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84 lines
2.6 KiB
C++
84 lines
2.6 KiB
C++
// Residual - Virtual machine to run LucasArts' 3D adventure games
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// Copyright (C) 2003-2005 The ScummVM-Residual Team (www.scummvm.org)
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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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//
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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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//
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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., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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#ifndef DRIVER_GL_H
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#define DRIVER_GL_H
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#include "bits.h"
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#include "vector3d.h"
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#include "color.h"
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#include "model.h"
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#include "colormap.h"
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#include "bitmap.h"
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#include "driver.h"
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#include <SDL.h>
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#include <SDL_opengl.h>
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class DriverGL : public Driver {
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public:
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DriverGL(int screenW, int screenH, int screenBPP, 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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void startActorDraw(Vector3d pos, float yaw, float pitch, float roll);
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void finishActorDraw();
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void set3DMode();
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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 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 prepareSmushFrame(int width, int height, byte *bitmap);
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void drawSmushFrame(int offsetX, int offsetY);
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private:
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GLuint _emergFont;
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int _smushNumTex;
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GLuint *_smushTexIds;
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int _smushWidth;
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int _smushHeight;
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};
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#endif
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