First step towards graphics abstraction and added a TinyGL driver.
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gfx/opengl.h
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gfx/opengl.h
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/* Residual - A 3D game interpreter
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*
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* Residual is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the AUTHORS
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* file distributed with this source distribution.
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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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* 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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* 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
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*
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* $URL$
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* $Id$
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*
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*/
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#ifndef STARK_GFX_OPENGL_H
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#define STARK_GFX_OPENGL_H
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#ifdef USE_OPENGL
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#include "engines/stark/gfx/driver.h"
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namespace Stark {
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class OpenGLGfxDriver : public GfxDriver {
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public:
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OpenGLGfxDriver();
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~OpenGLGfxDriver();
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const char *getVideoDeviceName();
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void setupScreen(int screenW, int screenH, bool fullscreen);
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void clearScreen();
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void flipBuffer();
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void drawSurface(Graphics::Surface *surface);
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/*
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bool isHardwareAccelerated();
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void set3DMode();
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void setupCamera(float fov, float nclip, float fclip, float roll);
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void positionCamera(Graphics::Vector3d pos, Graphics::Vector3d interest);
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void translateViewpointStart(Graphics::Vector3d pos, float pitch, float yaw, float roll);
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void translateViewpointFinish();
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*/
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};
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} // End of namespace Stark
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#endif // USE_OPENGL
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#endif // STARK_GFX_OPENGL_H
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