/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * 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 3 of the License, or * (at your option) any later version. * * 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. * * You should have received a copy of the GNU General Public License * along with this program. If not, see . * */ #include "common/rect.h" #include "common/textconsole.h" #if defined(USE_OPENGL_GAME) #include "graphics/opengl/context.h" #include "graphics/surface.h" #include "engines/myst3/gfx.h" #include "engines/myst3/gfx_opengl.h" #include "engines/myst3/gfx_opengl_texture.h" namespace Myst3 { Renderer *CreateGfxOpenGL(OSystem *system) { return new OpenGLRenderer(system); } OpenGLRenderer::OpenGLRenderer(OSystem *system) : Renderer(system) { } OpenGLRenderer::~OpenGLRenderer() { } Texture *OpenGLRenderer::createTexture3D(const Graphics::Surface *surface) { return new OpenGLTexture(surface); } void OpenGLRenderer::init() { debug("Initializing OpenGL Renderer"); computeScreenViewport(); // Check the available OpenGL extensions if (!OpenGLContext.NPOTSupported) { warning("GL_ARB_texture_non_power_of_two is not available."); } glMatrixMode(GL_PROJECTION); glLoadIdentity(); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glDisable(GL_LIGHTING); glEnable(GL_TEXTURE_2D); glEnable(GL_DEPTH_TEST); } void OpenGLRenderer::clear() { glClearColor(0.f, 0.f, 0.f, 1.f); // Solid black glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glColor3f(1.0f, 1.0f, 1.0f); } void OpenGLRenderer::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()); } else { // ... otherwise, draw on the whole screen glViewport(0, 0, _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()); } if (is3D) { glMatrixMode(GL_PROJECTION); glLoadMatrixf(_projectionMatrix.getData()); glMatrixMode(GL_MODELVIEW); glLoadMatrixf(_modelViewMatrix.getData()); } else { glMatrixMode(GL_PROJECTION); glLoadIdentity(); if (!window) { if (scaled) { glOrtho(0.0, kOriginalWidth, kOriginalHeight, 0.0, -1.0, 1.0); } else { glOrtho(0.0, _system->getWidth(), _system->getHeight(), 0.0, -1.0, 1.0); } } else { if (scaled) { Common::Rect originalRect = window->getOriginalPosition(); glOrtho(0.0, originalRect.width(), originalRect.height(), 0.0, -1.0, 1.0); } else { Common::Rect vp = window->getPosition(); glOrtho(0.0, vp.width(), vp.height(), 0.0, -1.0, 1.0); } } glMatrixMode(GL_MODELVIEW); glLoadIdentity(); } } void OpenGLRenderer::drawRect2D(const Common::Rect &rect, uint8 a, uint8 r, uint8 g, uint8 b) { glDisable(GL_TEXTURE_2D); glColor4ub(r, g, b, a); if (a != 255) { glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); } glBegin(GL_TRIANGLE_STRIP); glVertex3f(rect.left, rect.bottom, 0.0f); glVertex3f(rect.right, rect.bottom, 0.0f); glVertex3f(rect.left, rect.top, 0.0f); glVertex3f(rect.right, rect.top, 0.0f); glEnd(); glDisable(GL_BLEND); } void OpenGLRenderer::drawTexturedRect2D(const Common::Rect &screenRect, const Common::Rect &textureRect, Texture *texture, float transparency, bool additiveBlending) { OpenGLTexture *glTexture = static_cast(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; float sLeft = screenRect.left; float sTop = screenRect.top; float sRight = sLeft + screenRect.width(); float sBottom = sTop + screenRect.height(); if (glTexture->upsideDown) { SWAP(sTop, sBottom); } 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; } glEnable(GL_TEXTURE_2D); glColor4f(1.0f, 1.0f, 1.0f, transparency); glDepthMask(GL_FALSE); glBindTexture(GL_TEXTURE_2D, glTexture->id); glBegin(GL_TRIANGLE_STRIP); glTexCoord2f(tLeft, tTop + tHeight); glVertex3f(sLeft + 0, sBottom, 1.0f); glTexCoord2f(tLeft + tWidth, tTop + tHeight); glVertex3f(sRight, sBottom, 1.0f); glTexCoord2f(tLeft, tTop); glVertex3f(sLeft + 0, sTop + 0, 1.0f); glTexCoord2f(tLeft + tWidth, tTop); glVertex3f(sRight, sTop + 0, 1.0f); glEnd(); glDisable(GL_BLEND); glDepthMask(GL_TRUE); } void OpenGLRenderer::draw2DText(const Common::String &text, const Common::Point &position) { OpenGLTexture *glFont = static_cast(_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); glEnable(GL_TEXTURE_2D); glDepthMask(GL_FALSE); glColor3f(1.0f, 1.0f, 1.0f); glBindTexture(GL_TEXTURE_2D, glFont->id); int x = position.x; int y = position.y; for (uint i = 0; i < textToDraw.size(); i++) { Common::Rect textureRect = getFontCharacterRect(textToDraw[i]); int w = textureRect.width(); int h = textureRect.height(); 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; glBegin(GL_QUADS); glTexCoord2f(cx, cy + ch); glVertex3f(x, y, 1.0f); glTexCoord2f(cx + cw, cy + ch); glVertex3f(x + w, y, 1.0f); glTexCoord2f(cx + cw, cy); glVertex3f(x + w, y + h, 1.0f); glTexCoord2f(cx, cy); glVertex3f(x, y + h, 1.0f); glEnd(); x += textureRect.width() - 3; } glDisable(GL_TEXTURE_2D); glDisable(GL_BLEND); glDepthMask(GL_TRUE); } void OpenGLRenderer::drawFace(uint face, Texture *texture) { OpenGLTexture *glTexture = static_cast(texture); // Used fragment of the texture const float w = glTexture->width / (float) glTexture->internalWidth; const float h = glTexture->height / (float) glTexture->internalHeight; glBindTexture(GL_TEXTURE_2D, glTexture->id); glBegin(GL_TRIANGLE_STRIP); for (uint i = 0; i < 4; i++) { glTexCoord2f(w * cubeVertices[5 * (4 * face + i) + 0], h * cubeVertices[5 * (4 * face + i) + 1]); glVertex3f(cubeVertices[5 * (4 * face + i) + 2], cubeVertices[5 * (4 * face + i) + 3], cubeVertices[5 * (4 * face + i) + 4]); } glEnd(); } void OpenGLRenderer::drawCube(Texture **textures) { glEnable(GL_TEXTURE_2D); glDepthMask(GL_FALSE); for (uint i = 0; i < 6; i++) { drawFace(i, textures[i]); } glDepthMask(GL_TRUE); } void OpenGLRenderer::drawTexturedRect3D(const Math::Vector3d &topLeft, const Math::Vector3d &bottomLeft, const Math::Vector3d &topRight, const Math::Vector3d &bottomRight, Texture *texture) { OpenGLTexture *glTexture = static_cast(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); glBegin(GL_TRIANGLE_STRIP); glTexCoord2f(0, 0); glVertex3f(-topLeft.x(), topLeft.y(), topLeft.z()); glTexCoord2f(0, h); glVertex3f(-bottomLeft.x(), bottomLeft.y(), bottomLeft.z()); glTexCoord2f(w, 0); glVertex3f(-topRight.x(), topRight.y(), topRight.z()); glTexCoord2f(w, h); glVertex3f(-bottomRight.x(), bottomRight.y(), bottomRight.z()); glEnd(); glDisable(GL_BLEND); glDepthMask(GL_TRUE); } Graphics::Surface *OpenGLRenderer::getScreenshot() { Common::Rect screen = viewport(); Graphics::Surface *s = new Graphics::Surface(); s->create(screen.width(), screen.height(), Texture::getRGBAPixelFormat()); glReadPixels(screen.left, screen.top, screen.width(), screen.height(), GL_RGBA, GL_UNSIGNED_BYTE, s->getPixels()); flipVertical(s); return s; } Texture *OpenGLRenderer::copyScreenshotToTexture() { OpenGLTexture *texture = new OpenGLTexture(); Common::Rect screen = viewport(); texture->copyFromFramebuffer(screen); return texture; } } // End of namespace Myst3 #endif