mirror of
https://github.com/libretro/scummvm.git
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211 lines
5.5 KiB
C++
211 lines
5.5 KiB
C++
/* ResidualVM - A 3D game interpreter
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*
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* ResidualVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the AUTHORS
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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
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (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, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#include "common/scummsys.h"
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#if defined(USE_OPENGL_GAME)
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#include "graphics/opengl/surfacerenderer.h"
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#include "graphics/opengl/context.h"
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#include "graphics/opengl/texture.h"
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#if defined(USE_OPENGL_SHADERS) || defined(USE_GLES2)
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#include "graphics/opengl/shader.h"
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#endif
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namespace OpenGL {
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SurfaceRenderer *createBestSurfaceRenderer() {
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#if defined(USE_OPENGL_SHADERS) || defined(USE_GLES2)
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if (OpenGLContext.shadersSupported) {
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return new ShaderSurfaceRenderer();
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}
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#endif
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#ifndef USE_GLES2
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return new FixedSurfaceRenderer();
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#else
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error("Could not create an appropriate surface renderer for the current OpenGL context");
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#endif
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}
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SurfaceRenderer::SurfaceRenderer() :
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_flipY(false),
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_alphaBlending(false) {
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}
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SurfaceRenderer::~SurfaceRenderer() {
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}
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void SurfaceRenderer::setFlipY(bool flipY) {
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_flipY = flipY;
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}
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void SurfaceRenderer::enableAlphaBlending(bool enable) {
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if (_alphaBlending != enable) {
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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} else {
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glDisable(GL_BLEND);
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}
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_alphaBlending = enable;
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}
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#ifndef USE_GLES2
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FixedSurfaceRenderer::~FixedSurfaceRenderer() {
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}
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void FixedSurfaceRenderer::prepareState() {
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// Save current state
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glPushAttrib(GL_TRANSFORM_BIT | GL_ENABLE_BIT | GL_DEPTH_BUFFER_BIT | GL_SCISSOR_BIT);
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// prepare view
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glMatrixMode(GL_PROJECTION);
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glPushMatrix();
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glLoadIdentity();
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glOrtho(0, 1.0, 1.0, 0, 0, 1);
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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glLoadIdentity();
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glMatrixMode(GL_TEXTURE);
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glPushMatrix();
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glLoadIdentity();
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glDisable(GL_LIGHTING);
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glEnable(GL_TEXTURE_2D);
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_ALPHA_TEST);
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glDepthMask(GL_FALSE);
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}
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void FixedSurfaceRenderer::render(const TextureGL *tex, const Math::Rect2d &dest) {
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float texcropX = tex->getWidth() / float(tex->getTexWidth());
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float texcropY = tex->getHeight() / float(tex->getTexHeight());
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float texTop = _flipY ? 0.0f : texcropY;
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float texBottom = _flipY ? texcropY : 0.0f;
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float offsetX = dest.getTopLeft().getX();
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float offsetY = _flipY ? dest.getTopLeft().getY() : 1.0f - dest.getTopLeft().getY() - dest.getHeight();
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float sizeX = fabsf(dest.getWidth());
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float sizeY = fabsf(dest.getHeight());
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glColor4f(1.0, 1.0, 1.0, 1.0);
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glBindTexture(GL_TEXTURE_2D, tex->getTextureName());
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glBegin(GL_QUADS);
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glTexCoord2f(0, texTop);
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glVertex2f(offsetX, offsetY);
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glTexCoord2f(texcropX, texTop);
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glVertex2f(offsetX + sizeX, offsetY);
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glTexCoord2f(texcropX, texBottom);
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glVertex2f(offsetX + sizeX, offsetY + sizeY);
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glTexCoord2f(0.0, texBottom);
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glVertex2f(offsetX, offsetY + sizeY);
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glEnd();
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}
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void FixedSurfaceRenderer::restorePreviousState() {
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glMatrixMode(GL_PROJECTION);
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glPopMatrix();
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glMatrixMode(GL_MODELVIEW);
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glPopMatrix();
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glMatrixMode(GL_TEXTURE);
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glPopMatrix();
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glPopAttrib();
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_flipY = false;
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_alphaBlending = false;
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}
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#endif
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#if defined(USE_OPENGL_SHADERS) || defined(USE_GLES2)
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ShaderSurfaceRenderer::ShaderSurfaceRenderer() {
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const GLfloat vertices[] = {
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0.0, 0.0,
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1.0, 0.0,
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0.0, 1.0,
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1.0, 1.0,
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};
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// Setup the box shader used to render the overlay
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const char *attributes[] = { "position", "texcoord", nullptr };
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_boxShader = ShaderGL::fromStrings("box", BuiltinShaders::boxVertex, BuiltinShaders::boxFragment, attributes);
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_boxVerticesVBO = ShaderGL::createBuffer(GL_ARRAY_BUFFER, sizeof(vertices), vertices);
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_boxShader->enableVertexAttribute("position", _boxVerticesVBO, 2, GL_FLOAT, GL_TRUE, 2 * sizeof(float), 0);
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_boxShader->enableVertexAttribute("texcoord", _boxVerticesVBO, 2, GL_FLOAT, GL_TRUE, 2 * sizeof(float), 0);
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}
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void ShaderSurfaceRenderer::prepareState() {
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_boxShader->use();
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glDisable(GL_DEPTH_TEST);
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glDepthMask(GL_FALSE);
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}
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void ShaderSurfaceRenderer::render(const TextureGL *tex, const Math::Rect2d &dest) {
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glBindTexture(GL_TEXTURE_2D, tex->getTextureName());
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float texcropX = tex->getWidth() / float(tex->getTexWidth());
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float texcropY = tex->getHeight() / float(tex->getTexHeight());
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_boxShader->setUniform("texcrop", Math::Vector2d(texcropX, texcropY));
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_boxShader->setUniform("flipY", _flipY);
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_boxShader->setUniform("offsetXY", dest.getTopLeft());
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_boxShader->setUniform("sizeWH", Math::Vector2d(fabsf(dest.getWidth()), fabsf(dest.getHeight())));
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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glBindTexture(GL_TEXTURE_2D, 0);
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}
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void ShaderSurfaceRenderer::restorePreviousState() {
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glEnable(GL_DEPTH_TEST);
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glDepthMask(GL_TRUE);
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_flipY = false;
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if (_alphaBlending) {
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enableAlphaBlending(false);
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}
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_boxShader->unbind();
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}
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ShaderSurfaceRenderer::~ShaderSurfaceRenderer() {
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ShaderGL::freeBuffer(_boxVerticesVBO);
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delete _boxShader;
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}
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#endif
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} // End of namespace OpenGL
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#endif
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