scummvm/engines/myst3/gfx_tinygl.cpp
2015-09-09 16:47:27 +02:00

269 lines
7.6 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.
*
*/
#if defined(WIN32)
#include <windows.h>
// winnt.h defines ARRAYSIZE, but we want our own one...
#undef ARRAYSIZE
#endif
#include "common/config-manager.h"
#include "common/rect.h"
#include "common/textconsole.h"
#include "graphics/colormasks.h"
#include "graphics/surface.h"
#include "math/vector2d.h"
#include "math/glmath.h"
#include "engines/myst3/gfx.h"
#include "engines/myst3/gfx_tinygl.h"
#include "engines/myst3/gfx_tinygl_texture.h"
#include "graphics/tinygl/zblit.h"
namespace Myst3 {
Renderer *CreateGfxTinyGL(OSystem *system) {
return new TinyGLRenderer(system);
}
TinyGLRenderer::TinyGLRenderer(OSystem *system) :
BaseRenderer(system),
_fb(NULL) {
}
TinyGLRenderer::~TinyGLRenderer() {
}
Texture *TinyGLRenderer::createTexture(const Graphics::Surface *surface) {
return new TinyGLTexture(surface);
}
void TinyGLRenderer::freeTexture(Texture *texture) {
TinyGLTexture *glTexture = static_cast<TinyGLTexture *>(texture);
delete glTexture;
}
void TinyGLRenderer::init() {
debug("Initializing Software 3D Renderer");
bool fullscreen = ConfMan.getBool("fullscreen");
Graphics::PixelBuffer screenBuffer = _system->setupScreen(kOriginalWidth, kOriginalHeight, fullscreen, false);
computeScreenViewport();
_fb = new TinyGL::FrameBuffer(kOriginalWidth, kOriginalHeight, screenBuffer);
TinyGL::glInit(_fb, 512);
tglMatrixMode(TGL_PROJECTION);
tglLoadIdentity();
tglMatrixMode(TGL_MODELVIEW);
tglLoadIdentity();
tglDisable(TGL_LIGHTING);
tglEnable(TGL_TEXTURE_2D);
tglEnable(TGL_DEPTH_TEST);
}
void TinyGLRenderer::clear() {
tglClear(TGL_COLOR_BUFFER_BIT | TGL_DEPTH_BUFFER_BIT);
tglColor3f(1.0f, 1.0f, 1.0f);
}
void TinyGLRenderer::setupCameraOrtho2D(bool noScaling) {
tglViewport(0, 0, kOriginalWidth, kOriginalHeight);
tglMatrixMode(TGL_PROJECTION);
tglLoadIdentity();
tglOrtho(0.0, kOriginalWidth, kOriginalHeight, 0.0, -1.0, 1.0);
tglMatrixMode(TGL_MODELVIEW);
tglLoadIdentity();
}
void TinyGLRenderer::setupCameraPerspective(float pitch, float heading, float fov) {
BaseRenderer::setupCameraPerspective(pitch, heading, fov);
// NOTE: tinyGL viewport implementation needs to be checked as it doesn't behave the same as openGL
tglViewport(0, kTopBorderHeight, kOriginalWidth, kFrameHeight);
tglMatrixMode(TGL_PROJECTION);
tglLoadMatrixf(_projectionMatrix.getData());
tglMatrixMode(TGL_MODELVIEW);
tglLoadMatrixf(_modelViewMatrix.getData());
}
void TinyGLRenderer::drawRect2D(const Common::Rect &rect, uint32 color) {
uint8 a, r, g, b;
Graphics::colorToARGB< Graphics::ColorMasks<8888> >(color, a, r, g, b);
tglDisable(TGL_TEXTURE_2D);
tglColor4f(r / 255.0, g / 255.0, b / 255.0, a / 255.0);
if (a != 255) {
tglEnable(TGL_BLEND);
tglBlendFunc(TGL_SRC_ALPHA, TGL_ONE_MINUS_SRC_ALPHA);
}
for (int x = rect.left; x < rect.right; x++) {
for (int y = rect.top; y < rect.bottom; y++) {
_fb->writePixel(y * kOriginalWidth + x, a, r, g, b);
}
}
tglDisable(TGL_BLEND);
}
void TinyGLRenderer::drawTexturedRect2D(const Common::Rect &screenRect, const Common::Rect &textureRect,
Texture *texture, float transparency, bool additiveBlending) {
const float sLeft = screenRect.left;
const float sTop = screenRect.top;
const float sWidth = screenRect.width();
const float sHeight = screenRect.height();
if (transparency >= 0.0) {
if (additiveBlending) {
tglBlendFunc(TGL_SRC_ALPHA, TGL_ONE);
} else {
tglBlendFunc(TGL_SRC_ALPHA, TGL_ONE_MINUS_SRC_ALPHA);
}
tglEnable(TGL_BLEND);
} else {
transparency = 1.0;
}
tglEnable(TGL_TEXTURE_2D);
tglDepthMask(TGL_FALSE);
Graphics::BlitTransform transform(sLeft, sTop);
transform.sourceRectangle(textureRect.left, textureRect.top, sWidth, sHeight);
transform.tint(transparency);
tglBlit(((TinyGLTexture *)texture)->getBlitTexture(), transform);
tglDisable(TGL_BLEND);
tglDepthMask(TGL_TRUE);
}
void TinyGLRenderer::draw2DText(const Common::String &text, const Common::Point &position) {
TinyGLTexture *glFont = static_cast<TinyGLTexture *>(_font);
// The font only has uppercase letters
Common::String textToDraw = text;
textToDraw.toUppercase();
tglEnable(TGL_BLEND);
tglBlendFunc(TGL_SRC_ALPHA, TGL_ONE_MINUS_SRC_ALPHA);
tglEnable(TGL_TEXTURE_2D);
tglDepthMask(TGL_FALSE);
tglColor3f(1.0f, 1.0f, 1.0f);
tglBindTexture(TGL_TEXTURE_2D, glFont->id);
int x = position.x;
int y = position.y;
for (uint i = 0; i < textToDraw.size(); i++) {
Common::Rect textureRect = getFontCharacterRect(textToDraw[i]);
int w = textureRect.width();
int h = textureRect.height();
Graphics::BlitTransform transform(x, y);
transform.sourceRectangle(textureRect.left, textureRect.top, w, h);
transform.flip(true, false);
Graphics::tglBlit(glFont->getBlitTexture(), transform);
x += textureRect.width() - 3;
}
tglDisable(TGL_TEXTURE_2D);
tglDisable(TGL_BLEND);
tglDepthMask(TGL_TRUE);
}
void TinyGLRenderer::drawFace(uint face, Texture *texture) {
TinyGLTexture *glTexture = static_cast<TinyGLTexture *>(texture);
tglBindTexture(TGL_TEXTURE_2D, glTexture->id);
tglBegin(TGL_TRIANGLE_STRIP);
for (uint i = 0; i < 4; i++) {
tglTexCoord2f(cubeVertices[5 * (4 * face + i) + 0], cubeVertices[5 * (4 * face + i) + 1]);
tglVertex3f(cubeVertices[5 * (4 * face + i) + 2], cubeVertices[5 * (4 * face + i) + 3], cubeVertices[5 * (4 * face + i) + 4]);
}
tglEnd();
}
void TinyGLRenderer::drawCube(Texture **textures) {
tglEnable(TGL_TEXTURE_2D);
tglDepthMask(TGL_FALSE);
for (uint i = 0; i < 6; i++) {
drawFace(i, textures[i]);
}
tglDepthMask(TGL_TRUE);
}
void TinyGLRenderer::drawTexturedRect3D(const Math::Vector3d &topLeft, const Math::Vector3d &bottomLeft,
const Math::Vector3d &topRight, const Math::Vector3d &bottomRight, Texture *texture) {
TinyGLTexture *glTexture = static_cast<TinyGLTexture *>(texture);
tglBlendFunc(TGL_SRC_ALPHA, TGL_ONE_MINUS_SRC_ALPHA);
tglEnable(TGL_BLEND);
tglDepthMask(TGL_FALSE);
tglBindTexture(TGL_TEXTURE_2D, glTexture->id);
tglBegin(TGL_TRIANGLE_STRIP);
tglTexCoord2f(0, 0);
tglVertex3f(-topLeft.x(), topLeft.y(), topLeft.z());
tglTexCoord2f(0, 1);
tglVertex3f(-bottomLeft.x(), bottomLeft.y(), bottomLeft.z());
tglTexCoord2f(1, 0);
tglVertex3f(-topRight.x(), topRight.y(), topRight.z());
tglTexCoord2f(1, 1);
tglVertex3f(-bottomRight.x(), bottomRight.y(), bottomRight.z());
tglEnd();
tglDisable(TGL_BLEND);
tglDepthMask(TGL_TRUE);
}
Graphics::Surface *TinyGLRenderer::getScreenshot() {
Graphics::Surface *s = new Graphics::Surface();
s->create(kOriginalWidth, kOriginalHeight, Graphics::PixelFormat(4, 8, 8, 8, 8, 0, 8, 16, 24));
Graphics::PixelBuffer buf(s->format, (byte *)s->getPixels());
_fb->copyToBuffer(buf);
return s;
}
void TinyGLRenderer::flipBuffer() {
TinyGL::tglPresentBuffer();
}
} // End of namespace Myst3