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https://github.com/libretro/scummvm.git
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527 lines
18 KiB
C++
527 lines
18 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 "math/glmath.h"
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#include "freescape/objects/object.h"
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#include "freescape/gfx_opengl_shaders.h"
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#include "freescape/gfx_opengl_texture.h"
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namespace Freescape {
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static const GLfloat bitmapVertices[] = {
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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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Renderer *CreateGfxOpenGLShader(int screenW, int screenH, Common::RenderMode renderMode) {
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return new OpenGLShaderRenderer(screenW, screenH, renderMode);
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}
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OpenGLShaderRenderer::OpenGLShaderRenderer(int screenW, int screenH, Common::RenderMode renderMode) : Renderer(screenW, screenH, renderMode) {
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_verts = nullptr;
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_triangleShader = nullptr;
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_triangleVBO = 0;
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_bitmapShader = nullptr;
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_bitmapVBO = 0;
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_texturePixelFormat = OpenGLTexture::getRGBAPixelFormat();
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_isAccelerated = true;
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}
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OpenGLShaderRenderer::~OpenGLShaderRenderer() {
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OpenGL::Shader::freeBuffer(_triangleVBO);
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delete _triangleShader;
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OpenGL::Shader::freeBuffer(_bitmapVBO);
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delete _bitmapShader;
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free(_verts);
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}
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Texture *OpenGLShaderRenderer::createTexture(const Graphics::Surface *surface) {
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return new OpenGLTexture(surface);
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}
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void OpenGLShaderRenderer::freeTexture(Texture *texture) {
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delete texture;
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}
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Common::Point OpenGLShaderRenderer::nativeResolution() {
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GLint vect[4];
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glGetIntegerv(GL_VIEWPORT, vect);
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return Common::Point(vect[2], vect[3]);
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}
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void OpenGLShaderRenderer::init() {
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computeScreenViewport();
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_verts = (Vertex *)malloc(sizeof(Vertex) * kVertexArraySize);
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static const char *triangleAttributes[] = { "position", nullptr };
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_triangleShader = OpenGL::Shader::fromFiles("freescape_triangle", triangleAttributes);
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_triangleVBO = OpenGL::Shader::createBuffer(GL_ARRAY_BUFFER, sizeof(Vertex) * kVertexArraySize, _verts, GL_DYNAMIC_DRAW);
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// TODO: Check if 3 * sizeof(float) == sizeof(Vertex)
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_triangleShader->enableVertexAttribute("position", _triangleVBO, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), 0);
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static const char *bitmapAttributes[] = { "position", "texcoord", nullptr };
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_bitmapShader = OpenGL::Shader::fromFiles("freescape_bitmap", bitmapAttributes);
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_bitmapVBO = OpenGL::Shader::createBuffer(GL_ARRAY_BUFFER, sizeof(bitmapVertices), bitmapVertices);
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_bitmapShader->enableVertexAttribute("position", _bitmapVBO, 2, GL_FLOAT, GL_TRUE, 2 * sizeof(float), 0);
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_bitmapShader->enableVertexAttribute("texcoord", _bitmapVBO, 2, GL_FLOAT, GL_TRUE, 2 * sizeof(float), 0);
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glDisable(GL_TEXTURE_2D);
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_SCISSOR_TEST);
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setViewport(_viewport);
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}
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void OpenGLShaderRenderer::setViewport(const Common::Rect &rect) {
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_viewport = Common::Rect(
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_screenViewport.width() * rect.width() / _screenW,
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_screenViewport.height() * rect.height() / _screenH
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);
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_viewport.translate(
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_screenViewport.left + _screenViewport.width() * rect.left / _screenW,
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_screenViewport.top + _screenViewport.height() * rect.top / _screenH
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);
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_unscaledViewport = rect;
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glViewport(_viewport.left, g_system->getHeight() - _viewport.bottom, _viewport.width(), _viewport.height());
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glScissor(_viewport.left, g_system->getHeight() - _viewport.bottom, _viewport.width(), _viewport.height());
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}
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void OpenGLShaderRenderer::drawTexturedRect2D(const Common::Rect &screenRect, const Common::Rect &textureRect, Texture *texture) {
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OpenGLTexture *glTexture = static_cast<OpenGLTexture *>(texture);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glEnable(GL_BLEND);
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_bitmapShader->use();
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_bitmapShader->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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_bitmapShader->unbind();
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}
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void OpenGLShaderRenderer::updateProjectionMatrix(float fov, float nearClipPlane, float farClipPlane) {
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// Determining xmaxValue and ymaxValue still needs some work for matching the 3D view in freescape games
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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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_projectionMatrix = Math::makeFrustumMatrix(xmaxValue, -xmaxValue, -ymaxValue, ymaxValue, nearClipPlane, farClipPlane);*/
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_projectionMatrix = Math::makeFrustumMatrix(1.5, -1.5, -0.625, 0.625, nearClipPlane, farClipPlane);
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}
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void OpenGLShaderRenderer::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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Math::Matrix4 viewMatrix;
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viewMatrix.translate(-pos);
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viewMatrix.transpose();
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_modelViewMatrix = viewMatrix * lookMatrix;
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Math::Matrix4 proj = _projectionMatrix;
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Math::Matrix4 model = _modelViewMatrix;
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proj.transpose();
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model.transpose();
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_mvpMatrix = proj * model;
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_mvpMatrix.transpose();
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}
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void OpenGLShaderRenderer::renderSensorShoot(byte color, const Math::Vector3d sensor, const Math::Vector3d target, const Common::Rect viewArea) {
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glEnable(GL_BLEND);
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glBlendFunc(GL_ONE_MINUS_DST_COLOR, GL_ZERO);
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useColor(255, 255, 255);
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glLineWidth(20);
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copyToVertexArray(0, sensor);
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copyToVertexArray(1, target);
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glBindBuffer(GL_ARRAY_BUFFER, _triangleVBO);
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glBufferData(GL_ARRAY_BUFFER, 8 * 3 * sizeof(float), _verts, GL_DYNAMIC_DRAW);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), nullptr);
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glDrawArrays(GL_LINES, 0, 2);
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glLineWidth(1);
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glDisable(GL_BLEND);
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glDepthMask(GL_TRUE);
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}
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// TODO: move inside the shader?
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float remap(float f, float s) {
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return 2. * f / s - 1;
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}
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void OpenGLShaderRenderer::renderPlayerShootBall(byte color, const Common::Point _position, int frame, const Common::Rect viewArea) {
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uint8 r, g, b;
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Math::Matrix4 identity;
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identity(0, 0) = 1.0;
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identity(1, 1) = 1.0;
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identity(2, 2) = 1.0;
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identity(3, 3) = 1.0;
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_triangleShader->use();
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_triangleShader->setUniform("useStipple", false);
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_triangleShader->setUniform("mvpMatrix", identity);
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if (_renderMode == Common::kRenderCGA || _renderMode == Common::kRenderZX) {
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r = g = b = 255;
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} else {
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r = g = b = 255;
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glEnable(GL_BLEND);
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glBlendFunc(GL_ONE_MINUS_DST_COLOR, GL_ZERO);
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}
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glDisable(GL_DEPTH_TEST);
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glDepthMask(GL_FALSE);
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useColor(r, g, b);
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int triangleAmount = 20;
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float twicePi = (float)(2.0 * M_PI);
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float coef = (9 - frame) / 9.0;
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float radius = (1 - coef) * 4.0;
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Common::Point position(_position.x, _screenH - _position.y);
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Common::Point initial_position(viewArea.left + viewArea.width() / 2 + 2, _screenH - (viewArea.height() + viewArea.top));
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Common::Point ball_position = coef * position + (1 - coef) * initial_position;
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glEnableClientState(GL_VERTEX_ARRAY);
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copyToVertexArray(0, Math::Vector3d(remap(ball_position.x, _screenW), remap(ball_position.y, _screenH), 0));
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for(int i = 0; i <= triangleAmount; i++) {
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float x = remap(ball_position.x + (radius * cos(i * twicePi / triangleAmount)), _screenW);
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float y = remap(ball_position.y + (radius * sin(i * twicePi / triangleAmount)), _screenH);
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copyToVertexArray(i + 1, Math::Vector3d(x, y, 0));
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}
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glBindBuffer(GL_ARRAY_BUFFER, _triangleVBO);
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glBufferData(GL_ARRAY_BUFFER, (triangleAmount + 2) * 3 * sizeof(float), _verts, GL_DYNAMIC_DRAW);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), nullptr);
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glDrawArrays(GL_TRIANGLE_FAN, 0, (triangleAmount + 2));
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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 OpenGLShaderRenderer::renderPlayerShootRay(byte color, const Common::Point position, const Common::Rect viewArea) {
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uint8 r, g, b;
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Math::Matrix4 identity;
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identity(0, 0) = 1.0;
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identity(1, 1) = 1.0;
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identity(2, 2) = 1.0;
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identity(3, 3) = 1.0;
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_triangleShader->use();
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_triangleShader->setUniform("useStipple", false);
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_triangleShader->setUniform("mvpMatrix", identity);
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if (_renderMode == Common::kRenderCGA || _renderMode == Common::kRenderZX) {
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r = g = b = 255;
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} else {
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r = g = b = 255;
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glEnable(GL_BLEND);
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glBlendFunc(GL_ONE_MINUS_DST_COLOR, GL_ZERO);
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}
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glDisable(GL_DEPTH_TEST);
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glDepthMask(GL_FALSE);
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useColor(r, g, b);
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glLineWidth(5); // It will not work in every OpenGL implementation since the
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// spec doesn't require support for line widths other than 1
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copyToVertexArray(0, Math::Vector3d(remap(viewArea.left, _screenW), remap(viewArea.height() - viewArea.top, _screenH), 0));
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copyToVertexArray(1, Math::Vector3d(remap(position.x, _screenW), remap(_screenH - position.y, _screenH), 0));
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copyToVertexArray(2, Math::Vector3d(remap(viewArea.left, _screenW), remap(viewArea.height() - viewArea.top + 3, _screenH), 0));
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copyToVertexArray(3, Math::Vector3d(remap(position.x, _screenW), remap(_screenH - position.y, _screenH), 0));
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copyToVertexArray(4, Math::Vector3d(remap(viewArea.right, _screenW), remap(_screenH - viewArea.bottom, _screenH), 0));
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copyToVertexArray(5, Math::Vector3d(remap(position.x, _screenW), remap(_screenH - position.y, _screenH), 0));
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copyToVertexArray(6, Math::Vector3d(remap(viewArea.right, _screenW), remap(_screenH - viewArea.bottom + 3, _screenH), 0));
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copyToVertexArray(7, Math::Vector3d(remap(position.x, _screenW), remap(_screenH - position.y, _screenH), 0));
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glBindBuffer(GL_ARRAY_BUFFER, _triangleVBO);
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glBufferData(GL_ARRAY_BUFFER, 8 * 3 * sizeof(float), _verts, GL_DYNAMIC_DRAW);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), nullptr);
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glDrawArrays(GL_LINES, 0, 8);
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glLineWidth(1);
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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 OpenGLShaderRenderer::drawCelestialBody(Math::Vector3d position, float radius, byte color) {
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uint8 r1, g1, b1, r2, g2, b2;
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byte *stipple = nullptr;
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getRGBAt(color, 0, r1, g1, b1, r2, g2, b2, stipple);
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useColor(r1, g1, b1);
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int triangleAmount = 20;
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float twicePi = (float)(2.0 * M_PI);
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float adj = 1.25; // Perspective correction
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// Quick billboard effect inspired from this code:
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// http://www.lighthouse3d.com/opengl/billboarding/index.php?billCheat
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/*Math::Matrix4 mvpMatrix = _mvpMatrix;
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for(int i = 2; i < 4; i++)
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for(int j = 2; j < 4; j++ ) {
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if (i == 2)
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continue;
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if (i == j)
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_mvpMatrix.setValue(i, j, 1.0);
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else
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_mvpMatrix.setValue(i, j, 0.0);
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}*/
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_triangleShader->use();
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_triangleShader->setUniform("useStipple", false);
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_triangleShader->setUniform("mvpMatrix", _mvpMatrix);
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glDisable(GL_DEPTH_TEST);
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glDepthMask(GL_FALSE);
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glEnableClientState(GL_VERTEX_ARRAY);
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copyToVertexArray(0, position);
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for(int i = 0; i <= triangleAmount; i++) {
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float x = position.x();
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float y = position.y() + (radius * cos(i * twicePi / triangleAmount));
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float z = position.z() + (adj * radius * sin(i * twicePi / triangleAmount));
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copyToVertexArray(i + 1, Math::Vector3d(x, y, z));
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}
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glBindBuffer(GL_ARRAY_BUFFER, _triangleVBO);
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glBufferData(GL_ARRAY_BUFFER, (triangleAmount + 2) * 3 * sizeof(float), _verts, GL_DYNAMIC_DRAW);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), nullptr);
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glDrawArrays(GL_TRIANGLE_FAN, 0, (triangleAmount + 2));
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glEnable(GL_DEPTH_TEST);
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glDepthMask(GL_TRUE);
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//_mvpMatrix = mvpMatrix;
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}
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void OpenGLShaderRenderer::renderCrossair(const Common::Point crossairPosition) {
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Math::Matrix4 identity;
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identity(0, 0) = 1.0;
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identity(1, 1) = 1.0;
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identity(2, 2) = 1.0;
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identity(3, 3) = 1.0;
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_triangleShader->use();
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_triangleShader->setUniform("useStipple", false);
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_triangleShader->setUniform("mvpMatrix", identity);
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glEnable(GL_BLEND);
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glBlendFunc(GL_ONE_MINUS_DST_COLOR, GL_ZERO);
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glDisable(GL_DEPTH_TEST);
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glDepthMask(GL_FALSE);
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useColor(255, 255, 255);
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glLineWidth(MAX(2, g_system->getWidth() / 192)); // It will not work in every OpenGL implementation since the
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// spec doesn't require support for line widths other than 1
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copyToVertexArray(0, Math::Vector3d(remap(crossairPosition.x - 3, _screenW), remap(_screenH - crossairPosition.y, _screenH), 0));
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copyToVertexArray(1, Math::Vector3d(remap(crossairPosition.x - 1, _screenW), remap(_screenH - crossairPosition.y, _screenH), 0));
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copyToVertexArray(2, Math::Vector3d(remap(crossairPosition.x + 1, _screenW), remap(_screenH - crossairPosition.y, _screenH), 0));
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copyToVertexArray(3, Math::Vector3d(remap(crossairPosition.x + 3, _screenW), remap(_screenH - crossairPosition.y, _screenH), 0));
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copyToVertexArray(4, Math::Vector3d(remap(crossairPosition.x, _screenW), remap(_screenH - crossairPosition.y - 3, _screenH), 0));
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copyToVertexArray(5, Math::Vector3d(remap(crossairPosition.x, _screenW), remap(_screenH - crossairPosition.y - 1, _screenH), 0));
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copyToVertexArray(6, Math::Vector3d(remap(crossairPosition.x, _screenW), remap(_screenH - crossairPosition.y + 1, _screenH), 0));
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copyToVertexArray(7, Math::Vector3d(remap(crossairPosition.x, _screenW), remap(_screenH - crossairPosition.y + 3, _screenH), 0));
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glBindBuffer(GL_ARRAY_BUFFER, _triangleVBO);
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glBufferData(GL_ARRAY_BUFFER, 8 * 3 * sizeof(float), _verts, GL_DYNAMIC_DRAW);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), nullptr);
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glDrawArrays(GL_LINES, 0, 8);
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glLineWidth(1);
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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 OpenGLShaderRenderer::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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_triangleShader->use();
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_triangleShader->setUniform("mvpMatrix", _mvpMatrix);
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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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copyToVertexArray(0, v0);
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copyToVertexArray(1, v1);
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glLineWidth(MAX(1, g_system->getWidth() / 192));
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glBindBuffer(GL_ARRAY_BUFFER, _triangleVBO);
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glBufferData(GL_ARRAY_BUFFER, 2 * 3 * sizeof(float), _verts, GL_DYNAMIC_DRAW);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), nullptr);
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glDrawArrays(GL_LINES, 0, 2);
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glLineWidth(1);
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return;
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}
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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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glBindBuffer(GL_ARRAY_BUFFER, _triangleVBO);
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glBufferData(GL_ARRAY_BUFFER, (vi + 3) * 3 * sizeof(float), _verts, GL_DYNAMIC_DRAW);
|
|
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), nullptr);
|
|
|
|
glDrawArrays(GL_TRIANGLES, 0, vi + 3);
|
|
}
|
|
|
|
void OpenGLShaderRenderer::depthTesting(bool enabled) {
|
|
if (enabled) {
|
|
glEnable(GL_DEPTH_TEST);
|
|
} else {
|
|
glDisable(GL_DEPTH_TEST);
|
|
}
|
|
}
|
|
|
|
void OpenGLShaderRenderer::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 OpenGLShaderRenderer::setStippleData(byte *data) {
|
|
_triangleShader->use();
|
|
if (!data)
|
|
return;
|
|
|
|
for (int i = 0; i < 8; i++) {
|
|
byte b = data[i];
|
|
for (int j = 0; j < 8; j++) {
|
|
//debug("%d", 8*i + j);
|
|
_variableStippleArray[i + 8*j] = b & 0x1;
|
|
b = b >> 1;
|
|
}
|
|
}
|
|
_triangleShader->setUniform("stipple", 64, (const int*)&_variableStippleArray);
|
|
}
|
|
|
|
void OpenGLShaderRenderer::useStipple(bool enabled) {
|
|
_triangleShader->use();
|
|
if (enabled) {
|
|
glEnable(GL_POLYGON_OFFSET_FILL);
|
|
glPolygonOffset(0.0f, -1.0f);
|
|
_triangleShader->setUniform("useStipple", true);
|
|
} else {
|
|
glPolygonOffset(0, 0);
|
|
glDisable(GL_POLYGON_OFFSET_FILL);
|
|
_triangleShader->setUniform("useStipple", false);
|
|
}
|
|
}
|
|
|
|
void OpenGLShaderRenderer::useColor(uint8 r, uint8 g, uint8 b) {
|
|
Math::Vector3d color(r / 256.0, g / 256.0, b / 256.0);
|
|
_triangleShader->use();
|
|
_triangleShader->setUniform("color", color);
|
|
}
|
|
|
|
void OpenGLShaderRenderer::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 OpenGLShaderRenderer::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 OpenGLShaderRenderer::flipBuffer() {}
|
|
|
|
Graphics::Surface *OpenGLShaderRenderer::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
|