156 lines
5.3 KiB
C++
156 lines
5.3 KiB
C++
/* ResidualVM - A 3D game interpreter
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*
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* ResidualVM 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 WINTERMUTE_BASE_RENDER_OPENGL3D_H
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#define WINTERMUTE_BASE_RENDER_OPENGL3D_H
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#include "engines/wintermute/base/gfx/base_renderer3d.h"
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#include "engines/wintermute/dctypes.h"
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#include "engines/wintermute/math/rect32.h"
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#include "engines/wintermute/math/vector2.h"
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#include "graphics/opengl/system_headers.h"
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#include "graphics/opengl/texture.h"
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#include "graphics/transform_struct.h"
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#include "math/matrix4.h"
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#include "math/ray.h"
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#if defined(USE_OPENGL_SHADERS)// || defined(USE_GLES2)
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#include "graphics/opengl/shader.h"
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namespace Wintermute {
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class BaseSurfaceOpenGL3D;
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class BaseRenderOpenGL3DShader : public BaseRenderer3D {
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public:
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BaseRenderOpenGL3DShader(BaseGame *inGame = nullptr);
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~BaseRenderOpenGL3DShader() override;
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void setSpriteBlendMode(Graphics::TSpriteBlendMode blendMode) override;
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void setAmbientLight() override;
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int maximumLightsCount() override;
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void enableLight(int index) override;
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void disableLight(int index) override;
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void setLightParameters(int index, const Math::Vector3d &position, const Math::Vector3d &direction, const Math::Vector4d &diffuse, bool spotlight) override;
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void enableCulling() override;
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void disableCulling() override;
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bool enableShadows() override;
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bool disableShadows() override;
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void displayShadow(BaseObject *object, const Math::Vector3d &lightPos, bool lightPosRelative) override;
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bool stencilSupported() override;
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void dumpData(const char *filename) override {}
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BaseImage *takeScreenshot() override;
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bool saveScreenShot(const Common::String &filename, int sizeX = 0, int sizeY = 0) override;
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void setWindowed(bool windowed) override;
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void fadeToColor(byte r, byte g, byte b, byte a) override;
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bool fill(byte r, byte g, byte b, Common::Rect *rect = nullptr) override;
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bool setViewport(int left, int top, int right, int bottom) override;
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bool drawLine(int x1, int y1, int x2, int y2, uint32 color) override; // Unused outside indicator-display
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bool drawRect(int x1, int y1, int x2, int y2, uint32 color, int width = 1) override; // Unused outside indicator-display
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bool setProjection() override;
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bool setProjection2D() override;
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void setWorldTransform(const Math::Matrix4 &transform) override;
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bool windowedBlt() override;
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void onWindowChange() override;
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bool initRenderer(int width, int height, bool windowed) override;
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bool flip() override;
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bool indicatorFlip() override;
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bool forcedFlip() override;
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bool setup2D(bool force = false) override;
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bool setup3D(Camera3D *camera, bool force = false) override;
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bool setupLines() override;
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Common::String getName() const override {
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return "OpenGL 3D renderer";
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};
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bool displayDebugInfo() override {
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return STATUS_FAILED;
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};
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bool drawShaderQuad() override {
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return STATUS_FAILED;
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}
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float getScaleRatioX() const override {
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return 1.0f;
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}
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float getScaleRatioY() const override {
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return 1.0f;
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}
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BaseSurface *createSurface() override;
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bool startSpriteBatch() override {
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return STATUS_OK;
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};
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bool endSpriteBatch() override {
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return STATUS_OK;
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};
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bool drawSpriteEx(BaseSurfaceOpenGL3D &tex, const Rect32 &rect, const Vector2 &pos, const Vector2 &rot, const Vector2 &scale,
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float angle, uint32 color, bool alphaDisable, Graphics::TSpriteBlendMode blendMode, bool mirrorX, bool mirrorY) override;
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void renderSceneGeometry(const BaseArray<AdWalkplane *> &planes, const BaseArray<AdBlock *> &blocks,
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const BaseArray<AdGeneric *> &generics, const BaseArray<Light3D *> &lights, Camera3D *camera) override;
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void renderShadowGeometry(const BaseArray<AdWalkplane *> &planes, const BaseArray<AdBlock *> &blocks, const BaseArray<AdGeneric *> &generics, Camera3D *camera) override;
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Mesh3DS *createMesh3DS() override;
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MeshX *createMeshX() override;
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ShadowVolume *createShadowVolume() override;
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private:
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Math::Matrix4 _projectionMatrix2d;
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Common::Array<Math::Matrix4> _transformStack;
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float _fov;
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float _nearPlane;
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float _farPlane;
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TRendererState _renderState;
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bool _spriteBatchMode;
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GLuint _spriteVBO;
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GLuint _fadeVBO;
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GLuint _lineVBO;
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OpenGL::ShaderGL *_spriteShader;
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OpenGL::ShaderGL *_fadeShader;
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OpenGL::ShaderGL *_modelXShader;
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OpenGL::ShaderGL *_geometryShader;
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OpenGL::ShaderGL *_shadowVolumeShader;
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OpenGL::ShaderGL *_shadowMaskShader;
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OpenGL::ShaderGL *_lineShader;
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};
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} // namespace Wintermute
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#endif // defined(USE_GLES2) || defined(USE_OPENGL_SHADERS)
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#endif
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