scummvm/driver_gl.h
2005-03-28 01:54:21 +00:00

84 lines
2.6 KiB
C++

// Residual - Virtual machine to run LucasArts' 3D adventure games
// Copyright (C) 2003-2005 The ScummVM-Residual Team (www.scummvm.org)
//
// 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., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
#ifndef DRIVER_GL_H
#define DRIVER_GL_H
#include "bits.h"
#include "vector3d.h"
#include "color.h"
#include "model.h"
#include "colormap.h"
#include "bitmap.h"
#include "driver.h"
#include <SDL.h>
#include <SDL_opengl.h>
class DriverGL : public Driver {
public:
DriverGL(int screenW, int screenH, int screenBPP, bool fullscreen = false);
void setupCamera(float fov, float nclip, float fclip, float roll);
void positionCamera(Vector3d pos, Vector3d interest);
void toggleFullscreenMode();
void clearScreen();
void flipBuffer();
void startActorDraw(Vector3d pos, float yaw, float pitch, float roll);
void finishActorDraw();
void set3DMode();
void drawHierachyNode(const Model::HierNode *node);
void drawModelFace(const Model::Face *face, float *vertices, float *vertNormals, float *textureVerts);
void disableLights();
void setupLight(Scene::Light *light, int lightId);
void createMaterial(Material *material, const char *data, const CMap *cmap);
void selectMaterial(const Material *material);
void destroyMaterial(Material *material);
void createBitmap(Bitmap *bitmap);
void drawBitmap(const Bitmap *bitmap);
void destroyBitmap(Bitmap *bitmap);
void drawDepthBitmap(int x, int y, int w, int h, char *data);
void drawBitmap();
void drawEmergString(int x, int y, const char *text, const Color &fgColor);
void loadEmergFont();
TextObjectHandle *createTextBitmap(uint8 *bitmap, int width, int height, const Color &fgColor);
void drawTextBitmap(int x, int y, TextObjectHandle *handle);
void destroyTextBitmap(TextObjectHandle *handle);
void prepareSmushFrame(int width, int height, byte *bitmap);
void drawSmushFrame(int offsetX, int offsetY);
private:
GLuint _emergFont;
int _smushNumTex;
GLuint *_smushTexIds;
int _smushWidth;
int _smushHeight;
};
#endif