/* * Descent 3 * Copyright (C) 2024 Parallax Software * * 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 REND_OPENGL_H #define REND_OPENGL_H #include "renderer.h" #include "3d.h" class oeApplication; // Starts up opengl int opengl_Init(oeApplication *app, renderer_preferred_state *pref_state); // Closes down opengl void opengl_Close(const bool just_resizing=false); void opengl_Shutdown(); // The main drawing function...draws a flat/textured/gouraud polygon void opengl_DrawPolygon(int, g3Point **, int, int); void opengl_SetFlatColor(ddgr_color color); // Ends a frame void opengl_EndFrame(); // Flips the screen void opengl_Flip(); // Does setup for a new frame void opengl_BeginFrame(int, int, int, int, int); // Tells opengl what kind of texturing (linear/perspective) we want void opengl_SetTextureType(texture_type); // Sets the lighting state of opengl void opengl_SetLightingState(light_state state); // Sets the opengl color model (either rgb or mono) void opengl_SetColorModel(color_model state); // Sets the state of bilinear filtering for our textures void opengl_SetFiltering(int8_t state); // Sets the state of zbuffering to on or off void opengl_SetZBufferState(int8_t state); // Sets the near/far z values for zbuffering void opengl_SetZValues(float nearz, float farz); // Sets a bitmap as a lightmap to rendered on top of the next texture map // a -1 value indicates no lighting map void opengl_SetLightingMap(int handle); // Clears the display to a specified color void opengl_ClearScreen(ddgr_color color); // Fills a rectangle on the display void opengl_FillRect(ddgr_color color, int x1, int y1, int x2, int y2); // Sets a pixel on the display void opengl_SetPixel(ddgr_color color, int x, int y); // Sets the near and far plane of fog void opengl_SetFogBorders(float nearz, float farz); // Sets the fog state to on or off void opengl_SetFogState(int8_t state); // Fills in projection variables void opengl_GetProjectionParameters(int *width, int *height); void opengl_GetProjectionScreenParameters(int &screenLX, int &screenTY, int &screenW, int &screenH); // Returns the aspect ratio of the physical screen float opengl_GetAspectRatio(); // Sets texture wrapping type void opengl_SetWrapType(wrap_type val); // Sets the constant alpha value void opengl_SetAlphaValue(uint8_t val); // Sets the overall alpha scale factor (all alpha values are scaled by this value) // usefull for motion blur effect void opengl_SetAlphaFactor(float val); // Returns the current Alpha factor float opengl_GetAlphaFactor(void); // Sets the type of alpha blending you want void opengl_SetAlphaType(int8_t atype); // Sets whether or not to write into the zbuffer void opengl_SetZBufferWriteMask(int state); // Gets the current state of the renderer void opengl_GetRenderState(rendering_state *rstate); // draws a line void opengl_DrawLine(int x1, int y1, int x2, int y2); // draws a line void opengl_DrawSpecialLine(g3Point *p0, g3Point *p1); // Sets the color that opengl uses for fog void opengl_SetFogColor(ddgr_color color); // Sets the coplanar z bias for rendered polygons void opengl_SetCoplanarPolygonOffset(float factor); // Sets up a some global preferences for openGL int opengl_SetPreferredState(renderer_preferred_state *pref_state); // Sets the gamma correction value void opengl_SetGammaValue(float val); // Takes a screenshot of the frontbuffer and puts it into the passed bitmap handle void opengl_Screenshot(int bm_handle); // Returns the pixel color at x,y ddgr_color opengl_GetPixel(int, int); // Clears the zbuffer void opengl_ClearZBuffer(); // Clears the texture cache void opengl_ResetCache(); // Takes a bitmap and blits it to the screen using linear frame buffer stuff // X and Y are the destination X,Y void opengl_CopyBitmapToFramebuffer(int bm_handle, int x, int y); // Gets a renderer ready for a framebuffer copy, or stops a framebuffer copy void opengl_SetFrameBufferCopyState(bool state); #if defined(WIN32) // returns directdraw object void *opengl_DirectDrawObj(); #endif // returns rendering statistics for the frame void opengl_GetStatistics(tRendererStats *stats); #endif