/* 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. * * 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, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * */ // 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. */ #if defined(WIN32) #include // 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/vector2d.h" #include "math/rect2d.h" #include "math/quat.h" #include "graphics/opengles2/shader.h" #include "engines/myst3/gfx.h" #include "engines/myst3/gfx_opengl_texture.h" #include "engines/myst3/gfx_opengl_shaders.h" namespace Myst3 { Renderer *CreateGfxOpenGLShader(OSystem *system) { return new ShaderRenderer(system); } static const GLfloat box_vertices[] = { // XS YT 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 1.0, 1.0, }; static const GLfloat cube_vertices[] = { // S T X Y Z 0.0f, 1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 1.0f, -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f, 1.0f, 0.0f, -1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, -1.0f, -1.0f, 1.0f, 1.0f, -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 1.0f, -1.0f, 1.0f, 1.0f, 0.0f, -1.0f, -1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 1.0f, -1.0f, 0.0f, 1.0f, -1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, -1.0f, 1.0f, 1.0f, }; void ShaderRenderer::setupQuadEBO() { unsigned short quad_indices[6 * 100]; unsigned short start = 0; for (unsigned short *p = quad_indices; p < &quad_indices[6 * 100]; p += 6) { p[0] = p[3] = start++; p[1] = start++; p[2] = p[4] = start++; p[5] = start++; } _quadEBO = Graphics::Shader::createBuffer(GL_ELEMENT_ARRAY_BUFFER, sizeof(quad_indices), quad_indices, GL_STATIC_DRAW); } static Math::Vector2d scaled(float x, float y) { return Math::Vector2d(x / Renderer::kOriginalWidth, y / Renderer::kOriginalHeight); } ShaderRenderer::ShaderRenderer(OSystem *system) : BaseRenderer(system), _prevText(""), _prevTextPosition(0,0), _viewport(Math::Vector2d(0.0, 0.0), Math::Vector2d(kOriginalWidth, kOriginalHeight)), _box_shader(nullptr), _cube_shader(nullptr), _rect3d_shader(nullptr), _text_shader(nullptr), _boxVBO(0), _cubeVBO(0), _rect3dVBO(0), _textVBO(0), _quadEBO(0) { } ShaderRenderer::~ShaderRenderer() { Graphics::Shader::freeBuffer(_boxVBO); Graphics::Shader::freeBuffer(_cubeVBO); Graphics::Shader::freeBuffer(_rect3dVBO); Graphics::Shader::freeBuffer(_textVBO); Graphics::Shader::freeBuffer(_quadEBO); delete _box_shader; delete _cube_shader; delete _rect3d_shader; delete _text_shader; } Texture *ShaderRenderer::createTexture(const Graphics::Surface *surface) { return new OpenGLTexture(surface); } void ShaderRenderer::freeTexture(Texture *texture) { OpenGLTexture *glTexture = static_cast(texture); delete glTexture; } void ShaderRenderer::init(Graphics::PixelBuffer &screenBuffer) { debug("Initializing OpenGL Renderer with shaders"); glEnable(GL_TEXTURE_2D); glEnable(GL_DEPTH_TEST); static const char* attributes[] = { "position", "texcoord", NULL }; _box_shader = Graphics::Shader::fromFiles("myst3_box", attributes); _boxVBO = Graphics::Shader::createBuffer(GL_ARRAY_BUFFER, sizeof(box_vertices), box_vertices); _box_shader->enableVertexAttribute("position", _boxVBO, 2, GL_FLOAT, GL_TRUE, 2 * sizeof(float), 0); _box_shader->enableVertexAttribute("texcoord", _boxVBO, 2, GL_FLOAT, GL_TRUE, 2 * sizeof(float), 0); _cube_shader = Graphics::Shader::fromFiles("myst3_cube", attributes); _cubeVBO = Graphics::Shader::createBuffer(GL_ARRAY_BUFFER, sizeof(cube_vertices), cube_vertices); _cube_shader->enableVertexAttribute("texcoord", _cubeVBO, 2, GL_FLOAT, GL_TRUE, 5 * sizeof(float), 0); _cube_shader->enableVertexAttribute("position", _cubeVBO, 3, GL_FLOAT, GL_TRUE, 5 * sizeof(float), 2 * sizeof(float)); _rect3d_shader = Graphics::Shader::fromFiles("myst3_cube", attributes); _rect3dVBO = Graphics::Shader::createBuffer(GL_ARRAY_BUFFER, 20 * sizeof(float), NULL); _rect3d_shader->enableVertexAttribute("texcoord", _rect3dVBO, 2, GL_FLOAT, GL_TRUE, 5 * sizeof(float), 0); _rect3d_shader->enableVertexAttribute("position", _rect3dVBO, 3, GL_FLOAT, GL_TRUE, 5 * sizeof(float), 2 * sizeof(float)); _text_shader = Graphics::Shader::fromFiles("myst3_text", attributes); _textVBO = Graphics::Shader::createBuffer(GL_ARRAY_BUFFER, 100 * 16 * sizeof(float), NULL, GL_DYNAMIC_DRAW); _text_shader->enableVertexAttribute("texcoord", _textVBO, 2, GL_FLOAT, GL_TRUE, 4 * sizeof(float), 0); _text_shader->enableVertexAttribute("position", _textVBO, 2, GL_FLOAT, GL_TRUE, 4 * sizeof(float), 2 * sizeof(float)); setupQuadEBO(); } void ShaderRenderer::clear() { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); } void ShaderRenderer::setupCameraOrtho2D() { glViewport(0, 0, kOriginalWidth, kOriginalHeight); _viewport = Math::Rect2d(Math::Vector2d(0, 0), Math::Vector2d(kOriginalWidth, kOriginalHeight)); } void ShaderRenderer::setupCameraPerspective(float pitch, float heading, float fov) { // TODO: Find a correct and exact formula for the FOV GLfloat glFOV = 0.63 * fov; // Approximative and experimental formula if (fov > 79.0 && fov < 81.0) glFOV = 50.5; // Somewhat good value for fov == 80 else if (fov > 59.0 && fov < 61.0) glFOV = 36.0; // Somewhat good value for fov == 60 glViewport(0, kBottomBorderHeight, kOriginalWidth, kFrameHeight); const Math::Vector2d topLeft = Math::Vector2d(0, kBottomBorderHeight + kFrameHeight); const Math::Vector2d bottomRight = Math::Vector2d(kOriginalWidth, kBottomBorderHeight); _viewport = Math::Rect2d(topLeft, bottomRight); float nclip = 1.0, fclip = 10000.0; float aspect = _viewport.getWidth() / _viewport.getHeight(); float range = nclip * tan(glFOV / 2 * (LOCAL_PI / 180)); float left = -range * aspect; float right = range * aspect; float bottom = -range; float top = range; Math::Matrix4 proj; proj(0,0) = (2.0f * nclip) / (right - left); proj(1,1) = (2.0f * nclip) / (top - bottom); proj(2,0) = (right + left) / (right - left); proj(2,1) = 0.0f; // (top + bottom) / (top - bottom); proj(2,2) = -(fclip + nclip) / (fclip - nclip); proj(2,3) = -1.0f; proj(3,2) = -(2.0f * fclip * nclip) / (fclip - nclip); proj(3,3) = 0.0f; proj.transpose(); Math::Matrix4 model(180.0f - heading, pitch, 0.0f, Math::EO_YXZ); model.transpose(); _mvpMatrix = proj * model; _mvpMatrix.transpose(); } void ShaderRenderer::drawRect2D(const Common::Rect &rect, uint32 color) { uint8 a, r, g, b; Graphics::colorToARGB< Graphics::ColorMasks<8888> >(color, a, r, g, b); _box_shader->use(); _box_shader->setUniform("textured", false); _box_shader->setUniform("color", Math::Vector4d(r / 255.0, g / 255.0, b / 255.0, a / 255.0)); _box_shader->setUniform("verOffsetXY", scaled(rect.left, rect.top)); _box_shader->setUniform("verSizeWH", scaled(rect.width(), rect.height())); glDisable(GL_TEXTURE_2D); glDepthMask(GL_FALSE); if (a != 255) { glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); } glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); glDisable(GL_BLEND); glDepthMask(GL_TRUE); } void ShaderRenderer::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; 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; } _box_shader->use(); _box_shader->setUniform("textured", true); _box_shader->setUniform("color", Math::Vector4d(1.0f, 1.0f, 1.0f, transparency)); _box_shader->setUniform("verOffsetXY", scaled(sLeft, sTop)); _box_shader->setUniform("verSizeWH", scaled(sWidth, sHeight)); _box_shader->setUniform("texOffsetXY", Math::Vector2d(tLeft, tTop)); _box_shader->setUniform("texSizeWH", Math::Vector2d(tWidth, tHeight)); glEnable(GL_TEXTURE_2D); glDepthMask(GL_FALSE); glBindTexture(GL_TEXTURE_2D, glTexture->id); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); glDisable(GL_BLEND); glDepthMask(GL_TRUE); } void ShaderRenderer::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); glDisable(GL_DEPTH_TEST); glDepthMask(GL_FALSE); if (_prevText != textToDraw || _prevTextPosition != position) { _prevText = textToDraw; _prevTextPosition = position; float x = position.x / _viewport.getWidth(); float y = position.y / _viewport.getHeight(); 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() / _viewport.getWidth(); float h = textureRect.height() / _viewport.getHeight(); 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) / _viewport.getWidth(); } glBindBuffer(GL_ARRAY_BUFFER, _textVBO); glBufferSubData(GL_ARRAY_BUFFER, 0, textToDraw.size() * 16 * sizeof(float), bufData); delete[] bufData; } _text_shader->use(); 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_TEXTURE_2D); glDisable(GL_BLEND); glEnable(GL_DEPTH_TEST); glDepthMask(GL_TRUE); } void ShaderRenderer::drawCube(Texture **textures) { OpenGLTexture *texture0 = static_cast(textures[0]); glEnable(GL_TEXTURE_2D); glDepthMask(GL_FALSE); _cube_shader->use(); _cube_shader->setUniform1f("verScale", 256.0f); _cube_shader->setUniform1f("texScale", texture0->width / (float) texture0->internalWidth); _cube_shader->setUniform1f("texClamp", (texture0->width - 1) / (float) texture0->internalWidth); _cube_shader->setUniform("mvpMatrix", _mvpMatrix); glBindTexture(GL_TEXTURE_2D, static_cast(textures[4])->id); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); glBindTexture(GL_TEXTURE_2D, static_cast(textures[3])->id); glDrawArrays(GL_TRIANGLE_STRIP, 4, 4); glBindTexture(GL_TEXTURE_2D, static_cast(textures[1])->id); glDrawArrays(GL_TRIANGLE_STRIP, 8, 4); glBindTexture(GL_TEXTURE_2D, static_cast(textures[5])->id); glDrawArrays(GL_TRIANGLE_STRIP, 12, 4); glBindTexture(GL_TEXTURE_2D, static_cast(textures[0])->id); glDrawArrays(GL_TRIANGLE_STRIP, 16, 4); glBindTexture(GL_TEXTURE_2D, static_cast(textures[2])->id); glDrawArrays(GL_TRIANGLE_STRIP, 20, 4); glDepthMask(GL_TRUE); } void ShaderRenderer::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); 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(), }; _rect3d_shader->use(); _rect3d_shader->setUniform1f("verScale", 1.0f); _rect3d_shader->setUniform1f("texScale", 1.0f); _rect3d_shader->setUniform1f("texClamp", 1.0f); _rect3d_shader->setUniform("mvpMatrix", _mvpMatrix); 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); } Graphics::Surface *ShaderRenderer::getScreenshot() { Graphics::Surface *s = new Graphics::Surface(); s->create(kOriginalWidth, kOriginalHeight, Graphics::PixelFormat(4, 8, 8, 8, 8, 0, 8, 16, 24)); glReadPixels(0, 0, kOriginalWidth, kOriginalHeight, GL_RGBA, GL_UNSIGNED_BYTE, s->getPixels()); return s; } void ShaderRenderer::screenPosToDirection(const Common::Point screen, float &pitch, float &heading) { double x, y, z; x = screen.x; y = kOriginalHeight - screen.y; z = 0.9f; const Math::Vector2d tl = _viewport.getTopLeft(); x = 2 * double(x - tl.getX()) / _viewport.getWidth() - 1.0f; y = 2 * double(y - tl.getY()) / _viewport.getHeight() - 1.0f; z = 2 * z - 1.0f; // Screen coords to 3D coords Math::Vector4d point = Math::Vector4d(x, y, z, 1.0f); point = _mvpMatrix * point; // 3D coords to polar coords Math::Vector3d v = Math::Vector3d(point.x(), point.y(), point.z()); v.normalize(); Math::Vector2d horizontalProjection = Math::Vector2d(v.x(), v.z()); horizontalProjection.normalize(); pitch = 90 - Math::Angle::arcCosine(v.y()).getDegrees(); heading = Math::Angle::arcCosine(horizontalProjection.getY()).getDegrees(); if (horizontalProjection.getX() > 0.0) heading = 360 - heading; } } // End of namespace Myst3 #endif