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/* 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.
*
*/
// Matrix calculations taken from the glm library
// Which is covered by the MIT license
// And has this additional copyright note:
/* Copyright (c) 2005 - 2012 G-Truc Creation
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*/
#include "engines/grim/gfx_base.h"
#include "engines/grim/savegame.h"
#include "engines/grim/bitmap.h"
#include "engines/grim/grim.h"
#include "engines/grim/model.h"
namespace Grim {
GfxBase::GfxBase() :
_renderBitmaps(true), _renderZBitmaps(true), _shadowModeActive(false),
_currentPos(0, 0, 0), _dimLevel(0.0f),
_screenWidth(0), _screenHeight(0),
_scaleW(1.0f), _scaleH(1.0f), _currentShadowArray(nullptr),
_shadowColorR(255), _shadowColorG(255), _shadowColorB(255) {
for (unsigned int i = 0; i < _numSpecialtyTextures; i++) {
_specialtyTextures[i]._isShared = true;
}
}
void GfxBase::setShadowMode() {
_shadowModeActive = true;
}
void GfxBase::clearShadowMode() {
_shadowModeActive = false;
}
bool GfxBase::isShadowModeActive() {
return _shadowModeActive;
}
void GfxBase::saveState(SaveGame *state) {
state->beginSection('DRVR');
byte r, g, b;
getShadowColor(&r, &g, &b);
state->writeByte(r);
state->writeByte(g);
state->writeByte(b);
state->writeBool(_renderBitmaps);
state->writeBool(_renderZBitmaps);
state->endSection();
}
void GfxBase::restoreState(SaveGame *state) {
state->beginSection('DRVR');
byte r, g, b;
r = state->readByte();
g = state->readByte();
b = state->readByte();
setShadowColor(r, g , b);
_renderBitmaps = state->readBool();
_renderZBitmaps = state->readBool();
state->endSection();
}
void GfxBase::renderBitmaps(bool render) {
_renderBitmaps = render;
}
void GfxBase::renderZBitmaps(bool render) {
_renderZBitmaps = render;
}
void GfxBase::drawMesh(const Mesh *mesh) {
for (int i = 0; i < mesh->_numFaces; i++)
mesh->_faces[i].draw(mesh);
}
#ifndef USE_OPENGL
// Allow CreateGfxOpenGL to be called even if OpenGL isn't included
GfxBase *CreateGfxOpenGL() {
return CreateGfxTinyGL();
}
#endif // USE_OPENGL
Math::Matrix4 GfxBase::makeLookMatrix(const Math::Vector3d& pos, const Math::Vector3d& interest, const Math::Vector3d& up) {
Math::Vector3d f = (interest - pos).getNormalized();
Math::Vector3d u = up.getNormalized();
Math::Vector3d s = Math::Vector3d::crossProduct(f, u).getNormalized();
u = Math::Vector3d::crossProduct(s, f);
Math::Matrix4 look;
look(0,0) = s.x();
look(1,0) = s.y();
look(2,0) = s.z();
look(0,1) = u.x();
look(1,1) = u.y();
look(2,1) = u.z();
look(0,2) = -f.x();
look(1,2) = -f.y();
look(2,2) = -f.z();
look(3,0) = -Math::Vector3d::dotProduct(s, pos);
look(3,1) = -Math::Vector3d::dotProduct(u, pos);
look(3,2) = Math::Vector3d::dotProduct(f, pos);
look.transpose();
return look;
}
Math::Matrix4 GfxBase::makeProjMatrix(float fov, float nclip, float fclip) {
float right = nclip * tan(fov / 2 * (LOCAL_PI / 180));
float left = -right;
float top = right * 0.75;
float bottom = -right * 0.75;
Math::Matrix4 proj;
proj(0,0) = (2.0f * nclip) / (right - left);
proj(1,1) = (2.0f * nclip) / (top - bottom);
proj(2,0) = (right + left) / (right - left);
proj(2,1) = (top + bottom) / (top - bottom);
proj(2,2) = -(fclip + nclip) / (fclip - nclip);
proj(2,3) = -1.0f;
proj(3,2) = -(2.0f * fclip * nclip) / (fclip - nclip);
proj(3,3) = 0.0f;
return proj;
}
void GfxBase::createSpecialtyTexture(uint id, const uint8 *data, int width, int height) {
if (id >= _numSpecialtyTextures)
return;
if (_specialtyTextures[id]._texture) {
destroyTexture(&_specialtyTextures[id]);
}
delete[] _specialtyTextures[id]._data;
_specialtyTextures[id]._width = width;
_specialtyTextures[id]._height = height;
_specialtyTextures[id]._bpp = 4;
_specialtyTextures[id]._colorFormat = BM_RGBA;
createTexture(&_specialtyTextures[id], data, nullptr, true);
}
Bitmap *GfxBase::createScreenshotBitmap(const Graphics::PixelBuffer src, int w, int h, bool flipOrientation) {
Graphics::PixelBuffer buffer = Graphics::PixelBuffer::createBuffer<565>(w * h, DisposeAfterUse::YES);
int i1 = (_screenWidth * w - 1) / _screenWidth + 1;
int j1 = (_screenHeight * h - 1) / _screenHeight + 1;
for (int j = 0; j < j1; j++) {
for (int i = 0; i < i1; i++) {
int x0 = i * _screenWidth / w;
int x1 = ((i + 1) * _screenWidth - 1) / w + 1;
int y0 = j * _screenHeight / h;
int y1 = ((j + 1) * _screenHeight - 1) / h + 1;
uint16 sr = 0, sg = 0, sb = 0;
for (int y = y0; y < y1; y++) {
for (int x = x0; x < x1; x++) {
uint8 r, g, b;
src.getRGBAt(y * _screenWidth + x, r, g, b);
sr += r;
sg += g;
sb += b;
}
}
sr /= (x1 - x0) * (y1 - y0);
sg /= (x1 - x0) * (y1 - y0);
sb /= (x1 - x0) * (y1 - y0);
if (g_grim->getGameType() == GType_MONKEY4) {
buffer.setPixelAt( (flipOrientation ? j : (h - j - 1) ) * w + i, sr, sg, sb);
} else {
uint32 color = (sr + sg + sb) / 3;
buffer.setPixelAt( (flipOrientation ? j : (h - j - 1) ) * w + i, color, color, color);
}
}
}
Bitmap *screenshot = new Bitmap(buffer, w, h, "screenshot");
return screenshot;
}
void GfxBase::makeScreenTextures() {
//make a buffer big enough to hold any of the textures
uint8 *buffer = new uint8[256 * 256 * 4];
// TODO: Handle screen resolutions other than 640 x 480
createSpecialtyTextureFromScreen(0, buffer, 0, 0, 256, 256);
createSpecialtyTextureFromScreen(1, buffer, 256, 0, 256, 256);
createSpecialtyTextureFromScreen(2, buffer, 512, 0, 128, 128);
createSpecialtyTextureFromScreen(3, buffer, 512, 128, 128, 128);
createSpecialtyTextureFromScreen(4, buffer, 0, 256, 256, 256);
createSpecialtyTextureFromScreen(5, buffer, 256, 256, 256, 256);
createSpecialtyTextureFromScreen(6, buffer, 512, 256, 128, 128);
createSpecialtyTextureFromScreen(7, buffer, 512, 384, 128, 128);
delete[] buffer;
}
Texture *GfxBase::getSpecialtyTexturePtr(Common::String name) {
assert(name.hasPrefix("specialty"));
name.erase(0, 9);
unsigned int id;
sscanf(name.c_str(), "%u", &id);
if (id >= _numSpecialtyTextures) {
return nullptr;
}
return &_specialtyTextures[id];
}
}
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