Initial commit
This commit is contained in:
308
engines/grim/gfx_base.h
Normal file
308
engines/grim/gfx_base.h
Normal file
@@ -0,0 +1,308 @@
|
||||
/* 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 GRIM_GFX_BASE_H
|
||||
#define GRIM_GFX_BASE_H
|
||||
|
||||
#include "math/vector3d.h"
|
||||
#include "math/quat.h"
|
||||
|
||||
#include "common/str.h"
|
||||
#include "common/rect.h"
|
||||
|
||||
#include "graphics/pixelformat.h"
|
||||
#include "graphics/renderer.h"
|
||||
|
||||
#include "engines/grim/material.h"
|
||||
|
||||
namespace Graphics {
|
||||
struct Surface;
|
||||
}
|
||||
|
||||
namespace Grim {
|
||||
|
||||
struct Shadow;
|
||||
struct Light;
|
||||
class Actor;
|
||||
class SaveGame;
|
||||
class BitmapData;
|
||||
class Bitmap;
|
||||
class CMap;
|
||||
class Color;
|
||||
class PrimitiveObject;
|
||||
class Font;
|
||||
class TextObject;
|
||||
class EMIModel;
|
||||
class EMIMeshFace;
|
||||
class ModelNode;
|
||||
class Mesh;
|
||||
class MeshFace;
|
||||
class Sprite;
|
||||
class Texture;
|
||||
class Overlay;
|
||||
|
||||
class GfxBase {
|
||||
public:
|
||||
GfxBase();
|
||||
virtual ~GfxBase() { ; }
|
||||
|
||||
/**
|
||||
* Creates a render-context.
|
||||
*
|
||||
* @param screenW the width of the context
|
||||
* @param screenH the height of the context
|
||||
*/
|
||||
virtual void setupScreen(int screenW, int screenH) = 0;
|
||||
|
||||
/**
|
||||
* Query whether the current context is hardware-accelerated
|
||||
*
|
||||
* @return true if hw-accelerated, false otherwise
|
||||
*/
|
||||
virtual bool isHardwareAccelerated() = 0;
|
||||
/**
|
||||
* Query whether the current context supports shaders
|
||||
*
|
||||
* @return true if supports shaders, false otherwise
|
||||
*/
|
||||
virtual bool supportsShaders() = 0;
|
||||
|
||||
virtual uint getScreenWidth() { return _screenWidth; }
|
||||
virtual uint getScreenHeight() { return _screenHeight; }
|
||||
|
||||
virtual void setupCameraFrustum(float fov, float nclip, float fclip) = 0;
|
||||
virtual void positionCamera(const Math::Vector3d &pos, const Math::Vector3d &interest, float roll) = 0;
|
||||
virtual void positionCamera(const Math::Vector3d &pos, const Math::Matrix4 &rot) = 0;
|
||||
|
||||
virtual Math::Matrix4 getModelView() = 0;
|
||||
virtual Math::Matrix4 getProjection() = 0;
|
||||
|
||||
virtual void clearScreen() = 0;
|
||||
virtual void clearDepthBuffer() = 0;
|
||||
|
||||
/**
|
||||
* Swap the buffers, making the drawn screen visible
|
||||
*
|
||||
* @param opportunistic True when the flip can be avoided to spare CPU
|
||||
*/
|
||||
virtual void flipBuffer(bool opportunistic = false) = 0;
|
||||
|
||||
/**
|
||||
* FIXME: The implementations of these functions (for Grim and EMI, respectively)
|
||||
* are very similar. Needs refactoring. See issue #789.
|
||||
*/
|
||||
virtual void getScreenBoundingBox(const Mesh *mesh, int *x1, int *y1, int *x2, int *y2) = 0;
|
||||
virtual void getScreenBoundingBox(const EMIModel *mesh, int *x1, int *y1, int *x2, int *y2) = 0;
|
||||
virtual void getActorScreenBBox(const Actor *actor, Common::Point &p1, Common::Point &p2) = 0;
|
||||
virtual void startActorDraw(const Actor *act) = 0;
|
||||
virtual void finishActorDraw() = 0;
|
||||
virtual void setShadow(Shadow *shadow) = 0;
|
||||
virtual void drawShadowPlanes() = 0;
|
||||
virtual void setShadowMode();
|
||||
virtual void clearShadowMode();
|
||||
virtual bool isShadowModeActive();
|
||||
virtual void setShadowColor(byte r, byte g, byte b) = 0;
|
||||
virtual void getShadowColor(byte *r, byte *g, byte *b) = 0;
|
||||
virtual void destroyShadow(Shadow *shadow) {}
|
||||
|
||||
virtual void set3DMode() = 0;
|
||||
|
||||
virtual void translateViewpointStart() = 0;
|
||||
virtual void translateViewpoint(const Math::Vector3d &vec) = 0;
|
||||
virtual void rotateViewpoint(const Math::Angle &angle, const Math::Vector3d &axis) = 0;
|
||||
virtual void rotateViewpoint(const Math::Matrix4 &rot) = 0;
|
||||
virtual void translateViewpointFinish() = 0;
|
||||
|
||||
virtual void drawEMIModelFace(const EMIModel *model, const EMIMeshFace *face) = 0;
|
||||
virtual void drawModelFace(const Mesh *mesh, const MeshFace *face) = 0;
|
||||
virtual void drawSprite(const Sprite *sprite) = 0;
|
||||
virtual void drawMesh(const Mesh *mesh);
|
||||
|
||||
virtual void drawOverlay(const Overlay *overlay) { };
|
||||
|
||||
virtual void enableLights() = 0;
|
||||
virtual void disableLights() = 0;
|
||||
virtual void setupLight(Light *light, int lightId) = 0;
|
||||
virtual void turnOffLight(int lightId) = 0;
|
||||
|
||||
virtual void createTexture(Texture *texture, const uint8 *data, const CMap *cmap, bool clamp) = 0;
|
||||
virtual void selectTexture(const Texture *texture) = 0;
|
||||
virtual void destroyTexture(Texture *texture) = 0;
|
||||
|
||||
/**
|
||||
* Prepares a bitmap for drawing
|
||||
* performs any format conversions needed for the renderer,
|
||||
* and might create an internal representation of the bitmap
|
||||
* external changes to the bitmap may not be visible after this
|
||||
* is called. Must be called before drawBitmap can be used.
|
||||
*
|
||||
* the external bitmap might have its data changed by this function,
|
||||
*
|
||||
* @param bitmap the bitmap to be prepared
|
||||
* @see destroyBitmap
|
||||
* @see drawBitmap
|
||||
*/
|
||||
virtual void createBitmap(BitmapData *bitmap) = 0;
|
||||
|
||||
/**
|
||||
* Draws a bitmap
|
||||
* before this is safe to use, createBitmap MUST have been called
|
||||
*
|
||||
* @param bitmap the bitmap to be drawn
|
||||
* @see createBitmap
|
||||
* @see destroyBitmap
|
||||
*/
|
||||
virtual void drawBitmap(const Bitmap *bitmap, int x, int y, uint32 layer = 0) = 0;
|
||||
|
||||
/**
|
||||
* Deletes any internal references and representations of a bitmap
|
||||
* after this is called, it is safe to dispose of or change the external
|
||||
* bitmapdata.
|
||||
*
|
||||
* @param bitmap the bitmap to be destroyed
|
||||
* @see createBitmap
|
||||
* @see drawBitmap
|
||||
*/
|
||||
virtual void destroyBitmap(BitmapData *bitmap) = 0;
|
||||
|
||||
virtual void createFont(Font *font) = 0;
|
||||
virtual void destroyFont(Font *font) = 0;
|
||||
|
||||
virtual void createTextObject(TextObject *text) = 0;
|
||||
virtual void drawTextObject(const TextObject *text) = 0;
|
||||
virtual void destroyTextObject(TextObject *text) = 0;
|
||||
|
||||
virtual Bitmap *getScreenshot(int w, int h, bool useStored) = 0;
|
||||
virtual void storeDisplay() = 0;
|
||||
virtual void copyStoredToDisplay() = 0;
|
||||
|
||||
/**
|
||||
* Dims the entire screen
|
||||
* Sets the entire screen to 10% of its current brightness,
|
||||
* and converts it to grayscale.
|
||||
*/
|
||||
virtual void dimScreen() = 0;
|
||||
virtual void dimRegion(int x, int y, int w, int h, float level) = 0;
|
||||
virtual void setDimLevel(float dimLevel) { _dimLevel = dimLevel; }
|
||||
|
||||
/**
|
||||
* Draw a completely opaque Iris around the specified rectangle.
|
||||
* the arguments specify the distance from the screen-edge to the first
|
||||
* non-iris pixel.
|
||||
*
|
||||
* @param x the width of the Iris
|
||||
* @param y the height of the Iris
|
||||
*/
|
||||
virtual void irisAroundRegion(int x1, int y1, int x2, int y2) = 0;
|
||||
|
||||
virtual void drawEmergString(int x, int y, const char *text, const Color &fgColor) = 0;
|
||||
virtual void loadEmergFont() = 0;
|
||||
|
||||
virtual void drawRectangle(const PrimitiveObject *primitive) = 0;
|
||||
virtual void drawLine(const PrimitiveObject *primitive) = 0;
|
||||
virtual void drawPolygon(const PrimitiveObject *primitive) = 0;
|
||||
virtual void drawDimPlane() {};
|
||||
|
||||
virtual const Graphics::PixelFormat getMovieFormat() const = 0;
|
||||
|
||||
/**
|
||||
* Prepare a movie-frame for drawing
|
||||
* performing any necessary conversion
|
||||
*
|
||||
* @param width the width of the movie-frame.
|
||||
* @param height the height of the movie-frame.
|
||||
* @param bitmap a pointer to the data for the movie-frame.
|
||||
* @see drawMovieFrame
|
||||
* @see releaseMovieFrame
|
||||
*/
|
||||
virtual void prepareMovieFrame(Graphics::Surface *frame) = 0;
|
||||
virtual void prepareMovieFrame(Graphics::Surface *frame, const byte *palette);
|
||||
virtual void drawMovieFrame(int offsetX, int offsetY) = 0;
|
||||
|
||||
/**
|
||||
* Release the currently prepared movie-frame, if one exists.
|
||||
*
|
||||
* @see drawMovieFrame
|
||||
* @see prepareMovieFrame
|
||||
*/
|
||||
virtual void releaseMovieFrame() = 0;
|
||||
|
||||
virtual const char *getVideoDeviceName() = 0;
|
||||
|
||||
virtual void saveState(SaveGame *state);
|
||||
virtual void restoreState(SaveGame *state);
|
||||
|
||||
virtual void renderBitmaps(bool render);
|
||||
virtual void renderZBitmaps(bool render);
|
||||
|
||||
virtual void makeScreenTextures();
|
||||
|
||||
virtual void createMesh(Mesh *mesh) {}
|
||||
virtual void destroyMesh(const Mesh *mesh) {}
|
||||
virtual void createEMIModel(EMIModel *model) {}
|
||||
virtual void updateEMIModel(const EMIModel *model) {}
|
||||
virtual void destroyEMIModel(EMIModel *model) {}
|
||||
|
||||
virtual void createSpecialtyTexture(uint id, const uint8 *data, int width, int height);
|
||||
virtual void createSpecialtyTextureFromScreen(uint id, uint8 *data, int x, int y, int width, int height) = 0;
|
||||
|
||||
Graphics::RendererType type;
|
||||
|
||||
static Math::Matrix4 makeLookMatrix(const Math::Vector3d& pos, const Math::Vector3d& interest, const Math::Vector3d& up);
|
||||
static Math::Matrix4 makeProjMatrix(float fov, float nclip, float fclip);
|
||||
Texture *getSpecialtyTexturePtr(uint id) { if (id >= _numSpecialtyTextures) return nullptr; return &_specialtyTextures[id]; };
|
||||
Texture *getSpecialtyTexturePtr(Common::String name);
|
||||
|
||||
virtual void setBlendMode(bool additive) = 0;
|
||||
protected:
|
||||
Bitmap *createScreenshotBitmap(Graphics::Surface *src, int w, int h, bool flipOrientation);
|
||||
static const unsigned int _numSpecialtyTextures = 22;
|
||||
Texture _specialtyTextures[_numSpecialtyTextures];
|
||||
static const int _gameHeight = 480;
|
||||
static const int _gameWidth = 640;
|
||||
static const int _globalHeight = 1080;
|
||||
static const int _globalWidth = 1920;
|
||||
float _scaleW, _scaleH;
|
||||
float _globalScaleW = 1.0f, _globalScaleH = 1.0f;
|
||||
int _screenWidth, _screenHeight;
|
||||
Shadow *_currentShadowArray;
|
||||
unsigned char _shadowColorR;
|
||||
unsigned char _shadowColorG;
|
||||
unsigned char _shadowColorB;
|
||||
bool _renderBitmaps;
|
||||
bool _renderZBitmaps;
|
||||
bool _shadowModeActive;
|
||||
Math::Vector3d _currentPos;
|
||||
Math::Matrix4 _currentRot;
|
||||
float _dimLevel;
|
||||
};
|
||||
|
||||
// Factory-like functions:
|
||||
|
||||
GfxBase *CreateGfxOpenGL();
|
||||
GfxBase *CreateGfxOpenGLShader();
|
||||
GfxBase *CreateGfxTinyGL();
|
||||
|
||||
extern GfxBase *g_driver;
|
||||
|
||||
} // end of namespace Grim
|
||||
|
||||
#endif
|
||||
Reference in New Issue
Block a user