/* Residual - A 3D game interpreter * * Residual 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 library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; either * version 2.1 of the License, or (at your option) any later version. * This library 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 * Lesser General Public License for more details. * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA * */ #ifndef GRIM_GFX_TINYGL_H #define GRIM_GFX_TINYGL_H #include "engines/grim/gfx_base.h" #include "graphics/tinygl/zgl.h" namespace Grim { class ModelNode; class Mesh; class MeshFace; class GfxTinyGL : public GfxBase { public: GfxTinyGL(); virtual ~GfxTinyGL(); byte *setupScreen(int screenW, int screenH, bool fullscreen); const char *getVideoDeviceName(); void setupCamera(float fov, float nclip, float fclip, float roll); void positionCamera(Math::Vector3d pos, Math::Vector3d interest); void clearScreen(); void flipBuffer(); bool isHardwareAccelerated(); void getBoundingBoxPos(const Mesh *model, int *x1, int *y1, int *x2, int *y2); void startActorDraw(Math::Vector3d pos, float scale, const Math::Angle &yaw, const Math::Angle &pitch, const Math::Angle &roll); void finishActorDraw(); void setShadow(Shadow *shadow); void drawShadowPlanes(); void setShadowMode(); void clearShadowMode(); void setShadowColor(byte r, byte g, byte b); void getShadowColor(byte *r, byte *g, byte *b); void set3DMode(); void translateViewpointStart(Math::Vector3d pos, const Math::Angle &pitch, const Math::Angle &yaw, const Math::Angle &roll); void translateViewpointFinish(); void drawHierachyNode(const ModelNode *node, int *x1, int *y1, int *x2, int *y2); void drawModelFace(const MeshFace *face, float *vertices, float *vertNormals, float *textureVerts); void drawSprite(const Sprite *sprite); void enableLights(); void disableLights(); void setupLight(Light *light, int lightId); void turnOffLight(int lightId); void createMaterial(Texture *material, const char *data, const CMap *cmap); void selectMaterial(const Texture *material); void destroyMaterial(Texture *material); void createBitmap(BitmapData *bitmap); void drawBitmap(const Bitmap *bitmap); void destroyBitmap(BitmapData *bitmap); void createFont(Font *font); void destroyFont(Font *font); void drawTextObject(TextObject *text); void createTextObject(TextObject *text); void destroyTextObject(TextObject *text); void dimScreen(); void dimRegion(int x, int y, int w, int h, float level); void irisAroundRegion(int x1, int y1, int x2, int y2); Bitmap *getScreenshot(int w, int h); void storeDisplay(); void copyStoredToDisplay(); void drawEmergString(int x, int y, const char *text, const Color &fgColor); void loadEmergFont(); void drawRectangle(PrimitiveObject *primitive); void drawLine(PrimitiveObject *primitive); void drawPolygon(PrimitiveObject *primitive); void prepareMovieFrame(Graphics::Surface* frame); void drawMovieFrame(int offsetX, int offsetY); void releaseMovieFrame(); protected: private: TinyGL::ZBuffer *_zb; byte *_screen; byte *_smushBitmap; int _smushWidth; int _smushHeight; byte *_storedDisplay; }; } // end of namespace Grim #endif