WINTERMUTE: Fix formatting, add license headers

This commit is contained in:
Gunnar Birke 2020-05-29 13:11:53 +02:00 committed by Paweł Kołodziejski
parent 2e77063c7c
commit cbc313020a
5 changed files with 158 additions and 77 deletions

View file

@ -231,8 +231,10 @@ private:
}; };
BaseRenderer *makeOSystemRenderer(BaseGame *inGame); // Implemented in BRenderSDL.cpp BaseRenderer *makeOSystemRenderer(BaseGame *inGame); // Implemented in BRenderSDL.cpp
#ifdef ENABLE_WME3D
BaseRenderer *makeOpenGLTextureRenderer(BaseGame *inGame); BaseRenderer *makeOpenGLTextureRenderer(BaseGame *inGame);
BaseRenderer *makeOpenGL3DRenderer(BaseGame* inGame); BaseRenderer *makeOpenGL3DRenderer(BaseGame* inGame);
#endif
} // End of namespace Wintermute } // End of namespace Wintermute

View file

@ -1,3 +1,25 @@
/* ResidualVM - A 3D game interpreter
*
* ResidualVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program 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 General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#include "base_render_opengl3d.h" #include "base_render_opengl3d.h"
#include "../../../../../graphics/opengl/system_headers.h" #include "../../../../../graphics/opengl/system_headers.h"
@ -9,15 +31,13 @@ BaseRenderer *makeOpenGL3DRenderer(BaseGame* inGame) {
return new BaseRenderOpenGL3D(inGame); return new BaseRenderOpenGL3D(inGame);
} }
} } // namespace Wintermute
Wintermute::BaseRenderOpenGL3D::BaseRenderOpenGL3D(Wintermute::BaseGame *inGame) Wintermute::BaseRenderOpenGL3D::BaseRenderOpenGL3D(Wintermute::BaseGame *inGame)
: _spriteBatchMode(false) { : _spriteBatchMode(false) {
} }
Wintermute::BaseRenderOpenGL3D::~BaseRenderOpenGL3D() { Wintermute::BaseRenderOpenGL3D::~BaseRenderOpenGL3D() {
} }
Wintermute::BaseImage *Wintermute::BaseRenderOpenGL3D::takeScreenshot() { Wintermute::BaseImage *Wintermute::BaseRenderOpenGL3D::takeScreenshot() {
@ -43,7 +63,6 @@ Wintermute::Rect32 Wintermute::BaseRenderOpenGL3D::getViewPort() {
} }
void Wintermute::BaseRenderOpenGL3D::setWindowed(bool windowed) { void Wintermute::BaseRenderOpenGL3D::setWindowed(bool windowed) {
} }
Graphics::PixelFormat Wintermute::BaseRenderOpenGL3D::getPixelFormat() const { Graphics::PixelFormat Wintermute::BaseRenderOpenGL3D::getPixelFormat() const {
@ -155,7 +174,6 @@ bool Wintermute::BaseRenderOpenGL3D::fill(byte r, byte g, byte b, Common::Rect*
} }
void Wintermute::BaseRenderOpenGL3D::onWindowChange() { void Wintermute::BaseRenderOpenGL3D::onWindowChange() {
} }
bool Wintermute::BaseRenderOpenGL3D::initRenderer(int width, int height, bool windowed) { bool Wintermute::BaseRenderOpenGL3D::initRenderer(int width, int height, bool windowed) {
@ -197,7 +215,7 @@ bool Wintermute::BaseRenderOpenGL3D::setup2D(bool force) {
glDisable(GL_LIGHTING); glDisable(GL_LIGHTING);
glDisable(GL_DEPTH_TEST); glDisable(GL_DEPTH_TEST);
glDepthMask(false); glDepthMask(GL_FALSE);
glDisable(GL_STENCIL); glDisable(GL_STENCIL);
glDisable(GL_CLIP_PLANE0); glDisable(GL_CLIP_PLANE0);
glDisable(GL_FOG); glDisable(GL_FOG);
@ -207,7 +225,7 @@ bool Wintermute::BaseRenderOpenGL3D::setup2D(bool force) {
glCullFace(GL_CCW); glCullFace(GL_CCW);
glEnable(GL_ALPHA_TEST); glEnable(GL_ALPHA_TEST);
glEnable(GL_BLEND); glEnable(GL_BLEND);
glAlphaFunc(GL_GEQUAL, 0x00); glAlphaFunc(GL_GEQUAL, 0.0f);
glPolygonMode(GL_FRONT, GL_FILL); glPolygonMode(GL_FRONT, GL_FILL);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
@ -243,7 +261,6 @@ Wintermute::BaseSurface* Wintermute::BaseRenderOpenGL3D::createSurface() {
} }
void Wintermute::BaseRenderOpenGL3D::endSaveLoad() { void Wintermute::BaseRenderOpenGL3D::endSaveLoad() {
} }
bool Wintermute::BaseRenderOpenGL3D::drawSprite(const OpenGL::Texture &tex, const Wintermute::Rect32 &rect, bool Wintermute::BaseRenderOpenGL3D::drawSprite(const OpenGL::Texture &tex, const Wintermute::Rect32 &rect,
@ -276,11 +293,9 @@ bool Wintermute::BaseRenderOpenGL3D::drawSpriteEx(const OpenGL::Texture& tex, co
// to be implemented // to be implemented
if (mirrorX) { if (mirrorX) {
} }
if (mirrorY) { if (mirrorY) {
} }
// provide space for 3d position coords, 2d texture coords and a 32 bit colot value // provide space for 3d position coords, 2d texture coords and a 32 bit colot value

View file

@ -1,3 +1,25 @@
/* ResidualVM - A 3D game interpreter
*
* ResidualVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program 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 General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#ifndef WINTERMUTE_BASE_RENDER_OPENGL3D_H #ifndef WINTERMUTE_BASE_RENDER_OPENGL3D_H
#define WINTERMUTE_BASE_RENDER_OPENGL3D_H #define WINTERMUTE_BASE_RENDER_OPENGL3D_H

View file

@ -1,3 +1,25 @@
/* ResidualVM - A 3D game interpreter
*
* ResidualVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program 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 General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#include "base_surface_opengl3d.h" #include "base_surface_opengl3d.h"
#include "../base_image.h" #include "../base_image.h"
@ -5,9 +27,7 @@
#include "graphics/transparent_surface.h" #include "graphics/transparent_surface.h"
Wintermute::BaseSurfaceOpenGL3D::BaseSurfaceOpenGL3D(Wintermute::BaseGame *game, BaseRenderOpenGL3D *renderer) Wintermute::BaseSurfaceOpenGL3D::BaseSurfaceOpenGL3D(Wintermute::BaseGame *game, BaseRenderOpenGL3D *renderer)
: BaseSurface(game), tex(nullptr), renderer(renderer), pixelOpReady(false) : BaseSurface(game), tex(nullptr), renderer(renderer), pixelOpReady(false) {
{
} }
bool Wintermute::BaseSurfaceOpenGL3D::invalidate() { bool Wintermute::BaseSurfaceOpenGL3D::invalidate() {

View file

@ -1,3 +1,25 @@
/* ResidualVM - A 3D game interpreter
*
* ResidualVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program 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 General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#ifndef WINTERMUTE_BASE_SURFACE_OPENGL3D_H #ifndef WINTERMUTE_BASE_SURFACE_OPENGL3D_H
#define WINTERMUTE_BASE_SURFACE_OPENGL3D_H #define WINTERMUTE_BASE_SURFACE_OPENGL3D_H