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engines/wintermute/base/gfx/tinygl/base_render_tinygl.h
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176
engines/wintermute/base/gfx/tinygl/base_render_tinygl.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 WINTERMUTE_BASE_RENDER_TINYGL_H
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#define WINTERMUTE_BASE_RENDER_TINYGL_H
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#include "engines/wintermute/base/gfx/base_renderer3d.h"
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#include "engines/wintermute/dctypes.h"
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#include "graphics/transform_struct.h"
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#include "graphics/tinygl/tinygl.h"
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#if defined(USE_TINYGL)
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namespace Wintermute {
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class BaseSurfaceTinyGL;
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class BaseRenderTinyGL : public BaseRenderer3D {
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friend class BaseSurfaceTinyGL;
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friend class Mesh3DSTinyGL;
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friend class XMeshTinyGL;
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friend class ShadowVolumeTinyGL;
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struct SpriteVertex {
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float x;
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float y;
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float z;
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float u;
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float v;
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float r;
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float g;
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float b;
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float a;
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};
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struct RectangleVertex {
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float x;
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float y;
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float z;
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};
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struct SimpleShadowVertex {
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float nx;
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float ny;
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float nz;
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float x;
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float y;
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float z;
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float u;
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float v;
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};
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public:
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BaseRenderTinyGL(BaseGame *inGame = nullptr);
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~BaseRenderTinyGL() override;
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bool invalidateTexture(BaseSurface *texture) override;
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bool invalidateDeviceObjects() override;
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bool restoreDeviceObjects() override;
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bool resetDevice() override;
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void setSpriteBlendMode(Graphics::TSpriteBlendMode blendMode, bool forceChange = false) override;
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void setAmbientLightRenderState() override;
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int getMaxActiveLights() override;
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void lightEnable(int index, bool enable) override;
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void setLightParameters(int index, const DXVector3 &position, const DXVector3 &direction, const DXVector4 &diffuse, bool spotlight) override;
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void enableCulling() override;
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void disableCulling() override;
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bool enableShadows() override;
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bool disableShadows() override;
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bool shadowVolumeSupported() override;
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BaseImage *takeScreenshot(int newWidth = 0, int newHeight = 0) override;
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bool fadeToColor(byte r, byte g, byte b, byte a) override;
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bool flip() override;
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bool clear() override;
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bool setViewport(int left, int top, int right, int bottom) override;
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bool drawLine(int x1, int y1, int x2, int y2, uint32 color) override;
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bool fillRect(int x, int y, int w, int h, uint32 color) override;
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DXMatrix *buildMatrix(DXMatrix* out, const DXVector2 *centre, const DXVector2 *scaling, float angle);
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void transformVertices(struct SpriteVertex *vertices, const DXVector2 *centre, const DXVector2 *scaling, float angle);
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bool setProjection() override;
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bool setProjection2D();
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bool setWorldTransform(const DXMatrix &transform) override;
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bool setViewTransform(const DXMatrix &transform) override;
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bool setProjectionTransform(const DXMatrix &transform) override;
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bool initRenderer(int width, int height, bool windowed) override;
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bool setup2D(bool force = false) override;
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bool setup3D(Camera3D *camera, bool force = false) override;
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Common::String getName() const override {
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return "TinyGL software renderer";
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};
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bool displayDebugInfo() override {
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return STATUS_FAILED;
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};
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bool drawShaderQuad() override {
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return STATUS_FAILED;
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}
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float getScaleRatioX() const override {
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return 1.0f;
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}
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float getScaleRatioY() const override {
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return 1.0f;
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}
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BaseSurface *createSurface() override;
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bool startSpriteBatch() override;
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bool endSpriteBatch() override;
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bool commitSpriteBatch() override;
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bool drawSpriteEx(BaseSurface *texture, const Common::Rect32 &rect, const DXVector2 &pos, const DXVector2 &rot, const DXVector2 &scale,
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float angle, uint32 color, bool alphaDisable, Graphics::TSpriteBlendMode blendMode, bool mirrorX, bool mirrorY) override;
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void renderSceneGeometry(const BaseArray<AdWalkplane *> &planes, const BaseArray<AdBlock *> &blocks,
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const BaseArray<AdGeneric *> &generics, const BaseArray<Light3D *> &lights, Camera3D *camera) override;
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void renderShadowGeometry(const BaseArray<AdWalkplane *> &planes, const BaseArray<AdBlock *> &blocks, const BaseArray<AdGeneric *> &generics, Camera3D *camera) override;
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Mesh3DS *createMesh3DS() override;
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XMesh *createXMesh() override;
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ShadowVolume *createShadowVolume() override;
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bool setViewport3D(DXViewport *viewport) override;
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void postfilter() override;
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void setPostfilter(PostFilter postFilter) override { _postFilterMode = postFilter; };
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private:
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bool setupLines();
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void displaySimpleShadow(BaseObject *object) override;
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Graphics::TSpriteBlendMode _blendMode;
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SimpleShadowVertex _simpleShadow[4];
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Common::Array<DXVector4> _lightPositions;
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Common::Array<DXVector3> _lightDirections;
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//TGLuint _postfilterTexture;
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bool _shadowVolumesSupported;
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};
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} // wintermute namespace
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#endif // defined(USE_TINYGL)
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#endif
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