#ifndef __GL_FRAMEBUFFER #define __GL_FRAMEBUFFER #ifdef _WIN32 #include "win32iface.h" #include "win32gliface.h" #endif class FHardwareTexture; extern long gl_frameMS; extern long gl_frameCount; #ifdef _WIN32 class OpenGLFrameBuffer : public Win32GLFrameBuffer { typedef Win32GLFrameBuffer Super; DECLARE_CLASS(OpenGLFrameBuffer, Win32GLFrameBuffer) #else #include "sdlglvideo.h" class OpenGLFrameBuffer : public SDLGLFB { // typedef SDLGLFB Super; //[C]commented, DECLARE_CLASS defines this in linux DECLARE_CLASS(OpenGLFrameBuffer, SDLGLFB) #endif public: explicit OpenGLFrameBuffer() {} OpenGLFrameBuffer(void *hMonitor, int width, int height, int bits, int refreshHz, bool fullscreen) ; ~OpenGLFrameBuffer(); void InitializeState(); void Update(); // Color correction bool SetGamma (float gamma); bool SetBrightness(float bright); bool SetContrast(float contrast); void DoSetGamma(); void UpdatePalette(); void GetFlashedPalette (PalEntry pal[256]); PalEntry *GetPalette (); bool SetFlash(PalEntry rgb, int amount); void GetFlash(PalEntry &rgb, int &amount); int GetPageCount(); bool Begin2D(bool copy3d); void GetHitlist(BYTE *hitlist); void GameRestart(); // Retrieves a buffer containing image data for a screenshot. // Hint: Pitch can be negative for upside-down images, in which case buffer // points to the last row in the buffer, which will be the first row output. virtual void GetScreenshotBuffer(const BYTE *&buffer, int &pitch, ESSType &color_type); // Releases the screenshot buffer. virtual void ReleaseScreenshotBuffer(); // 2D drawing void STACK_ARGS DrawTextureV(FTexture *img, double x, double y, uint32 tag, va_list tags); void DrawLine(int x1, int y1, int x2, int y2, int palcolor, uint32 color); void DrawPixel(int x1, int y1, int palcolor, uint32 color); void Clear(int left, int top, int right, int bottom, int palcolor, uint32 color); void Dim(PalEntry color=0); void Dim (PalEntry color, float damount, int x1, int y1, int w, int h); void FlatFill (int left, int top, int right, int bottom, FTexture *src, bool local_origin=false); void FillSimplePoly(FTexture *tex, FVector2 *points, int npoints, double originx, double originy, double scalex, double scaley, angle_t rotation, FDynamicColormap *colormap, int lightlevel); FNativePalette *CreatePalette(FRemapTable *remap); bool WipeStartScreen(int type); void WipeEndScreen(); bool WipeDo(int ticks); void WipeCleanup(); void Swap(); bool Is8BitMode() { return false; } private: PalEntry Flash; // Texture creation info int cm; int translation; bool iscomplex; bool needsetgamma; bool swapped; PalEntry SourcePalette[256]; BYTE *ScreenshotBuffer; class Wiper { public: virtual ~Wiper(); virtual bool Run(int ticks, OpenGLFrameBuffer *fb) = 0; }; class Wiper_Melt; friend class Wiper_Melt; class Wiper_Burn; friend class Wiper_Burn; class Wiper_Crossfade; friend class Wiper_Crossfade; Wiper *ScreenWipe; FHardwareTexture *wipestartscreen; FHardwareTexture *wipeendscreen; public: AActor * LastCamera; int palette_brightness; }; #endif //__GL_FRAMEBUFFER