mirror of
https://github.com/libretro/scummvm.git
synced 2025-01-08 10:51:11 +00:00
2294 lines
64 KiB
C++
2294 lines
64 KiB
C++
/* ResidualVM - A 3D game interpreter
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*
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* ResidualVM 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
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (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, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#include "common/endian.h"
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#include "common/system.h"
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#include "common/config-manager.h"
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#if defined(USE_OPENGL_GAME) && !defined(USE_GLES2)
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#include "graphics/surface.h"
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#include "graphics/pixelbuffer.h"
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#include "math/glmath.h"
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#include "engines/grim/actor.h"
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#include "engines/grim/colormap.h"
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#include "engines/grim/font.h"
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#include "engines/grim/material.h"
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#include "engines/grim/gfx_opengl.h"
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#include "engines/grim/grim.h"
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#include "engines/grim/bitmap.h"
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#include "engines/grim/primitives.h"
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#include "engines/grim/sprite.h"
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#include "engines/grim/model.h"
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#include "engines/grim/set.h"
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#include "engines/grim/emi/modelemi.h"
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#include "engines/grim/remastered/overlay.h"
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#include "engines/grim/registry.h"
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#if defined (SDL_BACKEND) && defined(GL_ARB_fragment_program) && !defined(USE_GLEW)
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// We need SDL.h for SDL_GL_GetProcAddress.
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#include "backends/platform/sdl/sdl-sys.h"
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// Extension functions needed for fragment programs.
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PFNGLGENPROGRAMSARBPROC glGenProgramsARB;
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PFNGLBINDPROGRAMARBPROC glBindProgramARB;
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PFNGLPROGRAMSTRINGARBPROC glProgramStringARB;
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PFNGLDELETEPROGRAMSARBPROC glDeleteProgramsARB;
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PFNGLPROGRAMLOCALPARAMETER4FARBPROC glProgramLocalParameter4fARB;
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#endif
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namespace Grim {
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GfxBase *CreateGfxOpenGL() {
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return new GfxOpenGL();
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}
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// Simple ARB fragment program that writes the value from a texture to the Z-buffer.
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static char fragSrc[] =
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"!!ARBfp1.0\n\
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TEMP d;\n\
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TEX d, fragment.texcoord[0], texture[0], 2D;\n\
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MOV result.depth, d.r;\n\
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END\n";
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static char dimFragSrc[] =
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"!!ARBfp1.0\n\
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PARAM level = program.local[0];\n\
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TEMP color;\n\
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TEMP d;\n\
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TEX d, fragment.texcoord[0], texture[0], 2D;\n\
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TEMP sum;\n\
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MOV sum, d.r;\n\
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ADD sum, sum, d.g;\n\
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ADD sum, sum, d.b;\n\
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MUL sum, sum, 0.33;\n\
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MUL sum, sum, level.x;\n\
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MOV result.color.r, sum;\n\
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MOV result.color.g, sum;\n\
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MOV result.color.b, sum;\n\
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END\n";
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GfxOpenGL::GfxOpenGL() : _smushNumTex(0),
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_smushTexIds(nullptr), _smushWidth(0), _smushHeight(0),
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_useDepthShader(false), _fragmentProgram(0), _useDimShader(0),
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_dimFragProgram(0), _maxLights(0), _storedDisplay(nullptr),
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_emergFont(0), _alpha(1.f) {
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// GL_LEQUAL as glDepthFunc ensures that subsequent drawing attempts for
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// the same triangles are not ignored by the depth test.
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// That's necessary for EMI where some models have multiple faces which
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// refer to the same vertices. The first face is usually using the
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// color map and the following are using textures.
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_depthFunc = (g_grim->getGameType() == GType_MONKEY4) ? GL_LEQUAL : GL_LESS;
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}
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GfxOpenGL::~GfxOpenGL() {
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releaseMovieFrame();
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delete[] _storedDisplay;
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if (_emergFont && glIsList(_emergFont))
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glDeleteLists(_emergFont, 128);
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#ifdef GL_ARB_fragment_program
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if (_useDepthShader)
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glDeleteProgramsARB(1, &_fragmentProgram);
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if (_useDimShader)
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glDeleteProgramsARB(1, &_dimFragProgram);
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#endif
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for (unsigned int i = 0; i < _numSpecialtyTextures; i++) {
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destroyTexture(&_specialtyTextures[i]);
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}
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}
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void GfxOpenGL::setupScreen(int screenW, int screenH) {
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_screenWidth = screenW;
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_screenHeight = screenH;
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_scaleW = _screenWidth / (float)_gameWidth;
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_scaleH = _screenHeight / (float)_gameHeight;
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_globalScaleW = _screenWidth / (float)_globalWidth;
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_globalScaleH = _screenHeight / (float)_globalHeight;
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_useDepthShader = false;
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_useDimShader = false;
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g_system->showMouse(false);
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int screenSize = _screenWidth * _screenHeight * 4;
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_storedDisplay = new byte[screenSize];
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memset(_storedDisplay, 0, screenSize);
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_smushNumTex = 0;
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_currentShadowArray = nullptr;
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glViewport(0, 0, _screenWidth, _screenHeight);
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GLfloat ambientSource[] = { 0.0f, 0.0f, 0.0f, 1.0f };
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glLightModelfv(GL_LIGHT_MODEL_AMBIENT, ambientSource);
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GLfloat diffuseReflectance[] = { 1.0f, 1.0f, 1.0f, 1.0f };
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glMaterialfv(GL_FRONT, GL_DIFFUSE, diffuseReflectance);
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if (g_grim->getGameType() == GType_GRIM) {
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glPolygonOffset(-6.0, -6.0);
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}
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initExtensions();
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glGetIntegerv(GL_MAX_LIGHTS, &_maxLights);
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}
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void GfxOpenGL::initExtensions() {
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if (!ConfMan.getBool("use_arb_shaders")) {
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return;
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}
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#if defined (SDL_BACKEND) && defined(GL_ARB_fragment_program)
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#ifndef USE_GLEW
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union {
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void *obj_ptr;
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void (APIENTRY *func_ptr)();
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} u;
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// We're casting from an object pointer to a function pointer, the
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// sizes need to be the same for this to work.
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assert(sizeof(u.obj_ptr) == sizeof(u.func_ptr));
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u.obj_ptr = SDL_GL_GetProcAddress("glGenProgramsARB");
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glGenProgramsARB = (PFNGLGENPROGRAMSARBPROC)u.func_ptr;
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u.obj_ptr = SDL_GL_GetProcAddress("glBindProgramARB");
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glBindProgramARB = (PFNGLBINDPROGRAMARBPROC)u.func_ptr;
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u.obj_ptr = SDL_GL_GetProcAddress("glProgramStringARB");
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glProgramStringARB = (PFNGLPROGRAMSTRINGARBPROC)u.func_ptr;
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u.obj_ptr = SDL_GL_GetProcAddress("glDeleteProgramsARB");
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glDeleteProgramsARB = (PFNGLDELETEPROGRAMSARBPROC)u.func_ptr;
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u.obj_ptr = SDL_GL_GetProcAddress("glProgramLocalParameter4fARB");
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glProgramLocalParameter4fARB = (PFNGLPROGRAMLOCALPARAMETER4FARBPROC)u.func_ptr;
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#endif
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const char *extensions = (const char *)glGetString(GL_EXTENSIONS);
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if (extensions && strstr(extensions, "ARB_fragment_program")) {
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_useDepthShader = true;
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_useDimShader = true;
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}
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if (_useDepthShader) {
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glGenProgramsARB(1, &_fragmentProgram);
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glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, _fragmentProgram);
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GLint errorPos;
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glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(fragSrc), fragSrc);
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glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errorPos);
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if (errorPos != -1) {
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warning("Error compiling depth fragment program:\n%s", glGetString(GL_PROGRAM_ERROR_STRING_ARB));
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_useDepthShader = false;
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}
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glGenProgramsARB(1, &_dimFragProgram);
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glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, _dimFragProgram);
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glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(dimFragSrc), dimFragSrc);
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glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errorPos);
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if (errorPos != -1) {
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warning("Error compiling dim fragment program:\n%s", glGetString(GL_PROGRAM_ERROR_STRING_ARB));
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_useDimShader = false;
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}
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}
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#endif
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}
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const char *GfxOpenGL::getVideoDeviceName() {
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return "OpenGL Renderer";
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}
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void GfxOpenGL::setupCameraFrustum(float fov, float nclip, float fclip) {
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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float right = nclip * tan(fov / 2 * ((float)M_PI / 180));
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glFrustum(-right, right, -right * 0.75, right * 0.75, nclip, fclip);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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}
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void GfxOpenGL::positionCamera(const Math::Vector3d &pos, const Math::Vector3d &interest, float roll) {
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Math::Vector3d up_vec(0, 0, 1);
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glRotatef(roll, 0, 0, -1);
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if (pos.x() == interest.x() && pos.y() == interest.y())
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up_vec = Math::Vector3d(0, 1, 0);
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Math::Matrix4 lookMatrix = Math::makeLookAtMatrix(pos, interest, up_vec);
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glMultMatrixf(lookMatrix.getData());
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glTranslated(-pos.x(), -pos.y(), -pos.z());
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}
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void GfxOpenGL::positionCamera(const Math::Vector3d &pos, const Math::Matrix4 &rot) {
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glScaled(1, 1, -1);
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_currentPos = pos;
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_currentRot = rot;
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}
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Math::Matrix4 GfxOpenGL::getModelView() {
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Math::Matrix4 modelView;
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if (g_grim->getGameType() == GType_MONKEY4) {
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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glMultMatrixf(_currentRot.getData());
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glTranslatef(-_currentPos.x(), -_currentPos.y(), -_currentPos.z());
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glGetFloatv(GL_MODELVIEW_MATRIX, modelView.getData());
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glPopMatrix();
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} else {
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glGetFloatv(GL_MODELVIEW_MATRIX, modelView.getData());
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}
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modelView.transpose();
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return modelView;
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}
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Math::Matrix4 GfxOpenGL::getProjection() {
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Math::Matrix4 projection;
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glGetFloatv(GL_PROJECTION_MATRIX, projection.getData());
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projection.transpose();
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return projection;
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}
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void GfxOpenGL::clearScreen() {
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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}
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void GfxOpenGL::clearDepthBuffer() {
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glClear(GL_DEPTH_BUFFER_BIT);
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}
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void GfxOpenGL::flipBuffer() {
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g_system->updateScreen();
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}
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bool GfxOpenGL::isHardwareAccelerated() {
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return true;
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}
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bool GfxOpenGL::supportsShaders() {
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return false;
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}
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static void glShadowProjection(const Math::Vector3d &light, const Math::Vector3d &plane, const Math::Vector3d &normal, bool dontNegate) {
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// Based on GPL shadow projection example by
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// (c) 2002-2003 Phaetos <phaetos@gaffga.de>
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float d, c;
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float mat[16];
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float nx, ny, nz, lx, ly, lz, px, py, pz;
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nx = normal.x();
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ny = normal.y();
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nz = normal.z();
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// for some unknown for me reason normal need negation
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if (!dontNegate) {
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nx = -nx;
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ny = -ny;
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nz = -nz;
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}
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lx = light.x();
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ly = light.y();
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lz = light.z();
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px = plane.x();
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py = plane.y();
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pz = plane.z();
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d = nx * lx + ny * ly + nz * lz;
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c = px * nx + py * ny + pz * nz - d;
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mat[0] = lx * nx + c;
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mat[4] = ny * lx;
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mat[8] = nz * lx;
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mat[12] = -lx * c - lx * d;
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mat[1] = nx * ly;
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mat[5] = ly * ny + c;
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mat[9] = nz * ly;
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mat[13] = -ly * c - ly * d;
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mat[2] = nx * lz;
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mat[6] = ny * lz;
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mat[10] = lz * nz + c;
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mat[14] = -lz * c - lz * d;
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mat[3] = nx;
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mat[7] = ny;
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mat[11] = nz;
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mat[15] = -d;
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glMultMatrixf((GLfloat *)mat);
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}
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void GfxOpenGL::getScreenBoundingBox(const Mesh *model, int *x1, int *y1, int *x2, int *y2) {
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if (_currentShadowArray) {
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*x1 = -1;
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*y1 = -1;
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*x2 = -1;
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*y2 = -1;
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return;
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}
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GLdouble top = 1000;
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GLdouble right = -1000;
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GLdouble left = 1000;
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GLdouble bottom = -1000;
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for (int i = 0; i < model->_numFaces; i++) {
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Math::Vector3d obj;
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float *pVertices;
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for (int j = 0; j < model->_faces[i].getNumVertices(); j++) {
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GLdouble modelView[16], projection[16];
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GLint viewPort[4];
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glGetDoublev(GL_MODELVIEW_MATRIX, modelView);
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glGetDoublev(GL_PROJECTION_MATRIX, projection);
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glGetIntegerv(GL_VIEWPORT, viewPort);
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pVertices = model->_vertices + 3 * model->_faces[i].getVertex(j);
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obj.set(*(pVertices), *(pVertices + 1), *(pVertices + 2));
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Math::Vector3d win;
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Math::gluMathProject<GLdouble, GLint>(obj, modelView, projection, viewPort, win);
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if (win.x() > right)
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right = win.x();
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if (win.x() < left)
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left = win.x();
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if (win.y() < top)
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top = win.y();
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if (win.y() > bottom)
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bottom = win.y();
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}
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}
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double t = bottom;
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bottom = _gameHeight - top;
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top = _gameHeight - t;
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if (left < 0)
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left = 0;
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if (right >= _gameWidth)
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right = _gameWidth - 1;
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if (top < 0)
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top = 0;
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if (bottom >= _gameHeight)
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bottom = _gameHeight - 1;
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if (top >= _gameHeight || left >= _gameWidth || bottom < 0 || right < 0) {
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*x1 = -1;
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*y1 = -1;
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*x2 = -1;
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*y2 = -1;
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return;
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}
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*x1 = (int)left;
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*y1 = (int)top;
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*x2 = (int)right;
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*y2 = (int)bottom;
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}
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void GfxOpenGL::getScreenBoundingBox(const EMIModel *model, int *x1, int *y1, int *x2, int *y2) {
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if (_currentShadowArray) {
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*x1 = -1;
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*y1 = -1;
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*x2 = -1;
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*y2 = -1;
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return;
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}
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GLdouble top = 1000;
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GLdouble right = -1000;
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GLdouble left = 1000;
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GLdouble bottom = -1000;
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GLdouble modelView[16], projection[16];
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GLint viewPort[4];
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glGetDoublev(GL_MODELVIEW_MATRIX, modelView);
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glGetDoublev(GL_PROJECTION_MATRIX, projection);
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glGetIntegerv(GL_VIEWPORT, viewPort);
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for (uint i = 0; i < model->_numFaces; i++) {
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uint16 *indices = (uint16 *)model->_faces[i]._indexes;
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for (uint j = 0; j < model->_faces[i]._faceLength * 3; j++) {
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uint16 index = indices[j];
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Math::Vector3d obj = model->_drawVertices[index];
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Math::Vector3d win;
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Math::gluMathProject<GLdouble, GLint>(obj, modelView, projection, viewPort, win);
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if (win.x() > right)
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right = win.x();
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if (win.x() < left)
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left = win.x();
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if (win.y() < top)
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top = win.y();
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if (win.y() > bottom)
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bottom = win.y();
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}
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}
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double t = bottom;
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bottom = _gameHeight - top;
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top = _gameHeight - t;
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if (left < 0)
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left = 0;
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if (right >= _gameWidth)
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right = _gameWidth - 1;
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if (top < 0)
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top = 0;
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if (bottom >= _gameHeight)
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bottom = _gameHeight - 1;
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if (top >= _gameHeight || left >= _gameWidth || bottom < 0 || right < 0) {
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*x1 = -1;
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*y1 = -1;
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*x2 = -1;
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*y2 = -1;
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return;
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}
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*x1 = (int)left;
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*y1 = (int)top;
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*x2 = (int)right;
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*y2 = (int)bottom;
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}
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void GfxOpenGL::getActorScreenBBox(const Actor *actor, Common::Point &p1, Common::Point &p2) {
|
|
// Get the actor's bounding box information (describes a 3D box)
|
|
Math::Vector3d bboxPos, bboxSize;
|
|
actor->getBBoxInfo(bboxPos, bboxSize);
|
|
|
|
// Translate the bounding box to the actor's position
|
|
Math::Matrix4 m = actor->getFinalMatrix();
|
|
bboxPos = bboxPos + actor->getWorldPos();
|
|
|
|
// Set up the camera coordinate system
|
|
glMatrixMode(GL_MODELVIEW);
|
|
glPushMatrix();
|
|
Math::Matrix4 worldRot = _currentRot;
|
|
glMultMatrixf(worldRot.getData());
|
|
glTranslatef(-_currentPos.x(), -_currentPos.y(), -_currentPos.z());
|
|
|
|
// Get the current OpenGL state
|
|
GLdouble modelView[16], projection[16];
|
|
GLint viewPort[4];
|
|
glGetDoublev(GL_MODELVIEW_MATRIX, modelView);
|
|
glGetDoublev(GL_PROJECTION_MATRIX, projection);
|
|
glGetIntegerv(GL_VIEWPORT, viewPort);
|
|
|
|
// Set values outside of the screen range
|
|
p1.x = 1000;
|
|
p1.y = 1000;
|
|
p2.x = -1000;
|
|
p2.y = -1000;
|
|
|
|
// Project all of the points in the 3D bounding box
|
|
Math::Vector3d p, projected;
|
|
for (int x = 0; x < 2; x++) {
|
|
for (int y = 0; y < 2; y++) {
|
|
for (int z = 0; z < 2; z++) {
|
|
Math::Vector3d added(bboxSize.x() * 0.5f * (x * 2 - 1), bboxSize.y() * 0.5f * (y * 2 - 1), bboxSize.z() * 0.5f * (z * 2 - 1));
|
|
m.transform(&added, false);
|
|
p = bboxPos + added;
|
|
Math::gluMathProject<GLdouble, GLint>(p, modelView, projection, viewPort, projected);
|
|
|
|
// Find the points
|
|
if (projected.x() < p1.x)
|
|
p1.x = projected.x();
|
|
if (projected.y() < p1.y)
|
|
p1.y = projected.y();
|
|
if (projected.x() > p2.x)
|
|
p2.x = projected.x();
|
|
if (projected.y() > p2.y)
|
|
p2.y = projected.y();
|
|
}
|
|
}
|
|
}
|
|
|
|
// Swap the p1/p2 y coorindates
|
|
int16 tmp = p1.y;
|
|
p1.y = 480 - p2.y;
|
|
p2.y = 480 - tmp;
|
|
|
|
// Restore the state
|
|
glPopMatrix();
|
|
}
|
|
|
|
void GfxOpenGL::startActorDraw(const Actor *actor) {
|
|
_currentActor = actor;
|
|
glEnable(GL_TEXTURE_2D);
|
|
glEnable(GL_LIGHTING);
|
|
glMatrixMode(GL_PROJECTION);
|
|
glPushMatrix();
|
|
glMatrixMode(GL_MODELVIEW);
|
|
glPushMatrix();
|
|
|
|
if (g_grim->getGameType() == GType_MONKEY4 && !actor->isInOverworld()) {
|
|
// Apply the view transform.
|
|
glMultMatrixf(_currentRot.getData());
|
|
glTranslatef(-_currentPos.x(), -_currentPos.y(), -_currentPos.z());
|
|
}
|
|
|
|
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;
|
|
glDepthMask(GL_FALSE);
|
|
glEnable(GL_POLYGON_OFFSET_FILL);
|
|
glDisable(GL_LIGHTING);
|
|
glDisable(GL_TEXTURE_2D);
|
|
// glColor3f(0.0f, 1.0f, 0.0f); // debug draw color
|
|
if (g_grim->getGameType() == GType_GRIM) {
|
|
glColor3ub(_shadowColorR, _shadowColorG, _shadowColorB);
|
|
} else {
|
|
glColor3ub(_currentShadowArray->color.getRed(), _currentShadowArray->color.getGreen(), _currentShadowArray->color.getBlue());
|
|
}
|
|
glShadowProjection(_currentShadowArray->pos, shadowSector->getVertices()[0], shadowSector->getNormal(), _currentShadowArray->dontNegate);
|
|
}
|
|
|
|
const float alpha = actor->getEffectiveAlpha();
|
|
if (alpha < 1.f) {
|
|
_alpha = alpha;
|
|
glEnable(GL_BLEND);
|
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
}
|
|
|
|
if (g_grim->getGameType() == GType_MONKEY4) {
|
|
glEnable(GL_CULL_FACE);
|
|
glFrontFace(GL_CW);
|
|
|
|
if (actor->isInOverworld()) {
|
|
const Math::Vector3d &pos = actor->getWorldPos();
|
|
const Math::Quaternion &quat = actor->getRotationQuat();
|
|
// At distance 3.2, a 6.4x4.8 actor fills the screen.
|
|
glMatrixMode(GL_PROJECTION);
|
|
glLoadIdentity();
|
|
float right = 1;
|
|
float top = right * 0.75;
|
|
float div = 6.0f;
|
|
glFrustum(-right / div, right / div, -top / div, top / div, 1.0f / div, 3276.8f);
|
|
glMatrixMode(GL_MODELVIEW);
|
|
glLoadIdentity();
|
|
glScalef(1.0, 1.0, -1.0);
|
|
glTranslatef(pos.x(), pos.y(), pos.z());
|
|
glMultMatrixf(quat.toMatrix().getData());
|
|
} else {
|
|
Math::Matrix4 m = actor->getFinalMatrix();
|
|
m.transpose();
|
|
glMultMatrixf(m.getData());
|
|
}
|
|
} else {
|
|
// Grim
|
|
Math::Vector3d pos = actor->getWorldPos();
|
|
const Math::Quaternion &quat = actor->getRotationQuat();
|
|
const float &scale = actor->getScale();
|
|
|
|
glTranslatef(pos.x(), pos.y(), pos.z());
|
|
glScalef(scale, scale, scale);
|
|
glMultMatrixf(quat.toMatrix().getData());
|
|
}
|
|
}
|
|
|
|
void GfxOpenGL::finishActorDraw() {
|
|
glMatrixMode(GL_MODELVIEW);
|
|
glPopMatrix();
|
|
glMatrixMode(GL_PROJECTION);
|
|
glPopMatrix();
|
|
glMatrixMode(GL_MODELVIEW);
|
|
|
|
glDisable(GL_TEXTURE_2D);
|
|
if (_alpha < 1.f) {
|
|
glDisable(GL_BLEND);
|
|
_alpha = 1.f;
|
|
}
|
|
|
|
if (_currentShadowArray) {
|
|
glEnable(GL_LIGHTING);
|
|
glColor3f(1.0f, 1.0f, 1.0f);
|
|
glDisable(GL_POLYGON_OFFSET_FILL);
|
|
}
|
|
|
|
if (g_grim->getGameType() == GType_MONKEY4) {
|
|
glDisable(GL_CULL_FACE);
|
|
}
|
|
|
|
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
|
|
_currentActor = nullptr;
|
|
}
|
|
|
|
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();
|
|
}
|
|
*/
|
|
|
|
glPushMatrix();
|
|
|
|
if (g_grim->getGameType() == GType_MONKEY4) {
|
|
// Apply the view transform.
|
|
glMultMatrixf(_currentRot.getData());
|
|
glTranslatef(-_currentPos.x(), -_currentPos.y(), -_currentPos.z());
|
|
}
|
|
|
|
|
|
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);
|
|
glColor4f(1, 1, 1, 1);
|
|
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);
|
|
|
|
glPopMatrix();
|
|
}
|
|
|
|
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(_depthFunc);
|
|
}
|
|
|
|
void GfxOpenGL::drawEMIModelFace(const EMIModel *model, const EMIMeshFace *face) {
|
|
uint16 *indices = (uint16 *)face->_indexes;
|
|
|
|
glEnable(GL_DEPTH_TEST);
|
|
glDisable(GL_ALPHA_TEST);
|
|
glDisable(GL_LIGHTING);
|
|
if (!_currentShadowArray && face->_hasTexture)
|
|
glEnable(GL_TEXTURE_2D);
|
|
else
|
|
glDisable(GL_TEXTURE_2D);
|
|
if (face->_flags & EMIMeshFace::kAlphaBlend || face->_flags & EMIMeshFace::kUnknownBlend || _currentActor->hasLocalAlpha() || _alpha < 1.0f)
|
|
glEnable(GL_BLEND);
|
|
|
|
glBegin(GL_TRIANGLES);
|
|
float alpha = _alpha;
|
|
if (model->_meshAlphaMode == Actor::AlphaReplace) {
|
|
alpha *= model->_meshAlpha;
|
|
}
|
|
Math::Vector3d noLighting(1.f, 1.f, 1.f);
|
|
for (uint j = 0; j < face->_faceLength * 3; j++) {
|
|
uint16 index = indices[j];
|
|
|
|
if (!_currentShadowArray) {
|
|
if (face->_hasTexture) {
|
|
glTexCoord2f(model->_texVerts[index].getX(), model->_texVerts[index].getY());
|
|
}
|
|
Math::Vector3d lighting = (face->_flags & EMIMeshFace::kNoLighting) ? noLighting : model->_lighting[index];
|
|
byte r = (byte)(model->_colorMap[index].r * lighting.x());
|
|
byte g = (byte)(model->_colorMap[index].g * lighting.y());
|
|
byte b = (byte)(model->_colorMap[index].b * lighting.z());
|
|
byte a = (int)(alpha * (model->_meshAlphaMode == Actor::AlphaReplace ? model->_colorMap[index].a * _currentActor->getLocalAlpha(index) : 255.f));
|
|
glColor4ub(r, g, b, a);
|
|
}
|
|
|
|
Math::Vector3d normal = model->_normals[index];
|
|
Math::Vector3d vertex = model->_drawVertices[index];
|
|
|
|
glNormal3fv(normal.getData());
|
|
glVertex3fv(vertex.getData());
|
|
}
|
|
glEnd();
|
|
|
|
if (!_currentShadowArray) {
|
|
glColor3f(1.0f, 1.0f, 1.0f);
|
|
}
|
|
|
|
glEnable(GL_TEXTURE_2D);
|
|
glEnable(GL_DEPTH_TEST);
|
|
glEnable(GL_ALPHA_TEST);
|
|
glEnable(GL_LIGHTING);
|
|
glDisable(GL_BLEND);
|
|
|
|
if (!_currentShadowArray)
|
|
glDepthMask(GL_TRUE);
|
|
}
|
|
|
|
void GfxOpenGL::drawModelFace(const Mesh *mesh, const MeshFace *face) {
|
|
// Support transparency in actor objects, such as the message tube
|
|
// in Manny's Office
|
|
float *vertices = mesh->_vertices;
|
|
float *vertNormals = mesh->_vertNormals;
|
|
float *textureVerts = mesh->_textureVerts;
|
|
glAlphaFunc(GL_GREATER, 0.5);
|
|
glEnable(GL_ALPHA_TEST);
|
|
glNormal3fv(face->getNormal().getData());
|
|
glBegin(GL_POLYGON);
|
|
for (int i = 0; i < face->getNumVertices(); i++) {
|
|
glNormal3fv(vertNormals + 3 * face->getVertex(i));
|
|
|
|
if (face->hasTexture())
|
|
glTexCoord2fv(textureVerts + 2 * face->getTextureVertex(i));
|
|
|
|
glVertex3fv(vertices + 3 * face->getVertex(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();
|
|
|
|
if (g_grim->getGameType() == GType_MONKEY4) {
|
|
GLdouble modelview[16];
|
|
glGetDoublev(GL_MODELVIEW_MATRIX, modelview);
|
|
Math::Matrix4 act;
|
|
act.buildAroundZ(_currentActor->getYaw());
|
|
act.transpose();
|
|
act(3, 0) = modelview[12];
|
|
act(3, 1) = modelview[13];
|
|
act(3, 2) = modelview[14];
|
|
glLoadMatrixf(act.getData());
|
|
glTranslatef(sprite->_pos.x(), sprite->_pos.y(), -sprite->_pos.z());
|
|
} else {
|
|
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] = 1.0f;
|
|
} else {
|
|
modelview[i * 4 + j] = 0.0f;
|
|
}
|
|
}
|
|
}
|
|
glLoadMatrixd(modelview);
|
|
}
|
|
|
|
if (sprite->_flags1 & Sprite::BlendAdditive) {
|
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
|
|
} else {
|
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
}
|
|
|
|
glDisable(GL_LIGHTING);
|
|
|
|
if (g_grim->getGameType() == GType_GRIM) {
|
|
glEnable(GL_ALPHA_TEST);
|
|
glAlphaFunc(GL_GEQUAL, 0.5f);
|
|
} else if (sprite->_flags2 & Sprite::AlphaTest) {
|
|
glEnable(GL_ALPHA_TEST);
|
|
glAlphaFunc(GL_GEQUAL, 0.1f);
|
|
} else {
|
|
glDisable(GL_ALPHA_TEST);
|
|
}
|
|
|
|
if (sprite->_flags2 & Sprite::DepthTest) {
|
|
glEnable(GL_DEPTH_TEST);
|
|
} else {
|
|
glDisable(GL_DEPTH_TEST);
|
|
}
|
|
|
|
if (g_grim->getGameType() == GType_MONKEY4) {
|
|
glDepthMask(GL_TRUE);
|
|
|
|
float halfWidth = sprite->_width / 2;
|
|
float halfHeight = sprite->_height / 2;
|
|
float vertexX[] = { -1.0f, 1.0f, 1.0f, -1.0f };
|
|
float vertexY[] = { 1.0f, 1.0f, -1.0f, -1.0f };
|
|
|
|
glBegin(GL_POLYGON);
|
|
for (int i = 0; i < 4; ++i) {
|
|
float r = sprite->_red[i] / 255.0f;
|
|
float g = sprite->_green[i] / 255.0f;
|
|
float b = sprite->_blue[i] / 255.0f;
|
|
float a = sprite->_alpha[i] * _alpha / 255.0f;
|
|
|
|
glColor4f(r, g, b, a);
|
|
glTexCoord2f(sprite->_texCoordX[i], sprite->_texCoordY[i]);
|
|
glVertex3f(vertexX[i] * halfWidth, vertexY[i] * halfHeight, 0.0f);
|
|
}
|
|
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
|
|
glEnd();
|
|
} else {
|
|
// In Grim, the bottom edge of the sprite is at y=0 and
|
|
// the texture is flipped along the X-axis.
|
|
float halfWidth = sprite->_width / 2;
|
|
float height = sprite->_height;
|
|
|
|
glBegin(GL_POLYGON);
|
|
glTexCoord2f(0.0f, 1.0f);
|
|
glVertex3f(+halfWidth, 0.0f, 0.0f);
|
|
glTexCoord2f(0.0f, 0.0f);
|
|
glVertex3f(+halfWidth, +height, 0.0f);
|
|
glTexCoord2f(1.0f, 0.0f);
|
|
glVertex3f(-halfWidth, +height, 0.0f);
|
|
glTexCoord2f(1.0f, 1.0f);
|
|
glVertex3f(-halfWidth, 0.0f, 0.0f);
|
|
glEnd();
|
|
}
|
|
|
|
glEnable(GL_LIGHTING);
|
|
glDisable(GL_ALPHA_TEST);
|
|
glDepthMask(GL_TRUE);
|
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
glDisable(GL_BLEND);
|
|
glEnable(GL_DEPTH_TEST);
|
|
|
|
glPopMatrix();
|
|
}
|
|
|
|
void GfxOpenGL::drawOverlay(const Overlay *overlay) {
|
|
glMatrixMode(GL_TEXTURE);
|
|
glLoadIdentity();
|
|
glMatrixMode(GL_MODELVIEW);
|
|
glLoadIdentity();
|
|
glEnable(GL_TEXTURE_2D);
|
|
|
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
|
|
|
|
glDisable(GL_LIGHTING);
|
|
|
|
|
|
glEnable(GL_ALPHA_TEST);
|
|
glAlphaFunc(GL_GEQUAL, 0.5f);
|
|
|
|
|
|
|
|
glDisable(GL_DEPTH_TEST);
|
|
|
|
|
|
float height = overlay->getHeight() * _globalScaleH;
|
|
float width = overlay->getWidth() * _globalScaleW;
|
|
float x = overlay->_x * _globalScaleW;
|
|
float y = overlay->_y * _globalScaleH;
|
|
|
|
glBegin(GL_QUADS);
|
|
glTexCoord2f(0.0f, 0.0f);
|
|
glVertex2f(x, y);
|
|
glTexCoord2f(1.0f, 0.0f);
|
|
glVertex2f((x + width), y);
|
|
glTexCoord2f(1.0f, 1.0f);
|
|
glVertex2f((x + width), (y + height));
|
|
glTexCoord2f(0.0f, 1.0f);
|
|
glVertex2f(x, (y + height));
|
|
glEnd();
|
|
|
|
|
|
|
|
glEnable(GL_LIGHTING);
|
|
glDisable(GL_ALPHA_TEST);
|
|
glDepthMask(GL_TRUE);
|
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
glDisable(GL_BLEND);
|
|
glEnable(GL_DEPTH_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::rotateViewpoint(const Math::Matrix4 &rot) {
|
|
glMultMatrixf(rot.getData());
|
|
}
|
|
|
|
void GfxOpenGL::translateViewpointFinish() {
|
|
glMatrixMode(GL_MODELVIEW);
|
|
glPopMatrix();
|
|
}
|
|
|
|
void GfxOpenGL::enableLights() {
|
|
if (!isShadowModeActive()) {
|
|
glEnable(GL_LIGHTING);
|
|
}
|
|
}
|
|
|
|
void GfxOpenGL::disableLights() {
|
|
glDisable(GL_LIGHTING);
|
|
}
|
|
|
|
void GfxOpenGL::setupLight(Light *light, int lightId) {
|
|
if (lightId >= _maxLights) {
|
|
return;
|
|
}
|
|
|
|
glEnable(GL_LIGHTING);
|
|
GLfloat lightColor[] = { 0.0f, 0.0f, 0.0f, 1.0f };
|
|
GLfloat lightPos[] = { 0.0f, 0.0f, 0.0f, 1.0f };
|
|
GLfloat lightDir[] = { 0.0f, 0.0f, -1.0f };
|
|
GLfloat cutoff = 180.0f;
|
|
GLfloat spot_exp = 0.0f;
|
|
GLfloat q_attenuation = 1.0f;
|
|
|
|
GLfloat intensity = light->_scaledintensity;
|
|
lightColor[0] = (GLfloat)light->_color.getRed() * intensity;
|
|
lightColor[1] = (GLfloat)light->_color.getGreen() * intensity;
|
|
lightColor[2] = (GLfloat)light->_color.getBlue() * intensity;
|
|
|
|
if (light->_type == Light::Omni) {
|
|
lightPos[0] = light->_pos.x();
|
|
lightPos[1] = light->_pos.y();
|
|
lightPos[2] = light->_pos.z();
|
|
} else if (light->_type == Light::Direct) {
|
|
lightPos[0] = -light->_dir.x();
|
|
lightPos[1] = -light->_dir.y();
|
|
lightPos[2] = -light->_dir.z();
|
|
lightPos[3] = 0;
|
|
} else if (light->_type == Light::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();
|
|
spot_exp = 2.0f;
|
|
cutoff = light->_penumbraangle;
|
|
q_attenuation = 0.0f;
|
|
}
|
|
|
|
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_EXPONENT, spot_exp);
|
|
glLightf(GL_LIGHT0 + lightId, GL_SPOT_CUTOFF, cutoff);
|
|
glLightf(GL_LIGHT0 + lightId, GL_QUADRATIC_ATTENUATION, q_attenuation);
|
|
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(zbufPtr + 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 = nullptr;
|
|
byte *texOut = nullptr;
|
|
|
|
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 == nullptr)
|
|
texData = new byte[bytes * 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 += bytes, 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, nullptr);
|
|
}
|
|
|
|
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;
|
|
bitmap->freeData();
|
|
}
|
|
}
|
|
|
|
void GfxOpenGL::drawBitmap(const Bitmap *bitmap, int dx, int dy, uint32 layer) {
|
|
// The PS2 version of EMI uses a TGA for it's splash-screen
|
|
// avoid using the TIL-code below for that, by checking
|
|
// for texture coordinates set by BitmapData::loadTile
|
|
if (g_grim->getGameType() == GType_MONKEY4 && bitmap->_data && bitmap->_data->_texc) {
|
|
glMatrixMode(GL_MODELVIEW);
|
|
glPushMatrix();
|
|
glLoadIdentity();
|
|
glMatrixMode(GL_PROJECTION);
|
|
glPushMatrix();
|
|
glLoadIdentity();
|
|
glOrtho(-1, 1, -1, 1, 0, 1);
|
|
|
|
glDisable(GL_LIGHTING);
|
|
glEnable(GL_TEXTURE_2D);
|
|
glEnable(GL_BLEND);
|
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
|
|
glDisable(GL_DEPTH_TEST);
|
|
glDepthMask(GL_FALSE);
|
|
|
|
glColor3f(1.0f, 1.0f, 1.0f);
|
|
|
|
BitmapData *data = bitmap->_data;
|
|
GLuint *textures = (GLuint *)bitmap->getTexIds();
|
|
float *texc = data->_texc;
|
|
|
|
assert(layer < data->_numLayers);
|
|
uint32 offset = data->_layers[layer]._offset;
|
|
for (uint32 i = offset; i < offset + data->_layers[layer]._numImages; ++i) {
|
|
glBindTexture(GL_TEXTURE_2D, textures[data->_verts[i]._texid]);
|
|
glBegin(GL_QUADS);
|
|
uint32 ntex = data->_verts[i]._pos * 4;
|
|
for (uint32 x = 0; x < data->_verts[i]._verts; ++x) {
|
|
glTexCoord2f(texc[ntex + 2], texc[ntex + 3]);
|
|
glVertex2f(texc[ntex + 0], texc[ntex + 1]);
|
|
ntex += 4;
|
|
}
|
|
glEnd();
|
|
}
|
|
|
|
glColor3f(1.0f, 1.0f, 1.0f);
|
|
|
|
glDisable(GL_BLEND);
|
|
glDisable(GL_TEXTURE_2D);
|
|
glDepthMask(GL_TRUE);
|
|
glEnable(GL_DEPTH_TEST);
|
|
glEnable(GL_LIGHTING);
|
|
|
|
glPopMatrix();
|
|
glMatrixMode(GL_MODELVIEW);
|
|
glPopMatrix();
|
|
|
|
return;
|
|
}
|
|
|
|
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(dx, dy, 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
|
|
glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, _fragmentProgram);
|
|
glEnable(GL_FRAGMENT_PROGRAM_ARB);
|
|
#endif
|
|
}
|
|
|
|
glEnable(GL_SCISSOR_TEST);
|
|
glScissor((int)(dx * _scaleW), _screenHeight - (int)(((dy + bitmap->getHeight())) * _scaleH), (int)(bitmap->getWidth() * _scaleW), (int)(bitmap->getHeight() * _scaleH));
|
|
int cur_tex_idx = bitmap->getNumTex() * (bitmap->getActiveImage() - 1);
|
|
for (int y = dy; y < (dy + bitmap->getHeight()); y += BITMAP_TEXTURE_SIZE) {
|
|
for (int x = dx; x < (dx + 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);
|
|
glVertex2f(x * _scaleW, y * _scaleH);
|
|
glTexCoord2f(1.0f, 0.0f);
|
|
glVertex2f((x + BITMAP_TEXTURE_SIZE) * _scaleW, y * _scaleH);
|
|
glTexCoord2f(1.0f, 1.0f);
|
|
glVertex2f((x + BITMAP_TEXTURE_SIZE) * _scaleW, (y + BITMAP_TEXTURE_SIZE) * _scaleH);
|
|
glTexCoord2f(0.0f, 1.0f);
|
|
glVertex2f(x * _scaleW, (y + BITMAP_TEXTURE_SIZE) * _scaleH);
|
|
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(_depthFunc);
|
|
#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 = nullptr;
|
|
}
|
|
}
|
|
|
|
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] = texDataPtr[1] = texDataPtr[2] = texDataPtr[3] = 0;
|
|
} else if (pixel == 0x80) {
|
|
texDataPtr[0] = texDataPtr[1] = texDataPtr[2] = 0;
|
|
texDataPtr[3] = 255;
|
|
} else if (pixel == 0xFF) {
|
|
texDataPtr[0] = texDataPtr[1] = texDataPtr[2] = texDataPtr[3] = 255;
|
|
}
|
|
}
|
|
int size = 0;
|
|
for (int i = 0; i < 256; ++i) {
|
|
int width = font->getCharBitmapWidth(i), height = font->getCharBitmapHeight(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->getCharBitmapWidth(i), height = font->getCharBitmapHeight(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) {
|
|
const FontUserData *data = (const FontUserData *)font->getUserData();
|
|
if (data) {
|
|
glDeleteTextures(1, &(data->texture));
|
|
delete data;
|
|
}
|
|
}
|
|
|
|
struct TextObjectUserData {
|
|
GLuint *_texids;
|
|
};
|
|
|
|
void GfxOpenGL::createTextObject(TextObject *text) {
|
|
if (g_grim->getGameType() != GType_GRIM || !(g_grim->getGameFlags() & ADGF_REMASTERED))
|
|
return;
|
|
|
|
#ifdef USE_FREETYPE2
|
|
//error("Could not get font userdata");
|
|
const Font *font = text->getFont();
|
|
const FontTTF *f = static_cast<const FontTTF *>(font);
|
|
Graphics::Font *gf = f->_font;
|
|
int numLines = text->getNumLines();
|
|
GLuint *texids = new GLuint[numLines];
|
|
glGenTextures(numLines, texids);
|
|
// Not at all correct for line-wrapping, but atleast we get all the lines now.
|
|
for (int i = 0; i < numLines; i++) {
|
|
Graphics::Surface surface;
|
|
|
|
int width = gf->getStringWidth(text->getLines()[i]);
|
|
int height = width;
|
|
surface.create(height, width, Graphics::PixelFormat(4, 8, 8, 8, 8, 0, 8, 16, 24));
|
|
gf->drawString(&surface, text->getLines()[i], 0, 0, width, 0xFFFFFFFF);
|
|
|
|
byte *bitmap = (byte *)surface.getPixels();
|
|
|
|
glBindTexture(GL_TEXTURE_2D, texids[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_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, bitmap);
|
|
|
|
surface.free();
|
|
}
|
|
TextObjectUserData *ud = new TextObjectUserData;
|
|
|
|
ud->_texids = texids;
|
|
text->setUserData(ud);
|
|
#endif
|
|
}
|
|
|
|
void GfxOpenGL::drawTextObject(const 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();
|
|
const Font *font = text->getFont();
|
|
|
|
glColor3ub(color.getRed(), color.getGreen(), color.getBlue());
|
|
const FontUserData *userData = (const FontUserData *)font->getUserData();
|
|
if (!userData) {
|
|
if (g_grim->getGameType() != GType_GRIM || !(g_grim->getGameFlags() & ADGF_REMASTERED))
|
|
error("Could not get font userdata");
|
|
#ifdef USE_FREETYPE2
|
|
const FontTTF *f = static_cast<const FontTTF *>(font);
|
|
Graphics::Font *gf = f->_font;
|
|
|
|
|
|
const TextObjectUserData *ud = (const TextObjectUserData *)text->getUserData();
|
|
|
|
int numLines = text->getNumLines();
|
|
for (int i = 0; i < numLines; ++i) {
|
|
float width = gf->getStringWidth(text->getLines()[i]);
|
|
float height = width;
|
|
float x = text->getLineX(i);
|
|
|
|
float y = text->getLineY(i);
|
|
|
|
if (text->getCoords() == 2 || text->getCoords() == 1) {
|
|
x *= _globalScaleW;
|
|
y *= _globalScaleH;
|
|
|
|
width *= _globalScaleW;
|
|
height *= _globalScaleH;
|
|
} else if (text->getCoords() == 0) {
|
|
x *= _scaleW;
|
|
y *= _scaleH;
|
|
|
|
width *= _scaleW;
|
|
height *= _scaleH;
|
|
}
|
|
|
|
glBindTexture(GL_TEXTURE_2D, ud->_texids[i]);
|
|
glBegin(GL_QUADS);
|
|
glTexCoord2f(0.0f, 0.0f);
|
|
glVertex2f(x, y);
|
|
glTexCoord2f(1.0f, 0.0f);
|
|
glVertex2f((x + width), y);
|
|
glTexCoord2f(1.0f, 1.0f);
|
|
glVertex2f((x + width), (y + height));
|
|
glTexCoord2f(0.0f, 1.0f);
|
|
glVertex2f(x, (y + height));
|
|
glEnd();
|
|
|
|
|
|
}
|
|
|
|
glColor3f(1, 1, 1);
|
|
|
|
glDisable(GL_TEXTURE_2D);
|
|
glDisable(GL_BLEND);
|
|
glEnable(GL_DEPTH_TEST);
|
|
glEnable(GL_LIGHTING);
|
|
glDepthMask(GL_TRUE);
|
|
#endif
|
|
return;
|
|
}
|
|
|
|
float sizeW = userData->size * _scaleW;
|
|
float sizeH = userData->size * _scaleH;
|
|
GLuint texture = userData->texture;
|
|
const Common::String *lines = text->getLines();
|
|
int numLines = text->getNumLines();
|
|
for (int j = 0; j < numLines; ++j) {
|
|
const Common::String &line = lines[j];
|
|
int x = text->getLineX(j);
|
|
int y = text->getLineY(j);
|
|
for (uint i = 0; i < line.size(); ++i) {
|
|
uint8 character = line[i];
|
|
float w = y + font->getCharStartingLine(character);
|
|
if (g_grim->getGameType() == GType_GRIM)
|
|
w += font->getBaseOffsetY();
|
|
float z = x + font->getCharStartingCol(character);
|
|
z *= _scaleW;
|
|
w *= _scaleH;
|
|
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);
|
|
glVertex2f(z, w);
|
|
glTexCoord2f(cx + width, cy);
|
|
glVertex2f(z + sizeW, w);
|
|
glTexCoord2f(cx + width, cy + width);
|
|
glVertex2f(z + sizeW, w + sizeH);
|
|
glTexCoord2f(cx, cy + width);
|
|
glVertex2f(z, w + sizeH);
|
|
glEnd();
|
|
x += font->getCharKernedWidth(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) {
|
|
if (g_grim->getGameType() != GType_GRIM || !(g_grim->getGameFlags() & ADGF_REMASTERED))
|
|
return;
|
|
|
|
TextObjectUserData *ud = (TextObjectUserData *)const_cast<void *>(text->getUserData());
|
|
glDeleteTextures(text->getNumLines(), ud->_texids);
|
|
delete ud;
|
|
}
|
|
|
|
void GfxOpenGL::createTexture(Texture *texture, const uint8 *data, const CMap *cmap, bool clamp) {
|
|
texture->_texture = new GLuint[1];
|
|
glGenTextures(1, (GLuint *)texture->_texture);
|
|
uint8 *texdata = new uint8[texture->_width * texture->_height * 4];
|
|
uint8 *texdatapos = texdata;
|
|
|
|
if (cmap != nullptr) { // EMI doesn't have colour-maps
|
|
int bytes = 4;
|
|
for (int y = 0; y < texture->_height; y++) {
|
|
for (int x = 0; x < texture->_width; x++) {
|
|
uint8 col = *data;
|
|
if (col == 0) {
|
|
memset(texdatapos, 0, bytes); // transparent
|
|
if (!texture->_hasAlpha) {
|
|
texdatapos[3] = '\xff'; // fully opaque
|
|
}
|
|
} else {
|
|
memcpy(texdatapos, cmap->_colors + 3 * (col), 3);
|
|
texdatapos[3] = '\xff'; // fully opaque
|
|
}
|
|
texdatapos += bytes;
|
|
data++;
|
|
}
|
|
}
|
|
} else {
|
|
#ifdef SCUMM_BIG_ENDIAN
|
|
// Copy and swap
|
|
for (int y = 0; y < texture->_height; y++) {
|
|
for (int x = 0; x < texture->_width; x++) {
|
|
uint32 pixel = (y * texture->_width + x) * texture->_bpp;
|
|
for (int b = 0; b < texture->_bpp; b++) {
|
|
texdata[pixel + b] = data[pixel + (texture->_bpp - 1) - b];
|
|
}
|
|
}
|
|
}
|
|
#else
|
|
memcpy(texdata, data, texture->_width * texture->_height * texture->_bpp);
|
|
#endif
|
|
}
|
|
|
|
GLuint format = 0;
|
|
GLuint internalFormat = 0;
|
|
if (texture->_colorFormat == BM_RGBA) {
|
|
format = GL_RGBA;
|
|
internalFormat = GL_RGBA;
|
|
} else if (texture->_colorFormat == BM_BGRA) {
|
|
format = GL_BGRA;
|
|
internalFormat = GL_RGBA;
|
|
} else { // The only other colorFormat we load right now is BGR
|
|
format = GL_BGR;
|
|
internalFormat = GL_RGB;
|
|
}
|
|
|
|
GLuint *textures = (GLuint *)texture->_texture;
|
|
glBindTexture(GL_TEXTURE_2D, textures[0]);
|
|
|
|
//Remove darkened lines in EMI intro
|
|
if (g_grim->getGameType() == GType_MONKEY4 && clamp) {
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
|
} else {
|
|
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, texture->_width, texture->_height, 0, format, GL_UNSIGNED_BYTE, texdata);
|
|
delete[] texdata;
|
|
}
|
|
|
|
void GfxOpenGL::selectTexture(const Texture *texture) {
|
|
GLuint *textures = (GLuint *)texture->_texture;
|
|
glBindTexture(GL_TEXTURE_2D, textures[0]);
|
|
|
|
if (texture->_hasAlpha && g_grim->getGameType() == GType_MONKEY4) {
|
|
glEnable(GL_BLEND);
|
|
}
|
|
|
|
// Grim has inverted tex-coords, EMI doesn't
|
|
if (g_grim->getGameType() != GType_MONKEY4) {
|
|
glMatrixMode(GL_TEXTURE);
|
|
glLoadIdentity();
|
|
glScalef(1.0f / texture->_width, 1.0f / texture->_height, 1);
|
|
}
|
|
}
|
|
|
|
void GfxOpenGL::destroyTexture(Texture *texture) {
|
|
GLuint *textures = (GLuint *)texture->_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, nullptr);
|
|
} 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); // 16 bit Z depth bitmap
|
|
|
|
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(_depthFunc);
|
|
}
|
|
|
|
void GfxOpenGL::prepareMovieFrame(Graphics::Surface *frame) {
|
|
int height = frame->h;
|
|
int width = frame->w;
|
|
byte *bitmap = (byte *)frame->getPixels();
|
|
|
|
double scaleW = _scaleW;
|
|
double scaleH = _scaleH;
|
|
// Remastered hack, don't scale full-screen videos for now.
|
|
if (height == 1080) {
|
|
_scaleW = 1.0f;
|
|
_scaleH = 1.0f;
|
|
}
|
|
|
|
GLenum format;
|
|
GLenum dataType;
|
|
int bytesPerPixel = frame->format.bytesPerPixel;
|
|
|
|
// Aspyr Logo format
|
|
if (frame->format == Graphics::PixelFormat(4, 8, 8, 8, 0, 8, 16, 24, 0)) {
|
|
#if !defined(__amigaos4__)
|
|
format = GL_BGRA;
|
|
dataType = GL_UNSIGNED_INT_8_8_8_8;
|
|
#else
|
|
// MiniGL on AmigaOS4 doesn't understand GL_UNSIGNED_INT_8_8_8_8 yet.
|
|
format = GL_BGRA;
|
|
dataType = GL_UNSIGNED_BYTE;
|
|
#endif
|
|
// Used by Grim Fandango Remastered
|
|
} else if (frame->format == Graphics::PixelFormat(4, 8, 8, 8, 8, 8, 16, 24, 0)) {
|
|
#if !defined(__amigaos4__)
|
|
format = GL_BGRA;
|
|
dataType = GL_UNSIGNED_INT_8_8_8_8;
|
|
#else
|
|
// MiniGL on AmigaOS4 doesn't understand GL_UNSIGNED_INT_8_8_8_8 yet.
|
|
format = GL_BGRA;
|
|
dataType = GL_UNSIGNED_BYTE;
|
|
#endif
|
|
} else if (frame->format == Graphics::PixelFormat(4, 8, 8, 8, 0, 16, 8, 0, 0)) {
|
|
format = GL_BGRA;
|
|
dataType = GL_UNSIGNED_INT_8_8_8_8_REV;
|
|
} else if (frame->format == Graphics::PixelFormat(2, 5, 6, 5, 0, 11, 5, 0, 0)) {
|
|
format = GL_RGB;
|
|
dataType = GL_UNSIGNED_SHORT_5_6_5;
|
|
} else {
|
|
error("Unknown pixelformat: Bpp: %d RBits: %d GBits: %d BBits: %d ABits: %d RShift: %d GShift: %d BShift: %d AShift: %d",
|
|
frame->format.bytesPerPixel,
|
|
-(frame->format.rLoss - 8),
|
|
-(frame->format.gLoss - 8),
|
|
-(frame->format.bLoss - 8),
|
|
-(frame->format.aLoss - 8),
|
|
frame->format.rShift,
|
|
frame->format.gShift,
|
|
frame->format.bShift,
|
|
frame->format.aShift);
|
|
}
|
|
|
|
// 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, format, dataType, nullptr);
|
|
}
|
|
|
|
glPixelStorei(GL_UNPACK_ALIGNMENT, bytesPerPixel); // 16 bit RGB 565 bitmap/32 bit BGR
|
|
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, format, dataType, bitmap + (y * bytesPerPixel * width) + (bytesPerPixel * x));
|
|
curTexIdx++;
|
|
}
|
|
}
|
|
glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
|
|
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
|
|
_smushWidth = (int)(width * _scaleW);
|
|
_smushHeight = (int)(height * _scaleH);
|
|
_scaleW = scaleW;
|
|
_scaleH = scaleH;
|
|
}
|
|
|
|
void GfxOpenGL::drawMovieFrame(int offsetX, int offsetY) {
|
|
double scaleW = _scaleW;
|
|
double scaleH = _scaleH;
|
|
// Remastered hack, don't scale full-screen videos for now.
|
|
if (_smushHeight == 1080) {
|
|
_scaleW = 1.0f;
|
|
_scaleH = 1.0f;
|
|
}
|
|
// 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);
|
|
|
|
offsetX = (int)(offsetX * _scaleW);
|
|
offsetY = (int)(offsetY * _scaleH);
|
|
|
|
glScissor(offsetX, _screenHeight - (offsetY + _smushHeight), _smushWidth, _smushHeight);
|
|
|
|
int curTexIdx = 0;
|
|
for (int y = 0; y < _smushHeight; y += (int)(BITMAP_TEXTURE_SIZE * _scaleH)) {
|
|
for (int x = 0; x < _smushWidth; x += (int)(BITMAP_TEXTURE_SIZE * _scaleW)) {
|
|
glBindTexture(GL_TEXTURE_2D, _smushTexIds[curTexIdx]);
|
|
glBegin(GL_QUADS);
|
|
glTexCoord2f(0, 0);
|
|
glVertex2f(x + offsetX, y + offsetY);
|
|
glTexCoord2f(1.0f, 0.0f);
|
|
glVertex2f(x + offsetX + BITMAP_TEXTURE_SIZE * _scaleW, y + offsetY);
|
|
glTexCoord2f(1.0f, 1.0f);
|
|
glVertex2f(x + offsetX + BITMAP_TEXTURE_SIZE * _scaleW, y + offsetY + BITMAP_TEXTURE_SIZE * _scaleH);
|
|
glTexCoord2f(0.0f, 1.0f);
|
|
glVertex2f(x + offsetX, y + offsetY + BITMAP_TEXTURE_SIZE * _scaleH);
|
|
glEnd();
|
|
curTexIdx++;
|
|
}
|
|
}
|
|
|
|
glDisable(GL_SCISSOR_TEST);
|
|
glDisable(GL_TEXTURE_2D);
|
|
glDepthMask(GL_TRUE);
|
|
glEnable(GL_DEPTH_TEST);
|
|
glEnable(GL_LIGHTING);
|
|
|
|
_scaleW = scaleW;
|
|
_scaleH = scaleH;
|
|
}
|
|
|
|
void GfxOpenGL::releaseMovieFrame() {
|
|
if (_smushNumTex > 0) {
|
|
glDeleteTextures(_smushNumTex, _smushTexIds);
|
|
delete[] _smushTexIds;
|
|
_smushNumTex = 0;
|
|
}
|
|
}
|
|
|
|
void GfxOpenGL::loadEmergFont() {
|
|
glPixelStorei(GL_UNPACK_ALIGNMENT, 1); // 8 bit font bitmaps
|
|
|
|
_emergFont = glGenLists(128);
|
|
for (int i = 32; i < 128; 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);
|
|
|
|
char *list = const_cast<char *>(text);
|
|
glCallLists(strlen(text), GL_UNSIGNED_BYTE, (void *)list);
|
|
|
|
glEnable(GL_LIGHTING);
|
|
|
|
glMatrixMode(GL_PROJECTION);
|
|
glPopMatrix();
|
|
}
|
|
|
|
Bitmap *GfxOpenGL::getScreenshot(int w, int h, bool useStored) {
|
|
Graphics::PixelBuffer src(Graphics::PixelFormat(4, 8, 8, 8, 8, 0, 8, 16, 24), _screenWidth * _screenHeight, DisposeAfterUse::YES);
|
|
if (useStored) {
|
|
memcpy(src.getRawBuffer(), _storedDisplay, _screenWidth * _screenHeight * 4);
|
|
} else {
|
|
glReadPixels(0, 0, _screenWidth, _screenHeight, GL_RGBA, GL_UNSIGNED_BYTE, src.getRawBuffer());
|
|
}
|
|
return createScreenshotBitmap(src, w, h, false);
|
|
}
|
|
|
|
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, nullptr);
|
|
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) {
|
|
x = (int)(x * _scaleW);
|
|
yReal = (int)(yReal * _scaleH);
|
|
w = (int)(w * _scaleW);
|
|
h = (int)(h * _scaleH);
|
|
int y = _screenHeight - yReal - h;
|
|
|
|
#ifdef GL_ARB_fragment_program
|
|
if (_useDimShader) {
|
|
GLuint texture;
|
|
glGenTextures(1, &texture);
|
|
glBindTexture(GL_TEXTURE_2D, texture);
|
|
|
|
glTexImage2D(GL_TEXTURE_2D, 0, 3, w, h, 0, GL_RGB, GL_UNSIGNED_BYTE, nullptr);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
|
|
glViewport(0, 0, _screenWidth, _screenHeight);
|
|
|
|
// copy the data over to the texture
|
|
glBindTexture(GL_TEXTURE_2D, texture);
|
|
glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, x, y, w, h, 0);
|
|
|
|
glMatrixMode(GL_PROJECTION);
|
|
glLoadIdentity();
|
|
glOrtho(0, _screenWidth, 0, _screenHeight, 0, 1);
|
|
glMatrixMode(GL_MODELVIEW);
|
|
glLoadIdentity();
|
|
glMatrixMode(GL_TEXTURE);
|
|
glLoadIdentity();
|
|
|
|
glDisable(GL_LIGHTING);
|
|
glDisable(GL_DEPTH_TEST);
|
|
glDisable(GL_ALPHA_TEST);
|
|
glDepthMask(GL_FALSE);
|
|
glEnable(GL_SCISSOR_TEST);
|
|
|
|
glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, _dimFragProgram);
|
|
glEnable(GL_FRAGMENT_PROGRAM_ARB);
|
|
glProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB, 0, level, 0, 0, 0);
|
|
|
|
glEnable(GL_TEXTURE_2D);
|
|
glBindTexture(GL_TEXTURE_2D, texture);
|
|
|
|
glBegin(GL_QUADS);
|
|
glTexCoord2f(0, 0);
|
|
glVertex2f(x, y);
|
|
glTexCoord2f(1.0f, 0.0f);
|
|
glVertex2f(x + w, y);
|
|
glTexCoord2f(1.0f, 1.0f);
|
|
glVertex2f(x + w, y + h);
|
|
glTexCoord2f(0.0f, 1.0f);
|
|
glVertex2f(x, y + h);
|
|
glEnd();
|
|
|
|
glDisable(GL_FRAGMENT_PROGRAM_ARB);
|
|
|
|
glDeleteTextures(1, &texture);
|
|
|
|
return;
|
|
}
|
|
#endif
|
|
|
|
uint32 *data = new uint32[w * h];
|
|
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);
|
|
|
|
//Explicitly cast to avoid problems with C++11
|
|
float fx1 = x1;
|
|
float fx2 = x2;
|
|
float fy1 = y1;
|
|
float fy2 = y2;
|
|
float width = _screenWidth;
|
|
float height = _screenHeight;
|
|
float points[20] = {
|
|
0.0f, 0.0f,
|
|
0.0f, fy1,
|
|
width, 0.0f,
|
|
fx2, fy1,
|
|
width, height,
|
|
fx2, fy2,
|
|
0.0f, height,
|
|
fx1, fy2,
|
|
0.0f, fy1,
|
|
fx1, fy1
|
|
};
|
|
|
|
glBegin(GL_TRIANGLE_STRIP);
|
|
for (int i = 0 ;i < 10; ++i) {
|
|
glVertex2fv(points+2*i);
|
|
}
|
|
glEnd();
|
|
|
|
glColor3f(1.0f, 1.0f, 1.0f);
|
|
glEnable(GL_DEPTH_TEST);
|
|
glEnable(GL_LIGHTING);
|
|
glDepthMask(GL_TRUE);
|
|
}
|
|
|
|
void GfxOpenGL::drawRectangle(const PrimitiveObject *primitive) {
|
|
float x1 = primitive->getP1().x * _scaleW;
|
|
float y1 = primitive->getP1().y * _scaleH;
|
|
float x2 = primitive->getP2().x * _scaleW;
|
|
float y2 = primitive->getP2().y * _scaleH;
|
|
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);
|
|
|
|
glColor3ub(color.getRed(), color.getGreen(), color.getBlue());
|
|
|
|
if (primitive->isFilled()) {
|
|
glBegin(GL_QUADS);
|
|
glVertex2f(x1, y1);
|
|
glVertex2f(x2 + 1, y1);
|
|
glVertex2f(x2 + 1, y2 + 1);
|
|
glVertex2f(x1, y2 + 1);
|
|
glEnd();
|
|
} else {
|
|
glLineWidth(_scaleW);
|
|
glBegin(GL_LINE_LOOP);
|
|
glVertex2f(x1, y1);
|
|
glVertex2f(x2 + 1, y1);
|
|
glVertex2f(x2 + 1, y2 + 1);
|
|
glVertex2f(x1, y2 + 1);
|
|
glEnd();
|
|
}
|
|
|
|
glColor3f(1.0f, 1.0f, 1.0f);
|
|
|
|
glDepthMask(GL_TRUE);
|
|
glEnable(GL_DEPTH_TEST);
|
|
glEnable(GL_LIGHTING);
|
|
}
|
|
|
|
void GfxOpenGL::drawLine(const PrimitiveObject *primitive) {
|
|
float x1 = primitive->getP1().x * _scaleW;
|
|
float y1 = primitive->getP1().y * _scaleH;
|
|
float x2 = primitive->getP2().x * _scaleW;
|
|
float y2 = primitive->getP2().y * _scaleH;
|
|
|
|
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);
|
|
|
|
glColor3ub(color.getRed(), color.getGreen(), color.getBlue());
|
|
|
|
glLineWidth(_scaleW);
|
|
|
|
glBegin(GL_LINES);
|
|
glVertex2f(x1, y1);
|
|
glVertex2f(x2, y2);
|
|
glEnd();
|
|
|
|
glColor3f(1.0f, 1.0f, 1.0f);
|
|
|
|
glDepthMask(GL_TRUE);
|
|
glEnable(GL_DEPTH_TEST);
|
|
glEnable(GL_LIGHTING);
|
|
}
|
|
|
|
void GfxOpenGL::drawDimPlane() {
|
|
if (_dimLevel == 0.0f) return;
|
|
|
|
glMatrixMode(GL_PROJECTION);
|
|
glLoadIdentity();
|
|
glOrtho(0, 1.0, 1.0, 0, 0, 1);
|
|
glMatrixMode(GL_MODELVIEW);
|
|
glLoadIdentity();
|
|
|
|
glDisable(GL_DEPTH_TEST);
|
|
glDepthMask(GL_FALSE);
|
|
|
|
glDisable(GL_LIGHTING);
|
|
glEnable(GL_BLEND);
|
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
|
|
glColor4f(0.0f, 0.0f, 0.0f, _dimLevel);
|
|
|
|
glBegin(GL_QUADS);
|
|
glVertex2f(0, 0);
|
|
glVertex2f(1.0, 0);
|
|
glVertex2f(1.0, 1.0);
|
|
glVertex2f(0, 1.0);
|
|
glEnd();
|
|
|
|
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
|
|
|
|
glDisable(GL_BLEND);
|
|
glDepthMask(GL_TRUE);
|
|
glEnable(GL_DEPTH_TEST);
|
|
glEnable(GL_LIGHTING);
|
|
}
|
|
|
|
void GfxOpenGL::drawPolygon(const PrimitiveObject *primitive) {
|
|
float x1 = primitive->getP1().x * _scaleW;
|
|
float y1 = primitive->getP1().y * _scaleH;
|
|
float x2 = primitive->getP2().x * _scaleW;
|
|
float y2 = primitive->getP2().y * _scaleH;
|
|
float x3 = primitive->getP3().x * _scaleW;
|
|
float y3 = primitive->getP3().y * _scaleH;
|
|
float x4 = primitive->getP4().x * _scaleW;
|
|
float y4 = primitive->getP4().y * _scaleH;
|
|
|
|
const Color &color = primitive->getColor();
|
|
|
|
glMatrixMode(GL_PROJECTION);
|
|
glLoadIdentity();
|
|
glOrtho(0, _screenWidth, _screenHeight, 0, 0, 1);
|
|
glMatrixMode(GL_MODELVIEW);
|
|
glLoadIdentity();
|
|
|
|
#if !defined(__amigaos4__)
|
|
glDisable(GL_MULTISAMPLE);
|
|
#endif
|
|
glDisable(GL_LIGHTING);
|
|
glDisable(GL_DEPTH_TEST);
|
|
glDepthMask(GL_FALSE);
|
|
|
|
glColor3ub(color.getRed(), color.getGreen(), color.getBlue());
|
|
|
|
glBegin(GL_LINES);
|
|
glVertex2f(x1, y1);
|
|
glVertex2f(x2 + 1, y2 + 1);
|
|
glVertex2f(x3, y3 + 1);
|
|
glVertex2f(x4 + 1, y4);
|
|
glEnd();
|
|
|
|
glColor3f(1.0f, 1.0f, 1.0f);
|
|
|
|
glDepthMask(GL_TRUE);
|
|
glEnable(GL_DEPTH_TEST);
|
|
glEnable(GL_LIGHTING);
|
|
#if !defined(__amigaos4__)
|
|
glEnable(GL_MULTISAMPLE);
|
|
#endif
|
|
}
|
|
|
|
void GfxOpenGL::readPixels(int x, int y, int width, int height, uint8 *buffer) {
|
|
uint8 *p = buffer;
|
|
for (int i = y; i < y + height; i++) {
|
|
glReadPixels(x, _screenHeight - 1 - i, width, 1, GL_RGBA, GL_UNSIGNED_BYTE, p);
|
|
p += width * 4;
|
|
}
|
|
}
|
|
|
|
void GfxOpenGL::createSpecialtyTextureFromScreen(uint id, uint8 *data, int x, int y, int width, int height) {
|
|
readPixels(x, y, width, height, data);
|
|
createSpecialtyTexture(id, data, width, height);
|
|
}
|
|
|
|
void GfxOpenGL::setBlendMode(bool additive) {
|
|
if (additive) {
|
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
|
|
} else {
|
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
}
|
|
}
|
|
|
|
} // end of namespace Grim
|
|
|
|
#endif
|