/* 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 WINTERMUTE_BASE_RENDERER_3D_H
#define WINTERMUTE_BASE_RENDERER_3D_H
#include "engines/wintermute/base/gfx/base_renderer.h"
#include "engines/wintermute/coll_templ.h"
#include "engines/wintermute/dctypes.h"
#include "graphics/transform_struct.h"
#include "graphics/surface.h"
#if defined(USE_OPENGL_SHADERS)
#include "graphics/opengl/system_headers.h"
#include "engines/wintermute/base/gfx/xmath.h"
#endif
namespace Wintermute {
class AdBlock;
class AdGeneric;
class AdWalkplane;
class BaseSurfaceOpenGL3D;
class Light3D;
class Mesh3DS;
class XMesh;
class ShadowVolume;
#define DEFAULT_NEAR_PLANE 90.0f
#define DEFAULT_FAR_PLANE 10000.0f
enum PostFilter {
kPostFilterOff,
kPostFilterBlackAndWhite,
kPostFilterSepia
};
class BaseRenderer3D : public BaseRenderer {
public:
BaseRenderer3D(BaseGame *inGame = nullptr);
~BaseRenderer3D() override;
bool getProjectionParams(float *resWidth, float *resHeight, float *layerWidth, float *layerHeight,
float *modWidth, float *modHeight, bool *customViewport);
virtual int getMaxActiveLights() = 0;
bool setAmbientLightColor(uint32 color);
bool setDefaultAmbientLightColor();
uint32 _ambientLightColor;
bool _ambientLightOverride;
void dumpData(const char *filename) {};
bool setup3DCustom(DXMatrix &viewMat, DXMatrix &projMat);
virtual bool enableShadows() = 0;
virtual bool disableShadows() = 0;
virtual bool shadowVolumeSupported() = 0;
virtual bool invalidateTexture(BaseSurface *texture) = 0;
virtual void setSpriteBlendMode(Graphics::TSpriteBlendMode blendMode, bool forceChange = false) = 0;
virtual bool invalidateDeviceObjects() = 0;
virtual bool restoreDeviceObjects() = 0;
BaseSurface *_lastTexture;
bool fade(uint16 alpha) override;
bool drawSprite(BaseSurface *texture, const Common::Rect32 &rect, float zoomX, float zoomY, const DXVector2 &pos,
uint32 color, bool alphaDisable, Graphics::TSpriteBlendMode blendMode, bool mirrorX, bool mirrorY);
virtual bool drawSpriteEx(BaseSurface *texture, const Common::Rect32 &rect, const DXVector2 &pos, const DXVector2 &rot, const DXVector2 &scale,
float angle, uint32 color, bool alphaDisable, Graphics::TSpriteBlendMode blendMode, bool mirrorX, bool mirrorY) = 0;
Camera3D *_camera;
virtual bool resetDevice() = 0;
void initLoop() override;
bool windowedBlt() override;
virtual bool startSpriteBatch() override = 0;
virtual bool endSpriteBatch() override = 0;
virtual bool commitSpriteBatch() = 0;
// ScummVM specific methods -->
virtual void lightEnable(int index, bool enable) = 0;
virtual void setLightParameters(int index, const DXVector3 &position, const DXVector3 &direction,
const DXVector4 &diffuse, bool spotlight) = 0;
virtual void enableCulling() = 0;
virtual void disableCulling() = 0;
DXViewport getViewPort();
void setWindowed(bool windowed) override;
void onWindowChange() override;
Graphics::PixelFormat getPixelFormat() const override;
virtual bool setWorldTransform(const DXMatrix &transform) = 0;
virtual bool setViewTransform(const DXMatrix &transform) = 0;
virtual bool setProjectionTransform(const DXMatrix &transform) = 0;
void getWorldTransform(DXMatrix *transform) {
*transform = _worldMatrix;
}
void getViewTransform(DXMatrix *transform) {
*transform = _viewMatrix;
}
void getProjectionTransform(DXMatrix *transform) {
*transform = _projectionMatrix;
}
virtual Mesh3DS *createMesh3DS() = 0;
virtual XMesh *createXMesh() = 0;
virtual ShadowVolume *createShadowVolume() = 0;
virtual void renderSceneGeometry(const BaseArray &planes, const BaseArray &blocks,
const BaseArray &generics, const BaseArray &lights, Camera3D *camera) = 0;
virtual void renderShadowGeometry(const BaseArray &planes, const BaseArray &blocks, const BaseArray &generics, Camera3D *camera) = 0;
virtual void displaySimpleShadow(BaseObject *object) = 0;
virtual void postfilter() = 0;
virtual void setPostfilter(PostFilter postFilter) = 0;
bool flip() override;
bool indicatorFlip(int32 x, int32 y, int32 width, int32 height) override;
bool forcedFlip() override;
virtual bool setViewport3D(DXViewport *viewport) = 0;
void invalidateLastTexture() {
_lastTexture = nullptr;
}
void endSaveLoad() override;
// ScummVM specific methods <--
protected:
DXMatrix _worldMatrix;
DXMatrix _viewMatrix;
DXMatrix _projectionMatrix;
DXViewport _viewport{};
float _fov;
float _nearClipPlane;
float _farClipPlane;
TRendererState _state;
PostFilter _postFilterMode;
bool _flipInProgress;
virtual void setAmbientLightRenderState() = 0;
};
} // namespace Wintermute
#endif