mirror of
https://github.com/libretro/scummvm.git
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131 lines
3.9 KiB
C++
131 lines
3.9 KiB
C++
/* ResidualVM - A 3D game interpreter
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*
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* ResidualVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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* This library 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 GNU
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* Lesser General Public License for more details.
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
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*
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*/
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#ifndef GRIM_GFX_TINYGL_H
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#define GRIM_GFX_TINYGL_H
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#include "engines/grim/gfx_base.h"
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#include "graphics/tinygl/zgl.h"
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namespace Grim {
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class ModelNode;
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class Mesh;
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class MeshFace;
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class BlitImage;
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class GfxTinyGL : public GfxBase {
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public:
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GfxTinyGL();
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virtual ~GfxTinyGL();
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byte *setupScreen(int screenW, int screenH, bool fullscreen);
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const char *getVideoDeviceName();
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void setupCamera(float fov, float nclip, float fclip, float roll);
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void positionCamera(Math::Vector3d pos, Math::Vector3d interest);
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void clearScreen();
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void flipBuffer();
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bool isHardwareAccelerated();
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void getBoundingBoxPos(const Mesh *model, int *x1, int *y1, int *x2, int *y2);
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void startActorDraw(Math::Vector3d pos, float scale, const Math::Angle &yaw,
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const Math::Angle &pitch, const Math::Angle &roll);
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void finishActorDraw();
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void setShadow(Shadow *shadow);
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void drawShadowPlanes();
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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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void translateViewpointStart();
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void translateViewpoint(const Math::Vector3d &vec);
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void rotateViewpoint(const Math::Angle &angle, const Math::Vector3d &axis);
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void translateViewpointFinish();
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void drawEMIModelFace(const EMIModel* model, const EMIMeshFace* face);
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void drawModelFace(const MeshFace *face, float *vertices, float *vertNormals, float *textureVerts);
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void drawSprite(const Sprite *sprite);
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void enableLights();
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void disableLights();
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void setupLight(Light *light, int lightId);
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void turnOffLight(int lightId);
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void createMaterial(Texture *material, const char *data, const CMap *cmap);
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void selectMaterial(const Texture *material);
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void destroyMaterial(Texture *material);
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void createBitmap(BitmapData *bitmap);
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void drawBitmap(const Bitmap *bitmap);
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void destroyBitmap(BitmapData *bitmap);
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void createFont(Font *font);
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void destroyFont(Font *font);
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void drawTextObject(TextObject *text);
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void createTextObject(TextObject *text);
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void destroyTextObject(TextObject *text);
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void dimScreen();
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void dimRegion(int x, int y, int w, int h, float level);
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void irisAroundRegion(int x1, int y1, int x2, int y2);
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Bitmap *getScreenshot(int w, int h);
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void storeDisplay();
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void copyStoredToDisplay();
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void drawEmergString(int x, int y, const char *text, const Color &fgColor);
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void loadEmergFont();
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void drawRectangle(PrimitiveObject *primitive);
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void drawLine(PrimitiveObject *primitive);
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void drawPolygon(PrimitiveObject *primitive);
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void prepareMovieFrame(Graphics::Surface* frame);
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void drawMovieFrame(int offsetX, int offsetY);
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void releaseMovieFrame();
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protected:
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private:
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TinyGL::ZBuffer *_zb;
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Graphics::PixelBuffer _smushBitmap;
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int _smushWidth;
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int _smushHeight;
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Graphics::PixelBuffer _storedDisplay;
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void blit(const Graphics::PixelFormat &format, BlitImage *blit, byte *dst, byte *src, int x, int y, int width, int height, bool trans);
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};
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} // end of namespace Grim
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#endif
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