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engines/tetraedge/te/te_renderer.h
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176
engines/tetraedge/te/te_renderer.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 TETRAEDGE_TE_TE_RENDERER_H
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#define TETRAEDGE_TE_TE_RENDERER_H
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#include "common/ptr.h"
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#include "tetraedge/te/te_mesh.h"
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#include "tetraedge/te/te_color.h"
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#include "tetraedge/te/te_camera.h"
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#include "tetraedge/te/te_matricies_stack.h"
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namespace Tetraedge {
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class TeRenderer {
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public:
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TeRenderer();
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virtual ~TeRenderer() {};
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enum MatrixMode {
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MM_GL_PROJECTION = 0,
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MM_GL_MODELVIEW = 1,
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MM_GL_TEXTURE = 2
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};
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enum ShadowMode {
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ShadowModeNone = 0,
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ShadowModeCreating = 1,
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ShadowModeDrawing = 2
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};
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class TransparentMeshProperties {
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public:
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TransparentMeshProperties() : _camera(nullptr), _vertexCount(0), _shouldDraw(false),
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_scissorEnabled(false), _hasColor(false), _glTexEnvMode(0), _zOrder(0.0f),
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_sourceTransparentMesh(0), _scissorX(0), _scissorY(0),
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_scissorWidth(0), _scissorHeight(0) {}
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TeCamera *_camera;
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int _vertexCount;
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TeMatrix4x4 _matrix;
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TeMaterial _material;
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uint32 _glTexEnvMode;
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uint _sourceTransparentMesh;
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bool _hasColor;
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float _zOrder;
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bool _scissorEnabled;
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int _scissorX;
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int _scissorY;
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int _scissorWidth;
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int _scissorHeight;
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bool _shouldDraw;
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};
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enum Buffer {
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DepthBuffer = 1,
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ColorBuffer = 2,
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StencilBuffer = 4,
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ColorAndDepth = DepthBuffer | ColorBuffer,
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AllBuffers = DepthBuffer | ColorBuffer | StencilBuffer
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};
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void addTransparentMesh(const TeMesh &mesh, uint i1, uint i2, uint i3);
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void checkError(const Common::String &str) {};
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virtual void clearBuffer(Buffer buf) = 0;
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virtual void colorMask(bool r, bool g, bool b, bool a) = 0;
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void create();
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TeMatrix4x4 currentMatrix();
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virtual void disableAllLights() = 0;
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virtual void disableTexture() = 0;
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virtual void disableWireFrame() = 0;
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virtual void disableZBuffer() = 0;
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virtual void drawLine(const TeVector3f32 &from, const TeVector3f32 &to) = 0;
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virtual void enableAllLights() = 0;
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virtual void enableTexture() = 0;
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virtual void enableWireFrame() = 0;
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virtual void enableZBuffer() = 0;
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//void extractFrameBufferToImg(const TeVector2s32 &from, const TeVector2s32 &to, TeImage &output);
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virtual void init(uint width, uint height) = 0;
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void loadIdentityMatrix();
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void loadMatrix(const TeMatrix4x4 &matrix);
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void loadCurrentMatrixToGL();
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virtual void loadProjectionMatrix(const TeMatrix4x4 &matrix) = 0;
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void multiplyMatrix(const TeMatrix4x4 &matrix);
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void optimiseTransparentMeshProperties();
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void popMatrix();
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void pushMatrix();
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virtual Common::String renderer() = 0;
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virtual void renderTransparentMeshes() = 0;
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virtual void reset() = 0;
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void rotate(const TeQuaternion &rot);
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void rotate(float angle, float rx, float ry, float rz);
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void scale(float xs, float ys, float zs);
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bool scissorEnabled() const { return _scissorEnabled; }
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int scissorHeight() const { return _scissorHeight; }
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int scissorWidth() const { return _scissorWidth; }
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int scissorX() const { return _scissorX; }
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int scissorY() const { return _scissorY; }
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void sendModelMatrix(const TeMatrix4x4 &matrix) {}
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virtual void setClearColor(const TeColor &col) = 0;
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void setCurrentCamera(TeCamera *camera) {
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_currentCamera = camera;
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}
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virtual void setCurrentColor(const TeColor &col) = 0;
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virtual void setMatrixMode(enum MatrixMode mode) = 0;
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void setScissor(int x, int y, int w, int h);
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void setScissorEnabled(bool val) { _scissorEnabled = val; }
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virtual void setViewport(int x, int y, int w, int h) = 0;
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virtual void shadowMode(enum ShadowMode mode) = 0;
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enum ShadowMode shadowMode() const { return _shadowMode; }
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void translate(float x, float y, float z);
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virtual Common::String vendor() = 0;
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void dumpTransparentMeshProps() const;
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void dumpTransparentMeshData() const;
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const TeColor ¤tColor() const { return _currentColor; }
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virtual void updateScreen() = 0;
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virtual void updateGlobalLight() = 0;
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virtual void applyMaterial(const TeMaterial &m) = 0;
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static TeRenderer *makeInstance();
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protected:
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TeCamera *_currentCamera;
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TeColor _currentColor;
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TeColor _clearColor;
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bool _textureEnabled;
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ShadowMode _shadowMode;
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MatrixMode _matrixMode;
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bool _scissorEnabled;
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int _scissorHeight;
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int _scissorWidth;
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int _scissorX;
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int _scissorY;
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uint _numTransparentMeshes;
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Common::Array<TeVector3f32> _transparentMeshVertexes;
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Common::Array<TeVector3f32> _transparentMeshNormals;
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Common::Array<TeVector2f32> _transparentMeshCoords;
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Common::Array<TeColor> _transparentMeshColors;
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Common::Array<unsigned short> _transparentMeshVertexNums;
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int _pendingTransparentMeshProperties;
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Common::Array<TransparentMeshProperties> _transparentMeshProps;
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TeMatriciesStack _matriciesStacks[3]; // one per matrix mode.
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virtual void loadMatrixToGL(const TeMatrix4x4 &matrix) = 0;
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};
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} // end namespace Tetraedge
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#endif // TETRAEDGE_TE_TE_RENDERER_H
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