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124 lines
3.7 KiB
C++
124 lines
3.7 KiB
C++
/* Residual - Virtual machine to run LucasArts' 3D adventure games
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*
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* Residual is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the AUTHORS
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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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* $URL$
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* $Id$
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*
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*/
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#ifndef BACKEND_DRIVER_TINYGL_H
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#define BACKEND_DRIVER_TINYGL_H
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#include "common/sys.h"
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#include "engine/color.h"
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#include "engine/model.h"
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#include "engine/colormap.h"
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#include "engine/bitmap.h"
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#include "engine/vector3d.h"
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#include "backends/platform/driver.h"
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#include "backends/platform/sdl/driver_sdl.h"
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#include "engine/tinygl/gl.h"
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#include "engine/tinygl/zgl.h"
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#include <SDL.h>
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class DriverTinyGL : public DriverSDL {
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public:
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DriverTinyGL();
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virtual ~DriverTinyGL();
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void setupScreen(int screenW, int screenH, bool fullscreen = false);
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void setupCamera(float fov, float nclip, float fclip, float roll);
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void positionCamera(Vector3d pos, Vector3d interest);
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void toggleFullscreenMode();
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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 Model::Mesh *model, int *x1, int *y1, int *x2, int *y2);
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void startActorDraw(Vector3d pos, float yaw, float pitch, float 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 set3DMode();
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void translateViewpoint(Vector3d pos, float pitch, float yaw, float roll);
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void translateViewpoint();
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void drawHierachyNode(const Model::HierNode *node);
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void drawModelFace(const Model::Face *face, float *vertices, float *vertNormals, float *textureVerts);
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void disableLights();
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void setupLight(Scene::Light *light, int lightId);
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void createMaterial(Material *material, const char *data, const CMap *cmap);
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void selectMaterial(const Material *material);
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void destroyMaterial(Material *material);
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void createBitmap(Bitmap *bitmap);
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void drawBitmap(const Bitmap *bitmap);
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void destroyBitmap(Bitmap *bitmap);
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void drawDepthBitmap(int x, int y, int w, int h, char *data);
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void drawBitmap();
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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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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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TextObjectHandle *createTextBitmap(uint8 *bitmap, int width, int height, const Color &fgColor);
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void drawTextBitmap(int x, int y, TextObjectHandle *handle);
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void destroyTextBitmap(TextObjectHandle *handle);
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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 prepareSmushFrame(int width, int height, byte *bitmap);
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void drawSmushFrame(int offsetX, int offsetY);
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void releaseSmushFrame();
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protected:
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private:
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ZBuffer *_zb;
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SDL_Surface *_screen;
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byte *_smushBitmap;
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int _smushWidth;
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int _smushHeight;
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byte *_storedDisplay;
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};
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#endif
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