ScummVM API documentation
gfx_opengl_shaders.h
1/* ScummVM - Graphic Adventure Engine
2 *
3 * ScummVM is the legal property of its developers, whose names
4 * are too numerous to list here. Please refer to the COPYRIGHT
5 * file distributed with this source distribution.
6 *
7 * This program is free software: you can redistribute it and/or modify
8 * it under the terms of the GNU General Public License as published by
9 * the Free Software Foundation, either version 3 of the License, or
10 * (at your option) any later version.
11 *
12 * This program is distributed in the hope that it will be useful,
13 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 * GNU General Public License for more details.
16 *
17 * You should have received a copy of the GNU General Public License
18 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 *
20 */
21
22#ifndef FREESCAPE_GFX_OPENGL_SHADERS_H
23#define FREESCAPE_GFX_OPENGL_SHADERS_H
24
25#include "graphics/opengl/shader.h"
26#include "graphics/opengl/system_headers.h"
27#include "math/vector3d.h"
28#include "math/vector2d.h"
29
30#include "freescape/gfx.h"
31
32namespace Freescape {
33
35public:
36 OpenGLShaderRenderer(int screenW, int screenH, Common::RenderMode renderMode, bool authenticGraphics);
37 virtual ~OpenGLShaderRenderer();
38
39 Math::Matrix4 _projectionMatrix;
40 Math::Matrix4 _modelViewMatrix;
41 Math::Matrix4 _mvpMatrix;
42
43 struct Vertex {
44 GLfloat x;
45 GLfloat y;
46 GLfloat z;
47 };
48
49 void copyToVertexArray(uint idx, const Math::Vector3d &src) {
50 assert(idx < kVertexArraySize);
51 _verts[idx].x = src.x();
52 _verts[idx].y = src.y();
53 _verts[idx].z = src.z();
54 }
55
56 Vertex *_verts;
57
58 struct Coord {
59 GLfloat x;
60 GLfloat y;
61 };
62
63 OpenGL::Shader *_triangleShader;
64 OpenGL::Shader *_bitmapShader;
65 OpenGL::Shader *_cubemapShader;
66 GLuint _triangleVBO;
67 GLuint _bitmapVBO;
68 GLuint _cubemapVertVBO;
69 GLuint _cubemapTexCoordVBO;
70 GLuint _cubemapEBO;
71
72 int _defaultShaderStippleArray[128];
73 int _variableStippleArray[128];
74
75 virtual void init() override;
76 virtual void drawAABB(const Math::AABB &aabb, uint8 r, uint8 g, uint8 b) override;
77 virtual void clear(uint8 r, uint8 g, uint8 b, bool ignoreViewport = false) override;
78 virtual void clearDepthBuffer(bool ignoreViewport = false) override;
79 virtual void setViewport(const Common::Rect &rect) override;
80 virtual Common::Point nativeResolution() override;
81 virtual void positionCamera(const Math::Vector3d &pos, const Math::Vector3d &interest, float rollAngle = 0.0f) override;
82 virtual void updateProjectionMatrix(float fov, float aspectRatio, float nearClipPlane, float farClipPlane) override;
83
84 virtual void useColor(uint8 r, uint8 g, uint8 b) override;
85 virtual void polygonOffset(bool enabled) override;
86 virtual void enableCulling(bool enabled) override;
87 virtual void setStereoEye(StereoEye eye) override;
88
89 virtual void setStippleData(byte *data) override;
90 virtual void useStipple(bool enabled) override;
91
92 Texture *createTexture(const Graphics::Surface *surface, bool is3D = false) override;
93 void freeTexture(Texture *texture) override;
94 virtual void drawTexturedRect2D(const Common::Rect &screenRect, const Common::Rect &textureRect, Texture *texture) override;
95
96 virtual void renderSensorShoot(byte color, const Math::Vector3d sensor, const Math::Vector3d player, const Common::Rect &viewPort) override;
97 virtual void renderPlayerShootBall(byte color, const Common::Point &position, int frame, const Common::Rect &viewPort) override;
98 virtual void renderPlayerShootRay(byte color, const Common::Point &position, const Common::Rect &viewPort) override;
99 void drawCelestialBody(Math::Vector3d position, float radius, uint8 color) override;
100 void drawSkybox(Texture *texture, Math::Vector3d camera) override;
101 void drawThunder(Texture *texture, Math::Vector3d position, float size) override;
102
103 virtual void renderCrossair(const Common::Point &crossairPosition) override;
104
105 virtual void renderFace(const Common::Array<Math::Vector3d> &vertices) override;
106
107 virtual void flipBuffer() override;
108 virtual void drawFloor(uint8 color) override;
109 virtual void fillViewportStippled(uint8 r1, uint8 g1, uint8 b1, uint8 r2, uint8 g2, uint8 b2, byte *stipple) override;
110
111 virtual Graphics::Surface *getScreenshot() override;
112};
113
114} // End of namespace Freescape
115
116#endif // FREESCAPE_GFX_OPENGL_SHADERS_H
Definition: gfx_opengl_shaders.h:34
virtual void flipBuffer() override
virtual void positionCamera(const Math::Vector3d &pos, const Math::Vector3d &interest, float rollAngle=0.0f) override
Definition: gfx.h:63
StereoEye
Definition: gfx.h:85
Definition: gfx.h:50
Definition: shader.h:56
RenderMode
Definition: rendermode.h:48
Definition: area.h:36
Definition: rect.h:144
Definition: rect.h:536
Definition: gfx_opengl_shaders.h:58
Definition: gfx_opengl_shaders.h:43
Definition: surface.h:67
Definition: display_client.h:53