scummvm/engines/myst3/gfx.cpp
2012-01-12 11:19:12 +01:00

391 lines
11 KiB
C++

/* 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.
*
*/
#if defined(WIN32)
#include <windows.h>
// winnt.h defines ARRAYSIZE, but we want our own one...
#undef ARRAYSIZE
#endif
#include "engines/myst3/gfx.h"
#include "common/rect.h"
#include "common/textconsole.h"
#include "graphics/colormasks.h"
#include "graphics/surface.h"
#ifdef SDL_BACKEND
#include <SDL_opengl.h>
#else
#include <GL/gl.h>
#include <GL/glu.h>
#endif
namespace Myst3 {
class OpenGLTexture : public Texture {
public:
OpenGLTexture(const Graphics::Surface *surface);
virtual ~OpenGLTexture();
void update(const Graphics::Surface *surface);
GLuint id;
GLuint internalFormat;
uint32 internalWidth;
uint32 internalHeight;
};
// From Bit Twiddling Hacks
static uint32 upperPowerOfTwo(uint32 v)
{
v--;
v |= v >> 1;
v |= v >> 2;
v |= v >> 4;
v |= v >> 8;
v |= v >> 16;
v++;
return v;
}
OpenGLTexture::OpenGLTexture(const Graphics::Surface *surface) {
width = surface->w;
height = surface->h;
format = surface->format;
internalHeight = upperPowerOfTwo(height);
internalWidth = upperPowerOfTwo(width);
if (format.bytesPerPixel == 4)
internalFormat = GL_RGBA;
else if (format.bytesPerPixel == 3)
internalFormat = GL_RGB;
else
error("Unknown pixel format");
glGenTextures(1, &id);
glBindTexture(GL_TEXTURE_2D, id);
glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, internalWidth, internalHeight, 0, internalFormat, GL_UNSIGNED_BYTE, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
update(surface);
}
OpenGLTexture::~OpenGLTexture() {
glDeleteTextures(1, &id);
}
void OpenGLTexture::update(const Graphics::Surface *surface) {
glBindTexture(GL_TEXTURE_2D, id);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, surface->w, surface->h, internalFormat, GL_UNSIGNED_BYTE, surface->pixels);
}
Renderer::Renderer(OSystem *system) :
_system(system),
_font(0) {
}
Renderer::~Renderer() {
if (_font)
freeTexture(_font);
}
Texture *Renderer::createTexture(const Graphics::Surface *surface) {
return new OpenGLTexture(surface);
}
void Renderer::freeTexture(Texture *texture) {
OpenGLTexture *glTexture = static_cast<OpenGLTexture *>(texture);
delete glTexture;
}
void Renderer::init() {
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glDisable(GL_LIGHTING);
glEnable(GL_TEXTURE_2D);
glEnable(GL_DEPTH_TEST);
}
void Renderer::initFont(const Graphics::Surface *surface) {
_font = createTexture(surface);
}
void Renderer::clear() {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glColor3f(1.0f, 1.0f, 1.0f);
}
void Renderer::setupCameraOrtho2D() {
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluOrtho2D(0.0, kOriginalWidth, kOriginalHeight, 0.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
void Renderer::setupCameraPerspective(float pitch, float heading) {
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(65.0, (GLfloat)kOriginalWidth /(GLfloat)kOriginalHeight, 0.1, 100.0);
// Rotate the model to simulate the rotation of the camera
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glRotatef(pitch, -1.0f, 0.0f, 0.0f);
glRotatef(heading - 180.0f, 0.0f, 1.0f, 0.0f);
}
void Renderer::drawRect2D(const Common::Rect &rect, uint32 color) {
uint8 a, r, g, b;
Graphics::colorToARGB< Graphics::ColorMasks<8888> >(color, a, r, g, b);
glDisable(GL_TEXTURE_2D);
glColor4f(r / 255.0, g / 255.0, b / 255.0, a / 255.0);
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 Renderer::drawTexturedRect2D(const Common::Rect &screenRect, const Common::Rect &textureRect,
Texture *texture, float transparency) {
OpenGLTexture *glTexture = static_cast<OpenGLTexture *>(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) {
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, sTop + sHeight, 1.0f);
glTexCoord2f(tLeft + tWidth, tTop + tHeight);
glVertex3f(sLeft + sWidth, sTop + sHeight, 1.0f);
glTexCoord2f(tLeft, tTop);
glVertex3f(sLeft + 0, sTop + 0, 1.0f);
glTexCoord2f(tLeft + tWidth, tTop);
glVertex3f(sLeft + sWidth, sTop + 0, 1.0f);
glEnd();
glDisable(GL_BLEND);
glDepthMask(GL_TRUE);
}
Common::Rect Renderer::getFontCharacterRect(uint8 character) {
uint index = 0;
if (character == ' ')
index = 0;
else if (character >= '0' && character <= '9')
index = 1 + character - '0';
else if (character >= 'A' && character <= 'Z')
index = 1 + 10 + character - 'A';
else if (character == '|')
index = 1 + 10 + 26;
return Common::Rect(16 * index, 0, 16 * (index + 1), 32);
}
void Renderer::draw2DText(const Common::String &text, const Common::Point &position) {
OpenGLTexture *glFont = static_cast<OpenGLTexture *>(_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() - 2;
}
glDisable(GL_TEXTURE_2D);
glDisable(GL_BLEND);
glDepthMask(GL_TRUE);
}
void Renderer::drawCube(Texture **textures) {
OpenGLTexture *texture0 = static_cast<OpenGLTexture *>(textures[0]);
// Size of the cube
float t = 1.0f;
// Used fragment of the textures
float s = texture0->width / (float) texture0->internalWidth;
glEnable(GL_TEXTURE_2D);
glDepthMask(GL_FALSE);
glBindTexture(GL_TEXTURE_2D, static_cast<OpenGLTexture *>(textures[4])->id);
glBegin(GL_TRIANGLE_STRIP); // X-
glTexCoord2f(0, s); glVertex3f(-t,-t, t);
glTexCoord2f(s, s); glVertex3f(-t,-t,-t);
glTexCoord2f(0, 0); glVertex3f(-t, t, t);
glTexCoord2f(s, 0); glVertex3f(-t, t,-t);
glEnd();
glBindTexture(GL_TEXTURE_2D, static_cast<OpenGLTexture *>(textures[3])->id);
glBegin(GL_TRIANGLE_STRIP); // X+
glTexCoord2f(0, s); glVertex3f( t,-t,-t);
glTexCoord2f(s, s); glVertex3f( t,-t, t);
glTexCoord2f(0, 0); glVertex3f( t, t,-t);
glTexCoord2f(s, 0); glVertex3f( t, t, t);
glEnd();
glBindTexture(GL_TEXTURE_2D, static_cast<OpenGLTexture *>(textures[1])->id);
glBegin(GL_TRIANGLE_STRIP); // Y-
glTexCoord2f(0, s); glVertex3f( t,-t,-t);
glTexCoord2f(s, s); glVertex3f(-t,-t,-t);
glTexCoord2f(0, 0); glVertex3f( t,-t, t);
glTexCoord2f(s, 0); glVertex3f(-t,-t, t);
glEnd();
glBindTexture(GL_TEXTURE_2D, static_cast<OpenGLTexture *>(textures[5])->id);
glBegin(GL_TRIANGLE_STRIP); // Y+
glTexCoord2f(0, s); glVertex3f( t, t, t);
glTexCoord2f(s, s); glVertex3f(-t, t, t);
glTexCoord2f(0, 0); glVertex3f( t, t,-t);
glTexCoord2f(s, 0); glVertex3f(-t, t,-t);
glEnd();
glBindTexture(GL_TEXTURE_2D, static_cast<OpenGLTexture *>(textures[0])->id);
glBegin(GL_TRIANGLE_STRIP); // Z-
glTexCoord2f(0, s); glVertex3f(-t,-t,-t);
glTexCoord2f(s, s); glVertex3f( t,-t,-t);
glTexCoord2f(0, 0); glVertex3f(-t, t,-t);
glTexCoord2f(s, 0); glVertex3f( t, t,-t);
glEnd();
glBindTexture(GL_TEXTURE_2D, static_cast<OpenGLTexture *>(textures[2])->id);
glBegin(GL_TRIANGLE_STRIP); // Z+
glTexCoord2f(0, s); glVertex3f( t,-t, t);
glTexCoord2f(s, s); glVertex3f(-t,-t, t);
glTexCoord2f(0, 0); glVertex3f( t, t, t);
glTexCoord2f(s, 0); glVertex3f(-t, t, t);
glEnd();
glDepthMask(GL_TRUE);
}
void Renderer::drawTexturedRect3D(const Math::Vector3d &topLeft, const Math::Vector3d &bottomLeft,
const Math::Vector3d &topRight, const Math::Vector3d &bottomRight, Texture *texture) {
OpenGLTexture *glTexture = static_cast<OpenGLTexture *>(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);
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);
}
} // end of namespace Myst3