161 lines
5.3 KiB
C++
161 lines
5.3 KiB
C++
/* ResidualVM - A 3D game interpreter
|
|
*
|
|
* ResidualVM 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 2
|
|
* 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, write to the Free Software
|
|
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
|
|
*
|
|
*/
|
|
|
|
#ifndef WINTERMUTE_BASE_RENDER_OPENGL3D_H
|
|
#define WINTERMUTE_BASE_RENDER_OPENGL3D_H
|
|
|
|
#include "engines/wintermute/base/gfx/base_renderer.h"
|
|
#include "engines/wintermute/math/rect32.h"
|
|
#include "engines/wintermute/math/vector2.h"
|
|
#include "engines/wintermute/dctypes.h"
|
|
#include "graphics/opengl/system_headers.h"
|
|
#include "graphics/opengl/texture.h"
|
|
#include "graphics/transform_struct.h"
|
|
|
|
namespace Wintermute {
|
|
|
|
class BaseRenderOpenGL3D : public BaseRenderer {
|
|
public:
|
|
BaseRenderOpenGL3D(BaseGame *inGame = nullptr);
|
|
~BaseRenderOpenGL3D() override;
|
|
|
|
void dumpData(const char *filename) override {}
|
|
/**
|
|
* Take a screenshot of the current screenstate
|
|
*
|
|
* @return a BaseImage containing the current screen-buffer.
|
|
*/
|
|
BaseImage *takeScreenshot() override;
|
|
bool saveScreenShot(const Common::String &filename, int sizeX = 0, int sizeY = 0) override;
|
|
bool setViewport(int left, int top, int right, int bottom) override;
|
|
bool setViewport(Rect32 *rect) override;
|
|
Rect32 getViewPort() override;
|
|
void setWindowed(bool windowed) override;
|
|
|
|
Graphics::PixelFormat getPixelFormat() const override;
|
|
/**
|
|
* Fade the screen to black
|
|
*
|
|
* @param alpha amount to fade by (alpha value of black)
|
|
*/
|
|
void fade(uint16 alpha) override;
|
|
/**
|
|
* Fade a portion of the screen to a specific color
|
|
*
|
|
* @param r the red component to fade too.
|
|
* @param g the green component to fade too.
|
|
* @param b the blue component to fade too.
|
|
* @param a the alpha component to fade too.
|
|
* @param rect the portion of the screen to fade (if nullptr, the entire screen will be faded).
|
|
*/
|
|
void fadeToColor(byte r, byte g, byte b, byte a) override;
|
|
|
|
bool drawLine(int x1, int y1, int x2, int y2, uint32 color) override; // Unused outside indicator-display
|
|
bool drawRect(int x1, int y1, int x2, int y2, uint32 color, int width = 1) override; // Unused outside indicator-display
|
|
|
|
bool setProjection(float fov);
|
|
bool setProjection2D();
|
|
void resetModelViewTransform();
|
|
|
|
bool windowedBlt() override;
|
|
/**
|
|
* Fill a portion of the screen with a specified color
|
|
*
|
|
* @param r the red component to fill with.
|
|
* @param g the green component to fill with.
|
|
* @param b the blue component to fill with.
|
|
*/
|
|
bool fill(byte r, byte g, byte b, Common::Rect *rect = nullptr) override;
|
|
void onWindowChange() override;
|
|
bool initRenderer(int width, int height, bool windowed) override;
|
|
/**
|
|
* Flip the backbuffer onto the screen-buffer
|
|
* The screen will NOT be updated before calling this function.
|
|
*
|
|
* @return true if successfull, false on error.
|
|
*/
|
|
bool flip() override;
|
|
/**
|
|
* Special flip for the indicator drawn during save/load
|
|
* essentially, just copies the region defined by the _indicator-variables.
|
|
*/
|
|
bool indicatorFlip() override;
|
|
bool forcedFlip() override;
|
|
void initLoop() override;
|
|
bool setup2D(bool force = false) override;
|
|
bool setup3D(Camera3D *camera, bool force = false) override;
|
|
bool setupLines() override;
|
|
|
|
/**
|
|
* Get the name of the current renderer
|
|
*
|
|
* @return the name of the renderer.
|
|
*/
|
|
Common::String getName() const override {
|
|
return "OpenGL 3D 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;
|
|
}
|
|
|
|
/**
|
|
* Create a Surface fit for use with the renderer.
|
|
* As diverse implementations of BaseRenderer might have different solutions for storing surfaces
|
|
* this allows for a common interface for creating surface-handles. (Mostly usefull to ease future
|
|
* implementation of hw-accelerated rendering, or readding 3D-support at some point).
|
|
*
|
|
* @return a surface that can be used with this renderer
|
|
*/
|
|
BaseSurface *createSurface() override;
|
|
|
|
bool startSpriteBatch() override {
|
|
return STATUS_OK;
|
|
};
|
|
bool endSpriteBatch() override {
|
|
return STATUS_OK;
|
|
};
|
|
|
|
void endSaveLoad() override;
|
|
|
|
bool drawSprite(const OpenGL::Texture& tex, const Rect32& rect, float zoomX, float zoomY, const Vector2& pos,
|
|
uint32 color, bool alphaDisable, Graphics::TSpriteBlendMode blendMode, bool mirrorX, bool mirrorY);
|
|
bool drawSpriteEx(const OpenGL::Texture& tex, const Rect32& rect, const Vector2& pos, const Vector2& rot, const Vector2& scale,
|
|
float angle, uint32 color, bool alphaDisable, Graphics::TSpriteBlendMode blendMode, bool mirrorX, bool mirrorY);
|
|
|
|
private:
|
|
bool _spriteBatchMode;
|
|
bool _state3D;
|
|
};
|
|
|
|
} // wintermute namespace
|
|
|
|
#endif
|