mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-13 21:31:53 +00:00
397 lines
13 KiB
C++
397 lines
13 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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// Matrix calculations taken from the glm library
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// Which is covered by the MIT license
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// And has this additional copyright note:
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/* Copyright (c) 2005 - 2012 G-Truc Creation
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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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_SHADERS)
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#include "graphics/surface.h"
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#include "math/glmath.h"
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#include "math/vector2d.h"
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#include "math/rect2d.h"
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#include "math/quat.h"
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#include "graphics/opengl/shader.h"
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#include "engines/myst3/gfx.h"
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#include "engines/myst3/gfx_opengl_texture.h"
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#include "engines/myst3/gfx_opengl_shaders.h"
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namespace Myst3 {
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Renderer *CreateGfxOpenGLShader(OSystem *system) {
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return new ShaderRenderer(system);
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}
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static const GLfloat boxVertices[] = {
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// XS YT
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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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void ShaderRenderer::setupQuadEBO() {
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unsigned short quadIndices[6 * 100];
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unsigned short start = 0;
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for (unsigned short *p = quadIndices; p < &quadIndices[6 * 100]; p += 6) {
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p[0] = p[3] = start++;
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p[1] = start++;
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p[2] = p[4] = start++;
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p[5] = start++;
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}
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_quadEBO = OpenGL::Shader::createBuffer(GL_ELEMENT_ARRAY_BUFFER, sizeof(quadIndices), quadIndices, GL_STATIC_DRAW);
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}
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Math::Vector2d ShaderRenderer::scaled(float x, float y) const {
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return Math::Vector2d(x / _currentViewport.width(), y / _currentViewport.height());
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}
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ShaderRenderer::ShaderRenderer(OSystem *system) :
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Renderer(system),
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_prevText(""),
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_prevTextPosition(0,0),
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_currentViewport(kOriginalWidth, kOriginalHeight),
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_boxShader(nullptr),
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_cubeShader(nullptr),
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_rect3dShader(nullptr),
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_textShader(nullptr),
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_boxVBO(0),
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_cubeVBO(0),
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_rect3dVBO(0),
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_textVBO(0),
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_quadEBO(0) {
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}
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ShaderRenderer::~ShaderRenderer() {
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OpenGL::Shader::freeBuffer(_boxVBO);
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OpenGL::Shader::freeBuffer(_cubeVBO);
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OpenGL::Shader::freeBuffer(_rect3dVBO);
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OpenGL::Shader::freeBuffer(_textVBO);
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OpenGL::Shader::freeBuffer(_quadEBO);
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delete _boxShader;
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delete _cubeShader;
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delete _rect3dShader;
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delete _textShader;
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}
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Texture *ShaderRenderer::createTexture3D(const Graphics::Surface *surface) {
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return new OpenGLTexture(surface);
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}
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void ShaderRenderer::init() {
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debug("Initializing OpenGL Renderer with shaders");
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computeScreenViewport();
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glEnable(GL_DEPTH_TEST);
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static const char* attributes[] = { "position", "texcoord", nullptr };
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_boxShader = OpenGL::Shader::fromFiles("myst3_box", attributes);
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_boxVBO = OpenGL::Shader::createBuffer(GL_ARRAY_BUFFER, sizeof(boxVertices), boxVertices);
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_boxShader->enableVertexAttribute("position", _boxVBO, 2, GL_FLOAT, GL_TRUE, 2 * sizeof(float), 0);
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_boxShader->enableVertexAttribute("texcoord", _boxVBO, 2, GL_FLOAT, GL_TRUE, 2 * sizeof(float), 0);
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_cubeShader = OpenGL::Shader::fromFiles("myst3_cube", attributes);
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_cubeVBO = OpenGL::Shader::createBuffer(GL_ARRAY_BUFFER, sizeof(cubeVertices), cubeVertices);
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_cubeShader->enableVertexAttribute("texcoord", _cubeVBO, 2, GL_FLOAT, GL_TRUE, 5 * sizeof(float), 0);
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_cubeShader->enableVertexAttribute("position", _cubeVBO, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), 2 * sizeof(float));
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_rect3dShader = OpenGL::Shader::fromFiles("myst3_cube", attributes);
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_rect3dVBO = OpenGL::Shader::createBuffer(GL_ARRAY_BUFFER, 20 * sizeof(float), nullptr);
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_rect3dShader->enableVertexAttribute("texcoord", _rect3dVBO, 2, GL_FLOAT, GL_TRUE, 5 * sizeof(float), 0);
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_rect3dShader->enableVertexAttribute("position", _rect3dVBO, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), 2 * sizeof(float));
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_textShader = OpenGL::Shader::fromFiles("myst3_text", attributes);
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_textVBO = OpenGL::Shader::createBuffer(GL_ARRAY_BUFFER, 100 * 16 * sizeof(float), nullptr, GL_DYNAMIC_DRAW);
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_textShader->enableVertexAttribute("texcoord", _textVBO, 2, GL_FLOAT, GL_TRUE, 4 * sizeof(float), 0);
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_textShader->enableVertexAttribute("position", _textVBO, 2, GL_FLOAT, GL_TRUE, 4 * sizeof(float), 2 * sizeof(float));
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setupQuadEBO();
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}
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void ShaderRenderer::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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}
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void ShaderRenderer::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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_currentViewport = Common::Rect(kOriginalWidth, kOriginalHeight);
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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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_currentViewport = Common::Rect(_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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if (scaled) {
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_currentViewport = window->getOriginalPosition();
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} else {
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_currentViewport = vp;
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}
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}
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}
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void ShaderRenderer::drawRect2D(const Common::Rect &rect, uint8 a, uint8 r, uint8 g, uint8 b) {
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_boxShader->use();
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_boxShader->setUniform("textured", false);
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_boxShader->setUniform("color", Math::Vector4d(r / 255.0, g / 255.0, b / 255.0, a / 255.0));
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_boxShader->setUniform("verOffsetXY", scaled(rect.left, rect.top));
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_boxShader->setUniform("verSizeWH", scaled(rect.width(), rect.height()));
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glDepthMask(GL_FALSE);
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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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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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glDisable(GL_BLEND);
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glDepthMask(GL_TRUE);
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}
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void ShaderRenderer::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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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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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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_boxShader->use();
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_boxShader->setUniform("textured", true);
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_boxShader->setUniform("color", Math::Vector4d(1.0f, 1.0f, 1.0f, transparency));
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_boxShader->setUniform("verOffsetXY", scaled(sLeft, sTop));
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_boxShader->setUniform("verSizeWH", scaled(sWidth, sHeight));
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_boxShader->setUniform("texOffsetXY", Math::Vector2d(tLeft, tTop));
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_boxShader->setUniform("texSizeWH", Math::Vector2d(tWidth, tHeight));
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_boxShader->setUniform("flipY", glTexture->upsideDown);
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glDepthMask(GL_FALSE);
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glBindTexture(GL_TEXTURE_2D, glTexture->id);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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glDisable(GL_BLEND);
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glDepthMask(GL_TRUE);
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}
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void ShaderRenderer::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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glDisable(GL_DEPTH_TEST);
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glDepthMask(GL_FALSE);
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if (_prevText != textToDraw || _prevTextPosition != position) {
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_prevText = textToDraw;
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_prevTextPosition = position;
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float x = position.x / (float) _currentViewport.width();
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float y = position.y / (float) _currentViewport.height();
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float *bufData = new float[16 * textToDraw.size()];
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float *cur = bufData;
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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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float w = textureRect.width() / (float) _currentViewport.width();
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float h = textureRect.height() / (float) _currentViewport.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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const float charData[] = {
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cx, cy + ch, x, y,
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cx + cw, cy + ch, x + w, y,
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cx + cw, cy, x + w, y + h,
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cx, cy, x, y + h,
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};
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memcpy(cur, charData, 16 * sizeof(float));
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cur += 16;
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x += (textureRect.width() - 3) / (float) _currentViewport.width();
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}
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glBindBuffer(GL_ARRAY_BUFFER, _textVBO);
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glBufferSubData(GL_ARRAY_BUFFER, 0, textToDraw.size() * 16 * sizeof(float), bufData);
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delete[] bufData;
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}
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_textShader->use();
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glBindTexture(GL_TEXTURE_2D, glFont->id);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _quadEBO);
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glDrawElements(GL_TRIANGLES, 6 * textToDraw.size(), GL_UNSIGNED_SHORT, nullptr);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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glDisable(GL_BLEND);
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glEnable(GL_DEPTH_TEST);
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glDepthMask(GL_TRUE);
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}
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void ShaderRenderer::drawCube(Texture **textures) {
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OpenGLTexture *texture0 = static_cast<OpenGLTexture *>(textures[0]);
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glDepthMask(GL_FALSE);
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_cubeShader->use();
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_cubeShader->setUniform1f("texScale", texture0->width / (float) texture0->internalWidth);
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_cubeShader->setUniform("mvpMatrix", _mvpMatrix);
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glBindTexture(GL_TEXTURE_2D, static_cast<OpenGLTexture *>(textures[0])->id);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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glBindTexture(GL_TEXTURE_2D, static_cast<OpenGLTexture *>(textures[1])->id);
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glDrawArrays(GL_TRIANGLE_STRIP, 4, 4);
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glBindTexture(GL_TEXTURE_2D, static_cast<OpenGLTexture *>(textures[2])->id);
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glDrawArrays(GL_TRIANGLE_STRIP, 8, 4);
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glBindTexture(GL_TEXTURE_2D, static_cast<OpenGLTexture *>(textures[3])->id);
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glDrawArrays(GL_TRIANGLE_STRIP, 12, 4);
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glBindTexture(GL_TEXTURE_2D, static_cast<OpenGLTexture *>(textures[4])->id);
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glDrawArrays(GL_TRIANGLE_STRIP, 16, 4);
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glBindTexture(GL_TEXTURE_2D, static_cast<OpenGLTexture *>(textures[5])->id);
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glDrawArrays(GL_TRIANGLE_STRIP, 20, 4);
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glDepthMask(GL_TRUE);
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}
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void ShaderRenderer::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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const GLfloat vertices[] = {
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// S T X Y Z
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0, 0, -topLeft.x(), topLeft.y(), topLeft.z(),
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0, h, -bottomLeft.x(), bottomLeft.y(), bottomLeft.z(),
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w, 0, -topRight.x(), topRight.y(), topRight.z(),
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w, h, -bottomRight.x(), bottomRight.y(), bottomRight.z(),
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};
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_rect3dShader->use();
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_rect3dShader->setUniform1f("texScale", 1.0f);
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_rect3dShader->setUniform("mvpMatrix", _mvpMatrix);
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glBindBuffer(GL_ARRAY_BUFFER, _rect3dVBO);
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glBufferSubData(GL_ARRAY_BUFFER, 0, 20 * sizeof(float), vertices);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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glDisable(GL_BLEND);
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glDepthMask(GL_TRUE);
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}
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Graphics::Surface *ShaderRenderer::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 *ShaderRenderer::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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