dhewm3/neo/renderer/RenderSystem.h
2012-07-20 00:13:00 +02:00

271 lines
10 KiB
C++

/*
===========================================================================
Doom 3 GPL Source Code
Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code").
Doom 3 Source Code 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.
Doom 3 Source Code 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 Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#ifndef __RENDERER_H__
#define __RENDERER_H__
#include "framework/Common.h"
#include "renderer/Model.h"
/*
===============================================================================
idRenderSystem is responsible for managing the screen, which can have
multiple idRenderWorld and 2D drawing done on it.
===============================================================================
*/
// Contains variables specific to the OpenGL configuration being run right now.
// These are constant once the OpenGL subsystem is initialized.
typedef struct glconfig_s {
const char *renderer_string;
const char *vendor_string;
const char *version_string;
const char *extensions_string;
const char *wgl_extensions_string;
float glVersion; // atof( version_string )
int maxTextureSize; // queried from GL
int maxTextureUnits;
int maxTextureCoords;
int maxTextureImageUnits;
float maxTextureAnisotropy;
int colorBits, depthBits, stencilBits;
bool multitextureAvailable;
bool textureCompressionAvailable;
bool anisotropicAvailable;
bool textureLODBiasAvailable;
bool textureEnvAddAvailable;
bool textureEnvCombineAvailable;
bool registerCombinersAvailable;
bool cubeMapAvailable;
bool envDot3Available;
bool texture3DAvailable;
bool sharedTexturePaletteAvailable;
bool ARBVertexBufferObjectAvailable;
bool ARBVertexProgramAvailable;
bool ARBFragmentProgramAvailable;
bool twoSidedStencilAvailable;
bool textureNonPowerOfTwoAvailable;
bool depthBoundsTestAvailable;
int vidWidth, vidHeight; // passed to R_BeginFrame
int displayFrequency;
bool isFullscreen;
bool allowNV30Path;
bool allowNV20Path;
bool allowARB2Path;
bool isInitialized;
} glconfig_t;
// font support
const int GLYPH_START = 0;
const int GLYPH_END = 255;
const int GLYPH_CHARSTART = 32;
const int GLYPH_CHAREND = 127;
const int GLYPHS_PER_FONT = GLYPH_END - GLYPH_START + 1;
typedef struct {
int height; // number of scan lines
int top; // top of glyph in buffer
int bottom; // bottom of glyph in buffer
int pitch; // width for copying
int xSkip; // x adjustment
int imageWidth; // width of actual image
int imageHeight; // height of actual image
float s; // x offset in image where glyph starts
float t; // y offset in image where glyph starts
float s2;
float t2;
const idMaterial * glyph; // shader with the glyph
char shaderName[32];
} glyphInfo_t;
typedef struct {
glyphInfo_t glyphs [GLYPHS_PER_FONT];
float glyphScale;
char name[64];
} fontInfo_t;
typedef struct {
fontInfo_t fontInfoSmall;
fontInfo_t fontInfoMedium;
fontInfo_t fontInfoLarge;
int maxHeight;
int maxWidth;
int maxHeightSmall;
int maxWidthSmall;
int maxHeightMedium;
int maxWidthMedium;
int maxHeightLarge;
int maxWidthLarge;
char name[64];
} fontInfoEx_t;
const int SMALLCHAR_WIDTH = 8;
const int SMALLCHAR_HEIGHT = 16;
const int BIGCHAR_WIDTH = 16;
const int BIGCHAR_HEIGHT = 16;
// all drawing is done to a 640 x 480 virtual screen size
// and will be automatically scaled to the real resolution
const int SCREEN_WIDTH = 640;
const int SCREEN_HEIGHT = 480;
class idRenderWorld;
class idRenderSystem {
public:
virtual ~idRenderSystem() {}
// set up cvars and basic data structures, but don't
// init OpenGL, so it can also be used for dedicated servers
virtual void Init( void ) = 0;
// only called before quitting
virtual void Shutdown( void ) = 0;
virtual void InitOpenGL( void ) = 0;
virtual void ShutdownOpenGL( void ) = 0;
virtual bool IsOpenGLRunning( void ) const = 0;
virtual bool IsFullScreen( void ) const = 0;
virtual int GetScreenWidth( void ) const = 0;
virtual int GetScreenHeight( void ) const = 0;
// allocate a renderWorld to be used for drawing
virtual idRenderWorld * AllocRenderWorld( void ) = 0;
virtual void FreeRenderWorld( idRenderWorld * rw ) = 0;
// All data that will be used in a level should be
// registered before rendering any frames to prevent disk hits,
// but they can still be registered at a later time
// if necessary.
virtual void BeginLevelLoad( void ) = 0;
virtual void EndLevelLoad( void ) = 0;
// font support
virtual bool RegisterFont( const char *fontName, fontInfoEx_t &font ) = 0;
// GUI drawing just involves shader parameter setting and axial image subsections
virtual void SetColor( const idVec4 &rgba ) = 0;
virtual void SetColor4( float r, float g, float b, float a ) = 0;
virtual void DrawStretchPic( const idDrawVert *verts, const glIndex_t *indexes, int vertCount, int indexCount, const idMaterial *material,
bool clip = true, float min_x = 0.0f, float min_y = 0.0f, float max_x = 640.0f, float max_y = 480.0f ) = 0;
virtual void DrawStretchPic( float x, float y, float w, float h, float s1, float t1, float s2, float t2, const idMaterial *material ) = 0;
virtual void DrawStretchTri ( idVec2 p1, idVec2 p2, idVec2 p3, idVec2 t1, idVec2 t2, idVec2 t3, const idMaterial *material ) = 0;
virtual void GlobalToNormalizedDeviceCoordinates( const idVec3 &global, idVec3 &ndc ) = 0;
virtual void GetGLSettings( int& width, int& height ) = 0;
virtual void PrintMemInfo( MemInfo_t *mi ) = 0;
virtual void DrawSmallChar( int x, int y, int ch, const idMaterial *material ) = 0;
virtual void DrawSmallStringExt( int x, int y, const char *string, const idVec4 &setColor, bool forceColor, const idMaterial *material ) = 0;
virtual void DrawBigChar( int x, int y, int ch, const idMaterial *material ) = 0;
virtual void DrawBigStringExt( int x, int y, const char *string, const idVec4 &setColor, bool forceColor, const idMaterial *material ) = 0;
// dump all 2D drawing so far this frame to the demo file
virtual void WriteDemoPics() = 0;
// draw the 2D pics that were saved out with the current demo frame
virtual void DrawDemoPics() = 0;
// FIXME: add an interface for arbitrary point/texcoord drawing
// a frame cam consist of 2D drawing and potentially multiple 3D scenes
// window sizes are needed to convert SCREEN_WIDTH / SCREEN_HEIGHT values
virtual void BeginFrame( int windowWidth, int windowHeight ) = 0;
// if the pointers are not NULL, timing info will be returned
virtual void EndFrame( int *frontEndMsec, int *backEndMsec ) = 0;
// aviDemo uses this.
// Will automatically tile render large screen shots if necessary
// Samples is the number of jittered frames for anti-aliasing
// If ref == NULL, session->updateScreen will be used
// This will perform swapbuffers, so it is NOT an approppriate way to
// generate image files that happen during gameplay, as for savegame
// markers. Use WriteRender() instead.
virtual void TakeScreenshot( int width, int height, const char *fileName, int samples, struct renderView_s *ref ) = 0;
// the render output can be cropped down to a subset of the real screen, as
// for save-game reviews and split-screen multiplayer. Users of the renderer
// will not know the actual pixel size of the area they are rendering to
// the x,y,width,height values are in virtual SCREEN_WIDTH / SCREEN_HEIGHT coordinates
// to render to a texture, first set the crop size with makePowerOfTwo = true,
// then perform all desired rendering, then capture to an image
// if the specified physical dimensions are larger than the current cropped region, they will be cut down to fit
virtual void CropRenderSize( int width, int height, bool makePowerOfTwo = false, bool forceDimensions = false ) = 0;
virtual void CaptureRenderToImage( const char *imageName ) = 0;
// fixAlpha will set all the alpha channel values to 0xff, which allows screen captures
// to use the default tga loading code without having dimmed down areas in many places
virtual void CaptureRenderToFile( const char *fileName, bool fixAlpha = false ) = 0;
virtual void UnCrop() = 0;
virtual void GetCardCaps( bool &oldCard, bool &nv10or20 ) = 0;
// the image has to be already loaded ( most straightforward way would be through a FindMaterial )
// texture filter / mipmapping / repeat won't be modified by the upload
// returns false if the image wasn't found
virtual bool UploadImage( const char *imageName, const byte *data, int width, int height ) = 0;
};
extern idRenderSystem * renderSystem;
//
// functions mainly intended for editor and dmap integration
//
// returns the frustum planes in world space
void R_RenderLightFrustum( const struct renderLight_s &renderLight, idPlane lightFrustum[6] );
// for use by dmap to do the carving-on-light-boundaries and for the editor for display
void R_LightProjectionMatrix( const idVec3 &origin, const idPlane &rearPlane, idVec4 mat[4] );
// used by the view shot taker
void R_ScreenshotFilename( int &lastNumber, const char *base, idStr &fileName );
#endif /* !__RENDERER_H__ */