/* Residual - Virtual machine to run LucasArts' 3D adventure games * Copyright (C) 2003-2006 The ScummVM-Residual Team (www.scummvm.org) * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; either * version 2.1 of the License, or (at your option) any later version. * This library 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 * Lesser General Public License for more details. * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA * * $URL$ * $Id$ * */ #ifndef DRIVER_GL_H #define DRIVER_GL_H #include "bits.h" #include "vector3d.h" #include "color.h" #include "model.h" #include "colormap.h" #include "bitmap.h" #include "driver.h" #include "driver_sdl.h" #include #include class DriverGL : public DriverSDL { public: DriverGL(int screenW, int screenH, int screenBPP, bool fullscreen = false); virtual ~DriverGL(); void setupCamera(float fov, float nclip, float fclip, float roll); void positionCamera(Vector3d pos, Vector3d interest); void toggleFullscreenMode(); void clearScreen(); void flipBuffer(); bool isHardwareAccelerated(); void startActorDraw(Vector3d pos, float yaw, float pitch, float roll); void finishActorDraw(); void setupShadower(Shadow *shadow); void set3DMode(); void translateViewpoint(Vector3d pos, float pitch, float yaw, float roll); void translateViewpoint(); void drawHierachyNode(const Model::HierNode *node); void drawModelFace(const Model::Face *face, float *vertices, float *vertNormals, float *textureVerts); void disableLights(); void setupLight(Scene::Light *light, int lightId); void createMaterial(Material *material, const char *data, const CMap *cmap); void selectMaterial(const Material *material); void destroyMaterial(Material *material); void createBitmap(Bitmap *bitmap); void drawBitmap(const Bitmap *bitmap); void destroyBitmap(Bitmap *bitmap); void drawDepthBitmap(int x, int y, int w, int h, char *data); void drawBitmap(); Bitmap *getScreenshot(int w, int h); void storeDisplay(); void copyStoredToDisplay(); void dimScreen(); void dimRegion(int x, int y, int w, int h, float level); void drawEmergString(int x, int y, const char *text, const Color &fgColor); void loadEmergFont(); TextObjectHandle *createTextBitmap(uint8 *bitmap, int width, int height, const Color &fgColor); void drawTextBitmap(int x, int y, TextObjectHandle *handle); void destroyTextBitmap(TextObjectHandle *handle); void drawRectangle(PrimitiveObject *primitive); void drawLine(PrimitiveObject *primitive); void drawPolygon(PrimitiveObject *primitive); void prepareSmushFrame(int width, int height, byte *bitmap); void drawSmushFrame(int offsetX, int offsetY); protected: private: GLuint _emergFont; int _smushNumTex; GLuint *_smushTexIds; int _smushWidth; int _smushHeight; byte *_storedDisplay; }; #endif