mirror of
https://github.com/libretro/scummvm.git
synced 2025-04-16 05:30:05 +00:00
283 lines
7.5 KiB
C++
283 lines
7.5 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/scummsys.h"
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#if defined(USE_OPENGL_GAME) || defined(USE_OPENGL_SHADERS)
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#include "backends/graphics3d/opengl/surfacerenderer.h"
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#include "backends/graphics3d/opengl/texture.h"
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#include "graphics/opengl/context.h"
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#if defined(USE_OPENGL_SHADERS)
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#include "graphics/opengl/shader.h"
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#endif
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namespace OpenGL {
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SurfaceRenderer *createBestSurfaceRenderer() {
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#if defined(USE_OPENGL_SHADERS)
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if (OpenGLContext.shadersSupported) {
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return new ShaderSurfaceRenderer();
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}
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#endif
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#if defined(USE_OPENGL_GAME)
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return new FixedSurfaceRenderer();
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#else
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error("Could not create an appropriate surface renderer for the current OpenGL context");
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#endif
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}
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struct SurfaceVertex {
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float x;
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float y;
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float u;
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float v;
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};
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SurfaceRenderer::SurfaceRenderer() :
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_flipY(false),
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_alphaBlending(false) {
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}
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SurfaceRenderer::~SurfaceRenderer() {
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}
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void SurfaceRenderer::setFlipY(bool flipY) {
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_flipY = flipY;
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}
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void SurfaceRenderer::enableAlphaBlending(bool enable) {
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if (_alphaBlending != enable) {
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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} else {
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glDisable(GL_BLEND);
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}
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_alphaBlending = enable;
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}
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#if defined(USE_OPENGL_GAME)
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FixedSurfaceRenderer::~FixedSurfaceRenderer() {
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}
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void FixedSurfaceRenderer::prepareState() {
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// Save current state
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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);
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// prepare view
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glMatrixMode(GL_PROJECTION);
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glPushMatrix();
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glLoadIdentity();
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glOrtho(0, 1.0, 1.0, 0, 0, 1);
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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glLoadIdentity();
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glMatrixMode(GL_TEXTURE);
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glPushMatrix();
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glLoadIdentity();
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glDisable(GL_LIGHTING);
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glEnable(GL_TEXTURE_2D);
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_ALPHA_TEST);
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glDepthMask(GL_FALSE);
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}
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void FixedSurfaceRenderer::render(const TextureGL *tex, const Math::Rect2d &dest) {
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float texcropX = tex->getWidth() / float(tex->getTexWidth());
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float texcropY = tex->getHeight() / float(tex->getTexHeight());
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float texTop = _flipY ? 0.0f : texcropY;
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float texBottom = _flipY ? texcropY : 0.0f;
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float offsetX = dest.getTopLeft().getX();
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float offsetY = _flipY ? dest.getTopLeft().getY() : 1.0f - dest.getTopLeft().getY() - dest.getHeight();
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float sizeX = fabsf(dest.getWidth());
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float sizeY = fabsf(dest.getHeight());
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SurfaceVertex vertices[4];
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vertices[0].x = offsetX;
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vertices[0].y = offsetY;
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vertices[0].u = 0.0f;
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vertices[0].v = texTop;
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vertices[1].x = offsetX + sizeX;
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vertices[1].y = offsetY;
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vertices[1].u = texcropX;
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vertices[1].v = texTop;
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vertices[2].x = offsetX + sizeX;
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vertices[2].y = offsetY + sizeY;
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vertices[2].u = texcropX;
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vertices[2].v = texBottom;
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vertices[3].x = offsetX;
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vertices[3].y = offsetY + sizeY;
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vertices[3].u = 0.0f;
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vertices[3].v = texBottom;
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glColor4f(1.0, 1.0, 1.0, 1.0);
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glBindTexture(GL_TEXTURE_2D, tex->getTextureName());
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glEnableClientState(GL_VERTEX_ARRAY);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glVertexPointer(2, GL_FLOAT, sizeof(SurfaceVertex), &vertices[0].x);
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glTexCoordPointer(2, GL_FLOAT, sizeof(SurfaceVertex), &vertices[0].u);
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glDrawArrays(GL_QUADS, 0, 4);
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glDisableClientState(GL_VERTEX_ARRAY);
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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}
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void FixedSurfaceRenderer::restorePreviousState() {
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glMatrixMode(GL_PROJECTION);
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glPopMatrix();
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glMatrixMode(GL_MODELVIEW);
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glPopMatrix();
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glMatrixMode(GL_TEXTURE);
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glPopMatrix();
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glPopAttrib();
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_flipY = false;
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_alphaBlending = false;
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}
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#endif
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#if defined(USE_OPENGL_SHADERS)
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static const char *boxVertex =
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"attribute vec2 position;\n"
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"attribute vec2 texcoord;\n"
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"uniform vec2 offsetXY;\n"
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"uniform vec2 sizeWH;\n"
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"uniform vec2 texcrop;\n"
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// OGLES2 on AmigaOS doesn't support uniform booleans
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#if defined(AMIGAOS)
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"uniform mediump int flipY;\n"
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#else
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"uniform bool flipY;\n"
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#endif
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"varying vec2 Texcoord;\n"
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"void main() {\n"
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"Texcoord = texcoord * texcrop;\n"
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"vec2 pos = offsetXY + position * sizeWH;\n"
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"pos.x = pos.x * 2.0 - 1.0;\n"
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"pos.y = pos.y * 2.0 - 1.0;\n"
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#if defined(AMIGAOS)
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"if (flipY != 0)\n"
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#else
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"if (flipY)\n"
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#endif
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"pos.y *= -1.0;\n"
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"gl_Position = vec4(pos, 0.0, 1.0);\n"
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"}\n";
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static const char *boxFragment =
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"#ifdef GL_ES\n"
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"#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
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"precision highp float;\n"
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"#else\n"
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"precision mediump float;\n"
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"#endif\n"
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"#endif\n"
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"varying vec2 Texcoord;\n"
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"uniform sampler2D tex;\n"
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"void main() {\n"
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"gl_FragColor = texture2D(tex, Texcoord);\n"
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"}\n";
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ShaderSurfaceRenderer::ShaderSurfaceRenderer() {
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const GLfloat vertices[] = {
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0.0, 0.0,
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1.0, 0.0,
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0.0, 1.0,
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1.0, 1.0,
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};
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// Setup the box shader used to render the overlay
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const char *attributes[] = { "position", "texcoord", nullptr };
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_boxShader = Shader::fromStrings("box", boxVertex, boxFragment, attributes);
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_boxVerticesVBO = Shader::createBuffer(GL_ARRAY_BUFFER, sizeof(vertices), vertices);
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_boxShader->enableVertexAttribute("position", _boxVerticesVBO, 2, GL_FLOAT, GL_TRUE, 2 * sizeof(float), 0);
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_boxShader->enableVertexAttribute("texcoord", _boxVerticesVBO, 2, GL_FLOAT, GL_TRUE, 2 * sizeof(float), 0);
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}
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void ShaderSurfaceRenderer::prepareState() {
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_boxShader->use();
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_prevStateDepthTest = glIsEnabled(GL_DEPTH_TEST);
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glDisable(GL_DEPTH_TEST);
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glGetBooleanv(GL_DEPTH_WRITEMASK, &_prevStateDepthWriteMask);
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glDepthMask(GL_FALSE);
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_prevStateBlend = glIsEnabled(GL_BLEND);
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glGetIntegerv(GL_BLEND_SRC_ALPHA, &_prevStateBlendFunc);
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glGetIntegerv(GL_VIEWPORT, _prevStateViewport);
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}
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void ShaderSurfaceRenderer::render(const TextureGL *tex, const Math::Rect2d &dest) {
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glBindTexture(GL_TEXTURE_2D, tex->getTextureName());
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float texcropX = tex->getWidth() / float(tex->getTexWidth());
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float texcropY = tex->getHeight() / float(tex->getTexHeight());
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_boxShader->setUniform("texcrop", Math::Vector2d(texcropX, texcropY));
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_boxShader->setUniform("flipY", _flipY);
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_boxShader->setUniform("offsetXY", dest.getTopLeft());
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_boxShader->setUniform("sizeWH", Math::Vector2d(fabsf(dest.getWidth()), fabsf(dest.getHeight())));
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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glBindTexture(GL_TEXTURE_2D, 0);
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}
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void ShaderSurfaceRenderer::restorePreviousState() {
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_prevStateDepthTest ? glEnable(GL_DEPTH_TEST) : glDisable(GL_DEPTH_TEST);
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glDepthMask(_prevStateDepthWriteMask);
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_prevStateBlend ? glEnable(GL_BLEND) : glDisable(GL_BLEND);
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glBlendFunc(GL_BLEND_SRC_ALPHA, _prevStateBlendFunc);
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glViewport(_prevStateViewport[0], _prevStateViewport[1], _prevStateViewport[2], _prevStateViewport[3]);
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_flipY = false;
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_alphaBlending = false;
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_boxShader->unbind();
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}
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ShaderSurfaceRenderer::~ShaderSurfaceRenderer() {
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Shader::freeBuffer(_boxVerticesVBO);
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delete _boxShader;
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}
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#endif
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} // End of namespace OpenGL
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#endif
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