scummvm/engines/stark/gfx/opengl.cpp
2021-04-04 11:36:12 +02:00

285 lines
8.4 KiB
C++

/* ResidualVM - A 3D game interpreter
*
* ResidualVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the AUTHORS
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#include "engines/stark/gfx/opengl.h"
#include "common/system.h"
#include "math/matrix4.h"
#if defined(USE_OPENGL_GAME)
#include "engines/stark/gfx/openglactor.h"
#include "engines/stark/gfx/openglprop.h"
#include "engines/stark/gfx/openglsurface.h"
#include "engines/stark/gfx/openglfade.h"
#include "engines/stark/gfx/opengltexture.h"
#include "engines/stark/scene.h"
#include "engines/stark/services/services.h"
#include "graphics/pixelbuffer.h"
#include "graphics/surface.h"
namespace Stark {
namespace Gfx {
OpenGLDriver::OpenGLDriver() {
}
OpenGLDriver::~OpenGLDriver() {
}
void OpenGLDriver::init() {
computeScreenViewport();
#if defined(USE_OPENGL_SHADERS)
// The ShaderSurfaceRenderer sets an array buffer which conflict with fixed pipeline rendering
glBindBuffer(GL_ARRAY_BUFFER, 0);
#endif // defined(USE_OPENGL_SHADERS)
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
void OpenGLDriver::setScreenViewport(bool noScaling) {
if (noScaling) {
_viewport = Common::Rect(g_system->getWidth(), g_system->getHeight());
_unscaledViewport = _viewport;
} else {
_viewport = _screenViewport;
_unscaledViewport = Common::Rect(kOriginalWidth, kOriginalHeight);
}
glViewport(_viewport.left, _viewport.top, _viewport.width(), _viewport.height());
}
void OpenGLDriver::setViewport(const Common::Rect &rect) {
_viewport = Common::Rect(
_screenViewport.width() * rect.width() / kOriginalWidth,
_screenViewport.height() * rect.height() / kOriginalHeight
);
_viewport.translate(
_screenViewport.left + _screenViewport.width() * rect.left / kOriginalWidth,
_screenViewport.top + _screenViewport.height() * rect.top / kOriginalHeight
);
_unscaledViewport = rect;
glViewport(_viewport.left, g_system->getHeight() - _viewport.bottom, _viewport.width(), _viewport.height());
}
void OpenGLDriver::clearScreen() {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
}
void OpenGLDriver::flipBuffer() {
g_system->updateScreen();
}
void OpenGLDriver::setupLights(const LightEntryArray &lights) {
static const uint maxLights = 10;
assert(lights.size() >= 1);
assert(lights.size() <= maxLights);
const LightEntry *ambient = lights[0];
assert(ambient->type == LightEntry::kAmbient); // The first light must be the ambient light
Math::Matrix4 viewMatrix = StarkScene->getViewMatrix();
Math::Matrix3 viewMatrixRot = viewMatrix.getRotation();
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
for (uint i = 0; i < lights.size(); i++) {
const LightEntry *l = lights[i];
GLfloat ambientColor[] = { 0.0f, 0.0f, 0.0f, 1.0f };
GLfloat lightColor[] = { 0.0f, 0.0f, 0.0f, 1.0f };
GLfloat lightPos[] = { 0.0f, 0.0f, 0.0f, 1.0f };
GLfloat lightDir[] = { 0.0f, 0.0f, -1.0f };
GLfloat cutoff = 180.0f;
GLfloat spotExp = 0.0f;
GLfloat l_attenuation = 0.0f;
GLfloat q_attenuation = 0.0f;
Math::Vector4d worldPosition;
worldPosition.x() = l->position.x();
worldPosition.y() = l->position.y();
worldPosition.z() = l->position.z();
worldPosition.w() = 1.0;
Math::Vector4d eyePosition = viewMatrix * worldPosition;
Math::Vector3d worldDirection = l->direction;
Math::Vector3d eyeDirection = viewMatrixRot * worldDirection;
eyeDirection.normalize();
glDisable(GL_LIGHT0 + i);
switch (l->type) {
case LightEntry::kPoint:
lightColor[0] = (GLfloat)l->color.x();
lightColor[1] = (GLfloat)l->color.y();
lightColor[2] = (GLfloat)l->color.z();
lightPos[0] = (GLfloat)eyePosition.x();
lightPos[1] = (GLfloat)eyePosition.y();
lightPos[2] = (GLfloat)eyePosition.z();
break;
case LightEntry::kDirectional:
lightColor[0] = (GLfloat)l->color.x();
lightColor[1] = (GLfloat)l->color.y();
lightColor[2] = (GLfloat)l->color.z();
lightPos[0] = -(GLfloat)eyeDirection.x();
lightPos[1] = -(GLfloat)eyeDirection.y();
lightPos[2] = -(GLfloat)eyeDirection.z();
lightPos[3] = 0;
break;
case LightEntry::kSpot:
lightColor[0] = (GLfloat)l->color.x();
lightColor[1] = (GLfloat)l->color.y();
lightColor[2] = (GLfloat)l->color.z();
lightPos[0] = (GLfloat)eyePosition.x();
lightPos[1] = (GLfloat)eyePosition.y();
lightPos[2] = (GLfloat)eyePosition.z();
lightDir[0] = -(GLfloat)eyeDirection.x();
lightDir[1] = -(GLfloat)eyeDirection.y();
lightDir[2] = -(GLfloat)eyeDirection.z();
// FIXME
l_attenuation = 0.0000001f;
q_attenuation = 0.0000001f;
//spotExp = 0.0f;
//cutoff = (l->outerConeAngle.getDegrees() + l->innerConeAngle.getDegrees()) / 2.0f;
break;
case LightEntry::kAmbient:
ambientColor[0] = (GLfloat)l->color.x();
ambientColor[1] = (GLfloat)l->color.y();
ambientColor[2] = (GLfloat)l->color.z();
break;
default:
break;
}
glLightfv(GL_LIGHT0 + i, GL_AMBIENT, ambientColor);
glLightfv(GL_LIGHT0 + i, GL_DIFFUSE, lightColor);
glLightfv(GL_LIGHT0 + i, GL_POSITION, lightPos);
glLightfv(GL_LIGHT0 + i, GL_SPOT_DIRECTION, lightDir);
glLightf(GL_LIGHT0 + i, GL_SPOT_EXPONENT, spotExp);
glLightf(GL_LIGHT0 + i, GL_SPOT_CUTOFF, cutoff);
glLightf(GL_LIGHT0 + i, GL_LINEAR_ATTENUATION, l_attenuation);
glLightf(GL_LIGHT0 + i, GL_QUADRATIC_ATTENUATION, q_attenuation);
glEnable(GL_LIGHT0 + i);
}
for (uint i = lights.size() - 1; i < maxLights; i++) {
// Make sure unused lights are disabled
glDisable(GL_LIGHT0 + i + 1);
}
}
Texture *OpenGLDriver::createTexture(const Graphics::Surface *surface, const byte *palette) {
OpenGlTexture *texture = new OpenGlTexture();
if (surface) {
texture->update(surface, palette);
}
return texture;
}
VisualActor *OpenGLDriver::createActorRenderer() {
return new OpenGLActorRenderer(this);
}
VisualProp *OpenGLDriver::createPropRenderer() {
return new OpenGLPropRenderer(this);
}
SurfaceRenderer *OpenGLDriver::createSurfaceRenderer() {
return new OpenGLSurfaceRenderer(this);
}
FadeRenderer *OpenGLDriver::createFadeRenderer() {
return new OpenGLFadeRenderer(this);
}
void OpenGLDriver::start2DMode() {
// Enable alpha blending
glEnable(GL_BLEND);
//glBlendEquation(GL_FUNC_ADD); // It's the default
// This blend mode prevents color fringes due to filtering.
// It requires the textures to have their color values pre-multiplied
// with their alpha value. This is the "Premultiplied Alpha" technique.
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
glDisable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
glDisable(GL_LIGHTING);
}
void OpenGLDriver::end2DMode() {
// Disable alpha blending
glDisable(GL_BLEND);
glEnable(GL_DEPTH_TEST);
glDepthMask(GL_TRUE);
glEnable(GL_LIGHTING);
}
void OpenGLDriver::set3DMode() {
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
// Blending and stencil test are only used in rendering shadows
// They are manually enabled and disabled there
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glStencilFunc(GL_EQUAL, 0, 0xFF);
glStencilOp(GL_KEEP, GL_KEEP, GL_INCR);
}
Common::Rect OpenGLDriver::getViewport() const {
return _viewport;
}
Common::Rect OpenGLDriver::getUnscaledViewport() const {
return _unscaledViewport;
}
Graphics::Surface *OpenGLDriver::getViewportScreenshot() const {
Graphics::Surface *s = new Graphics::Surface();
s->create(_viewport.width(), _viewport.height(), getRGBAPixelFormat());
glReadPixels(_viewport.left, g_system->getHeight() - _viewport.bottom, _viewport.width(), _viewport.height(),
GL_RGBA, GL_UNSIGNED_BYTE, s->getPixels());
flipVertical(s);
return s;
}
} // End of namespace Gfx
} // End of namespace Stark
#endif // defined(USE_OPENGL_GAME)