scummvm/engines/wintermute/base/gfx/opengl/base_render_opengl3d.cpp

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#include "base_render_opengl3d.h"
#include "../../../../../graphics/opengl/system_headers.h"
#include "base_surface_opengl3d.h"
Wintermute::BaseRenderOpenGL3D::~BaseRenderOpenGL3D() {
}
Wintermute::BaseImage* Wintermute::BaseRenderOpenGL3D::takeScreenshot() {
return nullptr;
}
bool Wintermute::BaseRenderOpenGL3D::saveScreenShot(const Common::String& filename, int sizeX, int sizeY) {
return true;
}
bool Wintermute::BaseRenderOpenGL3D::setViewport(int left, int top, int right, int bottom) {
return true;
}
bool Wintermute::BaseRenderOpenGL3D::setViewport(Wintermute::Rect32* rect) {
return true;
}
Wintermute::Rect32 Wintermute::BaseRenderOpenGL3D::getViewPort() {
return Rect32(0, 0, 0, 0);
}
bool Wintermute::BaseRenderOpenGL3D::setScreenViewport() {
return true;
}
void Wintermute::BaseRenderOpenGL3D::setWindowed(bool windowed) {
}
Graphics::PixelFormat Wintermute::BaseRenderOpenGL3D::getPixelFormat() const
{
return OpenGL::Texture::getRGBAPixelFormat();
}
void Wintermute::BaseRenderOpenGL3D::fade(uint16 alpha) {
fadeToColor(0, 0, 0, (byte)(255 - alpha));
}
void Wintermute::BaseRenderOpenGL3D::fadeToColor(byte r, byte g, byte b, byte a) {
setup2D(true);
}
bool Wintermute::BaseRenderOpenGL3D::drawLine(int x1, int y1, int x2, int y2, uint32 color) {
return true;
}
bool Wintermute::BaseRenderOpenGL3D::drawRect(int x1, int y1, int x2, int y2, uint32 color, int width) {
return true;
}
bool Wintermute::BaseRenderOpenGL3D::windowedBlt() {
return true;
}
Wintermute::BaseRenderOpenGL3D::BaseRenderOpenGL3D(Wintermute::BaseGame* inGame)
: _spriteBatchMode(false) {
}
bool Wintermute::BaseRenderOpenGL3D::fill(byte r, byte g, byte b, Common::Rect* rect) {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
glClearColor(float(r) / 255.0f, float(g) / 255.0f, float(b) / 255.0f, 1.0f);
return true;
}
void Wintermute::BaseRenderOpenGL3D::onWindowChange() {
}
bool Wintermute::BaseRenderOpenGL3D::initRenderer(int width, int height, bool windowed) {
_windowed = windowed;
_width = width;
_height = height;
return true;
}
bool Wintermute::BaseRenderOpenGL3D::flip() {
g_system->updateScreen();
return true;
}
bool Wintermute::BaseRenderOpenGL3D::indicatorFlip() {
return true;
}
bool Wintermute::BaseRenderOpenGL3D::forcedFlip() {
return true;
}
void Wintermute::BaseRenderOpenGL3D::initLoop() {
}
bool Wintermute::BaseRenderOpenGL3D::setup2D(bool force) {
return true;
}
bool Wintermute::BaseRenderOpenGL3D::setup3D(bool force) {
return true;
}
bool Wintermute::BaseRenderOpenGL3D::setupLines() {
}
Wintermute::BaseSurface* Wintermute::BaseRenderOpenGL3D::createSurface() {
return new BaseSurfaceOpenGL3D(nullptr);
}
void Wintermute::BaseRenderOpenGL3D::endSaveLoad() {
}
bool Wintermute::BaseRenderOpenGL3D::drawSprite(const OpenGL::Texture& tex, const Wintermute::Rect32& rect,
float zoomX, float zoomY, const Wintermute::Vector2& pos, float angle,
uint32 color, bool alphaDisable, Graphics::TSpriteBlendMode blendMode, bool mirrorX, bool mirrorY) {
Vector2 scale(zoomX / 100.0f, zoomY / 100.0f);
return drawSpriteEx(tex, rect, pos, Vector2(0.0f, 0.0f), scale, angle, color, alphaDisable, blendMode, mirrorX, mirrorY);
}
bool Wintermute::BaseRenderOpenGL3D::drawSpriteEx(const OpenGL::Texture& tex, const Wintermute::Rect32& rect,
const Wintermute::Vector2& pos, const Wintermute::Vector2& rot, const Wintermute::Vector2& scale,
float angle, uint32 color, bool alphaDisable, Graphics::TSpriteBlendMode blendMode, bool mirrorX, bool mirrorY) {
return true;
}