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scummvm-cursorfix/engines/wintermute/base/gfx/tinygl/base_render_tinygl.h
2026-02-02 04:50:13 +01:00

177 lines
5.2 KiB
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 WINTERMUTE_BASE_RENDER_TINYGL_H
#define WINTERMUTE_BASE_RENDER_TINYGL_H
#include "engines/wintermute/base/gfx/base_renderer3d.h"
#include "engines/wintermute/dctypes.h"
#include "graphics/transform_struct.h"
#include "graphics/tinygl/tinygl.h"
#if defined(USE_TINYGL)
namespace Wintermute {
class BaseSurfaceTinyGL;
class BaseRenderTinyGL : public BaseRenderer3D {
friend class BaseSurfaceTinyGL;
friend class Mesh3DSTinyGL;
friend class XMeshTinyGL;
friend class ShadowVolumeTinyGL;
struct SpriteVertex {
float x;
float y;
float z;
float u;
float v;
float r;
float g;
float b;
float a;
};
struct RectangleVertex {
float x;
float y;
float z;
};
struct SimpleShadowVertex {
float nx;
float ny;
float nz;
float x;
float y;
float z;
float u;
float v;
};
public:
BaseRenderTinyGL(BaseGame *inGame = nullptr);
~BaseRenderTinyGL() override;
bool invalidateTexture(BaseSurface *texture) override;
bool invalidateDeviceObjects() override;
bool restoreDeviceObjects() override;
bool resetDevice() override;
void setSpriteBlendMode(Graphics::TSpriteBlendMode blendMode, bool forceChange = false) override;
void setAmbientLightRenderState() override;
int getMaxActiveLights() override;
void lightEnable(int index, bool enable) override;
void setLightParameters(int index, const DXVector3 &position, const DXVector3 &direction, const DXVector4 &diffuse, bool spotlight) override;
void enableCulling() override;
void disableCulling() override;
bool enableShadows() override;
bool disableShadows() override;
bool shadowVolumeSupported() override;
BaseImage *takeScreenshot(int newWidth = 0, int newHeight = 0) override;
bool fadeToColor(byte r, byte g, byte b, byte a) override;
bool flip() override;
bool clear() override;
bool setViewport(int left, int top, int right, int bottom) override;
bool drawLine(int x1, int y1, int x2, int y2, uint32 color) override;
bool fillRect(int x, int y, int w, int h, uint32 color) override;
DXMatrix *buildMatrix(DXMatrix* out, const DXVector2 *centre, const DXVector2 *scaling, float angle);
void transformVertices(struct SpriteVertex *vertices, const DXVector2 *centre, const DXVector2 *scaling, float angle);
bool setProjection() override;
bool setProjection2D();
bool setWorldTransform(const DXMatrix &transform) override;
bool setViewTransform(const DXMatrix &transform) override;
bool setProjectionTransform(const DXMatrix &transform) override;
bool initRenderer(int width, int height, bool windowed) override;
bool setup2D(bool force = false) override;
bool setup3D(Camera3D *camera, bool force = false) override;
Common::String getName() const override {
return "TinyGL software renderer";
};
bool displayDebugInfo() override {
return STATUS_FAILED;
};
bool drawShaderQuad() override {
return STATUS_FAILED;
}
float getScaleRatioX() const override {
return 1.0f;
}
float getScaleRatioY() const override {
return 1.0f;
}
BaseSurface *createSurface() override;
bool startSpriteBatch() override;
bool endSpriteBatch() override;
bool commitSpriteBatch() override;
bool drawSpriteEx(BaseSurface *texture, const Common::Rect32 &rect, const DXVector2 &pos, const DXVector2 &rot, const DXVector2 &scale,
float angle, uint32 color, bool alphaDisable, Graphics::TSpriteBlendMode blendMode, bool mirrorX, bool mirrorY) override;
void renderSceneGeometry(const BaseArray<AdWalkplane *> &planes, const BaseArray<AdBlock *> &blocks,
const BaseArray<AdGeneric *> &generics, const BaseArray<Light3D *> &lights, Camera3D *camera) override;
void renderShadowGeometry(const BaseArray<AdWalkplane *> &planes, const BaseArray<AdBlock *> &blocks, const BaseArray<AdGeneric *> &generics, Camera3D *camera) override;
Mesh3DS *createMesh3DS() override;
XMesh *createXMesh() override;
ShadowVolume *createShadowVolume() override;
bool setViewport3D(DXViewport *viewport) override;
void postfilter() override;
void setPostfilter(PostFilter postFilter) override { _postFilterMode = postFilter; };
private:
bool setupLines();
void displaySimpleShadow(BaseObject *object) override;
Graphics::TSpriteBlendMode _blendMode;
SimpleShadowVertex _simpleShadow[4];
Common::Array<DXVector4> _lightPositions;
Common::Array<DXVector3> _lightDirections;
//TGLuint _postfilterTexture;
bool _shadowVolumesSupported;
};
} // wintermute namespace
#endif // defined(USE_TINYGL)
#endif