mirror of
https://github.com/libretro/scummvm.git
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204 lines
5.7 KiB
C++
204 lines
5.7 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 GFX_H_
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#define GFX_H_
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#include "common/rect.h"
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#include "common/system.h"
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#include "math/frustum.h"
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#include "math/matrix4.h"
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#include "math/vector3d.h"
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namespace Myst3 {
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class Renderer;
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class Drawable {
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public:
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Drawable();
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virtual ~Drawable() {}
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virtual void draw() {}
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virtual void drawOverlay() {}
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/** Should the drawable be drawn inside the active window, or is it allowed to draw on the entire screen? */
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bool isConstrainedToWindow() const { return _isConstrainedToWindow; }
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/** Whether to setup the renderer state for 2D or 3D when processing the drawable */
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bool is3D() const { return _is3D; }
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/** Whether to scale the drawable to a size equivalent to the original engine or to draw it at its native size */
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bool isScaled() const { return _scaled; }
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protected:
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bool _isConstrainedToWindow;
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bool _is3D;
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bool _scaled;
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};
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/**
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* Game screen window
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*
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* A window represents a game screen pane.
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* It allows abstracting the rendering position from the behavior.
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*/
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class Window : public Drawable {
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public:
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/**
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* Get the window position in screen coordinates
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*/
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virtual Common::Rect getPosition() const = 0;
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/**
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* Get the window position in original (640x480) screen coordinates
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*/
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virtual Common::Rect getOriginalPosition() const = 0;
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/**
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* Get the window center in screen coordinates
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*/
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Common::Point getCenter() const;
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/**
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* Convert screen coordinates to window coordinates
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*/
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Common::Point screenPosToWindowPos(const Common::Point &screen) const;
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/**
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* Transform a point from screen coordinates to scaled window coordinates
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*/
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Common::Point scalePoint(const Common::Point &screen) const;
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};
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class Texture {
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public:
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virtual ~Texture() {}
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uint width;
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uint height;
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Graphics::PixelFormat format;
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virtual void update(const Graphics::Surface *surface) = 0;
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virtual void updatePartial(const Graphics::Surface *surface, const Common::Rect &rect) = 0;
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static const Graphics::PixelFormat getRGBAPixelFormat();
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};
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class Renderer {
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public:
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Renderer(OSystem *system);
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virtual ~Renderer();
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virtual void init() = 0;
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virtual void clear() = 0;
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/**
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* Swap the buffers, making the drawn screen visible
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*/
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virtual void flipBuffer() { }
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virtual void initFont(const Graphics::Surface *surface);
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virtual void freeFont();
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virtual Texture *createTexture3D(const Graphics::Surface *surface) = 0;
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virtual Texture *createTexture2D(const Graphics::Surface *surface) { return createTexture3D(surface); }
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virtual void drawRect2D(const Common::Rect &rect, uint8 a, uint8 r, uint8 g, uint8 b) = 0;
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virtual void drawTexturedRect2D(const Common::Rect &screenRect, const Common::Rect &textureRect, Texture *texture,
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float transparency = -1.0, bool additiveBlending = false) = 0;
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virtual void drawTexturedRect3D(const Math::Vector3d &topLeft, const Math::Vector3d &bottomLeft,
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const Math::Vector3d &topRight, const Math::Vector3d &bottomRight,
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Texture *texture) = 0;
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virtual void drawCube(Texture **textures) = 0;
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virtual void draw2DText(const Common::String &text, const Common::Point &position) = 0;
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virtual Graphics::Surface *getScreenshot() = 0;
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virtual Texture *copyScreenshotToTexture();
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/** Render a Drawable in the specified window */
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void renderDrawable(Drawable *drawable, Window *window);
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/** Render a Drawable overlay in the specified window */
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void renderDrawableOverlay(Drawable *drawable, Window *window);
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/** Render the main Drawable of a Window */
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void renderWindow(Window *window);
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/** Render the main Drawable overlay of a Window */
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void renderWindowOverlay(Window *window);
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Common::Rect viewport() const;
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/**
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* Select the window where to render
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*
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* This also sets the viewport
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*/
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virtual void selectTargetWindow(Window *window, bool is3D, bool scaled) = 0;
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void setupCameraPerspective(float pitch, float heading, float fov);
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bool isCubeFaceVisible(uint face);
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Math::Matrix4 getMvpMatrix() const { return _mvpMatrix; }
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void flipVertical(Graphics::Surface *s);
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static const int kOriginalWidth = 640;
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static const int kOriginalHeight = 480;
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static const int kTopBorderHeight = 30;
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static const int kBottomBorderHeight = 90;
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static const int kFrameHeight = 360;
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void computeScreenViewport();
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protected:
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OSystem *_system;
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Texture *_font;
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Common::Rect _screenViewport;
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Math::Matrix4 _projectionMatrix;
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Math::Matrix4 _modelViewMatrix;
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Math::Matrix4 _mvpMatrix;
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Math::Frustum _frustum;
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static const float cubeVertices[5 * 6 * 4];
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Math::AABB _cubeFacesAABB[6];
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Common::Rect getFontCharacterRect(uint8 character);
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Math::Matrix4 makeProjectionMatrix(float fov) const;
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};
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Renderer *CreateGfxOpenGL(OSystem *system);
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Renderer *CreateGfxOpenGLShader(OSystem *system);
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Renderer *CreateGfxTinyGL(OSystem *system);
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Renderer *createRenderer(OSystem *system);
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} // End of namespace Myst3
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#endif // GFX_H_
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