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https://github.com/libretro/scummvm.git
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03e8f0ed2d
* GRIM: Remove code for toggling fullscreen mode * MYST3: Remove code for toggling fullscreen mode * STARK: Remove code for toggling fullscreen mode * ENGINES: Remove the fullscreen argument from initGraphics3d()
164 lines
5.3 KiB
C++
164 lines
5.3 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 program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program 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
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; 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_OPENGL_H
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#define GRIM_GFX_OPENGL_H
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#include "engines/grim/gfx_base.h"
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#ifdef USE_OPENGL_GAME
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#ifdef USE_GLEW
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#include <GL/glew.h>
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#elif defined (SDL_BACKEND) && !defined(__amigaos4__)
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#include <SDL_opengl.h>
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#undef ARRAYSIZE
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#else
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#include <GL/gl.h>
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#endif
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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 GfxOpenGL : public GfxBase {
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public:
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GfxOpenGL();
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virtual ~GfxOpenGL();
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void setupScreen(int screenW, int screenH) override;
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const char *getVideoDeviceName() override;
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void setupCameraFrustum(float fov, float nclip, float fclip) override;
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void positionCamera(const Math::Vector3d &pos, const Math::Vector3d &interest, float roll) override;
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void positionCamera(const Math::Vector3d &pos, const Math::Matrix4 &rot) override;
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Math::Matrix4 getModelView() override;
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Math::Matrix4 getProjection() override;
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void clearScreen() override;
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void clearDepthBuffer() override;
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void flipBuffer() override;
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bool isHardwareAccelerated() override;
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bool supportsShaders() override;
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void getScreenBoundingBox(const Mesh *model, int *x1, int *y1, int *x2, int *y2) override;
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void getScreenBoundingBox(const EMIModel *model, int *x1, int *y1, int *x2, int *y2) override;
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void getActorScreenBBox(const Actor *actor, Common::Point &p1, Common::Point &p2) override;
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void startActorDraw(const Actor *actor) override;
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void finishActorDraw() override;
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void setShadow(Shadow *shadow) override;
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void drawShadowPlanes() override;
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void setShadowMode() override;
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void clearShadowMode() override;
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void setShadowColor(byte r, byte g, byte b) override;
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void getShadowColor(byte *r, byte *g, byte *b) override;
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void set3DMode() override;
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void translateViewpointStart() override;
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void translateViewpoint(const Math::Vector3d &vec) override;
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void rotateViewpoint(const Math::Angle &angle, const Math::Vector3d &axis) override;
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void rotateViewpoint(const Math::Matrix4 &rot) override;
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void translateViewpointFinish() override;
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void drawEMIModelFace(const EMIModel *model, const EMIMeshFace *face) override;
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void drawModelFace(const Mesh *mesh, const MeshFace *face) override;
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void drawSprite(const Sprite *sprite) override;
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void drawOverlay(const Overlay *overlay) override;
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void enableLights() override;
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void disableLights() override;
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void setupLight(Light *light, int lightId) override;
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void turnOffLight(int lightId) override;
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void createTexture(Texture *texture, const uint8 *data, const CMap *cmap, bool clamp) override;
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void selectTexture(const Texture *texture) override;
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void destroyTexture(Texture *texture) override;
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void createBitmap(BitmapData *bitmap) override;
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void drawBitmap(const Bitmap *bitmap, int x, int y, uint32 layer) override;
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void destroyBitmap(BitmapData *bitmap) override;
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void createFont(Font *font) override;
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void destroyFont(Font *font) override;
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void createTextObject(TextObject *text) override;
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void drawTextObject(const TextObject *text) override;
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void destroyTextObject(TextObject *text) override;
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Bitmap *getScreenshot(int w, int h, bool useStored) override;
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void storeDisplay() override;
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void copyStoredToDisplay() override;
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void dimScreen() override;
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void dimRegion(int x, int y, int w, int h, float level) override;
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void irisAroundRegion(int x1, int y1, int x2, int y2) override;
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void drawEmergString(int x, int y, const char *text, const Color &fgColor) override;
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void loadEmergFont() override;
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void drawRectangle(const PrimitiveObject *primitive) override;
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void drawLine(const PrimitiveObject *primitive) override;
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void drawPolygon(const PrimitiveObject *primitive) override;
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void drawDimPlane() override;
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void prepareMovieFrame(Graphics::Surface *frame) override;
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void drawMovieFrame(int offsetX, int offsetY) override;
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void releaseMovieFrame() override;
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void setBlendMode(bool additive) override;
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protected:
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void createSpecialtyTextureFromScreen(uint id, uint8 *data, int x, int y, int width, int height) override;
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void drawDepthBitmap(int x, int y, int w, int h, char *data);
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void initExtensions();
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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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byte *_storedDisplay;
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bool _useDepthShader;
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GLuint _fragmentProgram;
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bool _useDimShader;
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GLuint _dimFragProgram;
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GLint _maxLights;
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float _alpha;
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const Actor *_currentActor;
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GLenum _depthFunc;
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void readPixels(int x, int y, int width, int height, uint8 *buffer);
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};
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} // end of namespace Grim
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#endif
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#endif
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