scummvm/engines/playground3d/gfx.h
2022-06-05 21:01:04 +02:00

96 lines
2.9 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 PLAYGROUND3D_GFX_H
#define PLAYGROUND3D_GFX_H
#include "common/rect.h"
#include "common/system.h"
#include "math/frustum.h"
#include "math/matrix4.h"
#include "math/vector3d.h"
#include "graphics/surface.h"
#include "graphics/pixelformat.h"
namespace Playground3d {
class Renderer {
public:
Renderer(OSystem *system);
virtual ~Renderer();
virtual void init() = 0;
virtual void deinit() = 0;
virtual void clear(const Math::Vector4d &clearColor) = 0;
/**
* Swap the buffers, making the drawn screen visible
*/
virtual void flipBuffer() { }
Common::Rect viewport() const;
void setupCameraPerspective(float pitch, float heading, float fov);
static const int kOriginalWidth = 640;
static const int kOriginalHeight = 480;
void computeScreenViewport();
virtual void setupViewport(int x, int y, int width, int height) = 0;
virtual void loadTextureRGBA(Graphics::Surface *texture) = 0;
virtual void loadTextureRGB(Graphics::Surface *texture) = 0;
virtual void loadTextureRGB565(Graphics::Surface *texture) = 0;
virtual void loadTextureRGBA5551(Graphics::Surface *texture) = 0;
virtual void loadTextureRGBA4444(Graphics::Surface *texture) = 0;
virtual void drawCube(const Math::Vector3d &pos, const Math::Vector3d &roll) = 0;
virtual void drawPolyOffsetTest(const Math::Vector3d &pos, const Math::Vector3d &roll) = 0;
virtual void dimRegionInOut(float fade) = 0;
virtual void drawInViewport() = 0;
virtual void drawRgbaTexture() = 0;
virtual void enableFog(const Math::Vector4d &fogColor) = 0;
protected:
OSystem *_system;
Common::Rect _screenViewport;
Math::Matrix4 _projectionMatrix;
Math::Matrix4 _modelViewMatrix;
Math::Matrix4 _mvpMatrix;
static const float cubeVertices[11 * 6 * 4];
Graphics::Surface *_texture;
Math::Matrix4 makeProjectionMatrix(float fov, float nearClip, float farClip) const;
};
Renderer *CreateGfxOpenGL(OSystem *system);
Renderer *CreateGfxOpenGLShader(OSystem *system);
Renderer *CreateGfxTinyGL(OSystem *system);
Renderer *createRenderer(OSystem *system);
} // End of namespace Playground3d
#endif // PLAYGROUND3D_GFX_H