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https://github.com/libretro/scummvm.git
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141 lines
3.8 KiB
C++
141 lines
3.8 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program 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
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifndef BLADERUNNER_SLICE_RENDERER_H
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#define BLADERUNNER_SLICE_RENDERER_H
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#include "bladerunner/color.h"
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#include "bladerunner/vector.h"
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#include "bladerunner/view.h"
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#include "bladerunner/matrix.h"
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#include "common/rect.h"
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#include "graphics/surface.h"
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namespace Common {
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class MemoryReadStream;
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}
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namespace BladeRunner {
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class ScreenEffects;
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class BladeRunnerEngine;
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class Lights;
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class SetEffects;
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class SliceRenderer {
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BladeRunnerEngine *_vm;
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int _animation;
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int _frame;
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Vector3 _position;
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float _facing;
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float _scale;
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ScreenEffects *_screenEffects;
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View *_view;
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Lights *_lights;
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SetEffects *_setEffects;
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void *_sliceFramePtr;
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// Animation frame data
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Vector2 _frameScale;
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float _frameBottomZ;
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Vector2 _framePos;
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float _frameSliceHeight;
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uint32 _framePaletteIndex;
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uint32 _frameSliceCount;
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Matrix3x2 _mvpMatrix;
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Vector3 _startScreenVector;
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Vector3 _endScreenVector;
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float _startSlice;
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float _endSlice;
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Common::Rect _screenRectangle;
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int _m11lookup[256];
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int _m12lookup[256];
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int _m13;
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int _m21lookup[256];
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int _m22lookup[256];
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int _m23;
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bool _animationsShadowEnabled[997];
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Vector3 _shadowPolygonDefault[12];
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Vector3 _shadowPolygonCurrent[12];
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Color _setEffectColor;
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Color _lightsColor;
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Graphics::PixelFormat _pixelFormat;
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public:
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SliceRenderer(BladeRunnerEngine *vm);
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~SliceRenderer();
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void setScreenEffects(ScreenEffects *aesc);
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void setView(View *view);
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void setLights(Lights *lights);
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void setSetEffects(SetEffects *setEffects);
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void setupFrameInWorld(int animationId, int animationFrame, Vector3 position, float facing, float scale = 1.0f);
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void getScreenRectangle(Common::Rect *screenRectangle, int animationId, int animationFrame, Vector3 position, float facing, float scale);
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void drawInWorld(int animationId, int animationFrame, Vector3 position, float facing, float scale, Graphics::Surface &surface, uint16 *zbuffer);
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void drawOnScreen(int animationId, int animationFrame, int screenX, int screenY, float facing, float scale, Graphics::Surface &surface);
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void preload(int animationId);
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void disableShadows(int *animationsIdsList, int listSize);
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private:
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void calculateBoundingRect();
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Matrix3x2 calculateFacingRotationMatrix();
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void loadFrame(int animation, int frame);
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void drawSlice(int slice, bool advanced, int y, Graphics::Surface &surface, uint16 *zbufferLine);
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void drawShadowInWorld(int transparency, Graphics::Surface &surface, uint16 *zbuffer);
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void drawShadowPolygon(int transparency, Graphics::Surface &surface, uint16 *zbuffer);
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};
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class SliceRendererLights {
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Lights *_lights;
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Color _cacheColor[20];
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float _cacheCounter[20];
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float _cacheStart[20];
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int _cacheRecalculation;
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public:
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Color _finalColor;
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public:
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SliceRendererLights(Lights *lights);
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void calculateColorBase(Vector3 position1, Vector3 position2, float height);
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void calculateColorSlice(Vector3 position);
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};
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} // End of namespace BladeRunner
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#endif
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