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