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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 AUTHORS
* 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 GFX_H_
#define GFX_H_
#include "common/rect.h"
#include "common/system.h"
#include "math/frustum.h"
#include "math/matrix4.h"
#include "math/vector3d.h"
namespace Myst3 {
class Renderer;
class Drawable {
public:
Drawable();
virtual ~Drawable() {}
virtual void draw() {}
virtual void drawOverlay() {}
/** Should the drawable be drawn inside the active window, or is it allowed to draw on the entire screen? */
bool isConstrainedToWindow() const { return _isConstrainedToWindow; }
/** Whether to setup the renderer state for 2D or 3D when processing the drawable */
bool is3D() const { return _is3D; }
/** Whether to scale the drawable to a size equivalent to the original engine or to draw it at its native size */
bool isScaled() const { return _scaled; }
protected:
bool _isConstrainedToWindow;
bool _is3D;
bool _scaled;
};
/**
* Game screen window
*
* A window represents a game screen pane.
* It allows abstracting the rendering position from the behavior.
*/
class Window : public Drawable {
public:
/**
* Get the window position in screen coordinates
*/
virtual Common::Rect getPosition() const = 0;
/**
* Get the window position in original (640x480) screen coordinates
*/
virtual Common::Rect getOriginalPosition() const = 0;
/**
* Get the window center in screen coordinates
*/
Common::Point getCenter() const;
/**
* Convert screen coordinates to window coordinates
*/
Common::Point screenPosToWindowPos(const Common::Point &screen) const;
/**
* Transform a point from screen coordinates to scaled window coordinates
*/
Common::Point scalePoint(const Common::Point &screen) const;
};
class Texture {
public:
uint width;
uint height;
Graphics::PixelFormat format;
virtual void update(const Graphics::Surface *surface) = 0;
virtual void updatePartial(const Graphics::Surface *surface, const Common::Rect &rect) = 0;
static const Graphics::PixelFormat getRGBAPixelFormat();
protected:
Texture() {}
virtual ~Texture() {}
};
class Renderer {
public:
Renderer(OSystem *system);
virtual ~Renderer();
virtual void init() = 0;
virtual void clear() = 0;
void toggleFullscreen();
/**
* Swap the buffers, making the drawn screen visible
*/
virtual void flipBuffer() { }
virtual void initFont(const Graphics::Surface *surface);
virtual void freeFont();
virtual Texture *createTexture(const Graphics::Surface *surface) = 0;
virtual void freeTexture(Texture *texture) = 0;
virtual void drawRect2D(const Common::Rect &rect, uint32 color) = 0;
virtual void drawTexturedRect2D(const Common::Rect &screenRect, const Common::Rect &textureRect, Texture *texture,
float transparency = -1.0, bool additiveBlending = false) = 0;
virtual void drawTexturedRect3D(const Math::Vector3d &topLeft, const Math::Vector3d &bottomLeft,
const Math::Vector3d &topRight, const Math::Vector3d &bottomRight,
Texture *texture) = 0;
virtual void drawCube(Texture **textures) = 0;
virtual void draw2DText(const Common::String &text, const Common::Point &position) = 0;
virtual Graphics::Surface *getScreenshot() = 0;
/** Render a Drawable in the specified window */
void renderDrawable(Drawable *drawable, Window *window);
/** Render a Drawable overlay in the specified window */
void renderDrawableOverlay(Drawable *drawable, Window *window);
/** Render the main Drawable of a Window */
void renderWindow(Window *window);
/** Render the main Drawable overlay of a Window */
void renderWindowOverlay(Window *window);
Common::Rect viewport() const;
/**
* Select the window where to render
*
* This also sets the viewport
*/
virtual void selectTargetWindow(Window *window, bool is3D, bool scaled) = 0;
void setupCameraPerspective(float pitch, float heading, float fov);
bool isCubeFaceVisible(uint face);
Math::Matrix4 getMvpMatrix() const { return _mvpMatrix; }
void flipVertical(Graphics::Surface *s);
static const int kOriginalWidth = 640;
static const int kOriginalHeight = 480;
static const int kTopBorderHeight = 30;
static const int kBottomBorderHeight = 90;
static const int kFrameHeight = 360;
void computeScreenViewport();
protected:
OSystem *_system;
Texture *_font;
Common::Rect _screenViewport;
Math::Matrix4 _projectionMatrix;
Math::Matrix4 _modelViewMatrix;
Math::Matrix4 _mvpMatrix;
Math::Frustum _frustum;
static const float cubeVertices[5 * 6 * 4];
Math::AABB _cubeFacesAABB[6];
Common::Rect getFontCharacterRect(uint8 character);
Math::Matrix4 makeProjectionMatrix(float fov) const;
};
/**
* A framerate limiter
*
* Ensures the framerate does not exceed the specified value
* by delaying until all of the timeslot allocated to the frame
* is consumed.
* Allows to curb CPU usage and have a stable framerate.
*/
class FrameLimiter {
public:
FrameLimiter(OSystem *system, const uint framerate);
void startFrame();
void delayBeforeSwap();
private:
OSystem *_system;
bool _enabled;
uint _speedLimitMs;
uint _startFrameTime;
};
Renderer *CreateGfxOpenGL(OSystem *system);
Renderer *CreateGfxOpenGLShader(OSystem *system);
Renderer *CreateGfxTinyGL(OSystem *system);
Renderer *createRenderer(OSystem *system);
} // End of namespace Myst3
#endif // GFX_H_
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