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/* 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<Panel> GetMainPanel();
virtual void SetVsync(bool Vsync);
virtual bool GetVsync() const;
virtual bool fill(const Common::Rect *FillRectPtr = 0, uint Color = BS_RGB(0, 0, 0));
virtual bool GetScreenshot(uint &Width, uint &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, uint Color);
// Persistenz Methoden
// -------------------
virtual bool persist(OutputPersistenceBlock &writer);
virtual bool unpersist(InputPersistenceBlock &reader);
private:
bool m_GLspritesInitialized;
byte *_backBuffer;
RenderObjectPtr<Panel> m_MainPanelPtr;
Common::ScopedPtr<RenderObjectManager> _renderObjectManagerPtr;
struct DebugLine {
DebugLine(const Vertex &_Start, const Vertex &_End, uint _Color) :
Start(_Start),
End(_End),
Color(_Color) {}
DebugLine() {}
Vertex Start;
Vertex End;
uint Color;
};
Common::Array<DebugLine> m_DebugLines;
static bool ReadFramebufferContents(uint Width, uint Height, byte **Data);
static void ReverseRGBAComponentOrder(byte *Data, uint size);
static void FlipImagedataVertical(uint Width, uint Height, byte *Data);
};
} // End of namespace Sword25
#endif
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