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122 lines
3.6 KiB
C++
122 lines
3.6 KiB
C++
/* ResidualVM - A 3D game interpreter
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*
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* ResidualVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the AUTHORS
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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
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (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, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#ifndef STARK_SCENE_H
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#define STARK_SCENE_H
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#include "common/rect.h"
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#include "math/matrix4.h"
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#include "math/ray.h"
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#include "math/vector3d.h"
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namespace Stark {
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namespace Gfx {
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class Driver;
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class RenderEntry;
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}
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/**
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* Manager for the current game scene
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*/
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class Scene {
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public:
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Scene(Gfx::Driver *gfx);
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~Scene();
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void initCamera(const Math::Vector3d &position, const Math::Vector3d &lookAt,
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float fov, Common::Rect viewSize, float nearClipPlane, float farClipPlane);
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/** Configure rendering so that only the specified rect can be seen */
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void scrollCamera(const Common::Rect &viewport);
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/** Get the projection matrix (Screen -> Camera) */
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Math::Matrix4 getProjectionMatrix() const { return _projectionMatrix; }
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/** Get the projection matrix (Camera -> World) */
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Math::Matrix4 getViewMatrix() const { return _viewMatrix; }
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/**
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* Compute a ray in world coordinates going from the camera and through the mouse
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*
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* @param mouse Mouse position
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* @param origin Computed point of origin for the ray
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* @param direction Computed direction for the ray
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*/
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Math::Ray makeRayFromMouse(const Common::Point &mouse) const;
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/**
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* Convert a 3D position in world coordinates into a point in 2D screen space
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*
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* The computed 2D point is in original game view coordinates.
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*/
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Common::Point convertPosition3DToGameScreenOriginal(const Math::Vector3d &obj) const;
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/** Get and set scene fade level */
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void setFadeLevel(float fadeLevel);
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float getFadeLevel() const;
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/** Access the sway angle the actors are currently rotated by */
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void setSwayAngle(const Math::Angle &angle);
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Math::Angle getSwayAngle() const;
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/** Get the axis for the the sway actor rotation, in world coordinates */
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Math::Vector3d getSwayDirection() const;
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/** Access the float up / down current Z offset for the actors */
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void setFloatOffset(float floatOffset);
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float getFloatOffset() const;
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/** Access the maximum length of the horizontal light direction for casting shadows */
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void setupShadows(bool enabled, float length);
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bool shouldRenderShadows() const { return _shouldRenderShadows; }
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float getMaxShadowLength() const { return _maxShadowLength; }
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private:
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void computeClippingRect(float *xmin, float *xmax, float *ymin, float *ymax);
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Gfx::Driver *_gfx;
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Math::Vector3d _cameraPosition;
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Math::Vector3d _cameraLookDirection;
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float _fov;
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Common::Rect _viewSize;
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Common::Rect _viewport;
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float _nearClipPlane;
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float _farClipPlane;
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Math::Matrix4 _projectionMatrix;
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Math::Matrix4 _viewMatrix;
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float _fadeLevel;
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Math::Angle _swayAngle;
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float _floatOffset;
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bool _shouldRenderShadows;
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float _maxShadowLength;
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};
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} // End of namespace Stark
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#endif // STARK_SCENE_H
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