scummvm/engines/myst3/gfx_tinygl.cpp

288 lines
8.2 KiB
C++

/* 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 <http://www.gnu.org/licenses/>.
*
*/
#include "common/config-manager.h"
#include "common/rect.h"
#include "common/textconsole.h"
#include "graphics/surface.h"
#include "graphics/tinygl/tinygl.h"
#include "math/vector2d.h"
#include "math/glmath.h"
#include "engines/myst3/gfx.h"
#include "engines/myst3/gfx_tinygl.h"
#include "engines/myst3/gfx_tinygl_texture.h"
namespace Myst3 {
Renderer *CreateGfxTinyGL(OSystem *system) {
return new TinyGLRenderer(system);
}
TinyGLRenderer::TinyGLRenderer(OSystem *system) :
Renderer(system) {
}
TinyGLRenderer::~TinyGLRenderer() {
TinyGL::destroyContext();
}
Texture *TinyGLRenderer::createTexture2D(const Graphics::Surface *surface) {
return new TinyGLTexture2D(surface);
}
Texture *TinyGLRenderer::createTexture3D(const Graphics::Surface *surface) {
return new TinyGLTexture3D(surface);
}
void TinyGLRenderer::init() {
debug("Initializing Software 3D Renderer");
computeScreenViewport();
TinyGL::createContext(kOriginalWidth, kOriginalHeight, g_system->getScreenFormat(), 512, false, ConfMan.getBool("dirtyrects"));
tglMatrixMode(TGL_PROJECTION);
tglLoadIdentity();
tglMatrixMode(TGL_MODELVIEW);
tglLoadIdentity();
tglDisable(TGL_LIGHTING);
tglEnable(TGL_TEXTURE_2D);
tglEnable(TGL_DEPTH_TEST);
}
void TinyGLRenderer::clear() {
tglClearColor(0.f, 0.f, 0.f, 1.f); // Solid black
tglClear(TGL_COLOR_BUFFER_BIT | TGL_DEPTH_BUFFER_BIT);
tglColor3f(1.0f, 1.0f, 1.0f);
}
void TinyGLRenderer::selectTargetWindow(Window *window, bool is3D, bool scaled) {
if (!window) {
// No window found ...
if (scaled) {
// ... in scaled mode draw in the original game screen area
_viewport = viewport();
} else {
// ... otherwise, draw on the whole screen
_viewport = Common::Rect(_system->getWidth(), _system->getHeight());
}
} else {
// Found a window, draw inside it
_viewport = window->getPosition();
}
tglViewport(_viewport.left, _system->getHeight() - _viewport.top - _viewport.height(), _viewport.width(), _viewport.height());
if (is3D) {
tglMatrixMode(TGL_PROJECTION);
tglLoadMatrixf(_projectionMatrix.getData());
tglMatrixMode(TGL_MODELVIEW);
tglLoadMatrixf(_modelViewMatrix.getData());
} else {
tglMatrixMode(TGL_PROJECTION);
tglLoadIdentity();
if (!window) {
if (scaled) {
tglOrthof(0, kOriginalWidth, kOriginalHeight, 0, -1, 1);
} else {
tglOrthof(0, _system->getWidth(), _system->getHeight(), 0, -1, 1);
}
} else {
if (scaled) {
Common::Rect originalRect = window->getOriginalPosition();
tglOrthof(0, originalRect.width(), originalRect.height(), 0, -1, 1);
} else {
Common::Rect vp = window->getPosition();
tglOrthof(0, vp.width(), vp.height(), 0, -1, 1);
}
}
tglMatrixMode(TGL_MODELVIEW);
tglLoadIdentity();
}
}
void TinyGLRenderer::drawRect2D(const Common::Rect &rect, uint8 a, uint8 r, uint8 g, uint8 b) {
tglDisable(TGL_TEXTURE_2D);
tglColor4ub(r, g, b, a);
if (a != 255) {
tglEnable(TGL_BLEND);
tglBlendFunc(TGL_SRC_ALPHA, TGL_ONE_MINUS_SRC_ALPHA);
}
tglBegin(TGL_TRIANGLE_STRIP);
tglVertex3f(rect.left, rect.bottom, 0.0f);
tglVertex3f(rect.right, rect.bottom, 0.0f);
tglVertex3f(rect.left, rect.top, 0.0f);
tglVertex3f(rect.right, rect.top, 0.0f);
tglEnd();
tglDisable(TGL_BLEND);
}
void TinyGLRenderer::drawTexturedRect2D(const Common::Rect &screenRect, const Common::Rect &textureRect,
Texture *texture, float transparency, bool additiveBlending) {
TinyGLTexture2D *glTexture = static_cast<TinyGLTexture2D *>(texture);
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) {
tglBlendFunc(TGL_SRC_ALPHA, TGL_ONE);
} else {
tglBlendFunc(TGL_SRC_ALPHA, TGL_ONE_MINUS_SRC_ALPHA);
}
tglEnable(TGL_BLEND);
} else {
transparency = 1.0;
}
tglEnable(TGL_TEXTURE_2D);
tglDepthMask(TGL_FALSE);
// HACK: tglBlit is not affected by the viewport, so we offset the draw coordinates here
TinyGL::BlitTransform transform(sLeft + _viewport.left, sTop + _viewport.top);
transform.sourceRectangle(textureRect.left, textureRect.top, sWidth, sHeight);
transform.tint(transparency);
tglBlit(glTexture->getBlitTexture(), transform);
tglDisable(TGL_BLEND);
tglDepthMask(TGL_TRUE);
}
void TinyGLRenderer::draw2DText(const Common::String &text, const Common::Point &position) {
TinyGLTexture2D *glFont = static_cast<TinyGLTexture2D *>(_font);
// The font only has uppercase letters
Common::String textToDraw = text;
textToDraw.toUppercase();
tglEnable(TGL_BLEND);
tglBlendFunc(TGL_SRC_ALPHA, TGL_ONE_MINUS_SRC_ALPHA);
tglEnable(TGL_TEXTURE_2D);
tglDepthMask(TGL_FALSE);
tglColor3f(1.0f, 1.0f, 1.0f);
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();
TinyGL::BlitTransform transform(x, y);
transform.sourceRectangle(textureRect.left, textureRect.top, w, h);
transform.flip(true, false);
tglBlit(glFont->getBlitTexture(), transform);
x += textureRect.width() - 3;
}
tglDisable(TGL_TEXTURE_2D);
tglDisable(TGL_BLEND);
tglDepthMask(TGL_TRUE);
}
void TinyGLRenderer::drawFace(uint face, Texture *texture) {
TinyGLTexture3D *glTexture = static_cast<TinyGLTexture3D *>(texture);
tglBindTexture(TGL_TEXTURE_2D, glTexture->id);
tglBegin(TGL_TRIANGLE_STRIP);
for (uint i = 0; i < 4; i++) {
tglTexCoord2f(cubeVertices[5 * (4 * face + i) + 0], cubeVertices[5 * (4 * face + i) + 1]);
tglVertex3f(cubeVertices[5 * (4 * face + i) + 2], cubeVertices[5 * (4 * face + i) + 3], cubeVertices[5 * (4 * face + i) + 4]);
}
tglEnd();
}
void TinyGLRenderer::drawCube(Texture **textures) {
tglEnable(TGL_TEXTURE_2D);
tglDepthMask(TGL_FALSE);
for (uint i = 0; i < 6; i++) {
drawFace(i, textures[i]);
}
tglDepthMask(TGL_TRUE);
}
void TinyGLRenderer::drawTexturedRect3D(const Math::Vector3d &topLeft, const Math::Vector3d &bottomLeft,
const Math::Vector3d &topRight, const Math::Vector3d &bottomRight, Texture *texture) {
TinyGLTexture3D *glTexture = static_cast<TinyGLTexture3D *>(texture);
tglBlendFunc(TGL_SRC_ALPHA, TGL_ONE_MINUS_SRC_ALPHA);
tglEnable(TGL_BLEND);
tglDepthMask(TGL_FALSE);
tglBindTexture(TGL_TEXTURE_2D, glTexture->id);
tglBegin(TGL_TRIANGLE_STRIP);
tglTexCoord2f(0, 0);
tglVertex3f(-topLeft.x(), topLeft.y(), topLeft.z());
tglTexCoord2f(0, 1);
tglVertex3f(-bottomLeft.x(), bottomLeft.y(), bottomLeft.z());
tglTexCoord2f(1, 0);
tglVertex3f(-topRight.x(), topRight.y(), topRight.z());
tglTexCoord2f(1, 1);
tglVertex3f(-bottomRight.x(), bottomRight.y(), bottomRight.z());
tglEnd();
tglDisable(TGL_BLEND);
tglDepthMask(TGL_TRUE);
}
Graphics::Surface *TinyGLRenderer::getScreenshot() {
return TinyGL::copyFromFrameBuffer(Texture::getRGBAPixelFormat());
}
void TinyGLRenderer::flipBuffer() {
Common::List<Common::Rect> dirtyAreas;
TinyGL::presentBuffer(dirtyAreas);
Graphics::Surface glBuffer;
TinyGL::getSurfaceRef(glBuffer);
if (!dirtyAreas.empty()) {
for (Common::List<Common::Rect>::iterator itRect = dirtyAreas.begin(); itRect != dirtyAreas.end(); ++itRect) {
g_system->copyRectToScreen(glBuffer.getBasePtr((*itRect).left, (*itRect).top), glBuffer.pitch,
(*itRect).left, (*itRect).top, (*itRect).width(), (*itRect).height());
}
}
}
} // End of namespace Myst3