightEntry *ambient = lights[0];
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assert(ambient->type == LightEntry::kAmbient); // The first light must be the ambient light
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Math::Vector3d lightColor = ambient->color;
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for (uint li = 0; li < lights.size() - 1; li++) {
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const LightEntry *l = lights[li + 1];
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Math::Vector4d worldPosition;
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worldPosition.x() = l->position.x();
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worldPosition.y() = l->position.y();
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worldPosition.z() = l->position.z();
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worldPosition.w() = 1.0;
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Math::Vector4d lightEyePosition = view * worldPosition;
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Math::Vector3d worldDirection = l->direction;
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Math::Vector3d lightEyeDirection = view.getRotation() * worldDirection;
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lightEyeDirection.normalize();
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switch (l->type) {
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case LightEntry::kPoint: {
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Math::Vector3d vertexToLight = lightEyePosition.getXYZ() - modelEyePosition.getXYZ();
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float dist = vertexToLight.length();
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vertexToLight.normalize();
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float attn = CLIP((l->falloffFar - dist) / MAX(0.001f, l->falloffFar - l->falloffNear), 0.0f, 1.0f);
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float incidence = MAX(0.0f, Math::Vector3d::dotProduct(modelEyeNormal, vertexToLight));
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lightColor += l->color * attn * incidence;
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break;
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}
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case LightEntry::kDirectional: {
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float incidence = MAX(0.0f, Math::Vector3d::dotProduct(modelEyeNormal, -lightEyeDirection));
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lightColor += (l->color * incidence);
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break;
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}
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case LightEntry::kSpot: {
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Math::Vector3d vertexToLight = lightEyePosition.getXYZ() - modelEyePosition.getXYZ();
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float dist = vertexToLight.length();
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float attn = CLIP((l->falloffFar - dist) / MAX(0.001f, l->falloffFar - l->falloffNear), 0.0f, 1.0f);
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vertexToLight.normalize();
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float incidence = MAX(0.0f, modelEyeNormal.dotProduct(vertexToLight));
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float cosAngle = MAX(0.0f, vertexToLight.dotProduct(-lightEyeDirection));
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float cone = CLIP((cosAngle - l->innerConeAngle.getCosine()) / MAX(0.001f, l->outerConeAngle.getCosine() - l->innerConeAngle.getCosine()), 0.0f, 1.0f);
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lightColor += l->color * attn * incidence * cone;
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break;
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}
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default:
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break;
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}
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}
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lightColor.x() = CLIP(lightColor.x(), 0.0f, 1.0f);
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lightColor.y() = CLIP(lightColor.y(), 0.0f, 1.0f);
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lightColor.z() = CLIP(lightColor.z(), 0.0f, 1.0f);
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color = color * lightColor;
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vertex.r = color.x();
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vertex.g = color.y();
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vertex.b = color.z();
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}
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_faceVBO[index] = vertex;
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}
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glEnableClientState(GL_VERTEX_ARRAY);
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if (_gfx->computeLightsEnabled())
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glEnableClientState(GL_COLOR_ARRAY);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glEnableClientState(GL_NORMAL_ARRAY);
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@ -174,22 +277,28 @@ void OpenGLActorRenderer::render(const Math::Vector3d &position, float direction
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if (tex)
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glTexCoordPointer(2, GL_FLOAT, sizeof(ActorVertex), &_faceVBO[0].texS);
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glNormalPointer(GL_FLOAT, sizeof(ActorVertex), &_faceVBO[0].nx);
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if (_gfx->computeLightsEnabled())
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glColorPointer(3, GL_FLOAT, sizeof(ActorVertex), &_faceVBO[0].r);
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glDrawElements(GL_TRIANGLES, numVertexIndices, GL_UNSIGNED_INT, vertexIndices);
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glDisableClientState(GL_VERTEX_ARRAY);
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if (_gfx->computeLightsEnabled())
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glDisableClientState(GL_COLOR_ARRAY);
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glDisableClientState(GL_NORMAL_ARRAY);
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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}
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glDisable(GL_COLOR_MATERIAL);
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if (!_gfx->computeLightsEnabled())
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glDisable(GL_COLOR_MATERIAL);
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if (drawShadow) {
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glEnable(GL_BLEND);
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glEnable(GL_STENCIL_TEST);
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glDisable(GL_TEXTURE_2D);
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glDisable(GL_LIGHTING);
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if (!_gfx->computeLightsEnabled())
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glDisable(GL_LIGHTING);
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glMatrixMode(GL_PROJECTION);
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glLoadMatrixf(projectionMatrix.getData());
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@ -211,7 +320,8 @@ void OpenGLActorRenderer::render(const Math::Vector3d &position, float direction
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glDisableClientState(GL_VERTEX_ARRAY);
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}
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glEnable(GL_LIGHTING);
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if (!_gfx->computeLightsEnabled())
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glEnable(GL_LIGHTING);
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glEnable(GL_TEXTURE_2D);
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glDisable(GL_BLEND);
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glDisable(GL_STENCIL_TEST);
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@ -42,12 +42,18 @@ class OpenGLDriver;
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#include "common/pack-start.h"
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struct _ActorVertex {
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Math::Vector3d pos1;
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Math::Vector3d pos2;
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float pos1x;
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float pos1y;
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float pos1z;
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float pos2x;
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float pos2y;
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float pos2z;
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uint32 bone1;
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uint32 bone2;
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float boneWeight;
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Math::Vector3d normal;
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float normalx;
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float normaly;
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float normalz;
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float texS;
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float texT;
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float x;
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@ -59,6 +65,9 @@ struct _ActorVertex {
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float sx;
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float sy;
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float sz;
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float r;
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float g;
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float b;
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} PACKED_STRUCT;
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typedef _ActorVertex ActorVertex;
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@ -45,14 +45,14 @@ OpenGLPropRenderer::~OpenGLPropRenderer() {
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void OpenGLPropRenderer::render(const Math::Vector3d &position, float direction, const LightEntryArray &lights) {
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if (_modelIsDirty) {
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// Update the OpenGL Buffer Objects if required
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clearVertices();
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uploadVertices();
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_modelIsDirty = false;
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}
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_gfx->set3DMode();
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_gfx->setupLights(lights);
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if (!_gfx->computeLightsEnabled())
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_gfx->setupLights(lights);
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Math::Matrix4 model = getModelMatrix(position, direction);
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Math::Matrix4 view = StarkScene->getViewMatrix();
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@ -68,30 +68,130 @@ void OpenGLPropRenderer::render(const Math::Vector3d &position, float direction,
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glMatrixMode(GL_PROJECTION);
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glLoadMatrixf(projectionMatrix.getData());
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Math::Matrix4 normalMatrix;
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if (_gfx->computeLightsEnabled()) {
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projectionMatrix.transpose();
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modelViewMatrix.transpose();
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normalMatrix = modelViewMatrix;
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normalMatrix.invertAffineOrthonormal();
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}
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const Common::Array<Face> &faces = _model->getFaces();
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const Common::Array<Material> &materials = _model->getMaterials();
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glEnable(GL_COLOR_MATERIAL);
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if (!_gfx->computeLightsEnabled())
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glEnable(GL_COLOR_MATERIAL);
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for (Common::Array<Face>::const_iterator face = faces.begin(); face != faces.end(); ++face) {
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const Material &material = materials[face->materialId];
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// For each face draw its vertices from the VBO, indexed by the EBO
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Math::Vector3d color;
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const Gfx::Texture *tex = _texture->getTexture(material.texture);
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if (material.doubleSided)
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glColorMaterial(GL_FRONT_AND_BACK, GL_DIFFUSE);
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else
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glColorMaterial(GL_FRONT, GL_DIFFUSE);
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if (tex) {
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tex->bind();
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glColor3f(1.0f, 1.0f, 1.0f);
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} else {
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glBindTexture(GL_TEXTURE_2D, 0);
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glColor3f(material.r, material.g, material.b);
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auto vertexIndices = _faceEBO[face];
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auto numVertexIndices = (face)->vertexIndices.size();
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if (!_gfx->computeLightsEnabled()) {
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if (material.doubleSided)
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glColorMaterial(GL_FRONT_AND_BACK, GL_DIFFUSE);
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else
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glColorMaterial(GL_FRONT, GL_DIFFUSE);
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}
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for (uint32 i = 0; i < numVertexIndices; i++) {
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if (tex) {
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tex->bind();
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if (_gfx->computeLightsEnabled())
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color = Math::Vector3d(1.0f, 1.0f, 1.0f);
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else
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glColor3f(1.0f, 1.0f, 1.0f);
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} else {
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glBindTexture(GL_TEXTURE_2D, 0);
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if (_gfx->computeLightsEnabled())
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color = Math::Vector3d(material.r, material.g, material.b);
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else
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glColor3f(material.r, material.g, material.b);
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}
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if (_gfx->computeLightsEnabled()) {
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uint32 index = vertexIndices[i];
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auto vertex = _faceVBO[index];
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Math::Vector4d modelEyePosition = modelViewMatrix * Math::Vector4d(vertex.x, vertex.y, vertex.z, 1.0);
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Math::Vector3d modelEyeNormal = normalMatrix.getRotation() * Math::Vector3d(vertex.nx, vertex.ny, vertex.nz);
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modelEyeNormal.normalize();
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static const uint maxLights = 10;
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assert(lights.size() >= 1);
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assert(lights.size() <= maxLights);
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const LightEntry *ambient = lights[0];
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assert(ambient->type == LightEntry::kAmbient); // The first light must be the ambient light
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Math::Vector3d lightColor = ambient->color;
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for (uint li = 0; li < lights.size() - 1; li++) {
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const LightEntry *l = lights[li + 1];
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Math::Vector4d worldPosition;
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worldPosition.x() = l->position.x();
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worldPosition.y() = l->position.y();
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worldPosition.z() = l->position.z();
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worldPosition.w() = 1.0;
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Math::Vector4d lightEyePosition = view * worldPosition;
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Math::Vector3d worldDirection = l->direction;
|
||||
Math::Vector3d lightEyeDirection = view.getRotation() * worldDirection;
|
||||
lightEyeDirection.normalize();
|
||||
|
||||
switch (l->type) {
|
||||
case LightEntry::kPoint: {
|
||||
Math::Vector3d vertexToLight = lightEyePosition.getXYZ() - modelEyePosition.getXYZ();
|
||||
|
||||
float dist = vertexToLight.length();
|
||||
vertexToLight.normalize();
|
||||
float attn = CLIP((l->falloffFar - dist) / MAX(0.001f, l->falloffFar - l->falloffNear), 0.0f, 1.0f);
|
||||
float incidence = MAX(0.0f, Math::Vector3d::dotProduct(modelEyeNormal, vertexToLight));
|
||||
lightColor += l->color * attn * incidence;
|
||||
break;
|
||||
}
|
||||
case LightEntry::kDirectional: {
|
||||
float incidence = MAX(0.0f, Math::Vector3d::dotProduct(modelEyeNormal, -lightEyeDirection));
|
||||
lightColor += (l->color * incidence);
|
||||
break;
|
||||
}
|
||||
case LightEntry::kSpot: {
|
||||
Math::Vector3d vertexToLight = lightEyePosition.getXYZ() - modelEyePosition.getXYZ();
|
||||
|
||||
float dist = vertexToLight.length();
|
||||
float attn = CLIP((l->falloffFar - dist) / MAX(0.001f, l->falloffFar - l->falloffNear), 0.0f, 1.0f);
|
||||
|
||||
vertexToLight.normalize();
|
||||
float incidence = MAX(0.0f, modelEyeNormal.dotProduct(vertexToLight));
|
||||
|
||||
float cosAngle = MAX(0.0f, vertexToLight.dotProduct(-lightEyeDirection));
|
||||
float cone = CLIP((cosAngle - l->innerConeAngle.getCosine()) / MAX(0.001f, l->outerConeAngle.getCosine() - l->innerConeAngle.getCosine()), 0.0f, 1.0f);
|
||||
|
||||
lightColor += l->color * attn * incidence * cone;
|
||||
break;
|
||||
}
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
lightColor.x() = CLIP(lightColor.x(), 0.0f, 1.0f);
|
||||
lightColor.y() = CLIP(lightColor.y(), 0.0f, 1.0f);
|
||||
lightColor.z() = CLIP(lightColor.z(), 0.0f, 1.0f);
|
||||
color = color * lightColor;
|
||||
vertex.r = color.x();
|
||||
vertex.g = color.y();
|
||||
vertex.b = color.z();
|
||||
|
||||
_faceVBO[index] = vertex;
|
||||
}
|
||||
}
|
||||
|
||||
auto vertexIndices = _faceEBO[face];
|
||||
|
||||
glEnableClientState(GL_VERTEX_ARRAY);
|
||||
if (_gfx->computeLightsEnabled())
|
||||
glEnableClientState(GL_COLOR_ARRAY);
|
||||
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
||||
glEnableClientState(GL_NORMAL_ARRAY);
|
||||
|
||||
@ -99,15 +199,20 @@ void OpenGLPropRenderer::render(const Math::Vector3d &position, float direction,
|
||||
if (tex)
|
||||
glTexCoordPointer(2, GL_FLOAT, sizeof(PropVertex), &_faceVBO[0].texS);
|
||||
glNormalPointer(GL_FLOAT, sizeof(PropVertex), &_faceVBO[0].nx);
|
||||
if (_gfx->computeLightsEnabled())
|
||||
glColorPointer(3, GL_FLOAT, sizeof(PropVertex), &_faceVBO[0].r);
|
||||
|
||||
glDrawElements(GL_TRIANGLES, face->vertexIndices.size(), GL_UNSIGNED_INT, vertexIndices);
|
||||
|
||||
glDisableClientState(GL_VERTEX_ARRAY);
|
||||
if (_gfx->computeLightsEnabled())
|
||||
glDisableClientState(GL_COLOR_ARRAY);
|
||||
glDisableClientState(GL_NORMAL_ARRAY);
|
||||
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
||||
|
||||
}
|
||||
glDisable(GL_COLOR_MATERIAL);
|
||||
if (!_gfx->computeLightsEnabled())
|
||||
glDisable(GL_COLOR_MATERIAL);
|
||||
}
|
||||
|
||||
void OpenGLPropRenderer::clearVertices() {
|
||||
|
@ -51,6 +51,9 @@ struct _PropVertex {
|
||||
float nz;
|
||||
float texS;
|
||||
float texT;
|
||||
float r;
|
||||
float g;
|
||||
float b;
|
||||
} PACKED_STRUCT;
|
||||
typedef _PropVertex PropVertex;
|
||||
|
||||
|
@ -191,6 +191,10 @@ void OpenGLSDriver::set3DMode() {
|
||||
glStencilOp(GL_KEEP, GL_KEEP, GL_INCR);
|
||||
}
|
||||
|
||||
bool OpenGLSDriver::computeLightsEnabled() {
|
||||
return false;
|
||||
}
|
||||
|
||||
Common::Rect OpenGLSDriver::getViewport() const {
|
||||
return _viewport;
|
||||
}
|
||||
|
@ -65,6 +65,7 @@ public:
|
||||
void start2DMode();
|
||||
void end2DMode();
|
||||
void set3DMode() override;
|
||||
bool computeLightsEnabled() override;
|
||||
|
||||
Common::Rect getViewport() const;
|
||||
Common::Rect getUnscaledViewport() const;
|
||||
|
Loading…
Reference in New Issue
Block a user