mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-28 12:46:56 +00:00
391 lines
11 KiB
C++
391 lines
11 KiB
C++
/* ResidualVM - A 3D game interpreter
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*
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* ResidualVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the AUTHORS
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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
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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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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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#if defined(WIN32)
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#include <windows.h>
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// winnt.h defines ARRAYSIZE, but we want our own one...
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#undef ARRAYSIZE
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#endif
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#include "engines/myst3/gfx.h"
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#include "common/rect.h"
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#include "common/textconsole.h"
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#include "graphics/colormasks.h"
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#include "graphics/surface.h"
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#ifdef SDL_BACKEND
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#include <SDL_opengl.h>
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#else
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#include <GL/gl.h>
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#include <GL/glu.h>
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#endif
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namespace Myst3 {
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class OpenGLTexture : public Texture {
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public:
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OpenGLTexture(const Graphics::Surface *surface);
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virtual ~OpenGLTexture();
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void update(const Graphics::Surface *surface);
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GLuint id;
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GLuint internalFormat;
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uint32 internalWidth;
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uint32 internalHeight;
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};
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// From Bit Twiddling Hacks
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static uint32 upperPowerOfTwo(uint32 v)
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{
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v--;
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v |= v >> 1;
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v |= v >> 2;
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v |= v >> 4;
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v |= v >> 8;
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v |= v >> 16;
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v++;
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return v;
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}
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OpenGLTexture::OpenGLTexture(const Graphics::Surface *surface) {
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width = surface->w;
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height = surface->h;
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format = surface->format;
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internalHeight = upperPowerOfTwo(height);
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internalWidth = upperPowerOfTwo(width);
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if (format.bytesPerPixel == 4)
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internalFormat = GL_RGBA;
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else if (format.bytesPerPixel == 3)
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internalFormat = GL_RGB;
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else
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error("Unknown pixel format");
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glGenTextures(1, &id);
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glBindTexture(GL_TEXTURE_2D, id);
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glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, internalWidth, internalHeight, 0, internalFormat, GL_UNSIGNED_BYTE, 0);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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update(surface);
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}
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OpenGLTexture::~OpenGLTexture() {
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glDeleteTextures(1, &id);
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}
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void OpenGLTexture::update(const Graphics::Surface *surface) {
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glBindTexture(GL_TEXTURE_2D, id);
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, surface->w, surface->h, internalFormat, GL_UNSIGNED_BYTE, surface->pixels);
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}
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Renderer::Renderer(OSystem *system) :
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_system(system),
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_font(0) {
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}
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Renderer::~Renderer() {
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if (_font)
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freeTexture(_font);
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}
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Texture *Renderer::createTexture(const Graphics::Surface *surface) {
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return new OpenGLTexture(surface);
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}
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void Renderer::freeTexture(Texture *texture) {
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OpenGLTexture *glTexture = static_cast<OpenGLTexture *>(texture);
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delete glTexture;
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}
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void Renderer::init() {
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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glDisable(GL_LIGHTING);
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glEnable(GL_TEXTURE_2D);
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glEnable(GL_DEPTH_TEST);
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}
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void Renderer::initFont(const Graphics::Surface *surface) {
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_font = createTexture(surface);
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}
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void Renderer::clear() {
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glColor3f(1.0f, 1.0f, 1.0f);
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}
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void Renderer::setupCameraOrtho2D() {
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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gluOrtho2D(0.0, kOriginalWidth, kOriginalHeight, 0.0);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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}
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void Renderer::setupCameraPerspective(float pitch, float heading) {
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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gluPerspective(65.0, (GLfloat)kOriginalWidth /(GLfloat)kOriginalHeight, 0.1, 100.0);
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// Rotate the model to simulate the rotation of the camera
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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glRotatef(pitch, -1.0f, 0.0f, 0.0f);
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glRotatef(heading - 180.0f, 0.0f, 1.0f, 0.0f);
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}
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void Renderer::drawRect2D(const Common::Rect &rect, uint32 color) {
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uint8 a, r, g, b;
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Graphics::colorToARGB< Graphics::ColorMasks<8888> >(color, a, r, g, b);
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glDisable(GL_TEXTURE_2D);
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glColor4f(r / 255.0, g / 255.0, b / 255.0, a / 255.0);
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if (a != 255) {
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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}
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glBegin(GL_TRIANGLE_STRIP);
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glVertex3f( rect.left, rect.bottom, 0.0f);
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glVertex3f( rect.right, rect.bottom, 0.0f);
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glVertex3f( rect.left, rect.top, 0.0f);
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glVertex3f( rect.right, rect.top, 0.0f);
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glEnd();
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glDisable(GL_BLEND);
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}
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void Renderer::drawTexturedRect2D(const Common::Rect &screenRect, const Common::Rect &textureRect,
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Texture *texture, float transparency) {
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OpenGLTexture *glTexture = static_cast<OpenGLTexture *>(texture);
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const float tLeft = textureRect.left / (float) glTexture->internalWidth;
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const float tWidth = textureRect.width() / (float) glTexture->internalWidth;
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const float tTop = textureRect.top / (float) glTexture->internalHeight;
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const float tHeight = textureRect.height() / (float) glTexture->internalHeight;
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const float sLeft = screenRect.left;
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const float sTop = screenRect.top;
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const float sWidth = screenRect.width();
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const float sHeight = screenRect.height();
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if (transparency >= 0.0) {
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glEnable(GL_BLEND);
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} else {
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transparency = 1.0;
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}
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glEnable(GL_TEXTURE_2D);
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glColor4f(1.0f, 1.0f, 1.0f, transparency);
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glDepthMask(GL_FALSE);
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glBindTexture(GL_TEXTURE_2D, glTexture->id);
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glBegin(GL_TRIANGLE_STRIP);
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glTexCoord2f(tLeft, tTop + tHeight);
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glVertex3f(sLeft + 0, sTop + sHeight, 1.0f);
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glTexCoord2f(tLeft + tWidth, tTop + tHeight);
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glVertex3f(sLeft + sWidth, sTop + sHeight, 1.0f);
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glTexCoord2f(tLeft, tTop);
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glVertex3f(sLeft + 0, sTop + 0, 1.0f);
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glTexCoord2f(tLeft + tWidth, tTop);
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glVertex3f(sLeft + sWidth, sTop + 0, 1.0f);
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glEnd();
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glDisable(GL_BLEND);
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glDepthMask(GL_TRUE);
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}
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Common::Rect Renderer::getFontCharacterRect(uint8 character) {
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uint index = 0;
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if (character == ' ')
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index = 0;
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else if (character >= '0' && character <= '9')
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index = 1 + character - '0';
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else if (character >= 'A' && character <= 'Z')
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index = 1 + 10 + character - 'A';
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else if (character == '|')
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index = 1 + 10 + 26;
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return Common::Rect(16 * index, 0, 16 * (index + 1), 32);
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}
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void Renderer::draw2DText(const Common::String &text, const Common::Point &position) {
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OpenGLTexture *glFont = static_cast<OpenGLTexture *>(_font);
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// The font only has uppercase letters
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Common::String textToDraw = text;
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textToDraw.toUppercase();
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glEnable(GL_TEXTURE_2D);
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glDepthMask(GL_FALSE);
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glColor3f(1.0f, 1.0f, 1.0f);
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glBindTexture(GL_TEXTURE_2D, glFont->id);
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int x = position.x;
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int y = position.y;
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for (uint i = 0; i < textToDraw.size(); i++) {
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Common::Rect textureRect = getFontCharacterRect(textToDraw[i]);
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int w = textureRect.width();
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int h = textureRect.height();
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float cw = textureRect.width() / (float) glFont->internalWidth;
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float ch = textureRect.height() / (float) glFont->internalHeight;
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float cx = textureRect.left / (float) glFont->internalWidth;
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float cy = textureRect.top / (float) glFont->internalHeight;
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glBegin(GL_QUADS);
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glTexCoord2f(cx, cy + ch);
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glVertex3f(x, y, 1.0f);
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glTexCoord2f(cx + cw, cy + ch);
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glVertex3f(x + w, y, 1.0f);
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glTexCoord2f(cx + cw, cy);
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glVertex3f(x + w, y + h, 1.0f);
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glTexCoord2f(cx, cy);
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glVertex3f(x, y + h, 1.0f);
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glEnd();
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x += textureRect.width() - 2;
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}
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glDisable(GL_TEXTURE_2D);
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glDisable(GL_BLEND);
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glDepthMask(GL_TRUE);
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}
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void Renderer::drawCube(Texture **textures) {
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OpenGLTexture *texture0 = static_cast<OpenGLTexture *>(textures[0]);
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// Size of the cube
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float t = 1.0f;
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// Used fragment of the textures
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float s = texture0->width / (float) texture0->internalWidth;
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glEnable(GL_TEXTURE_2D);
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glDepthMask(GL_FALSE);
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glBindTexture(GL_TEXTURE_2D, static_cast<OpenGLTexture *>(textures[4])->id);
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glBegin(GL_TRIANGLE_STRIP); // X-
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glTexCoord2f(0, s); glVertex3f(-t,-t, t);
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glTexCoord2f(s, s); glVertex3f(-t,-t,-t);
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glTexCoord2f(0, 0); glVertex3f(-t, t, t);
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glTexCoord2f(s, 0); glVertex3f(-t, t,-t);
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glEnd();
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glBindTexture(GL_TEXTURE_2D, static_cast<OpenGLTexture *>(textures[3])->id);
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glBegin(GL_TRIANGLE_STRIP); // X+
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glTexCoord2f(0, s); glVertex3f( t,-t,-t);
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glTexCoord2f(s, s); glVertex3f( t,-t, t);
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glTexCoord2f(0, 0); glVertex3f( t, t,-t);
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glTexCoord2f(s, 0); glVertex3f( t, t, t);
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glEnd();
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glBindTexture(GL_TEXTURE_2D, static_cast<OpenGLTexture *>(textures[1])->id);
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glBegin(GL_TRIANGLE_STRIP); // Y-
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glTexCoord2f(0, s); glVertex3f( t,-t,-t);
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glTexCoord2f(s, s); glVertex3f(-t,-t,-t);
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glTexCoord2f(0, 0); glVertex3f( t,-t, t);
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glTexCoord2f(s, 0); glVertex3f(-t,-t, t);
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glEnd();
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glBindTexture(GL_TEXTURE_2D, static_cast<OpenGLTexture *>(textures[5])->id);
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glBegin(GL_TRIANGLE_STRIP); // Y+
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glTexCoord2f(0, s); glVertex3f( t, t, t);
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glTexCoord2f(s, s); glVertex3f(-t, t, t);
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glTexCoord2f(0, 0); glVertex3f( t, t,-t);
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glTexCoord2f(s, 0); glVertex3f(-t, t,-t);
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glEnd();
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glBindTexture(GL_TEXTURE_2D, static_cast<OpenGLTexture *>(textures[0])->id);
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glBegin(GL_TRIANGLE_STRIP); // Z-
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glTexCoord2f(0, s); glVertex3f(-t,-t,-t);
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glTexCoord2f(s, s); glVertex3f( t,-t,-t);
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glTexCoord2f(0, 0); glVertex3f(-t, t,-t);
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glTexCoord2f(s, 0); glVertex3f( t, t,-t);
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glEnd();
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glBindTexture(GL_TEXTURE_2D, static_cast<OpenGLTexture *>(textures[2])->id);
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glBegin(GL_TRIANGLE_STRIP); // Z+
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glTexCoord2f(0, s); glVertex3f( t,-t, t);
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glTexCoord2f(s, s); glVertex3f(-t,-t, t);
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glTexCoord2f(0, 0); glVertex3f( t, t, t);
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glTexCoord2f(s, 0); glVertex3f(-t, t, t);
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glEnd();
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glDepthMask(GL_TRUE);
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}
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void Renderer::drawTexturedRect3D(const Math::Vector3d &topLeft, const Math::Vector3d &bottomLeft,
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const Math::Vector3d &topRight, const Math::Vector3d &bottomRight, Texture *texture) {
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OpenGLTexture *glTexture = static_cast<OpenGLTexture *>(texture);
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const float w = glTexture->width / (float) glTexture->internalWidth;
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const float h = glTexture->height / (float)glTexture->internalHeight;
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glEnable(GL_BLEND);
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glBindTexture(GL_TEXTURE_2D, glTexture->id);
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glBegin(GL_TRIANGLE_STRIP);
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glTexCoord2f(0, 0);
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glVertex3f(-topLeft.x(), topLeft.y(), topLeft.z());
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glTexCoord2f(0, h);
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glVertex3f(-bottomLeft.x(), bottomLeft.y(), bottomLeft.z());
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glTexCoord2f(w, 0);
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glVertex3f(-topRight.x(), topRight.y(), topRight.z());
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glTexCoord2f(w, h);
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glVertex3f(-bottomRight.x(), bottomRight.y(), bottomRight.z());
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glEnd();
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glDisable(GL_BLEND);
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}
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} // end of namespace Myst3
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