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https://github.com/libretro/scummvm.git
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374 lines
10 KiB
C++
374 lines
10 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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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 modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (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, see <http://www.gnu.org/licenses/>.
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*
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*/
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/*
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* This file is based on, or a modified version of code from TinyGL (C) 1997-2022 Fabrice Bellard,
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* which is licensed under the MIT license (see LICENSE).
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* It also has modifications by the ResidualVM-team, which are covered under the GPLv2 (or later).
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*/
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#include "common/singleton.h"
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#include "common/array.h"
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#include "graphics/tinygl/tinygl.h"
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#include "graphics/tinygl/zgl.h"
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#include "graphics/tinygl/zblit.h"
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#include "graphics/tinygl/zdirtyrect.h"
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namespace TinyGL {
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class GLContextArray : public Common::Singleton<GLContextArray> {
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private:
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Common::Array<GLContext *> _glContextArray;
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public:
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GLContext *createContext() {
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GLContext *ctx = new GLContext;
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_glContextArray.push_back(ctx);
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return ctx;
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}
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void destroyContext(ContextHandle *handle) {
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for (Common::Array<GLContext *>::iterator it = _glContextArray.begin(); it != _glContextArray.end(); it++) {
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if (*it == (GLContext *)handle) {
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(*it)->deinit();
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delete *it;
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_glContextArray.erase(it);
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break;
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}
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}
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}
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void destroyContexts() {
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for (Common::Array<GLContext *>::iterator it = _glContextArray.begin(); it != _glContextArray.end(); it++) {
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if (*it != nullptr) {
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(*it)->deinit();
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delete *it;
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}
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}
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_glContextArray.clear();
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}
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bool existsContexts() {
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return _glContextArray.size() != 0;
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}
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GLContext *getContext(ContextHandle *handle) {
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for (Common::Array<GLContext *>::iterator it = _glContextArray.begin(); it != _glContextArray.end(); it++) {
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if ((*it) == (GLContext *)handle) {
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return *it;
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}
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}
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return nullptr;
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}
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};
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} // end of namespace TinyGL
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namespace Common {
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DECLARE_SINGLETON(TinyGL::GLContextArray);
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}
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namespace TinyGL {
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GLContext *gl_ctx;
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GLContext *gl_get_context() {
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assert(gl_ctx);
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return gl_ctx;
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}
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ContextHandle *createContext(int screenW, int screenH, Graphics::PixelFormat pixelFormat, int textureSize,
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bool enableStencilBuffer, bool dirtyRectsEnable, uint32 drawCallMemorySize) {
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gl_ctx = GLContextArray::instance().createContext();
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gl_ctx->init(screenW, screenH, pixelFormat, textureSize, enableStencilBuffer,
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dirtyRectsEnable, drawCallMemorySize);
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return (ContextHandle *)gl_ctx;
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}
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void destroyContext() {
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GLContextArray::instance().destroyContexts();
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GLContextArray::destroy();
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gl_ctx = nullptr;
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}
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void destroyContext(ContextHandle *handle) {
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GLContextArray::instance().destroyContext(handle);
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if ((GLContext *)handle == gl_ctx)
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gl_ctx = nullptr;
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if (!GLContextArray::instance().existsContexts())
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GLContextArray::destroy();
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}
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void setContext(ContextHandle *handle) {
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GLContext *ctx = GLContextArray::instance().getContext(handle);
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if (ctx == nullptr) {
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error("TinyGL: makeContextCurrent() Failed get context");
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}
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gl_ctx = ctx;
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}
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void GLContext::initSharedState() {
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GLSharedState *s = &shared_state;
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s->lists = (GLList **)gl_zalloc(sizeof(GLList *) * MAX_DISPLAY_LISTS);
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s->texture_hash_table = (GLTexture **)gl_zalloc(sizeof(GLTexture *) * TEXTURE_HASH_TABLE_SIZE);
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}
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void GLContext::endSharedState() {
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GLSharedState *s = &shared_state;
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for (int i = 0; i < MAX_DISPLAY_LISTS; i++) {
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// TODO
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}
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gl_free(s->lists);
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gl_free(s->texture_hash_table);
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}
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void GLContext::init(int screenW, int screenH, Graphics::PixelFormat pixelFormat, int textureSize,
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bool enableStencilBuffer, bool dirtyRectsEnable, uint32 drawCallMemorySize) {
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GLViewport *v;
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_enableDirtyRectangles = dirtyRectsEnable;
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stencil_buffer_supported = enableStencilBuffer;
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fb = new TinyGL::FrameBuffer(screenW, screenH, pixelFormat, enableStencilBuffer);
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renderRect = Common::Rect(0, 0, screenW, screenH);
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if ((textureSize & (textureSize - 1)))
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error("glInit: texture size not power of two: %d", textureSize);
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if (textureSize <= 1 || textureSize > 4096)
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error("glInit: texture size not allowed: %d", textureSize);
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_textureSize = textureSize;
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fb->setTextureSizeAndMask(textureSize, (textureSize - 1) << ZB_POINT_ST_FRAC_BITS);
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// allocate GLVertex array
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vertex_max = POLYGON_MAX_VERTEX;
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vertex = (GLVertex *)gl_malloc(POLYGON_MAX_VERTEX * sizeof(GLVertex));
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// viewport
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v = &viewport;
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v->xmin = 0;
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v->ymin = 0;
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v->xsize = screenW;
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v->ysize = screenH;
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v->updated = 1;
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// shared state
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initSharedState();
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// lists
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exec_flag = 1;
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compile_flag = 0;
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print_flag = 0;
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in_begin = 0;
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// lights
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for (int i = 0; i < T_MAX_LIGHTS; i++) {
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GLLight *l = &lights[i];
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l->ambient = Vector4(0, 0, 0, 1);
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if (i == 0) {
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l->diffuse = Vector4(1, 1, 1, 1);
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l->specular = Vector4(1, 1, 1, 1);
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l->has_specular = true;
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} else {
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l->diffuse = Vector4(0, 0, 0, 1);
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l->specular = Vector4(0, 0, 0, 1);
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l->has_specular = false;
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}
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l->position = Vector4(0, 0, 1, 0);
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l->spot_direction = Vector3(0, 0, -1);
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l->spot_exponent = 0;
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l->spot_cutoff = 180;
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l->attenuation[0] = 1;
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l->attenuation[1] = 0;
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l->attenuation[2] = 0;
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l->cos_spot_cutoff = -1.0f;
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l->norm_spot_direction = Vector3(0, 0, -1);
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l->norm_position = Vector3(0, 0, 1);
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l->enabled = 0;
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l->next = nullptr;
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l->prev = nullptr;
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}
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first_light = nullptr;
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ambient_light_model = Vector4(0.2f, 0.2f, 0.2f, 1);
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local_light_model = 0;
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lighting_enabled = 0;
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light_model_two_side = 0;
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// default materials */
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for (int i = 0; i < 2; i++) {
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GLMaterial *m = &materials[i];
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m->emission = Vector4(0, 0, 0, 1);
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m->ambient = Vector4(0.2f, 0.2f, 0.2f, 1);
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m->diffuse = Vector4(0.8f, 0.8f, 0.8f, 1);
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m->specular = Vector4(0, 0, 0, 1);
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m->has_specular = false;
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m->shininess = 0;
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}
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current_color_material_mode = TGL_FRONT_AND_BACK;
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current_color_material_type = TGL_AMBIENT_AND_DIFFUSE;
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color_material_enabled = 0;
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// textures
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texture_2d_enabled = false;
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current_texture = default_texture = alloc_texture(0);
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maxTextureName = 0;
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texture_mag_filter = TGL_LINEAR;
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texture_min_filter = TGL_NEAREST_MIPMAP_LINEAR;
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#if defined(SCUMM_LITTLE_ENDIAN)
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colorAssociationList.push_back({Graphics::PixelFormat(4, 8, 8, 8, 8, 0, 8, 16, 24), TGL_RGBA, TGL_UNSIGNED_BYTE});
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colorAssociationList.push_back({Graphics::PixelFormat(3, 8, 8, 8, 0, 0, 8, 16, 0), TGL_RGB, TGL_UNSIGNED_BYTE});
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#else
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colorAssociationList.push_back({Graphics::PixelFormat(4, 8, 8, 8, 8, 24, 16, 8, 0), TGL_RGBA, TGL_UNSIGNED_BYTE});
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colorAssociationList.push_back({Graphics::PixelFormat(3, 8, 8, 8, 0, 16, 8, 0, 0), TGL_RGB, TGL_UNSIGNED_BYTE});
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#endif
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colorAssociationList.push_back({Graphics::PixelFormat(2, 5, 6, 5, 0, 11, 5, 0, 0), TGL_RGB, TGL_UNSIGNED_SHORT_5_6_5});
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colorAssociationList.push_back({Graphics::PixelFormat(2, 5, 5, 5, 1, 11, 6, 1, 0), TGL_RGBA, TGL_UNSIGNED_SHORT_5_5_5_1});
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colorAssociationList.push_back({Graphics::PixelFormat(2, 4, 4, 4, 4, 12, 8, 4, 0), TGL_RGBA, TGL_UNSIGNED_SHORT_4_4_4_4});
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// default state
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current_color = Vector4(1.0f, 1.0f, 1.0f, 1.0f);
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current_normal = Vector4(1.0f, 0.0f, 0.0f, 0.0f);
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current_edge_flag = 1;
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current_tex_coord = Vector4(0.0f, 0.0f, 0.0f, 1.0f);
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polygon_mode_front = TGL_FILL;
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polygon_mode_back = TGL_FILL;
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current_front_face = 0; // 0 = GL_CCW 1 = GL_CW
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current_cull_face = TGL_BACK;
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current_shade_model = TGL_SMOOTH;
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cull_face_enabled = 0;
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// fog
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fog_enabled = false;
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fog_mode = TGL_EXP;
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fog_color = Vector4(0.0f, 0.0f, 0.0f, 0.0f);
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fog_density = 1.0f;
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fog_start = 0.0f;
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fog_end = 0.0f;
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// clear
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clear_color = Vector4(0.0f, 0.0f, 0.0f, 0.0f);
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clear_depth = 1.0f;
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clear_stencil = 0;
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// selection
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render_mode = TGL_RENDER;
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select_buffer = nullptr;
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name_stack_size = 0;
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// blending
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blending_enabled = false;
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source_blending_factor = TGL_ONE;
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destination_blending_factor = TGL_ZERO;
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// alpha test
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alpha_test_enabled = false;
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alpha_test_func = TGL_ALWAYS;
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alpha_test_ref_val = 0;
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// depth test
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depth_test_enabled = false;
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depth_func = TGL_LESS;
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depth_write_mask = true;
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// stencil
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stencil_test_enabled = false;
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stencil_test_func = TGL_ALWAYS;
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stencil_ref_val = 0;
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stencil_mask = 0xff;
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stencil_write_mask = 0xff;
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stencil_sfail = TGL_KEEP;
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stencil_dpfail = TGL_KEEP;
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stencil_dppass = TGL_KEEP;
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// matrix
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matrix_mode = 0;
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matrix_stack_depth_max[0] = MAX_MODELVIEW_STACK_DEPTH;
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matrix_stack_depth_max[1] = MAX_PROJECTION_STACK_DEPTH;
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matrix_stack_depth_max[2] = MAX_TEXTURE_STACK_DEPTH;
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for (int i = 0; i < 3; i++) {
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matrix_stack[i] = (Matrix4 *)gl_zalloc(matrix_stack_depth_max[i] * sizeof(Matrix4));
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matrix_stack_ptr[i] = matrix_stack[i];
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}
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tglMatrixMode(TGL_PROJECTION);
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tglLoadIdentity();
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tglMatrixMode(TGL_TEXTURE);
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tglLoadIdentity();
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tglMatrixMode(TGL_MODELVIEW);
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tglLoadIdentity();
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matrix_model_projection_updated = 1;
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// opengl 1.1 arrays
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client_states = 0;
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// opengl 1.1 polygon offset
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offset_states = 0;
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offset_factor = 0.0f;
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offset_units = 0.0f;
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// clear the resize callback function pointer
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gl_resize_viewport = nullptr;
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// specular buffer
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specbuf_first = nullptr;
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specbuf_used_counter = 0;
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specbuf_num_buffers = 0;
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// color mask
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color_mask_red = color_mask_green = color_mask_blue = color_mask_alpha = true;
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_currentAllocatorIndex = 0;
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_drawCallAllocator[0].initialize(drawCallMemorySize);
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_drawCallAllocator[1].initialize(drawCallMemorySize);
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_debugRectsEnabled = false;
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_profilingEnabled = false;
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TinyGL::Internal::tglBlitResetScissorRect();
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}
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void GLContext::deinit() {
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disposeDrawCallLists();
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disposeResources();
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specbuf_cleanup();
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for (int i = 0; i < 3; i++)
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gl_free(matrix_stack[i]);
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free_texture(default_texture);
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endSharedState();
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gl_free(vertex);
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delete fb;
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}
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} // end of namespace TinyGL
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