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engines/freescape/gfx.h
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311
engines/freescape/gfx.h
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/* 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 FREESCAPE_GFX_H
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#define FREESCAPE_GFX_H
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#include "common/hashmap.h"
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#include "common/rendermode.h"
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#include "common/rect.h"
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#include "graphics/pixelformat.h"
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#include "graphics/managed_surface.h"
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#include "graphics/renderer.h"
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#include "math/frustum.h"
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#include "math/vector3d.h"
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namespace Freescape {
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#define kVertexArraySize 128
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#define kCoordsArraySize 4
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typedef Common::Array<byte *> ColorMap;
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typedef Common::HashMap<int, int> ColorReMap;
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class Renderer;
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const Graphics::PixelFormat getRGBAPixelFormat();
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class Texture {
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public:
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Texture(){ _width = 0; _height = 0; };
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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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};
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class Renderer {
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public:
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Renderer(int screenW, int screenH, Common::RenderMode renderMode, bool authenticGraphics);
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virtual ~Renderer();
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Graphics::PixelFormat _texturePixelFormat;
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bool _isAccelerated;
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bool _authenticGraphics;
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virtual void init() = 0;
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virtual void setViewport(const Common::Rect &rect) = 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 useColor(uint8 r, uint8 g, uint8 b) = 0;
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virtual void depthTesting(bool enabled) {};
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virtual void polygonOffset(bool enabled) = 0;
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virtual Texture *createTexture(const Graphics::Surface *surface, bool is3D = false) = 0;
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Graphics::Surface *convertImageFormatIfNecessary(Graphics::ManagedSurface *surface);
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virtual void freeTexture(Texture *texture) = 0;
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virtual void drawTexturedRect2D(const Common::Rect &screenRect, const Common::Rect &textureRect, Texture *texture) = 0;
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virtual void renderSensorShoot(byte color, const Math::Vector3d sensor, const Math::Vector3d player, const Common::Rect &viewPort) = 0;
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virtual void renderPlayerShootBall(byte color, const Common::Point &position, int frame, const Common::Rect &viewPort) = 0;
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virtual void renderPlayerShootRay(byte color, const Common::Point &position, const Common::Rect &viewPort) = 0;
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virtual void renderCrossair(const Common::Point &crossairPosition) = 0;
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virtual void renderCube(const Math::Vector3d &position, const Math::Vector3d &size, Common::Array<uint8> *colours, Common::Array<uint8> *ecolours, float offset = 0.0);
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virtual void renderRectangle(const Math::Vector3d &position, const Math::Vector3d &size, Common::Array<uint8> *colours, Common::Array<uint8> *ecolours, float offset = 0.0);
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virtual void renderPolygon(const Math::Vector3d &origin, const Math::Vector3d &size, const Common::Array<float> *ordinates, Common::Array<uint8> *colours, Common::Array<uint8> *ecolours, float offset = 0.0);
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virtual void renderPyramid(const Math::Vector3d &origin, const Math::Vector3d &size, const Common::Array<float> *ordinates, Common::Array<uint8> *colours, Common::Array<uint8> *ecolours, int type);
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virtual void renderFace(const Common::Array<Math::Vector3d> &vertices) = 0;
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void setColorRemaps(ColorReMap *colorRemaps);
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virtual void clear(uint8 r, uint8 g, uint8 b, bool ignoreViewport = false) = 0;
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virtual void drawFloor(uint8 color) = 0;
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virtual void drawBackground(uint8 color);
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void drawEclipse(uint8 color1, uint8 color2, float difference);
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virtual void drawSkybox(Texture *texture, Math::Vector3d camera) {};
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virtual void drawThunder(Texture *texture, Math::Vector3d camera, float size) {};
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virtual void drawCelestialBody(Math::Vector3d position, float radius, uint8 color) {};
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Common::Rect viewport() const;
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virtual Common::Point nativeResolution() { return Common::Point(_screenW, _screenH); }
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// palette
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void readFromPalette(uint8 index, uint8 &r, uint8 &g, uint8 &b);
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void setPaletteValue(uint8 index, uint8 r, uint8 g, uint8 b);
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uint8 indexFromColor(uint8 r, uint8 g, uint8 b);
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uint8 mapEGAColor(uint8 index);
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bool getRGBAt(uint8 index, uint8 ecolor, uint8 &r1, uint8 &g1, uint8 &b1, uint8 &r2, uint8 &g2, uint8 &b2, byte *&stipple);
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bool getRGBAtC64(uint8 index, uint8 &r1, uint8 &g1, uint8 &b1, uint8 &r2, uint8 &g2, uint8 &b2, byte *&stipple);
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bool getRGBAtCGA(uint8 index, uint8 &r1, uint8 &g1, uint8 &b1, uint8 &r2, uint8 &g2, uint8 &b2, byte *&stipple);
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bool getRGBAtCPC(uint8 index, uint8 &r1, uint8 &g1, uint8 &b1, uint8 &r2, uint8 &g2, uint8 &b2, byte *&stipple);
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bool getRGBAtEGA(uint8 index, uint8 &r1, uint8 &g1, uint8 &b1, uint8 &r2, uint8 &g2, uint8 &b2);
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bool getRGBAtZX(uint8 index, uint8 &r1, uint8 &g1, uint8 &b1, uint8 &r2, uint8 &g2, uint8 &b2, byte *&stipple);
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bool getRGBAtHercules(uint8 index, uint8 &r1, uint8 &g1, uint8 &b1, uint8 &r2, uint8 &g2, uint8 &b2, byte *&stipple);
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void extractCPCIndexes(uint8 cm1, uint8 cm2, uint8 &i1, uint8 &i2);
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void extractC64Indexes(uint8 cm1, uint8 cm2, uint8 &i1, uint8 &i2);
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void selectColorFromFourColorPalette(uint8 index, uint8 &r1, uint8 &g1, uint8 &b1);
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// Stipple
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virtual void setStippleData(byte *data) {};
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virtual void useStipple(bool enabled) {};
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void scaleStipplePattern(byte originalPattern[128], byte newPattern[128]);
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byte _defaultStippleArray[128] = {
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0xCC, 0xCC, 0xCC, 0xCC, 0xCC, 0xCC, 0xCC, 0xCC,
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0x33, 0x33, 0x33, 0x33, 0x33, 0x33, 0x33, 0x33,
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0xCC, 0xCC, 0xCC, 0xCC, 0xCC, 0xCC, 0xCC, 0xCC,
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0x33, 0x33, 0x33, 0x33, 0x33, 0x33, 0x33, 0x33,
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0xCC, 0xCC, 0xCC, 0xCC, 0xCC, 0xCC, 0xCC, 0xCC,
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0x33, 0x33, 0x33, 0x33, 0x33, 0x33, 0x33, 0x33,
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0xCC, 0xCC, 0xCC, 0xCC, 0xCC, 0xCC, 0xCC, 0xCC,
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0x33, 0x33, 0x33, 0x33, 0x33, 0x33, 0x33, 0x33,
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0xCC, 0xCC, 0xCC, 0xCC, 0xCC, 0xCC, 0xCC, 0xCC,
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0x33, 0x33, 0x33, 0x33, 0x33, 0x33, 0x33, 0x33,
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0xCC, 0xCC, 0xCC, 0xCC, 0xCC, 0xCC, 0xCC, 0xCC,
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0x33, 0x33, 0x33, 0x33, 0x33, 0x33, 0x33, 0x33,
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0xCC, 0xCC, 0xCC, 0xCC, 0xCC, 0xCC, 0xCC, 0xCC,
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0x33, 0x33, 0x33, 0x33, 0x33, 0x33, 0x33, 0x33,
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0xCC, 0xCC, 0xCC, 0xCC, 0xCC, 0xCC, 0xCC, 0xCC,
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0x33, 0x33, 0x33, 0x33, 0x33, 0x33, 0x33, 0x33,
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};
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byte *_variableStippleArray;
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float _skyNormals[16][3] = {
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{ 0.0, 0.0, 1.0 }, //front //0
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{ 0.0, 0.0, 1.0 }, //1
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{ 0.0, 0.0, 1.0 }, //2
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{ 0.0, 0.0, 1.0 }, //3
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{ 0.0, 0.0, -1.0 }, //back //0
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{ 0.0, 0.0, -1.0 }, //1
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{ 0.0, 0.0, -1.0 }, //2
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{ 0.0, 0.0, -1.0 }, //3
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{ -1.0, 0.0, 0.0 }, //left
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{ -1.0, 0.0, 0.0 },
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{ -1.0, 0.0, 0.0 },
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{ -1.0, 0.0, 0.0 },
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{ 1.0, 0.0, 0.0 }, //right
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{ 1.0, 0.0, 0.0 },
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{ 1.0, 0.0, 0.0 },
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{ 1.0, 0.0, 0.0 }
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};
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float _skyUvs1008[16][2] = {
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{ 0.0f, 0.0f }, //1
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{ 0.0f, 2.0f }, //2
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{ 0.4f, 2.0f }, //3
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{ 0.4f, 0.0f }, //front //4
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{ 0.0f, 2.0f }, //back //1
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{ 0.4f, 2.0f }, //2
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{ 0.4f, 0.0f }, //3
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{ 0.0f, 0.0f }, //4
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{ 0.0f, 0.0f }, //left //1
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{ 0.4f, 0.0f }, //2
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{ 0.4f, 2.0f }, //3
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{ 0.0f, 2.0f }, //4
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{ 0.4f, 0.0f }, //right //1
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{ 0.0f, 0.0f }, //2
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{ 0.0f, 2.0f }, //3
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{ 0.4f, 2.0f }, //4
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};
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float _skyUvs128[16][2] = {
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{ 0.0f, 0.0f }, //1
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{ 0.0f, 2.0f }, //2
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{ 2.5f, 2.0f }, //3
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{ 2.5f, 0.0f }, //front //4
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{ 0.0f, 2.0f }, //back //1
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{ 2.5f, 2.0f }, //2
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{ 2.5f, 0.0f }, //3
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{ 0.0f, 0.0f }, //4
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{ 0.0f, 0.0f }, //left //1
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{ 2.5f, 0.0f }, //2
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{ 2.5f, 2.0f }, //3
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{ 0.0f, 2.0f }, //4
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{ 2.5f, 0.0f }, //right //1
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{ 0.0f, 0.0f }, //2
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{ 0.0f, 2.0f }, //3
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{ 2.5f, 2.0f }, //4
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};
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float _skyVertices[16][3] = {
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{ -81280.0, 8128.0, 81280.0 }, //1 // Vertex #0 front
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{ -81280.0, -8128.0, 81280.0 }, //2 // Vertex #1
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{ 81280.0, -8128.0, 81280.0 }, //3 // Vertex #2
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{ 81280.0, 8128.0, 81280.0 }, //4 // Vertex #3
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{ 81280.0f, -8128.0f, -81280.0f }, // 1
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{ -81280.0f, -8128.0f, -81280.0f }, // 2
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{ -81280.0f, 8128.0f, -81280.0f }, // 3
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{ 81280.0f, 8128.0f, -81280.0f }, // 4
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{ -81280.0f, 8128.0f, 81280.0f }, //left //1
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{ -81280.0f, 8128.0f, -81280.0f }, //2
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{ -81280.0f, -8128.0f, -81280.0f }, //3
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{ -81280.0f, -8128.0f, 81280.0f }, //4
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{ 81280.0f, 8128.0f, -81280.0f }, //right //1
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{ 81280.0f, 8128.0f, 81280.0f }, //2
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{ 81280.0f, -8128.0f, 81280.0f },//3
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{ 81280.0f, -8128.0f, -81280.0f },//4
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};
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unsigned int _skyIndices[24] = {
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0, 1, 2, // front
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0, 2, 3,
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4, 5, 6, // back
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4, 6, 7,
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8, 9, 10, // left
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8, 10, 11,
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12, 13, 14, // right
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12, 14, 15,
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};
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byte *_palette;
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void setColorMap(ColorMap *colorMap_);
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ColorMap *_colorMap;
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ColorReMap *_colorRemaps;
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void clearColorPairArray();
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void fillColorPairArray();
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byte _colorPair[16];
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int _keyColor;
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int _inkColor;
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int _paperColor;
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int _underFireBackgroundColor;
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Common::Point _shakeOffset;
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byte _stipples[16][128];
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int _scale;
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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 positionCamera(const Math::Vector3d &pos, const Math::Vector3d &interest, float rollAngle = 0.0f) = 0;
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virtual void updateProjectionMatrix(float fov, float aspectRatio, float nearClipPlane, float farClipPlane) = 0;
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Math::Matrix4 getMvpMatrix() const { return _mvpMatrix; }
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virtual Graphics::Surface *getScreenshot() = 0;
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void flipVertical(Graphics::Surface *s);
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int _screenW;
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int _screenH;
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Common::RenderMode _renderMode;
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bool computeScreenViewport();
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protected:
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Common::Rect _screenViewport;
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Common::Rect _viewport;
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Common::Rect _unscaledViewport;
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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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Math::Matrix4 makeProjectionMatrix(float fov, float nearClipPlane, float farClipPlane) const;
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};
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Graphics::RendererType determinateRenderType();
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Renderer *CreateGfxOpenGL(int screenW, int screenH, Common::RenderMode renderMode, bool authenticGraphics);
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Renderer *CreateGfxOpenGLShader(int screenW, int screenH, Common::RenderMode renderMode, bool authenticGraphics);
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Renderer *CreateGfxTinyGL(int screenW, int screenH, Common::RenderMode renderMode);
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Renderer *createRenderer(int screenW, int screenH, Common::RenderMode renderMode, bool authenticGraphics);
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} // End of namespace Freescape
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#endif // FREESCAPE_GFX_H
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