mirror of
https://github.com/libretro/scummvm.git
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309 lines
9.8 KiB
C++
309 lines
9.8 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 GRIM_GFX_BASE_H
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#define GRIM_GFX_BASE_H
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#include "math/vector3d.h"
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#include "math/quat.h"
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#include "common/str.h"
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#include "common/rect.h"
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#include "engines/grim/material.h"
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namespace Graphics {
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struct Surface;
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}
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namespace Grim {
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struct Shadow;
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struct Light;
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class Actor;
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class SaveGame;
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class BitmapData;
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class Bitmap;
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class CMap;
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class Color;
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class PrimitiveObject;
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class Font;
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class TextObject;
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class EMIModel;
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class EMIMeshFace;
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class ModelNode;
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class Mesh;
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class MeshFace;
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class Sprite;
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class Texture;
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class Overlay;
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/**
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* The Color-formats used for bitmaps in Grim Fandango/Escape From Monkey Island
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*/
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enum colorFormat {
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BM_RGB565 = 1, // Grim Fandango
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BM_RGB1555 = 2, // EMI-PS2
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BM_RGBA = 3, // EMI-PC (Also internal Material-format for Grim)
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BM_BGR888 = 4, // EMI-TGA-materials (888)
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BM_BGRA = 5 // EMI-TGA-materials with alpha
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};
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class GfxBase {
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public:
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GfxBase();
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virtual ~GfxBase() { ; }
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/**
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* Creates a render-context.
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*
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* @param screenW the width of the context
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* @param screenH the height of the context
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*/
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virtual void setupScreen(int screenW, int screenH) = 0;
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/**
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* Query whether the current context is hardware-accelerated
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*
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* @return true if hw-accelerated, false otherwise
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*/
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virtual bool isHardwareAccelerated() = 0;
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/**
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* Query whether the current context supports shaders
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*
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* @return true if supports shaders, false otherwise
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*/
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virtual bool supportsShaders() = 0;
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virtual uint getScreenWidth() { return _screenWidth; }
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virtual uint getScreenHeight() { return _screenHeight; }
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virtual void setupCameraFrustum(float fov, float nclip, float fclip) = 0;
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virtual void positionCamera(const Math::Vector3d &pos, const Math::Vector3d &interest, float roll) = 0;
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virtual void positionCamera(const Math::Vector3d &pos, const Math::Matrix4 &rot) = 0;
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virtual Math::Matrix4 getModelView() = 0;
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virtual Math::Matrix4 getProjection() = 0;
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virtual void clearScreen() = 0;
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virtual void clearDepthBuffer() = 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() = 0;
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/**
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* FIXME: The implementations of these functions (for Grim and EMI, respectively)
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* are very similar. Needs refactoring. See issue #789.
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*/
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virtual void getScreenBoundingBox(const Mesh *mesh, int *x1, int *y1, int *x2, int *y2) = 0;
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virtual void getScreenBoundingBox(const EMIModel *mesh, int *x1, int *y1, int *x2, int *y2) = 0;
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virtual void getActorScreenBBox(const Actor *actor, Common::Point &p1, Common::Point &p2) = 0;
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virtual void startActorDraw(const Actor *act) = 0;
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virtual void finishActorDraw() = 0;
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virtual void setShadow(Shadow *shadow) = 0;
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virtual void drawShadowPlanes() = 0;
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virtual void setShadowMode();
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virtual void clearShadowMode();
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virtual bool isShadowModeActive();
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virtual void setShadowColor(byte r, byte g, byte b) = 0;
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virtual void getShadowColor(byte *r, byte *g, byte *b) = 0;
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virtual void destroyShadow(Shadow *shadow) {}
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virtual void set3DMode() = 0;
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virtual void translateViewpointStart() = 0;
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virtual void translateViewpoint(const Math::Vector3d &vec) = 0;
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virtual void rotateViewpoint(const Math::Angle &angle, const Math::Vector3d &axis) = 0;
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virtual void rotateViewpoint(const Math::Matrix4 &rot) = 0;
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virtual void translateViewpointFinish() = 0;
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virtual void drawEMIModelFace(const EMIModel *model, const EMIMeshFace *face) = 0;
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virtual void drawModelFace(const Mesh *mesh, const MeshFace *face) = 0;
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virtual void drawSprite(const Sprite *sprite) = 0;
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virtual void drawMesh(const Mesh *mesh);
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virtual void drawOverlay(const Overlay *overlay) { };
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virtual void enableLights() = 0;
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virtual void disableLights() = 0;
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virtual void setupLight(Light *light, int lightId) = 0;
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virtual void turnOffLight(int lightId) = 0;
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virtual void createTexture(Texture *texture, const uint8 *data, const CMap *cmap, bool clamp) = 0;
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virtual void selectTexture(const Texture *texture) = 0;
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virtual void destroyTexture(Texture *texture) = 0;
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/**
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* Prepares a bitmap for drawing
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* performs any format conversions needed for the renderer,
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* and might create an internal representation of the bitmap
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* external changes to the bitmap may not be visible after this
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* is called. Must be called before drawBitmap can be used.
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*
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* the external bitmap might have its data changed by this function,
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*
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* @param bitmap the bitmap to be prepared
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* @see destroyBitmap
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* @see drawBitmap
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*/
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virtual void createBitmap(BitmapData *bitmap) = 0;
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/**
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* Draws a bitmap
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* before this is safe to use, createBitmap MUST have been called
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*
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* @param bitmap the bitmap to be drawn
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* @see createBitmap
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* @see destroyBitmap
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*/
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virtual void drawBitmap(const Bitmap *bitmap, int x, int y, uint32 layer = 0) = 0;
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/**
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* Deletes any internal references and representations of a bitmap
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* after this is called, it is safe to dispose of or change the external
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* bitmapdata.
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*
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* @param bitmap the bitmap to be destroyed
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* @see createBitmap
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* @see drawBitmap
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*/
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virtual void destroyBitmap(BitmapData *bitmap) = 0;
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virtual void createFont(Font *font) = 0;
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virtual void destroyFont(Font *font) = 0;
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virtual void createTextObject(TextObject *text) = 0;
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virtual void drawTextObject(const TextObject *text) = 0;
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virtual void destroyTextObject(TextObject *text) = 0;
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virtual Bitmap *getScreenshot(int w, int h, bool useStored) = 0;
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virtual void storeDisplay() = 0;
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virtual void copyStoredToDisplay() = 0;
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/**
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* Dims the entire screen
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* Sets the entire screen to 10% of its current brightness,
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* and converts it to grayscale.
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*/
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virtual void dimScreen() = 0;
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virtual void dimRegion(int x, int y, int w, int h, float level) = 0;
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virtual void setDimLevel(float dimLevel) { _dimLevel = dimLevel; }
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/**
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* Draw a completely opaque Iris around the specified rectangle.
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* the arguments specify the distance from the screen-edge to the first
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* non-iris pixel.
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*
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* @param x the width of the Iris
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* @param y the height of the Iris
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*/
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virtual void irisAroundRegion(int x1, int y1, int x2, int y2) = 0;
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virtual void drawEmergString(int x, int y, const char *text, const Color &fgColor) = 0;
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virtual void loadEmergFont() = 0;
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virtual void drawRectangle(const PrimitiveObject *primitive) = 0;
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virtual void drawLine(const PrimitiveObject *primitive) = 0;
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virtual void drawPolygon(const PrimitiveObject *primitive) = 0;
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virtual void drawDimPlane() {};
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/**
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* Prepare a movie-frame for drawing
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* performing any necessary conversion
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*
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* @param width the width of the movie-frame.
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* @param height the height of the movie-frame.
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* @param bitmap a pointer to the data for the movie-frame.
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* @see drawMovieFrame
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* @see releaseMovieFrame
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*/
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virtual void prepareMovieFrame(Graphics::Surface *frame) = 0;
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virtual void drawMovieFrame(int offsetX, int offsetY) = 0;
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/**
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* Release the currently prepared movie-frame, if one exists.
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*
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* @see drawMovieFrame
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* @see prepareMovieFrame
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*/
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virtual void releaseMovieFrame() = 0;
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virtual const char *getVideoDeviceName() = 0;
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virtual void saveState(SaveGame *state);
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virtual void restoreState(SaveGame *state);
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virtual void renderBitmaps(bool render);
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virtual void renderZBitmaps(bool render);
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virtual void makeScreenTextures();
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virtual void createMesh(Mesh *mesh) {}
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virtual void destroyMesh(const Mesh *mesh) {}
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virtual void createEMIModel(EMIModel *model) {}
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virtual void updateEMIModel(const EMIModel *model) {}
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virtual void destroyEMIModel(EMIModel *model) {}
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virtual void createSpecialtyTexture(uint id, const uint8 *data, int width, int height);
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virtual void createSpecialtyTextureFromScreen(uint id, uint8 *data, int x, int y, int width, int height) = 0;
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static Math::Matrix4 makeLookMatrix(const Math::Vector3d& pos, const Math::Vector3d& interest, const Math::Vector3d& up);
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static Math::Matrix4 makeProjMatrix(float fov, float nclip, float fclip);
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Texture *getSpecialtyTexturePtr(uint id) { if (id >= _numSpecialtyTextures) return nullptr; return &_specialtyTextures[id]; };
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Texture *getSpecialtyTexturePtr(Common::String name);
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virtual void setBlendMode(bool additive) = 0;
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protected:
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Bitmap *createScreenshotBitmap(Graphics::Surface *src, int w, int h, bool flipOrientation);
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static const unsigned int _numSpecialtyTextures = 22;
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Texture _specialtyTextures[_numSpecialtyTextures];
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static const int _gameHeight = 480;
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static const int _gameWidth = 640;
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static const int _globalHeight = 1080;
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static const int _globalWidth = 1920;
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float _scaleW, _scaleH;
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float _globalScaleW, _globalScaleH;
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int _screenWidth, _screenHeight;
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Shadow *_currentShadowArray;
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unsigned char _shadowColorR;
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unsigned char _shadowColorG;
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unsigned char _shadowColorB;
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bool _renderBitmaps;
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bool _renderZBitmaps;
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bool _shadowModeActive;
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Math::Vector3d _currentPos;
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Math::Matrix4 _currentRot;
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float _dimLevel;
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};
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// Factory-like functions:
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GfxBase *CreateGfxOpenGL();
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GfxBase *CreateGfxOpenGLShader();
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GfxBase *CreateGfxTinyGL();
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extern GfxBase *g_driver;
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} // end of namespace Grim
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#endif
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