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2026-02-02 04:50:13 +01:00

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C++

/* 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/>.
*
*/
#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 &currentColor() 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<TeVector3f32> _transparentMeshVertexes;
Common::Array<TeVector3f32> _transparentMeshNormals;
Common::Array<TeVector2f32> _transparentMeshCoords;
Common::Array<TeColor> _transparentMeshColors;
Common::Array<unsigned short> _transparentMeshVertexNums;
int _pendingTransparentMeshProperties;
Common::Array<TransparentMeshProperties> _transparentMeshProps;
TeMatriciesStack _matriciesStacks[3]; // one per matrix mode.
virtual void loadMatrixToGL(const TeMatrix4x4 &matrix) = 0;
};
} // end namespace Tetraedge
#endif // TETRAEDGE_TE_TE_RENDERER_H