scummvm/engines/playground3d/gfx_tinygl.cpp
2021-12-26 18:48:43 +01:00

422 lines
13 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM 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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#include "common/config-manager.h"
#include "common/rect.h"
#include "common/textconsole.h"
#include "graphics/surface.h"
#include "graphics/tinygl/tinygl.h"
#include "math/vector2d.h"
#include "math/glmath.h"
#include "engines/playground3d/gfx.h"
#include "engines/playground3d/gfx_tinygl.h"
namespace Playground3d {
static const TGLfloat dimRegionVertices[] = {
// X Y
-0.5f, 0.5f,
0.5f, 0.5f,
-0.5f, -0.5f,
0.5f, -0.5f,
};
static const TGLuint dimRegionIndices[] = {
0, 1, 2, 3
};
static const TGLfloat boxVertices[] = {
// X Y
-1.0f, 1.0f,
1.0f, 1.0f,
-1.0f, -1.0f,
1.0f, -1.0f,
};
static const TGLfloat bitmapVertices[] = {
// X Y
-0.2f, 0.2f,
0.2f, 0.2f,
-0.2f, -0.2f,
0.2f, -0.2f,
};
static const TGLfloat textCords[] = {
// S T
0.0f, 0.0f,
1.0f, 0.0f,
0.0f, 1.0f,
1.0f, 1.0f,
};
Renderer *CreateGfxTinyGL(OSystem *system) {
return new TinyGLRenderer(system);
}
TinyGLRenderer::TinyGLRenderer(OSystem *system) :
Renderer(system),
_blitImageRgba(nullptr),
_blitImageRgb(nullptr),
_blitImageRgb565(nullptr),
_blitImageRgba5551(nullptr),
_blitImageRgba4444(nullptr) {
}
TinyGLRenderer::~TinyGLRenderer() {
TinyGL::destroyContext();
}
void TinyGLRenderer::init() {
debug("Initializing Software 3D Renderer");
computeScreenViewport();
TinyGL::createContext(kOriginalWidth, kOriginalHeight, g_system->getScreenFormat(), 512, true, ConfMan.getBool("dirtyrects"));
tglMatrixMode(TGL_PROJECTION);
tglLoadIdentity();
tglMatrixMode(TGL_MODELVIEW);
tglLoadIdentity();
tglDisable(TGL_LIGHTING);
tglEnable(TGL_DEPTH_TEST);
tglGenTextures(5, _textureRgbaId);
tglGenTextures(5, _textureRgbId);
tglGenTextures(2, _textureRgb565Id);
tglGenTextures(2, _textureRgba5551Id);
tglGenTextures(2, _textureRgba4444Id);
_blitImageRgba = tglGenBlitImage();
_blitImageRgb = tglGenBlitImage();
_blitImageRgb565 = tglGenBlitImage();
_blitImageRgba5551 = tglGenBlitImage();
_blitImageRgba4444 = tglGenBlitImage();
}
void TinyGLRenderer::deinit() {
tglDeleteTextures(5, _textureRgbaId);
tglDeleteTextures(5, _textureRgbId);
tglDeleteTextures(2, _textureRgb565Id);
tglDeleteTextures(2, _textureRgba5551Id);
tglDeleteTextures(2, _textureRgba4444Id);
tglDeleteBlitImage(_blitImageRgba);
tglDeleteBlitImage(_blitImageRgb);
tglDeleteBlitImage(_blitImageRgb565);
tglDeleteBlitImage(_blitImageRgba5551);
tglDeleteBlitImage(_blitImageRgba4444);
}
void TinyGLRenderer::loadTextureRGBA(Graphics::Surface *texture) {
tglBindTexture(TGL_TEXTURE_2D, _textureRgbaId[0]);
tglTexParameteri(TGL_TEXTURE_2D, TGL_TEXTURE_MIN_FILTER, TGL_NEAREST);
tglTexParameteri(TGL_TEXTURE_2D, TGL_TEXTURE_MAG_FILTER, TGL_NEAREST);
tglTexImage2D(TGL_TEXTURE_2D, 0, TGL_RGBA, texture->w, texture->h, 0, TGL_RGBA, TGL_UNSIGNED_BYTE, texture->getPixels());
tglUploadBlitImage(_blitImageRgba, *texture, 0, false);
}
void TinyGLRenderer::loadTextureRGB(Graphics::Surface *texture) {
tglBindTexture(TGL_TEXTURE_2D, _textureRgbId[0]);
tglTexParameteri(TGL_TEXTURE_2D, TGL_TEXTURE_MIN_FILTER, TGL_NEAREST);
tglTexParameteri(TGL_TEXTURE_2D, TGL_TEXTURE_MAG_FILTER, TGL_NEAREST);
tglTexImage2D(TGL_TEXTURE_2D, 0, TGL_RGBA, texture->w, texture->h, 0, TGL_RGB, TGL_UNSIGNED_BYTE, texture->getPixels());
tglUploadBlitImage(_blitImageRgb, *texture, 0, false);
}
void TinyGLRenderer::loadTextureRGB565(Graphics::Surface *texture) {
tglBindTexture(TGL_TEXTURE_2D, _textureRgb565Id[0]);
tglTexParameteri(TGL_TEXTURE_2D, TGL_TEXTURE_MIN_FILTER, TGL_NEAREST);
tglTexParameteri(TGL_TEXTURE_2D, TGL_TEXTURE_MAG_FILTER, TGL_NEAREST);
tglTexImage2D(TGL_TEXTURE_2D, 0, TGL_RGBA, texture->w, texture->h, 0, TGL_RGB, TGL_UNSIGNED_SHORT_5_6_5, texture->getPixels());
tglUploadBlitImage(_blitImageRgb565, *texture, 0, false);
}
void TinyGLRenderer::loadTextureRGBA5551(Graphics::Surface *texture) {
tglBindTexture(TGL_TEXTURE_2D, _textureRgba5551Id[0]);
tglTexParameteri(TGL_TEXTURE_2D, TGL_TEXTURE_MIN_FILTER, TGL_NEAREST);
tglTexParameteri(TGL_TEXTURE_2D, TGL_TEXTURE_MAG_FILTER, TGL_NEAREST);
tglTexImage2D(TGL_TEXTURE_2D, 0, TGL_RGBA, texture->w, texture->h, 0, TGL_RGBA, TGL_UNSIGNED_SHORT_5_5_5_1, texture->getPixels());
tglUploadBlitImage(_blitImageRgba5551, *texture, 0, false);
}
void TinyGLRenderer::loadTextureRGBA4444(Graphics::Surface *texture) {
tglBindTexture(TGL_TEXTURE_2D, _textureRgba4444Id[0]);
tglTexParameteri(TGL_TEXTURE_2D, TGL_TEXTURE_MIN_FILTER, TGL_NEAREST);
tglTexParameteri(TGL_TEXTURE_2D, TGL_TEXTURE_MAG_FILTER, TGL_NEAREST);
tglTexImage2D(TGL_TEXTURE_2D, 0, TGL_RGBA, texture->w, texture->h, 0, TGL_RGBA, TGL_UNSIGNED_SHORT_4_4_4_4, texture->getPixels());
tglUploadBlitImage(_blitImageRgba4444, *texture, 0, false);
}
void TinyGLRenderer::clear(const Math::Vector4d &clearColor) {
tglClearColor(clearColor.x(), clearColor.y(), clearColor.z(), clearColor.w());
tglClear(TGL_COLOR_BUFFER_BIT | TGL_DEPTH_BUFFER_BIT);
}
void TinyGLRenderer::setupViewport(int x, int y, int width, int height) {
tglViewport(x, y, width, height);
}
void TinyGLRenderer::drawFace(uint face) {
tglBegin(TGL_TRIANGLE_STRIP);
for (uint i = 0; i < 4; i++) {
tglColor3f(cubeVertices[11 * (4 * face + i) + 8], cubeVertices[11 * (4 * face + i) + 9], cubeVertices[11 * (4 * face + i) + 10]);
tglVertex3f(cubeVertices[11 * (4 * face + i) + 2], cubeVertices[11 * (4 * face + i) + 3], cubeVertices[11 * (4 * face + i) + 4]);
tglNormal3f(cubeVertices[11 * (4 * face + i) + 5], cubeVertices[11 * (4 * face + i) + 6], cubeVertices[11 * (4 * face + i) + 7]);
}
tglEnd();
}
void TinyGLRenderer::drawCube(const Math::Vector3d &pos, const Math::Vector3d &roll) {
tglMatrixMode(TGL_PROJECTION);
tglLoadMatrixf(_projectionMatrix.getData());
tglMatrixMode(TGL_MODELVIEW);
tglLoadMatrixf(_modelViewMatrix.getData());
tglTranslatef(pos.x(), pos.y(), pos.z());
tglRotatef(roll.x(), 1.0f, 0.0f, 0.0f);
tglRotatef(roll.y(), 0.0f, 1.0f, 0.0f);
tglRotatef(roll.z(), 0.0f, 0.0f, 1.0f);
for (uint i = 0; i < 6; i++) {
drawFace(i);
}
}
void TinyGLRenderer::drawPolyOffsetTest(const Math::Vector3d &pos, const Math::Vector3d &roll) {
tglMatrixMode(TGL_PROJECTION);
tglLoadMatrixf(_projectionMatrix.getData());
tglMatrixMode(TGL_MODELVIEW);
tglLoadMatrixf(_modelViewMatrix.getData());
tglTranslatef(pos.x(), pos.y(), pos.z());
tglRotatef(roll.y(), 0.0f, 1.0f, 0.0f);
tglColor3f(0.0f, 1.0f, 0.0f);
tglBegin(TGL_TRIANGLES);
tglVertex3f(-1.0f, 1.0, 0.0f);
tglVertex3f( 1.0f, 1.0, 0.0f);
tglVertex3f( 0.0f, -1.0, 0.0f);
tglEnd();
tglPolygonOffset(-1.0f, 0.0f);
tglEnable(TGL_POLYGON_OFFSET_FILL);
tglColor3f(1.0f, 1.0f, 1.0f);
tglBegin(TGL_TRIANGLES);
tglVertex3f(-0.5f, 0.5, 0.0f);
tglVertex3f( 0.5f, 0.5, 0.0f);
tglVertex3f( 0.0f, -0.5, 0.0f);
tglEnd();
tglDisable(TGL_POLYGON_OFFSET_FILL);
}
void TinyGLRenderer::flipBuffer() {
Common::List<Common::Rect> dirtyAreas;
TinyGL::presentBuffer(dirtyAreas);
Graphics::Surface glBuffer;
TinyGL::getSurfaceRef(glBuffer);
if (!dirtyAreas.empty()) {
for (Common::List<Common::Rect>::iterator itRect = dirtyAreas.begin(); itRect != dirtyAreas.end(); ++itRect) {
g_system->copyRectToScreen(glBuffer.getBasePtr((*itRect).left, (*itRect).top), glBuffer.pitch,
(*itRect).left, (*itRect).top, (*itRect).width(), (*itRect).height());
}
}
}
void TinyGLRenderer::dimRegionInOut(float fade) {
tglMatrixMode(TGL_PROJECTION);
tglPushMatrix();
tglLoadIdentity();
tglMatrixMode(TGL_MODELVIEW);
tglPushMatrix();
tglLoadIdentity();
tglEnable(TGL_BLEND);
tglBlendFunc(TGL_ONE, TGL_ONE_MINUS_SRC_ALPHA);
tglDisable(TGL_DEPTH_TEST);
tglDepthMask(TGL_FALSE);
tglColor4f(0.0f, 0.0f, 0.0f, 1.0f - fade);
tglEnableClientState(TGL_VERTEX_ARRAY);
tglVertexPointer(2, TGL_FLOAT, 0, dimRegionVertices);
tglDrawElements(TGL_TRIANGLE_STRIP, 4, TGL_UNSIGNED_INT, dimRegionIndices);
//tglDrawArrays(TGL_TRIANGLE_STRIP, 0, 4);
tglDisableClientState(TGL_VERTEX_ARRAY);
tglMatrixMode(TGL_MODELVIEW);
tglPopMatrix();
tglMatrixMode(TGL_PROJECTION);
tglPopMatrix();
}
void TinyGLRenderer::drawInViewport() {
static TGLfloat box2Vertices[] = {
// X Y
-0.1f, 0.1f,
0.1f, 0.1f,
-0.1f, -0.1f,
0.1f, -0.1f,
};
tglMatrixMode(TGL_PROJECTION);
tglPushMatrix();
tglLoadIdentity();
tglMatrixMode(TGL_MODELVIEW);
tglPushMatrix();
tglLoadIdentity();
tglEnable(TGL_BLEND);
tglBlendFunc(TGL_ONE, TGL_ONE_MINUS_SRC_ALPHA);
tglDisable(TGL_DEPTH_TEST);
tglDepthMask(TGL_FALSE);
tglColor4f(0.0f, 1.0f, 0.0f, 1.0f);
tglEnableClientState(TGL_VERTEX_ARRAY);
tglVertexPointer(2, TGL_FLOAT, 2 * sizeof(TGLfloat), &boxVertices[0]);
tglDrawArrays(TGL_TRIANGLE_STRIP, 0, 4);
tglDisableClientState(TGL_VERTEX_ARRAY);
tglPushMatrix();
_pos.x() += 0.01;
_pos.y() += 0.01;
if (_pos.x() >= 1.0f) {
_pos.x() = -1.0;
_pos.y() = -1.0;
}
tglTranslatef(_pos.x(), _pos.y(), 0);
tglPolygonOffset(-1.0f, 0.0f);
tglEnable(TGL_POLYGON_OFFSET_FILL);
tglColor4f(1.0f, 0.0f, 0.0f, 1.0f);
tglEnableClientState(TGL_VERTEX_ARRAY);
tglVertexPointer(2, TGL_FLOAT, 2 * sizeof(TGLfloat), &box2Vertices[0]);
tglDrawArrays(TGL_TRIANGLE_STRIP, 0, 4);
tglDisableClientState(TGL_VERTEX_ARRAY);
tglDisable(TGL_POLYGON_OFFSET_FILL);
tglMatrixMode(TGL_MODELVIEW);
tglPopMatrix();
tglPopMatrix();
tglMatrixMode(TGL_PROJECTION);
tglPopMatrix();
}
void TinyGLRenderer::drawRgbaTexture() {
tglMatrixMode(TGL_PROJECTION);
tglPushMatrix();
tglLoadIdentity();
tglMatrixMode(TGL_MODELVIEW);
tglPushMatrix();
tglLoadIdentity();
tglEnable(TGL_BLEND);
tglBlendFunc(TGL_ONE, TGL_ONE_MINUS_SRC_ALPHA);
tglDisable(TGL_DEPTH_TEST);
tglDepthMask(TGL_FALSE);
tglEnable(TGL_TEXTURE_2D);
tglColor4f(1.0f, 1.0f, 1.0f, 1.0f);
tglEnableClientState(TGL_VERTEX_ARRAY);
tglEnableClientState(TGL_TEXTURE_COORD_ARRAY);
tglTranslatef(-0.799f, 0.8, 0);
//tglTranslatef(-0.8, 0.8, 0); // some gfx issue
tglVertexPointer(2, TGL_FLOAT, 2 * sizeof(TGLfloat), bitmapVertices);
tglTexCoordPointer(2, TGL_FLOAT, 2 * sizeof(TGLfloat), textCords);
tglBindTexture(TGL_TEXTURE_2D, _textureRgbaId[0]);
tglDrawArrays(TGL_TRIANGLE_STRIP, 0, 4);
tglTranslatef(0.5, 0, 0);
tglVertexPointer(2, TGL_FLOAT, 2 * sizeof(TGLfloat), bitmapVertices);
tglTexCoordPointer(2, TGL_FLOAT, 2 * sizeof(TGLfloat), textCords);
tglBindTexture(TGL_TEXTURE_2D, _textureRgbId[0]);
tglDrawArrays(TGL_TRIANGLE_STRIP, 0, 4);
tglTranslatef(0.501, 0, 0);
//tglTranslatef(0.5, 0, 0); // some gfx issue
tglVertexPointer(2, TGL_FLOAT, 2 * sizeof(TGLfloat), bitmapVertices);
tglTexCoordPointer(2, TGL_FLOAT, 2 * sizeof(TGLfloat), textCords);
tglBindTexture(TGL_TEXTURE_2D, _textureRgb565Id[0]);
tglDrawArrays(TGL_TRIANGLE_STRIP, 0, 4);
tglTranslatef(0.5, 0, 0);
tglVertexPointer(2, TGL_FLOAT, 2 * sizeof(TGLfloat), bitmapVertices);
tglTexCoordPointer(2, TGL_FLOAT, 2 * sizeof(TGLfloat), textCords);
tglBindTexture(TGL_TEXTURE_2D, _textureRgba5551Id[0]);
tglDrawArrays(TGL_TRIANGLE_STRIP, 0, 4);
tglTranslatef(-1.5, -0.5, 0);
tglVertexPointer(2, TGL_FLOAT, 2 * sizeof(TGLfloat), bitmapVertices);
tglTexCoordPointer(2, TGL_FLOAT, 2 * sizeof(TGLfloat), textCords);
tglBindTexture(TGL_TEXTURE_2D, _textureRgba4444Id[0]);
tglDrawArrays(TGL_TRIANGLE_STRIP, 0, 4);
tglDisableClientState(TGL_VERTEX_ARRAY);
tglDisableClientState(TGL_TEXTURE_COORD_ARRAY);
int blitTextureWidth, blitTextureHeight;
tglGetBlitImageSize(_blitImageRgba, blitTextureWidth, blitTextureHeight);
TinyGL::BlitTransform transform(0, 250);
transform.sourceRectangle(0, 0, blitTextureWidth, blitTextureHeight);
tglBlit(_blitImageRgba, transform);
transform = TinyGL::BlitTransform(130, 250);
transform.sourceRectangle(0, 0, blitTextureWidth, blitTextureHeight);
tglBlit(_blitImageRgb, transform);
transform = TinyGL::BlitTransform(260, 250);
transform.sourceRectangle(0, 0, blitTextureWidth, blitTextureHeight);
tglBlit(_blitImageRgb565, transform);
transform = TinyGL::BlitTransform(390, 250);
transform.sourceRectangle(0, 0, blitTextureWidth, blitTextureHeight);
tglBlit(_blitImageRgba5551, transform);
transform = TinyGL::BlitTransform(520, 250);
transform.sourceRectangle(0, 0, blitTextureWidth, blitTextureHeight);
tglBlit(_blitImageRgba4444, transform);
tglMatrixMode(TGL_MODELVIEW);
tglPopMatrix();
tglMatrixMode(TGL_PROJECTION);
tglPopMatrix();
}
} // End of namespace Playground3d