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162 lines
4.7 KiB
C++
162 lines
4.7 KiB
C++
// Residual - Virtual machine to run LucasArts' 3D adventure games
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// Copyright (C) 2003 The ScummVM-Residual Team (www.scummvm.org)
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//
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// This library is free software; you can redistribute it and/or
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// modify it under the terms of the GNU Lesser General Public
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// License as published by the Free Software Foundation; either
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// version 2.1 of the License, or (at your option) any later version.
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//
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// This library is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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// Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public
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// License along with this library; if not, write to the Free Software
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// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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#include "stdafx.h"
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#include "scene.h"
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#include "textsplit.h"
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#include "resource.h"
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#include "debug.h"
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#include "bitmap.h"
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#include "colormap.h"
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#include "vector3d.h"
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#include <SDL.h>
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#include <cmath>
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#include "screen.h"
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#include "driver_gl.h"
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Scene::Scene(const char *name, const char *buf, int len) :
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name_(name) {
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TextSplitter ts(buf, len);
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char tempBuf[256];
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ts.expectString("section: colormaps");
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ts.scanString(" numcolormaps %d", 1, &numCmaps_);
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cmaps_ = new ResPtr<CMap>[numCmaps_];
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char cmap_name[256];
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for (int i = 0; i < numCmaps_; i++) {
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ts.scanString(" colormap %256s", 1, cmap_name);
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cmaps_[i] = ResourceLoader::instance()->loadColormap(cmap_name);
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}
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ts.expectString("section: setups");
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ts.scanString(" numsetups %d", 1, &numSetups_);
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setups_ = new Setup[numSetups_];
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for (int i = 0; i < numSetups_; i++)
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setups_[i].load(ts);
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currSetup_ = setups_;
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numSectors_ = -1;
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numLights_ = -1;
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lights_ = NULL;
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sectors_ = NULL;
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// Lights are optional
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if (ts.eof())
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return;
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ts.expectString("section: lights");
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ts.scanString(" numlights %d", 1, &numLights_);
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lights_ = new Light[numLights_];
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for (int i = 0; i < numLights_; i++)
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lights_[i].load(ts);
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// Calculate the number of sectors
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ts.expectString("section: sectors");
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if (ts.eof()) // Sectors are optional, but section: doesn't seem to be
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return;
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// Sector NAMES can be null, but ts doesn't seem flexible enough to allow this
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if (strlen(ts.currentLine()) > strlen(" sector"))
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ts.scanString(" sector %256s", 1, tempBuf);
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else {
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ts.nextLine();
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strcpy(tempBuf, "");
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}
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ts.scanString(" id %d", 1, &numSectors_);
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sectors_ = new Sector[numSectors_];
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// FIXME: This would be nicer if we could rewind the textsplitter
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// stream...
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sectors_[0].load0(ts, tempBuf, numSectors_);
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for (int i = 1; i < numSectors_; i++)
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sectors_[i].load(ts);
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}
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Scene::~Scene() {
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delete [] cmaps_;
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delete [] setups_;
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if (lights_)
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delete [] lights_;
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if (sectors_)
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delete [] sectors_;
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}
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void Scene::Setup::load(TextSplitter &ts) {
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char buf[256];
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ts.scanString(" setup %256s", 1, buf);
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name_ = buf;
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ts.scanString(" background %256s", 1, buf);
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bkgnd_bm_ = ResourceLoader::instance()->loadBitmap(buf);
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// ZBuffer is optional
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if (!ts.checkString("zbuffer")) {
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bkgnd_zbm_ = NULL;
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} else {
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ts.scanString(" zbuffer %256s", 1, buf);
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bkgnd_zbm_ = ResourceLoader::instance()->loadBitmap(buf);
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}
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ts.scanString(" position %f %f %f", 3, &pos_.x(), &pos_.y(), &pos_.z());
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ts.scanString(" interest %f %f %f", 3, &interest_.x(), &interest_.y(),
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&interest_.z());
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ts.scanString(" roll %f", 1, &roll_);
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ts.scanString(" fov %f", 1, &fov_);
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ts.scanString(" nclip %f", 1, &nclip_);
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ts.scanString(" fclip %f", 1, &fclip_);
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}
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void Scene::Light::load(TextSplitter &ts) {
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char buf[256];
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// Light names can be null, but ts doesn't seem flexible enough to allow this
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if (strlen(ts.currentLine()) > strlen(" light"))
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ts.scanString(" light %256s", 1, buf);
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else {
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ts.nextLine();
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strcpy(buf, "");
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}
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name_ = buf;
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ts.scanString(" type %256s", 1, buf);
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type_ = buf;
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ts.scanString(" position %f %f %f", 3, &pos_.x(), &pos_.y(), &pos_.z());
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ts.scanString(" direction %f %f %f", 3, &dir_.x(), &dir_.y(), &dir_.z());
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ts.scanString(" intensity %f", 1, &intensity_);
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ts.scanString(" umbraangle %f", 1, &umbraangle_);
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ts.scanString(" penumbraangle %f", 1, &penumbraangle_);
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ts.scanString(" color %d %d %d", 3, &color_.red(), &color_.green(), &color_.blue());
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}
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void Scene::Setup::setupCamera() const {
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g_driver->setupCamera(fov_, nclip_, fclip_, roll_);
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g_driver->positionCamera(pos_, interest_);
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}
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void Scene::setSetup(int num)
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{
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currSetup_ = setups_ + num;
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if (SCREENBLOCKS_GLOBAL == 0)
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return;
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if(currSetup_->bkgnd_zbm_)
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screenBlocksInit( currSetup_->bkgnd_zbm_->getData() );
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else
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screenBlocksInitEmpty();
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}
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