ScummVM API documentation
te_renderer.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 TETRAEDGE_TE_TE_RENDERER_H
23#define TETRAEDGE_TE_TE_RENDERER_H
24
25#include "common/ptr.h"
26#include "tetraedge/te/te_mesh.h"
27#include "tetraedge/te/te_color.h"
28#include "tetraedge/te/te_camera.h"
29#include "tetraedge/te/te_matricies_stack.h"
30
31namespace Tetraedge {
32
34public:
35 TeRenderer();
36 virtual ~TeRenderer() {};
37
38 enum MatrixMode {
39 MM_GL_PROJECTION = 0,
40 MM_GL_MODELVIEW = 1,
41 MM_GL_TEXTURE = 2
42 };
43
44 enum ShadowMode {
45 ShadowModeNone = 0,
46 ShadowModeCreating = 1,
47 ShadowModeDrawing = 2
48 };
49
51 public:
52 TransparentMeshProperties() : _camera(nullptr), _vertexCount(0), _shouldDraw(false),
53 _scissorEnabled(false), _hasColor(false), _glTexEnvMode(0), _zOrder(0.0f),
54 _sourceTransparentMesh(0), _scissorX(0), _scissorY(0),
55 _scissorWidth(0), _scissorHeight(0) {}
56
57 TeCamera *_camera;
58 int _vertexCount;
59 TeMatrix4x4 _matrix;
60
61 TeMaterial _material;
62
63 uint32 _glTexEnvMode;
64 uint _sourceTransparentMesh;
65 bool _hasColor;
66 float _zOrder;
67 bool _scissorEnabled;
68 int _scissorX;
69 int _scissorY;
70 int _scissorWidth;
71 int _scissorHeight;
72 bool _shouldDraw;
73 };
74
75 enum Buffer {
76 DepthBuffer = 1,
77 ColorBuffer = 2,
78 StencilBuffer = 4,
79 ColorAndDepth = DepthBuffer | ColorBuffer,
80 AllBuffers = DepthBuffer | ColorBuffer | StencilBuffer
81 };
82
83 void addTransparentMesh(const TeMesh &mesh, uint i1, uint i2, uint i3);
84 void checkError(const Common::String &str) {};
85 virtual void clearBuffer(Buffer buf) = 0;
86 virtual void colorMask(bool r, bool g, bool b, bool a) = 0;
87 void create();
88 TeMatrix4x4 currentMatrix();
89 virtual void disableAllLights() = 0;
90 virtual void disableTexture() = 0;
91 virtual void disableWireFrame() = 0;
92 virtual void disableZBuffer() = 0;
93 virtual void drawLine(const TeVector3f32 &from, const TeVector3f32 &to) = 0;
94 virtual void enableAllLights() = 0;
95 virtual void enableTexture() = 0;
96 virtual void enableWireFrame() = 0;
97 virtual void enableZBuffer() = 0;
98 //void extractFrameBufferToImg(const TeVector2s32 &from, const TeVector2s32 &to, TeImage &output);
99 virtual void init(uint width, uint height) = 0;
100 void loadIdentityMatrix();
101 void loadMatrix(const TeMatrix4x4 &matrix);
102 void loadCurrentMatrixToGL();
103 virtual void loadProjectionMatrix(const TeMatrix4x4 &matrix) = 0;
104 void multiplyMatrix(const TeMatrix4x4 &matrix);
105 void optimiseTransparentMeshProperties();
106 void popMatrix();
107 void pushMatrix();
108 virtual Common::String renderer() = 0;
109 virtual void renderTransparentMeshes() = 0;
110 virtual void reset() = 0;
111 void rotate(const TeQuaternion &rot);
112 void rotate(float angle, float rx, float ry, float rz);
113 void scale(float xs, float ys, float zs);
114 bool scissorEnabled() const { return _scissorEnabled; }
115 int scissorHeight() const { return _scissorHeight; }
116 int scissorWidth() const { return _scissorWidth; }
117 int scissorX() const { return _scissorX; }
118 int scissorY() const { return _scissorY; }
119 void sendModelMatrix(const TeMatrix4x4 &matrix) {}
120 virtual void setClearColor(const TeColor &col) = 0;
121 void setCurrentCamera(TeCamera *camera) {
122 _currentCamera = camera;
123 }
124 virtual void setCurrentColor(const TeColor &col) = 0;
125 virtual void setMatrixMode(enum MatrixMode mode) = 0;
126 void setScissor(int x, int y, int w, int h);
127 void setScissorEnabled(bool val) { _scissorEnabled = val; }
128 virtual void setViewport(int x, int y, int w, int h) = 0;
129 virtual void shadowMode(enum ShadowMode mode) = 0;
130 enum ShadowMode shadowMode() const { return _shadowMode; }
131 void translate(float x, float y, float z);
132 virtual Common::String vendor() = 0;
133
134 void dumpTransparentMeshProps() const;
135 void dumpTransparentMeshData() const;
136 const TeColor &currentColor() const { return _currentColor; }
137
138 virtual void updateScreen() = 0;
139 virtual void updateGlobalLight() = 0;
140 virtual void applyMaterial(const TeMaterial &m) = 0;
141
142 static TeRenderer *makeInstance();
143
144protected:
145 TeCamera *_currentCamera;
146 TeColor _currentColor;
147 TeColor _clearColor;
148 bool _textureEnabled;
149
150 ShadowMode _shadowMode;
151 MatrixMode _matrixMode;
152
153 bool _scissorEnabled;
154 int _scissorHeight;
155 int _scissorWidth;
156 int _scissorX;
157 int _scissorY;
158
159 uint _numTransparentMeshes;
160 Common::Array<TeVector3f32> _transparentMeshVertexes;
161 Common::Array<TeVector3f32> _transparentMeshNormals;
162 Common::Array<TeVector2f32> _transparentMeshCoords;
163 Common::Array<TeColor> _transparentMeshColors;
164 Common::Array<unsigned short> _transparentMeshVertexNums;
165
166 int _pendingTransparentMeshProperties;
167 Common::Array<TransparentMeshProperties> _transparentMeshProps;
168
169 TeMatriciesStack _matriciesStacks[3]; // one per matrix mode.
170
171 virtual void loadMatrixToGL(const TeMatrix4x4 &matrix) = 0;
172};
173
174} // end namespace Tetraedge
175
176#endif // TETRAEDGE_TE_TE_RENDERER_H
Definition: display_client.h:113
Definition: array.h:52
Definition: str.h:59
Definition: te_camera.h:38
Definition: te_material.h:35
Definition: te_matrix4x4.h:37
Definition: te_mesh.h:43
Definition: te_renderer.h:33