mirror of
https://github.com/libretro/scummvm.git
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206 lines
5.9 KiB
C++
206 lines
5.9 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifndef TWP_GFX_H
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#define TWP_GFX_H
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#include "common/array.h"
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#include "common/hashmap.h"
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#include "common/rect.h"
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#include "graphics/surface.h"
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#include "graphics/opengl/shader.h"
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#include "math/vector2d.h"
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#include "math/matrix4.h"
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namespace Twp {
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struct Color {
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union {
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float v[4];
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struct {
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float r;
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float g;
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float b;
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float a;
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} rgba;
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};
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Color(float red = 1.0f, float green = 1.0f, float blue = 1.0f, float alpha = 1.0f) {
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rgba.r = red;
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rgba.g = green;
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rgba.b = blue;
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rgba.a = alpha;
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}
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static Color withAlpha(const Color &c, float alpha = 1.0f) {
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Color result = c;
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result.rgba.a = alpha;
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return result;
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}
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static Color rgb(int c) {
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return create((uint8)((c >> 16) & 0xFF), (uint8)((c >> 8) & 0xFF), (uint8)(c & 0xFF), 0xFF);
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}
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static Color fromRgba(int c) {
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return create((uint8)((c >> 16) & 0xFF), (uint8)((c >> 8) & 0xFF), (uint8)(c & 0xFF), (uint8)((c >> 24) & 0xFF));
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}
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static Color create(uint8 red, uint8 green, uint8 blue, uint8 alpha = 0xFF) {
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return Color(red / 255.f, green / 255.f, blue / 255.f, alpha / 255.f);
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}
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Common::String toStr() {
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return Common::String::format("rgba(%f,%f,%f,%f)", rgba.r, rgba.g, rgba.b, rgba.a);
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}
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Color operator-(const Color &c) {
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return Color(rgba.r - c.rgba.r, rgba.g - c.rgba.g, rgba.b - c.rgba.b, rgba.a - c.rgba.a);
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}
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Color operator+(const Color &c) {
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return Color(rgba.r + c.rgba.r, rgba.g + c.rgba.g, rgba.b + c.rgba.b, rgba.a + c.rgba.a);
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}
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Color operator*(float f) {
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return Color(rgba.r * f, rgba.g * f, rgba.b * f, rgba.a * f);
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}
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int toInt() const;
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};
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// This is a point in 2D with a color and texture coordinates
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struct Vertex {
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public:
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Math::Vector2d pos;
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Color color;
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Math::Vector2d texCoords;
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Vertex();
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Vertex(const Math::Vector2d &p, const Color &c = Color(), const Math::Vector2d &t = Math::Vector2d());
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};
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class Texture {
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public:
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Texture() {}
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virtual ~Texture() {}
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void load(const Graphics::Surface &surface);
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static void bind(const Texture *texture);
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void capture(Common::Array<byte> &data);
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public:
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uint id = 0;
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int width = 0, height = 0;
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uint fbo = 0;
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};
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class RenderTexture : public Texture {
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public:
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explicit RenderTexture(const Math::Vector2d &size);
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~RenderTexture() override;
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};
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struct TextureSlot {
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int id;
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Texture texture;
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};
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class Shader {
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public:
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friend class Gfx;
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public:
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Shader();
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virtual ~Shader();
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void init(const char *name, const char *vertex, const char *fragment);
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int getUniformLocation(const char *name) const;
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void setUniform(const char *name, int value);
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void setUniform(const char *name, float value);
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void setUniform(const char *name, float *value, size_t count);
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void setUniform2(const char *name, float *value, size_t count);
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void setUniform3(const char *name, float *value, size_t count);
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void setUniform(const char *name, Math::Vector2d value);
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void setUniform3(const char *name, Color value);
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void setUniform4(const char *name, Color value);
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virtual void applyUniforms() {}
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virtual int getNumTextures() { return 0; };
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virtual int getTexture(int index) { return 0; };
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virtual int getTextureLoc(int index) { return 0; };
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private:
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Common::HashMap<int, TextureSlot> _textures;
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OpenGL::Shader _shader;
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};
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typedef Common::HashMap<int, TextureSlot> Textures;
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class Gfx {
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public:
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friend class Shader;
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public:
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void init();
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void camera(const Math::Vector2d &size);
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Math::Vector2d camera() const;
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Math::Vector2d cameraPos() const { return _cameraPos; }
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void cameraPos(const Math::Vector2d &pos) { _cameraPos = pos; }
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Shader *getShader() { return _shader; }
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void use(Shader *shader);
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void setRenderTarget(RenderTexture *target);
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void clear(const Color &color);
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void drawPrimitives(uint32 primitivesType, Vertex *vertices, int v_size, const Math::Matrix4 &transf = Math::Matrix4(), Texture *texture = NULL);
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void drawPrimitives(uint32 primitivesType, Vertex *vertices, int v_size, uint32 *indices, int i_size, const Math::Matrix4 &transf = Math::Matrix4(), Texture *texture = NULL);
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void drawLines(Vertex *vertices, int count, const Math::Matrix4 &trsf = Math::Matrix4());
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void drawLinesLoop(Vertex *vertices, int count, const Math::Matrix4 &trsf = Math::Matrix4());
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void draw(Vertex *vertices, int v_size, uint32 *indices, int i_size, const Math::Matrix4 &trsf = Math::Matrix4(), Texture *texture = NULL);
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void drawQuad(const Math::Vector2d &size, const Color &color = Color(), const Math::Matrix4 &trsf = Math::Matrix4());
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void drawSprite(const Common::Rect &textRect, Texture &texture, const Color &color = Color(), const Math::Matrix4 &trsf = Math::Matrix4(), bool flipX = false, bool flipY = false);
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void drawSprite(Texture &texture, const Color &color = Color(), const Math::Matrix4 &trsf = Math::Matrix4(), bool flipX = false, bool flipY = false);
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private:
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Math::Matrix4 getFinalTransform(const Math::Matrix4 &trsf);
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void noTexture();
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private:
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Texture _emptyTexture;
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uint _vbo = 0, _ebo = 0;
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Shader _defaultShader;
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Shader *_shader = nullptr;
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Math::Matrix4 _mvp;
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Math::Vector2d _cameraPos;
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Math::Vector2d _cameraSize;
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Textures _textures;
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Texture *_texture = nullptr;
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int _oldFbo = 0;
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};
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} // namespace Twp
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#endif
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