WINTERMUTE: Apply cosmetic changes
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parent
40b7e9c676
commit
9311be32ca
4 changed files with 112 additions and 112 deletions
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@ -22,7 +22,7 @@
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#include "base_render_opengl3d.h"
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#include "../../../../../graphics/opengl/system_headers.h"
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#include "graphics/opengl/system_headers.h"
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#include "base_surface_opengl3d.h"
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#include "math/glmath.h"
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@ -31,49 +31,47 @@ BaseRenderer *makeOpenGL3DRenderer(BaseGame *inGame) {
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return new BaseRenderOpenGL3D(inGame);
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}
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} // namespace Wintermute
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Wintermute::BaseRenderOpenGL3D::BaseRenderOpenGL3D(Wintermute::BaseGame *inGame)
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BaseRenderOpenGL3D::BaseRenderOpenGL3D(BaseGame *inGame)
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: _spriteBatchMode(false) {
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}
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Wintermute::BaseRenderOpenGL3D::~BaseRenderOpenGL3D() {
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BaseRenderOpenGL3D::~BaseRenderOpenGL3D() {
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}
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Wintermute::BaseImage *Wintermute::BaseRenderOpenGL3D::takeScreenshot() {
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BaseImage *BaseRenderOpenGL3D::takeScreenshot() {
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return nullptr;
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}
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bool Wintermute::BaseRenderOpenGL3D::saveScreenShot(const Common::String &filename, int sizeX, int sizeY) {
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bool BaseRenderOpenGL3D::saveScreenShot(const Common::String &filename, int sizeX, int sizeY) {
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return true;
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}
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bool Wintermute::BaseRenderOpenGL3D::setViewport(int left, int top, int right, int bottom) {
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bool BaseRenderOpenGL3D::setViewport(int left, int top, int right, int bottom) {
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_viewportRect.setRect(left, top, right, bottom);
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glViewport(left, top, right - left, bottom - top);
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return true;
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}
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bool Wintermute::BaseRenderOpenGL3D::setViewport(Wintermute::Rect32 *rect) {
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bool BaseRenderOpenGL3D::setViewport(Rect32 *rect) {
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return setViewport(rect->left, rect->top, rect->right, rect->bottom);
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}
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Wintermute::Rect32 Wintermute::BaseRenderOpenGL3D::getViewPort() {
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Rect32 BaseRenderOpenGL3D::getViewPort() {
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return Rect32(0, 0, 0, 0);
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}
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void Wintermute::BaseRenderOpenGL3D::setWindowed(bool windowed) {
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void BaseRenderOpenGL3D::setWindowed(bool windowed) {
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}
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Graphics::PixelFormat Wintermute::BaseRenderOpenGL3D::getPixelFormat() const {
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Graphics::PixelFormat BaseRenderOpenGL3D::getPixelFormat() const {
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return OpenGL::Texture::getRGBAPixelFormat();
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}
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void Wintermute::BaseRenderOpenGL3D::fade(uint16 alpha) {
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void BaseRenderOpenGL3D::fade(uint16 alpha) {
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fadeToColor(0, 0, 0, (byte)(255 - alpha));
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}
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void Wintermute::BaseRenderOpenGL3D::fadeToColor(byte r, byte g, byte b, byte a) {
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void BaseRenderOpenGL3D::fadeToColor(byte r, byte g, byte b, byte a) {
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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setProjection2D();
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@ -127,11 +125,11 @@ void Wintermute::BaseRenderOpenGL3D::fadeToColor(byte r, byte g, byte b, byte a)
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setup2D(true);
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}
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bool Wintermute::BaseRenderOpenGL3D::drawLine(int x1, int y1, int x2, int y2, uint32 color) {
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bool BaseRenderOpenGL3D::drawLine(int x1, int y1, int x2, int y2, uint32 color) {
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return true;
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}
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bool Wintermute::BaseRenderOpenGL3D::drawRect(int x1, int y1, int x2, int y2, uint32 color, int width) {
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bool BaseRenderOpenGL3D::drawRect(int x1, int y1, int x2, int y2, uint32 color, int width) {
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return true;
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}
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@ -154,7 +152,7 @@ bool Wintermute::BaseRenderOpenGL3D::setProjection() {
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return true;
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}
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bool Wintermute::BaseRenderOpenGL3D::setProjection2D() {
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bool BaseRenderOpenGL3D::setProjection2D() {
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glOrtho(0, _viewportRect.width(), 0, _viewportRect.height(), -1.0, 100.0);
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@ -163,11 +161,11 @@ bool Wintermute::BaseRenderOpenGL3D::setProjection2D() {
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return true;
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}
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bool Wintermute::BaseRenderOpenGL3D::windowedBlt() {
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bool BaseRenderOpenGL3D::windowedBlt() {
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return true;
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}
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bool Wintermute::BaseRenderOpenGL3D::fill(byte r, byte g, byte b, Common::Rect *rect) {
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bool BaseRenderOpenGL3D::fill(byte r, byte g, byte b, Common::Rect *rect) {
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glClearColor(float(r) / 255.0f, float(g) / 255.0f, float(b) / 255.0f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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return true;
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@ -176,7 +174,7 @@ bool Wintermute::BaseRenderOpenGL3D::fill(byte r, byte g, byte b, Common::Rect *
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void Wintermute::BaseRenderOpenGL3D::onWindowChange() {
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}
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bool Wintermute::BaseRenderOpenGL3D::initRenderer(int width, int height, bool windowed) {
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bool BaseRenderOpenGL3D::initRenderer(int width, int height, bool windowed) {
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_windowed = windowed;
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_width = width;
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_height = height;
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@ -194,20 +192,20 @@ bool Wintermute::BaseRenderOpenGL3D::flip() {
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return true;
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}
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bool Wintermute::BaseRenderOpenGL3D::indicatorFlip() {
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bool BaseRenderOpenGL3D::indicatorFlip() {
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return true;
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}
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bool Wintermute::BaseRenderOpenGL3D::forcedFlip() {
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bool BaseRenderOpenGL3D::forcedFlip() {
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return true;
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}
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void Wintermute::BaseRenderOpenGL3D::initLoop() {
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void BaseRenderOpenGL3D::initLoop() {
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deleteRectList();
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setup2D();
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}
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bool Wintermute::BaseRenderOpenGL3D::setup2D(bool force) {
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bool BaseRenderOpenGL3D::setup2D(bool force) {
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if (_state3D || force) {
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_state3D = false;
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@ -248,22 +246,22 @@ bool Wintermute::BaseRenderOpenGL3D::setup2D(bool force) {
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return true;
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}
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bool Wintermute::BaseRenderOpenGL3D::setup3D(bool force) {
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bool BaseRenderOpenGL3D::setup3D(bool force) {
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return true;
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}
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bool Wintermute::BaseRenderOpenGL3D::setupLines() {
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bool BaseRenderOpenGL3D::setupLines() {
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return true;
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}
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Wintermute::BaseSurface *Wintermute::BaseRenderOpenGL3D::createSurface() {
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BaseSurface *Wintermute::BaseRenderOpenGL3D::createSurface() {
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return new BaseSurfaceOpenGL3D(nullptr, this);
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}
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void Wintermute::BaseRenderOpenGL3D::endSaveLoad() {
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void BaseRenderOpenGL3D::endSaveLoad() {
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}
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bool Wintermute::BaseRenderOpenGL3D::drawSprite(const OpenGL::Texture &tex, const Wintermute::Rect32 &rect,
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bool BaseRenderOpenGL3D::drawSprite(const OpenGL::Texture &tex, const Wintermute::Rect32 &rect,
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float zoomX, float zoomY, const Wintermute::Vector2 &pos,
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uint32 color, bool alphaDisable, Graphics::TSpriteBlendMode blendMode,
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bool mirrorX, bool mirrorY) {
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@ -271,7 +269,7 @@ bool Wintermute::BaseRenderOpenGL3D::drawSprite(const OpenGL::Texture &tex, cons
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return drawSpriteEx(tex, rect, pos, Vector2(0.0f, 0.0f), scale, 0.0f, color, alphaDisable, blendMode, mirrorX, mirrorY);
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}
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bool Wintermute::BaseRenderOpenGL3D::drawSpriteEx(const OpenGL::Texture &tex, const Wintermute::Rect32 &rect,
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bool BaseRenderOpenGL3D::drawSpriteEx(const OpenGL::Texture &tex, const Wintermute::Rect32 &rect,
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const Wintermute::Vector2 &pos, const Wintermute::Vector2 &rot, const Wintermute::Vector2 &scale,
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float angle, uint32 color, bool alphaDisable, Graphics::TSpriteBlendMode blendMode,
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bool mirrorX, bool mirrorY) {
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@ -298,13 +296,9 @@ bool Wintermute::BaseRenderOpenGL3D::drawSpriteEx(const OpenGL::Texture &tex, co
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if (mirrorY) {
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}
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// provide space for 3d position coords, 2d texture coords and a 32 bit colot value
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int vertex_size = 24;
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byte vertices[vertex_size * 4];
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for (int i = 0; i < vertex_size * 4; ++i) {
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vertices[i] = 0;
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}
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// provide space for 3d position coords, 2d texture coords and a 32 bit color value
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const int vertex_size = 24;
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byte vertices[vertex_size * 4] = {};
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// texture coords
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*reinterpret_cast<float *>(vertices) = tex_left;
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@ -382,3 +376,5 @@ bool Wintermute::BaseRenderOpenGL3D::drawSpriteEx(const OpenGL::Texture &tex, co
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return true;
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}
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} // namespace Wintermute
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