scummvm/engines/freescape/gfx_opengl.cpp
2023-11-27 20:50:33 +01:00

444 lines
14 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/>.
*
*/
// Based on Phantasma code by Thomas Harte (2013),
// available at https://github.com/TomHarte/Phantasma/ (MIT)
#include "common/config-manager.h"
#include "common/math.h"
#include "common/system.h"
#include "math/glmath.h"
#include "freescape/objects/object.h"
#include "freescape/gfx_opengl.h"
#include "freescape/gfx_opengl_texture.h"
namespace Freescape {
Renderer *CreateGfxOpenGL(int screenW, int screenH, Common::RenderMode renderMode) {
return new OpenGLRenderer(screenW, screenH, renderMode);
}
OpenGLRenderer::OpenGLRenderer(int screenW, int screenH, Common::RenderMode renderMode) : Renderer(screenW, screenH, renderMode) {
_verts = (Vertex *)malloc(sizeof(Vertex) * kVertexArraySize);
_coords = (Coord *)malloc(sizeof(Coord) * kCoordsArraySize);
_texturePixelFormat = OpenGLTexture::getRGBAPixelFormat();
_isAccelerated = true;
_variableStippleArray = nullptr;
}
OpenGLRenderer::~OpenGLRenderer() {
free(_verts);
free(_coords);
}
Texture *OpenGLRenderer::createTexture(const Graphics::Surface *surface) {
return new OpenGLTexture(surface);
}
void OpenGLRenderer::freeTexture(Texture *texture) {
delete texture;
}
Common::Point OpenGLRenderer::nativeResolution() {
GLint vect[4];
glGetIntegerv(GL_VIEWPORT, vect);
return Common::Point(vect[2], vect[3]);
}
void OpenGLRenderer::init() {
computeScreenViewport();
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glDisable(GL_LIGHTING);
glDisable(GL_TEXTURE_2D);
glEnable(GL_DEPTH_TEST);
glEnable(GL_SCISSOR_TEST);
setViewport(_viewport);
}
void OpenGLRenderer::setViewport(const Common::Rect &rect) {
_viewport = Common::Rect(
_screenViewport.width() * rect.width() / _screenW,
_screenViewport.height() * rect.height() / _screenH
);
_viewport.translate(
_screenViewport.left + _screenViewport.width() * rect.left / _screenW,
_screenViewport.top + _screenViewport.height() * rect.top / _screenH
);
_unscaledViewport = rect;
glViewport(_viewport.left, g_system->getHeight() - _viewport.bottom, _viewport.width(), _viewport.height());
glScissor(_viewport.left, g_system->getHeight() - _viewport.bottom, _viewport.width(), _viewport.height());
}
void OpenGLRenderer::drawTexturedRect2D(const Common::Rect &screenRect, const Common::Rect &textureRect, Texture *texture) {
OpenGLTexture *glTexture = static_cast<OpenGLTexture *>(texture);
const float tLeft = textureRect.left / (float)glTexture->_internalWidth;
const float tWidth = textureRect.width() / (float)glTexture->_internalWidth;
const float tTop = textureRect.top / (float)glTexture->_internalHeight;
const float tHeight = textureRect.height() / (float)glTexture->_internalHeight;
float sLeft = screenRect.left;
float sTop = screenRect.top;
float sRight = sLeft + screenRect.width();
float sBottom = sTop + screenRect.height();
SWAP(sTop, sBottom);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, _screenW, 0, _screenH, -1, 1);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glDisable(GL_DEPTH_TEST);
glEnable(GL_TEXTURE_2D);
glColor4f(1.0, 1.0, 1.0, 1.0);
glDepthMask(GL_FALSE);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
copyToVertexArray(0, Math::Vector3d(sLeft + 0, sBottom, 1.0f));
copyToVertexArray(1, Math::Vector3d(sRight, sBottom, 1.0f));
copyToVertexArray(2, Math::Vector3d(sLeft + 0, sTop + 0, 1.0f));
copyToVertexArray(3, Math::Vector3d(sRight, sTop + 0, 1.0));
glVertexPointer(3, GL_FLOAT, 0, _verts);
copyToCoordArray(0, Math::Vector2d(tLeft, tTop + tHeight));
copyToCoordArray(1, Math::Vector2d(tLeft + tWidth, tTop + tHeight));
copyToCoordArray(2, Math::Vector2d(tLeft, tTop));
copyToCoordArray(3, Math::Vector2d(tLeft + tWidth, tTop));
glTexCoordPointer(2, GL_FLOAT, 0, _coords);
glBindTexture(GL_TEXTURE_2D, glTexture->_id);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisable(GL_BLEND);
glDepthMask(GL_TRUE);
glEnable(GL_DEPTH_TEST);
glBindTexture(GL_TEXTURE_2D, 0); // Bind the default (empty) texture to avoid darker colors!
glFlush();
}
void OpenGLRenderer::updateProjectionMatrix(float fov, float nearClipPlane, float farClipPlane) {
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
float aspectRatio = _screenW / (float)_screenH;
float xmaxValue = nearClipPlane * tan(Common::deg2rad(fov) / 2);
float ymaxValue = xmaxValue / aspectRatio;
// debug("max values: %f %f", xmaxValue, ymaxValue);
glFrustum(xmaxValue, -xmaxValue, -ymaxValue, ymaxValue, nearClipPlane, farClipPlane);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
void OpenGLRenderer::positionCamera(const Math::Vector3d &pos, const Math::Vector3d &interest) {
Math::Vector3d up_vec(0, 1, 0);
Math::Matrix4 lookMatrix = Math::makeLookAtMatrix(pos, interest, up_vec);
glMultMatrixf(lookMatrix.getData());
glTranslatef(-pos.x(), -pos.y(), -pos.z());
}
void OpenGLRenderer::renderSensorShoot(byte color, const Math::Vector3d sensor, const Math::Vector3d target, const Common::Rect viewArea) {
glEnable(GL_BLEND);
glBlendFunc(GL_ONE_MINUS_DST_COLOR, GL_ZERO);
glColor3ub(255, 255, 255);
glLineWidth(20);
glEnableClientState(GL_VERTEX_ARRAY);
copyToVertexArray(0, sensor);
copyToVertexArray(1, target);
glVertexPointer(3, GL_FLOAT, 0, _verts);
glDrawArrays(GL_LINES, 0, 2);
glDisableClientState(GL_VERTEX_ARRAY);
glLineWidth(1);
glDisable(GL_BLEND);
glDepthMask(GL_TRUE);
}
void OpenGLRenderer::renderCrossair(const Common::Point crossairPosition) {
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, _screenW, _screenH, 0, 0, 1);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glEnable(GL_BLEND);
glBlendFunc(GL_ONE_MINUS_DST_COLOR, GL_ZERO);
glDisable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
useColor(255, 255, 255);
glLineWidth(MAX(2, g_system->getWidth() / 192)); // It will not work in every OpenGL implementation since the
// spec doesn't require support for line widths other than 1
glEnableClientState(GL_VERTEX_ARRAY);
copyToVertexArray(0, Math::Vector3d(crossairPosition.x - 3, crossairPosition.y, 0));
copyToVertexArray(1, Math::Vector3d(crossairPosition.x - 1, crossairPosition.y, 0));
copyToVertexArray(2, Math::Vector3d(crossairPosition.x + 1, crossairPosition.y, 0));
copyToVertexArray(3, Math::Vector3d(crossairPosition.x + 3, crossairPosition.y, 0));
copyToVertexArray(4, Math::Vector3d(crossairPosition.x, crossairPosition.y - 3, 0));
copyToVertexArray(5, Math::Vector3d(crossairPosition.x, crossairPosition.y - 1, 0));
copyToVertexArray(6, Math::Vector3d(crossairPosition.x, crossairPosition.y + 1, 0));
copyToVertexArray(7, Math::Vector3d(crossairPosition.x, crossairPosition.y + 3, 0));
glVertexPointer(3, GL_FLOAT, 0, _verts);
glDrawArrays(GL_LINES, 0, 8);
glDisableClientState(GL_VERTEX_ARRAY);
glLineWidth(1);
glDisable(GL_BLEND);
glEnable(GL_DEPTH_TEST);
glDepthMask(GL_TRUE);
}
void OpenGLRenderer::renderPlayerShootRay(byte color, const Common::Point position, const Common::Rect viewArea) {
uint8 r, g, b;
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, _screenW, _screenH, 0, 0, 1);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
if (_renderMode == Common::kRenderCGA || _renderMode == Common::kRenderZX) {
r = g = b = 255;
} else {
r = g = b = 255;
glEnable(GL_BLEND);
glBlendFunc(GL_ONE_MINUS_DST_COLOR, GL_ZERO);
}
glDisable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
glColor3ub(r, g, b);
glLineWidth(5); // It will not work in every OpenGL implementation since the
// spec doesn't require support for line widths other than 1
glEnableClientState(GL_VERTEX_ARRAY);
copyToVertexArray(0, Math::Vector3d(viewArea.left, viewArea.height() + viewArea.top, 0));
copyToVertexArray(1, Math::Vector3d(position.x, position.y, 0));
copyToVertexArray(2, Math::Vector3d(viewArea.left, viewArea.height() + viewArea.top + 3, 0));
copyToVertexArray(3, Math::Vector3d(position.x, position.y, 0));
copyToVertexArray(4, Math::Vector3d(viewArea.right, viewArea.height() + viewArea.top, 0));
copyToVertexArray(5, Math::Vector3d(position.x, position.y, 0));
copyToVertexArray(6, Math::Vector3d(viewArea.right, viewArea.height() + viewArea.top + 3, 0));
copyToVertexArray(7, Math::Vector3d(position.x, position.y, 0));
glVertexPointer(3, GL_FLOAT, 0, _verts);
glDrawArrays(GL_LINES, 0, 8);
glDisableClientState(GL_VERTEX_ARRAY);
glLineWidth(1);
glDisable(GL_BLEND);
glEnable(GL_DEPTH_TEST);
glDepthMask(GL_TRUE);
}
void OpenGLRenderer::renderPlayerShootBall(byte color, const Common::Point position, int frame, const Common::Rect viewArea) {
uint8 r, g, b;
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, _screenW, _screenH, 0, 0, 1);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
if (_renderMode == Common::kRenderCGA || _renderMode == Common::kRenderZX) {
r = g = b = 255;
} else {
r = g = b = 255;
glEnable(GL_BLEND);
glBlendFunc(GL_ONE_MINUS_DST_COLOR, GL_ZERO);
}
glDisable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
glColor3ub(r, g, b);
int triangleAmount = 20;
float twicePi = (float)(2.0 * M_PI);
float coef = (9 - frame) / 9.0;
float radius = (1 - coef) * 4.0;
Common::Point initial_position(viewArea.left + viewArea.width() / 2 + 2, viewArea.height() + viewArea.top);
Common::Point ball_position = coef * position + (1 - coef) * initial_position;
glEnableClientState(GL_VERTEX_ARRAY);
copyToVertexArray(0, Math::Vector3d(ball_position.x, ball_position.y, 0));
for(int i = 0; i <= triangleAmount; i++) {
copyToVertexArray(i + 1,
Math::Vector3d(ball_position.x + (radius * cos(i * twicePi / triangleAmount)),
ball_position.y + (radius * sin(i * twicePi / triangleAmount)), 0)
);
}
glVertexPointer(3, GL_FLOAT, 0, _verts);
glDrawArrays(GL_TRIANGLE_FAN, 0, triangleAmount + 2);
glDisableClientState(GL_VERTEX_ARRAY);
glDisable(GL_BLEND);
glEnable(GL_DEPTH_TEST);
glDepthMask(GL_TRUE);
}
void OpenGLRenderer::renderFace(const Common::Array<Math::Vector3d> &vertices) {
assert(vertices.size() >= 2);
const Math::Vector3d &v0 = vertices[0];
if (vertices.size() == 2) {
const Math::Vector3d &v1 = vertices[1];
if (v0 == v1)
return;
glEnableClientState(GL_VERTEX_ARRAY);
copyToVertexArray(0, v0);
copyToVertexArray(1, v1);
glVertexPointer(3, GL_FLOAT, 0, _verts);
glLineWidth(MAX(1, g_system->getWidth() / 192));
glDrawArrays(GL_LINES, 0, 2);
glLineWidth(1);
glDisableClientState(GL_VERTEX_ARRAY);
return;
}
glEnableClientState(GL_VERTEX_ARRAY);
uint vi = 0;
for (uint i = 1; i < vertices.size() - 1; i++) { // no underflow since vertices.size() > 2
const Math::Vector3d &v1 = vertices[i];
const Math::Vector3d &v2 = vertices[i + 1];
vi = 3 * (i - 1); // no underflow since i >= 1
copyToVertexArray(vi + 0, v0);
copyToVertexArray(vi + 1, v1);
copyToVertexArray(vi + 2, v2);
}
glVertexPointer(3, GL_FLOAT, 0, _verts);
glDrawArrays(GL_TRIANGLES, 0, vi + 3);
glDisableClientState(GL_VERTEX_ARRAY);
}
void OpenGLRenderer::polygonOffset(bool enabled) {
if (enabled) {
glEnable(GL_POLYGON_OFFSET_FILL);
glPolygonOffset(-10.0f, 1.0f);
} else {
glPolygonOffset(0, 0);
glDisable(GL_POLYGON_OFFSET_FILL);
}
}
void OpenGLRenderer::setStippleData(byte *data) {
if (!data)
return;
_variableStippleArray = data;
//for (int i = 0; i < 128; i++)
// _variableStippleArray[i] = data[(i / 16) % 4];
}
void OpenGLRenderer::useStipple(bool enabled) {
if (enabled) {
GLfloat factor = 0;
glGetFloatv(GL_POLYGON_OFFSET_FACTOR, &factor);
glEnable(GL_POLYGON_OFFSET_FILL);
glPolygonOffset(factor - 1.0f, -1.0f);
glEnable(GL_POLYGON_STIPPLE);
if (_renderMode == Common::kRenderZX ||
_renderMode == Common::kRenderCPC ||
_renderMode == Common::kRenderCGA)
glPolygonStipple(_variableStippleArray);
else
glPolygonStipple(_defaultStippleArray);
} else {
glPolygonOffset(0, 0);
glDisable(GL_POLYGON_OFFSET_FILL);
glDisable(GL_POLYGON_STIPPLE);
}
}
void OpenGLRenderer::useColor(uint8 r, uint8 g, uint8 b) {
glColor3ub(r, g, b);
}
void OpenGLRenderer::clear(uint8 r, uint8 g, uint8 b, bool ignoreViewport) {
if (ignoreViewport)
glDisable(GL_SCISSOR_TEST);
glClearColor(r / 255., g / 255., b / 255., 1.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
if (ignoreViewport)
glEnable(GL_SCISSOR_TEST);
}
void OpenGLRenderer::drawFloor(uint8 color) {
uint8 r1, g1, b1, r2, g2, b2;
byte *stipple;
assert(getRGBAt(color, r1, g1, b1, r2, g2, b2, stipple)); // TODO: move check inside this function
glColor3ub(r1, g1, b1);
glEnableClientState(GL_VERTEX_ARRAY);
copyToVertexArray(0, Math::Vector3d(-100000.0, 0.0, -100000.0));
copyToVertexArray(1, Math::Vector3d(100000.0, 0.0, -100000.0));
copyToVertexArray(2, Math::Vector3d(100000.0, 0.0, 100000.0));
copyToVertexArray(3, Math::Vector3d(-100000.0, 0.0, 100000.0));
glVertexPointer(3, GL_FLOAT, 0, _verts);
glDrawArrays(GL_QUADS, 0, 4);
glDisableClientState(GL_VERTEX_ARRAY);
}
void OpenGLRenderer::flipBuffer() {}
Graphics::Surface *OpenGLRenderer::getScreenshot() {
Common::Rect screen = viewport();
Graphics::Surface *s = new Graphics::Surface();
s->create(screen.width(), screen.height(), OpenGLTexture::getRGBAPixelFormat());
glReadPixels(screen.left, screen.top, screen.width(), screen.height(), GL_RGBA, GL_UNSIGNED_BYTE, s->getPixels());
flipVertical(s);
return s;
}
} // End of namespace Freescape