scummvm/engines/grim/gfx_opengl.cpp
2021-05-04 11:46:30 +03:00

2294 lines
64 KiB
C++

/* ResidualVM - A 3D game interpreter
*
* ResidualVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#include "common/endian.h"
#include "common/system.h"
#include "common/config-manager.h"
#if defined(USE_OPENGL_GAME) && !defined(USE_GLES2)
#include "graphics/surface.h"
#include "graphics/pixelbuffer.h"
#include "math/glmath.h"
#include "engines/grim/actor.h"
#include "engines/grim/colormap.h"
#include "engines/grim/font.h"
#include "engines/grim/material.h"
#include "engines/grim/gfx_opengl.h"
#include "engines/grim/grim.h"
#include "engines/grim/bitmap.h"
#include "engines/grim/primitives.h"
#include "engines/grim/sprite.h"
#include "engines/grim/model.h"
#include "engines/grim/set.h"
#include "engines/grim/emi/modelemi.h"
#include "engines/grim/remastered/overlay.h"
#include "engines/grim/registry.h"
#if defined (SDL_BACKEND) && defined(GL_ARB_fragment_program) && !defined(USE_GLEW)
// We need SDL.h for SDL_GL_GetProcAddress.
#include "backends/platform/sdl/sdl-sys.h"
// Extension functions needed for fragment programs.
PFNGLGENPROGRAMSARBPROC glGenProgramsARB;
PFNGLBINDPROGRAMARBPROC glBindProgramARB;
PFNGLPROGRAMSTRINGARBPROC glProgramStringARB;
PFNGLDELETEPROGRAMSARBPROC glDeleteProgramsARB;
PFNGLPROGRAMLOCALPARAMETER4FARBPROC glProgramLocalParameter4fARB;
#endif
namespace Grim {
GfxBase *CreateGfxOpenGL() {
return new GfxOpenGL();
}
// Simple ARB fragment program that writes the value from a texture to the Z-buffer.
static char fragSrc[] =
"!!ARBfp1.0\n\
TEMP d;\n\
TEX d, fragment.texcoord[0], texture[0], 2D;\n\
MOV result.depth, d.r;\n\
END\n";
static char dimFragSrc[] =
"!!ARBfp1.0\n\
PARAM level = program.local[0];\n\
TEMP color;\n\
TEMP d;\n\
TEX d, fragment.texcoord[0], texture[0], 2D;\n\
TEMP sum;\n\
MOV sum, d.r;\n\
ADD sum, sum, d.g;\n\
ADD sum, sum, d.b;\n\
MUL sum, sum, 0.33;\n\
MUL sum, sum, level.x;\n\
MOV result.color.r, sum;\n\
MOV result.color.g, sum;\n\
MOV result.color.b, sum;\n\
END\n";
GfxOpenGL::GfxOpenGL() : _smushNumTex(0),
_smushTexIds(nullptr), _smushWidth(0), _smushHeight(0),
_useDepthShader(false), _fragmentProgram(0), _useDimShader(0),
_dimFragProgram(0), _maxLights(0), _storedDisplay(nullptr),
_emergFont(0), _alpha(1.f) {
// GL_LEQUAL as glDepthFunc ensures that subsequent drawing attempts for
// the same triangles are not ignored by the depth test.
// That's necessary for EMI where some models have multiple faces which
// refer to the same vertices. The first face is usually using the
// color map and the following are using textures.
_depthFunc = (g_grim->getGameType() == GType_MONKEY4) ? GL_LEQUAL : GL_LESS;
}
GfxOpenGL::~GfxOpenGL() {
releaseMovieFrame();
delete[] _storedDisplay;
if (_emergFont && glIsList(_emergFont))
glDeleteLists(_emergFont, 128);
#ifdef GL_ARB_fragment_program
if (_useDepthShader)
glDeleteProgramsARB(1, &_fragmentProgram);
if (_useDimShader)
glDeleteProgramsARB(1, &_dimFragProgram);
#endif
for (unsigned int i = 0; i < _numSpecialtyTextures; i++) {
destroyTexture(&_specialtyTextures[i]);
}
}
void GfxOpenGL::setupScreen(int screenW, int screenH) {
_screenWidth = screenW;
_screenHeight = screenH;
_scaleW = _screenWidth / (float)_gameWidth;
_scaleH = _screenHeight / (float)_gameHeight;
_globalScaleW = _screenWidth / (float)_globalWidth;
_globalScaleH = _screenHeight / (float)_globalHeight;
_useDepthShader = false;
_useDimShader = false;
g_system->showMouse(false);
int screenSize = _screenWidth * _screenHeight * 4;
_storedDisplay = new byte[screenSize];
memset(_storedDisplay, 0, screenSize);
_smushNumTex = 0;
_currentShadowArray = nullptr;
glViewport(0, 0, _screenWidth, _screenHeight);
GLfloat ambientSource[] = { 0.0f, 0.0f, 0.0f, 1.0f };
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, ambientSource);
GLfloat diffuseReflectance[] = { 1.0f, 1.0f, 1.0f, 1.0f };
glMaterialfv(GL_FRONT, GL_DIFFUSE, diffuseReflectance);
if (g_grim->getGameType() == GType_GRIM) {
glPolygonOffset(-6.0, -6.0);
}
initExtensions();
glGetIntegerv(GL_MAX_LIGHTS, &_maxLights);
}
void GfxOpenGL::initExtensions() {
if (!ConfMan.getBool("use_arb_shaders")) {
return;
}
#if defined (SDL_BACKEND) && defined(GL_ARB_fragment_program)
#ifndef USE_GLEW
union {
void *obj_ptr;
void (APIENTRY *func_ptr)();
} u;
// We're casting from an object pointer to a function pointer, the
// sizes need to be the same for this to work.
assert(sizeof(u.obj_ptr) == sizeof(u.func_ptr));
u.obj_ptr = SDL_GL_GetProcAddress("glGenProgramsARB");
glGenProgramsARB = (PFNGLGENPROGRAMSARBPROC)u.func_ptr;
u.obj_ptr = SDL_GL_GetProcAddress("glBindProgramARB");
glBindProgramARB = (PFNGLBINDPROGRAMARBPROC)u.func_ptr;
u.obj_ptr = SDL_GL_GetProcAddress("glProgramStringARB");
glProgramStringARB = (PFNGLPROGRAMSTRINGARBPROC)u.func_ptr;
u.obj_ptr = SDL_GL_GetProcAddress("glDeleteProgramsARB");
glDeleteProgramsARB = (PFNGLDELETEPROGRAMSARBPROC)u.func_ptr;
u.obj_ptr = SDL_GL_GetProcAddress("glProgramLocalParameter4fARB");
glProgramLocalParameter4fARB = (PFNGLPROGRAMLOCALPARAMETER4FARBPROC)u.func_ptr;
#endif
const char *extensions = (const char *)glGetString(GL_EXTENSIONS);
if (extensions && strstr(extensions, "ARB_fragment_program")) {
_useDepthShader = true;
_useDimShader = true;
}
if (_useDepthShader) {
glGenProgramsARB(1, &_fragmentProgram);
glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, _fragmentProgram);
GLint errorPos;
glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(fragSrc), fragSrc);
glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errorPos);
if (errorPos != -1) {
warning("Error compiling depth fragment program:\n%s", glGetString(GL_PROGRAM_ERROR_STRING_ARB));
_useDepthShader = false;
}
glGenProgramsARB(1, &_dimFragProgram);
glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, _dimFragProgram);
glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(dimFragSrc), dimFragSrc);
glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errorPos);
if (errorPos != -1) {
warning("Error compiling dim fragment program:\n%s", glGetString(GL_PROGRAM_ERROR_STRING_ARB));
_useDimShader = false;
}
}
#endif
}
const char *GfxOpenGL::getVideoDeviceName() {
return "OpenGL Renderer";
}
void GfxOpenGL::setupCameraFrustum(float fov, float nclip, float fclip) {
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
float right = nclip * tan(fov / 2 * ((float)M_PI / 180));
glFrustum(-right, right, -right * 0.75, right * 0.75, nclip, fclip);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
void GfxOpenGL::positionCamera(const Math::Vector3d &pos, const Math::Vector3d &interest, float roll) {
Math::Vector3d up_vec(0, 0, 1);
glRotatef(roll, 0, 0, -1);
if (pos.x() == interest.x() && pos.y() == interest.y())
up_vec = Math::Vector3d(0, 1, 0);
Math::Matrix4 lookMatrix = Math::makeLookAtMatrix(pos, interest, up_vec);
glMultMatrixf(lookMatrix.getData());
glTranslated(-pos.x(), -pos.y(), -pos.z());
}
void GfxOpenGL::positionCamera(const Math::Vector3d &pos, const Math::Matrix4 &rot) {
glScaled(1, 1, -1);
_currentPos = pos;
_currentRot = rot;
}
Math::Matrix4 GfxOpenGL::getModelView() {
Math::Matrix4 modelView;
if (g_grim->getGameType() == GType_MONKEY4) {
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glMultMatrixf(_currentRot.getData());
glTranslatef(-_currentPos.x(), -_currentPos.y(), -_currentPos.z());
glGetFloatv(GL_MODELVIEW_MATRIX, modelView.getData());
glPopMatrix();
} else {
glGetFloatv(GL_MODELVIEW_MATRIX, modelView.getData());
}
modelView.transpose();
return modelView;
}
Math::Matrix4 GfxOpenGL::getProjection() {
Math::Matrix4 projection;
glGetFloatv(GL_PROJECTION_MATRIX, projection.getData());
projection.transpose();
return projection;
}
void GfxOpenGL::clearScreen() {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
void GfxOpenGL::clearDepthBuffer() {
glClear(GL_DEPTH_BUFFER_BIT);
}
void GfxOpenGL::flipBuffer() {
g_system->updateScreen();
}
bool GfxOpenGL::isHardwareAccelerated() {
return true;
}
bool GfxOpenGL::supportsShaders() {
return false;
}
static void glShadowProjection(const Math::Vector3d &light, const Math::Vector3d &plane, const Math::Vector3d &normal, bool dontNegate) {
// Based on GPL shadow projection example by
// (c) 2002-2003 Phaetos <phaetos@gaffga.de>
float d, c;
float mat[16];
float nx, ny, nz, lx, ly, lz, px, py, pz;
nx = normal.x();
ny = normal.y();
nz = normal.z();
// for some unknown for me reason normal need negation
if (!dontNegate) {
nx = -nx;
ny = -ny;
nz = -nz;
}
lx = light.x();
ly = light.y();
lz = light.z();
px = plane.x();
py = plane.y();
pz = plane.z();
d = nx * lx + ny * ly + nz * lz;
c = px * nx + py * ny + pz * nz - d;
mat[0] = lx * nx + c;
mat[4] = ny * lx;
mat[8] = nz * lx;
mat[12] = -lx * c - lx * d;
mat[1] = nx * ly;
mat[5] = ly * ny + c;
mat[9] = nz * ly;
mat[13] = -ly * c - ly * d;
mat[2] = nx * lz;
mat[6] = ny * lz;
mat[10] = lz * nz + c;
mat[14] = -lz * c - lz * d;
mat[3] = nx;
mat[7] = ny;
mat[11] = nz;
mat[15] = -d;
glMultMatrixf((GLfloat *)mat);
}
void GfxOpenGL::getScreenBoundingBox(const Mesh *model, int *x1, int *y1, int *x2, int *y2) {
if (_currentShadowArray) {
*x1 = -1;
*y1 = -1;
*x2 = -1;
*y2 = -1;
return;
}
GLdouble top = 1000;
GLdouble right = -1000;
GLdouble left = 1000;
GLdouble bottom = -1000;
for (int i = 0; i < model->_numFaces; i++) {
Math::Vector3d obj;
float *pVertices;
for (int j = 0; j < model->_faces[i].getNumVertices(); j++) {
GLdouble modelView[16], projection[16];
GLint viewPort[4];
glGetDoublev(GL_MODELVIEW_MATRIX, modelView);
glGetDoublev(GL_PROJECTION_MATRIX, projection);
glGetIntegerv(GL_VIEWPORT, viewPort);
pVertices = model->_vertices + 3 * model->_faces[i].getVertex(j);
obj.set(*(pVertices), *(pVertices + 1), *(pVertices + 2));
Math::Vector3d win;
Math::gluMathProject<GLdouble, GLint>(obj, modelView, projection, viewPort, win);
if (win.x() > right)
right = win.x();
if (win.x() < left)
left = win.x();
if (win.y() < top)
top = win.y();
if (win.y() > bottom)
bottom = win.y();
}
}
double t = bottom;
bottom = _gameHeight - top;
top = _gameHeight - t;
if (left < 0)
left = 0;
if (right >= _gameWidth)
right = _gameWidth - 1;
if (top < 0)
top = 0;
if (bottom >= _gameHeight)
bottom = _gameHeight - 1;
if (top >= _gameHeight || left >= _gameWidth || bottom < 0 || right < 0) {
*x1 = -1;
*y1 = -1;
*x2 = -1;
*y2 = -1;
return;
}
*x1 = (int)left;
*y1 = (int)top;
*x2 = (int)right;
*y2 = (int)bottom;
}
void GfxOpenGL::getScreenBoundingBox(const EMIModel *model, int *x1, int *y1, int *x2, int *y2) {
if (_currentShadowArray) {
*x1 = -1;
*y1 = -1;
*x2 = -1;
*y2 = -1;
return;
}
GLdouble top = 1000;
GLdouble right = -1000;
GLdouble left = 1000;
GLdouble bottom = -1000;
GLdouble modelView[16], projection[16];
GLint viewPort[4];
glGetDoublev(GL_MODELVIEW_MATRIX, modelView);
glGetDoublev(GL_PROJECTION_MATRIX, projection);
glGetIntegerv(GL_VIEWPORT, viewPort);
for (uint i = 0; i < model->_numFaces; i++) {
uint16 *indices = (uint16 *)model->_faces[i]._indexes;
for (uint j = 0; j < model->_faces[i]._faceLength * 3; j++) {
uint16 index = indices[j];
Math::Vector3d obj = model->_drawVertices[index];
Math::Vector3d win;
Math::gluMathProject<GLdouble, GLint>(obj, modelView, projection, viewPort, win);
if (win.x() > right)
right = win.x();
if (win.x() < left)
left = win.x();
if (win.y() < top)
top = win.y();
if (win.y() > bottom)
bottom = win.y();
}
}
double t = bottom;
bottom = _gameHeight - top;
top = _gameHeight - t;
if (left < 0)
left = 0;
if (right >= _gameWidth)
right = _gameWidth - 1;
if (top < 0)
top = 0;
if (bottom >= _gameHeight)
bottom = _gameHeight - 1;
if (top >= _gameHeight || left >= _gameWidth || bottom < 0 || right < 0) {
*x1 = -1;
*y1 = -1;
*x2 = -1;
*y2 = -1;
return;
}
*x1 = (int)left;
*y1 = (int)top;
*x2 = (int)right;
*y2 = (int)bottom;
}
void GfxOpenGL::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