scummvm/engines/grim/gfx_tinygl.cpp
2014-12-28 17:11:13 +01:00

1511 lines
43 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 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 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.
*
*/
#include "common/endian.h"
#include "common/system.h"
#include "graphics/surface.h"
#include "graphics/colormasks.h"
#include "math/glmath.h"
#include "engines/grim/actor.h"
#include "engines/grim/colormap.h"
#include "engines/grim/material.h"
#include "engines/grim/font.h"
#include "engines/grim/gfx_tinygl.h"
#include "engines/grim/grim.h"
#include "engines/grim/bitmap.h"
#include "engines/grim/primitives.h"
#include "engines/grim/model.h"
#include "engines/grim/sprite.h"
#include "engines/grim/set.h"
#include "engines/grim/emi/modelemi.h"
namespace Grim {
GfxBase *CreateGfxTinyGL() {
return new GfxTinyGL();
}
GfxTinyGL::GfxTinyGL() :
_zb(nullptr), _alpha(1.f),
_bufferId(0), _currentActor(nullptr) {
g_driver = this;
_storedDisplay = nullptr;
// TGL_LEQUAL as tglDepthFunc ensures that subsequent drawing attempts for
// the same triangles are not ignored by the depth test.
// That's necessary for EMI where some models have multiple faces which
// refer to the same vertices. The first face is usually using the
// color map and the following are using textures.
_depthFunc = (g_grim->getGameType() == GType_MONKEY4) ? TGL_LEQUAL : TGL_LESS;
for (int i = 0; i < 96; i++) {
_emergFont[i] = nullptr;
}
}
GfxTinyGL::~GfxTinyGL() {
if (_zb) {
delBuffer(1);
TinyGL::glClose();
delete _zb;
}
for (int i = 0; i < 96; i++) {
Graphics::tglDeleteBlitImage(_emergFont[i]);
}
}
byte *GfxTinyGL::setupScreen(int screenW, int screenH, bool fullscreen) {
Graphics::PixelBuffer buf = g_system->setupScreen(screenW, screenH, fullscreen, false);
byte *buffer = buf.getRawBuffer();
_screenWidth = screenW;
_screenHeight = screenH;
_scaleW = _screenWidth / (float)_gameWidth;
_scaleH = _screenHeight / (float)_gameHeight;
_isFullscreen = g_system->getFeatureState(OSystem::kFeatureFullscreenMode);
g_system->showMouse(!fullscreen);
g_system->setWindowCaption("ResidualVM: Software 3D Renderer");
_pixelFormat = buf.getFormat();
_zb = new TinyGL::FrameBuffer(screenW, screenH, buf);
TinyGL::glInit(_zb, 256);
_storedDisplay.create(_pixelFormat, _gameWidth * _gameHeight, DisposeAfterUse::YES);
_storedDisplay.clear(_gameWidth * _gameHeight);
_currentShadowArray = nullptr;
TGLfloat ambientSource[] = { 0.0f, 0.0f, 0.0f, 1.0f };
tglLightModelfv(TGL_LIGHT_MODEL_AMBIENT, ambientSource);
// we now generate a buffer (id 1), which we will use as a backing buffer, where the actors' clean buffers
// will blit to. everu frame this will be blitted to screen, but the actors' buffers will be blitted to
// this only when they change.
genBuffer();
return buffer;
}
const char *GfxTinyGL::getVideoDeviceName() {
return "TinyGL Software Renderer";
}
void GfxTinyGL::setupCameraFrustum(float fov, float nclip, float fclip) {
tglMatrixMode(TGL_PROJECTION);
tglLoadIdentity();
float right = nclip * tan(fov / 2 * (LOCAL_PI / 180));
tglFrustum(-right, right, -right * 0.75, right * 0.75, nclip, fclip);
tglMatrixMode(TGL_MODELVIEW);
tglLoadIdentity();
}
void GfxTinyGL::positionCamera(const Math::Vector3d &pos, const Math::Vector3d &interest, float roll) {
Math::Vector3d up_vec(0, 0, 1);
tglRotatef(roll, 0, 0, -1);
if (pos.x() == interest.x() && pos.y() == interest.y())
up_vec = Math::Vector3d(0, 1, 0);
Math::Matrix4 lookMatrix = Math::makeLookAtMatrix(pos, interest, up_vec);
tglMultMatrixf(lookMatrix.getData());
tglTranslatef(-pos.x(), -pos.y(), -pos.z());
}
void GfxTinyGL::positionCamera(const Math::Vector3d &pos, const Math::Matrix4 &rot) {
tglScalef(1.0, 1.0, -1.0);
_currentPos = pos;
_currentRot = rot;
}
Math::Matrix4 GfxTinyGL::getModelView() {
Math::Matrix4 modelView;
if (g_grim->getGameType() == GType_MONKEY4) {
tglMatrixMode(TGL_MODELVIEW);
tglPushMatrix();
tglMultMatrixf(_currentRot.getData());
tglTranslatef(-_currentPos.x(), -_currentPos.y(), -_currentPos.z());
tglGetFloatv(TGL_MODELVIEW_MATRIX, modelView.getData());
tglPopMatrix();
} else {
tglGetFloatv(TGL_MODELVIEW_MATRIX, modelView.getData());
}
modelView.transpose();
return modelView;
}
Math::Matrix4 GfxTinyGL::getProjection() {
Math::Matrix4 projection;
tglGetFloatv(TGL_PROJECTION_MATRIX, projection.getData());
projection.transpose();
return projection;
}
void GfxTinyGL::clearScreen() {
tglClearColor(0.0f, 0.0f, 0.0f, 1.0f);
tglClearDepth(0);
tglClear(TGL_DEPTH_BUFFER_BIT | TGL_COLOR_BUFFER_BIT);
}
void GfxTinyGL::clearDepthBuffer() {
tglClearDepth(0);
tglClear(TGL_DEPTH_BUFFER_BIT);
}
void GfxTinyGL::flipBuffer() {
TinyGL::tglPresentBuffer();
g_system->updateScreen();
}
int GfxTinyGL::genBuffer() {
TinyGL::Buffer *buf = _zb->genOffscreenBuffer();
_buffers[++_bufferId] = buf;
return _bufferId;
}
void GfxTinyGL::delBuffer(int id) {
_zb->delOffscreenBuffer(_buffers[id]);
_buffers.erase(id);
}
void GfxTinyGL::selectBuffer(int id) {
if (id == 0) {
_zb->selectOffscreenBuffer(NULL);
} else {
_zb->selectOffscreenBuffer(_buffers[id]);
}
}
void GfxTinyGL::clearBuffer(int id) {
TinyGL::Buffer *buf = _buffers[id];
_zb->clearOffscreenBuffer(buf);
}
void GfxTinyGL::drawBuffers() {
selectBuffer(1);
Common::HashMap<int, TinyGL::Buffer *>::iterator i = _buffers.begin();
for (++i; i != _buffers.end(); ++i) {
TinyGL::Buffer *buf = i->_value;
_zb->blitOffscreenBuffer(buf);
//this is not necessary, but it prevents the buffers to be blitted every frame, if it is not needed
buf->used = false;
}
selectBuffer(0);
_zb->blitOffscreenBuffer(_buffers[1]);
}
void GfxTinyGL::refreshBuffers() {
clearBuffer(1);
Common::HashMap<int, TinyGL::Buffer *>::iterator i = _buffers.begin();
for (++i; i != _buffers.end(); ++i) {
TinyGL::Buffer *buf = i->_value;
buf->used = true;
}
}
bool GfxTinyGL::isHardwareAccelerated() {
return false;
}
bool GfxTinyGL::supportsShaders() {
return false;
}
static void tglShadowProjection(const Math::Vector3d &light, const Math::Vector3d &plane, const Math::Vector3d &normal, bool dontNegate) {
// Based on GPL shadow projection example by
// (c) 2002-2003 Phaetos <phaetos@gaffga.de>
float d, c;
float mat[16];
float nx, ny, nz, lx, ly, lz, px, py, pz;
nx = normal.x();
ny = normal.y();
nz = normal.z();
// for some unknown for me reason normal need negation
if (!dontNegate) {
nx = -nx;
ny = -ny;
nz = -nz;
}
lx = light.x();
ly = light.y();
lz = light.z();
px = plane.x();
py = plane.y();
pz = plane.z();
d = nx * lx + ny * ly + nz * lz;
c = px * nx + py * ny + pz * nz - d;
mat[0] = lx * nx + c;
mat[4] = ny * lx;
mat[8] = nz * lx;
mat[12] = -lx * c - lx * d;
mat[1] = nx * ly;
mat[5] = ly * ny + c;
mat[9] = nz * ly;
mat[13] = -ly * c - ly * d;
mat[2] = nx * lz;
mat[6] = ny * lz;
mat[10] = lz * nz + c;
mat[14] = -lz * c - lz * d;
mat[3] = nx;
mat[7] = ny;
mat[11] = nz;
mat[15] = -d;
tglMultMatrixf(mat);
}
void GfxTinyGL::getScreenBoundingBox(const Mesh *model, int *x1, int *y1, int *x2, int *y2) {
if (_currentShadowArray) {
*x1 = -1;
*y1 = -1;
*x2 = -1;
*y2 = -1;
return;
}
TGLfloat top = 1000;
TGLfloat right = -1000;
TGLfloat left = 1000;
TGLfloat bottom = -1000;
for (int i = 0; i < model->_numFaces; i++) {
Math::Vector3d obj;
float *pVertices;
for (int j = 0; j < model->_faces[i].getNumVertices(); j++) {
TGLfloat modelView[16], projection[16];
TGLint viewPort[4];
tglGetFloatv(TGL_MODELVIEW_MATRIX, modelView);
tglGetFloatv(TGL_PROJECTION_MATRIX, projection);
tglGetIntegerv(TGL_VIEWPORT, viewPort);
pVertices = model->_vertices + 3 * model->_faces[i].getVertex(j);
obj.set(*(pVertices), *(pVertices + 1), *(pVertices + 2));
Math::Vector3d win;
Math::gluMathProject<TGLfloat, TGLint>(obj, modelView, projection, viewPort, win);
if (win.x() > right)
right = win.x();
if (win.x() < left)
left = win.x();
if (win.y() < top)
top = win.y();
if (win.y() > bottom)
bottom = win.y();
}
}
float t = bottom;
bottom = _gameHeight - top;
top = _gameHeight - t;
if (left < 0)
left = 0;
if (right >= _gameWidth)
right = _gameWidth - 1;
if (top < 0)
top = 0;
if (bottom >= _gameHeight)
bottom = _gameHeight - 1;
if (top >= _gameHeight || left >= _gameWidth || bottom < 0 || right < 0) {
*x1 = -1;
*y1 = -1;
*x2 = -1;
*y2 = -1;
return;
}
*x1 = (int)left;
*y1 = (int)top;
*x2 = (int)right;
*y2 = (int)bottom;
}
void GfxTinyGL::getScreenBoundingBox(const EMIModel *model, int *x1, int *y1, int *x2, int *y2) {
if (_currentShadowArray) {
*x1 = -1;
*y1 = -1;
*x2 = -1;
*y2 = -1;
return;
}
TGLfloat top = 1000;
TGLfloat right = -1000;
TGLfloat left = 1000;
TGLfloat bottom = -1000;
TGLfloat modelView[16], projection[16];
TGLint viewPort[4];
tglGetFloatv(TGL_MODELVIEW_MATRIX, modelView);
tglGetFloatv(TGL_PROJECTION_MATRIX, projection);
tglGetIntegerv(TGL_VIEWPORT, viewPort);
for (uint i = 0; i < model->_numFaces; i++) {
int *indices = (int *)model->_faces[i]._indexes;
for (uint j = 0; j < model->_faces[i]._faceLength * 3; j++) {
int index = indices[j];
Math::Vector3d obj = model->_drawVertices[index];
Math::Vector3d win;
Math::gluMathProject<TGLfloat, TGLint>(obj, modelView, projection, viewPort, win);
if (win.x() > right)
right = win.x();
if (win.x() < left)
left = win.x();
if (win.y() < top)
top = win.y();
if (win.y() > bottom)
bottom = win.y();
}
}
float t = bottom;
bottom = _gameHeight - top;
top = _gameHeight - t;
if (left < 0)
left = 0;
if (right >= _gameWidth)
right = _gameWidth - 1;
if (top < 0)
top = 0;
if (bottom >= _gameHeight)
bottom = _gameHeight - 1;
if (top >= _gameHeight || left >= _gameWidth || bottom < 0 || right < 0) {
*x1 = -1;
*y1 = -1;
*x2 = -1;
*y2 = -1;
return;
}
*x1 = (int)left;
*y1 = (int)(_gameHeight - bottom);
*x2 = (int)right;
*y2 = (int)(_gameHeight - top);
}
void GfxTinyGL::getActorScreenBBox(const Actor *actor, Common::Point &p1, Common::Point &p2) {
// Get the actor's bounding box information (describes a 3D box)
Math::Vector3d bboxPos, bboxSize;
actor->getBBoxInfo(bboxPos, bboxSize);
// Translate the bounding box to the actor's position
Math::Matrix4 m = actor->getFinalMatrix();
bboxPos = bboxPos + actor->getWorldPos();
// Set up the coordinate system
tglMatrixMode(TGL_MODELVIEW);
tglPushMatrix();
// Apply the view transform.
Math::Matrix4 worldRot = _currentRot;
tglMultMatrixf(worldRot.getData());
tglTranslatef(-_currentPos.x(), -_currentPos.y(), -_currentPos.z());
// Get the current OpenGL state
TGLfloat modelView[16], projection[16];
TGLint viewPort[4];
tglGetFloatv(TGL_MODELVIEW_MATRIX, modelView);
tglGetFloatv(TGL_PROJECTION_MATRIX, projection);
tglGetIntegerv(TGL_VIEWPORT, viewPort);
// Set values outside of the screen range
p1.x = 1000;
p1.y = 1000;
p2.x = -1000;
p2.y = -1000;
// Project all of the points in the 3D bounding box
Math::Vector3d p, projected;
for (int x = 0; x < 2; x++) {
for (int y = 0; y < 2; y++) {
for (int z = 0; z < 2; z++) {
Math::Vector3d added(bboxSize.x() * 0.5f * (x * 2 - 1), bboxSize.y() * 0.5f * (y * 2 - 1), bboxSize.z() * 0.5f * (z * 2 - 1));
m.transform(&added, false);
p = bboxPos + added;
Math::gluMathProject<TGLfloat, TGLint>(p, modelView, projection, viewPort, projected);
// Find the points
if (projected.x() < p1.x)
p1.x = projected.x();
if (projected.y() < p1.y)
p1.y = projected.y();
if (projected.x() > p2.x)
p2.x = projected.x();
if (projected.y() > p2.y)
p2.y = projected.y();
}
}
}
// Swap the p1/p2 y coorindates
int16 tmp = p1.y;
p1.y = 480 - p2.y;
p2.y = 480 - tmp;
// Restore the state
tglPopMatrix();
}
void GfxTinyGL::startActorDraw(const Actor *actor) {
_currentActor = actor;
tglEnable(TGL_TEXTURE_2D);
tglMatrixMode(TGL_PROJECTION);
tglPushMatrix();
tglMatrixMode(TGL_MODELVIEW);
tglPushMatrix();
if (g_grim->getGameType() == GType_MONKEY4 && !actor->isInOverworld()) {
// Apply the view transform.
tglMultMatrixf(_currentRot.getData());
tglTranslatef(-_currentPos.x(), -_currentPos.y(), -_currentPos.z());
}
if (_currentShadowArray) {
tglDepthMask(TGL_FALSE);
// TODO find out why shadowMask at device in woods is null
if (!_currentShadowArray->shadowMask) {
_currentShadowArray->shadowMask = new byte[_gameWidth * _gameHeight];
_currentShadowArray->shadowMaskSize = _gameWidth * _gameHeight;
}
assert(_currentShadowArray->shadowMask);
//tglSetShadowColor(255, 255, 255);
if (g_grim->getGameType() == GType_GRIM) {
tglSetShadowColor(_shadowColorR, _shadowColorG, _shadowColorB);
} else {
tglSetShadowColor(_currentShadowArray->color.getRed(), _currentShadowArray->color.getGreen(), _currentShadowArray->color.getBlue());
}
tglSetShadowMaskBuf(_currentShadowArray->shadowMask);
SectorListType::iterator i = _currentShadowArray->planeList.begin();
Sector *shadowSector = i->sector;
tglShadowProjection(_currentShadowArray->pos, shadowSector->getVertices()[0], shadowSector->getNormal(), _currentShadowArray->dontNegate);
}
const float alpha = actor->getEffectiveAlpha();
if (alpha < 1.f) {
_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;
tglFrustum(-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) {
tglSetShadowMaskBuf(nullptr);
}
if (g_grim->getGameType() == GType_MONKEY4) {
tglDisable(TGL_CULL_FACE);
}
tglColorMask(TGL_TRUE, TGL_TRUE, TGL_TRUE, TGL_TRUE);
_currentActor = nullptr;
}
void GfxTinyGL::drawShadowPlanes() {
tglEnable(TGL_SHADOW_MASK_MODE);
tglDepthMask(TGL_FALSE);
tglPushMatrix();
if (g_grim->getGameType() == GType_MONKEY4) {
// Apply the view transform.
tglMultMatrixf(_currentRot.getData());
tglTranslatef(-_currentPos.x(), -_currentPos.y(), -_currentPos.z());
}
if (!_currentShadowArray->shadowMask) {
_currentShadowArray->shadowMask = new byte[_gameWidth * _gameHeight];
_currentShadowArray->shadowMaskSize = _gameWidth * _gameHeight;
}
memset(_currentShadowArray->shadowMask, 0, _gameWidth * _gameHeight);
tglSetShadowMaskBuf(_currentShadowArray->shadowMask);
_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();
}
tglSetShadowMaskBuf(nullptr);
tglDisable(TGL_SHADOW_MASK_MODE);
tglDepthMask(TGL_TRUE);
tglPopMatrix();
}
void GfxTinyGL::setShadowMode() {
GfxBase::setShadowMode();
tglEnable(TGL_SHADOW_MODE);
}
void GfxTinyGL::clearShadowMode() {
GfxBase::clearShadowMode();
tglDisable(TGL_SHADOW_MODE);
tglDepthMask(TGL_TRUE);
}
void GfxTinyGL::set3DMode() {
tglMatrixMode(TGL_MODELVIEW);
tglEnable(TGL_DEPTH_TEST);
tglDepthFunc(_depthFunc);
}
void GfxTinyGL::setShadow(Shadow *shadow) {
_currentShadowArray = shadow;
if (shadow)
tglDisable(TGL_LIGHTING);
else if (g_grim->getGameType() == GType_GRIM)
tglEnable(TGL_LIGHTING);
}
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::drawEMIModelFace(const EMIModel *model, const EMIMeshFace *face) {
int *indices = (int *)face->_indexes;
tglEnable(TGL_DEPTH_TEST);
tglDisable(TGL_ALPHA_TEST);
//tglDisable(TGL_LIGHTING); // not apply here in TinyGL
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);
for (uint j = 0; j < face->_faceLength * 3; j++) {
int index = indices[j];
if (!_currentShadowArray) {
if (face->_hasTexture) {
tglTexCoord2f(model->_texVerts[index].getX(), model->_texVerts[index].getY());
}
Math::Vector3d lighting = 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)(model->_colorMap[index].a * _alpha * _currentActor->getLocalAlpha(index));
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); // not apply here in TinyGL
tglDisable(TGL_BLEND);
if (!_currentShadowArray)
tglDepthMask(TGL_TRUE);
}
void GfxTinyGL::drawModelFace(const Mesh *mesh, const MeshFace *face) {
float *vertices = mesh->_vertices;
float *vertNormals = mesh->_vertNormals;
float *textureVerts = mesh->_textureVerts;
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));
tglColor4f(1.0f, 1.0f, 1.0f, _alpha);
tglVertex3fv(vertices + 3 * face->getVertex(i));
}
tglEnd();
}
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) {
// Disable Alpha Test, doesn't work the same as OpenGL
// It was enabled to sync with OpenGL renderer while TinyGL refactoring
//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() {
//glMatrixMode(GL_MODELVIEW); // exist in opengl but doesn't work properly here
tglPopMatrix();
}
void GfxTinyGL::enableLights() {
tglEnable(TGL_LIGHTING);
}
void GfxTinyGL::disableLights() {
tglDisable(TGL_LIGHTING);
}
void GfxTinyGL::setupLight(Light *light, int lightId) {
assert(lightId < T_MAX_LIGHTS);
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 intensity = light->_intensity / 1.3f;
lightColor[0] = ((float)light->_color.getRed() / 15.0f) * intensity;
lightColor[1] = ((float)light->_color.getGreen() / 15.0f) * intensity;
lightColor[2] = ((float)light->_color.getBlue() / 15.0f) * 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();
/* FIXME: TGL_SPOT_CUTOFF should be light->_penumbraangle, but there
seems to be a bug in tinygl as it renders differently from OpenGL.
Reproducing: turn off all lights (comment out), go to scene "al",
and walk along left wall under the lamp. */
cutoff = 90.0f;
}
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_CUTOFF, cutoff);
tglEnable(TGL_LIGHT0 + lightId);
}
void GfxTinyGL::turnOffLight(int lightId) {
tglDisable(TGL_LIGHT0 + lightId);
}
void GfxTinyGL::createBitmap(BitmapData *bitmap) {
if (bitmap->_format == 1) {
bitmap->convertToColorFormat(_pixelFormat);
}
Graphics::BlitImage **imgs = new Graphics::BlitImage*[bitmap->_numImages];
bitmap->_texIds = (void *)imgs;
if (bitmap->_format != 1) {
for (int pic = 0; pic < bitmap->_numImages; pic++) {
uint32 *buf = new uint32[bitmap->_width * bitmap->_height];
uint16 *bufPtr = reinterpret_cast<uint16 *>(bitmap->getImageData(pic).getRawBuffer());
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;
}
delete[] bufPtr;
bitmap->_data[pic] = Graphics::PixelBuffer(Graphics::PixelFormat(4, 8, 8, 8, 8, 0, 8, 16, 24), (byte *)buf);
imgs[pic] = Graphics::tglGenBlitImage();
const Graphics::PixelBuffer &imageBuffer = bitmap->getImageData(pic);
Graphics::Surface sourceSurface;
sourceSurface.setPixels(imageBuffer.getRawBuffer());
sourceSurface.format = imageBuffer.getFormat();
sourceSurface.w = bitmap->_width;
sourceSurface.h = bitmap->_height;
sourceSurface.pitch = sourceSurface.w * imageBuffer.getFormat().bytesPerPixel;
Graphics::tglUploadBlitImage(imgs[pic], sourceSurface, 0, false);
}
} else {
const int colorKeyValue = 0xFFFF00FF;
for (int i = 0; i < bitmap->_numImages; ++i) {
imgs[i] = Graphics::tglGenBlitImage();
const Graphics::PixelBuffer &imageBuffer = bitmap->getImageData(i);
Graphics::Surface sourceSurface;
sourceSurface.setPixels(imageBuffer.getRawBuffer());
sourceSurface.format = imageBuffer.getFormat();
sourceSurface.w = bitmap->_width;
sourceSurface.h = bitmap->_height;
sourceSurface.pitch = sourceSurface.w * imageBuffer.getFormat().bytesPerPixel;
Graphics::tglUploadBlitImage(imgs[i], sourceSurface, colorKeyValue, 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->_numImages > 1) {
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;
Graphics::BlitImage **b = (Graphics::BlitImage **)bitmap->getTexIds();
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();
Graphics::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);
Graphics::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;
Graphics::BlitImage **b = (Graphics::BlitImage **)bitmap->getTexIds();
if (bitmap->getFormat() == 1) {
Graphics::tglBlit(b[num], x, y);
} else {
Graphics::tglBlitZBuffer(b[num], x, y);
}
}
void GfxTinyGL::destroyBitmap(BitmapData *bitmap) {
Graphics::BlitImage **imgs = (Graphics::BlitImage **)bitmap->_texIds;
for (int pic = 0; pic < bitmap->_numImages; pic++) {
Graphics::tglDeleteBlitImage(imgs[pic]);
}
delete[] imgs;
}
void GfxTinyGL::createFont(Font *font) {
}
void GfxTinyGL::destroyFont(Font *font) {
}
struct TextObjectData {
Graphics::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);
for (int j = 0; j < numLines; j++) {
const Common::String &currentLine = lines[j];
int width = font->getBitmapStringLength(currentLine) + 1;
int height = font->getStringHeight(currentLine) + 1;
uint8 *_textBitmap = new uint8[height * width];
memset(_textBitmap, 0, height * width);
int startColumn = 0;
for (unsigned int d = 0; d < currentLine.size(); d++) {
int ch = currentLine[d];
int32 charBitmapWidth = font->getCharBitmapWidth(ch);
int8 fontRow = font->getCharStartingLine(ch) + font->getBaseOffsetY();
int8 fontCol = font->getCharStartingCol(ch);
for (int line = 0; line < font->getCharBitmapHeight(ch); line++) {
int lineOffset = ((fontRow + line) * width);
for (int bitmapCol = 0; bitmapCol < charBitmapWidth; bitmapCol++) {
int columnOffset = startColumn + fontCol + bitmapCol;
int fontOffset = (charBitmapWidth * line) + bitmapCol;
int8 pixel = font->getCharData(ch)[fontOffset];
assert(lineOffset + columnOffset < width*height);
if (pixel != 0)
_textBitmap[lineOffset + columnOffset] = pixel;
}
}
startColumn += font->getCharKernedWidth(ch);
}
Graphics::PixelBuffer buf(_pixelFormat, width * height, DisposeAfterUse::YES);
uint8 *bitmapData = _textBitmap;
uint8 r = fgColor.getRed();
uint8 g = fgColor.getGreen();
uint8 b = fgColor.getBlue();
uint32 color = _zb->cmode.RGBToColor(r, g, b);
if (color == 0xf81f)
color = 0xf81e;
int txData = 0;
for (int i = 0; i < width * height; i++, txData++, bitmapData++) {
byte pixel = *bitmapData;
if (pixel == 0x00) {
buf.setPixelAt(txData, 0xf81f);
} else if (pixel == 0x80) {
buf.setPixelAt(txData, 0);
} else if (pixel == 0xFF) {
buf.setPixelAt(txData, color);
}
}
userData[j].width = width;
userData[j].height = height;
const int kKitmapColorkey = 0xFFFF00FF;
Graphics::Surface sourceSurface;
sourceSurface.setPixels(buf.getRawBuffer());
sourceSurface.format = buf.getFormat();
sourceSurface.w = width;
sourceSurface.h = height;
sourceSurface.pitch = sourceSurface.w * buf.getFormat().bytesPerPixel;
userData[j].image = Graphics::tglGenBlitImage();
Graphics::tglUploadBlitImage(userData[j].image, sourceSurface, 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;
}
delete[] _textBitmap;
}
}
void GfxTinyGL::drawTextObject(const TextObject *text) {
const TextObjectData *userData = (const TextObjectData *)text->getUserData();
if (userData) {
int numLines = text->getNumLines();
for (int i = 0; i < numLines; ++i) {
Graphics::tglBlit(userData[i].image, userData[i].x, userData[i].y);
}
}
}
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) {
Graphics::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] = '\xff'; // fully opaque
}
} else {
memcpy(texdatapos, cmap->_colors + 3 * (col), 3);
texdatapos[3] = '\xff'; // fully opaque
}
texdatapos += 4;
data++;
}
}
} else {
#ifdef SCUMM_BIG_ENDIAN
// Copy and swap
for (int y = 0; y < texture->_height; y++) {
for (int x = 0; x < texture->_width; x++) {
uint32 pixel = (y * texture->_width + x) * texture->_bpp;
for (int b = 0; b < texture->_bpp; b++) {
texdata[pixel + b] = data[pixel + (texture->_bpp - 1) - b];
}
}
}
#else
memcpy(texdata, data, texture->_width * texture->_height * texture->_bpp);
#endif
}
TGLuint format = 0;
// TGLuint internalFormat = 0;
if (texture->_colorFormat == BM_RGBA) {
format = TGL_RGBA;
// internalFormat = TGL_RGBA;
} else if (texture->_colorFormat == BM_BGRA) {
format = TGL_BGRA;
} else { // The only other colorFormat we load right now is BGR
format = TGL_BGR;
// internalFormat = TGL_RGB;
}
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, 3, texture->_width, texture->_height, 0, format, 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) {
tglPushMatrix(); // removed in opengl but here doesn't work properly after remove
tglMatrixMode(TGL_TEXTURE);
tglLoadIdentity();
tglScalef(1.0f / texture->_width, 1.0f / texture->_height, 1);
tglMatrixMode(TGL_MODELVIEW); // removed in opengl but here doesn't work properly after remove
tglPopMatrix(); // removed in opengl but here doesn't work properly after remove
}
}
void GfxTinyGL::destroyTexture(Texture *texture) {
tglDeleteTextures(1, (TGLuint *)texture->_texture);
delete[] (TGLuint *)texture->_texture;
}
void GfxTinyGL::prepareMovieFrame(Graphics::Surface *frame) {
_smushImage = Graphics::tglGenBlitImage();
Graphics::tglUploadBlitImage(_smushImage, *frame, 0, false);
}
void GfxTinyGL::drawMovieFrame(int offsetX, int offsetY) {
Graphics::tglBlitFast(_smushImage, offsetX, offsetY);
}
void GfxTinyGL::releaseMovieFrame() {
Graphics::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] = Graphics::tglGenBlitImage();
const uint8 *ptr = Font::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;
}
}
Graphics::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);
Graphics::BlitTransform transform(x, y);
transform.tint(1.0f, fgColor.getRed() / 255.0f, fgColor.getGreen() / 255.0f, fgColor.getBlue() / 255.0f);
Graphics::tglBlit(_emergFont[c - 32], transform);
x += 10;
}
}
Bitmap *GfxTinyGL::getScreenshot(int w, int h, bool useStored) {
if (useStored) {
return createScreenshotBitmap(_storedDisplay, w, h, true);
} else {
Graphics::PixelBuffer src(Graphics::PixelFormat(4, 8, 8, 8, 8, 0, 8, 16, 24), _screenWidth * _screenHeight, DisposeAfterUse::YES);
_zb->copyToBuffer(src);
return createScreenshotBitmap(src, w, h, true);
}
}
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() {
_zb->copyToBuffer(_storedDisplay);
}
void GfxTinyGL::copyStoredToDisplay() {
_zb->copyFromBuffer(_storedDisplay);
}
void GfxTinyGL::dimScreen() {
for (int l = 0; l < _gameWidth * _gameHeight; l++) {
uint8 r, g, b;
_storedDisplay.getRGBAt(l, r, g, b);
uint32 color = (r + g + b) / 10;
_storedDisplay.setPixelAt(l, color, color, color);
}
}
void GfxTinyGL::dimRegion(int x, int y, int w, int h, float level) {
for (int ly = y; ly < y + h; ly++) {
for (int lx = x; lx < x + w; lx++) {
uint8 r, g, b;
_zb->readPixelRGB(ly * _gameWidth + lx, r, g, b);
uint32 color = (uint32)(((r + g + b) / 3) * level);
_zb->writePixel(ly * _gameWidth + lx, color, color, color);
}
}
}
void GfxTinyGL::irisAroundRegion(int x1, int y1, int x2, int y2) {
for (int ly = 0; ly < _gameHeight; ly++) {
for (int lx = 0; lx < _gameWidth; lx++) {
// Don't do anything with the data in the region we draw Around
if (lx > x1 && lx < x2 && ly > y1 && ly < y2)
continue;
// But set everything around it to black.
_zb->writePixel(ly * _gameWidth + lx, 0);
}
}
}
void GfxTinyGL::drawRectangle(const PrimitiveObject *primitive) {
int x1 = primitive->getP1().x;
int y1 = primitive->getP1().y;
int x2 = primitive->getP2().x;
int y2 = primitive->getP2().y;
const Color &color = primitive->getColor();
uint32 c = _pixelFormat.RGBToColor(color.getRed(), color.getGreen(), color.getBlue());
if (primitive->isFilled()) {
for (; y1 <= y2; y1++)
if (y1 >= 0 && y1 < _gameHeight)
for (int x = x1; x <= x2; x++)
if (x >= 0 && x < _gameWidth)
_zb->writePixel(_gameWidth * y1 + x, c);
} else {
if (y1 >= 0 && y1 < _gameHeight)
for (int x = x1; x <= x2; x++)
if (x >= 0 && x < _gameWidth)
_zb->writePixel(_gameWidth * y1 + x, c);
if (y2 >= 0 && y2 < _gameHeight)
for (int x = x1; x <= x2; x++)
if (x >= 0 && x < _gameWidth)
_zb->writePixel(_gameWidth * y2 + x, c);
if (x1 >= 0 && x1 < _gameWidth)
for (int y = y1; y <= y2; y++)
if (y >= 0 && y < _gameHeight)
_zb->writePixel(_gameWidth * y + x1, c);
if (x2 >= 0 && x2 < _gameWidth)
for (int y = y1; y <= y2; y++)
if (y >= 0 && y < _gameHeight)
_zb->writePixel(_gameWidth * y + x2, c);
}
}
void GfxTinyGL::drawLine(const PrimitiveObject *primitive) {
int x1 = primitive->getP1().x;
int y1 = primitive->getP1().y;
int x2 = primitive->getP2().x;
int y2 = primitive->getP2().y;
const Color &color = primitive->getColor();
if (x2 == x1) {
for (int y = y1; y <= y2; y++) {
if (x1 >= 0 && x1 < _gameWidth && y >= 0 && y < _gameHeight)
_zb->writePixel(_gameWidth * y + x1, color.getRed(), color.getGreen(), color.getBlue());
}
} else {
float m = (y2 - y1) / (float)(x2 - x1);
int b = (int)(-m * x1 + y1);
for (int x = x1; x <= x2; x++) {
int y = (int)(m * x) + b;
if (x >= 0 && x < _gameWidth && y >= 0 && y < _gameHeight)
_zb->writePixel(_gameWidth * y + x, color.getRed(), color.getGreen(), color.getBlue());
}
}
}
void GfxTinyGL::drawDimPlane() {
if (_dimLevel == 0.0f) return;
tglMatrixMode(TGL_PROJECTION);
tglLoadIdentity();
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) {
int x1 = primitive->getP1().x;
int y1 = primitive->getP1().y;
int x2 = primitive->getP2().x;
int y2 = primitive->getP2().y;
int x3 = primitive->getP3().x;
int y3 = primitive->getP3().y;
int x4 = primitive->getP4().x;
int y4 = primitive->getP4().y;
float m;
int b;
const Color &color = primitive->getColor();
uint32 c = _pixelFormat.RGBToColor(color.getRed(), color.getGreen(), color.getBlue());
m = (y2 - y1) / (x2 - x1);
b = (int)(-m * x1 + y1);
for (int x = x1; x <= x2; x++) {
int y = (int)(m * x) + b;
if (x >= 0 && x < _gameWidth && y >= 0 && y < _gameHeight)
_zb->writePixel(_gameWidth * y + x, c);
}
m = (y4 - y3) / (x4 - x3);
b = (int)(-m * x3 + y3);
for (int x = x3; x <= x4; x++) {
int y = (int)(m * x) + b;
if (x >= 0 && x < _gameWidth && y >= 0 && y < _gameHeight)
_zb->writePixel(_gameWidth * y + x, c);
}
}
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);
uint8 r, g, b;
int pos = x + y * _screenWidth;
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 {
_zb->readPixelRGB(pos + j, r, g, b);
buffer[0] = r;
buffer[1] = g;
buffer[2] = b;
}
buffer[3] = 255;
buffer += 4;
}
pos += _screenWidth;
}
}
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