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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.
*
*/
#ifndef GRIM_GFX_OPENGL_SHADERS_H
#define GRIM_GFX_OPENGL_SHADERS_H
#include "engines/grim/actor.h"
#include "engines/grim/gfx_base.h"
#include "graphics/opengl/shader.h"
#include "common/stack.h"
#include "common/rect.h"
namespace Grim {
class GfxOpenGLS : public GfxBase {
public:
GfxOpenGLS();
virtual ~GfxOpenGLS();
/**
* Creates a render-context.
*
* @param screenW the width of the context
* @param screenH the height of the context
* @param fullscreen true if fullscreen is desired, false otherwise.
*/
virtual byte *setupScreen(int screenW, int screenH, bool fullscreen) override;
/**
* Query whether the current context is hardware-accelerated
*
* @return true if hw-accelerated, false otherwise
*/
virtual bool isHardwareAccelerated() override { return true; };
virtual bool supportsShaders() override { return true; }
virtual void setupCameraFrustum(float fov, float nclip, float fclip) override;
virtual void positionCamera(const Math::Vector3d &pos, const Math::Vector3d &interest, float roll) override;
virtual void positionCamera(const Math::Vector3d &pos, const Math::Matrix4 &rot) override;
virtual Math::Matrix4 getModelView() override;
virtual Math::Matrix4 getProjection() override;
virtual void clearScreen() override;
virtual void clearDepthBuffer() override;
/**
* Swap the buffers, making the drawn screen visible
*/
virtual void flipBuffer() override;
virtual void getScreenBoundingBox(const Mesh *mesh, int *x1, int *y1, int *x2, int *y2) override;
virtual void getScreenBoundingBox(const EMIModel *model, int *x1, int *y1, int *x2, int *y2) override;
void getActorScreenBBox(const Actor *actor, Common::Point &p1, Common::Point &p2) override;
virtual void startActorDraw(const Actor *actor) override;
virtual void finishActorDraw() override;
virtual void setShadow(Shadow *shadow) override;
virtual void drawShadowPlanes() override;
virtual void setShadowMode() override;
virtual void clearShadowMode() override;
virtual bool isShadowModeActive() override;
virtual void setShadowColor(byte r, byte g, byte b) override;
virtual void getShadowColor(byte *r, byte *g, byte *b) override;
virtual void destroyShadow(Shadow *shadow) override;
virtual void set3DMode() override;
virtual void translateViewpointStart() override;
virtual void translateViewpoint(const Math::Vector3d &vec) override;
virtual void rotateViewpoint(const Math::Angle &angle, const Math::Vector3d &axis) override;
virtual void rotateViewpoint(const Math::Matrix4 &rot) override;
virtual void translateViewpointFinish() override;
virtual void drawEMIModelFace(const EMIModel* model, const EMIMeshFace* face) override;
virtual void drawModelFace(const Mesh *mesh, const MeshFace *face) override;
virtual void drawSprite(const Sprite *sprite) override;
virtual void drawMesh(const Mesh *mesh) override;
virtual void drawDimPlane() override;
virtual void enableLights() override;
virtual void disableLights() override;
virtual void setupLight(Light *light, int lightId) override;
virtual void turnOffLight(int lightId) override;
virtual void createTexture(Texture *texture, const uint8 *data, const CMap *cmap, bool clamp) override;
virtual void selectTexture(const Texture *texture) override;
virtual void destroyTexture(Texture *texture) override;
/**
* Prepares a bitmap for drawing
* performs any format conversions needed for the renderer,
* and might create an internal representation of the bitmap
* external changes to the bitmap may not be visible after this
* is called. Must be called before drawBitmap can be used.
*
* the external bitmap might have its data changed by this function,
*
* @param bitmap the bitmap to be prepared
* @see destroyBitmap
* @see drawBitmap
*/
virtual void createBitmap(BitmapData *bitmap) override;
/**
* Draws a bitmap
* before this is safe to use, createBitmap MUST have been called
*
* @param bitmap the bitmap to be drawn
* @see createBitmap
* @see destroyBitmap
*/
virtual void drawBitmap(const Bitmap *bitmap, int x, int y, uint32 layer = 0) override;
/**
* Deletes any internal references and representations of a bitmap
* after this is called, it is safe to dispose of or change the external
* bitmapdata.
*
* @param bitmap the bitmap to be destroyed
* @see createBitmap
* @see drawBitmap
*/
virtual void destroyBitmap(BitmapData *bitmap) override;
virtual void createFont(Font *font) override;
virtual void destroyFont(Font *font) override;
virtual void createTextObject(TextObject *text) override;
virtual void drawTextObject(const TextObject *text) override;
virtual void destroyTextObject(TextObject *text) override;
virtual Bitmap *getScreenshot(int w, int h, bool useStored) override;
virtual void storeDisplay() override;
virtual void copyStoredToDisplay() override;
/**
* Dims the entire screen
* Sets the entire screen to 10% of its current brightness,
* and converts it to grayscale.
*/
virtual void dimScreen() override;
virtual void dimRegion(int x, int y, int w, int h, float level) override;
/**
* Draw a completely opaque Iris around the specified rectangle.
* the arguments specify the distance from the screen-edge to the first
* non-iris pixel.
*
* @param x the width of the Iris
* @param y the height of the Iris
*/
virtual void irisAroundRegion(int x1, int y1, int x2, int y2) override;
virtual void drawEmergString(int x, int y, const char *text, const Color &fgColor) override;
virtual void loadEmergFont() override;
virtual void drawRectangle(const PrimitiveObject *primitive) override;
virtual void drawLine(const PrimitiveObject *primitive) override;
virtual void drawPolygon(const PrimitiveObject *primitive) override;
/**
* Prepare a movie-frame for drawing
* performing any necessary conversion
*
* @param width the width of the movie-frame.
* @param height the height of the movie-frame.
* @param bitmap a pointer to the data for the movie-frame.
* @see drawMovieFrame
* @see releaseMovieFrame
*/
virtual void prepareMovieFrame(Graphics::Surface* frame) override;
virtual void drawMovieFrame(int offsetX, int offsetY) override;
/**
* Release the currently prepared movie-frame, if one exists.
*
* @see drawMovieFrame
* @see prepareMovieFrame
*/
virtual void releaseMovieFrame() override;
virtual const char *getVideoDeviceName() override;
virtual void renderBitmaps(bool render) override;
virtual void renderZBitmaps(bool render) override;
virtual void createMesh(Mesh *mesh) override;
virtual void destroyMesh(const Mesh *mesh) override;
virtual void createEMIModel(EMIModel *model) override;
virtual void updateEMIModel(const EMIModel* model) override;
virtual void destroyEMIModel(EMIModel *model) override;
virtual void setBlendMode(bool additive) override;
protected:
void setupShaders();
GLuint compileShader(const char *vertex, const char *fragment);
GLuint compileShader(const char *shader) { return compileShader(shader, shader); }
void createSpecialtyTextureFromScreen(uint id, uint8 *data, int x, int y, int width, int height) override;
private:
const Actor *_currentActor;
float _alpha;
int _maxLights;
GLuint _emergTexture;
OpenGL::Shader* _emergProgram;
OpenGL::Shader* _backgroundProgram;
OpenGL::Shader* _actorProgram;
OpenGL::Shader* _spriteProgram;
OpenGL::Shader* _dimProgram;
OpenGL::Shader* _dimPlaneProgram;
OpenGL::Shader* _dimRegionProgram;
OpenGL::Shader* _smushProgram;
GLuint _smushVBO, _quadEBO;
OpenGL::Shader* _textProgram;
OpenGL::Shader* _primitiveProgram;
OpenGL::Shader* _irisProgram;
OpenGL::Shader* _shadowPlaneProgram;
int _smushWidth;
int _smushHeight;
GLuint _smushTexId;
bool _smushSwizzle;
bool _smushSwap;
void setupTexturedQuad();
void setupQuadEBO();
void setupZBuffer();
void drawDepthBitmap(int x, int y, int w, int h, char *data);
float _fov;
float _nclip;
float _fclip;
Math::Matrix4 _projMatrix;
Math::Matrix4 _viewMatrix;
Math::Matrix4 _mvpMatrix;
Math::Matrix4 _overworldProjMatrix;
void setupTexturedCenteredQuad();
GLuint _spriteVBO;
Common::Stack<Math::Matrix4> _matrixStack;
Texture *_selectedTexture;
GLuint _zBufTex;
Math::Vector2d _zBufTexCrop;
struct Light {
Math::Vector4d _position;
Math::Vector4d _direction;
Math::Vector4d _color;
Math::Vector4d _params;
};
Light *_lights;
bool _hasAmbientLight;
bool _lightsEnabled;
void setupPrimitives();
GLuint nextPrimitive();
GLuint _primitiveVBOs[32];
uint32 _currentPrimitive;
void drawGenericPrimitive(const float *vertices, uint32 numVertices, const PrimitiveObject *primitive);
GLuint _irisVBO;
GLuint _dimVBO;
GLuint _dimRegionVBO;
GLuint _blastVBO;
GLuint _storedDisplay;
};
}
#endif
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