scummvm/backends/graphics3d/opengl/surfacerenderer.cpp
2022-06-26 18:32:10 +02:00

283 lines
7.5 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/scummsys.h"
#if defined(USE_OPENGL_GAME) || defined(USE_OPENGL_SHADERS)
#include "backends/graphics3d/opengl/surfacerenderer.h"
#include "backends/graphics3d/opengl/texture.h"
#include "graphics/opengl/context.h"
#if defined(USE_OPENGL_SHADERS)
#include "graphics/opengl/shader.h"
#endif
namespace OpenGL {
SurfaceRenderer *createBestSurfaceRenderer() {
#if defined(USE_OPENGL_SHADERS)
if (OpenGLContext.shadersSupported) {
return new ShaderSurfaceRenderer();
}
#endif
#if defined(USE_OPENGL_GAME)
return new FixedSurfaceRenderer();
#else
error("Could not create an appropriate surface renderer for the current OpenGL context");
#endif
}
struct SurfaceVertex {
float x;
float y;
float u;
float v;
};
SurfaceRenderer::SurfaceRenderer() :
_flipY(false),
_alphaBlending(false) {
}
SurfaceRenderer::~SurfaceRenderer() {
}
void SurfaceRenderer::setFlipY(bool flipY) {
_flipY = flipY;
}
void SurfaceRenderer::enableAlphaBlending(bool enable) {
if (_alphaBlending != enable) {
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
} else {
glDisable(GL_BLEND);
}
_alphaBlending = enable;
}
#if defined(USE_OPENGL_GAME)
FixedSurfaceRenderer::~FixedSurfaceRenderer() {
}
void FixedSurfaceRenderer::prepareState() {
// Save current state
glPushAttrib(GL_TRANSFORM_BIT | GL_VIEWPORT_BIT | GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_SCISSOR_BIT | GL_PIXEL_MODE_BIT | GL_TEXTURE_BIT);
// prepare view
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glOrtho(0, 1.0, 1.0, 0, 0, 1);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
glMatrixMode(GL_TEXTURE);
glPushMatrix();
glLoadIdentity();
glDisable(GL_LIGHTING);
glEnable(GL_TEXTURE_2D);
glDisable(GL_DEPTH_TEST);
glDisable(GL_ALPHA_TEST);
glDepthMask(GL_FALSE);
}
void FixedSurfaceRenderer::render(const TextureGL *tex, const Math::Rect2d &dest) {
float texcropX = tex->getWidth() / float(tex->getTexWidth());
float texcropY = tex->getHeight() / float(tex->getTexHeight());
float texTop = _flipY ? 0.0f : texcropY;
float texBottom = _flipY ? texcropY : 0.0f;
float offsetX = dest.getTopLeft().getX();
float offsetY = _flipY ? dest.getTopLeft().getY() : 1.0f - dest.getTopLeft().getY() - dest.getHeight();
float sizeX = fabsf(dest.getWidth());
float sizeY = fabsf(dest.getHeight());
SurfaceVertex vertices[4];
vertices[0].x = offsetX;
vertices[0].y = offsetY;
vertices[0].u = 0.0f;
vertices[0].v = texTop;
vertices[1].x = offsetX + sizeX;
vertices[1].y = offsetY;
vertices[1].u = texcropX;
vertices[1].v = texTop;
vertices[2].x = offsetX + sizeX;
vertices[2].y = offsetY + sizeY;
vertices[2].u = texcropX;
vertices[2].v = texBottom;
vertices[3].x = offsetX;
vertices[3].y = offsetY + sizeY;
vertices[3].u = 0.0f;
vertices[3].v = texBottom;
glColor4f(1.0, 1.0, 1.0, 1.0);
glBindTexture(GL_TEXTURE_2D, tex->getTextureName());
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glVertexPointer(2, GL_FLOAT, sizeof(SurfaceVertex), &vertices[0].x);
glTexCoordPointer(2, GL_FLOAT, sizeof(SurfaceVertex), &vertices[0].u);
glDrawArrays(GL_QUADS, 0, 4);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
}
void FixedSurfaceRenderer::restorePreviousState() {
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
glMatrixMode(GL_TEXTURE);
glPopMatrix();
glPopAttrib();
_flipY = false;
_alphaBlending = false;
}
#endif
#if defined(USE_OPENGL_SHADERS)
static const char *boxVertex =
"attribute vec2 position;\n"
"attribute vec2 texcoord;\n"
"uniform vec2 offsetXY;\n"
"uniform vec2 sizeWH;\n"
"uniform vec2 texcrop;\n"
// OGLES2 on AmigaOS doesn't support uniform booleans
#if defined(AMIGAOS)
"uniform mediump int flipY;\n"
#else
"uniform bool flipY;\n"
#endif
"varying vec2 Texcoord;\n"
"void main() {\n"
"Texcoord = texcoord * texcrop;\n"
"vec2 pos = offsetXY + position * sizeWH;\n"
"pos.x = pos.x * 2.0 - 1.0;\n"
"pos.y = pos.y * 2.0 - 1.0;\n"
#if defined(AMIGAOS)
"if (flipY != 0)\n"
#else
"if (flipY)\n"
#endif
"pos.y *= -1.0;\n"
"gl_Position = vec4(pos, 0.0, 1.0);\n"
"}\n";
static const char *boxFragment =
"#ifdef GL_ES\n"
"#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
"precision highp float;\n"
"#else\n"
"precision mediump float;\n"
"#endif\n"
"#endif\n"
"varying vec2 Texcoord;\n"
"uniform sampler2D tex;\n"
"void main() {\n"
"gl_FragColor = texture2D(tex, Texcoord);\n"
"}\n";
ShaderSurfaceRenderer::ShaderSurfaceRenderer() {
const GLfloat vertices[] = {
0.0, 0.0,
1.0, 0.0,
0.0, 1.0,
1.0, 1.0,
};
// Setup the box shader used to render the overlay
const char *attributes[] = { "position", "texcoord", nullptr };
_boxShader = Shader::fromStrings("box", boxVertex, boxFragment, attributes);
_boxVerticesVBO = Shader::createBuffer(GL_ARRAY_BUFFER, sizeof(vertices), vertices);
_boxShader->enableVertexAttribute("position", _boxVerticesVBO, 2, GL_FLOAT, GL_TRUE, 2 * sizeof(float), 0);
_boxShader->enableVertexAttribute("texcoord", _boxVerticesVBO, 2, GL_FLOAT, GL_TRUE, 2 * sizeof(float), 0);
}
void ShaderSurfaceRenderer::prepareState() {
_boxShader->use();
_prevStateDepthTest = glIsEnabled(GL_DEPTH_TEST);
glDisable(GL_DEPTH_TEST);
glGetBooleanv(GL_DEPTH_WRITEMASK, &_prevStateDepthWriteMask);
glDepthMask(GL_FALSE);
_prevStateBlend = glIsEnabled(GL_BLEND);
glGetIntegerv(GL_BLEND_SRC_ALPHA, &_prevStateBlendFunc);
glGetIntegerv(GL_VIEWPORT, _prevStateViewport);
}
void ShaderSurfaceRenderer::render(const TextureGL *tex, const Math::Rect2d &dest) {
glBindTexture(GL_TEXTURE_2D, tex->getTextureName());
float texcropX = tex->getWidth() / float(tex->getTexWidth());
float texcropY = tex->getHeight() / float(tex->getTexHeight());
_boxShader->setUniform("texcrop", Math::Vector2d(texcropX, texcropY));
_boxShader->setUniform("flipY", _flipY);
_boxShader->setUniform("offsetXY", dest.getTopLeft());
_boxShader->setUniform("sizeWH", Math::Vector2d(fabsf(dest.getWidth()), fabsf(dest.getHeight())));
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glBindTexture(GL_TEXTURE_2D, 0);
}
void ShaderSurfaceRenderer::restorePreviousState() {
_prevStateDepthTest ? glEnable(GL_DEPTH_TEST) : glDisable(GL_DEPTH_TEST);
glDepthMask(_prevStateDepthWriteMask);
_prevStateBlend ? glEnable(GL_BLEND) : glDisable(GL_BLEND);
glBlendFunc(GL_BLEND_SRC_ALPHA, _prevStateBlendFunc);
glViewport(_prevStateViewport[0], _prevStateViewport[1], _prevStateViewport[2], _prevStateViewport[3]);
_flipY = false;
_alphaBlending = false;
_boxShader->unbind();
}
ShaderSurfaceRenderer::~ShaderSurfaceRenderer() {
Shader::freeBuffer(_boxVerticesVBO);
delete _boxShader;
}
#endif
} // End of namespace OpenGL
#endif