scummvm/engines/tetraedge/te/te_mesh_opengl.cpp
Matthew Duggan 719bc656a0 TETRAEDGE: Remove unneccessary use of longs
In most places where long was used, int was just fine.  In a few places, we
actually probably want 64-bit values, so use those explicitly.
2023-02-03 08:51:43 +09:00

262 lines
7.8 KiB
C++

/* 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 "graphics/opengl/system_headers.h"
#include "tetraedge/tetraedge.h"
#include "tetraedge/te/te_renderer.h"
#include "tetraedge/te/te_light.h"
#include "tetraedge/te/te_mesh_opengl.h"
#include "tetraedge/te/te_material.h"
namespace Tetraedge {
TeMeshOpenGL::TeMeshOpenGL() : _glMeshMode(GL_POINTS), _gltexEnvMode(GL_MODULATE) {
}
void TeMeshOpenGL::draw() {
if (!worldVisible())
return;
TeRenderer *renderer = g_engine->getRenderer();
renderer->pushMatrix();
if (_matrixForced)
renderer->multiplyMatrix(_forcedMatrix);
else
renderer->multiplyMatrix(worldTransformationMatrix());
/*
debug("Draw mesh %p (%s, %d verts %d norms %d indexes %d materials %d updated)", this, name().empty() ? "no name" : name().c_str(), _verticies.size(), _normals.size(), _indexes.size(), _materials.size(), _updatedVerticies.size());
debug(" renderMatrix %s", renderer->currentMatrix().toString().c_str());
if (!_materials.empty())
debug(" material %s", _materials[0].dump().c_str());
debug(" position %s", position().dump().c_str());
debug(" worldPos %s", worldPosition().dump().c_str());
debug(" scale %s", scale().dump().c_str());
debug(" worldScale %s", worldScale().dump().c_str());
debug(" rotation %s", rotation().dump().c_str());
debug(" worldRot %s", worldRotation().dump().c_str());
*/
if (renderer->shadowMode() != TeRenderer::ShadowModeCreating) {
if (_faceCounts.empty()) {
if (hasAlpha(0) && _shouldDraw) {
renderer->addTransparentMesh(*this, 0, 0, 0);
renderer->popMatrix();
return;
}
} else {
assert(_faceCounts.size() == _materials.size());
int totalFaceCount = 0;
for (uint i = 0; i < _faceCounts.size(); i++) {
if (!_faceCounts[i])
continue;
if (hasAlpha(i)) {
renderer->addTransparentMesh(*this, totalFaceCount, _faceCounts[i], i);
}
totalFaceCount += _faceCounts[i];
}
}
}
renderer->setMatrixMode(TeRenderer::MM_GL_MODELVIEW);
renderer->pushMatrix();
renderer->loadCurrentMatrixToGL();
const Common::Array<TeVector3f32> &normals = (_updatedVerticies.empty() ? _normals : _updatedNormals);
const Common::Array<TeVector3f32> &verticies = (_updatedVerticies.empty() ? _verticies : _updatedVerticies);
glEnableClientState(GL_VERTEX_ARRAY);
if (!normals.empty())
glEnableClientState(GL_NORMAL_ARRAY);
if (!_colors.empty())
glEnableClientState(GL_COLOR_ARRAY);
glVertexPointer(3, GL_FLOAT, sizeof(TeVector3f32), verticies.data());
if (!normals.empty())
glNormalPointer(GL_FLOAT, sizeof(TeVector3f32), normals.data());
if (!_uvs.empty() && renderer->shadowMode() != TeRenderer::ShadowModeDrawing)
glTexCoordPointer(2, GL_FLOAT, sizeof(TeVector2f32), _uvs.data());
if (!_colors.empty())
glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(TeColor), _colors.data());
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, _gltexEnvMode);
if (renderer->scissorEnabled()) {
glEnable(GL_SCISSOR_TEST);
uint scissorx = renderer->scissorX();
uint scissory = renderer->scissorY();
uint scissorwidth = renderer->scissorWidth();
uint scissorheight = renderer->scissorHeight();
glScissor(scissorx, scissory, scissorwidth, scissorheight);
}
if (_faceCounts.empty()) {
if (!_materials.empty())
renderer->applyMaterial(_materials[0]);
glDrawElements(_glMeshMode, _indexes.size(), GL_UNSIGNED_SHORT, _indexes.data());
if (!_materials.empty()) {
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
renderer->disableTexture();
}
} else {
int totalFaceCount = 0;
assert(_faceCounts.size() == _materials.size());
for (uint i = 0; i < _materials.size(); i++) {
if (!_faceCounts[i])
continue;
if (!hasAlpha(i) || renderer->shadowMode() == TeRenderer::ShadowModeCreating || !_shouldDraw) {
renderer->applyMaterial(_materials[i]);
glDrawElements(_glMeshMode, _faceCounts[i] * 3, GL_UNSIGNED_SHORT, _indexes.data() + totalFaceCount * 3);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
renderer->disableTexture();
}
totalFaceCount += _faceCounts[i];
}
}
if (!renderer->scissorEnabled())
glDisable(GL_SCISSOR_TEST);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_NORMAL_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
//renderer->setCurrentColor(renderer->currentColor()); // pointless?
if (_drawWires && !normals.empty()) {
renderer->disableAllLights();
error("TODO: Properly implement _drawWires case in TeMesh::draw");
/*
// TODO: Reimplement without glBegin/glEnd
glBegin(GL_LINES);
renderer->setCurrentColor(TeColor(255, 255, 255, 255));
for (uint i = 0; i < verticies.size(); i++) {
glVertex3f(verticies[i].x(), verticies[i].y(), verticies[i].z());
glVertex3f(verticies[i].x() + normals[i].x(),
verticies[i].y() + normals[i].y(),
verticies[i].z() + normals[i].z());
}
glEnd();
*/
}
renderer->setMatrixMode(TeRenderer::MM_GL_MODELVIEW);
renderer->popMatrix();
renderer->popMatrix();
}
TeMesh::Mode TeMeshOpenGL::getMode() const {
// Do the reverse translation of setConf... why? I dunno.. the game does that..
switch(_glMeshMode) {
case GL_POINTS:
return MeshMode_Points;
case GL_LINES:
return MeshMode_Lines;
case GL_LINE_LOOP:
return MeshMode_LineLoop;
case GL_LINE_STRIP:
return MeshMode_LineStrip;
case GL_TRIANGLES:
return MeshMode_Triangles;
case GL_TRIANGLE_STRIP:
return MeshMode_TriangleStrip;
case GL_TRIANGLE_FAN:
return MeshMode_TriangleFan;
default:
return MeshMode_None;
}
}
void TeMeshOpenGL::setMode(enum Mode mode) {
switch(mode) {
case MeshMode_Points:
_glMeshMode = GL_POINTS;
break;
case MeshMode_Lines:
_glMeshMode = GL_LINES;
break;
case MeshMode_LineLoop:
_glMeshMode = GL_LINE_LOOP;
break;
case MeshMode_LineStrip:
_glMeshMode = GL_LINE_STRIP;
break;
case MeshMode_Triangles:
_glMeshMode = GL_TRIANGLES;
break;
case MeshMode_TriangleStrip:
_glMeshMode = GL_TRIANGLE_STRIP;
break;
case MeshMode_TriangleFan:
_glMeshMode = GL_TRIANGLE_FAN;
break;
default:
error("Invalid mesh mode %d", (int)mode);
}
}
void TeMeshOpenGL::setglTexEnvBlend() {
_gltexEnvMode = GL_BLEND;
}
uint32 TeMeshOpenGL::getTexEnvMode() const {
return _gltexEnvMode;
}
void TeMeshOpenGL::setConf(uint vertexCount, uint indexCount, enum Mode mode, uint materialCount, uint materialIndexCount) {
destroy();
_initialMaterialIndexCount = materialIndexCount;
_verticies.resize(vertexCount);
_indexes.resize(indexCount);
_materials.resize(materialCount);
_matricies.resize(vertexCount);
switch(mode) {
case MeshMode_Points:
_glMeshMode = GL_POINTS;
break;
case MeshMode_Lines:
_glMeshMode = GL_LINES;
break;
case MeshMode_LineLoop:
_glMeshMode = GL_LINE_LOOP;
break;
case MeshMode_LineStrip:
_glMeshMode = GL_LINE_STRIP;
break;
case MeshMode_Triangles:
_glMeshMode = GL_TRIANGLES;
break;
case MeshMode_TriangleStrip:
_glMeshMode = GL_TRIANGLE_STRIP;
break;
case MeshMode_TriangleFan:
_glMeshMode = GL_TRIANGLE_FAN;
break;
default:
error("Setting invalid mesh mode.");
}
}
} // end namespace Tetraedge