2012-06-24 13:41:56 +00:00
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// * This file is part of the COLOBOT source code
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// * Copyright (C) 2001-2008, Daniel ROUX & EPSITEC SA, www.epsitec.ch
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// * Copyright (C) 2012, Polish Portal of Colobot (PPC)
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// *
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// * This program is free software: you can redistribute it and/or modify
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// * it under the terms of the GNU General Public License as published by
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// * the Free Software Foundation, either version 3 of the License, or
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// * (at your option) any later version.
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// *
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// * This program is distributed in the hope that it will be useful,
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// * but WITHOUT ANY WARRANTY; without even the implied warranty of
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// * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// * GNU General Public License for more details.
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// *
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// * You should have received a copy of the GNU General Public License
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// * along with this program. If not, see http://www.gnu.org/licenses/.
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// device.h
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#pragma once
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2012-06-30 23:37:30 +00:00
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#include "graphics/common/color.h"
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#include "graphics/common/light.h"
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#include "graphics/common/material.h"
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#include "graphics/common/texture.h"
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#include "graphics/common/vertex.h"
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#include "math/matrix.h"
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2012-06-24 13:41:56 +00:00
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namespace Gfx {
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2012-06-30 23:37:30 +00:00
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/**
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\struct DeviceConfig
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\brief General config for graphics device
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These settings are common window options set by SDL.
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*/
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2012-06-25 17:59:17 +00:00
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struct DeviceConfig
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{
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2012-06-26 20:23:05 +00:00
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//! Screen width
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int width;
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//! Screen height
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int height;
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//! Bits per pixel
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int bpp;
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//! Full screen
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bool fullScreen;
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//! Resizeable window
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bool resizeable;
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//! Double buffering
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bool doubleBuf;
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//! No window frame (also set with full screen)
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bool noFrame;
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2012-06-30 23:37:30 +00:00
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//! Constructor calls LoadDefault()
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DeviceConfig() { LoadDefault(); }
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//! Loads the default values
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void LoadDefault();
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};
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/**
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\enum TransformType
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\brief Type of transformation in rendering pipeline
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Corresponds directly to DirectX's transformation types. Listed are only the used types. */
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enum TransformType
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{
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TRANSFORM_WORLD,
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TRANSFORM_VIEW,
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TRANSFORM_PROJECTION
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};
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/**
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\enum RenderState
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\brief Render states that can be enabled/disabled
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Corresponds to DirectX's render states. Listed are only the used modes.
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TODO: replace with functions in CDevice */
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enum RenderState
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{
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RENDER_STATE_ALPHABLENDENABLE,
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RENDER_STATE_ALPHAFUNC,
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RENDER_STATE_ALPHAREF,
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RENDER_STATE_ALPHATESTENABLE,
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RENDER_STATE_AMBIENT,
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RENDER_STATE_CULLMODE,
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RENDER_STATE_DESTBLEND,
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RENDER_STATE_DITHERENABLE,
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RENDER_STATE_FILLMODE,
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RENDER_STATE_FOGCOLOR,
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RENDER_STATE_FOGENABLE,
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RENDER_STATE_FOGEND,
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RENDER_STATE_FOGSTART,
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RENDER_STATE_FOGVERTEXMODE,
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RENDER_STATE_LIGHTING,
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RENDER_STATE_SHADEMODE,
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RENDER_STATE_SPECULARENABLE,
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RENDER_STATE_SRCBLEND,
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RENDER_STATE_TEXTUREFACTOR,
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RENDER_STATE_WRAP,
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RENDER_STATE_ZBIAS,
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RENDER_STATE_ZENABLE,
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RENDER_STATE_ZFUNC,
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RENDER_STATE_ZWRITEENABLE
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};
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/**
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\enum PrimitiveType
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\brief Type of primitive to render
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Only these two types are used. */
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enum PrimitiveType
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{
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PRIMITIVE_TRIANGLES,
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PRIMITIVE_TRIANGLE_STRIP
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2012-06-25 17:59:17 +00:00
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};
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2012-06-30 23:37:30 +00:00
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/**
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\class CDevice
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\brief Abstract interface of graphics device
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It is based on DIRECT3DDEVICE class from DirectX to make it easier to port existing code.
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It encapsulates the general graphics device state and provides a common interface
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to graphics-specific functions which will be used throughout the program,
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both in CEngine class and in UI classes. Note that it doesn't contain all functions from DirectX,
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only those that were used in old code.
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*/
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2012-06-24 13:41:56 +00:00
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class CDevice
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{
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2012-06-30 23:37:30 +00:00
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public:
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//! Initializes the device, setting the initial state
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virtual void Initialize() = 0;
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//! Destroys the device, releasing every acquired resource
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virtual void Destroy() = 0;
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// TODO: documentation
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virtual void BeginScene() = 0;
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virtual void EndScene() = 0;
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virtual void Clear() = 0;
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virtual void SetTransform(TransformType type, const Math::Matrix &matrix) = 0;
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virtual const Math::Matrix& GetTransform(TransformType type) = 0;
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virtual void MultiplyTransform(TransformType type, const Math::Matrix &matrix) = 0;
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virtual void SetMaterial(const Gfx::Material &material) = 0;
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virtual const Gfx::Material& GetMaterial() = 0;
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virtual int GetMaxLightCount() = 0;
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virtual void SetLight(int index, const Gfx::Light &light) = 0;
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virtual const Gfx::Light& GetLight(int index) = 0;
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virtual void SetLightEnabled(int index, bool enabled) = 0;
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virtual bool GetLightEnabled(int index) = 0;
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virtual int GetMaxTextureCount() = 0;
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virtual const Gfx::Texture& GetTexture(int index) = 0;
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virtual void SetTexture(int index, const Gfx::Texture &texture) = 0;
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// TODO:
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// virtual void GetTextureStageState() = 0;
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// virtual void SetTextureStageState() = 0;
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virtual void SetRenderState(Gfx::RenderState state, bool enabled) = 0;
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virtual bool GetRenderState(Gfx::RenderState state) = 0;
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// TODO:
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// virtual void ComputeSphereVisibility() = 0;
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virtual void DrawPrimitive(PrimitiveType, Vertex *vertices, int vertexCount) = 0;
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virtual void DrawPrimitive(PrimitiveType, VertexTex2 *vertices, int vertexCount) = 0;
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2012-06-24 13:41:56 +00:00
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};
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}; // namespace Gfx
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