126 lines
4.6 KiB
C++
126 lines
4.6 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifndef FREESCAPE_GFX_TINYGL_H
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#define FREESCAPE_GFX_TINYGL_H
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#include "math/vector3d.h"
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#include "common/hashmap.h"
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#include "freescape/gfx.h"
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#include "freescape/gfx_tinygl_texture.h"
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namespace Freescape {
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class TinyGLRenderer : public Renderer {
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public:
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TinyGLRenderer(int screenW, int screenH, Common::RenderMode renderMode);
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virtual ~TinyGLRenderer();
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struct Vertex {
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TGLfloat x;
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TGLfloat y;
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TGLfloat z;
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};
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Vertex *_verts;
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void copyToVertexArray(uint idx, const Math::Vector3d &src) {
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assert(idx < kVertexArraySize);
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_verts[idx].x = src.x();
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_verts[idx].y = src.y();
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_verts[idx].z = src.z();
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}
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struct Coord {
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TGLfloat x;
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TGLfloat y;
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};
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Coord *_texCoord;
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void copyToTexCoordArray(uint idx, float x, float y) {
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assert(idx < kVertexArraySize);
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_texCoord[idx].x = x;
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_texCoord[idx].y = y;
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}
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bool _stippleEnabled;
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TinyGL3DTexture *_stippleTexture;
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Common::HashMap<uint64, TinyGL3DTexture *> _stippleTextureCache;
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uint32 _lastColorSet0;
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uint32 _lastColorSet1;
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virtual void init() override;
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virtual void clear(uint8 r, uint8 g, uint8 b, bool ignoreViewport = false) override;
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virtual void setViewport(const Common::Rect &rect) override;
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virtual void positionCamera(const Math::Vector3d &pos, const Math::Vector3d &interest, float rollAngle = 0.0f) override;
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virtual void updateProjectionMatrix(float fov, float aspectRatio, float nearClipPlane, float farClipPlane) override;
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virtual void useColor(uint8 r, uint8 g, uint8 b) override;
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virtual void polygonOffset(bool enabled) override;
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virtual void depthTesting(bool enabled) override;
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virtual void setStippleData(byte *data) override;
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virtual void useStipple(bool enabled) override;
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Texture *createTexture(const Graphics::Surface *surface, bool is3D = false) override;
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void freeTexture(Texture *texture) override;
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virtual void drawTexturedRect2D(const Common::Rect &screenRect, const Common::Rect &textureRect, Texture *texture) override;
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void drawSkybox(Texture *texture, Math::Vector3d camera) override;
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void drawThunder(Texture *texture, Math::Vector3d camera, float size) override;
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virtual void renderSensorShoot(byte color, const Math::Vector3d sensor, const Math::Vector3d player, const Common::Rect &viewPort) override;
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virtual void renderPlayerShootBall(byte color, const Common::Point &position, int frame, const Common::Rect &viewPort) override;
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virtual void renderPlayerShootRay(byte color, const Common::Point &position, const Common::Rect &viewPort) override;
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virtual void renderCrossair(const Common::Point &crossairPosition) override;
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virtual void renderFace(const Common::Array<Math::Vector3d> &vertices) override;
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void drawCelestialBody(Math::Vector3d position, float radius, byte color) override;
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virtual void flipBuffer() override;
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virtual void drawFloor(uint8 color) override;
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virtual Graphics::Surface *getScreenshot() override;
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byte _defaultStippleArray[128] = {
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0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55,
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0xAA, 0xAA, 0xAA, 0xAA, 0xAA, 0xAA, 0xAA, 0xAA,
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0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55,
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0xAA, 0xAA, 0xAA, 0xAA, 0xAA, 0xAA, 0xAA, 0xAA,
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0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55,
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0xAA, 0xAA, 0xAA, 0xAA, 0xAA, 0xAA, 0xAA, 0xAA,
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0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55,
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0xAA, 0xAA, 0xAA, 0xAA, 0xAA, 0xAA, 0xAA, 0xAA,
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0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55,
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0xAA, 0xAA, 0xAA, 0xAA, 0xAA, 0xAA, 0xAA, 0xAA,
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0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55,
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0xAA, 0xAA, 0xAA, 0xAA, 0xAA, 0xAA, 0xAA, 0xAA,
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0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55,
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0xAA, 0xAA, 0xAA, 0xAA, 0xAA, 0xAA, 0xAA, 0xAA,
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0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55,
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0xAA, 0xAA, 0xAA, 0xAA, 0xAA, 0xAA, 0xAA, 0xAA,
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};
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};
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} // End of namespace Freescape
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#endif // FREESCAPE_GFX_TINYGL_H
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