scummvm/engines/grim/gfx_opengl.cpp
2012-01-24 21:36:48 +01:00

1472 lines
41 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 COPYRIGHT
* file distributed with this source distribution.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
* This library 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
* Lesser General Public License for more details.
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
*
*/
#if defined(WIN32) && !defined(__SYMBIAN32__)
#include <windows.h>
// winnt.h defines ARRAYSIZE, but we want our own one...
#undef ARRAYSIZE
#endif
#include "common/endian.h"
#include "common/system.h"
#include "graphics/surface.h"
#include "graphics/pixelbuffer.h"
#include "engines/grim/actor.h"
#include "engines/grim/colormap.h"
#include "engines/grim/font.h"
#include "engines/grim/material.h"
#include "engines/grim/gfx_opengl.h"
#include "engines/grim/grim.h"
#include "engines/grim/lipsync.h"
#include "engines/grim/bitmap.h"
#include "engines/grim/primitives.h"
#include "engines/grim/modelemi.h"
#include "engines/grim/model.h"
#include "engines/grim/set.h"
#ifdef USE_OPENGL
#if defined (SDL_BACKEND) && defined(GL_ARB_fragment_program)
// We need SDL.h for SDL_GL_GetProcAddress.
#include "backends/platform/sdl/sdl-sys.h"
// Extension functions needed for fragment programs.
PFNGLGENPROGRAMSARBPROC glGenProgramsARB;
PFNGLBINDPROGRAMARBPROC glBindProgramARB;
PFNGLPROGRAMSTRINGARBPROC glProgramStringARB;
PFNGLDELETEPROGRAMSARBPROC glDeleteProgramsARB;
#endif
namespace Grim {
GfxBase *CreateGfxOpenGL() {
return new GfxOpenGL();
}
// Simple ARB fragment program that writes the value from a texture to the Z-buffer.
static char fragSrc[] =
"!!ARBfp1.0\n\
TEMP d;\n\
TEX d, fragment.texcoord[0], texture[0], 2D;\n\
MOV result.depth, d.r;\n\
END\n";
GfxOpenGL::GfxOpenGL() {
g_driver = this;
_storedDisplay = NULL;
_emergFont = 0;
}
GfxOpenGL::~GfxOpenGL() {
delete[] _storedDisplay;
if (_emergFont && glIsList(_emergFont))
glDeleteLists(_emergFont, 128);
#ifdef GL_ARB_fragment_program
if (_useDepthShader)
glDeleteProgramsARB(1, &_fragmentProgram);
#endif
}
byte *GfxOpenGL::setupScreen(int screenW, int screenH, bool fullscreen) {
_pixelFormat = g_system->setupScreen(screenW, screenH, fullscreen, true).getFormat();
_screenWidth = screenW;
_screenHeight = screenH;
_isFullscreen = g_system->getFeatureState(OSystem::kFeatureFullscreenMode);
_useDepthShader = false;
g_system->showMouse(!fullscreen);
char GLDriver[1024];
sprintf(GLDriver, "ResidualVM: %s/%s", glGetString(GL_VENDOR), glGetString(GL_RENDERER));
g_system->setWindowCaption(GLDriver);
// Load emergency built-in font
loadEmergFont();
_screenSize = _screenWidth * _screenHeight * 4;
_storedDisplay = new byte[_screenSize];
memset(_storedDisplay, 0, _screenSize);
_smushNumTex = 0;
_currentShadowArray = NULL;
GLfloat ambientSource[] = { 0.0f, 0.0f, 0.0f, 1.0f };
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, ambientSource);
glPolygonOffset(-6.0, -6.0);
initExtensions();
return NULL;
}
void GfxOpenGL::initExtensions()
{
#if defined (SDL_BACKEND) && defined(GL_ARB_fragment_program)
union {
void* obj_ptr;
void (APIENTRY *func_ptr)();
} u;
// We're casting from an object pointer to a function pointer, the
// sizes need to be the same for this to work.
assert(sizeof(u.obj_ptr) == sizeof(u.func_ptr));
u.obj_ptr = SDL_GL_GetProcAddress("glGenProgramsARB");
glGenProgramsARB = (PFNGLGENPROGRAMSARBPROC)u.func_ptr;
u.obj_ptr = SDL_GL_GetProcAddress("glBindProgramARB");
glBindProgramARB = (PFNGLBINDPROGRAMARBPROC)u.func_ptr;
u.obj_ptr = SDL_GL_GetProcAddress("glProgramStringARB");
glProgramStringARB = (PFNGLPROGRAMSTRINGARBPROC)u.func_ptr;
u.obj_ptr = SDL_GL_GetProcAddress("glDeleteProgramsARB");
glDeleteProgramsARB = (PFNGLDELETEPROGRAMSARBPROC)u.func_ptr;
const char* extensions = (const char*)glGetString(GL_EXTENSIONS);
if (strstr(extensions, "ARB_fragment_program")) {
_useDepthShader = true;
}
if (_useDepthShader) {
glGenProgramsARB(1, &_fragmentProgram);
glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, _fragmentProgram);
GLint errorPos;
glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(fragSrc), fragSrc);
glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errorPos);
if (errorPos != -1) {
warning("Error compiling fragment program:\n%s", glGetString(GL_PROGRAM_ERROR_STRING_ARB));
_useDepthShader = false;
}
}
#endif
}
const char *GfxOpenGL::getVideoDeviceName() {
return "OpenGL Renderer";
}
void GfxOpenGL::setupCamera(float fov, float nclip, float fclip, float roll) {
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
float right = nclip * tan(fov / 2 * (LOCAL_PI / 180));
glFrustum(-right, right, -right * 0.75, right * 0.75, nclip, fclip);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glRotatef(roll, 0, 0, -1);
}
void GfxOpenGL::positionCamera(Math::Vector3d pos, Math::Vector3d interest) {
Math::Vector3d up_vec(0, 0, 1);
if (pos.x() == interest.x() && pos.y() == interest.y())
up_vec = Math::Vector3d(0, 1, 0);
gluLookAt(pos.x(), pos.y(), pos.z(), interest.x(), interest.y(), interest.z(), up_vec.x(), up_vec.y(), up_vec.z());
}
void GfxOpenGL::clearScreen() {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
void GfxOpenGL::flipBuffer() {
g_system->updateScreen();
}
bool GfxOpenGL::isHardwareAccelerated() {
return true;
}
static void glShadowProjection(Math::Vector3d light, Math::Vector3d plane, Math::Vector3d normal, bool dontNegate) {
// Based on GPL shadow projection example by
// (c) 2002-2003 Phaetos <phaetos@gaffga.de>
float d, c;
float mat[16];
float nx, ny, nz, lx, ly, lz, px, py, pz;
nx = normal.x();
ny = normal.y();
nz = normal.z();
// for some unknown for me reason normal need negation
if (!dontNegate) {
nx = -nx;
ny = -ny;
nz = -nz;
}
lx = light.x();
ly = light.y();
lz = light.z();
px = plane.x();
py = plane.y();
pz = plane.z();
d = nx * lx + ny * ly + nz * lz;
c = px * nx + py * ny + pz * nz - d;
mat[0] = lx * nx + c;
mat[4] = ny * lx;
mat[8] = nz * lx;
mat[12] = -lx * c - lx * d;
mat[1] = nx * ly;
mat[5] = ly * ny + c;
mat[9] = nz * ly;
mat[13] = -ly * c - ly * d;
mat[2] = nx * lz;
mat[6] = ny * lz;
mat[10] = lz * nz + c;
mat[14] = -lz * c - lz * d;
mat[3] = nx;
mat[7] = ny;
mat[11] = nz;
mat[15] = -d;
glMultMatrixf((GLfloat *)mat);
}
void GfxOpenGL::getBoundingBoxPos(const Mesh *model, int *x1, int *y1, int *x2, int *y2) {
if (_currentShadowArray) {
*x1 = -1;
*y1 = -1;
*x2 = -1;
*y2 = -1;
return;
}
GLdouble top = 1000;
GLdouble right = -1000;
GLdouble left = 1000;
GLdouble bottom = -1000;
GLdouble winX, winY, winZ;
for (int i = 0; i < model->_numFaces; i++) {
Math::Vector3d v;
float* pVertices;
for (int j = 0; j < model->_faces[i]._numVertices; j++) {
GLdouble modelView[16], projection[16];
GLint viewPort[4];
glGetDoublev(GL_MODELVIEW_MATRIX, modelView);
glGetDoublev(GL_PROJECTION_MATRIX, projection);
glGetIntegerv(GL_VIEWPORT, viewPort);
pVertices = model->_vertices + 3 * model->_faces[i]._vertices[j];
v.set(*(pVertices), *(pVertices + 1), *(pVertices + 2));
gluProject(v.x(), v.y(), v.z(), modelView, projection, viewPort, &winX, &winY, &winZ);
if (winX > right)
right = winX;
if (winX < left)
left = winX;
if (winY < top)
top = winY;
if (winY > bottom)
bottom = winY;
}
}
double t = bottom;
bottom = 480 - top;
top = 480 - t;
if (left < 0)
left = 0;
if (right > 639)
right = 639;
if (top < 0)
top = 0;
if (bottom > 479)
bottom = 479;
if (top > 479 || left > 639 || bottom < 0 || right < 0) {
*x1 = -1;
*y1 = -1;
*x2 = -1;
*y2 = -1;
return;
}
*x1 = (int)left;
*y1 = (int)top;
*x2 = (int)right;
*y2 = (int)bottom;
}
void GfxOpenGL::startActorDraw(Math::Vector3d pos, float scale, const Math::Angle &yaw,
const Math::Angle &pitch, const Math::Angle &roll) {
glEnable(GL_TEXTURE_2D);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
if (_currentShadowArray) {
// TODO find out why shadowMask at device in woods is null
if (!_currentShadowArray->shadowMask) {
_currentShadowArray->shadowMask = new byte[_screenWidth * _screenHeight];
_currentShadowArray->shadowMaskSize = _screenWidth * _screenHeight;
}
Sector *shadowSector = _currentShadowArray->planeList.front().sector;
glEnable(GL_POLYGON_OFFSET_FILL);
glDisable(GL_LIGHTING);
glDisable(GL_TEXTURE_2D);
// glColor3f(0.0f, 1.0f, 0.0f);
glColor3f(_shadowColorR / 255.0f, _shadowColorG / 255.0f, _shadowColorB / 255.0f);
glShadowProjection(_currentShadowArray->pos, shadowSector->getVertices()[0], shadowSector->getNormal(), _currentShadowArray->dontNegate);
}
glTranslatef(pos.x(), pos.y(), pos.z());
glScalef(scale, scale, scale);
glRotatef(yaw.getDegrees(), 0, 0, 1);
glRotatef(pitch.getDegrees(), 1, 0, 0);
glRotatef(roll.getDegrees(), 0, 1, 0);
}
void GfxOpenGL::finishActorDraw() {
glPopMatrix();
glDisable(GL_TEXTURE_2D);
if (_currentShadowArray) {
glEnable(GL_LIGHTING);
glColor3f(1.0f, 1.0f, 1.0f);
glDisable(GL_POLYGON_OFFSET_FILL);
}
}
void GfxOpenGL::setShadow(Shadow *shadow) {
_currentShadowArray = shadow;
}
void GfxOpenGL::drawShadowPlanes() {
/* glColor3f(1.0f, 1.0f, 1.0f);
_currentShadowArray->planeList.begin();
for (SectorListType::iterator i = _currentShadowArray->planeList.begin(); i != _currentShadowArray->planeList.end(); i++) {
Sector *shadowSector = i->sector;
glBegin(GL_POLYGON);
for (int k = 0; k < shadowSector->getNumVertices(); k++) {
glVertex3f(shadowSector->getVertices()[k].x(), shadowSector->getVertices()[k].y(), shadowSector->getVertices()[k].z());
}
glEnd();
}
*/
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
glDepthMask(GL_FALSE);
glClearStencil(~0);
glClear(GL_STENCIL_BUFFER_BIT);
glEnable(GL_STENCIL_TEST);
glStencilFunc(GL_ALWAYS, 1, (GLuint)~0);
glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
glDisable(GL_LIGHTING);
glDisable(GL_TEXTURE_2D);
for (SectorListType::iterator i = _currentShadowArray->planeList.begin(); i != _currentShadowArray->planeList.end(); ++i) {
Sector *shadowSector = i->sector;
glBegin(GL_POLYGON);
for (int k = 0; k < shadowSector->getNumVertices(); k++) {
glVertex3f(shadowSector->getVertices()[k].x(), shadowSector->getVertices()[k].y(), shadowSector->getVertices()[k].z());
}
glEnd();
}
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glStencilFunc(GL_EQUAL, 1, (GLuint)~0);
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
}
void GfxOpenGL::setShadowMode() {
GfxBase::setShadowMode();
}
void GfxOpenGL::clearShadowMode() {
GfxBase::clearShadowMode();
glDisable(GL_STENCIL_TEST);
glDepthMask(GL_TRUE);
}
void GfxOpenGL::setShadowColor(byte r, byte g, byte b) {
_shadowColorR = r;
_shadowColorG = g;
_shadowColorB = b;
}
void GfxOpenGL::getShadowColor(byte *r, byte *g, byte *b) {
*r = _shadowColorR;
*g = _shadowColorG;
*b = _shadowColorB;
}
void GfxOpenGL::set3DMode() {
glMatrixMode(GL_MODELVIEW);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
}
void GfxOpenGL::drawEMIModelFace(const EMIModel* model, const EMIMeshFace* face) {
int *indices = (int*)face->_indexes;
glEnable(GL_DEPTH_TEST);
glDisable(GL_ALPHA_TEST);
glDisable(GL_LIGHTING);
glEnable(GL_TEXTURE_2D);
glBegin(GL_TRIANGLES);
for (int j = 0; j < face->_faceLength * 3; j++) {
int index = indices[j];
if (face->_hasTexture) {
glTexCoord2f(model->_texVerts[index].getX(), model->_texVerts[index].getY());
}
glColor4ub(model->_colorMap[index].r,model->_colorMap[index].g,model->_colorMap[index].b,model->_colorMap[index].a);
Math::Vector3d normal = model->_normals[index];
Math::Vector3d vertex = model->_vertices[index];
// Transform vertices (or maybe we should have done this already?)
glNormal3fv(normal.getData());
glVertex3fv(vertex.getData());
}
glEnd();
glEnable(GL_TEXTURE_2D);
glEnable(GL_DEPTH_TEST);
glEnable(GL_ALPHA_TEST);
glEnable(GL_LIGHTING);
glColor3f(1.0f,1.0f,1.0f);
}
void GfxOpenGL::drawModelFace(const MeshFace *face, float *vertices, float *vertNormals, float *textureVerts) {
// Support transparency in actor objects, such as the message tube
// in Manny's Office
glAlphaFunc(GL_GREATER, 0.5);
glEnable(GL_ALPHA_TEST);
glNormal3fv(face->_normal.getData());
glBegin(GL_POLYGON);
for (int i = 0; i < face->_numVertices; i++) {
glNormal3fv(vertNormals + 3 * face->_vertices[i]);
if (face->_texVertices)
glTexCoord2fv(textureVerts + 2 * face->_texVertices[i]);
glVertex3fv(vertices + 3 * face->_vertices[i]);
}
glEnd();
// Done with transparency-capable objects
glDisable(GL_ALPHA_TEST);
}
void GfxOpenGL::drawSprite(const Sprite *sprite) {
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glTranslatef(sprite->_pos.x(), sprite->_pos.y(), sprite->_pos.z());
GLdouble modelview[16];
glGetDoublev(GL_MODELVIEW_MATRIX, modelview);
// We want screen-aligned sprites so reset the rotation part of the matrix.
for (int i = 0; i < 3; i++) {
for (int j = 0; j < 3; j++) {
if (i == j) {
modelview[i * 4 + j] = 1.0;
} else {
modelview[i * 4 + j] = 0.0;
}
}
}
glLoadMatrixd(modelview);
glAlphaFunc(GL_GREATER, 0.5);
glEnable(GL_ALPHA_TEST);
glDisable(GL_LIGHTING);
glBegin(GL_POLYGON);
glTexCoord2f(0.0f, 0.0f);
glVertex3f(sprite->_width / 2, sprite->_height, 0.0f);
glTexCoord2f(0.0f, 1.0f);
glVertex3f(sprite->_width / 2, 0.0f, 0.0f);
glTexCoord2f(1.0f, 1.0f);
glVertex3f(-sprite->_width / 2, 0.0f, 0.0f);
glTexCoord2f(1.0f, 0.0f);
glVertex3f(-sprite->_width / 2, sprite->_height, 0.0f);
glEnd();
glEnable(GL_LIGHTING);
glDisable(GL_ALPHA_TEST);
glPopMatrix();
}
void GfxOpenGL::translateViewpointStart() {
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
}
void GfxOpenGL::translateViewpoint(const Math::Vector3d &vec) {
glTranslatef(vec.x(), vec.y(), vec.z());
}
void GfxOpenGL::rotateViewpoint(const Math::Angle &angle, const Math::Vector3d &axis) {
glRotatef(angle.getDegrees(), axis.x(), axis.y(), axis.z());
}
void GfxOpenGL::translateViewpointFinish() {
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
}
void GfxOpenGL::enableLights() {
glEnable(GL_LIGHTING);
}
void GfxOpenGL::disableLights() {
glDisable(GL_LIGHTING);
}
void GfxOpenGL::setupLight(Light *light, int lightId) {
glEnable(GL_LIGHTING);
float lightColor[] = { 0.0f, 0.0f, 0.0f, 1.0f };
float lightPos[] = { 0.0f, 0.0f, 0.0f, 1.0f };
float lightDir[] = { 0.0f, 0.0f, -1.0f };
float cutoff = 180.0f;
float intensity = light->_intensity / 1.3f;
lightColor[0] = ((float)light->_color.getRed() / 15.0f) * intensity;
lightColor[1] = ((float)light->_color.getGreen() / 15.0f) * intensity;
lightColor[2] = ((float)light->_color.getBlue() / 15.0f) * intensity;
if (light->_type == "omni") {
lightPos[0] = light->_pos.x();
lightPos[1] = light->_pos.y();
lightPos[2] = light->_pos.z();
} else if (light->_type == "direct") {
lightPos[0] = -light->_dir.x();
lightPos[1] = -light->_dir.y();
lightPos[2] = -light->_dir.z();
lightPos[3] = 0;
} else if (light->_type == "spot") {
lightPos[0] = light->_pos.x();
lightPos[1] = light->_pos.y();
lightPos[2] = light->_pos.z();
lightDir[0] = light->_dir.x();
lightDir[1] = light->_dir.y();
lightDir[2] = light->_dir.z();
cutoff = light->_penumbraangle;
} else {
error("Set::setupLights() Unknown type of light: %s", light->_type.c_str());
return;
}
glDisable(GL_LIGHT0 + lightId);
glLightfv(GL_LIGHT0 + lightId, GL_DIFFUSE, lightColor);
glLightfv(GL_LIGHT0 + lightId, GL_POSITION, lightPos);
glLightfv(GL_LIGHT0 + lightId, GL_SPOT_DIRECTION, lightDir);
glLightf(GL_LIGHT0 + lightId, GL_SPOT_CUTOFF, cutoff);
glEnable(GL_LIGHT0 + lightId);
}
void GfxOpenGL::turnOffLight(int lightId) {
glDisable(GL_LIGHT0 + lightId);
}
#define BITMAP_TEXTURE_SIZE 256
void GfxOpenGL::createBitmap(BitmapData *bitmap) {
GLuint *textures;
if (bitmap->_format != 1) {
for (int pic = 0; pic < bitmap->_numImages; pic++) {
uint16 *zbufPtr = reinterpret_cast<uint16 *>(bitmap->getImageData(pic).getRawBuffer());
for (int i = 0; i < (bitmap->_width * bitmap->_height); i++) {
uint16 val = READ_LE_UINT16(bitmap->getImageData(pic).getRawBuffer() + 2 * i);
// fix the value if it is incorrectly set to the bitmap transparency color
if (val == 0xf81f) {
val = 0;
}
zbufPtr[i] = 0xffff - ((uint32) val) * 0x10000 / 100 / (0x10000 - val);
}
// Flip the zbuffer image to match what GL expects
if (!_useDepthShader) {
for (int y = 0; y < bitmap->_height / 2; y++) {
uint16 *ptr1 = zbufPtr + y * bitmap->_width;
uint16 *ptr2 = zbufPtr + (bitmap->_height - 1 - y) * bitmap->_width;
for (int x = 0; x < bitmap->_width; x++, ptr1++, ptr2++) {
uint16 tmp = *ptr1;
*ptr1 = *ptr2;
*ptr2 = tmp;
}
}
}
}
}
if (bitmap->_format == 1 || _useDepthShader) {
bitmap->_hasTransparency = false;
bitmap->_numTex = ((bitmap->_width + (BITMAP_TEXTURE_SIZE - 1)) / BITMAP_TEXTURE_SIZE) *
((bitmap->_height + (BITMAP_TEXTURE_SIZE - 1)) / BITMAP_TEXTURE_SIZE);
bitmap->_texIds = new GLuint[bitmap->_numTex * bitmap->_numImages];
textures = (GLuint *)bitmap->_texIds;
glGenTextures(bitmap->_numTex * bitmap->_numImages, textures);
byte *texData = 0;
byte *texOut = 0;
GLint format = GL_RGBA;
GLint type = GL_UNSIGNED_BYTE;
int bytes = 4;
if (bitmap->_format != 1) {
format = GL_DEPTH_COMPONENT;
type = GL_UNSIGNED_SHORT;
bytes = 2;
}
glPixelStorei(GL_UNPACK_ALIGNMENT, bytes);
glPixelStorei(GL_UNPACK_ROW_LENGTH, bitmap->_width);
for (int pic = 0; pic < bitmap->_numImages; pic++) {
if (bitmap->_format == 1 && bitmap->_bpp == 16 && bitmap->_colorFormat != BM_RGB1555) {
if (texData == 0)
texData = new byte[4 * bitmap->_width * bitmap->_height];
// Convert data to 32-bit RGBA format
byte *texDataPtr = texData;
uint16 *bitmapData = reinterpret_cast<uint16 *>(bitmap->getImageData(pic).getRawBuffer());
for (int i = 0; i < bitmap->_width * bitmap->_height; i++, texDataPtr += 4, bitmapData++) {
uint16 pixel = *bitmapData;
int r = pixel >> 11;
texDataPtr[0] = (r << 3) | (r >> 2);
int g = (pixel >> 5) & 0x3f;
texDataPtr[1] = (g << 2) | (g >> 4);
int b = pixel & 0x1f;
texDataPtr[2] = (b << 3) | (b >> 2);
if (pixel == 0xf81f) { // transparent
texDataPtr[3] = 0;
bitmap->_hasTransparency = true;
} else {
texDataPtr[3] = 255;
}
}
texOut = texData;
} else if (bitmap->_format == 1 && bitmap->_colorFormat == BM_RGB1555) {
bitmap->convertToColorFormat(pic, Graphics::PixelFormat(4, 8, 8, 8, 8, 0, 8, 16, 24));
texOut = (byte *)bitmap->getImageData(pic).getRawBuffer();
} else {
texOut = (byte *)bitmap->getImageData(pic).getRawBuffer();
}
for (int i = 0; i < bitmap->_numTex; i++) {
glBindTexture(GL_TEXTURE_2D, textures[bitmap->_numTex * pic + i]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
glTexImage2D(GL_TEXTURE_2D, 0, format, BITMAP_TEXTURE_SIZE, BITMAP_TEXTURE_SIZE, 0, format, type, NULL);
}
int cur_tex_idx = bitmap->_numTex * pic;
for (int y = 0; y < bitmap->_height; y += BITMAP_TEXTURE_SIZE) {
for (int x = 0; x < bitmap->_width; x += BITMAP_TEXTURE_SIZE) {
int width = (x + BITMAP_TEXTURE_SIZE >= bitmap->_width) ? (bitmap->_width - x) : BITMAP_TEXTURE_SIZE;
int height = (y + BITMAP_TEXTURE_SIZE >= bitmap->_height) ? (bitmap->_height - y) : BITMAP_TEXTURE_SIZE;
glBindTexture(GL_TEXTURE_2D, textures[cur_tex_idx]);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, format, type,
texOut + (y * bytes * bitmap->_width) + (bytes * x));
cur_tex_idx++;
}
}
}
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
delete[] texData;
}
}
void GfxOpenGL::drawBitmap(const Bitmap *bitmap) {
int format = bitmap->getFormat();
if ((format == 1 && !_renderBitmaps) || (format == 5 && !_renderZBitmaps)) {
return;
}
GLuint *textures;
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, _screenWidth, _screenHeight, 0, 0, 1);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
// A lot more may need to be put there : disabling Alpha test, blending, ...
// For now, just keep this here :-)
if (bitmap->getFormat() == 1 && bitmap->getHasTransparency()) {
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
} else
glDisable(GL_BLEND);
glDisable(GL_LIGHTING);
glEnable(GL_TEXTURE_2D);
// If drawing a Z-buffer image, but no shaders are available, fall back to the glDrawPixels method.
if (bitmap->getFormat() == 5 && !_useDepthShader) {
// Only draw the manual zbuffer when enabled
if (bitmap->getActiveImage() - 1 < bitmap->getNumImages()) {
drawDepthBitmap(bitmap->getX(), bitmap->getY(), bitmap->getWidth(), bitmap->getHeight(), (char *)bitmap->getData(bitmap->getActiveImage() - 1).getRawBuffer());
} else {
warning("zbuffer image has index out of bounds! %d/%d", bitmap->getActiveImage(), bitmap->getNumImages());
}
glEnable(GL_LIGHTING);
return;
}
if (bitmap->getFormat() == 1) { // Normal image
glDisable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
} else { // ZBuffer image
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_ALWAYS);
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
glDepthMask(GL_TRUE);
#ifdef GL_ARB_fragment_program
glEnable(GL_FRAGMENT_PROGRAM_ARB);
#endif
}
glEnable(GL_SCISSOR_TEST);
glScissor(bitmap->getX(), _screenHeight - (bitmap->getY() + bitmap->getHeight()), bitmap->getWidth(), bitmap->getHeight());
int cur_tex_idx = bitmap->getNumTex() * (bitmap->getActiveImage() - 1);
for (int y = bitmap->getY(); y < (bitmap->getY() + bitmap->getHeight()); y += BITMAP_TEXTURE_SIZE) {
for (int x = bitmap->getX(); x < (bitmap->getX() + bitmap->getWidth()); x += BITMAP_TEXTURE_SIZE) {
textures = (GLuint *)bitmap->getTexIds();
glBindTexture(GL_TEXTURE_2D, textures[cur_tex_idx]);
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f);
glVertex2i(x, y);
glTexCoord2f(1.0f, 0.0f);
glVertex2i(x + BITMAP_TEXTURE_SIZE, y);
glTexCoord2f(1.0f, 1.0f);
glVertex2i(x + BITMAP_TEXTURE_SIZE, y + BITMAP_TEXTURE_SIZE);
glTexCoord2f(0.0f, 1.0f);
glVertex2i(x, y + BITMAP_TEXTURE_SIZE);
glEnd();
cur_tex_idx++;
}
}
glDisable(GL_SCISSOR_TEST);
glDisable(GL_TEXTURE_2D);
glDisable(GL_BLEND);
if (bitmap->getFormat() == 1) {
glDepthMask(GL_TRUE);
glEnable(GL_DEPTH_TEST);
} else {
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glDepthFunc(GL_LESS);
#ifdef GL_ARB_fragment_program
glDisable(GL_FRAGMENT_PROGRAM_ARB);
#endif
}
glEnable(GL_LIGHTING);
}
void GfxOpenGL::destroyBitmap(BitmapData *bitmap) {
GLuint *textures = (GLuint *)bitmap->_texIds;
if (textures) {
glDeleteTextures(bitmap->_numTex * bitmap->_numImages, textures);
delete[] textures;
bitmap->_texIds = 0;
}
}
struct FontUserData
{
int size;
GLuint texture;
};
void GfxOpenGL::createFont(Font *font) {
const byte *bitmapData = font->getFontData();
uint dataSize = font->getDataSize();
uint8 bpp = 4;
uint8 charsWide = 16;
uint8 charsHigh = 16;
byte *texDataPtr = new byte[dataSize * bpp];
byte *data = texDataPtr;
for (uint i = 0; i < dataSize; i++, texDataPtr += bpp, bitmapData++) {
byte pixel = *bitmapData;
if (pixel == 0x00) {
texDataPtr[0] = 0;
texDataPtr[1] = 0;
texDataPtr[2] = 0;
texDataPtr[3] = 0;
} else if (pixel == 0x80) {
texDataPtr[0] = 0;
texDataPtr[1] = 0;
texDataPtr[2] = 0;
texDataPtr[3] = 255;
} else if (pixel == 0xFF) {
texDataPtr[0] = 255;
texDataPtr[1] = 255;
texDataPtr[2] = 255;
texDataPtr[3] = 255;
}
}
int size = 0;
for (int i = 0; i < 256; ++i) {
int width = font->getCharDataWidth(i), height = font->getCharDataHeight(i);
int m = MAX(width, height);
if (m > size)
size = m;
}
assert(size < 64);
if (size < 8)
size = 8;
if (size < 16)
size = 16;
else if (size < 32)
size = 32;
else if (size < 64)
size = 64;
uint arraySize = size * size * bpp * charsWide * charsHigh;
byte *temp = new byte[arraySize];
if (!temp)
error("Could not allocate %d bytes", arraySize);
memset(temp, 0, arraySize);
FontUserData *userData = new FontUserData;
font->setUserData(userData);
userData->texture = 0;
userData->size = size;
GLuint *texture = &(userData->texture);
glGenTextures(1, texture);
for (int i = 0, row = 0; i < 256; ++i) {
int width = font->getCharDataWidth(i), height = font->getCharDataHeight(i);
int32 d = font->getCharOffset(i);
for (int x = 0; x < height; ++x) {
// a is the offset to get to the correct row.
// b is the offset to get to the correct line in the character.
// c is the offset of the character from the start of the row.
uint a = row * size * size * bpp * charsHigh;
uint b = x * size * charsWide * bpp;
uint c = 0;
if (i != 0)
c = ((i - 1) % 16) * size * bpp;
uint pos = a + b + c;
uint pos2 = d * bpp + x * width * bpp;
assert(pos + width * bpp <= arraySize);
assert(pos2 + width * bpp <= dataSize * bpp);
memcpy(temp + pos, data + pos2, width * bpp);
}
if (i != 0 && i % charsWide == 0)
++row;
}
glBindTexture(GL_TEXTURE_2D, texture[0]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, size * charsWide, size * charsHigh, 0, GL_RGBA, GL_UNSIGNED_BYTE, temp);
delete[] data;
delete[] temp;
}
void GfxOpenGL::destroyFont(Font *font) {
FontUserData *data = (FontUserData *)font->getUserData();
if (data) {
glDeleteTextures(1, &(data->texture));
delete data;
}
}
void GfxOpenGL::createTextObject(TextObject *text) {
}
void GfxOpenGL::drawTextObject(TextObject *text) {
if (!text)
return;
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, _screenWidth, _screenHeight, 0, 0, 1);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDisable(GL_LIGHTING);
glEnable(GL_TEXTURE_2D);
glDepthMask(GL_FALSE);
const Color *color = text->getFGColor();
Font *font = text->getFont();
glColor3f(color->getRed()/255.f, color->getGreen()/255.f, color->getBlue()/255.f);
FontUserData *userData = (FontUserData *)font->getUserData();
if (!userData)
error("Could not get font userdata");
int size = userData->size;
GLuint texture = userData->texture;
int y, x;
const Common::String *lines = text->getLines();
int numLines = text->getNumLines();
for (int j = 0; j < numLines; ++j) {
const Common::String &line = lines[j];
x = text->getLineX(j);
y = text->getLineY(j);
for (uint i = 0; i < line.size(); ++i) {
uint8 character = line[i];
int w = y + font->getCharStartingLine(character) + font->getBaseOffsetY();
int z = x + font->getCharStartingCol(character);
glBindTexture(GL_TEXTURE_2D, texture);
float width = 1 / 16.f;
float cx = ((character-1) % 16) / 16.0f;
float cy = ((character-1) / 16) / 16.0f;
glBegin(GL_QUADS);
glTexCoord2f(cx, cy);
glVertex2i(z, w);
glTexCoord2f(cx + width, cy);
glVertex2i(z + size, w);
glTexCoord2f(cx + width, cy + width);
glVertex2i(z + size, w + size);
glTexCoord2f(cx, cy + width);
glVertex2i(z, w + size);
glEnd();
x += font->getCharWidth(character);
}
}
glColor3f(1, 1, 1);
glDisable(GL_TEXTURE_2D);
glDisable(GL_BLEND);
glEnable(GL_DEPTH_TEST);
glEnable(GL_LIGHTING);
glDepthMask(GL_TRUE);
}
void GfxOpenGL::destroyTextObject(TextObject *text) {
}
void GfxOpenGL::createMaterial(Texture *material, const char *data, const CMap *cmap) {
material->_texture = new GLuint[1];
glGenTextures(1, (GLuint *)material->_texture);
char *texdata = new char[material->_width * material->_height * 4];
char *texdatapos = texdata;
if (cmap != NULL) { // EMI doesn't have colour-maps
for (int y = 0; y < material->_height; y++) {
for (int x = 0; x < material->_width; x++) {
uint8 col = *(uint8 *)(data);
if (col == 0) {
memset(texdatapos, 0, 4); // transparent
if (!material->_hasAlpha) {
texdatapos[3] = '\xff'; // fully opaque
}
} else {
memcpy(texdatapos, cmap->_colors + 3 * (col), 3);
texdatapos[3] = '\xff'; // fully opaque
}
texdatapos += 4;
data++;
}
}
} else {
memcpy(texdata, data, material->_width * material->_height * material->_bpp);
}
GLuint format = 0;
GLuint internalFormat = 0;
if (material->_colorFormat == BM_RGBA) {
format = GL_RGBA;
internalFormat = GL_RGBA;
} else { // The only other colorFormat we load right now is BGR
format = GL_BGR;
internalFormat = GL_RGB;
}
GLuint *textures = (GLuint *)material->_texture;
glBindTexture(GL_TEXTURE_2D, textures[0]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, material->_width, material->_height, 0, format, GL_UNSIGNED_BYTE, texdata);
delete[] texdata;
}
void GfxOpenGL::selectMaterial(const Texture *material) {
GLuint *textures = (GLuint *)material->_texture;
glBindTexture(GL_TEXTURE_2D, textures[0]);
// Grim has inverted tex-coords, EMI doesn't
if (g_grim->getGameType() != GType_MONKEY4) {
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
glScalef(1.0f / material->_width, 1.0f / material->_height, 1);
}
}
void GfxOpenGL::destroyMaterial(Texture *material) {
GLuint *textures = (GLuint *)material->_texture;
if (textures) {
glDeleteTextures(1, textures);
delete[] textures;
}
}
void GfxOpenGL::drawDepthBitmap(int x, int y, int w, int h, char *data) {
// if (num != 0) {
// warning("Animation not handled yet in GL texture path");
// }
if (y + h == 480) {
glRasterPos2i(x, _screenHeight - 1);
glBitmap(0, 0, 0, 0, 0, -1, NULL);
} else
glRasterPos2i(x, y + h);
glDisable(GL_TEXTURE_2D);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_ALWAYS);
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
glDepthMask(GL_TRUE);
glPixelStorei(GL_UNPACK_ALIGNMENT, 2);
glDrawPixels(w, h, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, data);
glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glDepthFunc(GL_LESS);
}
void GfxOpenGL::prepareMovieFrame(Graphics::Surface* frame) {
int height = frame->h;
int width = frame->w;
byte *bitmap = (byte *)frame->pixels;
// remove if already exist
if (_smushNumTex > 0) {
glDeleteTextures(_smushNumTex, _smushTexIds);
delete[] _smushTexIds;
_smushNumTex = 0;
}
// create texture
_smushNumTex = ((width + (BITMAP_TEXTURE_SIZE - 1)) / BITMAP_TEXTURE_SIZE) *
((height + (BITMAP_TEXTURE_SIZE - 1)) / BITMAP_TEXTURE_SIZE);
_smushTexIds = new GLuint[_smushNumTex];
glGenTextures(_smushNumTex, _smushTexIds);
for (int i = 0; i < _smushNumTex; i++) {
glBindTexture(GL_TEXTURE_2D, _smushTexIds[i]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, BITMAP_TEXTURE_SIZE, BITMAP_TEXTURE_SIZE, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, NULL);
}
glPixelStorei(GL_UNPACK_ALIGNMENT, 2);
glPixelStorei(GL_UNPACK_ROW_LENGTH, width);
int curTexIdx = 0;
for (int y = 0; y < height; y += BITMAP_TEXTURE_SIZE) {
for (int x = 0; x < width; x += BITMAP_TEXTURE_SIZE) {
int t_width = (x + BITMAP_TEXTURE_SIZE >= width) ? (width - x) : BITMAP_TEXTURE_SIZE;
int t_height = (y + BITMAP_TEXTURE_SIZE >= height) ? (height - y) : BITMAP_TEXTURE_SIZE;
glBindTexture(GL_TEXTURE_2D, _smushTexIds[curTexIdx]);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, t_width, t_height, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, bitmap + (y * 2 * width) + (2 * x));
curTexIdx++;
}
}
glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
_smushWidth = width;
_smushHeight = height;
}
void GfxOpenGL::drawMovieFrame(int offsetX, int offsetY) {
// prepare view
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, _screenWidth, _screenHeight, 0, 0, 1);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
// A lot more may need to be put there : disabling Alpha test, blending, ...
// For now, just keep this here :-)
glDisable(GL_LIGHTING);
glEnable(GL_TEXTURE_2D);
// draw
glDisable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
glEnable(GL_SCISSOR_TEST);
glScissor(offsetX, _screenHeight - (offsetY + _smushHeight), _smushWidth, _smushHeight);
int curTexIdx = 0;
for (int y = 0; y < _smushHeight; y += BITMAP_TEXTURE_SIZE) {
for (int x = 0; x < _smushWidth; x += BITMAP_TEXTURE_SIZE) {
glBindTexture(GL_TEXTURE_2D, _smushTexIds[curTexIdx]);
glBegin(GL_QUADS);
glTexCoord2f(0, 0);
glVertex2i(x + offsetX, y + offsetY);
glTexCoord2f(1.0f, 0.0f);
glVertex2i(x + offsetX + BITMAP_TEXTURE_SIZE, y + offsetY);
glTexCoord2f(1.0f, 1.0f);
glVertex2i(x + offsetX + BITMAP_TEXTURE_SIZE, y + offsetY + BITMAP_TEXTURE_SIZE);
glTexCoord2f(0.0f, 1.0f);
glVertex2i(x + offsetX, y + offsetY + BITMAP_TEXTURE_SIZE);
glEnd();
curTexIdx++;
}
}
glDisable(GL_SCISSOR_TEST);
glDisable(GL_TEXTURE_2D);
glDepthMask(GL_TRUE);
glEnable(GL_DEPTH_TEST);
glEnable(GL_LIGHTING);
}
void GfxOpenGL::releaseMovieFrame() {
if (_smushNumTex > 0) {
glDeleteTextures(_smushNumTex, _smushTexIds);
delete[] _smushTexIds;
_smushNumTex = 0;
}
}
void GfxOpenGL::loadEmergFont() {
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
_emergFont = glGenLists(128);
for (int i = 32; i < 127; i++) {
glNewList(_emergFont + i, GL_COMPILE);
glBitmap(8, 13, 0, 2, 10, 0, Font::emerFont[i - 32]);
glEndList();
}
}
void GfxOpenGL::drawEmergString(int x, int y, const char *text, const Color &fgColor) {
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glOrtho(0, _screenWidth, _screenHeight, 0, 0, 1);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glDisable(GL_DEPTH_TEST);
glDisable(GL_LIGHTING);
glRasterPos2i(x, y);
glColor3f(1.0f, 1.0f, 1.0f);
glListBase(_emergFont);
glCallLists(strlen(text), GL_UNSIGNED_BYTE, (GLubyte *)text);
glEnable(GL_LIGHTING);
glMatrixMode(GL_PROJECTION);
glPopMatrix();
}
Bitmap *GfxOpenGL::getScreenshot(int w, int h) {
Graphics::PixelBuffer buffer = Graphics::PixelBuffer::createBuffer<565>(w * h, DisposeAfterUse::YES);
Graphics::PixelBuffer src(Graphics::PixelFormat(4, 8, 8, 8, 8, 0, 8, 16, 24), _screenWidth * _screenHeight, DisposeAfterUse::YES);
glReadPixels(0, 0, _screenWidth, _screenHeight, GL_RGBA, GL_UNSIGNED_BYTE, src.getRawBuffer());
int step = 0;
for (int y = 0; y <= 479; y++) {
for (int x = 0; x <= 639; x++) {
uint8 r, g, b;
src.getRGBAt(y * 640 + x, r, g, b);
uint32 color = (r + g + b) / 3;
src.setPixelAt(step++, color, color, color);
}
}
float step_x = (float)_screenWidth / w;
float step_y = (float)_screenHeight / h;
step = 0;
for (float y = 479; y >= 0; y -= step_y) {
for (float x = 0; x < 639; x += step_x) {
uint8 r, g, b;
src.getRGBAt((int)y * _screenWidth + (int)x, r, g, b);
buffer.setPixelAt(step++, r, g, b);
}
}
Bitmap *screenshot = new Bitmap(buffer, w, h, "screenshot");
return screenshot;
}
void GfxOpenGL::storeDisplay() {
glReadPixels(0, 0, _screenWidth, _screenHeight, GL_RGBA, GL_UNSIGNED_BYTE, _storedDisplay);
}
void GfxOpenGL::copyStoredToDisplay() {
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, _screenWidth, _screenHeight, 0, 0, 1);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glDisable(GL_LIGHTING);
glDisable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
glRasterPos2i(0, _screenHeight - 1);
glBitmap(0, 0, 0, 0, 0, -1, NULL);
glDrawPixels(_screenWidth, _screenHeight, GL_RGBA, GL_UNSIGNED_BYTE, _storedDisplay);
glDepthMask(GL_TRUE);
glEnable(GL_DEPTH_TEST);
glEnable(GL_LIGHTING);
}
void GfxOpenGL::dimScreen() {
uint32 *data = (uint32 *)_storedDisplay;
for (int l = 0; l < _screenWidth * _screenHeight; l++) {
uint32 pixel = data[l];
uint8 r = (pixel & 0xFF0000) >> 16;
uint8 g = (pixel & 0x00FF00) >> 8;
uint8 b = (pixel & 0x0000FF);
uint32 color = (r + g + b) / 10;
data[l] = ((color & 0xFF) << 16) | ((color & 0xFF) << 8) | (color & 0xFF);
}
}
void GfxOpenGL::dimRegion(int x, int yReal, int w, int h, float level) {
uint32 *data = new uint32[w * h];
int y = _screenHeight - yReal;
// collect the requested area and generate the dimmed version
glReadPixels(x, y - h, w, h, GL_RGBA, GL_UNSIGNED_BYTE, data);
for (int ly = 0; ly < h; ly++) {
for (int lx = 0; lx < w; lx++) {
uint32 pixel = data[ly * w + lx];
uint8 r = (pixel & 0xFF0000) >> 16;
uint8 g = (pixel & 0x00FF00) >> 8;
uint8 b = (pixel & 0x0000FF);
uint32 color = (uint32)(((r + g + b) / 3) * level);
data[ly * w + lx] = ((color & 0xFF) << 16) | ((color & 0xFF) << 8) | (color & 0xFF);
}
}
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, _screenWidth, _screenHeight, 0, 0, 1);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glDisable(GL_LIGHTING);
glDisable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
// Set the raster position and draw the bitmap
glRasterPos2i(x, yReal + h);
glDrawPixels(w, h, GL_RGBA, GL_UNSIGNED_BYTE, data);
glDepthMask(GL_TRUE);
glEnable(GL_DEPTH_TEST);
glEnable(GL_LIGHTING);
delete[] data;
}
void GfxOpenGL::irisAroundRegion(int x1, int y1, int x2, int y2)
{
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0.0, _screenWidth, _screenHeight, 0.0, 0.0, 1.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glDisable(GL_DEPTH_TEST);
glDisable(GL_TEXTURE_2D);
glDisable(GL_BLEND);
glDisable(GL_LIGHTING);
glDepthMask(GL_FALSE);
glColor3f(0.0f, 0.0f, 0.0f);
float points[20] = {
0.0f, 0.0f,
0.0f, y1,
_screenWidth, 0.0f,
x2, y1,
_screenWidth, _screenHeight,
x2, y2,
0.0f, _screenHeight,
x1, y2,
0.0f, y1,
x1, y1
};
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(2, GL_FLOAT, 0, points);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 10);
glDisableClientState(GL_VERTEX_ARRAY);
glColor3f(1.0f, 1.0f, 1.0f);
glEnable(GL_DEPTH_TEST);
glEnable(GL_LIGHTING);
glDepthMask(GL_TRUE);
}
void GfxOpenGL::drawRectangle(PrimitiveObject *primitive) {
int x1 = primitive->getP1().x;
int y1 = primitive->getP1().y;
int x2 = primitive->getP2().x+1;
int y2 = primitive->getP2().y+1;
const Color &color = *primitive->getColor();
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, _screenWidth, _screenHeight, 0, 0, 1);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glDisable(GL_LIGHTING);
glDisable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
glColor3f(color.getRed() / 255.0f, color.getGreen() / 255.0f, color.getBlue() / 255.0f);
if (primitive->isFilled()) {
glBegin(GL_QUADS);
} else {
glBegin(GL_LINE_LOOP);
}
glVertex2i(x1, y1);
glVertex2i(x2, y1);
glVertex2i(x2, y2);
glVertex2i(x1, y2);
glEnd();
glColor3f(1.0f, 1.0f, 1.0f);
glDepthMask(GL_TRUE);
glEnable(GL_DEPTH_TEST);
glEnable(GL_LIGHTING);
}
void GfxOpenGL::drawLine(PrimitiveObject *primitive) {
int x1 = primitive->getP1().x;
int y1 = primitive->getP1().y;
int x2 = primitive->getP2().x;
int y2 = primitive->getP2().y;
const Color &color = *primitive->getColor();
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, _screenWidth, _screenHeight, 0, 0, 1);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glDisable(GL_LIGHTING);
glDisable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
glColor3f(color.getRed() / 255.0f, color.getGreen() / 255.0f, color.getBlue() / 255.0f);
glBegin(GL_LINES);
glVertex2i(x1, y1);
glVertex2i(x2, y2);
glEnd();
glColor3f(1.0f, 1.0f, 1.0f);
glDepthMask(GL_TRUE);
glEnable(GL_DEPTH_TEST);
glEnable(GL_LIGHTING);
}
void GfxOpenGL::drawPolygon(PrimitiveObject *primitive) {
int x1 = primitive->getP1().x;
int y1 = primitive->getP1().y;
int x2 = primitive->getP2().x;
int y2 = primitive->getP2().y;
int x3 = primitive->getP3().x;
int y3 = primitive->getP3().y;
int x4 = primitive->getP4().x;
int y4 = primitive->getP4().y;
const Color &color = *primitive->getColor();
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, _screenWidth, _screenHeight, 0, 0, 1);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glDisable(GL_LIGHTING);
glDisable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
glColor3f(color.getRed() / 255.0f, color.getGreen() / 255.0f, color.getBlue() / 255.0f);
glBegin(GL_LINES);
glVertex2i(x1, y1);
glVertex2i(x2, y2);
glEnd();
glBegin(GL_LINES);
glVertex2i(x3, y3);
glVertex2i(x4, y4);
glEnd();
glColor3f(1.0f, 1.0f, 1.0f);
glDepthMask(GL_TRUE);
glEnable(GL_DEPTH_TEST);
glEnable(GL_LIGHTING);
}
} // end of namespace Grim
#endif