mirror of
https://github.com/ptitSeb/Serious-Engine
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195 lines
9.6 KiB
C
195 lines
9.6 KiB
C
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/* Copyright (c) 2002-2012 Croteam Ltd. All rights reserved. */
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#ifndef SE_INCL_DRAWPORT_H
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#define SE_INCL_DRAWPORT_H
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#ifdef PRAGMA_ONCE
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#pragma once
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#endif
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#include <Engine/Base/Lists.h>
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class ENGINE_API CDrawPort {
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// implementation:
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public:
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CListNode dp_NodeInRaster; // for linking in list of clones
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public:
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class CRaster *dp_Raster; // pointer to the Raster this refers to
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class CFontData *dp_FontData; // pointer to the current text font
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PIX dp_Width, dp_Height; // width, height in pixels
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PIX dp_MinI, dp_MinJ; // I,J coord of the upper left edge in the Raster
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PIX dp_MaxI, dp_MaxJ; // I,J coord of the lower right edge in the Raster
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PIX dp_ScissorMinI, dp_ScissorMinJ; // I,J coord of the upper left edge in the Raster
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PIX dp_ScissorMaxI, dp_ScissorMaxJ; // I,J coord of the lower right edge in the Raster
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PIX dp_pixTextCharSpacing; // space between chars in text
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PIX dp_pixTextLineSpacing; // space between lines in text
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FLOAT dp_fTextScaling; // scaling factor for font size
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FLOAT dp_fTextAspect; // aspect ratio for font (x/y)
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INDEX dp_iTextMode; // text output mode (-1 = print special codes, 0 = ignore special codes, 1 = parse special codes)
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FLOAT dp_fWideAdjustment; // for wide (16:9 or 16:10) screen support (needed in some calculations) = 1.0f or >1 (10/12 perhaps)
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BOOL dp_bRenderingOverlay; // set when scene renderer requires overlay mode (don't clear z-buffer)
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// dimensions and position relative to the raster size
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double dp_SizeIOverRasterSizeI, dp_SizeJOverRasterSizeJ;
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double dp_MinIOverRasterSizeI, dp_MinJOverRasterSizeJ;
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// adjust this during frame to be used for screen blending
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ULONG dp_ulBlendingRA, dp_ulBlendingGA, dp_ulBlendingBA; // r*a, g*a, b*a
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ULONG dp_ulBlendingA;
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// set cloned drawport dimensions
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void InitCloned(CDrawPort *pdpBase, double rMinI,double rMinJ, double rSizeI,double rSizeJ);
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// Recalculate pixel dimensions from relative dimensions and raster size
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void RecalculateDimensions(void);
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// set orthogonal projection
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void SetOrtho(void) const;
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// set given projection
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void SetProjection(CAnyProjection3D &apr) const;
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//interface:
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// Create a drawport for full raster
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CDrawPort( CRaster *praBase=NULL);
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// Clone a drawport
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CDrawPort( CDrawPort *pdpBase, double rMinI,double rMinJ, double rSizeI,double rSizeJ);
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CDrawPort( CDrawPort *pdpBase, const PIXaabbox2D &box);
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// dualhead cloning
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CDrawPort( CDrawPort *pdpBase, BOOL bLeft);
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// wide-screen cloning
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void MakeWideScreen(CDrawPort *pdp);
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// check if a drawport is dualhead
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BOOL IsDualHead(void);
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// check if a drawport is wide screen
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BOOL IsWideScreen(void);
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// set/get rendering in overlay mode
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inline void SetOverlappedRendering(BOOL bOverlay) { dp_bRenderingOverlay = bOverlay; };
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inline BOOL IsOverlappedRendering(void) const { return dp_bRenderingOverlay; };
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// returns unique drawport number
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ULONG GetID(void);
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// Get dimensions and location of drawport
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inline PIX GetWidth( void) const { return dp_Width; };
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inline PIX GetHeight(void) const { return dp_Height; };
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// text manipulation
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void SetFont( CFontData *pfd); // WARNING: this resets text variables
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inline void SetTextCharSpacing( PIX pixSpacing) { dp_pixTextCharSpacing = pixSpacing; };
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inline void SetTextLineSpacing( PIX pixSpacing) { dp_pixTextLineSpacing = pixSpacing; };
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inline void SetTextScaling( FLOAT fScalingFactor) { dp_fTextScaling = fScalingFactor; };
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inline void SetTextAspect( FLOAT fAspectRatio) { dp_fTextAspect = fAspectRatio; };
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inline void SetTextMode( INDEX iMode) { dp_iTextMode = iMode; };
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// returns width of entire text string (with scale included)
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ULONG GetTextWidth( const CTString &strText) const;
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// writes text string on drawport (left-aligned)
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void PutText( const CTString &strText, PIX pixX0, PIX pixY0, const COLOR colBlend=0xFFFFFFFF) const;
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// writes text string on drawport (centered arround X)
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void PutTextC( const CTString &strText, PIX pixX0, PIX pixY0, const COLOR colBlend=0xFFFFFFFF) const;
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// writes text string on drawport (centered arround X and Y)
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void PutTextCXY( const CTString &strText, PIX pixX0, PIX pixY0, const COLOR colBlend=0xFFFFFFFF) const;
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// writes text string on drawport (right-aligned)
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void PutTextR( const CTString &strText, PIX pixX0, PIX pixY0, const COLOR colBlend=0xFFFFFFFF) const;
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// plain texture display
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void PutTexture( class CTextureObject *pTO, const PIXaabbox2D &boxScreen,
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const COLOR colBlend=0xFFFFFFFF) const;
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void PutTexture( class CTextureObject *pTO, const PIXaabbox2D &boxScreen,
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const COLOR colUL, const COLOR colUR, const COLOR colDL, const COLOR colDR) const;
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void PutTexture( class CTextureObject *pTO, const PIXaabbox2D &boxScreen,
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const MEXaabbox2D &boxTexture, const COLOR colBlend=0xFFFFFFFF) const;
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void PutTexture( class CTextureObject *pTO, const PIXaabbox2D &boxScreen, const MEXaabbox2D &boxTexture,
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const COLOR colUL, const COLOR colUR, const COLOR colDL, const COLOR colDR) const;
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// advanced texture display
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void InitTexture( class CTextureObject *pTO, const BOOL bClamp=FALSE) const; // prepares texture and rendering arrays
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// adds one full texture to rendering queue
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void AddTexture( const FLOAT fI0, const FLOAT fJ0, const FLOAT fI1, const FLOAT fJ1, const COLOR col) const;
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// adds one part of texture to rendering queue
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void AddTexture( const FLOAT fI0, const FLOAT fJ0, const FLOAT fI1, const FLOAT fJ1,
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const FLOAT fU0, const FLOAT fV0, const FLOAT fU1, const FLOAT fV1, const COLOR col) const;
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// adds one textured quad to rendering queue (up-left start, counter-clockwise)
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void AddTexture( const FLOAT fI0, const FLOAT fJ0, const FLOAT fU0, const FLOAT fV0, const COLOR col0,
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const FLOAT fI1, const FLOAT fJ1, const FLOAT fU1, const FLOAT fV1, const COLOR col1,
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const FLOAT fI2, const FLOAT fJ2, const FLOAT fU2, const FLOAT fV2, const COLOR col2,
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const FLOAT fI3, const FLOAT fJ3, const FLOAT fU3, const FLOAT fV3, const COLOR col3) const;
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// adds one flat triangle rendering queue (up-left start, counter-clockwise)
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void AddTriangle( const FLOAT fI0, const FLOAT fJ0, const FLOAT fI1, const FLOAT fJ1,
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const FLOAT fI2, const FLOAT fJ2, const COLOR col) const;
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// renders all textures from rendering queue and flushed rendering arrays
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void FlushRenderingQueue(void) const;
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// lock and unlock raster thru drawport functions
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BOOL Lock(void);
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void Unlock(void);
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// draw point (can be several pixels - depends on radius)
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void DrawPoint( PIX pixI, PIX pixJ, COLOR col, PIX pixRadius=1) const;
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void DrawPoint3D( FLOAT3D v, COLOR col, FLOAT fRadius=1.0f) const; // in 3D
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// draw line
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void DrawLine( PIX pixI0, PIX pixJ0, PIX pixI1, PIX pixJ1, COLOR col, ULONG typ=_FULL_) const;
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void DrawLine3D( FLOAT3D v0, FLOAT3D v1, COLOR col) const; // in 3D
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// draw border
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void DrawBorder( PIX pixI, PIX pixJ, PIX pixWidth, PIX pixHeight, COLOR col, ULONG typ=_FULL_) const;
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// fill with blending part of a drawport with a given color
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void Fill( PIX pixI, PIX pixJ, PIX pixWidth, PIX pixHeight, COLOR col) const;
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// fill with blending part of a drawport with a four corner colors
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void Fill( PIX pixI, PIX pixJ, PIX pixWidth, PIX pixHeight,
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COLOR colUL, COLOR colUR, COLOR colDL, COLOR colDR) const;
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// fill a part of Z-Buffer with a given value
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void FillZBuffer( PIX pixI, PIX pixJ, PIX pixWidth, PIX pixHeight, FLOAT zval) const;
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// fill without blending an entire drawport with a given color
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void Fill( COLOR col) const;
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// fill an entire Z-Buffer with a given value
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void FillZBuffer( FLOAT zval) const;
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// grab screen (iGrabZBuffer: 0=no, 1=if allowed, 2=yes)
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void GrabScreen( class CImageInfo &iiGrabbedImage, INDEX iGrabZBuffer=0) const;
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// functions for getting depth of points on drawport
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BOOL IsPointVisible( PIX pixI, PIX pixJ, FLOAT fOoK, INDEX iID, INDEX iMirrorLevel=0) const;
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// render one lens flare
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void RenderLensFlare( CTextureObject *pto, FLOAT fI, FLOAT fJ,
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FLOAT fSizeI, FLOAT fSizeJ, ANGLE aRotation, COLOR colLight) const;
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// blend entire drawport with accumulated colors
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void BlendScreen(void);
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};
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enum ParticleBlendType {
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PBT_BLEND,
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PBT_ADD,
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PBT_MULTIPLY,
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PBT_ADDALPHA,
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PBT_FLEX, // premultiplied alpha (ONE + [1-SRC_ALPHA])
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PBT_TRANSPARENT,
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};
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void ENGINE_API Particle_PrepareSystem( CDrawPort *pdpDrawPort, CAnyProjection3D &prProjection);
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void ENGINE_API Particle_PrepareEntity( FLOAT fMipFactor, BOOL bHasFog, BOOL bHasHaze, CEntity *penViewer);
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void ENGINE_API Particle_EndSystem( BOOL bRestoreOrtho=TRUE);
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FLOAT ENGINE_API Particle_GetMipFactor(void);
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INDEX ENGINE_API Particle_GetDrawPortID(void);
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ENGINE_API CEntity *Particle_GetViewer(void);
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ENGINE_API CProjection3D *Particle_GetProjection(void);
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void ENGINE_API Particle_PrepareTexture( CTextureObject *pto, enum ParticleBlendType pbt);
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void ENGINE_API Particle_SetTexturePart( MEX mexWidth, MEX mexHeight, INDEX iCol, INDEX iRow);
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void ENGINE_API Particle_RenderSquare( const FLOAT3D &vPos, FLOAT fSize, ANGLE aRotation, COLOR col, FLOAT fYRatio=1.0f);
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void ENGINE_API Particle_RenderQuad3D( const FLOAT3D &vPos0, const FLOAT3D &vPos1, const FLOAT3D &vPos2,
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const FLOAT3D &vPos3, COLOR col);
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void ENGINE_API Particle_RenderLine( const FLOAT3D &vPos0, const FLOAT3D &vPos1, FLOAT fWidth, COLOR col);
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void ENGINE_API Particle_Sort( BOOL b3D=FALSE);
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void ENGINE_API Particle_Flush(void);
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#endif /* include-once check. */
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