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https://github.com/libretro/scummvm.git
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108 lines
3.1 KiB
C++
108 lines
3.1 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 WATCHMAKER_RENDERER_H
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#define WATCHMAKER_RENDERER_H
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#include "math/matrix4.h"
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#include "watchmaker/2d_stuff.h"
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#include "watchmaker/rect.h"
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#include "watchmaker/sdl_wrapper.h"
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#include "watchmaker/struct.h"
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#include "watchmaker/types.h"
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#include "watchmaker/utils.h"
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#include "watchmaker/work_dirs.h"
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namespace Watchmaker {
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class sdl_wrapper;
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struct gMaterial;
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struct WindowInfo {
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unsigned int width;
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unsigned int height;
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};
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class Fonts;
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class Renderer {
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WorkDirs *_workDirs;
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WGame *_game;
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public:
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TwoDeeStuff _2dStuff;
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Fonts *_fonts = nullptr;
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Rect _viewport;
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Renderer(WGame *game, sdl_wrapper *wrapper);
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bool addMaterial(gMaterial &material, const Common::String &name, int NumFaces, unsigned int LoaderFlags);
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void initGL();
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void showFrame();
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void setVirtualScreen(unsigned int dimX, unsigned int dimY);
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void getScreenInfos(unsigned int &width, unsigned int &height) const;
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WindowInfo getScreenInfos() const;
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bool createScreenBuffer();
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void initBlitterViewPort();
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void setCurCameraViewport(t3dF32 fov, uint8 sup);
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void renderBitmap(SDDBitmap &bitmap);
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void printText(const char *s, unsigned int dst, FontKind font, FontColor color, uint16 x, uint16 y);
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int rFitX(int x);
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int rFitY(int y);
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int rInvFitX(int x);
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int rInvFitY(int y);
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static const int MAX_BITMAP_LIST = 1024;
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struct BitmapList {
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unsigned int _numBitmaps = 0;
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gTexture bitmaps[MAX_BITMAP_LIST];
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unsigned int acquirePosition();
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};
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BitmapList _bitmapList;
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void clearBitmap(int dst, int dposx, int dposy, int sdimx, int sdimy, unsigned char r, unsigned char g, unsigned char b);
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void blitScreenBuffer();
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unsigned int getBitmapDimX(int32 id) const;
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unsigned int getBitmapDimY(int32 id) const;
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unsigned int getBitmapRealDimX(int32 id) const;
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unsigned int getBitmapRealDimY(int32 id) const;
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bool setProjectionMatrix(float width, float height, float fAspect, float fNearPlane, float fFarPlane);
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Math::Vector3d screenSpaceToCameraSpace(float x, float y);
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void add2DStuff();
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private:
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sdl_wrapper *sdl;
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// aspect correction
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float gAspectX = 1, gAspectY = 1;
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float gInvAspectX = 1, gInvAspectY = 1;
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float _nearPlane;
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Math::Matrix4 _projectionMatrix;
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};
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} // End of namespace Watchmaker
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#endif // WATCHMAKER_RENDERER_H
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