236 lines
6.5 KiB
ActionScript
236 lines
6.5 KiB
ActionScript
/*
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Copyright (c) 2013 yvt
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This file is part of OpenSpades.
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OpenSpades is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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OpenSpades is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with OpenSpades. If not, see <http://www.gnu.org/licenses/>.
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*/
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namespace spades {
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/** Renderer is an interface to the display device. */
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class Renderer {
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/** Initializes the renderer for 3D scene rendering. */
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void Init() {}
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/** Shuts down the renderer. */
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void Shutdown() {}
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/**
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* Loads an image from the specified path or load one from
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* the cache, if exists.
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* @param path file-system path.
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*/
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Image @RegisterImage(const string @path) {}
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/**
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* Loads an model from the specified path or load one from
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* the cache, if exists.
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* @param path file-system path.
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*/
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Model @RegisterModel(const string @path) {}
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/** Creates an image from the specified bitmap. */
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Image @CreateImage(Bitmap @bitmap) {}
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/** Creates an model from the specified voxel model. */
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Model @CreateModel(VoxelModel @voxelmap) {}
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/** Sets a game world map. */
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GameMap @GameMap {
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set {}
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}
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/** Changes the fog end distance (not supported). */
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float FogDistance {
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set {}
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}
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/** Changes the color of fog. */
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Vector3 FogColor {
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set {}
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}
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/**
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* Sets a color that is used for drawing.
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* @deprecated Do not use this virtual property.
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* Some methods treat this value as an alpha premultiplied,
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* while others treat this value has a straight alpha.
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*/
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Vector4 Color {
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set {}
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}
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/** Sets a opaque color that is used for drawing. */
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Vector3 ColorOpaque {
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set {}
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}
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/**
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* Sets a color that is used for drawing. The color value is
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* alpha premultiplied.
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*/
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Vector4 ColorP {
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set {}
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}
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/**
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* Sets a color that is used for drawing. The color value is
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* alpha non-premultiplied (straight alpha).
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*/
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Vector4 ColorNP {
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set {}
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}
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/** Starts a 3D scene rendering. */
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void StartScene(const SceneDefinition @) {}
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/**
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* Adds a dynamic light to the scene.
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* This should be called between StartScene and EndScene.
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*/
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void AddLight(const DynamicLightParam @) {}
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/**
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* Adds a model to the scene.
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* This should be called between StartScene and EndScene.
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*/
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void AddModel(Model @, const ModelRenderParam @) {}
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/**
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* Adds a line for debugging.
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* This should be called between StartScene and EndScene.
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*/
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void AddDebugLine(const Vector3 @pt1, const Vector3 @pt2, const Vector4 @color) {}
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/**
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* Adds a sprite.
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* This should be called between StartScene and EndScene.
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* The color is specified using the property `Color` with
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* alpha values premultiplied.
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*/
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void AddSprite(Image @, const Vector3 @origin, float radius, float rotateRadians) {}
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/**
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* Adds a long-sprite.
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* This should be called between StartScene and EndScene.
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* The color is specified using the property `Color` with
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* alpha values premultiplied.
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*/
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void AddLongSprite(Image @, const Vector3 @pt1, const Vector3 @pt2, float radius) {}
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/** Ends a 3D scene rendering. */
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void EndScene() {}
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/**
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* Multiplies color of the screen by the specified color.
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* This should never be called between StartScene and EndScene.
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*/
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void MultiplyScreenColor(Vector3 color) {}
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/**
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* Draws a 2D image.
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* This should never be called between StartScene and EndScene.
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*/
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void DrawImage(Image @, const Vector2 @topLeft) {}
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/**
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* Draws a 2D image.
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* This should never be called between StartScene and EndScene.
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*/
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void DrawImage(Image @, const AABB2 @outRect) {}
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/**
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* Draws a 2D image.
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* This should never be called between StartScene and EndScene.
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*/
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void DrawImage(Image @, const AABB2 @outRect, const AABB2 @inRect) {}
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/**
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* Draws a 2D image.
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* This should never be called between StartScene and EndScene.
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*/
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void DrawImage(Image @, const Vector2 @outTopLeft, const Vector2 @outTopRight,
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const Vector2 @outBottomLeft, const AABB2 @inRect) {}
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/** Finalizes the drawing. */
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void FrameDone();
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/** Transfers the rendered image to the user's display. */
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void Flip();
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/** Reads the rendered image to a bitmap. */
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Bitmap @ReadBitmap();
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/** Retrieves the width of the screen, in pixels. */
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float ScreenWidth {
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get {}
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}
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/** Retrieves the height of the screen, in pixels. */
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float ScreenHeight {
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get {}
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}
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}
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class SceneDefinition {
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int viewportLeft, viewportTop;
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int viewportWidth, viewportHeight;
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float fovX, fovY;
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Vector3 viewOrigin;
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Vector3 viewAxisX;
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Vector3 viewAxisY;
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Vector3 viewAxisZ;
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float zNear, zFar;
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bool skipWorld;
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uint time;
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float depthOfFieldFocalLength;
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float depthOfFieldNearBlurStrength;
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float depthOfFieldFarBlurStrength;
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bool denyCameraBlur;
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float blurVignette;
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}
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class ModelRenderParam {
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Matrix4 matrix;
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Vector3 customColor;
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bool depthHack;
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bool castShadow;
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bool unlit;
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}
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class DynamicLightParam {
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DynamicLightType type;
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Vector3 origin;
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float radius;
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Vector3 color;
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Vector3 spotAxisX;
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Vector3 spotAxisY;
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Vector3 spotAxisZ;
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Image @image;
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float spotAngle;
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bool useLensFlare;
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}
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}
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