mirror of
https://github.com/libretro/scummvm.git
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270 lines
8.5 KiB
C++
270 lines
8.5 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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// Based on Phantasma code by Thomas Harte (2013),
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// available at https://github.com/TomHarte/Phantasma/ (MIT)
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#include "common/config-manager.h"
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#include "common/math.h"
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#include "common/system.h"
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#include "graphics/tinygl/tinygl.h"
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#include "math/glmath.h"
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#include "freescape/objects/object.h"
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#include "freescape/gfx_tinygl.h"
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#include "freescape/gfx_tinygl_texture.h"
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namespace Freescape {
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Renderer *CreateGfxTinyGL(int screenW, int screenH, Common::RenderMode renderMode) {
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return new TinyGLRenderer(screenW, screenH, renderMode);
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}
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TinyGLRenderer::TinyGLRenderer(int screenW, int screenH, Common::RenderMode renderMode) : Renderer(screenW, screenH, renderMode) {
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_verts = (Vertex *)malloc(sizeof(Vertex) * kVertexArraySize);
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_texturePixelFormat = TinyGLTexture::getRGBAPixelFormat();
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}
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TinyGLRenderer::~TinyGLRenderer() {
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TinyGL::destroyContext();
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free(_verts);
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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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computeScreenViewport();
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TinyGL::createContext(_screenW, _screenH, g_system->getScreenFormat(), 512, true, ConfMan.getBool("dirtyrects"));
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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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tglDisable(TGL_TEXTURE_2D);
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tglEnable(TGL_DEPTH_TEST);
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}
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void TinyGLRenderer::setViewport(const Common::Rect &rect) {
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tglViewport(rect.left, g_system->getHeight() - rect.bottom, rect.width(), rect.height());
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}
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void TinyGLRenderer::drawTexturedRect2D(const Common::Rect &screenRect, const Common::Rect &textureRect, Texture *texture) {
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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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// HACK: tglBlit is not affected by the viewport, so we offset the draw coordinates here
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int viewPort[4];
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tglGetIntegerv(TGL_VIEWPORT, viewPort);
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TinyGL::BlitTransform transform(sLeft + viewPort[0], sTop + viewPort[1]);
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transform.sourceRectangle(textureRect.left, textureRect.top, sWidth, sHeight);
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tglBlit(((TinyGLTexture *)texture)->getBlitTexture(), transform);
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}
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void TinyGLRenderer::updateProjectionMatrix(float fov, float nearClipPlane, float farClipPlane) {
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tglMatrixMode(TGL_PROJECTION);
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tglLoadIdentity();
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float aspectRatio = _screenW / (float)_screenH;
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float xmaxValue = nearClipPlane * tan(Common::deg2rad(fov) / 2);
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float ymaxValue = xmaxValue / aspectRatio;
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// debug("max values: %f %f", xmaxValue, ymaxValue);
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tglFrustum(xmaxValue, -xmaxValue, -ymaxValue, ymaxValue, nearClipPlane, farClipPlane);
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tglMatrixMode(TGL_MODELVIEW);
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tglLoadIdentity();
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}
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void TinyGLRenderer::positionCamera(const Math::Vector3d &pos, const Math::Vector3d &interest) {
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Math::Vector3d up_vec(0, 1, 0);
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Math::Matrix4 lookMatrix = Math::makeLookAtMatrix(pos, interest, up_vec);
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tglMultMatrixf(lookMatrix.getData());
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tglTranslatef(-pos.x(), -pos.y(), -pos.z());
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}
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void TinyGLRenderer::renderSensorShoot(byte color, const Math::Vector3d sensor, const Math::Vector3d player, const Common::Rect viewArea) {
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tglColor3ub(255, 255, 255);
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polygonOffset(true);
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tglEnableClientState(TGL_VERTEX_ARRAY);
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copyToVertexArray(0, player);
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copyToVertexArray(1, sensor);
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tglVertexPointer(3, TGL_FLOAT, 0, _verts);
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tglDrawArrays(TGL_LINES, 0, 2);
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tglDisableClientState(TGL_VERTEX_ARRAY);
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polygonOffset(false);
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}
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void TinyGLRenderer::renderPlayerShoot(byte color, const Common::Point position, const Common::Rect viewArea) {
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uint8 r, g, b;
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readFromPalette(color, r, g, b); // TODO: should use opposite color
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tglMatrixMode(TGL_PROJECTION);
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tglLoadIdentity();
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tglOrtho(0, _screenW, _screenH, 0, 0, 1);
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tglMatrixMode(TGL_MODELVIEW);
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tglLoadIdentity();
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tglDisable(TGL_DEPTH_TEST);
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tglDepthMask(TGL_FALSE);
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tglColor3ub(r, g, b);
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int viewPort[4];
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tglGetIntegerv(TGL_VIEWPORT, viewPort);
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tglEnableClientState(TGL_VERTEX_ARRAY);
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copyToVertexArray(0, Math::Vector3d(viewArea.left, viewArea.height() + viewArea.top, 0));
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copyToVertexArray(1, Math::Vector3d(position.x, position.y, 0));
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copyToVertexArray(2, Math::Vector3d(viewArea.left, viewArea.height() + viewArea.top + 3, 0));
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copyToVertexArray(3, Math::Vector3d(position.x, position.y, 0));
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copyToVertexArray(4, Math::Vector3d(viewArea.right, viewArea.height() + viewArea.top, 0));
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copyToVertexArray(5, Math::Vector3d(position.x, position.y, 0));
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copyToVertexArray(6, Math::Vector3d(viewArea.right, viewArea.height() + viewArea.top + 3, 0));
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copyToVertexArray(7, Math::Vector3d(position.x, position.y, 0));
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tglVertexPointer(3, TGL_FLOAT, 0, _verts);
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tglDrawArrays(TGL_LINES, 0, 8);
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tglDisableClientState(TGL_VERTEX_ARRAY);
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tglEnable(TGL_DEPTH_TEST);
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tglDepthMask(TGL_TRUE);
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}
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void TinyGLRenderer::renderFace(const Common::Array<Math::Vector3d> &vertices) {
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assert(vertices.size() >= 2);
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const Math::Vector3d &v0 = vertices[0];
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if (vertices.size() == 2) {
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const Math::Vector3d &v1 = vertices[1];
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if (v0 == v1)
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return;
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tglEnableClientState(TGL_VERTEX_ARRAY);
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copyToVertexArray(0, v0);
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copyToVertexArray(1, v1);
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tglVertexPointer(3, TGL_FLOAT, 0, _verts);
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tglDrawArrays(TGL_LINES, 0, 2);
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tglDisableClientState(TGL_VERTEX_ARRAY);
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return;
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}
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tglEnableClientState(TGL_VERTEX_ARRAY);
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uint vi = 0;
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for (uint i = 1; i < vertices.size() - 1; i++) { // no underflow since vertices.size() > 2
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const Math::Vector3d &v1 = vertices[i];
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const Math::Vector3d &v2 = vertices[i + 1];
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vi = 3 * (i - 1); // no underflow since i >= 1
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copyToVertexArray(vi + 0, v0);
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copyToVertexArray(vi + 1, v1);
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copyToVertexArray(vi + 2, v2);
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}
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tglVertexPointer(3, TGL_FLOAT, 0, _verts);
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tglDrawArrays(TGL_TRIANGLES, 0, vi + 3);
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tglDisableClientState(TGL_VERTEX_ARRAY);
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}
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void TinyGLRenderer::polygonOffset(bool enabled) {
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if (enabled) {
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tglEnable(TGL_POLYGON_OFFSET_FILL);
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tglPolygonOffset(-2.0f, 1.0f);
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} else {
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tglPolygonOffset(0, 0);
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tglDisable(TGL_POLYGON_OFFSET_FILL);
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}
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}
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void TinyGLRenderer::useColor(uint8 r, uint8 g, uint8 b) {
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tglColor3ub(r, g, b);
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}
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void TinyGLRenderer::clear(uint8 color) {
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uint8 r, g, b;
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if (_colorRemaps && _colorRemaps->contains(color)) {
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color = (*_colorRemaps)[color];
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}
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readFromPalette(color, r, g, b);
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tglClearColor(r / 255., g / 255., b / 255., 1.0);
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tglClear(TGL_COLOR_BUFFER_BIT | TGL_DEPTH_BUFFER_BIT);
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}
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void TinyGLRenderer::drawFloor(uint8 color) {
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uint8 r1, g1, b1, r2, g2, b2;
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assert(getRGBAt(color, r1, g1, b1, r2, g2, b2)); // TODO: move check inside this function
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tglColor3ub(r1, g1, b1);
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tglEnableClientState(TGL_VERTEX_ARRAY);
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copyToVertexArray(0, Math::Vector3d(-100000.0, 0.0, -100000.0));
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copyToVertexArray(1, Math::Vector3d(100000.0, 0.0, -100000.0));
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copyToVertexArray(2, Math::Vector3d(100000.0, 0.0, 100000.0));
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copyToVertexArray(3, Math::Vector3d(-100000.0, 0.0, 100000.0));
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tglVertexPointer(3, TGL_FLOAT, 0, _verts);
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tglDrawArrays(TGL_QUADS, 0, 4);
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tglDisableClientState(TGL_VERTEX_ARRAY);
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}
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void TinyGLRenderer::flipBuffer() {
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Common::List<Common::Rect> dirtyAreas;
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TinyGL::presentBuffer(dirtyAreas);
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Graphics::Surface glBuffer;
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TinyGL::getSurfaceRef(glBuffer);
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if (!dirtyAreas.empty()) {
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for (auto &it : dirtyAreas) {
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g_system->copyRectToScreen(glBuffer.getBasePtr(it.left, it.top), glBuffer.pitch,
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it.left, it.top, it.width(), it.height());
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}
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}
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}
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Graphics::Surface *TinyGLRenderer::getScreenshot() {
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Graphics::Surface glBuffer;
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TinyGL::getSurfaceRef(glBuffer);
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Graphics::Surface *s = new Graphics::Surface();
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s->create(_screenW, _screenH, TinyGLTexture::getRGBAPixelFormat());
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s->copyFrom(glBuffer);
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return s;
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}
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} // End of namespace Freescape
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