Files
wagic/JGE/include/JRenderer.h
2015-08-23 21:23:55 +02:00

639 lines
21 KiB
C++

//-------------------------------------------------------------------------------------
//
// JGE++ is a hardware accelerated 2D game SDK for PSP/Windows.
//
// Licensed under the BSD license, see LICENSE in JGE root for details.
//
// Copyright (c) 2007 James Hui (a.k.a. Dr.Watson) <jhkhui@gmail.com>
//
//-------------------------------------------------------------------------------------
#ifndef _JRENDERER_H_
#define _JRENDERER_H_
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <stdarg.h>
#if (!defined IOS) && (!defined ANDROID) && (!defined QT_CONFIG)
#include <gif_lib.h>
#endif //IOS ANDROID
#include "JTypes.h"
#if defined (WIN32)
#include <windows.h>
#elif defined (PSP)
#include <pspgu.h>
#include <pspkernel.h>
#include <pspdisplay.h>
#include <pspdebug.h>
#include <pspctrl.h>
#include <time.h>
#include <string.h>
#include <pspaudiolib.h>
#include <psprtc.h>
#endif
#include "Vector2D.h"
#define USING_MATH_TABLE
#ifdef USING_MATCH_TABLE
#define SINF(x) mSinTable[x]
#define COSF(x) mCosTable[x]
#else
#define SINF(x) sinf(x*DEG2RAD)
#define COSF(x) cosf(x*DEG2RAD)
#endif
#if (defined GL_ES_VERSION_2_0) || (defined GL_VERSION_2_0) || (defined WIN32)
typedef struct
{
GLfloat m[4][4];
} ESMatrix;
#endif // (defined GL_ES_VERSION_2_0) || (defined GL_VERSION_2_0)
//////////////////////////////////////////////////////////////////////////
/// A collection of core rendering functions.
///
//////////////////////////////////////////////////////////////////////////
class JRenderer
{
protected:
JRenderer();
~JRenderer();
void InitRenderer();
void DestroyRenderer();
float mActualWidth;
float mActualHeight;
public:
#if defined (PSP)
int PixelSize(int textureMode);
#endif
//////////////////////////////////////////////////////////////////////////
/// Get the singleton instance
///
//////////////////////////////////////////////////////////////////////////
static JRenderer* GetInstance();
static void Destroy();
static void Set3DFlag(bool flag);
void BeginScene();
void EndScene();
//////////////////////////////////////////////////////////////////////////
/// Render a textured quad with rotation and scaling.
///
/// @param quad - Quad with texturing info.
/// @param xo - x position.
/// @param yo - y position.
/// @param angle - Rotation (radian).
/// @param xScale - Horizontal rendering scale.
/// @param yScale - Vertical rendering scale.
///
//////////////////////////////////////////////////////////////////////////
void RenderQuad(JQuad* quad, float xo, float yo, float angle=0.0f, float xScale=1.0f, float yScale=1.0f);
//////////////////////////////////////////////////////////////////////////
/// Render a textured quad with new texture mapping information.
///
/// @param quad - Quad with texturing information.
/// @param points - Array of vertices with new texture mapping information.
///
//////////////////////////////////////////////////////////////////////////
void RenderQuad(JQuad* quad, VertexColor* points);
//////////////////////////////////////////////////////////////////////////
/// Taking a screen shot.
///
/// @note This function works on PSP only. A PNG file will be saved in
/// the current folder of the game applicaton.
///
//////////////////////////////////////////////////////////////////////////
void ScreenShot(const char* filename);
//////////////////////////////////////////////////////////////////////////
/// Load a texture from file.
///
/// @param filename - Name of file.
/// @param mode - Choose to put texture in VRAM (PSP only).
///
//////////////////////////////////////////////////////////////////////////
JTexture* LoadTexture(const char* filename, int mode = 0, int textureFormat = TEXTURE_FORMAT);
/*
** Helper function - on Win, LoadTexture previously performed the image transfer into GL memory.
** However, this doesn't work if you want to call LoadTexture in a separate worker thread, as
** OpenGL has a limitation where only one thread can run the context. Now, the image loading/decompression
** happens in LoadTexture, and the JQuad constructor will complete the texture binding with this helper function.
**
** On PSP, this is a no-op.
*/
void TransferTextureToGLContext(JTexture& inTexture);
//////////////////////////////////////////////////////////////////////////
/// Create texture from memory on the fly.
///
/// @param width - Width of texture.
/// @param height - Height of texture.
/// @param mode - Choose to put texture in VRAM (PSP only)
///
//////////////////////////////////////////////////////////////////////////
JTexture* CreateTexture(int width, int height, int mode = 0);
//////////////////////////////////////////////////////////////////////////
/// Clear entire screen to a particular color.
///
/// @param color - Color to fill the screen.
///
//////////////////////////////////////////////////////////////////////////
void ClearScreen(PIXEL_TYPE color);
//////////////////////////////////////////////////////////////////////////
/// Enable VSync for the smoothness of moving objects. (PSP only)
///
/// @param flag - true to enable, false to disable.
///
//////////////////////////////////////////////////////////////////////////
void EnableVSync(bool flag);
//////////////////////////////////////////////////////////////////////////
/// Enable bi-linear filtering for better looking on-screen images.
///
/// @param flag - true to enable, false to disable.
///
//////////////////////////////////////////////////////////////////////////
void EnableTextureFilter(bool flag);
//////////////////////////////////////////////////////////////////////////
/// Enable/disable swizzle optimization. (PSP only)
///
/// @param s - 1 to enable, 0 to disable.
///
//////////////////////////////////////////////////////////////////////////
void SetSwizzle(int s) { mSwizzle = s; }
//////////////////////////////////////////////////////////////////////////
/// Bind texture to be used for the rendering followed.
///
/// @param tex - Texture to use.
///
//////////////////////////////////////////////////////////////////////////
void BindTexture(JTexture *tex);
//////////////////////////////////////////////////////////////////////////
/// Set texture blending options.
///
/// @par Blending options:
///
/// @code
///
/// BLEND_ZERO
/// BLEND_ONE
/// BLEND_SRC_COLOR
/// BLEND_ONE_MINUS_SRC_COLOR
/// BLEND_SRC_ALPHA
/// BLEND_ONE_MINUS_SRC_ALPHA
/// BLEND_DST_ALPHA
/// BLEND_ONE_MINUS_DST_ALPHA
/// BLEND_DST_COLOR
/// BLEND_ONE_MINUS_DST_COLOR
/// BLEND_SRC_ALPHA_SATURATE
///
/// @endcode
///
/// @param src - Blending option for source image.
/// @param dest - Blending option for destination image.
///
//////////////////////////////////////////////////////////////////////////
void SetTexBlend(int src, int dest);
//////////////////////////////////////////////////////////////////////////
/// Set texture blending option for source image.
///
/// @param src - Blending option for source image.
///
//////////////////////////////////////////////////////////////////////////
void SetTexBlendSrc(int src);
//////////////////////////////////////////////////////////////////////////
/// Set texture blending option for destination image.
///
/// @param dest - Blending option for destination image.
///
//////////////////////////////////////////////////////////////////////////
void SetTexBlendDest(int dest);
//////////////////////////////////////////////////////////////////////////
/// Enable rendering in 2D mode.
///
/// @note To be implemented.
///
//////////////////////////////////////////////////////////////////////////
void Enable2D();
//////////////////////////////////////////////////////////////////////////
/// Enable rendering in 3D mode.
///
/// @note To be implemented.
///
//////////////////////////////////////////////////////////////////////////
void Enable3D();
//////////////////////////////////////////////////////////////////////////
/// Restrict all rendering to a rectangular area.
///
/// @note This is just the glScissor() function of OpenGL.
///
/// @param x - Left of the clipping area.
/// @param y - Top of the clipping area.
/// @param width - Width of the clipping area.
/// @param height - Height of the clipping area.
///
//////////////////////////////////////////////////////////////////////////
void SetClip(int x, int y, int width, int height);
//////////////////////////////////////////////////////////////////////////
/// Reset Modelview Identity.
///
//////////////////////////////////////////////////////////////////////////
void LoadIdentity();
//////////////////////////////////////////////////////////////////////////
/// Tranlate position in 3D space.
///
/// @param x - X position.
/// @param y - Y position.
/// @param z - Z position.
///
//////////////////////////////////////////////////////////////////////////
void Translate(float x, float y, float z);
//////////////////////////////////////////////////////////////////////////
/// Rotate along X axis.
///
/// @param angle - Angle to rotate ( in radians).
///
//////////////////////////////////////////////////////////////////////////
void RotateX(float angle);
//////////////////////////////////////////////////////////////////////////
/// Rotate along Y axis.
///
/// @param angle - Angle to rotate ( in radians).
///
//////////////////////////////////////////////////////////////////////////
void RotateY(float angle);
//////////////////////////////////////////////////////////////////////////
/// Rotate along Z axis.
///
/// @param angle - Angle to rotate ( in radians).
///
//////////////////////////////////////////////////////////////////////////
void RotateZ(float angle);
//////////////////////////////////////////////////////////////////////////
/// Push matrix.
///
//////////////////////////////////////////////////////////////////////////
void PushMatrix();
//////////////////////////////////////////////////////////////////////////
/// Pop matrix.
///
//////////////////////////////////////////////////////////////////////////
void PopMatrix();
//////////////////////////////////////////////////////////////////////////
/// Set the field of view angle (in degrees), effective at the next
/// Enable3D() call.
///
/// @param fov - The field of view angle (in degrees).
///
//////////////////////////////////////////////////////////////////////////
void SetFOV(float fov);
//////////////////////////////////////////////////////////////////////////
/// Render triangles.
///
/// @param texture - Texture for the triangles.
/// @param tris - List of triangles.
/// @param start - starting index (Note: Index of triangles, NOT vertices).
/// @param count - Number of triangles (Note: NOT number of vertices).
///
//////////////////////////////////////////////////////////////////////////
void RenderTriangles(JTexture* texture, Vertex3D *tris, int start, int count);
//////////////////////////////////////////////////////////////////////////
/// Fill a rectangular area with a specified color.
///
/// @param x - Starting x position.
/// @param y - Starting y position.
/// @param width - Width of the rectangle.
/// @param height - Height of the rectangle.
/// @param color - Filling color.
///
//////////////////////////////////////////////////////////////////////////
void FillRect(float x, float y, float width, float height, PIXEL_TYPE color);
//////////////////////////////////////////////////////////////////////////
/// Fill a rectangular area with a single color for each vertex.
///
/// @param x - Starting x position.
/// @param y - Starting y position.
/// @param width - Width of the rectangle.
/// @param height - Height of the rectangle.
/// @param color - Array of colors.
///
//////////////////////////////////////////////////////////////////////////
void FillRect(float x, float y, float width, float height, JColor* color);
void FillRect(float x, float y, float width, float height, PIXEL_TYPE* color);
//////////////////////////////////////////////////////////////////////////
/// Draw a rectangle.
///
/// @param x - Starting x position.
/// @param y - Starting y position.
/// @param width - Width of the rectangle.
/// @param height - Height of the rectangle.
/// @param color - Filling color.
///
//////////////////////////////////////////////////////////////////////////
void DrawRect(float x, float y, float width, float height, PIXEL_TYPE color);
//////////////////////////////////////////////////////////////////////////
/// Draw a single line.
///
/// @param x1 - Starting vertex, x.
/// @param y1 - Starting vertex, y.
/// @param x2 - Ending vertex, x.
/// @param y2 - Ending vertex, y.
/// @param color - Filling color.
///
//////////////////////////////////////////////////////////////////////////
void DrawLine(float x1, float y1, float x2, float y2, PIXEL_TYPE color);
//////////////////////////////////////////////////////////////////////////
/// Draw thick line.
///
/// @param x1 - Starting vertex, x.
/// @param y1 - Starting vertex, y.
/// @param x2 - Ending vertex, x.
/// @param y2 - Ending vertex, y.
/// @param lineWidth - Line width.
/// @param color - Filling color.
///
//////////////////////////////////////////////////////////////////////////
void DrawLine(float x1, float y1, float x2, float y2, float lineWidth, PIXEL_TYPE color);
//////////////////////////////////////////////////////////////////////////
/// Plot a pixel on screen.
///
/// @param x - X position of the pixel.
/// @param y - Y position of the pixel.
/// @param color - Draw colour.
///
//////////////////////////////////////////////////////////////////////////
void Plot(float x, float y, PIXEL_TYPE color);
//////////////////////////////////////////////////////////////////////////
/// Plot an array of pixels.
///
/// @param x - Array of X positions.
/// @param y - Array of Y positions.
/// @param count - Number of pixels to plot.
/// @param color - Color of pixel.
///
//////////////////////////////////////////////////////////////////////////
void PlotArray(float *x, float *y, int count, PIXEL_TYPE color);
//////////////////////////////////////////////////////////////////////////
/// Draw polygon with filled colour.
///
/// @param x - Array of X positions.
/// @param y - Array of Y positions.
/// @param count - Side count of the polygon.
/// @param color - Filling colour.
///
//////////////////////////////////////////////////////////////////////////
void FillPolygon(float* x, float* y, int count, PIXEL_TYPE color);
//////////////////////////////////////////////////////////////////////////
/// Draw polygon.
///
/// @param x - Array of X positions.
/// @param y - Array of Y positions.
/// @param count - Side count of the polygon.
/// @param color - Draw colour.
///
//////////////////////////////////////////////////////////////////////////
void DrawPolygon(float* x, float* y, int count, PIXEL_TYPE color);
//////////////////////////////////////////////////////////////////////////
/// Draw symmetric polygon with certain number of sides.
///
/// @param x - X positions of center of the polygon.
/// @param y - Y positions of center of the polygon.
/// @param size - Size of polygon.
/// @param count - Side count of the polygon.
/// @param startingAngle - Rotation angle of the polygon.
/// @param color - Draw colour.
///
//////////////////////////////////////////////////////////////////////////
void DrawPolygon(float x, float y, float size, int count, float startingAngle, PIXEL_TYPE color);
//////////////////////////////////////////////////////////////////////////
/// Draw solid symmetric polygon with certain number of sides.
///
/// @param x - X positions of center of the polygon.
/// @param y - Y positions of center of the polygon.
/// @param size - Size of polygon.
/// @param count - Side count of the polygon.
/// @param startingAngle - Rotation angle of the polygon.
/// @param color - Filling colour.
///
//////////////////////////////////////////////////////////////////////////
void FillPolygon(float x, float y, float size, int count, float startingAngle, PIXEL_TYPE color);
//////////////////////////////////////////////////////////////////////////
/// Draw circle with filled colour.
///
/// @param x - X positions of center of the circle.
/// @param y - Y positions of center of the circle.
/// @param radius - Radius of circle.
/// @param color - Filling colour.
///
//////////////////////////////////////////////////////////////////////////
void FillCircle(float x, float y, float radius, PIXEL_TYPE color);
//////////////////////////////////////////////////////////////////////////
/// Draw circle.
///
/// @param x - X positions of center of the circle.
/// @param y - Y positions of center of the circle.
/// @param radius - Radius of circle.
/// @param color - Draw colour.
///
//////////////////////////////////////////////////////////////////////////
void DrawCircle(float x, float y, float radius, PIXEL_TYPE color);
//////////////////////////////////////////////////////////////////////////
/// Draw a rectangle with round corners.
///
/// @param x - Starting x position.
/// @param y - Starting y position.
/// @param w - Width of the rectangle.
/// @param h - Height of the rectangle.
/// @param radius - Radius of the round corners.
/// @param color - Drawing color.
///
//////////////////////////////////////////////////////////////////////////
void DrawRoundRect(float x, float y, float w, float h, float radius, PIXEL_TYPE color);
//////////////////////////////////////////////////////////////////////////
/// Draw filled rectangle with round corners.
///
/// @param x - Starting x position.
/// @param y - Starting y position.
/// @param w - Width of the rectangle.
/// @param h - Height of the rectangle.
/// @param radius - Radius of the round corners.
/// @param color - Filling color.
///
//////////////////////////////////////////////////////////////////////////
void FillRoundRect(float x, float y, float w, float h, float radius, PIXEL_TYPE color);
//////////////////////////////////////////////////////////////////////////
/// Set custom image filter to be used at texture loading.
///
/// @param imageFilter - Custom image filter.
///
//////////////////////////////////////////////////////////////////////////
void SetImageFilter(JImageFilter* imageFilter);
/**
** Set/Get methods for the actual display screen size.
*/
inline void SetActualWidth(float inWidth)
{
mActualWidth = inWidth;
}
inline void SetActualHeight(float inHeight)
{
mActualHeight = inHeight;
}
inline float GetActualWidth()
{
return mActualWidth;
}
inline float GetActualHeight()
{
return mActualHeight;
}
private:
struct TextureInfo
{
u8 *mBits;
int mWidth;
int mHeight;
int mTexWidth;
int mTexHeight;
bool mVRAM;
};
#if (!defined IOS) && (!defined QT_CONFIG)
void LoadJPG(TextureInfo &textureInfo, const char *filename, int mode = 0, int TextureFormat = TEXTURE_FORMAT);
int LoadPNG(TextureInfo &textureInfo, const char *filename, int mode = 0, int TextureFormat = TEXTURE_FORMAT);
#if (!defined ANDROID) && (!defined QT_CONFIG)
void LoadGIF(TextureInfo &textureInfo, const char *filename, int mode = 0, int TextureFormat = TEXTURE_FORMAT);
int image_readgif(void * handle, TextureInfo &textureInfo, DWORD * bgcolor, InputFunc readFunc,int mode = 0, int TextureFormat = TEXTURE_FORMAT);
#endif // (ANDROID) How can we get gif support for android ?
#endif //(IOS)
static JRenderer* mInstance;
#if (!defined PSP)
GLuint mCurrentTex;
#if ((defined GL_ES_VERSION_2_0) || (defined GL_VERSION_2_0) || (defined WIN32)) && (!defined CONSOLE_CONFIG)
// MVP matrix
ESMatrix theMvpMatrix;
// Handle to a program object
GLuint prog1;
// Attribute locations
GLint prog1_positionLoc;
GLint prog1_colorLoc;
// Uniform locations
GLint prog1_mvpLoc;
// Handle to a program object
GLuint prog2;
// Sampler location
GLint prog2_samplerLoc;
// Attribute locations
GLint prog2_positionLoc;
GLint prog2_texCoordLoc;
GLint prog2_colorLoc;
// Uniform locations
GLint prog2_mvpLoc;
#endif // (defined GL_ES_VERSION_2_0) || (defined GL_VERSION_2_0)
#else
void *fbp0, *fbp1, *zbp;
PIXEL_TYPE* mVRAM;
int mCurrentTex;
int mCurrentBlend;
int mCurrentTextureFormat;
#endif
#ifdef PSP
bool mVsync;
int mTexCounter;
#endif
int mSwizzle;
int mCurrentTextureFilter;
int mCurrTexBlendSrc;
int mCurrTexBlendDest;
JImageFilter* mImageFilter;
int mCurrentRenderMode;
float mFOV;
#ifdef USING_MATH_TABLE
float mSinTable[360];
float mCosTable[360];
#endif
static bool m3DEnabled;
};
#endif