/* ScummVM - Graphic Adventure Engine * * ScummVM 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. * * $URL$ * $Id$ * */ /* * This code is based on Broken Sword 2.5 engine * * Copyright (c) Malte Thiesen, Daniel Queteschiner and Michael Elsdoerfer * * Licensed under GNU GPL v2 * */ #ifndef SWORD25_OPENGLGFX_H #define SWORD25_OPENGLGFX_H // ----------------------------------------------------------------------------- // INCLUDES // ----------------------------------------------------------------------------- #include "sword25/kernel/common.h" #include "sword25/gfx/graphicengine.h" #include "sword25/gfx/renderobjectptr.h" namespace Sword25 { // ----------------------------------------------------------------------------- // FORWARD DECLARATIONS // ----------------------------------------------------------------------------- class Kernel; class Service; class Resource; class Panel; class BS_Image; class RenderObjectManager; // ----------------------------------------------------------------------------- // CLASS DECLARATION // ----------------------------------------------------------------------------- class OpenGLGfx : public GraphicEngine { public: OpenGLGfx(Kernel *pKernel); virtual ~OpenGLGfx(); // Interface // --------- virtual bool Init(int Width, int Height, int BitDepth, int BackbufferCount, bool Windowed); virtual bool StartFrame(bool UpdateAll); virtual bool EndFrame(); virtual RenderObjectPtr GetMainPanel(); virtual void SetVsync(bool Vsync); virtual bool GetVsync() const; virtual bool Fill(const Common::Rect *FillRectPtr = 0, unsigned int Color = BS_RGB(0, 0, 0)); virtual bool GetScreenshot(unsigned int &Width, unsigned int &Height, byte **Data); // Resource-Managing Methoden // -------------------------- virtual Resource *LoadResource(const Common::String &FileName); virtual bool CanLoadResource(const Common::String &FileName); // Debugging Methoden // ------------------ virtual void DrawDebugLine(const Vertex &Start, const Vertex &End, unsigned int Color); // Persistenz Methoden // ------------------- virtual bool Persist(OutputPersistenceBlock &Writer); virtual bool Unpersist(InputPersistenceBlock &Reader); private: bool m_GLspritesInitialized; byte *_backBuffer; RenderObjectPtr m_MainPanelPtr; Common::ScopedPtr m_RenderObjectManagerPtr; struct DebugLine { DebugLine(const Vertex &_Start, const Vertex &_End, unsigned int _Color) : Start(_Start), End(_End), Color(_Color) {} DebugLine() {} Vertex Start; Vertex End; unsigned int Color; }; Common::Array m_DebugLines; static bool ReadFramebufferContents(unsigned int Width, unsigned int Height, byte **Data); static void ReverseRGBAComponentOrder(byte *Data, uint size); static void FlipImagedataVertical(unsigned int Width, unsigned int Height, byte *Data); }; } // End of namespace Sword25 #endif