scummvm/engines/stark/scene.h
2021-05-04 11:46:30 +03:00

122 lines
3.6 KiB
C++

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