scummvm/engines/tetraedge/game/characters_shadow_opengl.cpp

151 lines
4.9 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/game/character.h"
#include "tetraedge/game/characters_shadow_opengl.h"
#include "tetraedge/te/te_light.h"
#include "tetraedge/te/te_renderer.h"
#include "tetraedge/te/te_3d_texture_opengl.h"
//#define TETRAEDGE_DUMP_SHADOW_RENDER 1
#ifdef TETRAEDGE_DUMP_SHADOW_RENDER
#include "image/png.h"
static int dumpCount = 0;
#endif
namespace Tetraedge {
void CharactersShadowOpenGL::createInternal() {
Te3DTextureOpenGL::unbind();
glGenTextures(1, &_glTex);
glBindTexture(GL_TEXTURE_2D, _glTex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE_ALPHA, _texSize, _texSize, 0, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, nullptr);
}
void CharactersShadowOpenGL::createTextureInternal(InGameScene *scene) {
TeRenderer *renderer = g_engine->getRenderer();
glClearColor(0.0, 0.0, 0.0, 0.0);
renderer->clearBuffer(TeRenderer::ColorAndDepth);
for (Character *character : scene->_characters) {
character->_model->draw();
}
scene->_character->_model->draw();
Te3DTextureOpenGL::unbind();
glBindTexture(GL_TEXTURE_2D, _glTex);
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, _texSize, _texSize);
renderer->clearBuffer(TeRenderer::ColorAndDepth);
#ifdef TETRAEDGE_DUMP_SHADOW_RENDER
Graphics::Surface tex;
tex.create(_texSize, _texSize, Graphics::PixelFormat(4, 8, 8, 8, 8, 0, 8, 16, 24));
glGetTexImage(GL_TEXTURE_2D, 0, GL_RGBA, GL_UNSIGNED_BYTE, tex.getPixels());
Common::DumpFile dumpFile;
tex.flipVertical(Common::Rect(tex.w, tex.h));
dumpFile.open(Common::String::format("/tmp/rendered-shadow-dump-%04d.png", dumpCount));
dumpCount++;
Image::writePNG(dumpFile, tex);
tex.free();
dumpFile.close();
#endif
}
void CharactersShadowOpenGL::deleteTexture() {
TeRenderer *renderer = g_engine->getRenderer();
renderer->disableTexture();
glBindTexture(GL_TEXTURE_2D, 0);
glDeleteTextures(1, &_glTex);
}
void CharactersShadowOpenGL::draw(InGameScene *scene) {
TeRenderer *renderer = g_engine->getRenderer();
glDepthMask(false);
renderer->disableZBuffer();
renderer->enableTexture();
glBindTexture(GL_TEXTURE_2D, _glTex);
Te3DTextureOpenGL::unbind();
glBindTexture(GL_TEXTURE_2D, _glTex);
glEnable(GL_BLEND);
renderer->setCurrentColor(scene->shadowColor());
TeMatrix4x4 matrix;
matrix.translate(TeVector3f32(0.5f, 0.5f, 0.5f));
matrix.scale(TeVector3f32(0.5f, 0.5f, 0.5f));
matrix = matrix * _camera->projectionMatrix();
TeMatrix4x4 cammatrix = _camera->worldTransformationMatrix();
cammatrix.inverse();
matrix = matrix * cammatrix;
float f[4];
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
for (uint i = 0; i < 4; i++)
f[i] = matrix(0, i);
glTexGenfv(GL_S, GL_EYE_PLANE, f);
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
for (uint i = 0; i < 4; i++)
f[i] = matrix(1, i);
glTexGenfv(GL_T, GL_EYE_PLANE, f);
glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
for (uint i = 0; i < 4; i++)
f[i] = matrix(2, i);
glTexGenfv(GL_R, GL_EYE_PLANE, f);
glTexGeni(GL_Q, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
for (uint i = 0; i < 4; i++)
f[i] = matrix(3, i);
glTexGenfv(GL_Q, GL_EYE_PLANE, f);
Te3DTextureOpenGL::unbind();
glBindTexture(GL_TEXTURE_2D, _glTex);
glEnable(GL_BLEND);
renderer->setCurrentColor(scene->shadowColor());
Common::Array<TeIntrusivePtr<TeModel>> &models =
(g_engine->gameType() == TetraedgeEngine::kSyberia ?
scene->zoneModels() : scene->shadowReceivingObjects());
for (TeIntrusivePtr<TeModel> model : models) {
if (model->meshes().size() > 0 && model->meshes()[0]->materials().empty()) {
model->meshes()[0]->defaultMaterial(TeIntrusivePtr<Te3DTexture>());
model->meshes()[0]->materials()[0]._isShadowTexture = true;
model->meshes()[0]->materials()[0]._diffuseColor = scene->shadowColor();
}
model->draw();
}
renderer->disableTexture();
glDepthMask(true);
renderer->enableZBuffer();
}
} // end namespace Tetraedge