/* 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