/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * This program 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 2 * of the License, or (at your option) any later version. * This program 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 this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * $URL$ * $Id$ * */ /* * This code is based on Broken Sword 2.5 engine * * Copyright (c) Malte Thiesen, Daniel Queteschiner and Michael Elsdoerfer * * Licensed under GNU GPL v2 * */ /* * BS_GraphicEngine * ---------------- * This the graphics engine interface. * * Autor: Malte Thiesen */ #ifndef SWORD25_GRAPHICENGINE_H #define SWORD25_GRAPHICENGINE_H // Includes #include "common/array.h" #include "common/rect.h" #include "common/str.h" #include "graphics/surface.h" #include "sword25/kernel/common.h" #include "sword25/kernel/bs_stdint.h" #include "sword25/kernel/resservice.h" #include "sword25/kernel/persistable.h" #include "sword25/gfx/framecounter.h" #include "sword25/gfx/renderobjectptr.h" #include "sword25/math/vertex.h" namespace Sword25 { class Kernel; class Image; class Panel; class Screenshot; // Typen typedef unsigned int BS_COLOR; // Makros #define BS_RGB(R,G,B) (0xFF000000 | ((R) << 16) | ((G) << 8) | (B)) #define BS_ARGB(A,R,G,B) (((A) << 24) | ((R) << 16) | ((G) << 8) | (B)) /** @brief Dies ist das Graphik-Engine Interface, dass alle Methoden und Klassen enthält, die eine Graphik-Engine implementieren muss. Hier sind nur wenige Rumpffunktionen realisiert, wie z.B. das Abfragen der Parameter des Ausgabepuffers. Die Hauptfunktionen muss eine Implementation dieses Inferfaces stellen.
Die bisher einzige Implementation ist BS_DDrawGfx. */ class GraphicEngine : public ResourceService, public Persistable { public: // Enums // ----- // Colour formats // /** * The colour format used by the engine */ enum COLOR_FORMATS { /// Undefined/unknown colour format CF_UNKNOWN = 0, /// 16-bit colour format (R5G5B5) CF_RGB15, /// 16-bit colour format (R5G6R5) CF_RGB16, /** * Special alpha colour format of the engine, which supports very quick display using MMX instructions. * The pixels are 16-bits wide and have the same format as #CF_RGB15. In addition, each pixel has an 8-bit * alpha value. * It summarises groupings of pixels pixels and four alpha values in a 12-byte data block. * The data is stored in the following order: * Alpha0 Alpha1 Alpha2 Alpha3 Pixel0 Pixel1 Pixel2 Pixel3 * If the number of pixels in a line is not divisible by 4, then unused pixels and alpha values can have * arbitrary values. */ CF_RGB15_INTERLEAVED, /** * Special alpha colour format of the engine, which supports very quick display using MMX instructions. * The pixels are 16-bits wide and have the same format as #CF_RGB16. In addition, each pixel has an 8-bit * alpha value. * It summarises groupings of pixels pixels and four alpha values in a 12-byte data block. * The data is stored in the following order: * Alpha0 Alpha1 Alpha2 Alpha3 Pixel0 Pixel1 Pixel2 Pixel3 * If the number of pixels in a line is not divisible by 4, then unused pixels and alpha values can have * arbitrary values. */ CF_RGB16_INTERLEAVED, /** * 24-bit colour format (R8G8B8) */ CF_RGB24, /** * 32-bit colour format (A8R8G8B8) (little endian) */ CF_ARGB32, /** 32-bit colour format (A8B8G8R8) (little endian) */ CF_ABGR32 }; // Interface // --------- /** * Initialises the graphics engine and sets the screen mode. Returns true if initialisation failed. * Notes: This method should be called immediately after the initialisation of all services. * * @param Height The height of the output buffer in pixels. The default value is 600 * @param BitDepth The bit depth of the desired output buffer in bits. The default value is 16 * @param BackbufferCount The number of back buffers to be created. The default value is 2 * @param Windowed Indicates whether the engine is to run in windowed mode. */ virtual bool Init(int Width = 800, int Height = 600, int BitDepth = 16, int BackbufferCount = 2, bool Windowed = false) = 0; /** * Begins rendering a new frame. * Notes: This method must be called at the beginning of the main loop, before any rendering methods are used. * Notes: Implementations of this method must call _UpdateLastFrameDuration() * @param UpdateAll Specifies whether the renderer should redraw everything on the next frame. * This feature can be useful if the renderer with Dirty Rectangles works, but sometimes the client may */ virtual bool StartFrame(bool UpdateAll = false) = 0; /** * Ends the rendering of a frame and draws it on the screen. * * This method must be at the end of the main loop. After this call, no further Render method may be called. * This should only be called once for a given previous call to #StartFrame. */ virtual bool EndFrame() = 0; // Debug methods /** * Draws a line in the frame buffer * * This method must be called between calls to StartFrame() and EndFrame(), and is intended only for debugging * purposes. The line will only appear for a single frame. If the line is to be shown permanently, it must be * called for every frame. * @param Start The starting point of the line * @param End The ending point of the line * @param Color The colour of the line. The default is BS_RGB (255,255,255) (White) */ virtual void DrawDebugLine(const Vertex &Start, const Vertex &End, unsigned int Color = BS_RGB(255, 255, 255)) = 0; /** * Creates a screenshot of the current frame buffer and writes it to a graphic file in PNG format. * Returns true if the screenshot was saved successfully. * Notes: This method should only be called after a call to EndFrame(), and before the next call to StartFrame(). * @param Filename The filename for the screenshot */ bool SaveScreenshot(const Common::String &Filename); /** * Creates a thumbnail with the dimensions of 200x125. This will not include the top and bottom of the screen.. * the interface boards the the image as a 16th of it's original size. * Notes: This method should only be called after a call to EndFrame(), and before the next call to StartFrame(). * The frame buffer must have a resolution of 800x600. * @param Filename The filename for the screenshot */ bool SaveThumbnailScreenshot(const Common::String &Filename); /** * Reads the current contents of the frame buffer * Notes: This method is for creating screenshots. It is not very optimised. It should only be called * after a call to EndFrame(), and before the next call to StartFrame(). * @param Width Returns the width of the frame buffer * @param Height Returns the height of the frame buffer * @param Data Returns the raw data of the frame buffer as an array of 32-bit colour values. */ virtual bool GetScreenshot(unsigned int &Width, unsigned int &Height, byte **Data) = 0; virtual RenderObjectPtr GetMainPanel() = 0; /** * Specifies the time (in microseconds) since the last frame has passed */ int GetLastFrameDurationMicro() { if (m_TimerActive) return m_LastFrameDuration; else return 0; } /** * Specifies the time (in microseconds) the previous frame took */ float GetLastFrameDuration() { if (m_TimerActive) return static_cast(m_LastFrameDuration) / 1000000.0f; else return 0; } void StopMainTimer() { m_TimerActive = false; } void ResumeMainTimer() { m_TimerActive = true; } float GetSecondaryFrameDuration() { return static_cast(m_LastFrameDuration) / 1000000.0f; } // Accessor methods /** * Returns the width of the output buffer in pixels */ int GetDisplayWidth() { return m_Width; } /** * Returns the height of the output buffer in pixels */ int GetDisplayHeight() { return m_Height; } /** * Returns the bounding box of the output buffer: (0, 0, Width, Height) */ Common::Rect &GetDisplayRect() { return m_ScreenRect; } /** * Returns the bit depth of the output buffer */ int GetBitDepth() { return m_BitDepth; } /** * Determines whether the frame buffer change is to be synchronised with Vsync. This is turned on by default. * Notes: In windowed mode, this setting has no effect. * @param Vsync Indicates whether the frame buffer changes are to be synchronised with Vsync. */ virtual void SetVsync(bool Vsync) = 0; /** * Returns true if V-Sync is on. * Notes: In windowed mode, this setting has no effect. */ virtual bool GetVsync() const = 0; /** * Returns true if the engine is running in Windowed mode. */ bool IsWindowed() { return m_Windowed; } /** * Fills a rectangular area of the frame buffer with a colour. * Notes: It is possible to create transparent rectangles by passing a colour with an Alpha value of 255. * @param FillRectPtr Pointer to a Common::Rect, which specifies the section of the frame buffer to be filled. * If the rectangle falls partly off-screen, then it is automatically trimmed. * If a NULL value is passed, then the entire image is to be filled. * @param Color The 32-bit colour with which the area is to be filled. The default is BS_RGB(0, 0, 0) (black) @remark Falls das Rechteck nicht völlig innerhalb des Bildschirms ist, wird es automatisch zurechtgestutzt. */ virtual bool Fill(const Common::Rect *FillRectPtr = 0, unsigned int Color = BS_RGB(0, 0, 0)) = 0; // Debugging Methods int GetFPSCount() const { return m_FPSCounter.GetFPS(); } int GetRepaintedPixels() const { return m_RepaintedPixels; } Graphics::Surface _backSurface; Graphics::Surface *getSurface() { return &_backSurface; } // Access methods /** * Returns the size of a pixel entry in bytes for a particular colour format * @param ColorFormat The desired colour format. The parameter must be of type COLOR_FORMATS * @return Returns the size of a pixel in bytes. If the colour format is unknown, -1 is returned. */ static int GetPixelSize(GraphicEngine::COLOR_FORMATS ColorFormat) { switch (ColorFormat) { case GraphicEngine::CF_RGB16: case GraphicEngine::CF_RGB15: return 2; case GraphicEngine::CF_RGB16_INTERLEAVED: case GraphicEngine::CF_RGB15_INTERLEAVED: return 3; case GraphicEngine::CF_ARGB32: return 4; default: return -1; } } /** * Calculates the length of an image line in bytes, depending on a given colour format. * @param ColorFormat The colour format * @param Width The width of the line in pixels * @return Reflects the length of the line in bytes. If the colour format is * unknown, -1 is returned */ static int CalcPitch(GraphicEngine::COLOR_FORMATS ColorFormat, int Width) { switch (ColorFormat) { case GraphicEngine::CF_RGB16: case GraphicEngine::CF_RGB15: return Width * 2; case GraphicEngine::CF_RGB16_INTERLEAVED: case GraphicEngine::CF_RGB15_INTERLEAVED: return (Width + 3) / 4 * 12; case GraphicEngine::CF_ARGB32: case GraphicEngine::CF_ABGR32: return Width * 4; default: BS_ASSERT(false); } return -1; } // Persistence Methods // ------------------- virtual bool Persist(OutputPersistenceBlock &Writer); virtual bool Unpersist(InputPersistenceBlock &Reader); static void ARGBColorToLuaColor(lua_State *L, unsigned int Color); static unsigned int LuaColorToARGBColor(lua_State *L, int StackIndex); protected: // Constructor // ----------- GraphicEngine(Kernel *pKernel); // Display Variables // ----------------- int m_Width; int m_Height; Common::Rect m_ScreenRect; int m_BitDepth; bool m_Windowed; // Debugging Variables // ------------------- Framecounter m_FPSCounter; unsigned int m_RepaintedPixels; /** * Calculates the time since the last frame beginning has passed. */ void UpdateLastFrameDuration(); private: bool RegisterScriptBindings(); // LastFrameDuration Variables // --------------------------- uint64 m_LastTimeStamp; unsigned int m_LastFrameDuration; bool m_TimerActive; Common::Array m_FrameTimeSamples; unsigned int m_FrameTimeSampleSlot; }; } // End of namespace Sword25 #endif