178 lines
5.5 KiB
C++
178 lines
5.5 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 WINTERMUTE_BASE_RENDERER_3D_H
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#define WINTERMUTE_BASE_RENDERER_3D_H
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#include "engines/wintermute/base/gfx/base_renderer.h"
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#include "engines/wintermute/coll_templ.h"
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#include "engines/wintermute/dctypes.h"
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#include "graphics/transform_struct.h"
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#include "graphics/surface.h"
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#if defined(USE_OPENGL_SHADERS)
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#include "graphics/opengl/system_headers.h"
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#include "engines/wintermute/base/gfx/xmath.h"
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#endif
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namespace Wintermute {
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class AdBlock;
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class AdGeneric;
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class AdWalkplane;
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class BaseSurfaceOpenGL3D;
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class Light3D;
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class Mesh3DS;
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class XMesh;
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class ShadowVolume;
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#define DEFAULT_NEAR_PLANE 90.0f
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#define DEFAULT_FAR_PLANE 10000.0f
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enum PostFilter {
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kPostFilterOff,
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kPostFilterBlackAndWhite,
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kPostFilterSepia
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};
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class BaseRenderer3D : public BaseRenderer {
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public:
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BaseRenderer3D(BaseGame *inGame = nullptr);
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~BaseRenderer3D() override;
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bool getProjectionParams(float *resWidth, float *resHeight, float *layerWidth, float *layerHeight,
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float *modWidth, float *modHeight, bool *customViewport);
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virtual int getMaxActiveLights() = 0;
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bool setAmbientLightColor(uint32 color);
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bool setDefaultAmbientLightColor();
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uint32 _ambientLightColor;
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bool _ambientLightOverride;
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void dumpData(const char *filename) {};
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bool setup3DCustom(DXMatrix &viewMat, DXMatrix &projMat);
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virtual bool enableShadows() = 0;
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virtual bool disableShadows() = 0;
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virtual bool shadowVolumeSupported() = 0;
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virtual bool invalidateTexture(BaseSurface *texture) = 0;
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virtual void setSpriteBlendMode(Graphics::TSpriteBlendMode blendMode, bool forceChange = false) = 0;
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virtual bool invalidateDeviceObjects() = 0;
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virtual bool restoreDeviceObjects() = 0;
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BaseSurface *_lastTexture;
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bool fade(uint16 alpha) override;
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bool drawSprite(BaseSurface *texture, const Common::Rect32 &rect, float zoomX, float zoomY, const DXVector2 &pos,
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uint32 color, bool alphaDisable, Graphics::TSpriteBlendMode blendMode, bool mirrorX, bool mirrorY);
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virtual bool drawSpriteEx(BaseSurface *texture, const Common::Rect32 &rect, const DXVector2 &pos, const DXVector2 &rot, const DXVector2 &scale,
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float angle, uint32 color, bool alphaDisable, Graphics::TSpriteBlendMode blendMode, bool mirrorX, bool mirrorY) = 0;
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Camera3D *_camera;
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virtual bool resetDevice() = 0;
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void initLoop() override;
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bool windowedBlt() override;
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virtual bool startSpriteBatch() override = 0;
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virtual bool endSpriteBatch() override = 0;
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virtual bool commitSpriteBatch() = 0;
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// ScummVM specific methods -->
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virtual void lightEnable(int index, bool enable) = 0;
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virtual void setLightParameters(int index, const DXVector3 &position, const DXVector3 &direction,
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const DXVector4 &diffuse, bool spotlight) = 0;
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virtual void enableCulling() = 0;
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virtual void disableCulling() = 0;
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DXViewport getViewPort();
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void setWindowed(bool windowed) override;
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void onWindowChange() override;
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Graphics::PixelFormat getPixelFormat() const override;
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virtual bool setWorldTransform(const DXMatrix &transform) = 0;
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virtual bool setViewTransform(const DXMatrix &transform) = 0;
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virtual bool setProjectionTransform(const DXMatrix &transform) = 0;
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void getWorldTransform(DXMatrix *transform) {
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*transform = _worldMatrix;
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}
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void getViewTransform(DXMatrix *transform) {
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*transform = _viewMatrix;
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}
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void getProjectionTransform(DXMatrix *transform) {
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*transform = _projectionMatrix;
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}
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virtual Mesh3DS *createMesh3DS() = 0;
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virtual XMesh *createXMesh() = 0;
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virtual ShadowVolume *createShadowVolume() = 0;
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virtual void renderSceneGeometry(const BaseArray<AdWalkplane *> &planes, const BaseArray<AdBlock *> &blocks,
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const BaseArray<AdGeneric *> &generics, const BaseArray<Light3D *> &lights, Camera3D *camera) = 0;
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virtual void renderShadowGeometry(const BaseArray<AdWalkplane *> &planes, const BaseArray<AdBlock *> &blocks, const BaseArray<AdGeneric *> &generics, Camera3D *camera) = 0;
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virtual void displaySimpleShadow(BaseObject *object) = 0;
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virtual void postfilter() = 0;
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virtual void setPostfilter(PostFilter postFilter) = 0;
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bool flip() override;
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bool indicatorFlip(int32 x, int32 y, int32 width, int32 height) override;
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bool forcedFlip() override;
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virtual bool setViewport3D(DXViewport *viewport) = 0;
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void invalidateLastTexture() {
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_lastTexture = nullptr;
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}
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void endSaveLoad() override;
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// ScummVM specific methods <--
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protected:
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DXMatrix _worldMatrix;
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DXMatrix _viewMatrix;
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DXMatrix _projectionMatrix;
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DXViewport _viewport{};
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float _fov;
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float _nearClipPlane;
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float _farClipPlane;
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TRendererState _state;
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PostFilter _postFilterMode;
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bool _flipInProgress;
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virtual void setAmbientLightRenderState() = 0;
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};
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} // namespace Wintermute
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#endif
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