mirror of
https://github.com/libretro/scummvm.git
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269 lines
7.6 KiB
C++
269 lines
7.6 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/config-manager.h"
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#include "common/rect.h"
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#include "common/textconsole.h"
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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_tinygl.h"
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#include "engines/myst3/gfx_tinygl_texture.h"
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#include "graphics/tinygl/zblit.h"
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namespace Myst3 {
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Renderer *CreateGfxTinyGL(OSystem *system) {
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return new TinyGLRenderer(system);
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}
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TinyGLRenderer::TinyGLRenderer(OSystem *system) :
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BaseRenderer(system),
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_fb(NULL) {
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}
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TinyGLRenderer::~TinyGLRenderer() {
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}
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Texture *TinyGLRenderer::createTexture(const Graphics::Surface *surface) {
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return new TinyGLTexture(surface);
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}
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void TinyGLRenderer::freeTexture(Texture *texture) {
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TinyGLTexture *glTexture = static_cast<TinyGLTexture *>(texture);
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delete glTexture;
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}
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void TinyGLRenderer::init() {
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debug("Initializing Software 3D Renderer");
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bool fullscreen = ConfMan.getBool("fullscreen");
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Graphics::PixelBuffer screenBuffer = _system->setupScreen(kOriginalWidth, kOriginalHeight, fullscreen, false);
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computeScreenViewport();
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_fb = new TinyGL::FrameBuffer(kOriginalWidth, kOriginalHeight, screenBuffer);
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TinyGL::glInit(_fb, 512);
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tglMatrixMode(TGL_PROJECTION);
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tglLoadIdentity();
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tglMatrixMode(TGL_MODELVIEW);
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tglLoadIdentity();
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tglDisable(TGL_LIGHTING);
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tglEnable(TGL_TEXTURE_2D);
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tglEnable(TGL_DEPTH_TEST);
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}
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void TinyGLRenderer::clear() {
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tglClear(TGL_COLOR_BUFFER_BIT | TGL_DEPTH_BUFFER_BIT);
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tglColor3f(1.0f, 1.0f, 1.0f);
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}
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void TinyGLRenderer::setupCameraOrtho2D(bool noScaling) {
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tglViewport(0, 0, kOriginalWidth, kOriginalHeight);
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tglMatrixMode(TGL_PROJECTION);
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tglLoadIdentity();
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tglOrtho(0.0, kOriginalWidth, kOriginalHeight, 0.0, -1.0, 1.0);
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tglMatrixMode(TGL_MODELVIEW);
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tglLoadIdentity();
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}
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void TinyGLRenderer::setupCameraPerspective(float pitch, float heading, float fov) {
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BaseRenderer::setupCameraPerspective(pitch, heading, fov);
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// NOTE: tinyGL viewport implementation needs to be checked as it doesn't behave the same as openGL
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tglViewport(0, kTopBorderHeight, kOriginalWidth, kFrameHeight);
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tglMatrixMode(TGL_PROJECTION);
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tglLoadMatrixf(_projectionMatrix.getData());
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tglMatrixMode(TGL_MODELVIEW);
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tglLoadMatrixf(_modelViewMatrix.getData());
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}
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void TinyGLRenderer::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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tglDisable(TGL_TEXTURE_2D);
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tglColor4f(r / 255.0, g / 255.0, b / 255.0, a / 255.0);
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if (a != 255) {
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tglEnable(TGL_BLEND);
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tglBlendFunc(TGL_SRC_ALPHA, TGL_ONE_MINUS_SRC_ALPHA);
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}
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for (int x = rect.left; x < rect.right; x++) {
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for (int y = rect.top; y < rect.bottom; y++) {
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_fb->writePixel(y * kOriginalWidth + x, a, r, g, b);
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}
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}
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tglDisable(TGL_BLEND);
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}
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void TinyGLRenderer::drawTexturedRect2D(const Common::Rect &screenRect, const Common::Rect &textureRect,
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Texture *texture, float transparency, bool additiveBlending) {
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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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tglBlendFunc(TGL_SRC_ALPHA, TGL_ONE);
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} else {
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tglBlendFunc(TGL_SRC_ALPHA, TGL_ONE_MINUS_SRC_ALPHA);
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}
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tglEnable(TGL_BLEND);
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} else {
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transparency = 1.0;
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}
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tglEnable(TGL_TEXTURE_2D);
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tglDepthMask(TGL_FALSE);
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Graphics::BlitTransform transform(sLeft, sTop);
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transform.sourceRectangle(textureRect.left, textureRect.top, sWidth, sHeight);
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transform.tint(transparency);
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tglBlit(((TinyGLTexture *)texture)->getBlitTexture(), transform);
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tglDisable(TGL_BLEND);
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tglDepthMask(TGL_TRUE);
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}
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void TinyGLRenderer::draw2DText(const Common::String &text, const Common::Point &position) {
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TinyGLTexture *glFont = static_cast<TinyGLTexture *>(_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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tglEnable(TGL_BLEND);
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tglBlendFunc(TGL_SRC_ALPHA, TGL_ONE_MINUS_SRC_ALPHA);
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tglEnable(TGL_TEXTURE_2D);
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tglDepthMask(TGL_FALSE);
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tglColor3f(1.0f, 1.0f, 1.0f);
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tglBindTexture(TGL_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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Graphics::BlitTransform transform(x, y);
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transform.sourceRectangle(textureRect.left, textureRect.top, w, h);
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transform.flip(true, false);
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Graphics::tglBlit(glFont->getBlitTexture(), transform);
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x += textureRect.width() - 3;
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}
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tglDisable(TGL_TEXTURE_2D);
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tglDisable(TGL_BLEND);
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tglDepthMask(TGL_TRUE);
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}
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void TinyGLRenderer::drawFace(uint face, Texture *texture) {
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TinyGLTexture *glTexture = static_cast<TinyGLTexture *>(texture);
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tglBindTexture(TGL_TEXTURE_2D, glTexture->id);
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tglBegin(TGL_TRIANGLE_STRIP);
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for (uint i = 0; i < 4; i++) {
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tglTexCoord2f(cubeVertices[5 * (4 * face + i) + 0], cubeVertices[5 * (4 * face + i) + 1]);
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tglVertex3f(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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tglEnd();
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}
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void TinyGLRenderer::drawCube(Texture **textures) {
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tglEnable(TGL_TEXTURE_2D);
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tglDepthMask(TGL_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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tglDepthMask(TGL_TRUE);
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}
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void TinyGLRenderer::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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TinyGLTexture *glTexture = static_cast<TinyGLTexture *>(texture);
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tglBlendFunc(TGL_SRC_ALPHA, TGL_ONE_MINUS_SRC_ALPHA);
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tglEnable(TGL_BLEND);
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tglDepthMask(TGL_FALSE);
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tglBindTexture(TGL_TEXTURE_2D, glTexture->id);
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tglBegin(TGL_TRIANGLE_STRIP);
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tglTexCoord2f(0, 0);
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tglVertex3f(-topLeft.x(), topLeft.y(), topLeft.z());
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tglTexCoord2f(0, 1);
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tglVertex3f(-bottomLeft.x(), bottomLeft.y(), bottomLeft.z());
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tglTexCoord2f(1, 0);
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tglVertex3f(-topRight.x(), topRight.y(), topRight.z());
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tglTexCoord2f(1, 1);
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tglVertex3f(-bottomRight.x(), bottomRight.y(), bottomRight.z());
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tglEnd();
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tglDisable(TGL_BLEND);
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tglDepthMask(TGL_TRUE);
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}
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Graphics::Surface *TinyGLRenderer::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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Graphics::PixelBuffer buf(s->format, (byte *)s->getPixels());
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_fb->copyToBuffer(buf);
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return s;
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}
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void TinyGLRenderer::flipBuffer() {
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TinyGL::tglPresentBuffer();
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}
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} // End of namespace Myst3
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