2024-04-20 09:47:40 +02:00

206 lines
5.9 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/>.
*
*/
#ifndef TWP_GFX_H
#define TWP_GFX_H
#include "common/array.h"
#include "common/hashmap.h"
#include "common/rect.h"
#include "graphics/surface.h"
#include "graphics/opengl/shader.h"
#include "math/vector2d.h"
#include "math/matrix4.h"
namespace Twp {
struct Color {
union {
float v[4];
struct {
float r;
float g;
float b;
float a;
} rgba;
};
Color(float red = 1.0f, float green = 1.0f, float blue = 1.0f, float alpha = 1.0f) {
rgba.r = red;
rgba.g = green;
rgba.b = blue;
rgba.a = alpha;
}
static Color withAlpha(const Color &c, float alpha = 1.0f) {
Color result = c;
result.rgba.a = alpha;
return result;
}
static Color rgb(int c) {
return create((uint8)((c >> 16) & 0xFF), (uint8)((c >> 8) & 0xFF), (uint8)(c & 0xFF), 0xFF);
}
static Color fromRgba(int c) {
return create((uint8)((c >> 16) & 0xFF), (uint8)((c >> 8) & 0xFF), (uint8)(c & 0xFF), (uint8)((c >> 24) & 0xFF));
}
static Color create(uint8 red, uint8 green, uint8 blue, uint8 alpha = 0xFF) {
return Color(red / 255.f, green / 255.f, blue / 255.f, alpha / 255.f);
}
Common::String toStr() {
return Common::String::format("rgba(%f,%f,%f,%f)", rgba.r, rgba.g, rgba.b, rgba.a);
}
Color operator-(const Color &c) {
return Color(rgba.r - c.rgba.r, rgba.g - c.rgba.g, rgba.b - c.rgba.b, rgba.a - c.rgba.a);
}
Color operator+(const Color &c) {
return Color(rgba.r + c.rgba.r, rgba.g + c.rgba.g, rgba.b + c.rgba.b, rgba.a + c.rgba.a);
}
Color operator*(float f) {
return Color(rgba.r * f, rgba.g * f, rgba.b * f, rgba.a * f);
}
int toInt() const;
};
// This is a point in 2D with a color and texture coordinates
struct Vertex {
public:
Math::Vector2d pos;
Color color;
Math::Vector2d texCoords;
Vertex();
Vertex(const Math::Vector2d &p, const Color &c = Color(), const Math::Vector2d &t = Math::Vector2d());
};
class Texture {
public:
Texture() {}
virtual ~Texture() {}
void load(const Graphics::Surface &surface);
static void bind(const Texture *texture);
void capture(Common::Array<byte> &data);
public:
uint id = 0;
int width = 0, height = 0;
uint fbo = 0;
};
class RenderTexture : public Texture {
public:
explicit RenderTexture(const Math::Vector2d &size);
~RenderTexture() override;
};
struct TextureSlot {
int id;
Texture texture;
};
class Shader {
public:
friend class Gfx;
public:
Shader();
virtual ~Shader();
void init(const char *name, const char *vertex, const char *fragment);
int getUniformLocation(const char *name) const;
void setUniform(const char *name, int value);
void setUniform(const char *name, float value);
void setUniform(const char *name, float *value, size_t count);
void setUniform2(const char *name, float *value, size_t count);
void setUniform3(const char *name, float *value, size_t count);
void setUniform(const char *name, Math::Vector2d value);
void setUniform3(const char *name, Color value);
void setUniform4(const char *name, Color value);
virtual void applyUniforms() {}
virtual int getNumTextures() { return 0; };
virtual int getTexture(int index) { return 0; };
virtual int getTextureLoc(int index) { return 0; };
private:
Common::HashMap<int, TextureSlot> _textures;
OpenGL::Shader _shader;
};
typedef Common::HashMap<int, TextureSlot> Textures;
class Gfx {
public:
friend class Shader;
public:
void init();
void camera(const Math::Vector2d &size);
Math::Vector2d camera() const;
Math::Vector2d cameraPos() const { return _cameraPos; }
void cameraPos(const Math::Vector2d &pos) { _cameraPos = pos; }
Shader *getShader() { return _shader; }
void use(Shader *shader);
void setRenderTarget(RenderTexture *target);
void clear(const Color &color);
void drawPrimitives(uint32 primitivesType, Vertex *vertices, int v_size, const Math::Matrix4 &transf = Math::Matrix4(), Texture *texture = NULL);
void drawPrimitives(uint32 primitivesType, Vertex *vertices, int v_size, uint32 *indices, int i_size, const Math::Matrix4 &transf = Math::Matrix4(), Texture *texture = NULL);
void drawLines(Vertex *vertices, int count, const Math::Matrix4 &trsf = Math::Matrix4());
void drawLinesLoop(Vertex *vertices, int count, const Math::Matrix4 &trsf = Math::Matrix4());
void draw(Vertex *vertices, int v_size, uint32 *indices, int i_size, const Math::Matrix4 &trsf = Math::Matrix4(), Texture *texture = NULL);
void drawQuad(const Math::Vector2d &size, const Color &color = Color(), const Math::Matrix4 &trsf = Math::Matrix4());
void drawSprite(const Common::Rect &textRect, Texture &texture, const Color &color = Color(), const Math::Matrix4 &trsf = Math::Matrix4(), bool flipX = false, bool flipY = false);
void drawSprite(Texture &texture, const Color &color = Color(), const Math::Matrix4 &trsf = Math::Matrix4(), bool flipX = false, bool flipY = false);
private:
Math::Matrix4 getFinalTransform(const Math::Matrix4 &trsf);
void noTexture();
private:
Texture _emptyTexture;
uint _vbo = 0, _ebo = 0;
Shader _defaultShader;
Shader *_shader = nullptr;
Math::Matrix4 _mvp;
Math::Vector2d _cameraPos;
Math::Vector2d _cameraSize;
Textures _textures;
Texture *_texture = nullptr;
int _oldFbo = 0;
};
} // namespace Twp
#endif