/* 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 . * */ #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: virtual ~Texture() {} 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(); }; class Renderer { public: Renderer(OSystem *system); virtual ~Renderer(); virtual void init() = 0; virtual void clear() = 0; /** * Swap the buffers, making the drawn screen visible */ virtual void flipBuffer() { } virtual void initFont(const Graphics::Surface *surface); virtual void freeFont(); virtual Texture *createTexture3D(const Graphics::Surface *surface) = 0; virtual Texture *createTexture2D(const Graphics::Surface *surface) { return createTexture3D(surface); } virtual void drawRect2D(const Common::Rect &rect, uint8 a, uint8 r, uint8 g, uint8 b) = 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; virtual Texture *copyScreenshotToTexture(); /** 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; }; Renderer *CreateGfxOpenGL(OSystem *system); Renderer *CreateGfxOpenGLShader(OSystem *system); Renderer *CreateGfxTinyGL(OSystem *system); Renderer *createRenderer(OSystem *system); } // End of namespace Myst3 #endif // GFX_H_