#ifndef RAGEDISPLAY_H #define RAGEDISPLAY_H /* ----------------------------------------------------------------------------- Class: RageDisplay Desc: Wrapper around a graphics device. Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved. Chris Danford ----------------------------------------------------------------------------- */ #include "SDL_types.h" #include "RageTypes.h" const int REFRESH_DEFAULT = 0; struct SDL_Surface; // VertexArray holds vertex data in a format that is most efficient for // the graphics API. /*struct VertexArray { VertexArray(); ~VertexArray(); unsigned size(); void resize( unsigned new_size ); RageVector2& TexCoord( int index ); RageColor& Color( int index ); RageVector3& Normal( int index ); RageVector3& Position( int index ); // convenience. Remove this later! void Set( int index, const RageSpriteVertex& v ); struct Impl; Impl* pImpl; }; */ class RageDisplay { friend class RageTexture; public: struct PixelFormatDesc { int bpp; unsigned int masks[4]; }; enum PixelFormat { FMT_RGBA8, FMT_RGBA4, FMT_RGB5A1, FMT_RGB5, FMT_RGB8, FMT_PAL, /* The above formats differ between OpenGL and D3D. These are provided as * alternatives for OpenGL that match some format in D3D. Don't use them * directly; they'll be matched automatically by FindPixelFormat. */ FMT_BGR8, FMT_A1BGR5, NUM_PIX_FORMATS }; static CString PixelFormatToString( PixelFormat pixfmt ); virtual const PixelFormatDesc *GetPixelFormatDesc(PixelFormat pf) const = 0; struct VideoModeParams { // Initialize with a constructor so to guarantee all paramters // are filled (in case new params are added). VideoModeParams( bool windowed_, int width_, int height_, int bpp_, int rate_, bool vsync_, bool interlaced_, bool bAntiAliasing_, CString sWindowTitle_, CString sIconFile_ #ifdef _XBOX , bool PAL_ #endif ) { windowed = windowed_; width = width_; height = height_; bpp = bpp_; rate = rate_; vsync = vsync_; interlaced = interlaced_; bAntiAliasing = bAntiAliasing_; sWindowTitle = sWindowTitle_; sIconFile = sIconFile_; #ifdef _XBOX PAL = PAL_; #endif } VideoModeParams() {} bool windowed; int width; int height; int bpp; int rate; bool vsync; bool bAntiAliasing; bool interlaced; #ifdef _XBOX bool PAL; #endif CString sWindowTitle; CString sIconFile; }; /* This is needed or the overridden classes' dtors will not be called. */ virtual ~RageDisplay() { } virtual void Update(float fDeltaTime) { } virtual bool IsSoftwareRenderer() = 0; // Don't override this. Override TryVideoMode() instead. // This will set the video mode to be as close as possible to params. // Return true if device was re-created and we need to reload textures. bool SetVideoMode( VideoModeParams params ); /* Call this when the resolution has been changed externally: */ virtual void ResolutionChanged() { } virtual void BeginFrame() = 0; virtual void EndFrame() = 0; virtual VideoModeParams GetVideoModeParams() const = 0; bool IsWindowed() const { return this->GetVideoModeParams().windowed; } virtual void SetBlendMode( BlendMode mode ) = 0; virtual bool SupportsTextureFormat( PixelFormat pixfmt ) = 0; /* This really indicates whether 4-bit palettes will actually use less memory * than 8-bit ones. Note that 4-bit palettes are uploaded as 8-bit paletted * surfaces with color index values in the range 0..15; not as 4-bit "packed * indexes". */ virtual bool Supports4BitPalettes() { return false; } /* return 0 if failed or internal texture resource handle * (unsigned in OpenGL, texture pointer in D3D) */ virtual unsigned CreateTexture( PixelFormat pixfmt, // format of img and of texture in video mem SDL_Surface* img // must be in pixfmt ) = 0; virtual void UpdateTexture( unsigned uTexHandle, SDL_Surface* img, int xoffset, int yoffset, int width, int height ) = 0; virtual void DeleteTexture( unsigned uTexHandle ) = 0; virtual void SetTexture( RageTexture* pTexture ) = 0; virtual void SetTextureModeModulate() = 0; virtual void SetTextureModeGlow( GlowMode m=GLOW_WHITEN ) = 0; virtual void SetTextureWrapping( bool b ) = 0; virtual int GetMaxTextureSize() const = 0; virtual void SetTextureFiltering( bool b ) = 0; virtual bool IsZTestEnabled() const = 0; virtual bool IsZWriteEnabled() const = 0; virtual void SetZWrite( bool b ) = 0; virtual void SetZTest( bool b ) = 0; virtual void ClearZBuffer() = 0; void SetZBuffer( bool b ) { SetZWrite(b); SetZTest(b); } // shortcut virtual void SetBackfaceCull( bool b ) = 0; virtual void SetAlphaTest( bool b ) = 0; virtual void SetMaterial( float emissive[4], float ambient[4], float diffuse[4], float specular[4], float shininess ) = 0; virtual void SetLighting( bool b ) = 0; virtual void SetLightOff( int index ) = 0; virtual void SetLightDirectional( int index, RageColor ambient, RageColor diffuse, RageColor specular, RageVector3 dir ) = 0; void DrawQuad( const RageSpriteVertex v[] ) { DrawQuads(v,4); } /* alias. upper-left, upper-right, lower-left, lower-right */ virtual void DrawQuads( const RageSpriteVertex v[], int iNumVerts ) = 0; virtual void DrawFan( const RageSpriteVertex v[], int iNumVerts ) = 0; virtual void DrawStrip( const RageSpriteVertex v[], int iNumVerts ) = 0; virtual void DrawTriangles( const RageSpriteVertex v[], int iNumVerts ) = 0; virtual void DrawIndexedTriangles( const RageModelVertex v[], int iNumVerts, const Uint16* pIndices, int iNumIndices ) = 0; virtual void DrawLineStrip( const RageSpriteVertex v[], int iNumVerts, float LineWidth ); void DrawCircle( const RageSpriteVertex &v, float radius ); virtual void SaveScreenshot( CString sPath ) = 0; virtual CString GetTextureDiagnostics( unsigned id ) const { return ""; } protected: // Return "" if mode change was successful, an error message otherwise. // bNewDeviceOut is set true if a new device was created and textures // need to be reloaded. virtual CString TryVideoMode( VideoModeParams params, bool &bNewDeviceOut ) = 0; virtual void SetViewport(int shift_left, int shift_down) = 0; void DrawPolyLine(const RageSpriteVertex &p1, const RageSpriteVertex &p2, float LineWidth ); // Stuff in RageDisplay.cpp void SetDefaultRenderStates(); public: /* Statistics */ int GetFPS() const; int GetVPF() const; int GetCumFPS() const; /* average FPS since last reset */ void ResetStats(); void ProcessStatsOnFlip(); void StatsAddVerts( int iNumVertsRendered ); /* World matrix stack functions. */ void PushMatrix(); void PopMatrix(); void Translate( float x, float y, float z ); void TranslateWorld( float x, float y, float z ); void Scale( float x, float y, float z ); void RotateX( float deg ); void RotateY( float deg ); void RotateZ( float deg ); void MultMatrix( const RageMatrix &f ) { this->PostMultMatrix(f); } /* alias */ void PostMultMatrix( const RageMatrix &f ); void PreMultMatrix( const RageMatrix &f ); void LoadIdentity(); /* Projection and View matrix stack functions. */ void CameraPushMatrix(); void CameraPopMatrix(); void LoadMenuPerspective( float fovDegrees, float fVanishPointX, float fVanishPointY ); void LoadLookAt( float fov, const RageVector3 &Eye, const RageVector3 &At, const RageVector3 &Up ); /* Centering matrix */ void ChangeCentering( int trans_x, int trans_y, float scale_x, float scale_y ); SDL_Surface *CreateSurfaceFromPixfmt( PixelFormat pixfmt, void *pixels, int width, int height, int pitch ); PixelFormat FindPixelFormat( int bpp, int Rmask, int Gmask, int Bmask, int Amask ); protected: RageMatrix GetPerspectiveMatrix(float fovy, float aspect, float zNear, float zFar); // Different for D3D and OpenGL. Not sure why they're not compatible. -Chris virtual RageMatrix GetOrthoMatrix( float l, float r, float b, float t, float zn, float zf ) = 0; virtual RageMatrix GetFrustumMatrix( float l, float r, float b, float t, float zn, float zf ); // // Matrix that adjusts position and scale of image on the screen // RageMatrix m_Centering; // Called by the RageDisplay derivitives const RageMatrix* GetCentering() { return &m_Centering; } const RageMatrix* GetProjectionTop(); const RageMatrix* GetViewTop(); const RageMatrix* GetWorldTop(); }; extern RageDisplay* DISPLAY; // global and accessable from anywhere in our program #endif