/* 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 . * */ #ifndef WATCHMAKER_RENDERER_H #define WATCHMAKER_RENDERER_H #include "math/matrix4.h" #include "watchmaker/2d_stuff.h" #include "watchmaker/rect.h" #include "watchmaker/sdl_wrapper.h" #include "watchmaker/struct.h" #include "watchmaker/types.h" #include "watchmaker/utils.h" #include "watchmaker/work_dirs.h" namespace Watchmaker { class sdl_wrapper; struct gMaterial; struct WindowInfo { unsigned int width; unsigned int height; }; class Fonts; class Renderer { WorkDirs *_workDirs; WGame *_game; public: TwoDeeStuff _2dStuff; Fonts *_fonts = nullptr; Common::Rect _viewport; Renderer(WGame *game, sdl_wrapper *wrapper); bool addMaterial(gMaterial &material, const Common::String &name, int NumFaces, unsigned int LoaderFlags); void initGL(); void showFrame(); void setVirtualScreen(unsigned int dimX, unsigned int dimY); void getScreenInfos(unsigned int &width, unsigned int &height) const; WindowInfo getScreenInfos() const; bool createScreenBuffer(); void initBlitterViewPort(); void setCurCameraViewport(t3dF32 fov, uint8 sup); void renderBitmap(SDDBitmap &bitmap); void printText(const char *s, unsigned int dst, FontKind font, FontColor color, uint16 x, uint16 y); int rFitX(int x); int rFitY(int y); int rInvFitX(int x); int rInvFitY(int y); static const int MAX_BITMAP_LIST = 1024; struct BitmapList { unsigned int _numBitmaps = 0; gTexture bitmaps[MAX_BITMAP_LIST]; unsigned int acquirePosition(); }; BitmapList _bitmapList; void clearBitmap(int dst, int dposx, int dposy, int sdimx, int sdimy, unsigned char r, unsigned char g, unsigned char b); void blitScreenBuffer(); unsigned int getBitmapDimX(int32 id) const; unsigned int getBitmapDimY(int32 id) const; unsigned int getBitmapRealDimX(int32 id) const; unsigned int getBitmapRealDimY(int32 id) const; bool setProjectionMatrix(float width, float height, float fAspect, float fNearPlane, float fFarPlane); Math::Vector3d screenSpaceToCameraSpace(float x, float y); void add2DStuff(); private: sdl_wrapper *sdl; // aspect correction float gAspectX = 1, gAspectY = 1; float gInvAspectX = 1, gInvAspectY = 1; float _nearPlane = 0.0f; Math::Matrix4 _projectionMatrix; }; } // End of namespace Watchmaker #endif // WATCHMAKER_RENDERER_H