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GRIM: Save and update the shadow color.
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3cabc321c1
commit
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@ -33,6 +33,7 @@
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namespace Grim {
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struct Shadow;
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class SaveGame;
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class GfxBase {
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public:
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@ -66,6 +67,7 @@ public:
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virtual void setShadowMode() = 0;
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virtual void clearShadowMode() = 0;
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virtual void setShadowColor(byte r, byte g, byte b) = 0;
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virtual void getShadowColor(byte *r, byte *g, byte *b) = 0;
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virtual void set3DMode() = 0;
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@ -110,6 +112,9 @@ public:
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virtual const char *getVideoDeviceName() = 0;
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virtual void saveState(SaveGame *state);
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virtual void restoreState(SaveGame *state);
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protected:
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int _screenWidth, _screenHeight, _screenBPP;
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bool _isFullscreen;
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@ -330,6 +330,12 @@ void GfxOpenGL::setShadowColor(byte r, byte g, byte b) {
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_shadowColorB = b;
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}
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void GfxOpenGL::getShadowColor(byte *r, byte *g, byte *b) {
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*r = _shadowColorR;
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*g = _shadowColorG;
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*b = _shadowColorB;
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}
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void GfxOpenGL::set3DMode() {
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glMatrixMode(GL_MODELVIEW);
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glEnable(GL_DEPTH_TEST);
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@ -65,6 +65,7 @@ byte *setupScreen(int screenW, int screenH, bool fullscreen);
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void setShadowMode();
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void clearShadowMode();
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void setShadowColor(byte r, byte g, byte b);
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void getShadowColor(byte *r, byte *g, byte *b);
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void set3DMode();
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@ -447,6 +447,12 @@ void GfxTinyGL::setShadowColor(byte r, byte g, byte b) {
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_shadowColorB = b;
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}
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void GfxTinyGL::getShadowColor(byte *r, byte *g, byte *b) {
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*r = _shadowColorR;
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*g = _shadowColorG;
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*b = _shadowColorB;
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}
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void GfxTinyGL::drawModelFace(const Model::Face *face, float *vertices, float *vertNormals, float *textureVerts) {
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tglNormal3fv(const_cast<float *>(face->_normal._coords));
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tglBegin(TGL_POLYGON);
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@ -58,6 +58,7 @@ public:
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void setShadowMode();
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void clearShadowMode();
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void setShadowColor(byte r, byte g, byte b);
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void getShadowColor(byte *r, byte *g, byte *b);
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void set3DMode();
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@ -1012,6 +1012,8 @@ void GrimEngine::savegameRestore() {
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restorePrimitives(_savedState);
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restoreActors(_savedState);
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g_driver->restoreState(_savedState);
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//Chore_Restore(_savedState);
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//Resource_Restore(_savedState);
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//Text_Restore(_savedState);
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@ -1213,6 +1215,8 @@ void GrimEngine::savegameSave() {
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savePrimitives(_savedState);
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saveActors(_savedState);
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g_driver->saveState(_savedState);
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//Chore_Save(_savedState);
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//Resource_Save(_savedState);
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//Text_Save(_savedState);
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@ -41,6 +41,7 @@ MODULE_OBJS := \
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costume.o \
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detection.o \
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font.o \
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gfx_base.o \
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gfx_opengl.o \
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gfx_tinygl.o \
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grim.o \
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