mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-04 08:17:40 +00:00
330 lines
9.1 KiB
C++
330 lines
9.1 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 "common/rect.h"
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#include "common/textconsole.h"
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#if defined(USE_OPENGL_GAME)
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#include "graphics/opengl/context.h"
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#include "graphics/surface.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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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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Renderer(system) {
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}
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OpenGLRenderer::~OpenGLRenderer() {
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}
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Texture *OpenGLRenderer::createTexture3D(const Graphics::Surface *surface) {
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return new OpenGLTexture(surface);
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}
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void OpenGLRenderer::init() {
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debug("Initializing OpenGL Renderer");
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computeScreenViewport();
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// Check the available OpenGL extensions
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if (!OpenGLContext.NPOTSupported) {
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warning("GL_ARB_texture_non_power_of_two is not available.");
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}
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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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glClearColor(0.f, 0.f, 0.f, 1.f); // Solid black
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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::selectTargetWindow(Window *window, bool is3D, bool scaled) {
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if (!window) {
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// No window found ...
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if (scaled) {
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// ... in scaled mode draw in the original game screen area
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Common::Rect vp = viewport();
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glViewport(vp.left, _system->getHeight() - vp.top - vp.height(), vp.width(), vp.height());
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} else {
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// ... otherwise, draw on the whole screen
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glViewport(0, 0, _system->getWidth(), _system->getHeight());
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}
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} else {
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// Found a window, draw inside it
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Common::Rect vp = window->getPosition();
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glViewport(vp.left, _system->getHeight() - vp.top - vp.height(), vp.width(), vp.height());
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}
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if (is3D) {
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glMatrixMode(GL_PROJECTION);
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glLoadMatrixf(_projectionMatrix.getData());
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glMatrixMode(GL_MODELVIEW);
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glLoadMatrixf(_modelViewMatrix.getData());
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} else {
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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if (!window) {
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if (scaled) {
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glOrtho(0.0, kOriginalWidth, kOriginalHeight, 0.0, -1.0, 1.0);
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} else {
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glOrtho(0.0, _system->getWidth(), _system->getHeight(), 0.0, -1.0, 1.0);
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}
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} else {
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if (scaled) {
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Common::Rect originalRect = window->getOriginalPosition();
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glOrtho(0.0, originalRect.width(), originalRect.height(), 0.0, -1.0, 1.0);
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} else {
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Common::Rect vp = window->getPosition();
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glOrtho(0.0, vp.width(), vp.height(), 0.0, -1.0, 1.0);
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}
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}
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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}
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}
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void OpenGLRenderer::drawRect2D(const Common::Rect &rect, uint8 a, uint8 r, uint8 g, uint8 b) {
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glDisable(GL_TEXTURE_2D);
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glColor4ub(r, g, b, a);
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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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float sLeft = screenRect.left;
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float sTop = screenRect.top;
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float sRight = sLeft + screenRect.width();
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float sBottom = sTop + screenRect.height();
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if (glTexture->upsideDown) {
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SWAP(sTop, sBottom);
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}
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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, sBottom, 1.0f);
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glTexCoord2f(tLeft + tWidth, tTop + tHeight);
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glVertex3f(sRight, sBottom, 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(sRight, 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 * cubeVertices[5 * (4 * face + i) + 0], h * cubeVertices[5 * (4 * face + i) + 1]);
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glVertex3f(cubeVertices[5 * (4 * face + i) + 2], cubeVertices[5 * (4 * face + i) + 3], cubeVertices[5 * (4 * face + i) + 4]);
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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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Common::Rect screen = viewport();
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Graphics::Surface *s = new Graphics::Surface();
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s->create(screen.width(), screen.height(), Texture::getRGBAPixelFormat());
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glReadPixels(screen.left, screen.top, screen.width(), screen.height(), GL_RGBA, GL_UNSIGNED_BYTE, s->getPixels());
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flipVertical(s);
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return s;
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}
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Texture *OpenGLRenderer::copyScreenshotToTexture() {
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OpenGLTexture *texture = new OpenGLTexture();
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Common::Rect screen = viewport();
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texture->copyFromFramebuffer(screen);
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return texture;
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}
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} // End of namespace Myst3
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#endif
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