/* 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 3 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, see . * */ #ifndef WATCHMAKER_OPENGL_RENDERER_H #define WATCHMAKER_OPENGL_RENDERER_H #include "watchmaker/3d/math/Matrix4x4.h" #include "watchmaker/utils.h" #include "watchmaker/render.h" #include "watchmaker/3d/render/opengl_3d.h" namespace Watchmaker { enum class TransformMatrix { PROJECTION, VIEW }; enum class RenderState { LIGHT, CLIP, EXTENT, ALPHABLEND, ALPHAREF, // TODO ZENABLE, // TODO ZWRITE_ENABLE, // TODO TEXTUREFACTOR // TODO }; enum class BlendFactor { ONE, ZERO, SRCALPHA, INVSRCALPHA, INVSRCCOLOR, SRCCOLOR, DESTCOLOR, INVDESTCOLOR }; enum class TextureWrapMode { WRAP, CLAMP }; enum class PrimitiveType { LINE, TRIANGLE }; Common::SharedPtr createTextureFromSurface(Graphics::Surface &surface, int texFormat); Texture *createGLTexture(); class OpenGLRenderer { public: void enter2Dmode(); void exit2Dmode(); void pushModelView(); void popModelView(); void setTransformMatrix(TransformMatrix which, const Matrix4x4 &matrix); // TODO: This should be split. void setRenderState(RenderState state, int value); void setBlendFunc(BlendFactor src, BlendFactor dst); bool error() const { //warning("TODO: Implement error"); return false; } Common::String getErrorString() { warning("TODO: Implement getErrorString"); return ""; } // TODO: This just maps to the D3D way to setting textures void setTexture(int stage, void *texture); void setTexture(int stage, const gTexture &texture); void setTextureWrapMode(int index, TextureWrapMode mode); void drawPrimitives(PrimitiveType primitiveType, Vertex *vertices, int numPrimitives); void drawIndexedPrimitivesVBO(PrimitiveType primitiveType, int VBO, int firstVertex, int numVertices, uint16 *faces, uint32 numFaces); void drawIndexedPrimitivesVBO(PrimitiveType primitiveType, Common::SharedPtr VBO, int firstVertex, int numVertices, Common::Array faces, uint32 numFaces); void drawIndexedPrimitivesVBO(PrimitiveType primitiveType, gBatchBlock &bb); bool supportsMultiTexturing() const { // TODO return false; } }; extern OpenGLRenderer *g_renderer; } // End of namespace Watchmaker #endif // WATCHMAKER_OPENGL_RENDERER_H