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/* 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 BACKENDS_GRAPHICS_OPENGL_PIPELINES_PIPELINE_H
#define BACKENDS_GRAPHICS_OPENGL_PIPELINES_PIPELINE_H
#include "graphics/opengl/system_headers.h"
#include "backends/graphics/opengl/framebuffer.h"
#include "backends/graphics/opengl/texture.h"
#include "math/matrix4.h"
namespace OpenGL {
class Framebuffer;
/**
* Interface for OpenGL pipeline functionality.
*
* This encapsulates differences in various rendering pipelines used for
* OpenGL, OpenGL ES 1, and OpenGL ES 2.
*/
class Pipeline {
public:
Pipeline();
virtual ~Pipeline() { if (isActive()) deactivate(); }
/**
* Activate the pipeline.
*
* This sets the OpenGL state to make use of drawing with the given
* OpenGL pipeline.
*/
void activate();
/**
* Deactivate the pipeline.
*/
void deactivate();
/**
* Set framebuffer to render to.
*
* Client is responsible for any memory management related to framebuffer.
*
* @param framebuffer Framebuffer to activate.
* @return Formerly active framebuffer.
*/
Framebuffer *setFramebuffer(Framebuffer *framebuffer);
/**
* Set modulation color.
*
* @param r Red component in [0,1].
* @param g Green component in [0,1].
* @param b Blue component in [0,1].
* @param a Alpha component in [0,1].
*/
virtual void setColor(GLfloat r, GLfloat g, GLfloat b, GLfloat a) = 0;
/**
* Draw a texture rectangle to the currently active framebuffer.
*
* @param texture Texture to use for drawing.
* @param coordinates x1, y1, x2, y2 coordinates where to draw the texture.
*/
inline void drawTexture(const GLTexture &texture, const GLfloat *coordinates, const GLfloat *texcoords) {
drawTextureInternal(texture, coordinates, texcoords);
}
inline void drawTexture(const GLTexture &texture, const GLfloat *coordinates) {
drawTextureInternal(texture, coordinates, texture.getTexCoords());
}
inline void drawTexture(const GLTexture &texture, GLfloat x, GLfloat y, GLfloat w, GLfloat h) {
const GLfloat coordinates[4*2] = {
x, y,
x + w, y,
x, y + h,
x + w, y + h
};
drawTextureInternal(texture, coordinates, texture.getTexCoords());
}
inline void drawTexture(const GLTexture &texture, GLfloat x, GLfloat y, GLfloat w, GLfloat h, const Common::Rect &clip) {
const GLfloat coordinates[4*2] = {
x, y,
x + w, y,
x, y + h,
x + w, y + h
};
const uint tw = texture.getWidth(),
th = texture.getHeight();
if (tw == 0 || th == 0) {
// Nothing to display
return;
}
const GLfloat texcoords[4*2] = {
(float)clip.left / tw, (float)clip.top / th,
(float)clip.right / tw, (float)clip.top / th,
(float)clip.left / tw, (float)clip.bottom / th,
(float)clip.right / tw, (float)clip.bottom / th
};
drawTextureInternal(texture, coordinates, texcoords);
}
/**
* Set the projection matrix.
*
* This is intended to be only ever be used by Framebuffer subclasses.
*/
virtual void setProjectionMatrix(const Math::Matrix4 &projectionMatrix) = 0;
protected:
/**
* Activate the pipeline.
*
* This sets the OpenGL state to make use of drawing with the given
* OpenGL pipeline.
*/
virtual void activateInternal();
/**
* Deactivate the pipeline.
*/
virtual void deactivateInternal();
virtual void drawTextureInternal(const GLTexture &texture, const GLfloat *coordinates, const GLfloat *texcoords) = 0;
bool isActive() const { return activePipeline == this; }
Framebuffer *_activeFramebuffer;
private:
/** Currently active rendering pipeline. */
static Pipeline *activePipeline;
};
} // End of namespace OpenGL
#endif
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