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scummvm-cursorfix/engines/hpl1/engine/graphics/LowLevelGraphics.h
2026-02-02 04:50:13 +01:00

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/* 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 <http://www.gnu.org/licenses/>.
*
*/
/*
* 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