ddnet/src/engine/graphics.h

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/* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */
/* If you are missing that file, acquire a complete release at teeworlds.com. */
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#ifndef ENGINE_GRAPHICS_H
#define ENGINE_GRAPHICS_H
#include "kernel.h"
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#include <base/color.h>
#include <stddef.h>
#include <stdint.h>
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#include <vector>
#define GRAPHICS_TYPE_UNSIGNED_BYTE 0x1401
#define GRAPHICS_TYPE_UNSIGNED_SHORT 0x1403
#define GRAPHICS_TYPE_INT 0x1404
#define GRAPHICS_TYPE_UNSIGNED_INT 0x1405
#define GRAPHICS_TYPE_FLOAT 0x1406
struct SBufferContainerInfo
{
int m_Stride;
// the attributes of the container
struct SAttribute
{
int m_DataTypeCount;
unsigned int m_Type;
bool m_Normalized;
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void *m_pOffset;
//0: float, 1:integer
unsigned int m_FuncType;
int m_VertBufferBindingIndex;
};
std::vector<SAttribute> m_Attributes;
};
struct SQuadRenderInfo
{
float m_aColor[4];
float m_aOffsets[2];
float m_Rotation;
};
struct SGraphicTile
{
vec2 m_TopLeft;
vec2 m_TopRight;
vec2 m_BottomRight;
vec2 m_BottomLeft;
};
struct SGraphicTileTexureCoords
{
vec3 m_TexCoordTopLeft;
vec3 m_TexCoordTopRight;
vec3 m_TexCoordBottomRight;
vec3 m_TexCoordBottomLeft;
};
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class CImageInfo
{
public:
enum
{
FORMAT_AUTO = -1,
FORMAT_RGB = 0,
FORMAT_RGBA = 1,
FORMAT_ALPHA = 2,
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};
/* Variable: width
Contains the width of the image */
int m_Width;
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/* Variable: height
Contains the height of the image */
int m_Height;
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/* Variable: format
Contains the format of the image. See <Image Formats> for more information. */
int m_Format;
/* Variable: data
Pointer to the image data. */
void *m_pData;
};
/*
Structure: CVideoMode
*/
class CVideoMode
{
public:
int m_Width, m_Height;
int m_Red, m_Green, m_Blue;
};
struct GL_SPoint
{
float x, y;
};
struct GL_STexCoord
{
float u, v;
};
struct GL_STexCoord3D
{
GL_STexCoord3D &operator=(const GL_STexCoord &TexCoord)
{
u = TexCoord.u;
v = TexCoord.v;
return *this;
}
float u, v, w;
};
struct GL_SColorf
{
float r, g, b, a;
};
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//use normalized color values
struct GL_SColor
{
unsigned char r, g, b, a;
};
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struct GL_SVertex
{
GL_SPoint m_Pos;
GL_STexCoord m_Tex;
GL_SColor m_Color;
};
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struct GL_SVertexTex3D
{
GL_SPoint m_Pos;
GL_SColorf m_Color;
GL_STexCoord3D m_Tex;
};
struct GL_SVertexTex3DStream
{
GL_SPoint m_Pos;
GL_SColor m_Color;
GL_STexCoord3D m_Tex;
};
struct SGraphicsWarning
{
SGraphicsWarning() :
m_WasShown(false) {}
char m_aWarningMsg[128];
bool m_WasShown;
};
typedef void (*WINDOW_RESIZE_FUNC)(void *pUser);
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class IGraphics : public IInterface
{
MACRO_INTERFACE("graphics", 0)
protected:
int m_ScreenWidth;
int m_ScreenHeight;
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int m_DesktopScreenWidth;
int m_DesktopScreenHeight;
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public:
/* Constants: Texture Loading Flags
TEXLOAD_NORESAMPLE - Prevents the texture from any resampling
*/
enum
{
TEXLOAD_NORESAMPLE = 1 << 0,
TEXLOAD_NOMIPMAPS = 1 << 1,
TEXLOAD_NO_COMPRESSION = 1 << 2,
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TEXLOAD_TO_3D_TEXTURE = (1 << 3),
TEXLOAD_TO_2D_ARRAY_TEXTURE = (1 << 4),
TEXLOAD_TO_3D_TEXTURE_SINGLE_LAYER = (1 << 5),
TEXLOAD_TO_2D_ARRAY_TEXTURE_SINGLE_LAYER = (1 << 6),
TEXLOAD_NO_2D_TEXTURE = (1 << 7),
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};
class CTextureHandle
{
friend class IGraphics;
int m_Id;
public:
CTextureHandle() :
m_Id(-1)
{
}
operator int() const { return m_Id; }
};
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int ScreenWidth() const { return m_ScreenWidth; }
int ScreenHeight() const { return m_ScreenHeight; }
float ScreenAspect() const { return (float)ScreenWidth() / (float)ScreenHeight(); }
virtual bool Fullscreen(bool State) = 0;
virtual void SetWindowBordered(bool State) = 0;
virtual bool SetWindowScreen(int Index) = 0;
virtual bool SetVSync(bool State) = 0;
virtual int GetWindowScreen() = 0;
virtual void Resize(int w, int h) = 0;
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virtual void AddWindowResizeListener(WINDOW_RESIZE_FUNC pFunc, void *pUser) = 0;
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virtual void Clear(float r, float g, float b) = 0;
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virtual void ClipEnable(int x, int y, int w, int h) = 0;
virtual void ClipDisable() = 0;
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virtual void MapScreen(float TopLeftX, float TopLeftY, float BottomRightX, float BottomRightY) = 0;
virtual void GetScreen(float *pTopLeftX, float *pTopLeftY, float *pBottomRightX, float *pBottomRightY) = 0;
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// TODO: These should perhaps not be virtuals
virtual void BlendNone() = 0;
virtual void BlendNormal() = 0;
virtual void BlendAdditive() = 0;
virtual void WrapNormal() = 0;
virtual void WrapClamp() = 0;
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virtual int MemoryUsage() const = 0;
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virtual int LoadPNG(CImageInfo *pImg, const char *pFilename, int StorageType) = 0;
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// destination and source buffer require to have the same width and height
virtual void CopyTextureBufferSub(uint8_t *pDestBuffer, uint8_t *pSourceBuffer, int FullWidth, int FullHeight, int ColorChannelCount, int SubOffsetX, int SubOffsetY, int SubCopyWidth, int SubCopyHeight) = 0;
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virtual int UnloadTexture(CTextureHandle Index) = 0;
virtual CTextureHandle LoadTextureRaw(int Width, int Height, int Format, const void *pData, int StoreFormat, int Flags, const char *pTexName = NULL) = 0;
virtual int LoadTextureRawSub(CTextureHandle TextureID, int x, int y, int Width, int Height, int Format, const void *pData) = 0;
virtual CTextureHandle LoadTexture(const char *pFilename, int StorageType, int StoreFormat, int Flags) = 0;
virtual void TextureSet(CTextureHandle Texture) = 0;
void TextureClear() { TextureSet(CTextureHandle()); }
virtual void FlushVertices(bool KeepVertices = false) = 0;
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virtual void FlushTextVertices(int TextureSize, int TextTextureIndex, int TextOutlineTextureIndex, float *pOutlineTextColor) = 0;
virtual void FlushVerticesTex3D() = 0;
// specific render functions
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virtual void RenderTileLayer(int BufferContainerIndex, float *pColor, char **pOffsets, unsigned int *IndicedVertexDrawNum, size_t NumIndicesOffet) = 0;
virtual void RenderBorderTiles(int BufferContainerIndex, float *pColor, char *pIndexBufferOffset, float *pOffset, float *pDir, int JumpIndex, unsigned int DrawNum) = 0;
virtual void RenderBorderTileLines(int BufferContainerIndex, float *pColor, char *pIndexBufferOffset, float *pOffset, float *pDir, unsigned int IndexDrawNum, unsigned int RedrawNum) = 0;
virtual void RenderQuadLayer(int BufferContainerIndex, SQuadRenderInfo *pQuadInfo, int QuadNum) = 0;
virtual void RenderText(int BufferContainerIndex, int TextQuadNum, int TextureSize, int TextureTextIndex, int TextureTextOutlineIndex, float *pTextColor, float *pTextoutlineColor) = 0;
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// opengl 3.3 functions
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virtual int CreateBufferObject(size_t UploadDataSize, void *pUploadData) = 0;
virtual void RecreateBufferObject(int BufferIndex, size_t UploadDataSize, void *pUploadData) = 0;
virtual void UpdateBufferObject(int BufferIndex, size_t UploadDataSize, void *pUploadData, void *pOffset) = 0;
virtual void CopyBufferObject(int WriteBufferIndex, int ReadBufferIndex, size_t WriteOffset, size_t ReadOffset, size_t CopyDataSize) = 0;
virtual void DeleteBufferObject(int BufferIndex) = 0;
virtual int CreateBufferContainer(struct SBufferContainerInfo *pContainerInfo) = 0;
// destroying all buffer objects means, that all referenced VBOs are destroyed automatically, so the user does not need to save references to them
virtual void DeleteBufferContainer(int ContainerIndex, bool DestroyAllBO = true) = 0;
virtual void UpdateBufferContainer(int ContainerIndex, struct SBufferContainerInfo *pContainerInfo) = 0;
virtual void IndicesNumRequiredNotify(unsigned int RequiredIndicesCount) = 0;
virtual bool IsTileBufferingEnabled() = 0;
virtual bool IsQuadBufferingEnabled() = 0;
virtual bool IsTextBufferingEnabled() = 0;
virtual bool IsQuadContainerBufferingEnabled() = 0;
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virtual bool HasTextureArrays() = 0;
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struct CLineItem
{
float m_X0, m_Y0, m_X1, m_Y1;
CLineItem() {}
CLineItem(float x0, float y0, float x1, float y1) :
m_X0(x0), m_Y0(y0), m_X1(x1), m_Y1(y1) {}
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};
virtual void LinesBegin() = 0;
virtual void LinesEnd() = 0;
virtual void LinesDraw(const CLineItem *pArray, int Num) = 0;
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virtual void QuadsBegin() = 0;
virtual void QuadsEnd() = 0;
virtual void TextQuadsBegin() = 0;
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virtual void TextQuadsEnd(int TextureSize, int TextTextureIndex, int TextOutlineTextureIndex, float *pOutlineTextColor) = 0;
virtual void QuadsTex3DBegin() = 0;
virtual void QuadsTex3DEnd() = 0;
virtual void QuadsEndKeepVertices() = 0;
virtual void QuadsDrawCurrentVertices(bool KeepVertices = true) = 0;
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virtual void QuadsSetRotation(float Angle) = 0;
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virtual void QuadsSetSubset(float TopLeftU, float TopLeftV, float BottomRightU, float BottomRightV) = 0;
virtual void QuadsSetSubsetFree(float x0, float y0, float x1, float y1, float x2, float y2, float x3, float y3, int Index = -1) = 0;
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struct CQuadItem
{
float m_X, m_Y, m_Width, m_Height;
CQuadItem() {}
CQuadItem(float x, float y, float w, float h) :
m_X(x), m_Y(y), m_Width(w), m_Height(h) {}
void Set(float x, float y, float w, float h)
{
m_X = x;
m_Y = y;
m_Width = w;
m_Height = h;
}
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};
virtual void QuadsDraw(CQuadItem *pArray, int Num) = 0;
virtual void QuadsDrawTL(const CQuadItem *pArray, int Num) = 0;
virtual void QuadsTex3DDrawTL(const CQuadItem *pArray, int Num) = 0;
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struct CFreeformItem
{
float m_X0, m_Y0, m_X1, m_Y1, m_X2, m_Y2, m_X3, m_Y3;
CFreeformItem() {}
CFreeformItem(float x0, float y0, float x1, float y1, float x2, float y2, float x3, float y3) :
m_X0(x0), m_Y0(y0), m_X1(x1), m_Y1(y1), m_X2(x2), m_Y2(y2), m_X3(x3), m_Y3(y3) {}
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};
virtual int CreateQuadContainer() = 0;
virtual void QuadContainerUpload(int ContainerIndex) = 0;
virtual void QuadContainerAddQuads(int ContainerIndex, CQuadItem *pArray, int Num) = 0;
virtual void QuadContainerAddQuads(int ContainerIndex, CFreeformItem *pArray, int Num) = 0;
virtual void QuadContainerReset(int ContainerIndex) = 0;
virtual void DeleteQuadContainer(int ContainerIndex) = 0;
virtual void RenderQuadContainer(int ContainerIndex, int QuadDrawNum) = 0;
virtual void RenderQuadContainer(int ContainerIndex, int QuadOffset, int QuadDrawNum) = 0;
virtual void RenderQuadContainerAsSprite(int ContainerIndex, int QuadOffset, float X, float Y, float ScaleX = 1.f, float ScaleY = 1.f) = 0;
struct SRenderSpriteInfo
{
float m_Pos[2];
float m_Scale;
float m_Rotation;
};
virtual void RenderQuadContainerAsSpriteMultiple(int ContainerIndex, int QuadOffset, int DrawCount, SRenderSpriteInfo *pRenderInfo) = 0;
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virtual void QuadsDrawFreeform(const CFreeformItem *pArray, int Num) = 0;
virtual void QuadsText(float x, float y, float Size, const char *pText) = 0;
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struct CColorVertex
{
int m_Index;
float m_R, m_G, m_B, m_A;
CColorVertex() {}
CColorVertex(int i, float r, float g, float b, float a) :
m_Index(i), m_R(r), m_G(g), m_B(b), m_A(a) {}
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};
virtual void SetColorVertex(const CColorVertex *pArray, int Num) = 0;
virtual void SetColor(float r, float g, float b, float a) = 0;
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virtual void SetColor(ColorRGBA rgb) = 0;
virtual void SetColor4(vec4 TopLeft, vec4 TopRight, vec4 BottomLeft, vec4 BottomRight) = 0;
virtual void ChangeColorOfCurrentQuadVertices(float r, float g, float b, float a) = 0;
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virtual void ChangeColorOfQuadVertices(int QuadOffset, unsigned char r, unsigned char g, unsigned char b, unsigned char a) = 0;
virtual void TakeScreenshot(const char *pFilename) = 0;
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virtual void TakeCustomScreenshot(const char *pFilename) = 0;
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virtual int GetVideoModes(CVideoMode *pModes, int MaxModes, int Screen) = 0;
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virtual void Swap() = 0;
virtual int GetNumScreens() const = 0;
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// synchronization
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virtual void InsertSignal(class semaphore *pSemaphore) = 0;
virtual bool IsIdle() = 0;
virtual void WaitForIdle() = 0;
virtual void SetWindowGrab(bool Grab) = 0;
virtual void NotifyWindow() = 0;
virtual SGraphicsWarning *GetCurWarning() = 0;
protected:
inline CTextureHandle CreateTextureHandle(int Index)
{
CTextureHandle Tex;
Tex.m_Id = Index;
return Tex;
}
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};
class IEngineGraphics : public IGraphics
{
MACRO_INTERFACE("enginegraphics", 0)
public:
virtual int Init() = 0;
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virtual void Shutdown() = 0;
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virtual void Minimize() = 0;
virtual void Maximize() = 0;
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virtual int WindowActive() = 0;
virtual int WindowOpen() = 0;
};
extern IEngineGraphics *CreateEngineGraphics();
extern IEngineGraphics *CreateEngineGraphicsThreaded();
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#endif