108 lines
2.7 KiB
C++
108 lines
2.7 KiB
C++
#ifndef SALMON_RENDER_INTERFACE_H_INCLUDED
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#define SALMON_RENDER_INTERFACE_H_INCLUDED
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#include "include/Utils/Utils.h"
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#include "include/SimpleLand/SimpleLand.h"
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#include "include/Render/RenderMisc.h"
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#include "include/Render/SalmonRender/BackgroundCubemap.h"
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#include "include/Render/RenderInterface.h"
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namespace SE
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{
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class TSalmonRendererInterface : public TRendererInterface
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{
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protected:
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float CamAlpha;
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float CamPhi;
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float CamDist;
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vec3 CamShift;
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vec3 CamPos; //Do not change - call CalcCamPosVec instead
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vec3 CamVec; //Do not change - call CalcCamPosVec instead
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mat4 CamModelViewMatrix;
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mat4 CamInversedModelViewMatrix;
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float GlobalShadowAreaHalfSize;
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cardinal BkgTexID;
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std::string BkgShaderName;
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float FogBeginDistance;
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float FogEndDistance;
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vec4 FogColor;
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void CalcCamPosVec();
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virtual void DrawQuad(const T2DQuad& quad) = 0;
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public:
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TSalmonRendererInterface();
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virtual void InitOpenGL(int screenWidth, int screenHeight, float matrixWidth, float matrixHeight);
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virtual void SetUniforms();
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void SetPerspectiveFullScreenViewport();
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void SetOrthoFullScreenViewport();
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mat4 GetModelviewMatrix();
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void SetPerspectiveProjectionMatrix(float angle, float aspect, float zNear, float zFar);
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void PushPerspectiveProjectionMatrix(float angle, float aspect, float zNear, float zFar);
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void SetGLCamAngleView();
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void SetGLCamView();
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void SetGlIdentityView();
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void SetGlPosXView(bool renderToFrame = false);
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void SetGlNegXView(bool renderToFrame = false);
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void SetGlPosYView(bool renderToFrame = false);
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void SetGlNegYView(bool renderToFrame = false);
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void SetGlPosZView(bool renderToFrame = false);
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void SetGlNegZView(bool renderToFrame = false);
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void MoveAlpha(float dAlpha);
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void MovePhi(float dPhi);
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void MoveDist(float dDist);
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void SetAlpha(float alpha);
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vec3 GetCamPos();
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void MoveForward();
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void MoveBackward();
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void MoveLeft();
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void MoveRight();
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virtual void SwitchToScreen();
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virtual void SwitchToFrameBuffer(const std::string& frameName);
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void SwitchToCubemapBuffer(const std::string& frameName,cardinal cubeSide);
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void BeginDrawToDepthBufferGlobal(std::string& globalBufferName);
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void BeginDrawToDepthBufferLocal(std::string& localBufferName);
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void EndDrawToDepthBuffer();
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void SetBackgroundCubemap(cardinal bkgTex) { BkgTexID = bkgTex; }
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void SetBackgroundShader(const std::string& shaderName) { BkgShaderName = shaderName; }
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void DrawBackground();
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float GetFogBeginDistance();
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float GetFogEndDistance();
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vec4 GetFogColor();
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void SetFogBeginDistance(float distance);
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void SetFogEndDistance(float distance);
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};
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} //namespace SE
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#endif |