STARK: Added alternate ligthing for OpenGL

This commit is contained in:
Paweł Kołodziejski 2021-10-18 23:28:38 +02:00
parent 35dc4ea20a
commit d6b2f9ec02
No known key found for this signature in database
GPG Key ID: 0BDADC9E74440FF7
9 changed files with 285 additions and 41 deletions

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@ -131,6 +131,7 @@ public:
virtual Graphics::Surface *getViewportScreenshot() const = 0; virtual Graphics::Surface *getViewportScreenshot() const = 0;
virtual void set3DMode() = 0; virtual void set3DMode() = 0;
virtual bool computeLightsEnabled() = 0;
static const int32 kOriginalWidth = 640; static const int32 kOriginalWidth = 640;
static const int32 kOriginalHeight = 480; static const int32 kOriginalHeight = 480;
@ -145,6 +146,7 @@ protected:
static void flipVertical(Graphics::Surface *s); static void flipVertical(Graphics::Surface *s);
Common::Rect _screenViewport; Common::Rect _screenViewport;
bool _computeLights;
}; };
} // End of namespace Gfx } // End of namespace Gfx

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@ -43,6 +43,7 @@ namespace Stark {
namespace Gfx { namespace Gfx {
OpenGLDriver::OpenGLDriver() { OpenGLDriver::OpenGLDriver() {
_computeLights = true;
} }
OpenGLDriver::~OpenGLDriver() { OpenGLDriver::~OpenGLDriver() {
@ -60,6 +61,7 @@ void OpenGLDriver::init() {
glLoadIdentity(); glLoadIdentity();
glMatrixMode(GL_MODELVIEW); glMatrixMode(GL_MODELVIEW);
glLoadIdentity(); glLoadIdentity();
glDisable(GL_LIGHTING);
} }
void OpenGLDriver::setScreenViewport(bool noScaling) { void OpenGLDriver::setScreenViewport(bool noScaling) {
@ -231,7 +233,8 @@ void OpenGLDriver::start2DMode() {
glDisable(GL_DEPTH_TEST); glDisable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE); glDepthMask(GL_FALSE);
glDisable(GL_LIGHTING); if (!_computeLights)
glDisable(GL_LIGHTING);
} }
void OpenGLDriver::end2DMode() { void OpenGLDriver::end2DMode() {
@ -240,7 +243,6 @@ void OpenGLDriver::end2DMode() {
glEnable(GL_DEPTH_TEST); glEnable(GL_DEPTH_TEST);
glDepthMask(GL_TRUE); glDepthMask(GL_TRUE);
glEnable(GL_LIGHTING);
} }
void OpenGLDriver::set3DMode() { void OpenGLDriver::set3DMode() {
@ -252,6 +254,13 @@ void OpenGLDriver::set3DMode() {
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glStencilFunc(GL_EQUAL, 0, 0xFF); glStencilFunc(GL_EQUAL, 0, 0xFF);
glStencilOp(GL_KEEP, GL_KEEP, GL_INCR); glStencilOp(GL_KEEP, GL_KEEP, GL_INCR);
if (!_computeLights)
glEnable(GL_LIGHTING);
}
bool OpenGLDriver::computeLightsEnabled() {
return _computeLights;
} }
Common::Rect OpenGLDriver::getViewport() const { Common::Rect OpenGLDriver::getViewport() const {

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@ -58,6 +58,7 @@ public:
void start2DMode(); void start2DMode();
void end2DMode(); void end2DMode();
void set3DMode() override; void set3DMode() override;
bool computeLightsEnabled() override;
Common::Rect getViewport() const; Common::Rect getViewport() const;
Common::Rect getUnscaledViewport() const; Common::Rect getUnscaledViewport() const;

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@ -66,7 +66,8 @@ void OpenGLActorRenderer::render(const Math::Vector3d &position, float direction
Math::Vector3d lightDirection; Math::Vector3d lightDirection;
_gfx->set3DMode(); _gfx->set3DMode();
_gfx->setupLights(lights); if (!_gfx->computeLightsEnabled())
_gfx->setupLights(lights);
Math::Matrix4 model = getModelMatrix(position, direction); Math::Matrix4 model = getModelMatrix(position, direction);
Math::Matrix4 view = StarkScene->getViewMatrix(); Math::Matrix4 view = StarkScene->getViewMatrix();
@ -82,6 +83,15 @@ void OpenGLActorRenderer::render(const Math::Vector3d &position, float direction
glMatrixMode(GL_PROJECTION); glMatrixMode(GL_PROJECTION);
glLoadMatrixf(projectionMatrix.getData()); glLoadMatrixf(projectionMatrix.getData());
Math::Matrix4 normalMatrix;
if (_gfx->computeLightsEnabled()) {
projectionMatrix.transpose();
modelViewMatrix.transpose();
normalMatrix = modelViewMatrix;
normalMatrix.invertAffineOrthonormal();
}
Math::Matrix4 mvp; Math::Matrix4 mvp;
if (drawShadow) { if (drawShadow) {
mvp = view * model; mvp = view * model;
@ -97,28 +107,37 @@ void OpenGLActorRenderer::render(const Math::Vector3d &position, float direction
Common::Array<Material *> mats = _model->getMaterials(); Common::Array<Material *> mats = _model->getMaterials();
const Common::Array<BoneNode *> &bones = _model->getBones(); const Common::Array<BoneNode *> &bones = _model->getBones();
glColorMaterial(GL_FRONT_AND_BACK, GL_DIFFUSE); if (!_gfx->computeLightsEnabled()) {
glEnable(GL_COLOR_MATERIAL); glColorMaterial(GL_FRONT_AND_BACK, GL_DIFFUSE);
glEnable(GL_COLOR_MATERIAL);
}
for (Common::Array<Face *>::const_iterator face = faces.begin(); face != faces.end(); ++face) { for (Common::Array<Face *>::const_iterator face = faces.begin(); face != faces.end(); ++face) {
const Material *material = mats[(*face)->materialId]; const Material *material = mats[(*face)->materialId];
Math::Vector3d color;
const Gfx::Texture *tex = resolveTexture(material); const Gfx::Texture *tex = resolveTexture(material);
if (tex) {
tex->bind();
glColor3f(1.0f, 1.0f, 1.0f);
} else {
glBindTexture(GL_TEXTURE_2D, 0);
glColor3f(material->r, material->g, material->b);
}
auto vertexIndices = _faceEBO[*face]; auto vertexIndices = _faceEBO[*face];
auto numVertexIndices = (*face)->vertexIndices.size(); auto numVertexIndices = (*face)->vertexIndices.size();
for (uint32 i = 0; i < numVertexIndices; i++) { for (uint32 i = 0; i < numVertexIndices; i++) {
if (tex) {
tex->bind();
if (_gfx->computeLightsEnabled())
color = Math::Vector3d(1.0f, 1.0f, 1.0f);
else
glColor3f(1.0f, 1.0f, 1.0f);
} else {
glBindTexture(GL_TEXTURE_2D, 0);
if (_gfx->computeLightsEnabled())
color = Math::Vector3d(material->r, material->g, material->b);
else
glColor3f(material->r, material->g, material->b);
}
uint32 index = vertexIndices[i]; uint32 index = vertexIndices[i];
auto vertex = _faceVBO[index]; auto vertex = _faceVBO[index];
uint32 bone1 = vertex.bone1; uint32 bone1 = vertex.bone1;
uint32 bone2 = vertex.bone2; uint32 bone2 = vertex.bone2;
Math::Vector3d position1 = vertex.pos1; Math::Vector3d position1 = Math::Vector3d(vertex.pos1x, vertex.pos1y, vertex.pos1z);
Math::Vector3d position2 = vertex.pos2; Math::Vector3d position2 = Math::Vector3d(vertex.pos2x, vertex.pos2y, vertex.pos2z);
Math::Vector3d bone1Position = Math::Vector3d(bones[bone1]->_animPos.x(), Math::Vector3d bone1Position = Math::Vector3d(bones[bone1]->_animPos.x(),
bones[bone1]->_animPos.y(), bones[bone1]->_animPos.y(),
bones[bone1]->_animPos.z()); bones[bone1]->_animPos.z());
@ -134,7 +153,7 @@ void OpenGLActorRenderer::render(const Math::Vector3d &position, float direction
bones[bone2]->_animRot.z(), bones[bone2]->_animRot.z(),
bones[bone2]->_animRot.w()); bones[bone2]->_animRot.w());
float boneWeight = vertex.boneWeight; float boneWeight = vertex.boneWeight;
Math::Vector3d normal = vertex.normal; Math::Vector3d normal = Math::Vector3d(vertex.normalx, vertex.normaly, vertex.normalz);
// Compute the vertex position in eye-space // Compute the vertex position in eye-space
bone1Rotation.transform(position1); bone1Rotation.transform(position1);
@ -145,7 +164,13 @@ void OpenGLActorRenderer::render(const Math::Vector3d &position, float direction
vertex.x = modelPosition.x(); vertex.x = modelPosition.x();
vertex.y = modelPosition.y(); vertex.y = modelPosition.y();
vertex.z = modelPosition.z(); vertex.z = modelPosition.z();
Math::Vector4d modelEyePosition;
if (_gfx->computeLightsEnabled()) {
modelEyePosition = modelViewMatrix * Math::Vector4d(modelPosition.x(),
modelPosition.y(),
modelPosition.z(),
1.0);
}
// Compute the vertex normal in eye-space // Compute the vertex normal in eye-space
Math::Vector3d n1 = normal; Math::Vector3d n1 = normal;
bone1Rotation.transform(n1); bone1Rotation.transform(n1);
@ -155,6 +180,11 @@ void OpenGLActorRenderer::render(const Math::Vector3d &position, float direction
vertex.nx = modelNormal.x(); vertex.nx = modelNormal.x();
vertex.ny = modelNormal.y(); vertex.ny = modelNormal.y();
vertex.nz = modelNormal.z(); vertex.nz = modelNormal.z();
Math::Vector3d modelEyeNormal;
if (_gfx->computeLightsEnabled()) {
modelEyeNormal = normalMatrix.getRotation() * modelNormal;
modelEyeNormal.normalize();
}
if (drawShadow) { if (drawShadow) {
Math::Vector3d shadowPosition = modelPosition + lightDirection * (-modelPosition.y() / lightDirection.y()); Math::Vector3d shadowPosition = modelPosition + lightDirection * (-modelPosition.y() / lightDirection.y());
@ -163,10 +193,83 @@ void OpenGLActorRenderer::render(const Math::Vector3d &position, float direction
vertex.sz = shadowPosition.z(); vertex.sz = shadowPosition.z();
} }
if (_gfx->computeLightsEnabled()) {
static const uint maxLights = 10;
assert(lights.size() >= 1);
assert(lights.size() <= maxLights);
const LightEntry *ambient = lights[0];
assert(ambient->type == LightEntry::kAmbient); // The first light must be the ambient light
Math::Vector3d lightColor = ambient->color;
for (uint li = 0; li < lights.size() - 1; li++) {
const LightEntry *l = lights[li + 1];
Math::Vector4d worldPosition;
worldPosition.x() = l->position.x();
worldPosition.y() = l->position.y();
worldPosition.z() = l->position.z();
worldPosition.w() = 1.0;
Math::Vector4d lightEyePosition = view * worldPosition;
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; _faceVBO[index] = vertex;
} }
glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_VERTEX_ARRAY);
if (_gfx->computeLightsEnabled())
glEnableClientState(GL_COLOR_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glEnableClientState(GL_NORMAL_ARRAY); glEnableClientState(GL_NORMAL_ARRAY);
@ -174,22 +277,28 @@ void OpenGLActorRenderer::render(const Math::Vector3d &position, float direction
if (tex) if (tex)
glTexCoordPointer(2, GL_FLOAT, sizeof(ActorVertex), &_faceVBO[0].texS); glTexCoordPointer(2, GL_FLOAT, sizeof(ActorVertex), &_faceVBO[0].texS);
glNormalPointer(GL_FLOAT, sizeof(ActorVertex), &_faceVBO[0].nx); glNormalPointer(GL_FLOAT, sizeof(ActorVertex), &_faceVBO[0].nx);
if (_gfx->computeLightsEnabled())
glColorPointer(3, GL_FLOAT, sizeof(ActorVertex), &_faceVBO[0].r);
glDrawElements(GL_TRIANGLES, numVertexIndices, GL_UNSIGNED_INT, vertexIndices); glDrawElements(GL_TRIANGLES, numVertexIndices, GL_UNSIGNED_INT, vertexIndices);
glDisableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_VERTEX_ARRAY);
if (_gfx->computeLightsEnabled())
glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_NORMAL_ARRAY); glDisableClientState(GL_NORMAL_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY); glDisableClientState(GL_TEXTURE_COORD_ARRAY);
} }
glDisable(GL_COLOR_MATERIAL); if (!_gfx->computeLightsEnabled())
glDisable(GL_COLOR_MATERIAL);
if (drawShadow) { if (drawShadow) {
glEnable(GL_BLEND); glEnable(GL_BLEND);
glEnable(GL_STENCIL_TEST); glEnable(GL_STENCIL_TEST);
glDisable(GL_TEXTURE_2D); glDisable(GL_TEXTURE_2D);
glDisable(GL_LIGHTING); if (!_gfx->computeLightsEnabled())
glDisable(GL_LIGHTING);
glMatrixMode(GL_PROJECTION); glMatrixMode(GL_PROJECTION);
glLoadMatrixf(projectionMatrix.getData()); glLoadMatrixf(projectionMatrix.getData());
@ -211,7 +320,8 @@ void OpenGLActorRenderer::render(const Math::Vector3d &position, float direction
glDisableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_VERTEX_ARRAY);
} }
glEnable(GL_LIGHTING); if (!_gfx->computeLightsEnabled())
glEnable(GL_LIGHTING);
glEnable(GL_TEXTURE_2D); glEnable(GL_TEXTURE_2D);
glDisable(GL_BLEND); glDisable(GL_BLEND);
glDisable(GL_STENCIL_TEST); glDisable(GL_STENCIL_TEST);

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@ -42,12 +42,18 @@ class OpenGLDriver;
#include "common/pack-start.h" #include "common/pack-start.h"
struct _ActorVertex { struct _ActorVertex {
Math::Vector3d pos1; float pos1x;
Math::Vector3d pos2; float pos1y;
float pos1z;
float pos2x;
float pos2y;
float pos2z;
uint32 bone1; uint32 bone1;
uint32 bone2; uint32 bone2;
float boneWeight; float boneWeight;
Math::Vector3d normal; float normalx;
float normaly;
float normalz;
float texS; float texS;
float texT; float texT;
float x; float x;
@ -59,6 +65,9 @@ struct _ActorVertex {
float sx; float sx;
float sy; float sy;
float sz; float sz;
float r;
float g;
float b;
} PACKED_STRUCT; } PACKED_STRUCT;
typedef _ActorVertex ActorVertex; typedef _ActorVertex ActorVertex;

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@ -45,14 +45,14 @@ OpenGLPropRenderer::~OpenGLPropRenderer() {
void OpenGLPropRenderer::render(const Math::Vector3d &position, float direction, const LightEntryArray &lights) { void OpenGLPropRenderer::render(const Math::Vector3d &position, float direction, const LightEntryArray &lights) {
if (_modelIsDirty) { if (_modelIsDirty) {
// Update the OpenGL Buffer Objects if required
clearVertices(); clearVertices();
uploadVertices(); uploadVertices();
_modelIsDirty = false; _modelIsDirty = false;
} }
_gfx->set3DMode(); _gfx->set3DMode();
_gfx->setupLights(lights); if (!_gfx->computeLightsEnabled())
_gfx->setupLights(lights);
Math::Matrix4 model = getModelMatrix(position, direction); Math::Matrix4 model = getModelMatrix(position, direction);
Math::Matrix4 view = StarkScene->getViewMatrix(); Math::Matrix4 view = StarkScene->getViewMatrix();
@ -68,30 +68,130 @@ void OpenGLPropRenderer::render(const Math::Vector3d &position, float direction,
glMatrixMode(GL_PROJECTION); glMatrixMode(GL_PROJECTION);
glLoadMatrixf(projectionMatrix.getData()); glLoadMatrixf(projectionMatrix.getData());
Math::Matrix4 normalMatrix;
if (_gfx->computeLightsEnabled()) {
projectionMatrix.transpose();
modelViewMatrix.transpose();
normalMatrix = modelViewMatrix;
normalMatrix.invertAffineOrthonormal();
}
const Common::Array<Face> &faces = _model->getFaces(); const Common::Array<Face> &faces = _model->getFaces();
const Common::Array<Material> &materials = _model->getMaterials(); const Common::Array<Material> &materials = _model->getMaterials();
glEnable(GL_COLOR_MATERIAL); if (!_gfx->computeLightsEnabled())
glEnable(GL_COLOR_MATERIAL);
for (Common::Array<Face>::const_iterator face = faces.begin(); face != faces.end(); ++face) { for (Common::Array<Face>::const_iterator face = faces.begin(); face != faces.end(); ++face) {
const Material &material = materials[face->materialId]; const Material &material = materials[face->materialId];
Math::Vector3d color;
// For each face draw its vertices from the VBO, indexed by the EBO
const Gfx::Texture *tex = _texture->getTexture(material.texture); const Gfx::Texture *tex = _texture->getTexture(material.texture);
if (material.doubleSided) auto vertexIndices = _faceEBO[face];
glColorMaterial(GL_FRONT_AND_BACK, GL_DIFFUSE); auto numVertexIndices = (face)->vertexIndices.size();
else if (!_gfx->computeLightsEnabled()) {
glColorMaterial(GL_FRONT, GL_DIFFUSE); if (material.doubleSided)
if (tex) { glColorMaterial(GL_FRONT_AND_BACK, GL_DIFFUSE);
tex->bind(); else
glColor3f(1.0f, 1.0f, 1.0f); glColorMaterial(GL_FRONT, GL_DIFFUSE);
} else { }
glBindTexture(GL_TEXTURE_2D, 0); for (uint32 i = 0; i < numVertexIndices; i++) {
glColor3f(material.r, material.g, material.b); if (tex) {
tex->bind();
if (_gfx->computeLightsEnabled())
color = Math::Vector3d(1.0f, 1.0f, 1.0f);
else
glColor3f(1.0f, 1.0f, 1.0f);
} else {
glBindTexture(GL_TEXTURE_2D, 0);
if (_gfx->computeLightsEnabled())
color = Math::Vector3d(material.r, material.g, material.b);
else
glColor3f(material.r, material.g, material.b);
}
if (_gfx->computeLightsEnabled()) {
uint32 index = vertexIndices[i];
auto vertex = _faceVBO[index];
Math::Vector4d modelEyePosition = modelViewMatrix * Math::Vector4d(vertex.x, vertex.y, vertex.z, 1.0);
Math::Vector3d modelEyeNormal = normalMatrix.getRotation() * Math::Vector3d(vertex.nx, vertex.ny, vertex.nz);
modelEyeNormal.normalize();
static const uint maxLights = 10;
assert(lights.size() >= 1);
assert(lights.size() <= maxLights);
const LightEntry *ambient = lights[0];
assert(ambient->type == LightEntry::kAmbient); // The first light must be the ambient light
Math::Vector3d lightColor = ambient->color;
for (uint li = 0; li < lights.size() - 1; li++) {
const LightEntry *l = lights[li + 1];
Math::Vector4d worldPosition;
worldPosition.x() = l->position.x();
worldPosition.y() = l->position.y();
worldPosition.z() = l->position.z();
worldPosition.w() = 1.0;
Math::Vector4d lightEyePosition = view * worldPosition;
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); glEnableClientState(GL_VERTEX_ARRAY);
if (_gfx->computeLightsEnabled())
glEnableClientState(GL_COLOR_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glEnableClientState(GL_NORMAL_ARRAY); glEnableClientState(GL_NORMAL_ARRAY);
@ -99,15 +199,20 @@ void OpenGLPropRenderer::render(const Math::Vector3d &position, float direction,
if (tex) if (tex)
glTexCoordPointer(2, GL_FLOAT, sizeof(PropVertex), &_faceVBO[0].texS); glTexCoordPointer(2, GL_FLOAT, sizeof(PropVertex), &_faceVBO[0].texS);
glNormalPointer(GL_FLOAT, sizeof(PropVertex), &_faceVBO[0].nx); 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); glDrawElements(GL_TRIANGLES, face->vertexIndices.size(), GL_UNSIGNED_INT, vertexIndices);
glDisableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_VERTEX_ARRAY);
if (_gfx->computeLightsEnabled())
glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_NORMAL_ARRAY); glDisableClientState(GL_NORMAL_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY); glDisableClientState(GL_TEXTURE_COORD_ARRAY);
} }
glDisable(GL_COLOR_MATERIAL); if (!_gfx->computeLightsEnabled())
glDisable(GL_COLOR_MATERIAL);
} }
void OpenGLPropRenderer::clearVertices() { void OpenGLPropRenderer::clearVertices() {

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@ -51,6 +51,9 @@ struct _PropVertex {
float nz; float nz;
float texS; float texS;
float texT; float texT;
float r;
float g;
float b;
} PACKED_STRUCT; } PACKED_STRUCT;
typedef _PropVertex PropVertex; typedef _PropVertex PropVertex;

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@ -191,6 +191,10 @@ void OpenGLSDriver::set3DMode() {
glStencilOp(GL_KEEP, GL_KEEP, GL_INCR); glStencilOp(GL_KEEP, GL_KEEP, GL_INCR);
} }
bool OpenGLSDriver::computeLightsEnabled() {
return false;
}
Common::Rect OpenGLSDriver::getViewport() const { Common::Rect OpenGLSDriver::getViewport() const {
return _viewport; return _viewport;
} }

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@ -65,6 +65,7 @@ public:
void start2DMode(); void start2DMode();
void end2DMode(); void end2DMode();
void set3DMode() override; void set3DMode() override;
bool computeLightsEnabled() override;
Common::Rect getViewport() const; Common::Rect getViewport() const;
Common::Rect getUnscaledViewport() const; Common::Rect getUnscaledViewport() const;