scummvm/engines/myst3/gfx.cpp

341 lines
10 KiB
C++

/* ResidualVM - A 3D game interpreter
*
* ResidualVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the AUTHORS
* 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 2
* 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, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#include "engines/myst3/gfx.h"
#include "engines/util.h"
#include "common/config-manager.h"
#include "graphics/renderer.h"
#include "graphics/surface.h"
#if defined(USE_OPENGL_GAME) || defined(USE_OPENGL_SHADERS) || defined(USE_GLES2)
#include "graphics/opengl/context.h"
#endif
#include "math/glmath.h"
namespace Myst3 {
const float Renderer::cubeVertices[] = {
// S T X Y Z
0.0f, 1.0f, -320.0f, -320.0f, -320.0f,
1.0f, 1.0f, 320.0f, -320.0f, -320.0f,
0.0f, 0.0f, -320.0f, 320.0f, -320.0f,
1.0f, 0.0f, 320.0f, 320.0f, -320.0f,
0.0f, 1.0f, 320.0f, -320.0f, -320.0f,
1.0f, 1.0f, -320.0f, -320.0f, -320.0f,
0.0f, 0.0f, 320.0f, -320.0f, 320.0f,
1.0f, 0.0f, -320.0f, -320.0f, 320.0f,
0.0f, 1.0f, 320.0f, -320.0f, 320.0f,
1.0f, 1.0f, -320.0f, -320.0f, 320.0f,
0.0f, 0.0f, 320.0f, 320.0f, 320.0f,
1.0f, 0.0f, -320.0f, 320.0f, 320.0f,
0.0f, 1.0f, 320.0f, -320.0f, -320.0f,
1.0f, 1.0f, 320.0f, -320.0f, 320.0f,
0.0f, 0.0f, 320.0f, 320.0f, -320.0f,
1.0f, 0.0f, 320.0f, 320.0f, 320.0f,
0.0f, 1.0f, -320.0f, -320.0f, 320.0f,
1.0f, 1.0f, -320.0f, -320.0f, -320.0f,
0.0f, 0.0f, -320.0f, 320.0f, 320.0f,
1.0f, 0.0f, -320.0f, 320.0f, -320.0f,
0.0f, 1.0f, 320.0f, 320.0f, 320.0f,
1.0f, 1.0f, -320.0f, 320.0f, 320.0f,
0.0f, 0.0f, 320.0f, 320.0f, -320.0f,
1.0f, 0.0f, -320.0f, 320.0f, -320.0f
};
Renderer::Renderer(OSystem *system)
: _system(system),
_font(nullptr) {
// Compute the cube faces Axis Aligned Bounding Boxes
for (uint i = 0; i < ARRAYSIZE(_cubeFacesAABB); i++) {
for (uint j = 0; j < 4; j++) {
_cubeFacesAABB[i].expand(Math::Vector3d(cubeVertices[5 * (4 * i + j) + 2], cubeVertices[5 * (4 * i + j) + 3], cubeVertices[5 * (4 * i + j) + 4]));
}
}
}
Renderer::~Renderer() {
}
void Renderer::initFont(const Graphics::Surface *surface) {
_font = createTexture(surface);
}
void Renderer::freeFont() {
if (_font) {
freeTexture(_font);
_font = nullptr;
}
}
Texture *Renderer::copyScreenshotToTexture() {
Graphics::Surface *surface = getScreenshot();
Texture *texture = createTexture(surface);
surface->free();
delete surface;
return texture;
}
Common::Rect Renderer::getFontCharacterRect(uint8 character) {
uint index = 0;
if (character == ' ')
index = 0;
else if (character >= '0' && character <= '9')
index = 1 + character - '0';
else if (character >= 'A' && character <= 'Z')
index = 1 + 10 + character - 'A';
else if (character == '|')
index = 1 + 10 + 26;
else if (character == '/')
index = 2 + 10 + 26;
else if (character == ':')
index = 3 + 10 + 26;
return Common::Rect(16 * index, 0, 16 * (index + 1), 32);
}
Common::Rect Renderer::viewport() const {
return _screenViewport;
}
void Renderer::computeScreenViewport() {
int32 screenWidth = _system->getWidth();
int32 screenHeight = _system->getHeight();
if (ConfMan.getBool("widescreen_mod")) {
_screenViewport = Common::Rect(screenWidth, screenHeight);
} else {
// Aspect ratio correction
int32 viewportWidth = MIN<int32>(screenWidth, screenHeight * kOriginalWidth / kOriginalHeight);
int32 viewportHeight = MIN<int32>(screenHeight, screenWidth * kOriginalHeight / kOriginalWidth);
_screenViewport = Common::Rect(viewportWidth, viewportHeight);
// Pillarboxing
_screenViewport.translate((screenWidth - viewportWidth) / 2,
(screenHeight - viewportHeight) / 2);
}
}
Math::Matrix4 Renderer::makeProjectionMatrix(float fov) const {
static const float nearClipPlane = 1.0;
static const float farClipPlane = 10000.0;
float aspectRatio = kOriginalWidth / (float) kFrameHeight;
float xmaxValue = nearClipPlane * tan(fov * M_PI / 360.0);
float ymaxValue = xmaxValue / aspectRatio;
return Math::makeFrustumMatrix(-xmaxValue, xmaxValue, -ymaxValue, ymaxValue, nearClipPlane, farClipPlane);
}
void Renderer::setupCameraPerspective(float pitch, float heading, float fov) {
_projectionMatrix = makeProjectionMatrix(fov);
_modelViewMatrix = Math::Matrix4(180.0f - heading, pitch, 0.0f, Math::EO_YXZ);
Math::Matrix4 proj = _projectionMatrix;
Math::Matrix4 model = _modelViewMatrix;
proj.transpose();
model.transpose();
_mvpMatrix = proj * model;
_frustum.setup(_mvpMatrix);
_mvpMatrix.transpose();
}
bool Renderer::isCubeFaceVisible(uint face) {
assert(face < 6);
return _frustum.isInside(_cubeFacesAABB[face]);
}
void Renderer::flipVertical(Graphics::Surface *s) {
for (int y = 0; y < s->h / 2; ++y) {
// Flip the lines
byte *line1P = (byte *)s->getBasePtr(0, y);
byte *line2P = (byte *)s->getBasePtr(0, s->h - y - 1);
for (int x = 0; x < s->pitch; ++x)
SWAP(line1P[x], line2P[x]);
}
}
Renderer *createRenderer(OSystem *system) {
Common::String rendererConfig = ConfMan.get("renderer");
Graphics::RendererType desiredRendererType = Graphics::parseRendererTypeCode(rendererConfig);
Graphics::RendererType matchingRendererType = Graphics::getBestMatchingAvailableRendererType(desiredRendererType);
bool isAccelerated = matchingRendererType != Graphics::kRendererTypeTinyGL;
uint width;
uint height = Renderer::kOriginalHeight;
if (ConfMan.getBool("widescreen_mod")) {
width = Renderer::kOriginalWidth * Renderer::kOriginalHeight / Renderer::kFrameHeight;
} else {
width = Renderer::kOriginalWidth;
}
if (isAccelerated) {
initGraphics3d(width, height);
} else {
initGraphics(width, height, nullptr);
}
#if defined(USE_OPENGL_GAME) || defined(USE_OPENGL_SHADERS) || defined(USE_GLES2)
bool backendCapableOpenGL = g_system->hasFeature(OSystem::kFeatureOpenGLForGame);
#endif
#if defined(USE_OPENGL_GAME)
// Check the OpenGL context actually supports shaders
if (backendCapableOpenGL && matchingRendererType == Graphics::kRendererTypeOpenGLShaders && !OpenGLContext.shadersSupported) {
matchingRendererType = Graphics::kRendererTypeOpenGL;
}
#endif
if (matchingRendererType != desiredRendererType && desiredRendererType != Graphics::kRendererTypeDefault) {
// Display a warning if unable to use the desired renderer
warning("Unable to create a '%s' renderer", rendererConfig.c_str());
}
#if defined(USE_GLES2) || defined(USE_OPENGL_SHADERS)
if (backendCapableOpenGL && matchingRendererType == Graphics::kRendererTypeOpenGLShaders) {
return CreateGfxOpenGLShader(system);
}
#endif
#if defined(USE_OPENGL_GAME) && !defined(USE_GLES2)
if (backendCapableOpenGL && matchingRendererType == Graphics::kRendererTypeOpenGL) {
return CreateGfxOpenGL(system);
}
#endif
if (matchingRendererType == Graphics::kRendererTypeTinyGL) {
return CreateGfxTinyGL(system);
}
error("Unable to create a '%s' renderer", rendererConfig.c_str());
}
void Renderer::renderDrawable(Drawable *drawable, Window *window) {
if (drawable->isConstrainedToWindow()) {
selectTargetWindow(window, drawable->is3D(), drawable->isScaled());
} else {
selectTargetWindow(nullptr, drawable->is3D(), drawable->isScaled());
}
drawable->draw();
}
void Renderer::renderDrawableOverlay(Drawable *drawable, Window *window) {
// Overlays are always 2D
if (drawable->isConstrainedToWindow()) {
selectTargetWindow(window, drawable->is3D(), drawable->isScaled());
} else {
selectTargetWindow(nullptr, drawable->is3D(), drawable->isScaled());
}
drawable->drawOverlay();
}
void Renderer::renderWindow(Window *window) {
renderDrawable(window, window);
}
void Renderer::renderWindowOverlay(Window *window) {
renderDrawableOverlay(window, window);
}
Drawable::Drawable() :
_isConstrainedToWindow(true),
_is3D(false),
_scaled(true) {
}
Common::Point Window::getCenter() const {
Common::Rect frame = getPosition();
return Common::Point((frame.left + frame.right) / 2, (frame.top + frame.bottom) / 2);
}
Common::Point Window::screenPosToWindowPos(const Common::Point &screen) const {
Common::Rect frame = getPosition();
return Common::Point(screen.x - frame.left, screen.y - frame.top);
}
Common::Point Window::scalePoint(const Common::Point &screen) const {
Common::Rect viewport = getPosition();
Common::Rect originalViewport = getOriginalPosition();
Common::Point scaledPosition = screen;
scaledPosition.x -= viewport.left;
scaledPosition.y -= viewport.top;
scaledPosition.x = CLIP<int16>(scaledPosition.x, 0, viewport.width());
scaledPosition.y = CLIP<int16>(scaledPosition.y, 0, viewport.height());
if (_scaled) {
scaledPosition.x *= originalViewport.width() / (float) viewport.width();
scaledPosition.y *= originalViewport.height() / (float) viewport.height();
}
return scaledPosition;
}
FrameLimiter::FrameLimiter(OSystem *system, const uint framerate) :
_system(system),
_speedLimitMs(0),
_startFrameTime(0) {
// The frame limiter is disabled when vsync is enabled.
_enabled = !_system->getFeatureState(OSystem::kFeatureVSync) && framerate != 0;
if (_enabled) {
_speedLimitMs = 1000 / CLIP<uint>(framerate, 0, 100);
}
}
void FrameLimiter::startFrame() {
_startFrameTime = _system->getMillis();
}
void FrameLimiter::delayBeforeSwap() {
uint endFrameTime = _system->getMillis();
uint frameDuration = endFrameTime - _startFrameTime;
if (_enabled && frameDuration < _speedLimitMs) {
_system->delayMillis(_speedLimitMs - frameDuration);
}
}
const Graphics::PixelFormat Texture::getRGBAPixelFormat() {
#ifdef SCUMM_BIG_ENDIAN
return Graphics::PixelFormat(4, 8, 8, 8, 8, 24, 16, 8, 0);
#else
return Graphics::PixelFormat(4, 8, 8, 8, 8, 0, 8, 16, 24);
#endif
}
} // End of namespace Myst3