/* 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 . * */ /* * Copyright (C) 2006-2010 - Frictional Games * * This file is part of HPL1 Engine. */ #ifndef HPL_LOWLEVELGRAPHICS_H #define HPL_LOWLEVELGRAPHICS_H #include "hpl1/engine/graphics/GPUProgram.h" #include "hpl1/engine/graphics/GraphicsTypes.h" #include "hpl1/engine/graphics/Texture.h" #include "hpl1/engine/graphics/VertexBuffer.h" #include "hpl1/engine/graphics/bitmap2D.h" #include "hpl1/engine/math/MathTypes.h" #include "hpl1/engine/system/SystemTypes.h" namespace hpl { enum eBlendFunc { eBlendFunc_Zero, eBlendFunc_One, eBlendFunc_SrcColor, eBlendFunc_OneMinusSrcColor, eBlendFunc_DestColor, eBlendFunc_OneMinusDestColor, eBlendFunc_SrcAlpha, eBlendFunc_OneMinusSrcAlpha, eBlendFunc_DestAlpha, eBlendFunc_OneMinusDestAlpha, eBlendFunc_SrcAlphaSaturate, eBlendFunc_LastEnum }; enum eTextureParam { eTextureParam_ColorFunc, eTextureParam_AlphaFunc, eTextureParam_ColorSource0, eTextureParam_ColorSource1, eTextureParam_ColorSource2, eTextureParam_AlphaSource0, eTextureParam_AlphaSource1, eTextureParam_AlphaSource2, eTextureParam_ColorOp0, eTextureParam_ColorOp1, eTextureParam_ColorOp2, eTextureParam_AlphaOp0, eTextureParam_AlphaOp1, eTextureParam_AlphaOp2, eTextureParam_ColorScale, eTextureParam_AlphaScale, eTextureParam_LastEnum }; enum eTextureOp { eTextureOp_Color, eTextureOp_OneMinusColor, eTextureOp_Alpha, eTextureOp_OneMinusAlpha, eTextureOp_LasEnum }; enum eTextureSource { eTextureSource_Texture, eTextureSource_Constant, eTextureSource_Primary, eTextureSource_Previous, eTextureSource_LastEnum }; enum eTextureFunc { eTextureFunc_Modulate, eTextureFunc_Replace, eTextureFunc_Add, eTextureFunc_Subtract, eTextureFunc_AddSigned, eTextureFunc_Interpolate, eTextureFunc_Dot3RGB, eTextureFunc_Dot3RGBA, eTextureFunc_LastEnum }; enum eStencilFunc { eStencilFunc_Never, eStencilFunc_Less, eStencilFunc_LessOrEqual, eStencilFunc_Greater, eStencilFunc_GreaterOrEqual, eStencilFunc_Equal, eStencilFunc_NotEqual, eStencilFunc_Always, eStencilFunc_LastEnum }; enum eStencilFace { eStencilFace_Front, eStencilFace_Back, eStencilFace_LastEnum, }; enum eDepthTestFunc { eDepthTestFunc_Never, eDepthTestFunc_Less, eDepthTestFunc_LessOrEqual, eDepthTestFunc_Greater, eDepthTestFunc_GreaterOrEqual, eDepthTestFunc_Equal, eDepthTestFunc_NotEqual, eDepthTestFunc_Always, eDepthTestFunc_LastEnum }; enum eAlphaTestFunc { eAlphaTestFunc_Never, eAlphaTestFunc_Less, eAlphaTestFunc_LessOrEqual, eAlphaTestFunc_Greater, eAlphaTestFunc_GreaterOrEqual, eAlphaTestFunc_Equal, eAlphaTestFunc_NotEqual, eAlphaTestFunc_Always, eAlphaTestFunc_LastEnum }; enum eStencilOp { eStencilOp_Keep, eStencilOp_Zero, eStencilOp_Replace, eStencilOp_Increment, eStencilOp_Decrement, eStencilOp_Invert, eStencilOp_IncrementWrap, eStencilOp_DecrementWrap, eStencilOp_LastEnum }; enum eCullMode { eCullMode_Clockwise, eCullMode_CounterClockwise, eCullMode_LastEnum }; enum eGraphicCaps { eGraphicCaps_TextureTargetRectangle, eGraphicCaps_VertexBufferObject, eGraphicCaps_TwoSideStencil, eGraphicCaps_MaxTextureImageUnits, eGraphicCaps_MaxTextureCoordUnits, eGraphicCaps_AnisotropicFiltering, eGraphicCaps_MaxAnisotropicFiltering, eGraphicCaps_Multisampling, eGraphicCaps_GL_GpuPrograms, eGraphicCaps_GL_NVRegisterCombiners, eGraphicCaps_GL_NVRegisterCombiners_MaxStages, eGraphicCaps_GL_BlendFunctionSeparate, eGraphicCaps_GL_MultiTexture, eGraphicCaps_LastEnum }; typedef tFlag tVtxBatchFlag; #define eVtxBatchFlag_Normal (0x00000001) #define eVtxBatchFlag_Position (0x00000002) #define eVtxBatchFlag_Color0 (0x00000004) #define eVtxBatchFlag_Texture0 (0x00000008) #define eVtxBatchFlag_Texture1 (0x00000010) #define eVtxBatchFlag_Texture2 (0x00000020) #define kMaxClipPlanes (6) class FontData; class iOcclusionQuery; class iLowLevelGraphics { public: virtual ~iLowLevelGraphics() {} /** * Sets the video mode. Must only be called ONCE! * \param alWidth * \param alHeight * \param alBpp * \param abFullscreen * \param alMultiSampling The amount of multisamplimg, 0 = off. * \return */ virtual bool Init(int alWidth, int alHeight, int alBpp, int abFullscreen, int alMultisampling, const tString &asWindowCaption) = 0; /** * Get the capabilities of the graphics. Th return value depends on the capability * \param aType * \return */ virtual int GetCaps(eGraphicCaps aType) const = 0; /** * Show the cursor or not. Default is false * \param aX */ virtual void ShowCursor(bool abX) = 0; virtual int GetMultisampling() = 0; /** * Get Size of screen * \return */ virtual cVector2f GetScreenSize() = 0; virtual cVector2f GetVirtualSize() = 0; /** * Sets the virtual screen size. Default is 0-1 * \param avSize */ virtual void SetVirtualSize(cVector2f avSize) = 0; virtual void SetMultisamplingActive(bool abX) = 0; virtual void SetGammaCorrection(float afX) = 0; virtual float GetGammaCorrection() = 0; virtual void SetClipPlane(int alIdx, const cPlanef &aPlane) = 0; virtual cPlanef GetClipPlane(int alIdx, const cPlanef &aPlane) = 0; virtual void SetClipPlaneActive(int alIdx, bool abX) = 0; virtual Bitmap2D *CreateBitmap2D(const cVector2l &avSize) = 0; virtual FontData *CreateFontData(const tString &asName) = 0; virtual iTexture *CreateTexture(bool abUseMipMaps, eTextureType aType, eTextureTarget aTarget) = 0; virtual iTexture *CreateTexture(const tString &asName, bool abUseMipMaps, eTextureType aType, eTextureTarget aTarget) = 0; virtual iTexture *CreateTexture(Bitmap2D *apBmp, bool abUseMipMaps, eTextureType aType, eTextureTarget aTarget) = 0; virtual iTexture *CreateTexture(const cVector2l &avSize, int alBpp, cColor aFillCol, bool abUseMipMaps, eTextureType aType, eTextureTarget aTarget) = 0; virtual Graphics::PixelFormat *GetPixelFormat() = 0; virtual iGpuProgram *CreateGpuProgram(const tString &vertex, const tString &fragment) = 0; // TODO: Kinda quick and diry, better to have a screen to Bitmap. // and then a save as in the Bitmap. virtual void SaveScreenToBMP(const tString &asFile) = 0; /////////// MATRIX METHODS ////////////////////////// virtual void PushMatrix(eMatrix aMtxType) = 0; virtual void PopMatrix(eMatrix aMtxType) = 0; virtual void SetIdentityMatrix(eMatrix aMtxType) = 0; virtual void SetMatrix(eMatrix aMtxType, const cMatrixf &a_mtxA) = 0; virtual void TranslateMatrix(eMatrix aMtxType, const cVector3f &avPos) = 0; virtual void RotateMatrix(eMatrix aMtxType, const cVector3f &avRot) = 0; virtual void ScaleMatrix(eMatrix aMtxType, const cVector3f &avScale) = 0; virtual void SetOrthoProjection(const cVector2f &avSize, float afMin, float afMax) = 0; /////////// DRAWING METHODS ///////////////////////// // OCCLUSION virtual iOcclusionQuery *CreateOcclusionQuery() = 0; virtual void DestroyOcclusionQuery(iOcclusionQuery *apQuery) = 0; // CLEARING THE FRAMEBUFFER virtual void ClearScreen() = 0; virtual void SetClearColor(const cColor &aCol) = 0; virtual void SetClearDepth(float afDepth) = 0; virtual void SetClearStencil(int alVal) = 0; virtual void SetClearColorActive(bool abX) = 0; virtual void SetClearDepthActive(bool abX) = 0; virtual void SetClearStencilActive(bool abX) = 0; virtual void SetColorWriteActive(bool abR, bool abG, bool abB, bool abA) = 0; virtual void SetDepthWriteActive(bool abX) = 0; virtual void SetCullActive(bool abX) = 0; virtual void SetCullMode(eCullMode aMode) = 0; // DEPTH virtual void SetDepthTestActive(bool abX) = 0; virtual void SetDepthTestFunc(eDepthTestFunc aFunc) = 0; // ALPHA virtual void SetAlphaTestActive(bool abX) = 0; virtual void SetAlphaTestFunc(eAlphaTestFunc aFunc, float afRef) = 0; // STENCIL virtual void SetStencilActive(bool abX) = 0; /*virtual void SetStencilTwoSideActive(bool abX)=0; virtual void SetStencilFace(eStencilFace aFace)=0; virtual void SetStencilFunc(eStencilFunc aFunc,int alRef, unsigned int aMask)=0; virtual void SetStencilOp(eStencilOp aFailOp,eStencilOp aZFailOp,eStencilOp aZPassOp)=0;*/ virtual void SetStencil(eStencilFunc aFunc, int alRef, unsigned int aMask, eStencilOp aFailOp, eStencilOp aZFailOp, eStencilOp aZPassOp) = 0; virtual void SetStencilTwoSide(eStencilFunc aFrontFunc, eStencilFunc aBackFunc, int alRef, unsigned int aMask, eStencilOp aFrontFailOp, eStencilOp aFrontZFailOp, eStencilOp aFrontZPassOp, eStencilOp aBackFailOp, eStencilOp aBackZFailOp, eStencilOp aBackZPassOp) = 0; virtual void SetStencilTwoSide(bool abX) = 0; // SCISSOR virtual void SetScissorActive(bool abX) = 0; virtual void SetScissorRect(const cRect2l &aRect) = 0; // TEXTURE virtual void SetTexture(unsigned int alUnit, iTexture *apTex) = 0; virtual void SetActiveTextureUnit(unsigned int alUnit) = 0; virtual void SetTextureEnv(eTextureParam aParam, int alVal) = 0; virtual void SetTextureConstantColor(const cColor &aColor) = 0; // COLOR virtual void SetColor(const cColor &aColor) = 0; // BLENDING virtual void SetBlendActive(bool abX) = 0; virtual void SetBlendFunc(eBlendFunc aSrcFactor, eBlendFunc aDestFactor) = 0; virtual void SetBlendFuncSeparate(eBlendFunc aSrcFactorColor, eBlendFunc aDestFactorColor, eBlendFunc aSrcFactorAlpha, eBlendFunc aDestFactorAlpha) = 0; // POLYGONS virtual iVertexBuffer *CreateVertexBuffer(tVertexFlag aFlags, eVertexBufferDrawType aDrawType, eVertexBufferUsageType aUsageType, int alReserveVtxSize = 0, int alReserveIdxSize = 0) = 0; virtual void DrawRect(const cVector2f &avPos, const cVector2f &avSize, float afZ) = 0; virtual void DrawTri(const tVertexVec &avVtx) = 0; virtual void DrawTri(const cVertex *avVtx) = 0; virtual void DrawQuad(const tVertexVec &avVtx) = 0; virtual void DrawQuad(const tVertexVec &avVtx, const cColor aCol) = 0; virtual void DrawQuad(const tVertexVec &avVtx, const float afZ) = 0; virtual void DrawQuad(const tVertexVec &avVtx, const float afZ, const cColor &aCol) = 0; virtual void DrawQuadMultiTex(const tVertexVec &avVtx, const tVector3fVec &avExtraUvs) = 0; // VERTEX BATCHER virtual void AddVertexToBatch(const cVertex &apVtx) = 0; virtual void AddVertexToBatch(const cVertex *apVtx, const cVector3f *avTransform) = 0; virtual void AddVertexToBatch(const cVertex *apVtx, const cMatrixf *aMtx) = 0; virtual void AddVertexToBatch_Size2D(const cVertex *apVtx, const cVector3f *avTransform, const cColor *apCol, const float &mfW, const float &mfH) = 0; virtual void AddVertexToBatch_Raw(const cVector3f &avPos, const cColor &aColor, const cVector3f &avTex) = 0; virtual void AddIndexToBatch(int alIndex) = 0; virtual void AddTexCoordToBatch(unsigned int alUnit, const cVector3f *apCoord) = 0; virtual void SetBatchTextureUnitActive(unsigned int alUnit, bool abActive) = 0; // Add more ways to add Vertex to the batch? // Index array, vtxArray, etc perhaps? virtual void FlushTriBatch(tVtxBatchFlag aTypeFlags, bool abAutoClear = true) = 0; virtual void FlushQuadBatch(tVtxBatchFlag aTypeFlags, bool abAutoClear = true) = 0; virtual void ClearBatch() = 0; // some primitive: virtual void DrawLine(const cVector3f &avBegin, const cVector3f &avEnd, cColor aCol) = 0; virtual void DrawBoxMaxMin(const cVector3f &avMax, const cVector3f &avMin, cColor aCol) = 0; virtual void DrawSphere(const cVector3f &avPos, float afRadius, cColor aCol) = 0; virtual void DrawLine2D(const cVector2f &avBegin, const cVector2f &avEnd, float afZ, cColor aCol) = 0; virtual void DrawLineRect2D(const cRect2f &aRect, float afZ, cColor aCol) = 0; virtual void DrawLineCircle2D(const cVector2f &avCenter, float afRadius, float afZ, cColor aCol) = 0; virtual void DrawFilledRect2D(const cRect2f &aRect, float afZ, cColor aCol) = 0; // GENERAL /** * All further drawing operations are rendered to this texture. * \param pTex Texture to render to. NULL = screen (frame buffer) */ virtual void SetRenderTarget(iTexture *pTex) = 0; /** * Check if the render target uses a z buffer when drawing. * \return */ virtual bool RenderTargetHasZBuffer() = 0; /** * Makes sure the render target is drawn to the target. * Not useful for all implementations. */ virtual void FlushRenderTarget() = 0; /** * Copies the current frame buffer to a texture. * \param apTex The texture the framebuffer is copied to. * \param &avPos The Screenpositon * \param &avSize The size of the screen. * \param &avTexOffset The position on the texture. */ virtual void CopyContextToTexure(iTexture *apTex, const cVector2l &avPos, const cVector2l &avSize, const cVector2l &avTexOffset = 0) = 0; virtual void FlushRendering() = 0; virtual void SwapBuffers() = 0; }; } // namespace hpl #endif // HPL_LOWLEVELGRAPHICS_H