mirror of
https://github.com/libretro/scummvm.git
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1511 lines
42 KiB
C++
1511 lines
42 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include "common/config-manager.h"
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#include "common/endian.h"
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#include "common/system.h"
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#include "graphics/surface.h"
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#include "math/glmath.h"
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#include "engines/grim/actor.h"
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#include "engines/grim/colormap.h"
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#include "engines/grim/material.h"
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#include "engines/grim/font.h"
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#include "engines/grim/gfx_tinygl.h"
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#include "engines/grim/grim.h"
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#include "engines/grim/bitmap.h"
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#include "engines/grim/primitives.h"
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#include "engines/grim/model.h"
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#include "engines/grim/sprite.h"
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#include "engines/grim/set.h"
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#include "engines/grim/emi/modelemi.h"
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namespace Grim {
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GfxBase *CreateGfxTinyGL() {
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return new GfxTinyGL();
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}
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GfxTinyGL::GfxTinyGL() :
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_alpha(1.f),
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_currentActor(nullptr), _smushImage(nullptr),
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_storedDisplay(nullptr) {
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type = Graphics::RendererType::kRendererTypeTinyGL;
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// TGL_LEQUAL as tglDepthFunc ensures that subsequent drawing attempts for
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// the same triangles are not ignored by the depth test.
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// That's necessary for EMI where some models have multiple faces which
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// refer to the same vertices. The first face is usually using the
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// color map and the following are using textures.
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_depthFunc = (g_grim->getGameType() == GType_MONKEY4) ? TGL_LEQUAL : TGL_LESS;
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for (int i = 0; i < 96; i++) {
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_emergFont[i] = nullptr;
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}
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}
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GfxTinyGL::~GfxTinyGL() {
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_storedDisplay->free();
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delete _storedDisplay;
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releaseMovieFrame();
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for (unsigned int i = 0; i < _numSpecialtyTextures; i++) {
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destroyTexture(&_specialtyTextures[i]);
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}
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for (int i = 0; i < 96; i++) {
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tglDeleteBlitImage(_emergFont[i]);
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}
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TinyGL::destroyContext();
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}
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void GfxTinyGL::setupScreen(int screenW, int screenH) {
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_screenWidth = screenW;
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_screenHeight = screenH;
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_scaleW = _screenWidth / (float)_gameWidth;
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_scaleH = _screenHeight / (float)_gameHeight;
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g_system->showMouse(false);
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_pixelFormat = g_system->getScreenFormat();
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debug(2, "INFO: TinyGL front buffer pixel format: %s", _pixelFormat.toString().c_str());
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TinyGL::createContext(screenW, screenH, _pixelFormat, 256, true, ConfMan.getBool("dirtyrects"));
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_storedDisplay = new Graphics::Surface;
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_storedDisplay->create(_gameWidth, _gameHeight, _pixelFormat);
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_currentShadowArray = nullptr;
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tglViewport(0, 0, _screenWidth, _screenHeight);
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TGLfloat ambientSource[] = { 0.0f, 0.0f, 0.0f, 1.0f };
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tglLightModelfv(TGL_LIGHT_MODEL_AMBIENT, ambientSource);
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TGLfloat diffuseReflectance[] = { 1.0f, 1.0f, 1.0f, 1.0f };
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tglMaterialfv(TGL_FRONT, TGL_DIFFUSE, diffuseReflectance);
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tglClearStencil(0xff);
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if (g_grim->getGameType() == GType_GRIM) {
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tglPolygonOffset(-6.0, -6.0);
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}
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}
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const char *GfxTinyGL::getVideoDeviceName() {
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return "Software Renderer";
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}
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void GfxTinyGL::setupCameraFrustum(float fov, float nclip, float fclip) {
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tglMatrixMode(TGL_PROJECTION);
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tglLoadIdentity();
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float right = nclip * tan(fov / 2 * ((float)M_PI / 180));
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tglFrustumf(-right, right, -right * 0.75f, right * 0.75f, nclip, fclip);
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tglMatrixMode(TGL_MODELVIEW);
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tglLoadIdentity();
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}
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void GfxTinyGL::positionCamera(const Math::Vector3d &pos, const Math::Vector3d &interest, float roll) {
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Math::Vector3d up_vec(0, 0, 1);
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tglRotatef(roll, 0, 0, -1);
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if (pos.x() == interest.x() && pos.y() == interest.y())
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up_vec = Math::Vector3d(0, 1, 0);
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Math::Matrix4 lookMatrix = Math::makeLookAtMatrix(pos, interest, up_vec);
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tglMultMatrixf(lookMatrix.getData());
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tglTranslatef(-pos.x(), -pos.y(), -pos.z());
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}
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void GfxTinyGL::positionCamera(const Math::Vector3d &pos, const Math::Matrix4 &rot) {
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tglScalef(1.0f, 1.0f, -1.0f);
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_currentPos = pos;
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_currentRot = rot;
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}
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Math::Matrix4 GfxTinyGL::getModelView() {
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Math::Matrix4 modelView;
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if (g_grim->getGameType() == GType_MONKEY4) {
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tglMatrixMode(TGL_MODELVIEW);
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tglPushMatrix();
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tglMultMatrixf(_currentRot.getData());
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tglTranslatef(-_currentPos.x(), -_currentPos.y(), -_currentPos.z());
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tglGetFloatv(TGL_MODELVIEW_MATRIX, modelView.getData());
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tglPopMatrix();
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} else {
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tglGetFloatv(TGL_MODELVIEW_MATRIX, modelView.getData());
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}
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modelView.transpose();
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return modelView;
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}
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Math::Matrix4 GfxTinyGL::getProjection() {
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Math::Matrix4 projection;
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tglGetFloatv(TGL_PROJECTION_MATRIX, projection.getData());
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projection.transpose();
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return projection;
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}
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void GfxTinyGL::clearScreen() {
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tglClear(TGL_COLOR_BUFFER_BIT | TGL_DEPTH_BUFFER_BIT);
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}
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void GfxTinyGL::clearDepthBuffer() {
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tglClear(TGL_DEPTH_BUFFER_BIT);
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}
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void GfxTinyGL::flipBuffer() {
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Common::List<Common::Rect> dirtyAreas;
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TinyGL::presentBuffer(dirtyAreas);
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Graphics::Surface glBuffer;
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TinyGL::getSurfaceRef(glBuffer);
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if (!dirtyAreas.empty()) {
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for (Common::List<Common::Rect>::iterator itRect = dirtyAreas.begin(); itRect != dirtyAreas.end(); ++itRect) {
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g_system->copyRectToScreen(glBuffer.getBasePtr((*itRect).left, (*itRect).top), glBuffer.pitch,
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(*itRect).left, (*itRect).top, (*itRect).width(), (*itRect).height());
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}
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}
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g_system->updateScreen();
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}
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bool GfxTinyGL::isHardwareAccelerated() {
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return false;
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}
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bool GfxTinyGL::supportsShaders() {
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return false;
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}
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static void shadowProjection(const Math::Vector3d &light, const Math::Vector3d &plane, const Math::Vector3d &normal, bool dontNegate) {
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// Based on GPL shadow projection example by
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// (c) 2002-2003 Phaetos <phaetos@gaffga.de>
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float d, c;
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float mat[16];
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float nx, ny, nz, lx, ly, lz, px, py, pz;
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nx = normal.x();
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ny = normal.y();
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nz = normal.z();
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// for some unknown for me reason normal need negation
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if (!dontNegate) {
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nx = -nx;
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ny = -ny;
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nz = -nz;
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}
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lx = light.x();
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ly = light.y();
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lz = light.z();
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px = plane.x();
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py = plane.y();
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pz = plane.z();
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d = nx * lx + ny * ly + nz * lz;
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c = px * nx + py * ny + pz * nz - d;
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mat[0] = lx * nx + c;
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mat[4] = ny * lx;
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mat[8] = nz * lx;
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mat[12] = -lx * c - lx * d;
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mat[1] = nx * ly;
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mat[5] = ly * ny + c;
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mat[9] = nz * ly;
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mat[13] = -ly * c - ly * d;
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mat[2] = nx * lz;
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mat[6] = ny * lz;
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mat[10] = lz * nz + c;
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mat[14] = -lz * c - lz * d;
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mat[3] = nx;
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mat[7] = ny;
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mat[11] = nz;
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mat[15] = -d;
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tglMultMatrixf(mat);
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}
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void GfxTinyGL::getScreenBoundingBox(const Mesh *model, int *x1, int *y1, int *x2, int *y2) {
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if (_currentShadowArray) {
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*x1 = -1;
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*y1 = -1;
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*x2 = -1;
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*y2 = -1;
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return;
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}
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TGLfloat top = 1000;
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TGLfloat right = -1000;
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TGLfloat left = 1000;
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TGLfloat bottom = -1000;
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for (int i = 0; i < model->_numFaces; i++) {
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Math::Vector3d obj;
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float *pVertices;
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for (int j = 0; j < model->_faces[i].getNumVertices(); j++) {
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TGLfloat modelView[16], projection[16];
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TGLint viewPort[4];
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tglGetFloatv(TGL_MODELVIEW_MATRIX, modelView);
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tglGetFloatv(TGL_PROJECTION_MATRIX, projection);
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tglGetIntegerv(TGL_VIEWPORT, viewPort);
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pVertices = model->_vertices + 3 * model->_faces[i].getVertex(j);
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obj.set(*(pVertices), *(pVertices + 1), *(pVertices + 2));
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Math::Vector3d win;
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Math::gluMathProject<TGLfloat, TGLint>(obj, modelView, projection, viewPort, win);
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if (win.x() > right)
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right = win.x();
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if (win.x() < left)
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left = win.x();
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if (win.y() < top)
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top = win.y();
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if (win.y() > bottom)
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bottom = win.y();
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}
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}
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float t = bottom;
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bottom = _gameHeight - top;
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top = _gameHeight - t;
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if (left < 0)
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left = 0;
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if (right >= _gameWidth)
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right = _gameWidth - 1;
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if (top < 0)
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top = 0;
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if (bottom >= _gameHeight)
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bottom = _gameHeight - 1;
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if (top >= _gameHeight || left >= _gameWidth || bottom < 0 || right < 0) {
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*x1 = -1;
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*y1 = -1;
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*x2 = -1;
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*y2 = -1;
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return;
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}
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*x1 = (int)left;
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*y1 = (int)top;
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*x2 = (int)right;
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*y2 = (int)bottom;
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}
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void GfxTinyGL::getScreenBoundingBox(const EMIModel *model, int *x1, int *y1, int *x2, int *y2) {
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if (_currentShadowArray) {
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*x1 = -1;
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*y1 = -1;
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*x2 = -1;
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*y2 = -1;
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return;
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}
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TGLfloat top = 1000;
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TGLfloat right = -1000;
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TGLfloat left = 1000;
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TGLfloat bottom = -1000;
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TGLfloat modelView[16], projection[16];
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TGLint viewPort[4];
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tglGetFloatv(TGL_MODELVIEW_MATRIX, modelView);
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tglGetFloatv(TGL_PROJECTION_MATRIX, projection);
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tglGetIntegerv(TGL_VIEWPORT, viewPort);
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for (uint i = 0; i < model->_numFaces; i++) {
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uint16 *indices = (uint16 *)model->_faces[i]._indexes;
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for (uint j = 0; j < model->_faces[i]._faceLength * 3; j++) {
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uint16 index = indices[j];
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Math::Vector3d obj = model->_drawVertices[index];
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Math::Vector3d win;
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Math::gluMathProject<TGLfloat, TGLint>(obj, modelView, projection, viewPort, win);
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if (win.x() > right)
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right = win.x();
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if (win.x() < left)
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left = win.x();
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if (win.y() < top)
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top = win.y();
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if (win.y() > bottom)
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bottom = win.y();
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}
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}
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float t = bottom;
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bottom = _gameHeight - top;
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top = _gameHeight - t;
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if (left < 0)
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left = 0;
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if (right >= _gameWidth)
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right = _gameWidth - 1;
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if (top < 0)
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top = 0;
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if (bottom >= _gameHeight)
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bottom = _gameHeight - 1;
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if (top >= _gameHeight || left >= _gameWidth || bottom < 0 || right < 0) {
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*x1 = -1;
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*y1 = -1;
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*x2 = -1;
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*y2 = -1;
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return;
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}
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*x1 = (int)left;
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*y1 = (int)(_gameHeight - bottom);
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*x2 = (int)right;
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*y2 = (int)(_gameHeight - top);
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}
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void GfxTinyGL::getActorScreenBBox(const Actor *actor, Common::Point &p1, Common::Point &p2) {
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// Get the actor's bounding box information (describes a 3D box)
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Math::Vector3d bboxPos, bboxSize;
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actor->getBBoxInfo(bboxPos, bboxSize);
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// Translate the bounding box to the actor's position
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Math::Matrix4 m = actor->getFinalMatrix();
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bboxPos = bboxPos + actor->getWorldPos();
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// Set up the camera coordinate system
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tglMatrixMode(TGL_MODELVIEW);
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tglPushMatrix();
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// Apply the view transform.
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Math::Matrix4 worldRot = _currentRot;
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tglMultMatrixf(worldRot.getData());
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tglTranslatef(-_currentPos.x(), -_currentPos.y(), -_currentPos.z());
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// Get the current OpenGL state
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TGLfloat modelView[16], projection[16];
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TGLint viewPort[4];
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tglGetFloatv(TGL_MODELVIEW_MATRIX, modelView);
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tglGetFloatv(TGL_PROJECTION_MATRIX, projection);
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tglGetIntegerv(TGL_VIEWPORT, viewPort);
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// Set values outside of the screen range
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p1.x = 1000;
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p1.y = 1000;
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p2.x = -1000;
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p2.y = -1000;
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// Project all of the points in the 3D bounding box
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Math::Vector3d p, projected;
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for (int x = 0; x < 2; x++) {
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for (int y = 0; y < 2; y++) {
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for (int z = 0; z < 2; z++) {
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Math::Vector3d added(bboxSize.x() * 0.5f * (x * 2 - 1), bboxSize.y() * 0.5f * (y * 2 - 1), bboxSize.z() * 0.5f * (z * 2 - 1));
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m.transform(&added, false);
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p = bboxPos + added;
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Math::gluMathProject<TGLfloat, TGLint>(p, modelView, projection, viewPort, projected);
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// Find the points
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if (projected.x() < p1.x)
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p1.x = projected.x();
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if (projected.y() < p1.y)
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p1.y = projected.y();
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if (projected.x() > p2.x)
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p2.x = projected.x();
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if (projected.y() > p2.y)
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p2.y = projected.y();
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}
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}
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}
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// Swap the p1/p2 y coorindates
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int16 tmp = p1.y;
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p1.y = 480 - p2.y;
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p2.y = 480 - tmp;
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// Restore the state
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tglPopMatrix();
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}
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void GfxTinyGL::startActorDraw(const Actor *actor) {
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_currentActor = actor;
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tglEnable(TGL_TEXTURE_2D);
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tglEnable(TGL_LIGHTING);
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tglMatrixMode(TGL_PROJECTION);
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tglPushMatrix();
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tglMatrixMode(TGL_MODELVIEW);
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tglPushMatrix();
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if (g_grim->getGameType() == GType_MONKEY4 && !actor->isInOverworld()) {
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// Apply the view transform.
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tglMultMatrixf(_currentRot.getData());
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tglTranslatef(-_currentPos.x(), -_currentPos.y(), -_currentPos.z());
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}
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if (_currentShadowArray) {
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Sector *shadowSector = _currentShadowArray->planeList.front().sector;
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tglDepthMask(TGL_FALSE);
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tglEnable(TGL_POLYGON_OFFSET_FILL);
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tglDisable(TGL_LIGHTING);
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tglDisable(TGL_TEXTURE_2D);
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if (g_grim->getGameType() == GType_GRIM) {
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tglColor3ub(_shadowColorR, _shadowColorG, _shadowColorB);
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} else {
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tglColor3ub(_currentShadowArray->color.getRed(), _currentShadowArray->color.getGreen(), _currentShadowArray->color.getBlue());
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}
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//tglColor3f(0.0f, 1.0f, 0.0f); // debug draw color
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shadowProjection(_currentShadowArray->pos, shadowSector->getVertices()[0], shadowSector->getNormal(), _currentShadowArray->dontNegate);
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}
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const float alpha = actor->getEffectiveAlpha();
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if (alpha < 1.f) {
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_alpha = alpha;
|
|
tglEnable(TGL_BLEND);
|
|
tglBlendFunc(TGL_SRC_ALPHA, TGL_ONE_MINUS_SRC_ALPHA);
|
|
}
|
|
|
|
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;
|
|
float top = right * 0.75;
|
|
float div = 6.0f;
|
|
tglFrustumf(-right / div, right / div, -top / div, top / div, 1.0f / div, 3276.8f);
|
|
tglMatrixMode(TGL_MODELVIEW);
|
|
tglLoadIdentity();
|
|
tglScalef(1.0, 1.0, -1.0);
|
|
tglTranslatef(pos.x(), pos.y(), pos.z());
|
|
tglMultMatrixf(quat.toMatrix().getData());
|
|
} else {
|
|
Math::Matrix4 m = actor->getFinalMatrix();
|
|
m.transpose();
|
|
tglMultMatrixf(m.getData());
|
|
}
|
|
} else {
|
|
// Grim
|
|
Math::Vector3d pos = actor->getWorldPos();
|
|
const Math::Quaternion &quat = actor->getRotationQuat();
|
|
const float &scale = actor->getScale();
|
|
|
|
tglTranslatef(pos.x(), pos.y(), pos.z());
|
|
tglScalef(scale, scale, scale);
|
|
tglMultMatrixf(quat.toMatrix().getData());
|
|
}
|
|
}
|
|
|
|
void GfxTinyGL::finishActorDraw() {
|
|
tglMatrixMode(TGL_MODELVIEW);
|
|
tglPopMatrix();
|
|
tglMatrixMode(TGL_PROJECTION);
|
|
tglPopMatrix();
|
|
tglMatrixMode(TGL_MODELVIEW);
|
|
|
|
tglDisable(TGL_TEXTURE_2D);
|
|
if (_alpha < 1.f) {
|
|
tglDisable(TGL_BLEND);
|
|
_alpha = 1.f;
|
|
}
|
|
|
|
if (_currentShadowArray) {
|
|
tglEnable(TGL_LIGHTING);
|
|
tglColor3f(1.0f, 1.0f, 1.0f);
|
|
tglDisable(TGL_POLYGON_OFFSET_FILL);
|
|
}
|
|
|
|
if (g_grim->getGameType() == GType_MONKEY4) {
|
|
tglDisable(TGL_CULL_FACE);
|
|
}
|
|
|
|
_currentActor = nullptr;
|
|
}
|
|
|
|
void GfxTinyGL::drawShadowPlanes() {
|
|
/* tglColor3f(1.0f, 1.0f, 1.0f);
|
|
_currentShadowArray->planeList.begin();
|
|
for (SectorListType::iterator i = _currentShadowArray->planeList.begin(); i != _currentShadowArray->planeList.end(); i++) {
|
|
Sector *shadowSector = i->sector;
|
|
tglBegin(TGL_POLYGON);
|
|
for (int k = 0; k < shadowSector->getNumVertices(); k++) {
|
|
tglVertex3f(shadowSector->getVertices()[k].x(), shadowSector->getVertices()[k].y(), shadowSector->getVertices()[k].z());
|
|
}
|
|
tglEnd();
|
|
}*/
|
|
|
|
tglPushMatrix();
|
|
|
|
if (g_grim->getGameType() == GType_MONKEY4) {
|
|
// Apply the view transform.
|
|
tglMultMatrixf(_currentRot.getData());
|
|
tglTranslatef(-_currentPos.x(), -_currentPos.y(), -_currentPos.z());
|
|
}
|
|
|
|
tglColorMask(TGL_FALSE, TGL_FALSE, TGL_FALSE, TGL_FALSE);
|
|
tglDepthMask(TGL_FALSE);
|
|
|
|
tglClear(TGL_STENCIL_BUFFER_BIT);
|
|
tglEnable(TGL_STENCIL_TEST);
|
|
tglStencilFunc(TGL_ALWAYS, 1, 0xff);
|
|
tglStencilOp(TGL_REPLACE, TGL_REPLACE, TGL_REPLACE);
|
|
|
|
tglDisable(TGL_LIGHTING);
|
|
tglDisable(TGL_TEXTURE_2D);
|
|
tglColor4f(1.0f, 1.0f, 1.0f, 1.0f);
|
|
for (SectorListType::iterator i = _currentShadowArray->planeList.begin(); i != _currentShadowArray->planeList.end(); ++i) {
|
|
Sector *shadowSector = i->sector;
|
|
tglBegin(TGL_POLYGON);
|
|
for (int k = 0; k < shadowSector->getNumVertices(); k++) {
|
|
tglVertex3f(shadowSector->getVertices()[k].x(), shadowSector->getVertices()[k].y(), shadowSector->getVertices()[k].z());
|
|
}
|
|
tglEnd();
|
|
}
|
|
tglColorMask(TGL_TRUE, TGL_TRUE, TGL_TRUE, TGL_TRUE);
|
|
|
|
tglStencilFunc(TGL_EQUAL, 1, 0xff);
|
|
tglStencilOp(TGL_KEEP, TGL_KEEP, TGL_KEEP);
|
|
|
|
tglPopMatrix();
|
|
}
|
|
|
|
void GfxTinyGL::setShadow(Shadow *shadow) {
|
|
_currentShadowArray = shadow;
|
|
}
|
|
|
|
void GfxTinyGL::setShadowMode() {
|
|
GfxBase::setShadowMode();
|
|
}
|
|
|
|
void GfxTinyGL::clearShadowMode() {
|
|
GfxBase::clearShadowMode();
|
|
|
|
tglDisable(TGL_STENCIL_TEST);
|
|
tglDepthMask(TGL_TRUE);
|
|
}
|
|
|
|
void GfxTinyGL::setShadowColor(byte r, byte g, byte b) {
|
|
_shadowColorR = r;
|
|
_shadowColorG = g;
|
|
_shadowColorB = b;
|
|
}
|
|
|
|
void GfxTinyGL::getShadowColor(byte *r, byte *g, byte *b) {
|
|
*r = _shadowColorR;
|
|
*g = _shadowColorG;
|
|
*b = _shadowColorB;
|
|
}
|
|
|
|
void GfxTinyGL::set3DMode() {
|
|
tglMatrixMode(TGL_MODELVIEW);
|
|
tglEnable(TGL_DEPTH_TEST);
|
|
tglDepthFunc(_depthFunc);
|
|
}
|
|
|
|
void GfxTinyGL::drawEMIModelFace(const EMIModel *model, const EMIMeshFace *face) {
|
|
uint16 *indices = (uint16 *)face->_indexes;
|
|
|
|
tglEnable(TGL_DEPTH_TEST);
|
|
tglDisable(TGL_ALPHA_TEST);
|
|
tglDisable(TGL_LIGHTING);
|
|
if (!_currentShadowArray && face->_hasTexture)
|
|
tglEnable(TGL_TEXTURE_2D);
|
|
else
|
|
tglDisable(TGL_TEXTURE_2D);
|
|
if (face->_flags & EMIMeshFace::kAlphaBlend || face->_flags & EMIMeshFace::kUnknownBlend || _currentActor->hasLocalAlpha() || _alpha < 1.0f)
|
|
tglEnable(TGL_BLEND);
|
|
|
|
tglBegin(TGL_TRIANGLES);
|
|
float alpha = _alpha;
|
|
if (model->_meshAlphaMode == Actor::AlphaReplace) {
|
|
alpha *= model->_meshAlpha;
|
|
}
|
|
Math::Vector3d noLighting(1.f, 1.f, 1.f);
|
|
for (uint j = 0; j < face->_faceLength * 3; j++) {
|
|
uint16 index = indices[j];
|
|
|
|
if (!_currentShadowArray) {
|
|
if (face->_hasTexture) {
|
|
tglTexCoord2f(model->_texVerts[index].getX(), model->_texVerts[index].getY());
|
|
}
|
|
Math::Vector3d lighting = (face->_flags & EMIMeshFace::kNoLighting) ? noLighting : model->_lighting[index];
|
|
byte r = (byte)(model->_colorMap[index].r * lighting.x());
|
|
byte g = (byte)(model->_colorMap[index].g * lighting.y());
|
|
byte b = (byte)(model->_colorMap[index].b * lighting.z());
|
|
byte a = (int)(alpha * (model->_meshAlphaMode == Actor::AlphaReplace ? model->_colorMap[index].a * _currentActor->getLocalAlpha(index) : 255.f));
|
|
tglColor4ub(r, g, b, a);
|
|
}
|
|
|
|
Math::Vector3d normal = model->_normals[index];
|
|
Math::Vector3d vertex = model->_drawVertices[index];
|
|
|
|
tglNormal3fv(normal.getData());
|
|
tglVertex3fv(vertex.getData());
|
|
}
|
|
tglEnd();
|
|
|
|
if (!_currentShadowArray) {
|
|
tglColor3f(1.0f, 1.0f, 1.0f);
|
|
}
|
|
|
|
tglEnable(TGL_TEXTURE_2D);
|
|
tglEnable(TGL_DEPTH_TEST);
|
|
tglEnable(TGL_ALPHA_TEST);
|
|
tglEnable(TGL_LIGHTING);
|
|
tglDisable(TGL_BLEND);
|
|
|
|
if (!_currentShadowArray)
|
|
tglDepthMask(TGL_TRUE);
|
|
}
|
|
|
|
void GfxTinyGL::drawModelFace(const Mesh *mesh, const MeshFace *face) {
|
|
// Support transparency in actor objects, such as the message tube
|
|
// in Manny's Office
|
|
float *vertices = mesh->_vertices;
|
|
float *vertNormals = mesh->_vertNormals;
|
|
float *textureVerts = mesh->_textureVerts;
|
|
tglAlphaFunc(TGL_GREATER, 0.5);
|
|
tglEnable(TGL_ALPHA_TEST);
|
|
tglNormal3fv(const_cast<float *>(face->getNormal().getData()));
|
|
tglBegin(TGL_POLYGON);
|
|
for (int i = 0; i < face->getNumVertices(); i++) {
|
|
tglNormal3fv(vertNormals + 3 * face->getVertex(i));
|
|
|
|
if (face->hasTexture())
|
|
tglTexCoord2fv(textureVerts + 2 * face->getTextureVertex(i));
|
|
|
|
tglVertex3fv(vertices + 3 * face->getVertex(i));
|
|
}
|
|
tglEnd();
|
|
// Done with transparency-capable objects
|
|
tglDisable(TGL_ALPHA_TEST);
|
|
}
|
|
|
|
void GfxTinyGL::drawSprite(const Sprite *sprite) {
|
|
tglMatrixMode(TGL_TEXTURE);
|
|
tglLoadIdentity();
|
|
tglMatrixMode(TGL_MODELVIEW);
|
|
tglPushMatrix();
|
|
|
|
if (g_grim->getGameType() == GType_MONKEY4) {
|
|
TGLfloat modelview[16];
|
|
tglGetFloatv(TGL_MODELVIEW_MATRIX, modelview);
|
|
Math::Matrix4 act;
|
|
act.buildAroundZ(_currentActor->getYaw());
|
|
act.transpose();
|
|
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++) {
|
|
if (i == j) {
|
|
modelview[i * 4 + j] = 1.0f;
|
|
} else {
|
|
modelview[i * 4 + j] = 0.0f;
|
|
}
|
|
}
|
|
}
|
|
tglLoadMatrixf(modelview);
|
|
}
|
|
|
|
if (sprite->_flags1 & Sprite::BlendAdditive) {
|
|
tglBlendFunc(TGL_SRC_ALPHA, TGL_ONE);
|
|
} else {
|
|
tglBlendFunc(TGL_SRC_ALPHA, TGL_ONE_MINUS_SRC_ALPHA);
|
|
}
|
|
|
|
tglDisable(TGL_LIGHTING);
|
|
|
|
if (g_grim->getGameType() == GType_GRIM) {
|
|
tglEnable(TGL_ALPHA_TEST);
|
|
tglAlphaFunc(TGL_GEQUAL, 0.5f);
|
|
} else if (sprite->_flags2 & Sprite::AlphaTest) {
|
|
tglEnable(TGL_ALPHA_TEST);
|
|
tglAlphaFunc(TGL_GEQUAL, 0.1f);
|
|
} else {
|
|
tglDisable(TGL_ALPHA_TEST);
|
|
}
|
|
|
|
if (sprite->_flags2 & Sprite::DepthTest) {
|
|
tglEnable(TGL_DEPTH_TEST);
|
|
} else {
|
|
tglDisable(TGL_DEPTH_TEST);
|
|
}
|
|
|
|
if (g_grim->getGameType() == GType_MONKEY4) {
|
|
tglDepthMask(TGL_TRUE);
|
|
|
|
float halfWidth = sprite->_width / 2;
|
|
float halfHeight = sprite->_height / 2;
|
|
float vertexX[] = { -1.0f, 1.0f, 1.0f, -1.0f };
|
|
float vertexY[] = { 1.0f, 1.0f, -1.0f, -1.0f };
|
|
|
|
tglBegin(TGL_POLYGON);
|
|
for (int i = 0; i < 4; ++i) {
|
|
float r = sprite->_red[i] / 255.0f;
|
|
float g = sprite->_green[i] / 255.0f;
|
|
float b = sprite->_blue[i] / 255.0f;
|
|
float a = sprite->_alpha[i] * _alpha / 255.0f;
|
|
|
|
tglColor4f(r, g, b, a);
|
|
tglTexCoord2f(sprite->_texCoordX[i], sprite->_texCoordY[i]);
|
|
tglVertex3f(vertexX[i] * halfWidth, vertexY[i] * halfHeight, 0.0f);
|
|
}
|
|
tglEnd();
|
|
tglColor4f(1.0f, 1.0f, 1.0f, 1.0f);
|
|
} else {
|
|
// In Grim, the bottom edge of the sprite is at y=0 and
|
|
// the texture is flipped along the X-axis.
|
|
float halfWidth = sprite->_width / 2;
|
|
float height = sprite->_height;
|
|
|
|
tglBegin(TGL_POLYGON);
|
|
tglTexCoord2f(0.0f, 1.0f);
|
|
tglVertex3f(+halfWidth, 0.0f, 0.0f);
|
|
tglTexCoord2f(0.0f, 0.0f);
|
|
tglVertex3f(+halfWidth, +height, 0.0f);
|
|
tglTexCoord2f(1.0f, 0.0f);
|
|
tglVertex3f(-halfWidth, +height, 0.0f);
|
|
tglTexCoord2f(1.0f, 1.0f);
|
|
tglVertex3f(-halfWidth, 0.0f, 0.0f);
|
|
tglEnd();
|
|
}
|
|
|
|
tglEnable(TGL_LIGHTING);
|
|
tglDisable(TGL_ALPHA_TEST);
|
|
tglDepthMask(TGL_TRUE);
|
|
tglBlendFunc(TGL_SRC_ALPHA, TGL_ONE_MINUS_SRC_ALPHA);
|
|
tglDisable(TGL_BLEND);
|
|
tglEnable(TGL_DEPTH_TEST);
|
|
|
|
tglPopMatrix();
|
|
}
|
|
|
|
void GfxTinyGL::translateViewpointStart() {
|
|
tglMatrixMode(TGL_MODELVIEW);
|
|
tglPushMatrix();
|
|
}
|
|
|
|
void GfxTinyGL::translateViewpoint(const Math::Vector3d &vec) {
|
|
tglTranslatef(vec.x(), vec.y(), vec.z());
|
|
}
|
|
|
|
void GfxTinyGL::rotateViewpoint(const Math::Angle &angle, const Math::Vector3d &axis) {
|
|
tglRotatef(angle.getDegrees(), axis.x(), axis.y(), axis.z());
|
|
}
|
|
|
|
void GfxTinyGL::rotateViewpoint(const Math::Matrix4 &rot) {
|
|
tglMultMatrixf(rot.getData());
|
|
}
|
|
|
|
void GfxTinyGL::translateViewpointFinish() {
|
|
tglMatrixMode(TGL_MODELVIEW);
|
|
tglPopMatrix();
|
|
}
|
|
|
|
void GfxTinyGL::enableLights() {
|
|
tglEnable(TGL_LIGHTING);
|
|
}
|
|
|
|
void GfxTinyGL::disableLights() {
|
|
tglDisable(TGL_LIGHTING);
|
|
}
|
|
|
|
void GfxTinyGL::setupLight(Light *light, int lightId) {
|
|
tglEnable(TGL_LIGHTING);
|
|
float lightColor[] = { 0.0f, 0.0f, 0.0f, 1.0f };
|
|
float lightPos[] = { 0.0f, 0.0f, 0.0f, 1.0f };
|
|
float lightDir[] = { 0.0f, 0.0f, -1.0f };
|
|
float cutoff = 180.0f;
|
|
float spot_exp = 0.0f;
|
|
float q_attenuation = 1.0f;
|
|
|
|
float intensity = light->_scaledintensity;
|
|
lightColor[0] = (float)light->_color.getRed() * intensity;
|
|
lightColor[1] = (float)light->_color.getGreen() * intensity;
|
|
lightColor[2] = (float)light->_color.getBlue() * intensity;
|
|
|
|
if (light->_type == Light::Omni) {
|
|
lightPos[0] = light->_pos.x();
|
|
lightPos[1] = light->_pos.y();
|
|
lightPos[2] = light->_pos.z();
|
|
} else if (light->_type == Light::Direct) {
|
|
lightPos[0] = -light->_dir.x();
|
|
lightPos[1] = -light->_dir.y();
|
|
lightPos[2] = -light->_dir.z();
|
|
lightPos[3] = 0;
|
|
} else if (light->_type == Light::Spot) {
|
|
lightPos[0] = light->_pos.x();
|
|
lightPos[1] = light->_pos.y();
|
|
lightPos[2] = light->_pos.z();
|
|
lightDir[0] = light->_dir.x();
|
|
lightDir[1] = light->_dir.y();
|
|
lightDir[2] = light->_dir.z();
|
|
spot_exp = 2.0f;
|
|
cutoff = light->_penumbraangle;
|
|
q_attenuation = 0.0f;
|
|
}
|
|
|
|
tglDisable(TGL_LIGHT0 + lightId);
|
|
tglLightfv(TGL_LIGHT0 + lightId, TGL_DIFFUSE, lightColor);
|
|
tglLightfv(TGL_LIGHT0 + lightId, TGL_POSITION, lightPos);
|
|
tglLightfv(TGL_LIGHT0 + lightId, TGL_SPOT_DIRECTION, lightDir);
|
|
tglLightf(TGL_LIGHT0 + lightId, TGL_SPOT_EXPONENT, spot_exp);
|
|
tglLightf(TGL_LIGHT0 + lightId, TGL_SPOT_CUTOFF, cutoff);
|
|
tglLightf(TGL_LIGHT0 + lightId, TGL_QUADRATIC_ATTENUATION, q_attenuation);
|
|
tglEnable(TGL_LIGHT0 + lightId);
|
|
}
|
|
|
|
void GfxTinyGL::turnOffLight(int lightId) {
|
|
tglDisable(TGL_LIGHT0 + lightId);
|
|
}
|
|
|
|
void GfxTinyGL::createBitmap(BitmapData *bitmap) {
|
|
TinyGL::BlitImage **imgs = new TinyGL::BlitImage*[bitmap->_numImages];
|
|
bitmap->_texIds = (void *)imgs;
|
|
|
|
if (bitmap->_format != 1) {
|
|
for (int pic = 0; pic < bitmap->_numImages; pic++) {
|
|
Graphics::Surface buffer;
|
|
buffer.create(bitmap->_width, bitmap->_height, Graphics::PixelFormat(4, 8, 8, 8, 8, 0, 8, 16, 24));
|
|
uint32 *buf = (uint32 *)buffer.getPixels();
|
|
const uint16 *bufPtr = (const uint16 *)(bitmap->getImageData(pic).getPixels());
|
|
for (int i = 0; i < (bitmap->_width * bitmap->_height); i++) {
|
|
uint16 val = READ_LE_UINT16(bufPtr + i);
|
|
// fix the value if it is incorrectly set to the bitmap transparency color
|
|
if (val == 0xf81f) {
|
|
val = 0;
|
|
}
|
|
buf[i] = ((uint32)val) * 0x10000 / 100 / (0x10000 - val) << 14;
|
|
}
|
|
bitmap->_data[pic].free();
|
|
bitmap->_data[pic] = buffer;
|
|
imgs[pic] = tglGenBlitImage();
|
|
tglUploadBlitImage(imgs[pic], bitmap->_data[pic], 0, false, true);
|
|
}
|
|
} else {
|
|
for (int i = 0; i < bitmap->_numImages; ++i) {
|
|
imgs[i] = tglGenBlitImage();
|
|
const Graphics::Surface &imageBuffer = bitmap->getImageData(i);
|
|
#ifdef SCUMM_BIG_ENDIAN
|
|
if (g_grim->getGameType() == GType_MONKEY4 && imageBuffer.format.bytesPerPixel == 2) {
|
|
Graphics::Surface buffer;
|
|
buffer.create(bitmap->_width, bitmap->_height, imageBuffer.format);
|
|
uint16 *bufSrc = (uint16 *)const_cast<void *>(imageBuffer.getPixels());
|
|
uint16 *bufDst = (uint16 *)(buffer.getPixels());
|
|
for (int f = 0; f < (bitmap->_width * bitmap->_height); f++) {
|
|
uint16 val = SWAP_BYTES_16(bufSrc[f]);
|
|
bufDst[f] = val;
|
|
}
|
|
tglUploadBlitImage(imgs[i], buffer, buffer.format.ARGBToColor(0, 255, 0, 255), true);
|
|
buffer.free();
|
|
} else if (g_grim->getGameType() == GType_MONKEY4 && imageBuffer.format.bytesPerPixel == 4) {
|
|
Graphics::Surface buffer;
|
|
buffer.create(bitmap->_width, bitmap->_height, imageBuffer.format);
|
|
uint32 *bufSrc = (uint32 *)const_cast<void *>(imageBuffer.getPixels());
|
|
uint32 *bufDst = (uint32 *)(buffer.getPixels());
|
|
for (int f = 0; f < (bitmap->_width * bitmap->_height); f++) {
|
|
uint32 val = SWAP_BYTES_32(bufSrc[f]);
|
|
bufDst[f] = val;
|
|
}
|
|
tglUploadBlitImage(imgs[i], buffer, buffer.format.ARGBToColor(0, 255, 0, 255), true);
|
|
buffer.free();
|
|
} else
|
|
#endif
|
|
{
|
|
tglUploadBlitImage(imgs[i], imageBuffer, imageBuffer.format.ARGBToColor(0, 255, 0, 255), true);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void GfxTinyGL::drawBitmap(const Bitmap *bitmap, int x, int y, uint32 layer) {
|
|
// PS2 EMI uses a TGA for it's splash-screen, avoid using the following
|
|
// code for drawing that (as it has no tiles).
|
|
if (g_grim->getGameType() == GType_MONKEY4 && bitmap->_data && bitmap->_data->_texc) {
|
|
tglEnable(TGL_BLEND);
|
|
tglBlendFunc(TGL_SRC_ALPHA, TGL_ONE_MINUS_SRC_ALPHA);
|
|
tglColor3f(1.0f, 1.0f, 1.0f);
|
|
|
|
BitmapData *data = bitmap->_data;
|
|
float *texc = data->_texc;
|
|
|
|
TinyGL::BlitImage **b = (TinyGL::BlitImage **)bitmap->getTexIds();
|
|
|
|
assert(layer < data->_numLayers);
|
|
uint32 offset = data->_layers[layer]._offset;
|
|
for (uint32 i = offset; i < offset + data->_layers[layer]._numImages; ++i) {
|
|
const BitmapData::Vert &v = data->_verts[i];
|
|
uint32 texId = v._texid;
|
|
uint32 ntex = data->_verts[i]._pos * 4;
|
|
uint32 numRects = data->_verts[i]._verts / 4;
|
|
while (numRects-- > 0) {
|
|
// TODO: better way to fix this:
|
|
// adding '+ 1' fixing broken lines at edges of bitmaps
|
|
// example: EMI ship scene
|
|
int dx1 = (((texc[ntex + 0] + 1) * _screenWidth) / 2) + 1;
|
|
int dy1 = (((1 - texc[ntex + 1]) * _screenHeight) / 2) + 1;
|
|
int dx2 = (((texc[ntex + 8] + 1) * _screenWidth) / 2) + 1;
|
|
int dy2 = (((1 - texc[ntex + 9]) * _screenHeight) / 2) + 1;
|
|
int srcX = texc[ntex + 2] * bitmap->getWidth();
|
|
int srcY = texc[ntex + 3] * bitmap->getHeight();
|
|
|
|
TinyGL::BlitTransform transform(x + dx1, y + dy1);
|
|
transform.sourceRectangle(srcX, srcY, dx2 - dx1, dy2 - dy1);
|
|
transform.tint(1.0f, 1.0f - _dimLevel, 1.0f - _dimLevel, 1.0f - _dimLevel);
|
|
tglBlit(b[texId], transform);
|
|
ntex += 16;
|
|
}
|
|
}
|
|
|
|
tglDisable(TGL_BLEND);
|
|
return;
|
|
}
|
|
|
|
int format = bitmap->getFormat();
|
|
if ((format == 1 && !_renderBitmaps) || (format == 5 && !_renderZBitmaps)) {
|
|
return;
|
|
}
|
|
|
|
assert(bitmap->getActiveImage() > 0);
|
|
const int num = bitmap->getActiveImage() - 1;
|
|
|
|
TinyGL::BlitImage **b = (TinyGL::BlitImage **)bitmap->getTexIds();
|
|
|
|
if (bitmap->getFormat() == 1) {
|
|
if (bitmap->getHasTransparency()) {
|
|
tglEnable(TGL_BLEND);
|
|
tglBlendFunc(TGL_SRC_ALPHA, TGL_ONE_MINUS_SRC_ALPHA);
|
|
}
|
|
tglBlit(b[num], x, y);
|
|
if (bitmap->getHasTransparency()) {
|
|
tglDisable(TGL_BLEND);
|
|
}
|
|
} else {
|
|
tglBlitZBuffer(b[num], x, y);
|
|
}
|
|
}
|
|
|
|
void GfxTinyGL::destroyBitmap(BitmapData *bitmap) {
|
|
TinyGL::BlitImage **imgs = (TinyGL::BlitImage **)bitmap->_texIds;
|
|
for (int pic = 0; pic < bitmap->_numImages; pic++) {
|
|
tglDeleteBlitImage(imgs[pic]);
|
|
}
|
|
delete[] imgs;
|
|
}
|
|
|
|
void GfxTinyGL::createFont(Font *font) {
|
|
}
|
|
|
|
void GfxTinyGL::destroyFont(Font *font) {
|
|
}
|
|
|
|
struct TextObjectData {
|
|
TinyGL::BlitImage *image;
|
|
int width, height, x, y;
|
|
};
|
|
|
|
void GfxTinyGL::createTextObject(TextObject *text) {
|
|
int numLines = text->getNumLines();
|
|
const Common::String *lines = text->getLines();
|
|
const Font *font = text->getFont();
|
|
const Color &fgColor = text->getFGColor();
|
|
TextObjectData *userData = new TextObjectData[numLines];
|
|
text->setUserData(userData);
|
|
uint32 kKitmapColorkey = _pixelFormat.RGBToColor(0, 255, 0);
|
|
const uint32 blackColor = _pixelFormat.RGBToColor(0, 0, 0);
|
|
const uint32 color = _pixelFormat.RGBToColor(fgColor.getRed(), fgColor.getGreen(), fgColor.getBlue());
|
|
while (color == kKitmapColorkey || blackColor == kKitmapColorkey) {
|
|
kKitmapColorkey += 1;
|
|
}
|
|
for (int j = 0; j < numLines; j++) {
|
|
const Common::String ¤tLine = lines[j];
|
|
Graphics::Surface buf;
|
|
|
|
font->render(buf, currentLine, _pixelFormat, blackColor, color, kKitmapColorkey);
|
|
|
|
userData[j].width = buf.w;
|
|
userData[j].height = buf.h;
|
|
userData[j].image = tglGenBlitImage();
|
|
tglUploadBlitImage(userData[j].image, buf, kKitmapColorkey, true);
|
|
userData[j].x = text->getLineX(j);
|
|
userData[j].y = text->getLineY(j);
|
|
|
|
if (g_grim->getGameType() == GType_MONKEY4) {
|
|
userData[j].y -= font->getBaseOffsetY();
|
|
if (userData[j].y < 0)
|
|
userData[j].y = 0;
|
|
}
|
|
|
|
buf.free();
|
|
}
|
|
}
|
|
|
|
void GfxTinyGL::drawTextObject(const TextObject *text) {
|
|
const TextObjectData *userData = (const TextObjectData *)text->getUserData();
|
|
if (userData) {
|
|
tglEnable(TGL_BLEND);
|
|
tglBlendFunc(TGL_SRC_ALPHA, TGL_ONE_MINUS_SRC_ALPHA);
|
|
int numLines = text->getNumLines();
|
|
for (int i = 0; i < numLines; ++i) {
|
|
tglBlit(userData[i].image, userData[i].x, userData[i].y);
|
|
}
|
|
tglDisable(TGL_BLEND);
|
|
}
|
|
}
|
|
|
|
void GfxTinyGL::destroyTextObject(TextObject *text) {
|
|
const TextObjectData *userData = (const TextObjectData *)text->getUserData();
|
|
if (userData) {
|
|
int numLines = text->getNumLines();
|
|
for (int i = 0; i < numLines; ++i) {
|
|
tglDeleteBlitImage(userData[i].image);
|
|
}
|
|
delete[] userData;
|
|
}
|
|
}
|
|
|
|
void GfxTinyGL::createTexture(Texture *texture, const uint8 *data, const CMap *cmap, bool clamp) {
|
|
texture->_texture = new TGLuint[1];
|
|
tglGenTextures(1, (TGLuint *)texture->_texture);
|
|
uint8 *texdata = new uint8[texture->_width * texture->_height * 4];
|
|
uint8 *texdatapos = texdata;
|
|
|
|
if (cmap != nullptr) { // EMI doesn't have colour-maps
|
|
for (int y = 0; y < texture->_height; y++) {
|
|
for (int x = 0; x < texture->_width; x++) {
|
|
uint8 col = *data;
|
|
if (col == 0) {
|
|
memset(texdatapos, 0, 4); // transparent
|
|
if (!texture->_hasAlpha) {
|
|
texdatapos[3] = 0xff; // fully opaque
|
|
}
|
|
} else {
|
|
memcpy(texdatapos, cmap->_colors + 3 * (col), 3);
|
|
texdatapos[3] = 0xff; // fully opaque
|
|
}
|
|
texdatapos += 4;
|
|
data++;
|
|
}
|
|
}
|
|
} else {
|
|
memcpy(texdata, data, texture->_width * texture->_height * texture->_bpp);
|
|
}
|
|
|
|
TGLuint *textures = (TGLuint *)texture->_texture;
|
|
tglBindTexture(TGL_TEXTURE_2D, textures[0]);
|
|
|
|
// TinyGL doesn't have issues with dark lines in EMI intro so doesn't need TGL_CLAMP_TO_EDGE
|
|
tglTexParameteri(TGL_TEXTURE_2D, TGL_TEXTURE_WRAP_S, TGL_REPEAT);
|
|
tglTexParameteri(TGL_TEXTURE_2D, TGL_TEXTURE_WRAP_T, TGL_REPEAT);
|
|
|
|
tglTexParameteri(TGL_TEXTURE_2D, TGL_TEXTURE_MAG_FILTER, TGL_LINEAR);
|
|
tglTexParameteri(TGL_TEXTURE_2D, TGL_TEXTURE_MIN_FILTER, TGL_LINEAR);
|
|
tglTexImage2D(TGL_TEXTURE_2D, 0, TGL_RGBA, texture->_width, texture->_height, 0, TGL_RGBA, TGL_UNSIGNED_BYTE, texdata);
|
|
delete[] texdata;
|
|
}
|
|
|
|
void GfxTinyGL::selectTexture(const Texture *texture) {
|
|
TGLuint *textures = (TGLuint *)texture->_texture;
|
|
tglBindTexture(TGL_TEXTURE_2D, textures[0]);
|
|
|
|
if (texture->_hasAlpha && g_grim->getGameType() == GType_MONKEY4) {
|
|
tglEnable(TGL_BLEND);
|
|
}
|
|
|
|
// Grim has inverted tex-coords, EMI doesn't
|
|
if (g_grim->getGameType() != GType_MONKEY4) {
|
|
tglMatrixMode(TGL_TEXTURE);
|
|
tglLoadIdentity();
|
|
tglScalef(1.0f / texture->_width, 1.0f / texture->_height, 1);
|
|
}
|
|
}
|
|
|
|
void GfxTinyGL::destroyTexture(Texture *texture) {
|
|
TGLuint *textures = (TGLuint *)texture->_texture;
|
|
if (textures) {
|
|
tglDeleteTextures(1, textures);
|
|
delete[] textures;
|
|
}
|
|
}
|
|
|
|
void GfxTinyGL::prepareMovieFrame(Graphics::Surface *frame) {
|
|
if (_smushImage == nullptr)
|
|
_smushImage = tglGenBlitImage();
|
|
tglUploadBlitImage(_smushImage, *frame, 0, false);
|
|
}
|
|
|
|
void GfxTinyGL::drawMovieFrame(int offsetX, int offsetY) {
|
|
tglBlitFast(_smushImage, offsetX, offsetY);
|
|
}
|
|
|
|
void GfxTinyGL::releaseMovieFrame() {
|
|
tglDeleteBlitImage(_smushImage);
|
|
}
|
|
|
|
void GfxTinyGL::loadEmergFont() {
|
|
Graphics::Surface characterSurface;
|
|
Graphics::PixelFormat textureFormat(4, 8, 8, 8, 8, 0, 8, 16, 24);
|
|
characterSurface.create(8, 13, textureFormat);
|
|
uint32 color = textureFormat.ARGBToColor(255, 255, 255, 255);
|
|
uint32 colorTransparent = textureFormat.ARGBToColor(0, 255, 255, 255);
|
|
for (int i = 0; i < 96; i++) {
|
|
_emergFont[i] = tglGenBlitImage();
|
|
const uint8 *ptr = BitmapFont::emerFont[i];
|
|
for (int py = 0; py < 13; py++) {
|
|
int line = ptr[12 - py];
|
|
for (int px = 0; px < 8; px++) {
|
|
int pixel = line & 0x80;
|
|
line <<= 1;
|
|
*(uint32 *)characterSurface.getBasePtr(px, py) = pixel ? color : colorTransparent;
|
|
}
|
|
}
|
|
tglUploadBlitImage(_emergFont[i], characterSurface, 0, false);
|
|
}
|
|
characterSurface.free();
|
|
}
|
|
|
|
void GfxTinyGL::drawEmergString(int x, int y, const char *text, const Color &fgColor) {
|
|
int length = strlen(text);
|
|
|
|
for (int l = 0; l < length; l++) {
|
|
int c = text[l];
|
|
assert(c >= 32 && c <= 127);
|
|
TinyGL::BlitTransform transform(x, y);
|
|
transform.tint(1.0f, fgColor.getRed() / 255.0f, fgColor.getGreen() / 255.0f, fgColor.getBlue() / 255.0f);
|
|
tglBlit(_emergFont[c - 32], transform);
|
|
x += 10;
|
|
}
|
|
}
|
|
|
|
Bitmap *GfxTinyGL::getScreenshot(int w, int h, bool useStored) {
|
|
Bitmap *bmp;
|
|
if (useStored) {
|
|
bmp = createScreenshotBitmap(_storedDisplay, w, h, true);
|
|
} else {
|
|
Graphics::Surface *src = TinyGL::copyFromFrameBuffer(_pixelFormat);
|
|
bmp = createScreenshotBitmap(src, w, h, true);
|
|
src->free();
|
|
delete src;
|
|
}
|
|
return bmp;
|
|
}
|
|
|
|
void GfxTinyGL::createSpecialtyTextureFromScreen(uint id, uint8 *data, int x, int y, int width, int height) {
|
|
readPixels(x, y, width, height, data);
|
|
createSpecialtyTexture(id, data, width, height);
|
|
}
|
|
|
|
void GfxTinyGL::storeDisplay() {
|
|
TinyGL::presentBuffer();
|
|
_storedDisplay->free();
|
|
delete _storedDisplay;
|
|
_storedDisplay = TinyGL::copyFromFrameBuffer(_pixelFormat);
|
|
}
|
|
|
|
void GfxTinyGL::copyStoredToDisplay() {
|
|
Bitmap *bitmap = getScreenshot(_gameWidth, _gameHeight, true);
|
|
drawBitmap(bitmap, 0, 0, 0);
|
|
delete bitmap;
|
|
}
|
|
|
|
void GfxTinyGL::dimScreen() {
|
|
dimRegion(0, 0, _gameWidth, _gameHeight, 0.2f);
|
|
}
|
|
|
|
void GfxTinyGL::dimRegion(int x, int y, int w, int h, float level) {
|
|
tglMatrixMode(TGL_PROJECTION);
|
|
tglLoadIdentity();
|
|
tglOrthof(0, _gameWidth, _gameHeight, 0, 0, 1);
|
|
tglMatrixMode(TGL_MODELVIEW);
|
|
tglLoadIdentity();
|
|
|
|
tglDisable(TGL_LIGHTING);
|
|
tglDisable(TGL_DEPTH_TEST);
|
|
tglDepthMask(TGL_FALSE);
|
|
tglEnable(TGL_BLEND);
|
|
tglBlendFunc(TGL_SRC_ALPHA, TGL_ONE_MINUS_SRC_ALPHA);
|
|
|
|
tglColor4f(0, 0, 0, 1 - level);
|
|
|
|
tglBegin(TGL_QUADS);
|
|
tglVertex2f(x, y);
|
|
tglVertex2f(x + w, y);
|
|
tglVertex2f(x + w, y + h);
|
|
tglVertex2f(x, y + h);
|
|
tglEnd();
|
|
|
|
tglColor3f(1.0f, 1.0f, 1.0f);
|
|
|
|
tglDisable(TGL_BLEND);
|
|
tglDepthMask(TGL_TRUE);
|
|
tglEnable(TGL_DEPTH_TEST);
|
|
tglEnable(TGL_LIGHTING);
|
|
}
|
|
|
|
void GfxTinyGL::irisAroundRegion(int x1, int y1, int x2, int y2) {
|
|
tglMatrixMode(TGL_PROJECTION);
|
|
tglLoadIdentity();
|
|
tglOrthof(0, _gameWidth, _gameHeight, 0, 0, 1);
|
|
tglMatrixMode(TGL_MODELVIEW);
|
|
tglLoadIdentity();
|
|
|
|
tglDisable(TGL_DEPTH_TEST);
|
|
tglDisable(TGL_TEXTURE_2D);
|
|
tglDisable(TGL_BLEND);
|
|
tglDisable(TGL_LIGHTING);
|
|
tglDepthMask(TGL_FALSE);
|
|
|
|
tglColor3f(0.0f, 0.0f, 0.0f);
|
|
|
|
// Explicitly cast to avoid problems with C++11
|
|
float fx1 = x1;
|
|
float fx2 = x2;
|
|
float fy1 = y1;
|
|
float fy2 = y2;
|
|
float width = _screenWidth;
|
|
float height = _screenHeight;
|
|
float points[20] = {
|
|
0.0f, 0.0f,
|
|
0.0f, fy1,
|
|
width, 0.0f,
|
|
fx2, fy1,
|
|
width, height,
|
|
fx2, fy2,
|
|
0.0f, height,
|
|
fx1, fy2,
|
|
0.0f, fy1,
|
|
fx1, fy1
|
|
};
|
|
|
|
tglEnableClientState(TGL_VERTEX_ARRAY);
|
|
tglVertexPointer(2, TGL_FLOAT, 0, points);
|
|
tglDrawArrays(TGL_TRIANGLE_STRIP, 0, 10);
|
|
tglDisableClientState(TGL_VERTEX_ARRAY);
|
|
|
|
tglColor3f(1.0f, 1.0f, 1.0f);
|
|
tglEnable(TGL_DEPTH_TEST);
|
|
tglEnable(TGL_LIGHTING);
|
|
tglDepthMask(TGL_TRUE);
|
|
}
|
|
|
|
void GfxTinyGL::drawRectangle(const PrimitiveObject *primitive) {
|
|
float x1 = primitive->getP1().x * _scaleW;
|
|
float y1 = primitive->getP1().y * _scaleH;
|
|
float x2 = primitive->getP2().x * _scaleW;
|
|
float y2 = primitive->getP2().y * _scaleH;
|
|
const Color color(primitive->getColor());
|
|
|
|
tglMatrixMode(TGL_PROJECTION);
|
|
tglLoadIdentity();
|
|
tglOrthof(0, _screenWidth, _screenHeight, 0, 0, 1);
|
|
tglMatrixMode(TGL_MODELVIEW);
|
|
tglLoadIdentity();
|
|
|
|
tglDisable(TGL_LIGHTING);
|
|
tglDisable(TGL_DEPTH_TEST);
|
|
tglDepthMask(TGL_FALSE);
|
|
|
|
tglColor3ub(color.getRed(), color.getGreen(), color.getBlue());
|
|
|
|
if (primitive->isFilled()) {
|
|
tglBegin(TGL_QUADS);
|
|
tglVertex2f(x1, y1);
|
|
tglVertex2f(x2 + 1, y1);
|
|
tglVertex2f(x2 + 1, y2 + 1);
|
|
tglVertex2f(x1, y2 + 1);
|
|
tglEnd();
|
|
} else {
|
|
//tglLineWidth(_scaleW); // Not implemented in TinyGL
|
|
tglBegin(TGL_LINE_LOOP);
|
|
tglVertex2f(x1, y1);
|
|
tglVertex2f(x2 + 1, y1);
|
|
tglVertex2f(x2 + 1, y2 + 1);
|
|
tglVertex2f(x1, y2 + 1);
|
|
tglEnd();
|
|
}
|
|
|
|
tglColor3f(1.0f, 1.0f, 1.0f);
|
|
|
|
tglDepthMask(TGL_TRUE);
|
|
tglEnable(TGL_DEPTH_TEST);
|
|
tglEnable(TGL_LIGHTING);
|
|
}
|
|
|
|
void GfxTinyGL::drawLine(const PrimitiveObject *primitive) {
|
|
float x1 = primitive->getP1().x * _scaleW;
|
|
float y1 = primitive->getP1().y * _scaleH;
|
|
float x2 = primitive->getP2().x * _scaleW;
|
|
float y2 = primitive->getP2().y * _scaleH;
|
|
|
|
const Color &color = primitive->getColor();
|
|
|
|
tglMatrixMode(TGL_PROJECTION);
|
|
tglLoadIdentity();
|
|
tglOrthof(0, _screenWidth, _screenHeight, 0, 0, 1);
|
|
tglMatrixMode(TGL_MODELVIEW);
|
|
tglLoadIdentity();
|
|
|
|
tglDisable(TGL_LIGHTING);
|
|
tglDisable(TGL_DEPTH_TEST);
|
|
tglDepthMask(TGL_FALSE);
|
|
|
|
tglColor3ub(color.getRed(), color.getGreen(), color.getBlue());
|
|
|
|
//tglLineWidth(_scaleW); // Not implemented in TinyGL
|
|
|
|
tglBegin(TGL_LINES);
|
|
tglVertex2f(x1, y1);
|
|
tglVertex2f(x2, y2);
|
|
tglEnd();
|
|
|
|
tglColor3f(1.0f, 1.0f, 1.0f);
|
|
|
|
tglDepthMask(TGL_TRUE);
|
|
tglEnable(TGL_DEPTH_TEST);
|
|
tglEnable(TGL_LIGHTING);
|
|
}
|
|
|
|
void GfxTinyGL::drawDimPlane() {
|
|
if (_dimLevel == 0.0f) return;
|
|
|
|
tglMatrixMode(TGL_PROJECTION);
|
|
tglLoadIdentity();
|
|
tglOrthof(0, 1, 1, 0, 0, 1);
|
|
tglMatrixMode(TGL_MODELVIEW);
|
|
tglLoadIdentity();
|
|
|
|
tglDisable(TGL_DEPTH_TEST);
|
|
tglDepthMask(TGL_FALSE);
|
|
|
|
tglDisable(TGL_LIGHTING);
|
|
tglEnable(TGL_BLEND);
|
|
tglBlendFunc(TGL_SRC_ALPHA, TGL_ONE_MINUS_SRC_ALPHA);
|
|
|
|
tglColor4f(0.0f, 0.0f, 0.0f, _dimLevel);
|
|
|
|
tglBegin(TGL_QUADS);
|
|
tglVertex2f(-1, -1);
|
|
tglVertex2f(1.0, -1);
|
|
tglVertex2f(1.0, 1.0);
|
|
tglVertex2f(-1, 1.0);
|
|
tglEnd();
|
|
|
|
tglColor4f(1.0f, 1.0f, 1.0f, 1.0f);
|
|
|
|
tglDisable(TGL_BLEND);
|
|
tglDepthMask(TGL_TRUE);
|
|
tglEnable(TGL_DEPTH_TEST);
|
|
tglEnable(TGL_LIGHTING);
|
|
}
|
|
|
|
void GfxTinyGL::drawPolygon(const PrimitiveObject *primitive) {
|
|
float x1 = primitive->getP1().x * _scaleW;
|
|
float y1 = primitive->getP1().y * _scaleH;
|
|
float x2 = primitive->getP2().x * _scaleW;
|
|
float y2 = primitive->getP2().y * _scaleH;
|
|
float x3 = primitive->getP3().x * _scaleW;
|
|
float y3 = primitive->getP3().y * _scaleH;
|
|
float x4 = primitive->getP4().x * _scaleW;
|
|
float y4 = primitive->getP4().y * _scaleH;
|
|
|
|
const Color &color = primitive->getColor();
|
|
|
|
tglMatrixMode(TGL_PROJECTION);
|
|
tglLoadIdentity();
|
|
tglOrthof(0, _screenWidth, _screenHeight, 0, 0, 1);
|
|
tglMatrixMode(TGL_MODELVIEW);
|
|
tglLoadIdentity();
|
|
|
|
tglDisable(TGL_LIGHTING);
|
|
tglDisable(TGL_DEPTH_TEST);
|
|
tglDepthMask(TGL_FALSE);
|
|
|
|
tglColor3ub(color.getRed(), color.getGreen(), color.getBlue());
|
|
|
|
tglBegin(TGL_LINES);
|
|
tglVertex2f(x1, y1);
|
|
tglVertex2f(x2 + 1, y2 + 1);
|
|
tglVertex2f(x3, y3 + 1);
|
|
tglVertex2f(x4 + 1, y4);
|
|
tglEnd();
|
|
|
|
tglColor3f(1.0f, 1.0f, 1.0f);
|
|
|
|
tglDepthMask(TGL_TRUE);
|
|
tglEnable(TGL_DEPTH_TEST);
|
|
tglEnable(TGL_LIGHTING);
|
|
}
|
|
|
|
void GfxTinyGL::readPixels(int x, int y, int width, int height, uint8 *buffer) {
|
|
assert(x >= 0);
|
|
assert(y >= 0);
|
|
assert(x < _screenWidth);
|
|
assert(y < _screenHeight);
|
|
|
|
Graphics::Surface glBuffer;
|
|
TinyGL::getSurfaceRef(glBuffer);
|
|
uint8 r, g, b;
|
|
for (int i = 0; i < height; ++i) {
|
|
for (int j = 0; j < width; ++j) {
|
|
if ((j + x) >= _screenWidth || (i + y) >= _screenHeight) {
|
|
buffer[0] = buffer[1] = buffer[2] = 0;
|
|
} else {
|
|
uint32 pixel = glBuffer.getPixel(j, i);
|
|
glBuffer.format.colorToRGB(pixel, r, g, b);
|
|
buffer[0] = r;
|
|
buffer[1] = g;
|
|
buffer[2] = b;
|
|
}
|
|
buffer[3] = 255;
|
|
buffer += 4;
|
|
}
|
|
}
|
|
}
|
|
|
|
void GfxTinyGL::setBlendMode(bool additive) {
|
|
if (additive) {
|
|
tglBlendFunc(TGL_SRC_ALPHA, TGL_ONE);
|
|
} else {
|
|
tglBlendFunc(TGL_SRC_ALPHA, TGL_ONE_MINUS_SRC_ALPHA);
|
|
}
|
|
}
|
|
|
|
} // end of namespace Grim
|