scummvm/engines/wintermute/base/gfx/opengl/base_render_opengl3d_shader.h

156 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_renderer3d.h"
#include "engines/wintermute/dctypes.h"
#include "engines/wintermute/math/rect32.h"
#include "engines/wintermute/math/vector2.h"
#include "graphics/opengl/system_headers.h"
#include "graphics/opengl/texture.h"
#include "graphics/transform_struct.h"
#include "math/matrix4.h"
#include "math/ray.h"
#if defined(USE_OPENGL_SHADERS)// || defined(USE_GLES2)
#include "graphics/opengl/shader.h"
namespace Wintermute {
class BaseSurfaceOpenGL3D;
class BaseRenderOpenGL3DShader : public BaseRenderer3D {
public:
BaseRenderOpenGL3DShader(BaseGame *inGame = nullptr);
~BaseRenderOpenGL3DShader() override;
void setSpriteBlendMode(Graphics::TSpriteBlendMode blendMode) override;
void setAmbientLight() override;
int maximumLightsCount() override;
void enableLight(int index) override;
void disableLight(int index) override;
void setLightParameters(int index, const Math::Vector3d &position, const Math::Vector3d &direction, const Math::Vector4d &diffuse, bool spotlight) override;
void enableCulling() override;
void disableCulling() override;
bool enableShadows() override;
bool disableShadows() override;
void displayShadow(BaseObject *object, const Math::Vector3d &lightPos, bool lightPosRelative) override;
bool stencilSupported() override;
void dumpData(const char *filename) override {}
BaseImage *takeScreenshot() override;
bool saveScreenShot(const Common::String &filename, int sizeX = 0, int sizeY = 0) override;
void setWindowed(bool windowed) override;
void fadeToColor(byte r, byte g, byte b, byte a) override;
bool fill(byte r, byte g, byte b, Common::Rect *rect = nullptr) 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; // 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() override;
bool setProjection2D() override;
void setWorldTransform(const Math::Matrix4 &transform) override;
bool windowedBlt() override;
void onWindowChange() override;
bool initRenderer(int width, int height, bool windowed) override;
bool flip() override;
bool indicatorFlip() override;
bool forcedFlip() override;
bool setup2D(bool force = false) override;
bool setup3D(Camera3D *camera, bool force = false) override;
bool setupLines() override;
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;
}
BaseSurface *createSurface() override;
bool startSpriteBatch() override {
return STATUS_OK;
};
bool endSpriteBatch() override {
return STATUS_OK;
};
bool drawSpriteEx(BaseSurfaceOpenGL3D &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) 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;
MeshX *createMeshX() override;
ShadowVolume *createShadowVolume() override;
private:
Math::Matrix4 _projectionMatrix2d;
Common::Array<Math::Matrix4> _transformStack;
float _fov;
float _nearPlane;
float _farPlane;
TRendererState _renderState;
bool _spriteBatchMode;
GLuint _spriteVBO;
GLuint _fadeVBO;
GLuint _lineVBO;
OpenGL::ShaderGL *_spriteShader;
OpenGL::ShaderGL *_fadeShader;
OpenGL::ShaderGL *_modelXShader;
OpenGL::ShaderGL *_geometryShader;
OpenGL::ShaderGL *_shadowVolumeShader;
OpenGL::ShaderGL *_shadowMaskShader;
OpenGL::ShaderGL *_lineShader;
};
} // namespace Wintermute
#endif // defined(USE_GLES2) || defined(USE_OPENGL_SHADERS)
#endif