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/* ScummVM - Graphic Adventure Engine
*
* ScummVM 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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#include "common/scummsys.h"
#if defined(USE_OPENGL_GAME)
#include "graphics/opengl/system_headers.h"
#include "common/system.h"
#include "math/glmath.h"
#include "watchmaker/3d/geometry.h"
#include "watchmaker/3d/math/llmath.h"
#include "watchmaker/fonts.h"
#include "watchmaker/game.h"
#include "watchmaker/globvar.h"
#include "watchmaker/ll/ll_system.h"
#include "watchmaker/rect.h"
#include "watchmaker/render.h"
#include "watchmaker/renderer.h"
#include "watchmaker/windows_hacks.h"
namespace Watchmaker {
Renderer::Renderer(WGame *game, sdl_wrapper *wrapper) : _2dStuff(this), sdl(wrapper), _game(game) {
_workDirs = &game->workDirs;
}
// blitter info
Common::Rect gBlitterViewport;
gTexture gScreenBuffer;
void Renderer::initGL() {
auto windowInfo = this->getScreenInfos();
// Cut'n paste from https://www.libsdl.org/release/SDL-1.2.15/docs/html/guidevideoopengl.html
float ratio = (float)windowInfo.width / windowInfo.height;
glShadeModel(GL_SMOOTH);
/* Culling. */
glCullFace(GL_BACK);
glFrontFace(GL_CCW);
//glEnable(GL_CULL_FACE); // TODO
glClearColor(0, 0, 0, 0);
glViewport(0, 0, windowInfo.width, windowInfo.height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
auto perspectiveMatrix = Math::makePerspectiveMatrix(60.0, ratio, 1.0, 1024.0);;
glLoadMatrixf(perspectiveMatrix.getData());
}
void Renderer::setVirtualScreen(unsigned int dimX, unsigned int dimY) {
unsigned int width, height;
//calculate aspect ratio
getScreenInfos(width, height);
gAspectX = 1.0f / ((float)dimX / (float)width);
gAspectY = 1.0f / ((float)dimY / (float)height);
gInvAspectX = (float)dimX / (float)width;
gInvAspectY = (float)dimY / (float)height;
}
void Renderer::getScreenInfos(unsigned int &width, unsigned int &height) const {
sdl->getWindowSize(width, height);
}
WindowInfo Renderer::getScreenInfos() const {
WindowInfo info;
getScreenInfos(info.width, info.height);
return info;
}
bool Renderer::createScreenBuffer() {
//auto windowSize = getScreenInfos();
_viewport.left = _viewport.top = 0;
_viewport.right = 800;
_viewport.bottom = 600;
warning("TODO: Implement createScreenBuffer");
return false;
}
void Renderer::initBlitterViewPort() {
auto info = getScreenInfos();
Common::Rect viewport{0, 0, (int16)info.width, (int16)info.height};
// This is just leftover, as the original viewport-setting would default to the screenbuffer-size.
if ((viewport.top == 0) && (viewport.bottom == 0) && (viewport.left == 0) && (viewport.right == 0)) {
gBlitterViewport.top = 0;
gBlitterViewport.bottom = gScreenBuffer.DimY;
gBlitterViewport.left = 0;
gBlitterViewport.right = gScreenBuffer.DimX;
} else {
gBlitterViewport = viewport;
}
}
void Renderer::setCurCameraViewport(t3dF32 fov, uint8 sup) {
auto windowInfo = getScreenInfos();
int32 cx = windowInfo.width / 2;
int32 cy = windowInfo.height / 2;
int32 sx = windowInfo.width;
int32 sy = windowInfo.height;
t3dF32 SuperView = 50.0f * (sup ^ 1);
t3dCurCamera->Center.x = (t3dF32)(cx);
t3dCurCamera->Center.y = (t3dF32)(cy);
t3dCurCamera->NearClipPlane = fov;
t3dCurCamera->FarClipPlane = 89000.0f;
warning("TODO: Set projection matrix");
setProjectionMatrix((float)(sx),
(float)(sy),
fov,
10.0f + SuperView, 90000.0f);
//Set Clipplanes
t3dV3F c0;
t3dVectFill(&c0, 0.0f);
t3dV3F v1(screenSpaceToCameraSpace(0.0f, 0.0f));
t3dV3F v2(screenSpaceToCameraSpace((t3dF32)sx, 0.0f));
t3dV3F v3(screenSpaceToCameraSpace(0.0f, (t3dF32)sy));
t3dV3F v4(screenSpaceToCameraSpace((t3dF32)sx, (t3dF32)sy));
#if 0
t3dPlaneNormal(&ClipPlanes[LEFTCLIP], &c0, &v1, &v3);
t3dPlaneNormal(&ClipPlanes[RIGHTCLIP], &c0, &v4, &v2);
t3dPlaneNormal(&ClipPlanes[TOPCLIP], &c0, &v2, &v1);
t3dPlaneNormal(&ClipPlanes[BOTTOMCLIP], &c0, &v3, &v4);
#endif
}
void Renderer::showFrame() {
g_system->updateScreen();
}
int Renderer::rFitX(int x) {
return (int)floor((float)x * gAspectX);
}
int Renderer::rFitY(int y) {
return (int)floor((float)y * gAspectY);
}
int Renderer::rInvFitX(int x) {
return (int)ceil((float)x * gInvAspectX);
}
int Renderer::rInvFitY(int y) {
return (int)ceil(((float)(y)) * gInvAspectY);
}
void gPrintText(WGame &game, const char *s, uint32 d, uint32 src, uint16 *FontTable, short x, short y) {
int16 i = 0, nextx, nexty;
unsigned char c;
nextx = nexty = 0;
while ((c = s[i]) != 0) {
i++;
int16 posx, posy, dimx, dimy;
posx = FontTable[c * 4 + 0];
posy = FontTable[c * 4 + 1];
dimx = FontTable[c * 4 + 2];
dimy = FontTable[c * 4 + 3];
rBlitter(game, d, src, x + nextx, y + nexty, posx, posy, dimx, dimy);
nextx += dimx;
}
}
void Renderer::printText(const char *s, unsigned int dst, FontKind font, FontColor color, uint16 x, uint16 y) {
auto f = _fonts->fontForKind(font);
uint32 src = f->color[color];
gPrintText(*_game, s, dst, src, f->table, x, y);
}
bool Renderer::setProjectionMatrix(float width, float height, float fAspect, float fNearPlane, float fFarPlane) {
// Not sure if fAspect is Y here though
glMatrixMode(GL_PROJECTION);
_nearPlane = fNearPlane;
_projectionMatrix = Math::makePerspectiveMatrix(fAspect, width / height, fNearPlane, fFarPlane);
glLoadMatrixf(_projectionMatrix.getData());
glMatrixMode(GL_MODELVIEW);
return false;
}
Math::Vector3d vector3Matrix4Mult(Math::Vector3d &vec, const Math::Matrix4 &m) {
// Since the query functions return a 4x4 Matrix, but we only really care
// about the 3D vector, we make our own version of the Vector-Matrix mult.
// In practice we could perhaps introduce an operator* in Vector4d, but
// since the w component is un-interesting that would be 4 unnecessary mults.
const float *d = m.getData();
return Math::Vector3d(vec.x() * d[0] + vec.y() * d[3] + vec.z() * d[6],
vec.x() * d[1] + vec.y() * d[4] + vec.z() * d[7],
vec.x() * d[2] + vec.y() * d[5] + vec.z() * d[8]);
}
Math::Vector3d Renderer::screenSpaceToCameraSpace(float x, float y) {
unsigned int width, height, bpp;
rGetScreenInfos(&width, &height, &bpp);
auto matrix = _projectionMatrix;
matrix.inverse();
Math::Vector3d v;
v.x() = (x - width / 2) / (width / 2);
v.y() = -(y - height / 2) / (height / 2);
v.z() = 1.0f;
Math::Vector3d d = vector3Matrix4Mult(v, matrix);
return Math::Vector3d(d.x(), d.y(), d.z() - _nearPlane);
}
} // End of namespace Watchmaker
#endif // USE_OPENGL_GAME
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