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/* 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 GRIM_GFX_BASE_H
#define GRIM_GFX_BASE_H
#include "math/vector3d.h"
#include "math/quat.h"
#include "graphics/pixelbuffer.h"
#include "common/str.h"
#include "common/rect.h"
#include "engines/grim/material.h"
namespace Graphics {
struct Surface;
}
namespace Grim {
struct Shadow;
struct Light;
class Actor;
class SaveGame;
class BitmapData;
class Bitmap;
class CMap;
class Color;
class PrimitiveObject;
class Font;
class TextObject;
class EMIModel;
class EMIMeshFace;
class ModelNode;
class Mesh;
class MeshFace;
class Sprite;
class Texture;
/**
* The Color-formats used for bitmaps in Grim Fandango/Escape From Monkey Island
*/
enum colorFormat {
BM_RGB565 = 1, // Grim Fandango
BM_RGB1555 = 2, // EMI-PS2
BM_RGBA = 3, // EMI-PC (Also internal Material-format for Grim)
BM_BGR888 = 4, // EMI-TGA-materials (888)
BM_BGRA = 5 // EMI-TGA-materials with alpha
};
class GfxBase {
public:
GfxBase();
virtual ~GfxBase() { ; }
/**
* Creates a render-context.
*
* @param screenW the width of the context
* @param screenH the height of the context
* @param fullscreen true if fullscreen is desired, false otherwise.
*/
virtual byte *setupScreen(int screenW, int screenH, bool fullscreen) = 0;
/**
* Query whether the current context is hardware-accelerated
*
* @return true if hw-accelerated, false otherwise
*/
virtual bool isHardwareAccelerated() = 0;
/**
* Query whether the current context supports shaders
*
* @return true if supports shaders, false otherwise
*/
virtual bool supportsShaders() = 0;
virtual uint getScreenWidth() { return _screenWidth; }
virtual uint getScreenHeight() { return _screenHeight; }
virtual void setupCameraFrustum(float fov, float nclip, float fclip) = 0;
virtual void positionCamera(const Math::Vector3d &pos, const Math::Vector3d &interest, float roll) = 0;
virtual void positionCamera(const Math::Vector3d &pos, const Math::Matrix4 &rot) = 0;
virtual Math::Matrix4 getModelView() = 0;
virtual Math::Matrix4 getProjection() = 0;
virtual void clearScreen() = 0;
virtual void clearDepthBuffer() = 0;
/**
* Swap the buffers, making the drawn screen visible
*/
virtual void flipBuffer() = 0;
/**
* FIXME: The implementations of these functions (for Grim and EMI, respectively)
* are very similar. Needs refactoring. See issue #789.
*/
virtual void getScreenBoundingBox(const Mesh *mesh, int *x1, int *y1, int *x2, int *y2) = 0;
virtual void getScreenBoundingBox(const EMIModel *mesh, int *x1, int *y1, int *x2, int *y2) = 0;
virtual void getActorScreenBBox(const Actor *actor, Common::Point &p1, Common::Point &p2) = 0;
virtual void startActorDraw(const Actor *act) = 0;
virtual void finishActorDraw() = 0;
virtual void setShadow(Shadow *shadow) = 0;
virtual void drawShadowPlanes() = 0;
virtual void setShadowMode();
virtual void clearShadowMode();
virtual bool isShadowModeActive();
virtual void setShadowColor(byte r, byte g, byte b) = 0;
virtual void getShadowColor(byte *r, byte *g, byte *b) = 0;
virtual void destroyShadow(Shadow *shadow) {}
virtual void set3DMode() = 0;
virtual void translateViewpointStart() = 0;
virtual void translateViewpoint(const Math::Vector3d &vec) = 0;
virtual void rotateViewpoint(const Math::Angle &angle, const Math::Vector3d &axis) = 0;
virtual void rotateViewpoint(const Math::Matrix4 &rot) = 0;
virtual void translateViewpointFinish() = 0;
virtual void drawEMIModelFace(const EMIModel *model, const EMIMeshFace *face) = 0;
virtual void drawModelFace(const Mesh *mesh, const MeshFace *face) = 0;
virtual void drawSprite(const Sprite *sprite) = 0;
virtual void drawMesh(const Mesh *mesh);
virtual void enableLights() = 0;
virtual void disableLights() = 0;
virtual void setupLight(Light *light, int lightId) = 0;
virtual void turnOffLight(int lightId) = 0;
virtual void createTexture(Texture *texture, const uint8 *data, const CMap *cmap, bool clamp) = 0;
virtual void selectTexture(const Texture *texture) = 0;
virtual void destroyTexture(Texture *texture) = 0;
/**
* Prepares a bitmap for drawing
* performs any format conversions needed for the renderer,
* and might create an internal representation of the bitmap
* external changes to the bitmap may not be visible after this
* is called. Must be called before drawBitmap can be used.
*
* the external bitmap might have its data changed by this function,
*
* @param bitmap the bitmap to be prepared
* @see destroyBitmap
* @see drawBitmap
*/
virtual void createBitmap(BitmapData *bitmap) = 0;
/**
* Draws a bitmap
* before this is safe to use, createBitmap MUST have been called
*
* @param bitmap the bitmap to be drawn
* @see createBitmap
* @see destroyBitmap
*/
virtual void drawBitmap(const Bitmap *bitmap, int x, int y, uint32 layer = 0) = 0;
/**
* Deletes any internal references and representations of a bitmap
* after this is called, it is safe to dispose of or change the external
* bitmapdata.
*
* @param bitmap the bitmap to be destroyed
* @see createBitmap
* @see drawBitmap
*/
virtual void destroyBitmap(BitmapData *bitmap) = 0;
virtual void createFont(Font *font) = 0;
virtual void destroyFont(Font *font) = 0;
virtual void createTextObject(TextObject *text) = 0;
virtual void drawTextObject(const TextObject *text) = 0;
virtual void destroyTextObject(TextObject *text) = 0;
virtual Bitmap *getScreenshot(int w, int h, bool useStored) = 0;
virtual void storeDisplay() = 0;
virtual void copyStoredToDisplay() = 0;
/**
* Dims the entire screen
* Sets the entire screen to 10% of its current brightness,
* and converts it to grayscale.
*/
virtual void dimScreen() = 0;
virtual void dimRegion(int x, int y, int w, int h, float level) = 0;
virtual void setDimLevel(float dimLevel) { _dimLevel = dimLevel; }
/**
* Draw a completely opaque Iris around the specified rectangle.
* the arguments specify the distance from the screen-edge to the first
* non-iris pixel.
*
* @param x the width of the Iris
* @param y the height of the Iris
*/
virtual void irisAroundRegion(int x1, int y1, int x2, int y2) = 0;
virtual void drawEmergString(int x, int y, const char *text, const Color &fgColor) = 0;
virtual void loadEmergFont() = 0;
virtual void drawRectangle(const PrimitiveObject *primitive) = 0;
virtual void drawLine(const PrimitiveObject *primitive) = 0;
virtual void drawPolygon(const PrimitiveObject *primitive) = 0;
virtual void drawDimPlane() {};
/**
* Prepare a movie-frame for drawing
* performing any necessary conversion
*
* @param width the width of the movie-frame.
* @param height the height of the movie-frame.
* @param bitmap a pointer to the data for the movie-frame.
* @see drawMovieFrame
* @see releaseMovieFrame
*/
virtual void prepareMovieFrame(Graphics::Surface *frame) = 0;
virtual void drawMovieFrame(int offsetX, int offsetY) = 0;
/**
* Release the currently prepared movie-frame, if one exists.
*
* @see drawMovieFrame
* @see prepareMovieFrame
*/
virtual void releaseMovieFrame() = 0;
virtual const char *getVideoDeviceName() = 0;
virtual void saveState(SaveGame *state);
virtual void restoreState(SaveGame *state);
virtual void renderBitmaps(bool render);
virtual void renderZBitmaps(bool render);
virtual void makeScreenTextures();
virtual void createMesh(Mesh *mesh) {}
virtual void destroyMesh(const Mesh *mesh) {}
virtual void createEMIModel(EMIModel *model) {}
virtual void updateEMIModel(const EMIModel *model) {}
virtual void destroyEMIModel(EMIModel *model) {}
virtual void createSpecialtyTexture(uint id, const uint8 *data, int width, int height);
virtual void createSpecialtyTextureFromScreen(uint id, uint8 *data, int x, int y, int width, int height) = 0;
static Math::Matrix4 makeLookMatrix(const Math::Vector3d& pos, const Math::Vector3d& interest, const Math::Vector3d& up);
static Math::Matrix4 makeProjMatrix(float fov, float nclip, float fclip);
Texture *getSpecialtyTexturePtr(uint id) { if (id >= _numSpecialtyTextures) return nullptr; return &_specialtyTextures[id]; };
Texture *getSpecialtyTexturePtr(Common::String name);
virtual void setBlendMode(bool additive) = 0;
protected:
Bitmap *createScreenshotBitmap(const Graphics::PixelBuffer src, int w, int h, bool flipOrientation);
static const unsigned int _numSpecialtyTextures = 22;
Texture _specialtyTextures[_numSpecialtyTextures];
static const int _gameHeight = 480;
static const int _gameWidth = 640;
float _scaleW, _scaleH;
int _screenWidth, _screenHeight;
Shadow *_currentShadowArray;
unsigned char _shadowColorR;
unsigned char _shadowColorG;
unsigned char _shadowColorB;
bool _renderBitmaps;
bool _renderZBitmaps;
bool _shadowModeActive;
Math::Vector3d _currentPos;
Math::Matrix4 _currentRot;
float _dimLevel;
};
// Factory-like functions:
GfxBase *CreateGfxOpenGL();
GfxBase *CreateGfxOpenGLShader();
GfxBase *CreateGfxTinyGL();
extern GfxBase *g_driver;
} // end of namespace Grim
#endif
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