// * This file is part of the COLOBOT source code // * Copyright (C) 2012, Polish Portal of Colobot (PPC) // * // * 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 http://www.gnu.org/licenses/. // gldevice.h #pragma once #include "graphics/common/device.h" #include 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(); }; /** \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 { public: CGLDevice(); virtual ~CGLDevice(); virtual void Initialize(); virtual void Destroy(); 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 int GetMaxTextureCount(); virtual const Gfx::Texture& GetTexture(int index); virtual void SetTexture(int index, const Gfx::Texture &texture); virtual void SetRenderState(Gfx::RenderState state, bool enabled); virtual bool GetRenderState(Gfx::RenderState state); virtual void DrawPrimitive(Gfx::PrimitiveType, Vertex *vertices, int vertexCount); virtual void DrawPrimitive(Gfx::PrimitiveType, VertexTex2 *vertices, int vertexCount); private: //! Current world matrix Math::Matrix m_worldMat; //! Current view matrix Math::Matrix m_viewMat; //! Current projection matrix Math::Matrix m_projectionMat; //! The current material Gfx::Material m_material; //! Current lights std::vector m_lights; //! Current lights enable status std::vector m_lightsEnabled; //! Current textures std::vector m_textures; //! Current render state unsigned long m_renderState; }; }; // namespace Gfx