144 lines
3.8 KiB
C++
144 lines
3.8 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
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (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, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#ifndef BACKENDS_GRAPHICS_OPENGL_PIEPLINE_H
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#define BACKENDS_GRAPHICS_OPENGL_PIEPLINE_H
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#include "backends/graphics/opengl/opengl-sys.h"
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namespace OpenGL {
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class Framebuffer;
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#if !USE_FORCED_GLES
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class Shader;
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#endif
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/**
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* Interface for OpenGL pipeline functionality.
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*
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* This encapsulates differences in various rendering pipelines used for
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* OpenGL, OpenGL ES 1, and OpenGL ES 2.
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*/
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class Pipeline {
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public:
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Pipeline();
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virtual ~Pipeline() {}
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/**
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* Activate the pipeline.
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*
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* This sets the OpenGL state to make use of drawing with the given
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* OpenGL pipeline.
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*/
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virtual void activate() = 0;
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/**
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* Set framebuffer to render to.
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*
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* Client is responsible for any memory management related to framebuffer.
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*
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* @param framebuffer Framebuffer to activate.
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* @return Formerly active framebuffer.
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*/
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Framebuffer *setFramebuffer(Framebuffer *framebuffer);
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#if !USE_FORCED_GLES
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/**
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* Set shader program.
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*
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* Not all pipelines support shader programs. This is method exits at this
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* place for convenience only.
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*
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* Client is responsible for any memory management related to shader.
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*
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* @param shader Shader program to activate.
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* @return Formerly active shader program.
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*/
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virtual Shader *setShader(Shader *shader) { return nullptr; }
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#endif
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/**
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* Set modulation color.
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*
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* @param r Red component in [0,1].
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* @param g Green component in [0,1].
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* @param b Blue component in [0,1].
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* @param a Alpha component in [0,1].
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*/
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virtual void setColor(GLfloat r, GLfloat g, GLfloat b, GLfloat a) = 0;
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/**
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* Setup coordinates for drawing with glDrawArrays.
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*
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* @param vertices The list of vertices, 2 coordinates for each vertex.
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* @param texCoords The list of texture coordinates, 2 coordinates for
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* each vertex.
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*/
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virtual void setDrawCoordinates(const GLfloat *vertices, const GLfloat *texCoords) = 0;
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/**
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* Set the projection matrix.
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*
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* This is intended to be only ever be used by Framebuffer subclasses.
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*/
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virtual void setProjectionMatrix(const GLfloat *projectionMatrix) = 0;
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protected:
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Framebuffer *_activeFramebuffer;
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};
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#if !USE_FORCED_GLES2
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class FixedPipeline : public Pipeline {
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public:
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virtual void activate();
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virtual void setColor(GLfloat r, GLfloat g, GLfloat b, GLfloat a);
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virtual void setDrawCoordinates(const GLfloat *vertices, const GLfloat *texCoords);
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virtual void setProjectionMatrix(const GLfloat *projectionMatrix);
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};
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#endif // !USE_FORCED_GLES2
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#if !USE_FORCED_GLES
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class ShaderPipeline : public Pipeline {
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public:
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ShaderPipeline();
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virtual void activate();
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virtual Shader *setShader(Shader *shader);
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virtual void setColor(GLfloat r, GLfloat g, GLfloat b, GLfloat a);
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virtual void setDrawCoordinates(const GLfloat *vertices, const GLfloat *texCoords);
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virtual void setProjectionMatrix(const GLfloat *projectionMatrix);
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private:
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Shader *_activeShader;
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};
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#endif // !USE_FORCED_GLES
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} // End of namespace OpenGL
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#endif
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