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122 lines
3.0 KiB
C++
122 lines
3.0 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 BACKENDS_GRAPHICS3D_OPENGL_SURFACE_RENDERER_H
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#define BACKENDS_GRAPHICS3D_OPENGL_SURFACE_RENDERER_H
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#include "math/rect2d.h"
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#include "graphics/opengl/system_headers.h"
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namespace OpenGL {
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class Shader;
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class TextureGL;
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/**
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* A renderer to draw textures as two dimensional surfaces to the screen.
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*/
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class SurfaceRenderer {
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public:
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SurfaceRenderer();
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virtual ~SurfaceRenderer();
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/**
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* Push the current OpenGL state, and set up the adequate state for calling the render method.
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*/
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virtual void prepareState() = 0;
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/**
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* Draw a 2D surface from the specified texture.
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*
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* The destination rectangle must be specified in the following coordinates system:
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* x: left [0.0, 1.0] right
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* y: top [0.0, 1.0] bottom
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*
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*/
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virtual void render(const TextureGL *tex, const Math::Rect2d &dest) = 0;
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/**
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* Pop the OpenGL state to restore it as it was before calling the prepareState method.
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*/
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virtual void restorePreviousState() = 0;
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/**
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* Invert the surface along the Y coordinate
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*
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* Causes the image to be drawn upside down
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*/
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void setFlipY(bool flipY);
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/**
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* Set the alpha blending with already drawn content
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*/
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void enableAlphaBlending(bool enable);
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protected:
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bool _flipY;
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bool _alphaBlending;
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};
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#if defined(USE_OPENGL_GAME)
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class FixedSurfaceRenderer : public SurfaceRenderer {
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public:
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virtual ~FixedSurfaceRenderer();
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// SurfaceRenderer API
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void prepareState() override;
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void render(const TextureGL *tex, const Math::Rect2d &dest) override;
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void restorePreviousState() override;
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};
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#endif
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#if defined(USE_OPENGL_SHADERS)
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class ShaderSurfaceRenderer : public SurfaceRenderer {
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public:
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ShaderSurfaceRenderer();
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virtual ~ShaderSurfaceRenderer();
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// SurfaceRenderer API
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void prepareState() override;
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void render(const TextureGL *tex, const Math::Rect2d &dest) override;
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void restorePreviousState() override;
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private:
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Shader *_boxShader;
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GLuint _boxVerticesVBO;
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GLboolean _prevStateDepthTest;
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GLboolean _prevStateDepthWriteMask;
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GLboolean _prevStateBlend;
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GLint _prevStateBlendFunc;
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GLint _prevStateViewport[4];
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};
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#endif
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SurfaceRenderer *createBestSurfaceRenderer();
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} // End of namespace OpenGL
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#endif // GRAPHICS_OPENGL_SURFACE_RENDERER_H
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