124 lines
3.7 KiB
C++
124 lines
3.7 KiB
C++
// * This file is part of the COLOBOT source code
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// * Copyright (C) 2012, Polish Portal of Colobot (PPC)
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// *
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// * This program is free software: you can redistribute it and/or modify
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// * it under the terms of the GNU General Public License as published by
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// * the Free Software Foundation, either version 3 of the License, or
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// * (at your option) any later version.
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// *
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// * This program is distributed in the hope that it will be useful,
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// * but WITHOUT ANY WARRANTY; without even the implied warranty of
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// * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// * GNU General Public License for more details.
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// *
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// * You should have received a copy of the GNU General Public License
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// * along with this program. If not, see http://www.gnu.org/licenses/.
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// gldevice.h
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#pragma once
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#include "graphics/common/device.h"
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#include <vector>
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namespace Gfx {
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/**
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\struct GLDeviceConfig
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\brief Additional config with OpenGL-specific settings */
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struct GLDeviceConfig : public DeviceConfig
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{
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//! Size of red channel in bits
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int redSize;
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//! Size of green channel in bits
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int greenSize;
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//! Size of blue channel in bits
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int blueSize;
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//! Size of alpha channel in bits
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int alphaSize;
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//! Color depth in bits
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int depthSize;
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//! Force hardware acceleration (video mode set will fail on lack of hw accel)
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bool hardwareAccel;
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//! Constructor calls LoadDefaults()
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GLDeviceConfig() { LoadDefault(); }
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//! Loads the default values
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void LoadDefault();
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};
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/**
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\class CGLDevice
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\brief Implementation of CDevice interface in OpenGL
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Provides the concrete implementation of 3D device in OpenGL.
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This class should be initialized (by calling Initialize() ) only after
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setting the video mode by CApplication, once the OpenGL context is defined.
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Because of that, CGLDeviceConfig is outside the CDevice class and must be set
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in CApplication.
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*/
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class CGLDevice : public Gfx::CDevice
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{
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public:
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CGLDevice();
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virtual ~CGLDevice();
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virtual void Initialize();
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virtual void Destroy();
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virtual void BeginScene();
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virtual void EndScene();
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virtual void Clear();
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virtual void SetTransform(Gfx::TransformType type, const Math::Matrix &matrix);
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virtual const Math::Matrix& GetTransform(Gfx::TransformType type);
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virtual void MultiplyTransform(Gfx::TransformType type, const Math::Matrix &matrix);
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virtual void SetMaterial(const Gfx::Material &material);
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virtual const Gfx::Material& GetMaterial();
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virtual int GetMaxLightCount();
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virtual void SetLight(int index, const Gfx::Light &light);
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virtual const Gfx::Light& GetLight(int index);
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virtual void SetLightEnabled(int index, bool enabled);
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virtual bool GetLightEnabled(int index);
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virtual int GetMaxTextureCount();
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virtual const Gfx::Texture& GetTexture(int index);
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virtual void SetTexture(int index, const Gfx::Texture &texture);
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virtual void SetRenderState(Gfx::RenderState state, bool enabled);
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virtual bool GetRenderState(Gfx::RenderState state);
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virtual void DrawPrimitive(Gfx::PrimitiveType, Vertex *vertices, int vertexCount);
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virtual void DrawPrimitive(Gfx::PrimitiveType, VertexTex2 *vertices, int vertexCount);
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private:
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//! Current world matrix
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Math::Matrix m_worldMat;
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//! Current view matrix
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Math::Matrix m_viewMat;
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//! Current projection matrix
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Math::Matrix m_projectionMat;
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//! The current material
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Gfx::Material m_material;
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//! Current lights
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std::vector<Gfx::Light> m_lights;
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//! Current lights enable status
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std::vector<bool> m_lightsEnabled;
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//! Current textures
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std::vector<Gfx::Texture> m_textures;
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//! Current render state
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unsigned long m_renderState;
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};
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}; // namespace Gfx
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