/* 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