scummvm/engines/myst3/gfx_opengl.cpp

341 lines
9.4 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 "common/rect.h"
#include "common/textconsole.h"
#if defined(USE_OPENGL_GAME) && !defined(USE_GLES2)
#include "graphics/colormasks.h"
#include "graphics/opengl/context.h"
#include "graphics/surface.h"
#include "engines/myst3/gfx.h"
#include "engines/myst3/gfx_opengl.h"
#include "engines/myst3/gfx_opengl_texture.h"
namespace Myst3 {
Renderer *CreateGfxOpenGL(OSystem *system) {
return new OpenGLRenderer(system);
}
OpenGLRenderer::OpenGLRenderer(OSystem *system) :
Renderer(system) {
}
OpenGLRenderer::~OpenGLRenderer() {
}
Texture *OpenGLRenderer::createTexture(const Graphics::Surface *surface) {
return new OpenGLTexture(surface);
}
void OpenGLRenderer::freeTexture(Texture *texture) {
OpenGLTexture *glTexture = static_cast<OpenGLTexture *>(texture);
delete glTexture;
}
void OpenGLRenderer::init() {
debug("Initializing OpenGL Renderer");
computeScreenViewport();
// Check the available OpenGL extensions
if (!OpenGLContext.NPOTSupported) {
warning("GL_ARB_texture_non_power_of_two is not available.");
}
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glDisable(GL_LIGHTING);
glEnable(GL_TEXTURE_2D);
glEnable(GL_DEPTH_TEST);
}
void OpenGLRenderer::clear() {
glClearColor(0.f, 0.f, 0.f, 1.f); // Solid black
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glColor3f(1.0f, 1.0f, 1.0f);
}
void OpenGLRenderer::selectTargetWindow(Window *window, bool is3D, bool scaled) {
if (!window) {
// No window found ...
if (scaled) {
// ... in scaled mode draw in the original game screen area
Common::Rect vp = viewport();
glViewport(vp.left, _system->getHeight() - vp.top - vp.height(), vp.width(), vp.height());
} else {
// ... otherwise, draw on the whole screen
glViewport(0, 0, _system->getWidth(), _system->getHeight());
}
} else {
// Found a window, draw inside it
Common::Rect vp = window->getPosition();
glViewport(vp.left, _system->getHeight() - vp.top - vp.height(), vp.width(), vp.height());
}
if (is3D) {
glMatrixMode(GL_PROJECTION);
glLoadMatrixf(_projectionMatrix.getData());
glMatrixMode(GL_MODELVIEW);
glLoadMatrixf(_modelViewMatrix.getData());
} else {
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
if (!window) {
if (scaled) {
glOrtho(0.0, kOriginalWidth, kOriginalHeight, 0.0, -1.0, 1.0);
} else {
glOrtho(0.0, _system->getWidth(), _system->getHeight(), 0.0, -1.0, 1.0);
}
} else {
if (scaled) {
Common::Rect originalRect = window->getOriginalPosition();
glOrtho(0.0, originalRect.width(), originalRect.height(), 0.0, -1.0, 1.0);
} else {
Common::Rect vp = window->getPosition();
glOrtho(0.0, vp.width(), vp.height(), 0.0, -1.0, 1.0);
}
}
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
}
void OpenGLRenderer::drawRect2D(const Common::Rect &rect, uint32 color) {
uint8 a, r, g, b;
Graphics::colorToARGB< Graphics::ColorMasks<8888> >(color, a, r, g, b);
glDisable(GL_TEXTURE_2D);
glColor4f(r / 255.0, g / 255.0, b / 255.0, a / 255.0);
if (a != 255) {
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
glBegin(GL_TRIANGLE_STRIP);
glVertex3f(rect.left, rect.bottom, 0.0f);
glVertex3f(rect.right, rect.bottom, 0.0f);
glVertex3f(rect.left, rect.top, 0.0f);
glVertex3f(rect.right, rect.top, 0.0f);
glEnd();
glDisable(GL_BLEND);
}
void OpenGLRenderer::drawTexturedRect2D(const Common::Rect &screenRect, const Common::Rect &textureRect,
Texture *texture, float transparency, bool additiveBlending) {
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();
if (glTexture->upsideDown) {
SWAP(sTop, sBottom);
}
if (transparency >= 0.0) {
if (additiveBlending) {
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
} else {
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
glEnable(GL_BLEND);
} else {
transparency = 1.0;
}
glEnable(GL_TEXTURE_2D);
glColor4f(1.0f, 1.0f, 1.0f, transparency);
glDepthMask(GL_FALSE);
glBindTexture(GL_TEXTURE_2D, glTexture->id);
glBegin(GL_TRIANGLE_STRIP);
glTexCoord2f(tLeft, tTop + tHeight);
glVertex3f(sLeft + 0, sBottom, 1.0f);
glTexCoord2f(tLeft + tWidth, tTop + tHeight);
glVertex3f(sRight, sBottom, 1.0f);
glTexCoord2f(tLeft, tTop);
glVertex3f(sLeft + 0, sTop + 0, 1.0f);
glTexCoord2f(tLeft + tWidth, tTop);
glVertex3f(sRight, sTop + 0, 1.0f);
glEnd();
glDisable(GL_BLEND);
glDepthMask(GL_TRUE);
}
void OpenGLRenderer::draw2DText(const Common::String &text, const Common::Point &position) {
OpenGLTexture *glFont = static_cast<OpenGLTexture *>(_font);
// The font only has uppercase letters
Common::String textToDraw = text;
textToDraw.toUppercase();
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_TEXTURE_2D);
glDepthMask(GL_FALSE);
glColor3f(1.0f, 1.0f, 1.0f);
glBindTexture(GL_TEXTURE_2D, glFont->id);
int x = position.x;
int y = position.y;
for (uint i = 0; i < textToDraw.size(); i++) {
Common::Rect textureRect = getFontCharacterRect(textToDraw[i]);
int w = textureRect.width();
int h = textureRect.height();
float cw = textureRect.width() / (float)glFont->internalWidth;
float ch = textureRect.height() / (float)glFont->internalHeight;
float cx = textureRect.left / (float)glFont->internalWidth;
float cy = textureRect.top / (float)glFont->internalHeight;
glBegin(GL_QUADS);
glTexCoord2f(cx, cy + ch);
glVertex3f(x, y, 1.0f);
glTexCoord2f(cx + cw, cy + ch);
glVertex3f(x + w, y, 1.0f);
glTexCoord2f(cx + cw, cy);
glVertex3f(x + w, y + h, 1.0f);
glTexCoord2f(cx, cy);
glVertex3f(x, y + h, 1.0f);
glEnd();
x += textureRect.width() - 3;
}
glDisable(GL_TEXTURE_2D);
glDisable(GL_BLEND);
glDepthMask(GL_TRUE);
}
void OpenGLRenderer::drawFace(uint face, Texture *texture) {
OpenGLTexture *glTexture = static_cast<OpenGLTexture *>(texture);
// Used fragment of the texture
const float w = glTexture->width / (float) glTexture->internalWidth;
const float h = glTexture->height / (float) glTexture->internalHeight;
glBindTexture(GL_TEXTURE_2D, glTexture->id);
glBegin(GL_TRIANGLE_STRIP);
for (uint i = 0; i < 4; i++) {
glTexCoord2f(w * cubeVertices[5 * (4 * face + i) + 0], h * cubeVertices[5 * (4 * face + i) + 1]);
glVertex3f(cubeVertices[5 * (4 * face + i) + 2], cubeVertices[5 * (4 * face + i) + 3], cubeVertices[5 * (4 * face + i) + 4]);
}
glEnd();
}
void OpenGLRenderer::drawCube(Texture **textures) {
glEnable(GL_TEXTURE_2D);
glDepthMask(GL_FALSE);
for (uint i = 0; i < 6; i++) {
drawFace(i, textures[i]);
}
glDepthMask(GL_TRUE);
}
void OpenGLRenderer::drawTexturedRect3D(const Math::Vector3d &topLeft, const Math::Vector3d &bottomLeft,
const Math::Vector3d &topRight, const Math::Vector3d &bottomRight, Texture *texture) {
OpenGLTexture *glTexture = static_cast<OpenGLTexture *>(texture);
const float w = glTexture->width / (float)glTexture->internalWidth;
const float h = glTexture->height / (float)glTexture->internalHeight;
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND);
glDepthMask(GL_FALSE);
glBindTexture(GL_TEXTURE_2D, glTexture->id);
glBegin(GL_TRIANGLE_STRIP);
glTexCoord2f(0, 0);
glVertex3f(-topLeft.x(), topLeft.y(), topLeft.z());
glTexCoord2f(0, h);
glVertex3f(-bottomLeft.x(), bottomLeft.y(), bottomLeft.z());
glTexCoord2f(w, 0);
glVertex3f(-topRight.x(), topRight.y(), topRight.z());
glTexCoord2f(w, h);
glVertex3f(-bottomRight.x(), bottomRight.y(), bottomRight.z());
glEnd();
glDisable(GL_BLEND);
glDepthMask(GL_TRUE);
}
Graphics::Surface *OpenGLRenderer::getScreenshot() {
Common::Rect screen = viewport();
Graphics::Surface *s = new Graphics::Surface();
s->create(screen.width(), screen.height(), Texture::getRGBAPixelFormat());
glReadPixels(screen.left, screen.top, screen.width(), screen.height(), GL_RGBA, GL_UNSIGNED_BYTE, s->getPixels());
flipVertical(s);
return s;
}
Texture *OpenGLRenderer::copyScreenshotToTexture() {
OpenGLTexture *texture = new OpenGLTexture();
Common::Rect screen = viewport();
texture->copyFromFramebuffer(screen);
return texture;
}
} // End of namespace Myst3
#endif