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-rw-r--r--src/graphics/opengl/gldevice.h176
1 files changed, 174 insertions, 2 deletions
diff --git a/src/graphics/opengl/gldevice.h b/src/graphics/opengl/gldevice.h
index a2fb4a0..1864000 100644
--- a/src/graphics/opengl/gldevice.h
+++ b/src/graphics/opengl/gldevice.h
@@ -19,13 +19,185 @@
#pragma once
-#include "graphics/common/device.h"
+#include "graphics/core/device.h"
+
+#include <string>
+#include <vector>
+#include <set>
+
namespace Gfx {
+/**
+ \struct GLDeviceConfig
+ \brief Additional config with OpenGL-specific settings */
+struct GLDeviceConfig : public DeviceConfig
+{
+ //! Size of red channel in bits
+ int redSize;
+ //! Size of green channel in bits
+ int greenSize;
+ //! Size of blue channel in bits
+ int blueSize;
+ //! Size of alpha channel in bits
+ int alphaSize;
+ //! Color depth in bits
+ int depthSize;
+
+ //! Force hardware acceleration (video mode set will fail on lack of hw accel)
+ bool hardwareAccel;
+
+ //! Constructor calls LoadDefaults()
+ GLDeviceConfig() { LoadDefault(); }
+
+ //! Loads the default values
+ void LoadDefault();
+};
+
+struct GLDevicePrivate;
+
+/**
+ \class CGLDevice
+ \brief Implementation of CDevice interface in OpenGL
+
+ Provides the concrete implementation of 3D device in OpenGL.
+
+ This class should be initialized (by calling Initialize() ) only after
+ setting the video mode by CApplication, once the OpenGL context is defined.
+ Because of that, CGLDeviceConfig is outside the CDevice class and must be set
+ in CApplication.
+*/
class CGLDevice : public Gfx::CDevice
{
- // TODO
+public:
+ CGLDevice(const Gfx::GLDeviceConfig &config);
+ virtual ~CGLDevice();
+
+ virtual bool GetWasInit();
+ virtual std::string GetError();
+
+ virtual bool Create();
+ virtual void Destroy();
+
+ void ConfigChanged(const Gfx::GLDeviceConfig &newConfig);
+
+ virtual void BeginScene();
+ virtual void EndScene();
+
+ virtual void Clear();
+
+ virtual void SetTransform(Gfx::TransformType type, const Math::Matrix &matrix);
+ virtual const Math::Matrix& GetTransform(Gfx::TransformType type);
+ virtual void MultiplyTransform(Gfx::TransformType type, const Math::Matrix &matrix);
+
+ virtual void SetMaterial(const Gfx::Material &material);
+ virtual const Gfx::Material& GetMaterial();
+
+ virtual int GetMaxLightCount();
+ virtual void SetLight(int index, const Gfx::Light &light);
+ virtual const Gfx::Light& GetLight(int index);
+ virtual void SetLightEnabled(int index, bool enabled);
+ virtual bool GetLightEnabled(int index);
+
+ virtual Gfx::Texture CreateTexture(CImage *image, const Gfx::TextureCreateParams &params);
+ virtual void DestroyTexture(const Gfx::Texture &texture);
+ virtual void DestroyAllTextures();
+
+ virtual int GetMaxTextureCount();
+ virtual void SetTexture(int index, const Gfx::Texture &texture);
+ virtual Gfx::Texture GetTexture(int index);
+ virtual void SetTextureEnabled(int index, bool enabled);
+ virtual bool GetTextureEnabled(int index);
+
+ virtual void SetTextureStageParams(int index, const Gfx::TextureStageParams &params);
+ virtual Gfx::TextureStageParams GetTextureStageParams(int index);
+
+ virtual void SetTextureFactor(const Gfx::Color &color);
+ virtual Gfx::Color GetTextureFactor();
+
+ virtual void DrawPrimitive(Gfx::PrimitiveType type, const Gfx::Vertex *vertices, int vertexCount);
+ virtual void DrawPrimitive(Gfx::PrimitiveType type, const Gfx::VertexCol *vertices, int vertexCount);
+ virtual void DrawPrimitive(Gfx::PrimitiveType type, const Gfx::VertexTex2 *vertices, int vertexCount);
+
+ virtual int ComputeSphereVisibility(const Math::Vector &center, float radius);
+
+ virtual void SetRenderState(Gfx::RenderState state, bool enabled);
+ virtual bool GetRenderState(Gfx::RenderState state);
+
+ virtual void SetDepthTestFunc(Gfx::CompFunc func);
+ virtual Gfx::CompFunc GetDepthTestFunc();
+
+ virtual void SetDepthBias(float factor);
+ virtual float GetDepthBias();
+
+ virtual void SetAlphaTestFunc(Gfx::CompFunc func, float refValue);
+ virtual void GetAlphaTestFunc(Gfx::CompFunc &func, float &refValue);
+
+ virtual void SetBlendFunc(Gfx::BlendFunc srcBlend, Gfx::BlendFunc dstBlend);
+ virtual void GetBlendFunc(Gfx::BlendFunc &srcBlend, Gfx::BlendFunc &dstBlend);
+
+ virtual void SetClearColor(const Gfx::Color &color);
+ virtual Gfx::Color GetClearColor();
+
+ virtual void SetGlobalAmbient(const Gfx::Color &color);
+ virtual Gfx::Color GetGlobalAmbient();
+
+ virtual void SetFogParams(Gfx::FogMode mode, const Gfx::Color &color, float start, float end, float density);
+ virtual void GetFogParams(Gfx::FogMode &mode, Gfx::Color &color, float &start, float &end, float &density);
+
+ virtual void SetCullMode(Gfx::CullMode mode);
+ virtual Gfx::CullMode GetCullMode();
+
+ virtual void SetShadeModel(Gfx::ShadeModel model);
+ virtual Gfx::ShadeModel GetShadeModel();
+
+ virtual void SetFillMode(Gfx::FillMode mode) ;
+ virtual Gfx::FillMode GetFillMode();
+
+private:
+ //! Updates internal modelview matrix
+ void UpdateModelviewMatrix();
+ //! Updates position for given light based on transformation matrices
+ void UpdateLightPosition(int index);
+
+private:
+ //! Current config
+ Gfx::GLDeviceConfig m_config;
+ //! Was initialized?
+ bool m_wasInit;
+ //! Last encountered error
+ std::string m_error;
+
+ //! Current world matrix
+ Math::Matrix m_worldMat;
+ //! Current view matrix
+ Math::Matrix m_viewMat;
+ //! OpenGL modelview matrix = world matrix * view matrix
+ Math::Matrix m_modelviewMat;
+ //! Current projection matrix
+ Math::Matrix m_projectionMat;
+
+ //! The current material
+ Gfx::Material m_material;
+
+ //! Whether lighting is enabled
+ bool m_lighting;
+ //! Current lights
+ std::vector<Gfx::Light> m_lights;
+ //! Current lights enable status
+ std::vector<bool> m_lightsEnabled;
+
+ //! Whether texturing is enabled in general
+ bool m_texturing;
+ //! Current textures; \c NULL value means unassigned
+ std::vector<Gfx::Texture> m_currentTextures;
+ //! Current texture stages enable status
+ std::vector<bool> m_texturesEnabled;
+ //! Current texture params
+ std::vector<Gfx::TextureStageParams> m_textureStageParams;
+
+ //! Set of all created textures
+ std::set<Gfx::Texture> m_allTextures;
};
}; // namespace Gfx