#include "base_render_opengl3d.h" #include "../../../../../graphics/opengl/system_headers.h" #include "base_surface_opengl3d.h" namespace Wintermute { BaseRenderer *makeOpenGL3DRenderer(BaseGame* inGame) { return new BaseRenderOpenGL3D(inGame); } } Wintermute::BaseRenderOpenGL3D::BaseRenderOpenGL3D(Wintermute::BaseGame* inGame) : _spriteBatchMode(false) { } 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; } 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; }