scummvm/engines/stark/gfx/openglprop.cpp
2021-12-26 21:19:38 +01:00

267 lines
8.6 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/>.
*
*/
#include "engines/stark/gfx/openglprop.h"
#include "engines/stark/gfx/texture.h"
#include "engines/stark/formats/biffmesh.h"
#include "engines/stark/scene.h"
#include "engines/stark/services/services.h"
#if defined(USE_OPENGL_GAME)
namespace Stark {
namespace Gfx {
OpenGLPropRenderer::OpenGLPropRenderer(OpenGLDriver *gfx) :
VisualProp(),
_gfx(gfx),
_faceVBO(nullptr),
_modelIsDirty(true) {
}
OpenGLPropRenderer::~OpenGLPropRenderer() {
clearVertices();
}
void OpenGLPropRenderer::render(const Math::Vector3d &position, float direction, const LightEntryArray &lights) {
if (_modelIsDirty) {
clearVertices();
uploadVertices();
_modelIsDirty = false;
}
_gfx->set3DMode();
if (!_gfx->computeLightsEnabled())
_gfx->setupLights(lights);
Math::Matrix4 model = getModelMatrix(position, direction);
Math::Matrix4 view = StarkScene->getViewMatrix();
Math::Matrix4 projection = StarkScene->getProjectionMatrix();
Math::Matrix4 modelViewMatrix = view * model;
modelViewMatrix.transpose(); // OpenGL expects matrices transposed
glMatrixMode(GL_MODELVIEW);
glLoadMatrixf(modelViewMatrix.getData());
Math::Matrix4 projectionMatrix = projection;
projectionMatrix.transpose(); // OpenGL expects matrices transposed
glMatrixMode(GL_PROJECTION);
glLoadMatrixf(projectionMatrix.getData());
Math::Matrix4 normalMatrix;
if (_gfx->computeLightsEnabled()) {
projectionMatrix.transpose();
modelViewMatrix.transpose();
normalMatrix = modelViewMatrix;
normalMatrix.invertAffineOrthonormal();
}
const Common::Array<Face> &faces = _model->getFaces();
const Common::Array<Material> &materials = _model->getMaterials();
if (!_gfx->computeLightsEnabled())
glEnable(GL_COLOR_MATERIAL);
for (Common::Array<Face>::const_iterator face = faces.begin(); face != faces.end(); ++face) {
const Material &material = materials[face->materialId];
Math::Vector3d color;
const Gfx::Texture *tex = _texture->getTexture(material.texture);
if (tex) {
tex->bind();
glEnable(GL_TEXTURE_2D);
} else {
glBindTexture(GL_TEXTURE_2D, 0);
glDisable(GL_TEXTURE_2D);
}
auto vertexIndices = _faceEBO[face];
auto numVertexIndices = (face)->vertexIndices.size();
if (!_gfx->computeLightsEnabled()) {
if (material.doubleSided)
glColorMaterial(GL_FRONT_AND_BACK, GL_DIFFUSE);
else
glColorMaterial(GL_FRONT, GL_DIFFUSE);
}
for (uint32 i = 0; i < numVertexIndices; i++) {
uint32 index = vertexIndices[i];
auto vertex = _faceVBO[index];
if (tex) {
if (_gfx->computeLightsEnabled())
color = Math::Vector3d(1.0f, 1.0f, 1.0f);
else
glColor3f(1.0f, 1.0f, 1.0f);
if (material.doubleSided) {
vertex.texS = vertex.stexS;
vertex.texT = 1.0f - vertex.stexT;
} else {
vertex.texS = 1.0f - vertex.stexS;
vertex.texT = 1.0f - vertex.stexT;
}
} else {
if (_gfx->computeLightsEnabled())
color = Math::Vector3d(material.r, material.g, material.b);
else
glColor3f(material.r, material.g, material.b);
}
if (_gfx->computeLightsEnabled()) {
Math::Vector4d modelEyePosition = modelViewMatrix * Math::Vector4d(vertex.x, vertex.y, vertex.z, 1.0);
Math::Vector3d modelEyeNormal = normalMatrix.getRotation() * Math::Vector3d(vertex.nx, vertex.ny, vertex.nz);
modelEyeNormal.normalize();
static const uint maxLights = 10;
assert(lights.size() >= 1);
assert(lights.size() <= maxLights);
const LightEntry *ambient = lights[0];
assert(ambient->type == LightEntry::kAmbient); // The first light must be the ambient light
Math::Vector3d lightColor = ambient->color;
for (uint li = 0; li < lights.size() - 1; li++) {
const LightEntry *l = lights[li + 1];
switch (l->type) {
case LightEntry::kPoint: {
Math::Vector3d vertexToLight = l->eyePosition.getXYZ() - modelEyePosition.getXYZ();
float dist = vertexToLight.length();
vertexToLight.normalize();
float attn = CLIP((l->falloffFar - dist) / MAX(0.001f, l->falloffFar - l->falloffNear), 0.0f, 1.0f);
float incidence = MAX(0.0f, Math::Vector3d::dotProduct(modelEyeNormal, vertexToLight));
lightColor += l->color * attn * incidence;
break;
}
case LightEntry::kDirectional: {
float incidence = MAX(0.0f, Math::Vector3d::dotProduct(modelEyeNormal, -l->eyeDirection));
lightColor += (l->color * incidence);
break;
}
case LightEntry::kSpot: {
Math::Vector3d vertexToLight = l->eyePosition.getXYZ() - modelEyePosition.getXYZ();
float dist = vertexToLight.length();
float attn = CLIP((l->falloffFar - dist) / MAX(0.001f, l->falloffFar - l->falloffNear), 0.0f, 1.0f);
vertexToLight.normalize();
float incidence = MAX(0.0f, modelEyeNormal.dotProduct(vertexToLight));
float cosAngle = MAX(0.0f, vertexToLight.dotProduct(-l->eyeDirection));
float cone = CLIP((cosAngle - l->innerConeAngle.getCosine()) / MAX(0.001f, l->outerConeAngle.getCosine() - l->innerConeAngle.getCosine()), 0.0f, 1.0f);
lightColor += l->color * attn * incidence * cone;
break;
}
default:
break;
}
}
lightColor.x() = CLIP(lightColor.x(), 0.0f, 1.0f);
lightColor.y() = CLIP(lightColor.y(), 0.0f, 1.0f);
lightColor.z() = CLIP(lightColor.z(), 0.0f, 1.0f);
color = color * lightColor;
vertex.r = color.x();
vertex.g = color.y();
vertex.b = color.z();
}
_faceVBO[index] = vertex;
}
glEnableClientState(GL_VERTEX_ARRAY);
if (_gfx->computeLightsEnabled())
glEnableClientState(GL_COLOR_ARRAY);
if (tex)
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glEnableClientState(GL_NORMAL_ARRAY);
glVertexPointer(3, GL_FLOAT, sizeof(PropVertex), &_faceVBO[0].x);
if (tex)
glTexCoordPointer(2, GL_FLOAT, sizeof(PropVertex), &_faceVBO[0].texS);
glNormalPointer(GL_FLOAT, sizeof(PropVertex), &_faceVBO[0].nx);
if (_gfx->computeLightsEnabled())
glColorPointer(3, GL_FLOAT, sizeof(PropVertex), &_faceVBO[0].r);
glDrawElements(GL_TRIANGLES, face->vertexIndices.size(), GL_UNSIGNED_INT, vertexIndices);
glDisableClientState(GL_VERTEX_ARRAY);
if (_gfx->computeLightsEnabled())
glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_NORMAL_ARRAY);
}
if (!_gfx->computeLightsEnabled())
glDisable(GL_COLOR_MATERIAL);
}
void OpenGLPropRenderer::clearVertices() {
delete[] _faceVBO;
_faceVBO = nullptr;
for (FaceBufferMap::iterator it = _faceEBO.begin(); it != _faceEBO.end(); ++it) {
delete[] it->_value;
}
_faceEBO.clear();
}
void OpenGLPropRenderer::uploadVertices() {
_faceVBO = createFaceVBO();
const Common::Array<Face> &faces = _model->getFaces();
for (Common::Array<Face>::const_iterator face = faces.begin(); face != faces.end(); ++face) {
_faceEBO[face] = createFaceEBO(face);
}
}
PropVertex *OpenGLPropRenderer::createFaceVBO() {
const Common::Array<Formats::BiffMesh::Vertex> &modelVertices = _model->getVertices();
auto vertices = new PropVertex[modelVertices.size()];
// Build a vertex array
for (uint32 i = 0; i < modelVertices.size(); i++) {
vertices[i].x = modelVertices[i].position.x();
vertices[i].y = modelVertices[i].position.y();
vertices[i].z = modelVertices[i].position.z();
vertices[i].nx = modelVertices[i].normal.x();
vertices[i].ny = modelVertices[i].normal.y();
vertices[i].nz = modelVertices[i].normal.z();
vertices[i].stexS = modelVertices[i].texturePosition.x();
vertices[i].stexT = modelVertices[i].texturePosition.y();
}
return vertices;
}
uint32 *OpenGLPropRenderer::createFaceEBO(const Face *face) {
auto indices = new uint32[face->vertexIndices.size()];
for (uint32 index = 0; index < face->vertexIndices.size(); index++) {
indices[index] = face->vertexIndices[index];
}
return indices;
}
} // End of namespace Gfx
} // End of namespace Stark
#endif // defined(USE_OPENGL_GAME)