[Scummvm-git-logs] scummvm master -> d6b2f9ec020f24b8fccbc944a5bfa3ffbb22d6fc
aquadran
aquadran at gmail.com
Mon Oct 18 21:28:42 UTC 2021
This automated email contains information about 1 new commit which have been
pushed to the 'scummvm' repo located at https://github.com/scummvm/scummvm .
Summary:
d6b2f9ec02 STARK: Added alternate ligthing for OpenGL
Commit: d6b2f9ec020f24b8fccbc944a5bfa3ffbb22d6fc
https://github.com/scummvm/scummvm/commit/d6b2f9ec020f24b8fccbc944a5bfa3ffbb22d6fc
Author: PaweÅ KoÅodziejski (aquadran at gmail.com)
Date: 2021-10-18T23:28:38+02:00
Commit Message:
STARK: Added alternate ligthing for OpenGL
Changed paths:
engines/stark/gfx/driver.h
engines/stark/gfx/opengl.cpp
engines/stark/gfx/opengl.h
engines/stark/gfx/openglactor.cpp
engines/stark/gfx/openglactor.h
engines/stark/gfx/openglprop.cpp
engines/stark/gfx/openglprop.h
engines/stark/gfx/opengls.cpp
engines/stark/gfx/opengls.h
diff --git a/engines/stark/gfx/driver.h b/engines/stark/gfx/driver.h
index 3c4053a2ec..922ead3920 100644
--- a/engines/stark/gfx/driver.h
+++ b/engines/stark/gfx/driver.h
@@ -131,6 +131,7 @@ public:
virtual Graphics::Surface *getViewportScreenshot() const = 0;
virtual void set3DMode() = 0;
+ virtual bool computeLightsEnabled() = 0;
static const int32 kOriginalWidth = 640;
static const int32 kOriginalHeight = 480;
@@ -145,6 +146,7 @@ protected:
static void flipVertical(Graphics::Surface *s);
Common::Rect _screenViewport;
+ bool _computeLights;
};
} // End of namespace Gfx
diff --git a/engines/stark/gfx/opengl.cpp b/engines/stark/gfx/opengl.cpp
index a2e61c3a6e..4b5eaaf12e 100644
--- a/engines/stark/gfx/opengl.cpp
+++ b/engines/stark/gfx/opengl.cpp
@@ -43,6 +43,7 @@ namespace Stark {
namespace Gfx {
OpenGLDriver::OpenGLDriver() {
+ _computeLights = true;
}
OpenGLDriver::~OpenGLDriver() {
@@ -60,6 +61,7 @@ void OpenGLDriver::init() {
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
+ glDisable(GL_LIGHTING);
}
void OpenGLDriver::setScreenViewport(bool noScaling) {
@@ -231,7 +233,8 @@ void OpenGLDriver::start2DMode() {
glDisable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
- glDisable(GL_LIGHTING);
+ if (!_computeLights)
+ glDisable(GL_LIGHTING);
}
void OpenGLDriver::end2DMode() {
@@ -240,7 +243,6 @@ void OpenGLDriver::end2DMode() {
glEnable(GL_DEPTH_TEST);
glDepthMask(GL_TRUE);
- glEnable(GL_LIGHTING);
}
void OpenGLDriver::set3DMode() {
@@ -252,6 +254,13 @@ void OpenGLDriver::set3DMode() {
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glStencilFunc(GL_EQUAL, 0, 0xFF);
glStencilOp(GL_KEEP, GL_KEEP, GL_INCR);
+
+ if (!_computeLights)
+ glEnable(GL_LIGHTING);
+}
+
+bool OpenGLDriver::computeLightsEnabled() {
+ return _computeLights;
}
Common::Rect OpenGLDriver::getViewport() const {
diff --git a/engines/stark/gfx/opengl.h b/engines/stark/gfx/opengl.h
index 07e86bc35d..28eb3353cf 100644
--- a/engines/stark/gfx/opengl.h
+++ b/engines/stark/gfx/opengl.h
@@ -58,6 +58,7 @@ public:
void start2DMode();
void end2DMode();
void set3DMode() override;
+ bool computeLightsEnabled() override;
Common::Rect getViewport() const;
Common::Rect getUnscaledViewport() const;
diff --git a/engines/stark/gfx/openglactor.cpp b/engines/stark/gfx/openglactor.cpp
index 26d7ee11c5..85ec1d86e1 100644
--- a/engines/stark/gfx/openglactor.cpp
+++ b/engines/stark/gfx/openglactor.cpp
@@ -66,7 +66,8 @@ void OpenGLActorRenderer::render(const Math::Vector3d &position, float direction
Math::Vector3d lightDirection;
_gfx->set3DMode();
- _gfx->setupLights(lights);
+ if (!_gfx->computeLightsEnabled())
+ _gfx->setupLights(lights);
Math::Matrix4 model = getModelMatrix(position, direction);
Math::Matrix4 view = StarkScene->getViewMatrix();
@@ -82,6 +83,15 @@ void OpenGLActorRenderer::render(const Math::Vector3d &position, float direction
glMatrixMode(GL_PROJECTION);
glLoadMatrixf(projectionMatrix.getData());
+ Math::Matrix4 normalMatrix;
+ if (_gfx->computeLightsEnabled()) {
+ projectionMatrix.transpose();
+ modelViewMatrix.transpose();
+
+ normalMatrix = modelViewMatrix;
+ normalMatrix.invertAffineOrthonormal();
+ }
+
Math::Matrix4 mvp;
if (drawShadow) {
mvp = view * model;
@@ -97,28 +107,37 @@ void OpenGLActorRenderer::render(const Math::Vector3d &position, float direction
Common::Array<Material *> mats = _model->getMaterials();
const Common::Array<BoneNode *> &bones = _model->getBones();
- glColorMaterial(GL_FRONT_AND_BACK, GL_DIFFUSE);
- glEnable(GL_COLOR_MATERIAL);
+ if (!_gfx->computeLightsEnabled()) {
+ glColorMaterial(GL_FRONT_AND_BACK, GL_DIFFUSE);
+ glEnable(GL_COLOR_MATERIAL);
+ }
+
for (Common::Array<Face *>::const_iterator face = faces.begin(); face != faces.end(); ++face) {
const Material *material = mats[(*face)->materialId];
+ Math::Vector3d color;
const Gfx::Texture *tex = resolveTexture(material);
- if (tex) {
- tex->bind();
- glColor3f(1.0f, 1.0f, 1.0f);
- } else {
- glBindTexture(GL_TEXTURE_2D, 0);
- glColor3f(material->r, material->g, material->b);
- }
-
auto vertexIndices = _faceEBO[*face];
auto numVertexIndices = (*face)->vertexIndices.size();
for (uint32 i = 0; i < numVertexIndices; i++) {
+ if (tex) {
+ tex->bind();
+ if (_gfx->computeLightsEnabled())
+ color = Math::Vector3d(1.0f, 1.0f, 1.0f);
+ else
+ glColor3f(1.0f, 1.0f, 1.0f);
+ } else {
+ glBindTexture(GL_TEXTURE_2D, 0);
+ if (_gfx->computeLightsEnabled())
+ color = Math::Vector3d(material->r, material->g, material->b);
+ else
+ glColor3f(material->r, material->g, material->b);
+ }
uint32 index = vertexIndices[i];
auto vertex = _faceVBO[index];
uint32 bone1 = vertex.bone1;
uint32 bone2 = vertex.bone2;
- Math::Vector3d position1 = vertex.pos1;
- Math::Vector3d position2 = vertex.pos2;
+ Math::Vector3d position1 = Math::Vector3d(vertex.pos1x, vertex.pos1y, vertex.pos1z);
+ Math::Vector3d position2 = Math::Vector3d(vertex.pos2x, vertex.pos2y, vertex.pos2z);
Math::Vector3d bone1Position = Math::Vector3d(bones[bone1]->_animPos.x(),
bones[bone1]->_animPos.y(),
bones[bone1]->_animPos.z());
@@ -134,7 +153,7 @@ void OpenGLActorRenderer::render(const Math::Vector3d &position, float direction
bones[bone2]->_animRot.z(),
bones[bone2]->_animRot.w());
float boneWeight = vertex.boneWeight;
- Math::Vector3d normal = vertex.normal;
+ Math::Vector3d normal = Math::Vector3d(vertex.normalx, vertex.normaly, vertex.normalz);
// Compute the vertex position in eye-space
bone1Rotation.transform(position1);
@@ -145,7 +164,13 @@ void OpenGLActorRenderer::render(const Math::Vector3d &position, float direction
vertex.x = modelPosition.x();
vertex.y = modelPosition.y();
vertex.z = modelPosition.z();
-
+ Math::Vector4d modelEyePosition;
+ if (_gfx->computeLightsEnabled()) {
+ modelEyePosition = modelViewMatrix * Math::Vector4d(modelPosition.x(),
+ modelPosition.y(),
+ modelPosition.z(),
+ 1.0);
+ }
// Compute the vertex normal in eye-space
Math::Vector3d n1 = normal;
bone1Rotation.transform(n1);
@@ -155,6 +180,11 @@ void OpenGLActorRenderer::render(const Math::Vector3d &position, float direction
vertex.nx = modelNormal.x();
vertex.ny = modelNormal.y();
vertex.nz = modelNormal.z();
+ Math::Vector3d modelEyeNormal;
+ if (_gfx->computeLightsEnabled()) {
+ modelEyeNormal = normalMatrix.getRotation() * modelNormal;
+ modelEyeNormal.normalize();
+ }
if (drawShadow) {
Math::Vector3d shadowPosition = modelPosition + lightDirection * (-modelPosition.y() / lightDirection.y());
@@ -163,10 +193,83 @@ void OpenGLActorRenderer::render(const Math::Vector3d &position, float direction
vertex.sz = shadowPosition.z();
}
+ if (_gfx->computeLightsEnabled()) {
+ static const uint maxLights = 10;
+
+ assert(lights.size() >= 1);
+ assert(lights.size() <= maxLights);
+
+ const LightEntry *ambient = lights[0];
+ assert(ambient->type == LightEntry::kAmbient); // The first light must be the ambient light
+
+ Math::Vector3d lightColor = ambient->color;
+
+ for (uint li = 0; li < lights.size() - 1; li++) {
+ const LightEntry *l = lights[li + 1];
+
+ Math::Vector4d worldPosition;
+ worldPosition.x() = l->position.x();
+ worldPosition.y() = l->position.y();
+ worldPosition.z() = l->position.z();
+ worldPosition.w() = 1.0;
+
+ Math::Vector4d lightEyePosition = view * worldPosition;
+
+ Math::Vector3d worldDirection = l->direction;
+ Math::Vector3d lightEyeDirection = view.getRotation() * worldDirection;
+ lightEyeDirection.normalize();
+
+ switch (l->type) {
+ case LightEntry::kPoint: {
+ Math::Vector3d vertexToLight = lightEyePosition.getXYZ() - modelEyePosition.getXYZ();
+
+ float dist = vertexToLight.length();
+ vertexToLight.normalize();
+ float attn = CLIP((l->falloffFar - dist) / MAX(0.001f, l->falloffFar - l->falloffNear), 0.0f, 1.0f);
+ float incidence = MAX(0.0f, Math::Vector3d::dotProduct(modelEyeNormal, vertexToLight));
+ lightColor += l->color * attn * incidence;
+ break;
+ }
+ case LightEntry::kDirectional: {
+ float incidence = MAX(0.0f, Math::Vector3d::dotProduct(modelEyeNormal, -lightEyeDirection));
+ lightColor += (l->color * incidence);
+ break;
+ }
+ case LightEntry::kSpot: {
+ Math::Vector3d vertexToLight = lightEyePosition.getXYZ() - modelEyePosition.getXYZ();
+
+ float dist = vertexToLight.length();
+ float attn = CLIP((l->falloffFar - dist) / MAX(0.001f, l->falloffFar - l->falloffNear), 0.0f, 1.0f);
+
+ vertexToLight.normalize();
+ float incidence = MAX(0.0f, modelEyeNormal.dotProduct(vertexToLight));
+
+ float cosAngle = MAX(0.0f, vertexToLight.dotProduct(-lightEyeDirection));
+ float cone = CLIP((cosAngle - l->innerConeAngle.getCosine()) / MAX(0.001f, l->outerConeAngle.getCosine() - l->innerConeAngle.getCosine()), 0.0f, 1.0f);
+
+ lightColor += l->color * attn * incidence * cone;
+ break;
+ }
+ default:
+ break;
+ }
+ }
+
+ lightColor.x() = CLIP(lightColor.x(), 0.0f, 1.0f);
+ lightColor.y() = CLIP(lightColor.y(), 0.0f, 1.0f);
+ lightColor.z() = CLIP(lightColor.z(), 0.0f, 1.0f);
+ color = color * lightColor;
+ vertex.r = color.x();
+ vertex.g = color.y();
+ vertex.b = color.z();
+ }
+
_faceVBO[index] = vertex;
}
glEnableClientState(GL_VERTEX_ARRAY);
+ if (_gfx->computeLightsEnabled())
+ glEnableClientState(GL_COLOR_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glEnableClientState(GL_NORMAL_ARRAY);
@@ -174,22 +277,28 @@ void OpenGLActorRenderer::render(const Math::Vector3d &position, float direction
if (tex)
glTexCoordPointer(2, GL_FLOAT, sizeof(ActorVertex), &_faceVBO[0].texS);
glNormalPointer(GL_FLOAT, sizeof(ActorVertex), &_faceVBO[0].nx);
+ if (_gfx->computeLightsEnabled())
+ glColorPointer(3, GL_FLOAT, sizeof(ActorVertex), &_faceVBO[0].r);
glDrawElements(GL_TRIANGLES, numVertexIndices, GL_UNSIGNED_INT, vertexIndices);
glDisableClientState(GL_VERTEX_ARRAY);
+ if (_gfx->computeLightsEnabled())
+ glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_NORMAL_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
}
- glDisable(GL_COLOR_MATERIAL);
+ if (!_gfx->computeLightsEnabled())
+ glDisable(GL_COLOR_MATERIAL);
if (drawShadow) {
glEnable(GL_BLEND);
glEnable(GL_STENCIL_TEST);
glDisable(GL_TEXTURE_2D);
- glDisable(GL_LIGHTING);
+ if (!_gfx->computeLightsEnabled())
+ glDisable(GL_LIGHTING);
glMatrixMode(GL_PROJECTION);
glLoadMatrixf(projectionMatrix.getData());
@@ -211,7 +320,8 @@ void OpenGLActorRenderer::render(const Math::Vector3d &position, float direction
glDisableClientState(GL_VERTEX_ARRAY);
}
- glEnable(GL_LIGHTING);
+ if (!_gfx->computeLightsEnabled())
+ glEnable(GL_LIGHTING);
glEnable(GL_TEXTURE_2D);
glDisable(GL_BLEND);
glDisable(GL_STENCIL_TEST);
diff --git a/engines/stark/gfx/openglactor.h b/engines/stark/gfx/openglactor.h
index a4f80bc16b..a837f0bfcd 100644
--- a/engines/stark/gfx/openglactor.h
+++ b/engines/stark/gfx/openglactor.h
@@ -42,12 +42,18 @@ class OpenGLDriver;
#include "common/pack-start.h"
struct _ActorVertex {
- Math::Vector3d pos1;
- Math::Vector3d pos2;
+ float pos1x;
+ float pos1y;
+ float pos1z;
+ float pos2x;
+ float pos2y;
+ float pos2z;
uint32 bone1;
uint32 bone2;
float boneWeight;
- Math::Vector3d normal;
+ float normalx;
+ float normaly;
+ float normalz;
float texS;
float texT;
float x;
@@ -59,6 +65,9 @@ struct _ActorVertex {
float sx;
float sy;
float sz;
+ float r;
+ float g;
+ float b;
} PACKED_STRUCT;
typedef _ActorVertex ActorVertex;
diff --git a/engines/stark/gfx/openglprop.cpp b/engines/stark/gfx/openglprop.cpp
index cef40912a7..af56498a48 100644
--- a/engines/stark/gfx/openglprop.cpp
+++ b/engines/stark/gfx/openglprop.cpp
@@ -45,14 +45,14 @@ OpenGLPropRenderer::~OpenGLPropRenderer() {
void OpenGLPropRenderer::render(const Math::Vector3d &position, float direction, const LightEntryArray &lights) {
if (_modelIsDirty) {
- // Update the OpenGL Buffer Objects if required
clearVertices();
uploadVertices();
_modelIsDirty = false;
}
_gfx->set3DMode();
- _gfx->setupLights(lights);
+ if (!_gfx->computeLightsEnabled())
+ _gfx->setupLights(lights);
Math::Matrix4 model = getModelMatrix(position, direction);
Math::Matrix4 view = StarkScene->getViewMatrix();
@@ -68,30 +68,130 @@ void OpenGLPropRenderer::render(const Math::Vector3d &position, float direction,
glMatrixMode(GL_PROJECTION);
glLoadMatrixf(projectionMatrix.getData());
+ Math::Matrix4 normalMatrix;
+ if (_gfx->computeLightsEnabled()) {
+ projectionMatrix.transpose();
+ modelViewMatrix.transpose();
+
+ normalMatrix = modelViewMatrix;
+ normalMatrix.invertAffineOrthonormal();
+ }
+
const Common::Array<Face> &faces = _model->getFaces();
const Common::Array<Material> &materials = _model->getMaterials();
- glEnable(GL_COLOR_MATERIAL);
+ if (!_gfx->computeLightsEnabled())
+ glEnable(GL_COLOR_MATERIAL);
for (Common::Array<Face>::const_iterator face = faces.begin(); face != faces.end(); ++face) {
const Material &material = materials[face->materialId];
-
- // For each face draw its vertices from the VBO, indexed by the EBO
+ Math::Vector3d color;
const Gfx::Texture *tex = _texture->getTexture(material.texture);
- if (material.doubleSided)
- glColorMaterial(GL_FRONT_AND_BACK, GL_DIFFUSE);
- else
- glColorMaterial(GL_FRONT, GL_DIFFUSE);
- if (tex) {
- tex->bind();
- glColor3f(1.0f, 1.0f, 1.0f);
- } else {
- glBindTexture(GL_TEXTURE_2D, 0);
- glColor3f(material.r, material.g, material.b);
+ auto vertexIndices = _faceEBO[face];
+ auto numVertexIndices = (face)->vertexIndices.size();
+ if (!_gfx->computeLightsEnabled()) {
+ if (material.doubleSided)
+ glColorMaterial(GL_FRONT_AND_BACK, GL_DIFFUSE);
+ else
+ glColorMaterial(GL_FRONT, GL_DIFFUSE);
}
+ for (uint32 i = 0; i < numVertexIndices; i++) {
+ if (tex) {
+ tex->bind();
+ if (_gfx->computeLightsEnabled())
+ color = Math::Vector3d(1.0f, 1.0f, 1.0f);
+ else
+ glColor3f(1.0f, 1.0f, 1.0f);
+ } else {
+ glBindTexture(GL_TEXTURE_2D, 0);
+ if (_gfx->computeLightsEnabled())
+ color = Math::Vector3d(material.r, material.g, material.b);
+ else
+ glColor3f(material.r, material.g, material.b);
+ }
- auto vertexIndices = _faceEBO[face];
+ if (_gfx->computeLightsEnabled()) {
+ uint32 index = vertexIndices[i];
+ auto vertex = _faceVBO[index];
+ Math::Vector4d modelEyePosition = modelViewMatrix * Math::Vector4d(vertex.x, vertex.y, vertex.z, 1.0);
+ Math::Vector3d modelEyeNormal = normalMatrix.getRotation() * Math::Vector3d(vertex.nx, vertex.ny, vertex.nz);
+ modelEyeNormal.normalize();
+
+ static const uint maxLights = 10;
+
+ assert(lights.size() >= 1);
+ assert(lights.size() <= maxLights);
+
+ const LightEntry *ambient = lights[0];
+ assert(ambient->type == LightEntry::kAmbient); // The first light must be the ambient light
+
+ Math::Vector3d lightColor = ambient->color;
+
+ for (uint li = 0; li < lights.size() - 1; li++) {
+ const LightEntry *l = lights[li + 1];
+
+ Math::Vector4d worldPosition;
+ worldPosition.x() = l->position.x();
+ worldPosition.y() = l->position.y();
+ worldPosition.z() = l->position.z();
+ worldPosition.w() = 1.0;
+
+ Math::Vector4d lightEyePosition = view * worldPosition;
+
+ Math::Vector3d worldDirection = l->direction;
+ Math::Vector3d lightEyeDirection = view.getRotation() * worldDirection;
+ lightEyeDirection.normalize();
+
+ switch (l->type) {
+ case LightEntry::kPoint: {
+ Math::Vector3d vertexToLight = lightEyePosition.getXYZ() - modelEyePosition.getXYZ();
+
+ float dist = vertexToLight.length();
+ vertexToLight.normalize();
+ float attn = CLIP((l->falloffFar - dist) / MAX(0.001f, l->falloffFar - l->falloffNear), 0.0f, 1.0f);
+ float incidence = MAX(0.0f, Math::Vector3d::dotProduct(modelEyeNormal, vertexToLight));
+ lightColor += l->color * attn * incidence;
+ break;
+ }
+ case LightEntry::kDirectional: {
+ float incidence = MAX(0.0f, Math::Vector3d::dotProduct(modelEyeNormal, -lightEyeDirection));
+ lightColor += (l->color * incidence);
+ break;
+ }
+ case LightEntry::kSpot: {
+ Math::Vector3d vertexToLight = lightEyePosition.getXYZ() - modelEyePosition.getXYZ();
+
+ float dist = vertexToLight.length();
+ float attn = CLIP((l->falloffFar - dist) / MAX(0.001f, l->falloffFar - l->falloffNear), 0.0f, 1.0f);
+
+ vertexToLight.normalize();
+ float incidence = MAX(0.0f, modelEyeNormal.dotProduct(vertexToLight));
+
+ float cosAngle = MAX(0.0f, vertexToLight.dotProduct(-lightEyeDirection));
+ float cone = CLIP((cosAngle - l->innerConeAngle.getCosine()) / MAX(0.001f, l->outerConeAngle.getCosine() - l->innerConeAngle.getCosine()), 0.0f, 1.0f);
+
+ lightColor += l->color * attn * incidence * cone;
+ break;
+ }
+ default:
+ break;
+ }
+ }
+
+ lightColor.x() = CLIP(lightColor.x(), 0.0f, 1.0f);
+ lightColor.y() = CLIP(lightColor.y(), 0.0f, 1.0f);
+ lightColor.z() = CLIP(lightColor.z(), 0.0f, 1.0f);
+ color = color * lightColor;
+ vertex.r = color.x();
+ vertex.g = color.y();
+ vertex.b = color.z();
+
+ _faceVBO[index] = vertex;
+ }
+ }
glEnableClientState(GL_VERTEX_ARRAY);
+ if (_gfx->computeLightsEnabled())
+ glEnableClientState(GL_COLOR_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glEnableClientState(GL_NORMAL_ARRAY);
@@ -99,15 +199,20 @@ void OpenGLPropRenderer::render(const Math::Vector3d &position, float direction,
if (tex)
glTexCoordPointer(2, GL_FLOAT, sizeof(PropVertex), &_faceVBO[0].texS);
glNormalPointer(GL_FLOAT, sizeof(PropVertex), &_faceVBO[0].nx);
+ if (_gfx->computeLightsEnabled())
+ glColorPointer(3, GL_FLOAT, sizeof(PropVertex), &_faceVBO[0].r);
glDrawElements(GL_TRIANGLES, face->vertexIndices.size(), GL_UNSIGNED_INT, vertexIndices);
glDisableClientState(GL_VERTEX_ARRAY);
+ if (_gfx->computeLightsEnabled())
+ glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_NORMAL_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
}
- glDisable(GL_COLOR_MATERIAL);
+ if (!_gfx->computeLightsEnabled())
+ glDisable(GL_COLOR_MATERIAL);
}
void OpenGLPropRenderer::clearVertices() {
diff --git a/engines/stark/gfx/openglprop.h b/engines/stark/gfx/openglprop.h
index 2c3cbe33c6..142e57528c 100644
--- a/engines/stark/gfx/openglprop.h
+++ b/engines/stark/gfx/openglprop.h
@@ -51,6 +51,9 @@ struct _PropVertex {
float nz;
float texS;
float texT;
+ float r;
+ float g;
+ float b;
} PACKED_STRUCT;
typedef _PropVertex PropVertex;
diff --git a/engines/stark/gfx/opengls.cpp b/engines/stark/gfx/opengls.cpp
index 63a09cea7e..2362b06154 100644
--- a/engines/stark/gfx/opengls.cpp
+++ b/engines/stark/gfx/opengls.cpp
@@ -191,6 +191,10 @@ void OpenGLSDriver::set3DMode() {
glStencilOp(GL_KEEP, GL_KEEP, GL_INCR);
}
+bool OpenGLSDriver::computeLightsEnabled() {
+ return false;
+}
+
Common::Rect OpenGLSDriver::getViewport() const {
return _viewport;
}
diff --git a/engines/stark/gfx/opengls.h b/engines/stark/gfx/opengls.h
index f40bda1082..7aaf107217 100644
--- a/engines/stark/gfx/opengls.h
+++ b/engines/stark/gfx/opengls.h
@@ -65,6 +65,7 @@ public:
void start2DMode();
void end2DMode();
void set3DMode() override;
+ bool computeLightsEnabled() override;
Common::Rect getViewport() const;
Common::Rect getUnscaledViewport() const;
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