/* ResidualVM - A 3D game interpreter * * ResidualVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the AUTHORS * 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 2 * 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, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * */ #ifndef GRAPHICS_OPENGL_SURFACE_RENDERER_H #define GRAPHICS_OPENGL_SURFACE_RENDERER_H #include "math/rect2d.h" #include "graphics/opengl/system_headers.h" namespace OpenGL { class ShaderGL; class TextureGL; /** * A renderer to draw textures as two dimensional surfaces to the screen. */ class SurfaceRenderer { public: SurfaceRenderer(); virtual ~SurfaceRenderer(); /** * Push the current OpenGL state, and set up the adequate state for calling the render method. */ virtual void prepareState() = 0; /** * Draw a 2D surface from the specified texture. * * The destination rectangle must be specified in the following coordinates system: * x: left [0.0, 1.0] right * y: top [0.0, 1.0] bottom * */ virtual void render(const TextureGL *tex, const Math::Rect2d &dest) = 0; /** * Pop the OpenGL state to restore it as it was before calling the prepareState method. */ virtual void restorePreviousState() = 0; /** * Invert the surface along the Y coordinate * * Causes the image to be drawn upside down */ void setFlipY(bool flipY); /** * Set the alpha blending with already drawn content */ void enableAlphaBlending(bool enable); protected: bool _flipY; bool _alphaBlending; }; #ifndef USE_GLES2 class FixedSurfaceRenderer : public SurfaceRenderer { public: virtual ~FixedSurfaceRenderer(); // SurfaceRenderer API void prepareState() override; void render(const TextureGL *tex, const Math::Rect2d &dest) override; void restorePreviousState() override; }; #endif #if defined(USE_OPENGL_SHADERS) || defined(USE_GLES2) class ShaderSurfaceRenderer : public SurfaceRenderer { public: ShaderSurfaceRenderer(); virtual ~ShaderSurfaceRenderer(); // SurfaceRenderer API void prepareState() override; void render(const TextureGL *tex, const Math::Rect2d &dest) override; void restorePreviousState() override; private: ShaderGL *_boxShader; GLuint _boxVerticesVBO; }; #endif SurfaceRenderer *createBestSurfaceRenderer(); } // End of namespace OpenGL #endif // GRAPHICS_OPENGL_SURFACE_RENDERER_H