mirror of
https://github.com/libretro/scummvm.git
synced 2025-02-10 21:03:31 +00:00
379 lines
11 KiB
C++
379 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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*
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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, 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 "common/rect.h"
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#include "common/textconsole.h"
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#if defined(USE_OPENGL) && !defined(USE_GLES2) && !defined(USE_OPENGL_SHADERS)
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#include "graphics/colormasks.h"
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#include "graphics/surface.h"
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#include "math/vector2d.h"
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#include "math/glmath.h"
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#include "engines/myst3/gfx.h"
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#include "engines/myst3/gfx_opengl.h"
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#include "engines/myst3/gfx_opengl_texture.h"
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namespace Myst3 {
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static const GLfloat cubeFacesVertices[][12] = {
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// X Y Z
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{ -320.0f, -320.0f, -320.0f,
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320.0f, -320.0f, -320.0f,
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-320.0f, 320.0f, -320.0f,
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320.0f, 320.0f, -320.0f },
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{ 320.0f, -320.0f, -320.0f,
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-320.0f, -320.0f, -320.0f,
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320.0f, -320.0f, 320.0f,
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-320.0f, -320.0f, 320.0f },
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{ 320.0f, -320.0f, 320.0f,
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-320.0f, -320.0f, 320.0f,
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320.0f, 320.0f, 320.0f,
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-320.0f, 320.0f, 320.0f },
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{ 320.0f, -320.0f, -320.0f,
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320.0f, -320.0f, 320.0f,
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320.0f, 320.0f, -320.0f,
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320.0f, 320.0f, 320.0f },
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{ -320.0f, -320.0f, 320.0f,
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-320.0f, -320.0f, -320.0f,
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-320.0f, 320.0f, 320.0f,
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-320.0f, 320.0f, -320.0f },
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{ 320.0f, 320.0f, 320.0f,
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-320.0f, 320.0f, 320.0f,
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320.0f, 320.0f, -320.0f,
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-320.0f, 320.0f, -320.0f }
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};
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static const GLfloat faceTextureCoords[] = {
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// S T
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0.0f, 1.0f,
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1.0f, 1.0f,
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0.0f, 0.0f,
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1.0f, 0.0f,
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};
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Renderer *CreateGfxOpenGL(OSystem *system) {
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return new OpenGLRenderer(system);
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}
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OpenGLRenderer::OpenGLRenderer(OSystem *system) :
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BaseRenderer(system),
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_nonPowerOfTwoTexSupport(false) {
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}
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OpenGLRenderer::~OpenGLRenderer() {
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}
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Texture *OpenGLRenderer::createTexture(const Graphics::Surface *surface) {
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return new OpenGLTexture(surface, _nonPowerOfTwoTexSupport);
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}
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void OpenGLRenderer::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 OpenGLRenderer::init(Graphics::PixelBuffer &screenBuffer) {
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debug("Initializing OpenGL Renderer");
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// Check the available OpenGL extensions
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const char* extensions = (const char*)glGetString(GL_EXTENSIONS);
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if (strstr(extensions, "GL_ARB_texture_non_power_of_two"))
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_nonPowerOfTwoTexSupport = true;
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else
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warning("GL_ARB_texture_non_power_of_two is not available.");
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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 OpenGLRenderer::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 OpenGLRenderer::setupCameraOrtho2D() {
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glViewport(0, 0, kOriginalWidth, kOriginalHeight);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glOrtho(0.0, kOriginalWidth, kOriginalHeight, 0.0, -1.0, 1.0);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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}
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void OpenGLRenderer::setupCameraPerspective(float pitch, float heading, float fov) {
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// TODO: Find a correct and exact formula for the FOV
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GLfloat glFOV = 0.63 * fov; // Approximative and experimental formula
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if (fov > 79.0 && fov < 81.0)
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glFOV = 50.5; // Somewhat good value for fov == 80
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else if (fov > 59.0 && fov < 61.0)
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glFOV = 36.0; // Somewhat good value for fov == 60
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glViewport(0, kBottomBorderHeight, kOriginalWidth, kFrameHeight);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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Math::Matrix4 m = Math::makePerspectiveMatrix(glFOV, (GLfloat)kOriginalWidth / (GLfloat)kFrameHeight, 1.0, 10000.0);
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glMultMatrixf(m.getData());
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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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glGetDoublev(GL_MODELVIEW_MATRIX, _cubeModelViewMatrix);
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glGetDoublev(GL_PROJECTION_MATRIX, _cubeProjectionMatrix);
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glGetIntegerv(GL_VIEWPORT, (GLint *)_cubeViewport);
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}
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void OpenGLRenderer::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 OpenGLRenderer::drawTexturedRect2D(const Common::Rect &screenRect, const Common::Rect &textureRect,
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Texture *texture, float transparency, bool additiveBlending) {
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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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if (additiveBlending) {
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glBlendFunc(GL_SRC_ALPHA, GL_ONE);
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} else {
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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}
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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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void OpenGLRenderer::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() - 3;
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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 OpenGLRenderer::drawFace(uint face, Texture *texture) {
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OpenGLTexture *glTexture = static_cast<OpenGLTexture *>(texture);
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// Used fragment of the 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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glBindTexture(GL_TEXTURE_2D, glTexture->id);
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glBegin(GL_TRIANGLE_STRIP);
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for (uint i = 0; i < 4; i++) {
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glTexCoord2f(w * faceTextureCoords[2 * i + 0], h * faceTextureCoords[2 * i + 1]);
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glVertex3f(cubeFacesVertices[face][3 * i + 0], cubeFacesVertices[face][3 * i + 1], cubeFacesVertices[face][3 * i + 2]);
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}
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glEnd();
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}
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void OpenGLRenderer::drawCube(Texture **textures) {
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glEnable(GL_TEXTURE_2D);
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glDepthMask(GL_FALSE);
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for (uint i = 0; i < 6; i++) {
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drawFace(i, textures[i]);
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}
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glDepthMask(GL_TRUE);
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}
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void OpenGLRenderer::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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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(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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glDepthMask(GL_TRUE);
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}
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Graphics::Surface *OpenGLRenderer::getScreenshot() {
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Graphics::Surface *s = new Graphics::Surface();
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s->create(kOriginalWidth, kOriginalHeight, Graphics::PixelFormat(4, 8, 8, 8, 8, 0, 8, 16, 24));
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glReadPixels(0, 0, kOriginalWidth, kOriginalHeight, GL_RGBA, GL_UNSIGNED_BYTE, s->getPixels());
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return s;
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}
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void OpenGLRenderer::screenPosToDirection(const Common::Point screen, float &pitch, float &heading) {
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// Screen coords to 3D coords
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Math::Vector3d obj;
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Math::gluMathUnProject<double>(Math::Vector3d(screen.x, kOriginalHeight - screen.y, 0.9),
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_cubeModelViewMatrix, _cubeProjectionMatrix, _cubeViewport, obj);
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// 3D coords to polar coords
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obj.normalize();
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Math::Vector2d horizontalProjection = Math::Vector2d(obj.x(), obj.z());
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horizontalProjection.normalize();
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pitch = 90 - Math::Angle::arcCosine(obj.y()).getDegrees();
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heading = Math::Angle::arcCosine(horizontalProjection.getY()).getDegrees();
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if (horizontalProjection.getX() > 0.0)
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heading = 360 - heading;
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}
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} // End of namespace Myst3
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#endif
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