/* 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 . * */ #include "engines/playground3d/gfx.h" #include "engines/util.h" #include "common/config-manager.h" #include "graphics/renderer.h" #include "graphics/surface.h" #if defined(USE_OPENGL_GAME) || defined(USE_OPENGL_SHADERS) #include "graphics/opengl/context.h" #endif #include "math/glmath.h" namespace Playground3d { const float Renderer::cubeVertices[] = { // S T X Y Z NX NY NZ R G B 0.0f, 1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, // blue 1.0f, 1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, // magenta 0.0f, 0.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, // cyan 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, // white 0.0f, 1.0f, 1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f, 0.0f, // red 1.0f, 1.0f, -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f, // black 0.0f, 0.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f, 0.0f, // yellow 1.0f, 0.0f, -1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f, // green 0.0f, 1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, // magenta 1.0f, 1.0f, 1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, // red 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, // white 1.0f, 0.0f, 1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, // yellow 0.0f, 1.0f, -1.0f, -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, // black 1.0f, 1.0f, -1.0f, -1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, // blue 0.0f, 0.0f, -1.0f, 1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, // green 1.0f, 0.0f, -1.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, // cyan 0.0f, 1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, // cyan 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, // white 0.0f, 0.0f, -1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, // green 1.0f, 0.0f, 1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, // yellow 0.0f, 1.0f, -1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, // black 1.0f, 1.0f, 1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f, // red 0.0f, 0.0f, -1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f, // blue 1.0f, 0.0f, 1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f, 1.0f // magenta }; Renderer::Renderer(OSystem *system) : _system(system), _texture(nullptr) { } Renderer::~Renderer() { } Common::Rect Renderer::viewport() const { return _screenViewport; } void Renderer::computeScreenViewport() { int32 screenWidth = _system->getWidth(); int32 screenHeight = _system->getHeight(); // Aspect ratio correction int32 viewportWidth = MIN(screenWidth, screenHeight * kOriginalWidth / kOriginalHeight); int32 viewportHeight = MIN(screenHeight, screenWidth * kOriginalHeight / kOriginalWidth); _screenViewport = Common::Rect(viewportWidth, viewportHeight); // Pillarboxing _screenViewport.translate((screenWidth - viewportWidth) / 2, (screenHeight - viewportHeight) / 2); } Math::Matrix4 Renderer::makeProjectionMatrix(float fov, float nearClip, float farClip) const { float aspectRatio = kOriginalWidth / (float) kOriginalHeight; float xmaxValue = nearClip * tanf(fov * M_PI / 360.0f); float ymaxValue = xmaxValue / aspectRatio; return Math::makeFrustumMatrix(-xmaxValue, xmaxValue, -ymaxValue, ymaxValue, nearClip, farClip); } void Renderer::setupCameraPerspective(float pitch, float heading, float fov) { _projectionMatrix = makeProjectionMatrix(fov, 1.0f, 10000.0f); _modelViewMatrix = Math::Matrix4(180.0f - heading, pitch, 0.0f, Math::EO_XYZ); Math::Matrix4 proj = _projectionMatrix; Math::Matrix4 model = _modelViewMatrix; proj.transpose(); model.transpose(); _mvpMatrix = proj * model; _mvpMatrix.transpose(); } Renderer *createRenderer(OSystem *system) { Common::String rendererConfig = ConfMan.get("renderer"); Graphics::RendererType desiredRendererType = Graphics::Renderer::parseTypeCode(rendererConfig); Graphics::RendererType matchingRendererType = Graphics::Renderer::getBestMatchingAvailableType(desiredRendererType, #if defined(USE_OPENGL_GAME) Graphics::kRendererTypeOpenGL | #endif #if defined(USE_OPENGL_SHADERS) Graphics::kRendererTypeOpenGLShaders | #endif #if defined(USE_TINYGL) Graphics::kRendererTypeTinyGL | #endif 0); bool isAccelerated = matchingRendererType != Graphics::kRendererTypeTinyGL; uint width = Renderer::kOriginalWidth; uint height = Renderer::kOriginalHeight; if (isAccelerated) { initGraphics3d(width, height); } else { initGraphics(width, height, nullptr); } #if defined(USE_OPENGL_SHADERS) if (matchingRendererType == Graphics::kRendererTypeOpenGLShaders) { return CreateGfxOpenGLShader(system); } #endif #if defined(USE_OPENGL_GAME) if (matchingRendererType == Graphics::kRendererTypeOpenGL) { return CreateGfxOpenGL(system); } #endif #if defined(USE_TINYGL) if (matchingRendererType == Graphics::kRendererTypeTinyGL) { return CreateGfxTinyGL(system); } #endif /* We should never end up here, getBestMatchingRendererType would have failed before */ error("Unable to create a renderer"); } } // End of namespace Playground3d