scummvm/engines/freescape/gfx_opengl_shaders.h
2025-03-06 01:10:09 +02:00

111 lines
3.8 KiB
C++

/* 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 <http://www.gnu.org/licenses/>.
*
*/
#ifndef FREESCAPE_GFX_OPENGL_SHADERS_H
#define FREESCAPE_GFX_OPENGL_SHADERS_H
#include "graphics/opengl/shader.h"
#include "graphics/opengl/system_headers.h"
#include "math/vector3d.h"
#include "math/vector2d.h"
#include "freescape/gfx.h"
namespace Freescape {
class OpenGLShaderRenderer : public Renderer {
public:
OpenGLShaderRenderer(int screenW, int screenH, Common::RenderMode renderMode, bool authenticGraphics);
virtual ~OpenGLShaderRenderer();
Math::Matrix4 _projectionMatrix;
Math::Matrix4 _modelViewMatrix;
Math::Matrix4 _mvpMatrix;
struct Vertex {
GLfloat x;
GLfloat y;
GLfloat z;
};
void copyToVertexArray(uint idx, const Math::Vector3d &src) {
assert(idx < kVertexArraySize);
_verts[idx].x = src.x();
_verts[idx].y = src.y();
_verts[idx].z = src.z();
}
Vertex *_verts;
struct Coord {
GLfloat x;
GLfloat y;
};
OpenGL::Shader *_triangleShader;
OpenGL::Shader *_bitmapShader;
OpenGL::Shader *_cubemapShader;
GLuint _triangleVBO;
GLuint _bitmapVBO;
GLuint _cubemapVertVBO;
GLuint _cubemapTexCoordVBO;
GLuint _cubemapEBO;
int _defaultShaderStippleArray[128];
int _variableStippleArray[128];
virtual void init() override;
virtual void clear(uint8 r, uint8 g, uint8 b, bool ignoreViewport = false) override;
virtual void setViewport(const Common::Rect &rect) override;
virtual Common::Point nativeResolution() override;
virtual void positionCamera(const Math::Vector3d &pos, const Math::Vector3d &interest) override;
virtual void updateProjectionMatrix(float fov, float aspectRatio, float nearClipPlane, float farClipPlane) override;
virtual void useColor(uint8 r, uint8 g, uint8 b) override;
virtual void polygonOffset(bool enabled) override;
virtual void depthTesting(bool enabled) override;
virtual void setStippleData(byte *data) override;
virtual void useStipple(bool enabled) override;
Texture *createTexture(const Graphics::Surface *surface, bool is3D = false) override;
void freeTexture(Texture *texture) override;
virtual void drawTexturedRect2D(const Common::Rect &screenRect, const Common::Rect &textureRect, Texture *texture) override;
virtual void renderSensorShoot(byte color, const Math::Vector3d sensor, const Math::Vector3d player, const Common::Rect viewPort) override;
virtual void renderPlayerShootBall(byte color, const Common::Point position, int frame, const Common::Rect viewPort) override;
virtual void renderPlayerShootRay(byte color, const Common::Point position, const Common::Rect viewPort) override;
void drawCelestialBody(Math::Vector3d position, float radius, uint8 color) override;
void drawSkybox(Texture *texture, Math::Vector3d camera) override;
virtual void renderCrossair(const Common::Point crossairPosition) override;
virtual void renderFace(const Common::Array<Math::Vector3d> &vertices) override;
virtual void flipBuffer() override;
virtual void drawFloor(uint8 color) override;
virtual Graphics::Surface *getScreenshot() override;
};
} // End of namespace Freescape
#endif // FREESCAPE_GFX_OPENGL_SHADERS_H