scummvm/engines/stark/gfx/tinyglactor.h
2021-12-26 21:19:38 +01:00

102 lines
2.7 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* 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 <http://www.gnu.org/licenses/>.
*
*/
#ifndef STARK_GFX_TINYGL_ACTOR_H
#define STARK_GFX_TINYGL_ACTOR_H
#include "engines/stark/gfx/renderentry.h"
#include "engines/stark/visual/actor.h"
#include "engines/stark/gfx/tinygl.h"
#include "graphics/tinygl/tinygl.h"
#include "common/hashmap.h"
#include "common/hash-ptr.h"
namespace Stark {
namespace Gfx {
class TinyGLDriver;
struct _ActorVertex {
float pos1x;
float pos1y;
float pos1z;
float pos2x;
float pos2y;
float pos2z;
uint32 bone1;
uint32 bone2;
float boneWeight;
float normalx;
float normaly;
float normalz;
float texS;
float texT;
float x;
float y;
float z;
float nx;
float ny;
float nz;
float sx;
float sy;
float sz;
float r;
float g;
float b;
};
typedef _ActorVertex ActorVertex;
class TinyGLActorRenderer : public VisualActor {
public:
TinyGLActorRenderer(TinyGLDriver *gfx);
virtual ~TinyGLActorRenderer();
void render(const Math::Vector3d &position, float direction, const LightEntryArray &lights) override;
protected:
typedef Common::HashMap<Face *, uint32 *> FaceBufferMap;
TinyGLDriver *_gfx;
ActorVertex *_faceVBO;
FaceBufferMap _faceEBO;
void clearVertices();
void uploadVertices();
ActorVertex *createModelVBO(const Model *model);
uint32 *createFaceEBO(const Face *face);
void setLightArrayUniform(const LightEntryArray &lights);
Math::Vector3d getShadowLightDirection(const LightEntryArray &lights, const Math::Vector3d &actorPosition, Math::Matrix3 worldToModelRot);
bool getPointLightContribution(LightEntry *light, const Math::Vector3d &actorPosition,
Math::Vector3d &direction, float weight = 1.0f);
bool getDirectionalLightContribution(LightEntry *light, Math::Vector3d &direction);
bool getSpotLightContribution(LightEntry *light, const Math::Vector3d &actorPosition, Math::Vector3d &direction);
};
} // End of namespace Gfx
} // End of namespace Stark
#endif // STARK_GFX_TINYGL_ACTOR_H