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#ifndef OGL_GL_WRAPPER_H
#define OGL_GL_WRAPPER_H
#ifdef USE_TILE
#ifdef USE_GL
#include "glwrapper.h"
class OGLStateManager : public GLStateManager
{
public:
OGLStateManager();
// State Manipulation
virtual void set(const GLState& state);
virtual void pixelstore_unpack_alignment(unsigned int bpp);
virtual void reset_view_for_redraw(float x, float y);
virtual void reset_view_for_resize(const coord_def &m_windowsz);
virtual void set_transform(const GLW_3VF &trans, const GLW_3VF &scale);
virtual void reset_transform();
// Texture-specific functinos
virtual void delete_textures(size_t count, unsigned int *textures);
virtual void generate_textures(size_t count, unsigned int *textures);
virtual void bind_texture(unsigned int texture);
virtual void load_texture(unsigned char *pixels, unsigned int width,
unsigned int height, MipMapOptions mip_opt);
protected:
GLState m_current_state;
};
class OGLShapeBuffer : public GLShapeBuffer
{
public:
OGLShapeBuffer(bool texture = false, bool colour = false,
drawing_modes prim = GLW_RECTANGLE);
virtual const char *print_statistics() const;
virtual unsigned int size() const;
virtual void add(const GLWPrim &rect);
virtual void draw(const GLState &state);
virtual void clear();
protected:
// Helper methods for adding specific primitives.
void add_rect(const GLWPrim &rect);
void add_line(const GLWPrim &rect);
drawing_modes m_prim_type;
bool m_texture_verts;
bool m_colour_verts;
std::vector<GLW_3VF> m_position_buffer;
std::vector<GLW_2VF> m_texture_buffer;
std::vector<VColour> m_colour_buffer;
std::vector<unsigned short int> m_ind_buffer;
};
#endif // USE_GL
#endif // USE_TILE
#endif // OGL_GL_WRAPPER_H
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