openspades/Sources/Client/IRenderer.h
2013-08-18 16:18:06 +09:00

116 lines
2.8 KiB
C++

//
// IRenderer.h
// OpenSpades
//
// Created by yvt on 7/11/13.
// Copyright (c) 2013 yvt.jp. All rights reserved.
//
#pragma once
#include "IImage.h"
#include "../Core/Math.h"
#include "SceneDefinition.h"
#include "IModel.h"
namespace spades {
class Bitmap;
class VoxelModel;
namespace client {
class GameMap;
struct ModelRenderParam {
Matrix4 matrix;
Vector3 customColor;
bool depthHack;
ModelRenderParam() {
matrix = Matrix4::Identity();
customColor = MakeVector3(0, 0, 0);
depthHack = false;
}
};
enum DynamicLightType {
DynamicLightTypePoint,
DynamicLightTypeSpotlight
};
struct DynamicLightParam {
DynamicLightType type;
Vector3 origin;
float radius;
Vector3 color;
Vector3 spotAxis[3];
IImage *image;
float spotAngle;
DynamicLightParam() {
image = NULL;
type = DynamicLightTypePoint;
spotAngle = 0.f;
}
};
class IRenderer {
public:
virtual ~IRenderer() {}
virtual IImage *RegisterImage(const char *filename) = 0;
virtual IModel *RegisterModel(const char *filename) = 0;
virtual IImage *CreateImage(Bitmap *) = 0;
virtual IModel *CreateModel(VoxelModel *) = 0;
virtual void SetGameMap(GameMap *) = 0;
virtual void SetFogDistance(float) = 0;
virtual void SetFogColor(Vector3) = 0;
/** Starts rendering a scene and waits for additional objects. */
virtual void StartScene(const SceneDefinition&) = 0;
virtual void AddLight(const client::DynamicLightParam& light) = 0;
virtual void RenderModel(IModel *, const ModelRenderParam&) = 0;
virtual void AddDebugLine(Vector3 a, Vector3 b, Vector4 color) = 0;
virtual void AddSprite(IImage *, Vector3 center, float radius, float rotation) = 0;
/** Finalizes a scene. 2D drawing follows. */
virtual void EndScene() = 0;
virtual void MultiplyScreenColor(Vector3) = 0;
/** Sets color for image drawing. */
virtual void SetColor(Vector4) = 0;
virtual void DrawImage(IImage *, const Vector2& outTopLeft) = 0;
virtual void DrawImage(IImage *, const AABB2& outRect) = 0;
virtual void DrawImage(IImage *, const Vector2& outTopLeft, const AABB2& inRect) = 0;
virtual void DrawImage(IImage *, const AABB2& outRect, const AABB2& inRect) = 0;
virtual void DrawImage(IImage *, const Vector2& outTopLeft, const Vector2& outTopRight, const Vector2& outBottomLeft, const AABB2& inRect) = 0;
virtual void DrawFlatGameMap(const AABB2& outRect, const AABB2& inRect) = 0;
/** Finalizes a frame. */
virtual void FrameDone() = 0;
/** displays a rendered image to the screen. */
virtual void Flip() = 0;
/** get a rendered image. */
virtual Bitmap *ReadBitmap() = 0;
virtual float ScreenWidth() = 0;
virtual float ScreenHeight() = 0;
};
}
}