colobot/src/graphics/core/device.h

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/*
* This file is part of the Colobot: Gold Edition source code
* Copyright (C) 2001-2014, Daniel Roux, EPSITEC SA & TerranovaTeam
* http://epsiteс.ch; http://colobot.info; http://github.com/colobot
*
* 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 http://gnu.org/licenses
*/
/**
* \file graphics/core/device.h
* \brief Abstract graphics device - CDevice class and related structs/enums
*/
#pragma once
#include "graphics/core/color.h"
#include "graphics/core/light.h"
#include "graphics/core/material.h"
#include "graphics/core/texture.h"
#include "graphics/core/vertex.h"
#include "math/intpoint.h"
#include "math/matrix.h"
#include <string>
class CImage;
struct ImageData;
// Graphics module namespace
namespace Gfx {
/**
* \struct DeviceConfig
* \brief General config for graphics device
*
* These settings are common window options set by SDL.
*/
struct DeviceConfig
{
//! Screen size
Math::IntPoint size;
//! Bits per pixel
int bpp;
//! Full screen
bool fullScreen;
//! Resizeable window
bool resizeable;
//! Double buffering
bool doubleBuf;
//! No window frame (also set with full screen)
bool noFrame;
//! Size of red channel in bits
int redSize;
//! Size of green channel in bits
int greenSize;
//! Size of blue channel in bits
int blueSize;
//! Size of alpha channel in bits
int alphaSize;
//! Color depth in bits
int depthSize;
//! Force hardware acceleration (video mode set will fail on lack of hw accel)
bool hardwareAccel;
//! Constructor calls LoadDefault()
DeviceConfig() { LoadDefault(); }
//! Loads the default values
inline void LoadDefault()
{
size = Math::IntPoint(800, 600);
bpp = 32;
fullScreen = false;
resizeable = true;
doubleBuf = true;
noFrame = false;
hardwareAccel = true;
redSize = 8;
blueSize = 8;
greenSize = 8;
alphaSize = 8;
depthSize = 24;
}
};
/**
* \enum TransformType
* \brief Type of transformation in rendering pipeline
*
* These correspond to DirectX's three transformation matrices.
*/
enum TransformType
{
TRANSFORM_WORLD,
TRANSFORM_VIEW,
TRANSFORM_PROJECTION,
TRANSFORM_SHADOW
};
/**
* \enum RenderState
* \brief Render states that can be enabled/disabled
*/
enum RenderState
{
RENDER_STATE_LIGHTING,
RENDER_STATE_BLENDING,
RENDER_STATE_FOG,
RENDER_STATE_DEPTH_TEST,
RENDER_STATE_DEPTH_WRITE,
RENDER_STATE_ALPHA_TEST,
RENDER_STATE_CULLING,
RENDER_STATE_DEPTH_BIAS,
RENDER_STATE_OFFSCREEN_RENDERING
};
/**
* \enum CompFunc
* \brief Type of function used to compare values
*/
enum CompFunc
{
COMP_FUNC_NEVER,
COMP_FUNC_LESS,
COMP_FUNC_EQUAL,
COMP_FUNC_NOTEQUAL,
COMP_FUNC_LEQUAL,
COMP_FUNC_GREATER,
COMP_FUNC_GEQUAL,
COMP_FUNC_ALWAYS
};
/**
* \enum BlendFunc
* \brief Type of blending function
*/
enum BlendFunc
{
BLEND_ZERO,
BLEND_ONE,
BLEND_SRC_COLOR,
BLEND_INV_SRC_COLOR,
BLEND_DST_COLOR,
BLEND_INV_DST_COLOR,
BLEND_SRC_ALPHA,
BLEND_INV_SRC_ALPHA,
BLEND_DST_ALPHA,
BLEND_INV_DST_ALPHA,
BLEND_SRC_ALPHA_SATURATE
};
/**
* \enum FogMode
* \brief Type of fog calculation function
*/
enum FogMode
{
FOG_LINEAR,
FOG_EXP,
FOG_EXP2
};
/**
* \enum CullMode
* \brief Culling mode for polygons
*/
enum CullMode
{
//! Cull clockwise faces
CULL_CW,
//! Cull counter-clockwise faces
CULL_CCW
};
/**
* \enum ShadeModel
* \brief Shade model used in rendering
*/
enum ShadeModel
{
SHADE_FLAT,
SHADE_SMOOTH
};
/**
* \enum FillMode
* \brief Polygon fill mode
*/
enum FillMode
{
//! Draw only points
FILL_POINT,
//! Draw only lines
FILL_LINES,
//! Draw full polygons
FILL_POLY
};
/**
* \enum PrimitiveType
* \brief Type of primitive to render
*/
enum PrimitiveType
{
PRIMITIVE_POINTS,
PRIMITIVE_LINES,
PRIMITIVE_LINE_STRIP,
PRIMITIVE_TRIANGLES,
PRIMITIVE_TRIANGLE_STRIP
};
/**
* \enum FrustumPlane
* \brief Planes of frustum space
*
* Bitset of flags - can be OR'd together.
*/
enum FrustumPlane
{
FRUSTUM_PLANE_LEFT = 0x01,
FRUSTUM_PLANE_RIGHT = 0x02,
FRUSTUM_PLANE_TOP = 0x04,
FRUSTUM_PLANE_BOTTOM = 0x08,
FRUSTUM_PLANE_FRONT = 0x10,
FRUSTUM_PLANE_BACK = 0x20,
FRUSTUM_PLANE_ALL = FRUSTUM_PLANE_LEFT | FRUSTUM_PLANE_RIGHT |
FRUSTUM_PLANE_TOP | FRUSTUM_PLANE_BOTTOM |
FRUSTUM_PLANE_FRONT | FRUSTUM_PLANE_BACK
};
/**
* \enum RenderTarget
* \brief Render targets for rendering to textures
*/
enum RenderTarget
{
RENDER_TARGET_COLOR,
RENDER_TARGET_DEPTH,
RENDER_TARGET_STENCIL
};
/**
* \class CDevice
* \brief Abstract interface of graphics device
*
* It is based on DIRECT3DDEVICE class from DirectX to make it easier to port existing code.
* It encapsulates the general graphics device state and provides a common interface
* to graphics-specific functions which will be used throughout the program,
* both in CEngine class and in UI classes. Note that it doesn't contain all functions from DirectX,
* only those that were used in old code.
*
*/
class CDevice
{
public:
virtual ~CDevice() {}
//! Provides a hook to debug graphics code (implementation-specific)
virtual void DebugHook() = 0;
//! Displays light positions to aid in debuggings
virtual void DebugLights() = 0;
//! Initializes the device, setting the initial state
virtual bool Create() = 0;
//! Destroys the device, releasing every acquired resource
virtual void Destroy() = 0;
//! Changes configuration
virtual void ConfigChanged(const DeviceConfig &newConfig) = 0;
//! Begins drawing the 3D scene
virtual void BeginScene() = 0;
//! Ends drawing the 3D scene
virtual void EndScene() = 0;
//! Clears the screen to blank
virtual void Clear() = 0;
//! Sets the transform matrix of given type
virtual void SetTransform(TransformType type, const Math::Matrix &matrix) = 0;
//! Sets the current material
virtual void SetMaterial(const Material &material) = 0;
//! Returns the maximum number of lights available
virtual int GetMaxLightCount() = 0;
//! Sets the light at given index
virtual void SetLight(int index, const Light &light) = 0;
//! Enables/disables the light at given index
virtual void SetLightEnabled(int index, bool enabled) = 0;
//! Creates a texture from image; the image can be safely removed after that
virtual Texture CreateTexture(CImage *image, const TextureCreateParams &params) = 0;
//! Creates a texture from raw image data; image data can be freed after that
virtual Texture CreateTexture(ImageData *data, const TextureCreateParams &params) = 0;
//! Creates a depth texture with specific dimensions and depth
virtual Texture CreateDepthTexture(int width, int height, int depth) = 0;
//! Deletes a given texture, freeing it from video memory
virtual void DestroyTexture(const Texture &texture) = 0;
//! Deletes all textures created so far
virtual void DestroyAllTextures() = 0;
//! Returns the maximum number of multitexture stages
virtual int GetMaxTextureStageCount() = 0;
//! Sets the texture at given texture stage
virtual void SetTexture(int index, const Texture &texture) = 0;
//! Sets the texture image by ID at given texture stage
virtual void SetTexture(int index, unsigned int textureId) = 0;
//! Enables/disables the given texture stage
virtual void SetTextureEnabled(int index, bool enabled) = 0;
//! Sets the params for texture stage with given index
virtual void SetTextureStageParams(int index, const TextureStageParams &params) = 0;
//! Sets only the texture wrap modes (for faster than thru stage params)
virtual void SetTextureStageWrap(int index, TexWrapMode wrapS, TexWrapMode wrapT) = 0;
//! Sets the texture coordinate generation mode for given texture unit
virtual void SetTextureCoordGeneration(int index, TextureGenerationParams &params) = 0;
//! Renders primitive composed of vertices with single texture
virtual void DrawPrimitive(PrimitiveType type, const Vertex *vertices , int vertexCount,
Color color = Color(1.0f, 1.0f, 1.0f, 1.0f)) = 0;
//! Renders primitive composed of vertices with multitexturing (2 textures)
virtual void DrawPrimitive(PrimitiveType type, const VertexTex2 *vertices, int vertexCount,
Color color = Color(1.0f, 1.0f, 1.0f, 1.0f)) = 0;
//! Renders primitive composed of vertices with solid color
virtual void DrawPrimitive(PrimitiveType type, const VertexCol *vertices , int vertexCount) = 0;
//! Creates a static buffer composed of given primitives with single texture vertices
virtual unsigned int CreateStaticBuffer(PrimitiveType primitiveType, const Vertex* vertices, int vertexCount) = 0;
//! Creates a static buffer composed of given primitives with multitexturing
virtual unsigned int CreateStaticBuffer(PrimitiveType primitiveType, const VertexTex2* vertices, int vertexCount) = 0;
//! Creates a static buffer composed of given primitives with solid color
virtual unsigned int CreateStaticBuffer(PrimitiveType primitiveType, const VertexCol* vertices, int vertexCount) = 0;
//! Updates the static buffer composed of given primitives with single texture vertices
virtual void UpdateStaticBuffer(unsigned int bufferId, PrimitiveType primitiveType, const Vertex* vertices, int vertexCount) = 0;
//! Updates the static buffer composed of given primitives with multitexturing
virtual void UpdateStaticBuffer(unsigned int bufferId, PrimitiveType primitiveType, const VertexTex2* vertices, int vertexCount) = 0;
//! Updates the static buffer composed of given primitives with solid color
virtual void UpdateStaticBuffer(unsigned int bufferId, PrimitiveType primitiveType, const VertexCol* vertices, int vertexCount) = 0;
//! Draws a static buffer
virtual void DrawStaticBuffer(unsigned int bufferId) = 0;
//! Deletes a static buffer
virtual void DestroyStaticBuffer(unsigned int bufferId) = 0;
//! Tests whether a sphere is (partially) within the frustum volume
//! Returns a mask of frustum planes for which the test is positive
virtual int ComputeSphereVisibility(const Math::Vector &center, float radius) = 0;
//! Changes rendering viewport
virtual void SetViewport(int x, int y, int width, int height) = 0;
//! Enables/disables the given render state
virtual void SetRenderState(RenderState state, bool enabled) = 0;
//! Sets the color mask
virtual void SetColorMask(bool red, bool green, bool blue, bool alpha) = 0;
//! Sets the function of depth test
virtual void SetDepthTestFunc(CompFunc func) = 0;
//! Sets the depth bias (constant value added to Z-coords)
virtual void SetDepthBias(float factor, float units) = 0;
//! Sets the alpha test function and reference value
virtual void SetAlphaTestFunc(CompFunc func, float refValue) = 0;
//! Sets the blending functions for source and destination operations
virtual void SetBlendFunc(BlendFunc srcBlend, BlendFunc dstBlend) = 0;
//! Sets the clear color
virtual void SetClearColor(const Color &color) = 0;
//! Sets the global ambient color
virtual void SetGlobalAmbient(const Color &color) = 0;
//! Sets the fog parameters: mode, color, start distance, end distance and density (for exp models)
virtual void SetFogParams(FogMode mode, const Color &color, float start, float end, float density) = 0;
//! Sets the current cull mode
virtual void SetCullMode(CullMode mode) = 0;
//! Sets the shade model
virtual void SetShadeModel(ShadeModel model) = 0;
//! Sets shadow color
virtual void SetShadowColor(float value) = 0;
//! Sets the current fill mode
virtual void SetFillMode(FillMode mode) = 0;
//! Initializes offscreen buffer
virtual void InitOffscreenBuffer(int width, int height) = 0;
//! Sets render target to texture
virtual void SetRenderTexture(RenderTarget target, int texture) = 0;
//! Copies content of framebuffer to texture
virtual void CopyFramebufferToTexture(Texture& texture, int xOffset, int yOffset, int x, int y, int width, int height) = 0;
//! Returns the pixels of the entire screen
virtual void* GetFrameBufferPixels() const = 0;
};
} // namespace Gfx