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https://github.com/libretro/scummvm.git
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1e4696f6d0
Add a class to group all renderer related (static) functions. This allows to have getBestMatchingAvailableType inline in all engines. The matching code is now shared between all engines but allows customization for engines needing it (Grim, WME3D). The new code takes runtime availability of features to select the best renderer. It avoid crashes when user choosed OpenGL but GLES2 is used.
161 lines
6.0 KiB
C++
161 lines
6.0 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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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 modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (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, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include "engines/playground3d/gfx.h"
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#include "engines/util.h"
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#include "common/config-manager.h"
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#include "graphics/renderer.h"
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#include "graphics/surface.h"
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#if defined(USE_OPENGL_GAME) || defined(USE_OPENGL_SHADERS)
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#include "graphics/opengl/context.h"
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#endif
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#include "math/glmath.h"
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namespace Playground3d {
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const float Renderer::cubeVertices[] = {
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// S T X Y Z NX NY NZ R G B
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0.0f, 1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, // blue
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1.0f, 1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, // magenta
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0.0f, 0.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, // cyan
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1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, // white
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0.0f, 1.0f, 1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f, 0.0f, // red
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1.0f, 1.0f, -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f, // black
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0.0f, 0.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f, 0.0f, // yellow
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1.0f, 0.0f, -1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f, // green
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0.0f, 1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, // magenta
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1.0f, 1.0f, 1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, // red
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0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, // white
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1.0f, 0.0f, 1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, // yellow
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0.0f, 1.0f, -1.0f, -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, // black
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1.0f, 1.0f, -1.0f, -1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, // blue
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0.0f, 0.0f, -1.0f, 1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, // green
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1.0f, 0.0f, -1.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, // cyan
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0.0f, 1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, // cyan
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1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, // white
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0.0f, 0.0f, -1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, // green
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1.0f, 0.0f, 1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, // yellow
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0.0f, 1.0f, -1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, // black
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1.0f, 1.0f, 1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f, // red
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0.0f, 0.0f, -1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f, // blue
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1.0f, 0.0f, 1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f, 1.0f // magenta
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};
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Renderer::Renderer(OSystem *system)
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: _system(system), _texture(nullptr) {
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}
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Renderer::~Renderer() {
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}
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Common::Rect Renderer::viewport() const {
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return _screenViewport;
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}
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void Renderer::computeScreenViewport() {
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int32 screenWidth = _system->getWidth();
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int32 screenHeight = _system->getHeight();
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// Aspect ratio correction
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int32 viewportWidth = MIN<int32>(screenWidth, screenHeight * kOriginalWidth / kOriginalHeight);
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int32 viewportHeight = MIN<int32>(screenHeight, screenWidth * kOriginalHeight / kOriginalWidth);
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_screenViewport = Common::Rect(viewportWidth, viewportHeight);
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// Pillarboxing
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_screenViewport.translate((screenWidth - viewportWidth) / 2, (screenHeight - viewportHeight) / 2);
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}
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Math::Matrix4 Renderer::makeProjectionMatrix(float fov, float nearClip, float farClip) const {
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float aspectRatio = kOriginalWidth / (float) kOriginalHeight;
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float xmaxValue = nearClip * tanf(fov * M_PI / 360.0f);
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float ymaxValue = xmaxValue / aspectRatio;
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return Math::makeFrustumMatrix(-xmaxValue, xmaxValue, -ymaxValue, ymaxValue, nearClip, farClip);
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}
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void Renderer::setupCameraPerspective(float pitch, float heading, float fov) {
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_projectionMatrix = makeProjectionMatrix(fov, 1.0f, 10000.0f);
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_modelViewMatrix = Math::Matrix4(180.0f - heading, pitch, 0.0f, Math::EO_XYZ);
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Math::Matrix4 proj = _projectionMatrix;
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Math::Matrix4 model = _modelViewMatrix;
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proj.transpose();
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model.transpose();
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_mvpMatrix = proj * model;
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_mvpMatrix.transpose();
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}
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Renderer *createRenderer(OSystem *system) {
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Common::String rendererConfig = ConfMan.get("renderer");
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Graphics::RendererType desiredRendererType = Graphics::Renderer::parseTypeCode(rendererConfig);
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Graphics::RendererType matchingRendererType = Graphics::Renderer::getBestMatchingAvailableType(desiredRendererType,
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#if defined(USE_OPENGL_GAME)
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Graphics::kRendererTypeOpenGL |
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#endif
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#if defined(USE_OPENGL_SHADERS)
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Graphics::kRendererTypeOpenGLShaders |
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#endif
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#if defined(USE_TINYGL)
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Graphics::kRendererTypeTinyGL |
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#endif
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0);
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bool isAccelerated = matchingRendererType != Graphics::kRendererTypeTinyGL;
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uint width = Renderer::kOriginalWidth;
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uint height = Renderer::kOriginalHeight;
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if (isAccelerated) {
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initGraphics3d(width, height);
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} else {
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initGraphics(width, height, nullptr);
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}
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#if defined(USE_OPENGL_SHADERS)
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if (matchingRendererType == Graphics::kRendererTypeOpenGLShaders) {
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return CreateGfxOpenGLShader(system);
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}
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#endif
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#if defined(USE_OPENGL_GAME)
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if (matchingRendererType == Graphics::kRendererTypeOpenGL) {
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return CreateGfxOpenGL(system);
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}
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#endif
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#if defined(USE_TINYGL)
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if (matchingRendererType == Graphics::kRendererTypeTinyGL) {
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return CreateGfxTinyGL(system);
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}
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#endif
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/* We should never end up here, getBestMatchingRendererType would have failed before */
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error("Unable to create a renderer");
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}
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} // End of namespace Playground3d
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