scummvm/engines/freescape/gfx_opengl.h
2024-05-17 14:45:54 +02:00

186 lines
6.0 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 FREESCAPE_GFX_OPENGL_H
#define FREESCAPE_GFX_OPENGL_H
#include "graphics/opengl/system_headers.h"
#include "math/vector3d.h"
#include "math/vector2d.h"
#include "freescape/gfx.h"
#ifdef USE_OPENGL_GAME
namespace Freescape {
class OpenGLRenderer : public Renderer {
public:
OpenGLRenderer(int screenW, int screenH, Common::RenderMode renderMode);
virtual ~OpenGLRenderer();
struct Vertex {
GLfloat x;
GLfloat y;
GLfloat z;
};
void copyToVertexArray(uint idx, const Math::Vector3d &src) {
assert(idx < kVertexArraySize);
_verts[idx].x = src.x(); _verts[idx].y = src.y(); _verts[idx].z = src.z();
}
Vertex *_verts;
struct Coord {
GLfloat x;
GLfloat y;
};
Coord *_coords;
void copyToCoordArray(uint idx, const Math::Vector2d &src) {
assert(idx < kCoordsArraySize);
_coords[idx].x = src.getValue(0); _coords[idx].y = src.getValue(1);
}
GLubyte _defaultStippleArray[128] = {
0xCC, 0xCC, 0xCC, 0xCC, 0xCC, 0xCC, 0xCC, 0xCC,
0x33, 0x33, 0x33, 0x33, 0x33, 0x33, 0x33, 0x33,
0xCC, 0xCC, 0xCC, 0xCC, 0xCC, 0xCC, 0xCC, 0xCC,
0x33, 0x33, 0x33, 0x33, 0x33, 0x33, 0x33, 0x33,
0xCC, 0xCC, 0xCC, 0xCC, 0xCC, 0xCC, 0xCC, 0xCC,
0x33, 0x33, 0x33, 0x33, 0x33, 0x33, 0x33, 0x33,
0xCC, 0xCC, 0xCC, 0xCC, 0xCC, 0xCC, 0xCC, 0xCC,
0x33, 0x33, 0x33, 0x33, 0x33, 0x33, 0x33, 0x33,
0xCC, 0xCC, 0xCC, 0xCC, 0xCC, 0xCC, 0xCC, 0xCC,
0x33, 0x33, 0x33, 0x33, 0x33, 0x33, 0x33, 0x33,
0xCC, 0xCC, 0xCC, 0xCC, 0xCC, 0xCC, 0xCC, 0xCC,
0x33, 0x33, 0x33, 0x33, 0x33, 0x33, 0x33, 0x33,
0xCC, 0xCC, 0xCC, 0xCC, 0xCC, 0xCC, 0xCC, 0xCC,
0x33, 0x33, 0x33, 0x33, 0x33, 0x33, 0x33, 0x33,
0xCC, 0xCC, 0xCC, 0xCC, 0xCC, 0xCC, 0xCC, 0xCC,
0x33, 0x33, 0x33, 0x33, 0x33, 0x33, 0x33, 0x33,
};
GLubyte *_variableStippleArray;
virtual void init() override;
virtual void clear(uint8 r, uint8 g, uint8 b, bool ignoreViewport = false) override;
virtual void setViewport(const Common::Rect &rect) override;
virtual Common::Point nativeResolution() override;
virtual void positionCamera(const Math::Vector3d &pos, const Math::Vector3d &interest) override;
virtual void updateProjectionMatrix(float fov, float nearClipPlane, float farClipPlane) override;
virtual void useColor(uint8 r, uint8 g, uint8 b) override;
virtual void polygonOffset(bool enabled) override;
virtual void setStippleData(byte *data) override;
virtual void useStipple(bool enabled) override;
virtual void depthTesting(bool enabled) override;
Texture *createTexture(const Graphics::Surface *surface) override;
void freeTexture(Texture *texture) override;
virtual void drawTexturedRect2D(const Common::Rect &screenRect, const Common::Rect &textureRect, Texture *texture) override;
virtual void renderSensorShoot(byte color, const Math::Vector3d sensor, const Math::Vector3d player, const Common::Rect viewPort) override;
virtual void renderPlayerShootBall(byte color, const Common::Point position, int frame, const Common::Rect viewPort) override;
virtual void renderPlayerShootRay(byte color, const Common::Point position, const Common::Rect viewPort) override;
virtual void renderCrossair(const Common::Point crossairPosition) override;
virtual void renderFace(const Common::Array<Math::Vector3d> &vertices) override;
virtual void flipBuffer() override;
virtual void drawFloor(uint8 color) override;
void drawCelestialBody(Math::Vector3d position, float radius, uint8 color) override;
void drawSkybox(Texture *texture, Math::Vector3d camera) override;
virtual Graphics::Surface *getScreenshot() override;
GLfloat _skyNormals[16][3] = {
{ 0.0, 0.0, 1.0 }, //front //0
{ 0.0, 0.0, 1.0 }, //1
{ 0.0, 0.0, 1.0 }, //2
{ 0.0, 0.0, 1.0 }, //3
{ 0.0, 0.0, -1.0 }, //back //0
{ 0.0, 0.0, -1.0 }, //1
{ 0.0, 0.0, -1.0 }, //2
{ 0.0, 0.0, -1.0 }, //3
{ -1.0, 0.0, 0.0 }, //left
{ -1.0, 0.0, 0.0 },
{ -1.0, 0.0, 0.0 },
{ -1.0, 0.0, 0.0 },
{ 1.0, 0.0, 0.0 }, //right
{ 1.0, 0.0, 0.0 },
{ 1.0, 0.0, 0.0 },
{ 1.0, 0.0, 0.0 }
};
GLfloat _skyUvs[16][3] = {
{ 0.0f, 0.0f }, //1
{ 0.0f, 2.0f }, //2
{ 1.0f, 2.0f }, //3
{ 1.0f, 0.0f }, //front //4
{ 1.0f, 0.0f }, //1
{ 0.0f, 0.0f }, //2
{ 0.0f, 2.0f }, //back //3
{ 1.0f, 2.0f }, //4
{ 0.0f, 0.0f }, //left //1
{ 1.0f, 0.0f }, //2
{ 1.0f, 2.0f }, //3
{ 0.0f, 2.0f }, //4
{ 1.0f, 0.0f }, //right //1
{ 0.0f, 0.0f }, //2
{ 0.0f, 2.0f }, //3
{ 1.0f, 2.0f }, //4
};
GLfloat _skyVertices[16][3] = {
{ -81280.0, 8128.0, 81280.0 }, //1 // Vertex #0 front
{ -81280.0, -8128.0, 81280.0 }, //2 // Vertex #1
{ 81280.0, -8128.0, 81280.0 }, //3 // Vertex #2
{ 81280.0, 8128.0, 81280.0 }, //4 // Vertex #3
{ 81280.0f, -8128.0f, -81280.0f }, //back //1
{ -81280.0f, -8128.0f, -81280.0f }, //2
{ -81280.0f, 8128.0f, -81280.0f }, //3
{ 81280.0f, 8128.0f, -81280.0f }, //4
{ -81280.0f, 8128.0f, 81280.0f }, //left //1
{ -81280.0f, 8128.0f, -81280.0f }, //2
{ -81280.0f, -8128.0f, -81280.0f }, //3
{ -81280.0f, -8128.0f, 81280.0f }, //4
{ 81280.0f, 8128.0f, -81280.0f }, //right //1
{ 81280.0f, 8128.0f, 81280.0f }, //2
{ 81280.0f, -8128.0f, 81280.0f },//3
{ 81280.0f, -8128.0f, -81280.0f },//4
};
};
} // End of namespace Freescape
#endif
#endif // FREESCAPE_GFX_OPENGL_H