ScummVM API documentation
gfx.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 TWP_GFX_H
23#define TWP_GFX_H
24
25#include "common/array.h"
26#include "common/hashmap.h"
27#include "common/rect.h"
28#include "graphics/surface.h"
29#include "graphics/opengl/shader.h"
30#include "math/vector2d.h"
31#include "math/matrix4.h"
32
33namespace Twp {
34
35struct Color {
36 union {
37 float v[4];
38 struct {
39 float r;
40 float g;
41 float b;
42 float a;
43 } rgba;
44 };
45
46 Color(float red = 1.0f, float green = 1.0f, float blue = 1.0f, float alpha = 1.0f) {
47 rgba.r = red;
48 rgba.g = green;
49 rgba.b = blue;
50 rgba.a = alpha;
51 }
52
53 static Color withAlpha(const Color &c, float alpha = 1.0f) {
54 Color result = c;
55 result.rgba.a = alpha;
56 return result;
57 }
58
59 static Color rgb(int c) {
60 return create((uint8)((c >> 16) & 0xFF), (uint8)((c >> 8) & 0xFF), (uint8)(c & 0xFF), 0xFF);
61 }
62
63 static Color fromRgba(int c) {
64 return create((uint8)((c >> 16) & 0xFF), (uint8)((c >> 8) & 0xFF), (uint8)(c & 0xFF), (uint8)((c >> 24) & 0xFF));
65 }
66
67 static Color create(uint8 red, uint8 green, uint8 blue, uint8 alpha = 0xFF) {
68 return Color(red / 255.f, green / 255.f, blue / 255.f, alpha / 255.f);
69 }
70
71 Common::String toStr() {
72 return Common::String::format("rgba(%f,%f,%f,%f)", rgba.r, rgba.g, rgba.b, rgba.a);
73 }
74
75 Color operator-(const Color &c) {
76 return Color(rgba.r - c.rgba.r, rgba.g - c.rgba.g, rgba.b - c.rgba.b, rgba.a - c.rgba.a);
77 }
78
79 Color operator+(const Color &c) {
80 return Color(rgba.r + c.rgba.r, rgba.g + c.rgba.g, rgba.b + c.rgba.b, rgba.a + c.rgba.a);
81 }
82
83 Color operator*(float f) {
84 return Color(rgba.r * f, rgba.g * f, rgba.b * f, rgba.a * f);
85 }
86
87 int toInt() const;
88};
89
90// This is a point in 2D with a color and texture coordinates
91struct Vertex {
92public:
93 Math::Vector2d pos;
94 Color color;
95 Math::Vector2d texCoords;
96
97 Vertex();
98 Vertex(const Math::Vector2d &p, const Color &c = Color(), const Math::Vector2d &t = Math::Vector2d());
99};
100
101class Texture {
102public:
103 Texture() {}
104 virtual ~Texture() {}
105
106 void load(const Graphics::Surface &surface);
107 static void bind(const Texture *texture);
108 void capture(Common::Array<byte> &data);
109
110public:
111 uint id = 0;
112 int width = 0, height = 0;
113 uint fbo = 0;
114};
115
116class RenderTexture : public Texture {
117public:
118 explicit RenderTexture(const Math::Vector2d &size);
119 ~RenderTexture() override;
120};
121
123 int id;
124 Texture texture;
125};
126
127class Shader {
128public:
129 friend class Gfx;
130
131public:
132 Shader();
133 virtual ~Shader();
134
135 void init(const char *name, const char *vertex, const char *fragment);
136
137 int getUniformLocation(const char *name) const;
138
139 void setUniform(const char *name, int value);
140 void setUniform(const char *name, float value);
141 void setUniform(const char *name, float *value, size_t count);
142 void setUniform2(const char *name, float *value, size_t count);
143 void setUniform3(const char *name, float *value, size_t count);
144
145 void setUniform(const char *name, Math::Vector2d value);
146 void setUniform3(const char *name, Color value);
147 void setUniform4(const char *name, Color value);
148
149 virtual void applyUniforms() {}
150 virtual int getNumTextures() { return 0; };
151 virtual int getTexture(int index) { return 0; };
152 virtual int getTextureLoc(int index) { return 0; };
153
154private:
156 OpenGL::Shader _shader;
157};
158
160
161class Gfx {
162public:
163 friend class Shader;
164
165public:
166 void init();
167
168 void camera(const Math::Vector2d &size);
169 Math::Vector2d camera() const;
170 Math::Vector2d cameraPos() const { return _cameraPos; }
171 void cameraPos(const Math::Vector2d &pos) { _cameraPos = pos; }
172
173 Shader *getShader() { return _shader; }
174 void use(Shader *shader);
175 void setRenderTarget(RenderTexture *target);
176
177 void clear(const Color &color);
178 void drawPrimitives(uint32 primitivesType, Vertex *vertices, int v_size, const Math::Matrix4 &transf = Math::Matrix4(), Texture *texture = NULL);
179 void drawPrimitives(uint32 primitivesType, Vertex *vertices, int v_size, uint32 *indices, int i_size, const Math::Matrix4 &transf = Math::Matrix4(), Texture *texture = NULL);
180 void drawLines(Vertex *vertices, int count, const Math::Matrix4 &trsf = Math::Matrix4());
181 void drawLinesLoop(Vertex *vertices, int count, const Math::Matrix4 &trsf = Math::Matrix4());
182 void draw(Vertex *vertices, int v_size, uint32 *indices, int i_size, const Math::Matrix4 &trsf = Math::Matrix4(), Texture *texture = NULL);
183 void drawQuad(const Math::Vector2d &size, const Color &color = Color(), const Math::Matrix4 &trsf = Math::Matrix4());
184 void drawSprite(const Common::Rect &textRect, Texture &texture, const Color &color = Color(), const Math::Matrix4 &trsf = Math::Matrix4(), bool flipX = false, bool flipY = false);
185 void drawSprite(Texture &texture, const Color &color = Color(), const Math::Matrix4 &trsf = Math::Matrix4(), bool flipX = false, bool flipY = false);
186
187private:
188 Math::Matrix4 getFinalTransform(const Math::Matrix4 &trsf);
189 void noTexture();
190
191private:
192 Texture _emptyTexture;
193 uint _vbo = 0, _ebo = 0;
194 Shader _defaultShader;
195 Shader *_shader = nullptr;
196 Math::Matrix4 _mvp;
197 Math::Vector2d _cameraPos;
198 Math::Vector2d _cameraSize;
199 Textures _textures;
200 Texture *_texture = nullptr;
201 int _oldFbo = 0;
202};
203} // namespace Twp
204
205#endif
Definition: str.h:59
static String format(MSVC_PRINTF const char *fmt,...) GCC_PRINTF(1
Definition: shader.h:56
Definition: gfx.h:161
Definition: gfx.h:116
Definition: gfx.h:127
Definition: gfx.h:101
Definition: rect.h:536
Definition: surface.h:67
Definition: gfx.h:35
Definition: gfx.h:122
Definition: gfx.h:91