scummvm/engines/grim/set.h
Vincent Pelletier 9bef2bd626 GRIM,EMI: SHADERS: Compute umbra angles cosine on set load instead of for each frame
Only benefits shaders renderer, as opengl/tinygl renderers leave such
details to the gl library.
Maintain saved-state compatibility by computing on restore.
2016-01-01 23:07:59 +01:00

229 lines
6.7 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 GRIM_SET_H
#define GRIM_SET_H
#include "engines/grim/pool.h"
#include "engines/grim/object.h"
#include "engines/grim/color.h"
#include "engines/grim/sector.h"
#include "engines/grim/objectstate.h"
#include "math/quat.h"
#include "math/frustum.h"
namespace Common {
class SeekableReadStream;
}
namespace Grim {
class SaveGame;
class CMap;
struct Light;
struct SetShadow;
class Set : public PoolObject<Set> {
public:
Set(const Common::String &name, Common::SeekableReadStream *data);
Set();
~Set();
static int32 getStaticTag() { return MKTAG('S', 'E', 'T', ' '); }
void loadText(TextSplitter &ts);
void loadBinary(Common::SeekableReadStream *data);
void setupOverworldLights();
void saveState(SaveGame *savedState) const;
bool restoreState(SaveGame *savedState);
int _minVolume;
int _maxVolume;
static Bitmap::Ptr loadBackground(const char *fileName);
void drawBackground() const;
void drawBitmaps(ObjectState::Position stage);
void setupCamera();
void setupLights(const Math::Vector3d &pos, bool inOverworld);
void setSoundPosition(const char *soundName, const Math::Vector3d &pos);
void setSoundPosition(const char *soundName, const Math::Vector3d &pos, int minVol, int maxVol);
void calculateSoundPosition(const Math::Vector3d &pos, int minVol, int maxVol, int &volume, int &balance);
void setSoundParameters(int minVolume, int maxVolume);
void getSoundParameters(int *minVolume, int *maxVolume);
const Common::String &getName() const { return _name; }
void setLightEnableState(bool state) {
_enableLights = state;
}
void setLightIntensity(const char *light, float intensity);
void setLightIntensity(int light, float intensity);
void setLightPosition(const char *light, const Math::Vector3d &pos);
void setLightPosition(int light, const Math::Vector3d &pos);
void setLightEnabled(const char *light, bool enabled);
void setLightEnabled(int light, bool enabled);
void turnOffLights();
void setSetup(int num);
int getSetup() const { return _currSetup - _setups; }
inline int getNumSetups() const { return _numSetups; }
// Sector access functions
int getSectorCount() { return _numSectors; }
Sector *getSectorBase(int id);
Sector *getSectorByName(const Common::String &name);
Sector *getSectorBySubstring(const Common::String &str);
Sector *getSectorBySubstring(const Common::String &str, const Math::Vector3d &pos);
Sector *findPointSector(const Math::Vector3d &p, Sector::SectorType type);
int findSectorSortOrder(const Math::Vector3d &p, Sector::SectorType type);
void findClosestSector(const Math::Vector3d &p, Sector **sect, Math::Vector3d *closestPt);
void shrinkBoxes(float radius);
void unshrinkBoxes();
void addObjectState(const ObjectState::Ptr &s);
void deleteObjectState(const ObjectState::Ptr &s) {
_states.remove(s);
}
void moveObjectStateToFront(const ObjectState::Ptr &s);
void moveObjectStateToBack(const ObjectState::Ptr &s);
ObjectState *addObjectState(int setupID, ObjectState::Position pos, const char *bitmap, const char *zbitmap, bool transparency);
ObjectState *findState(const Common::String &filename);
// Setups contain the camera information and background for all views in a Set
struct Setup { // Camera setup data
void load(Set *set, int id, TextSplitter &ts);
void loadBinary(Common::SeekableReadStream *data);
void setupCamera() const;
void saveState(SaveGame *savedState) const;
bool restoreState(SaveGame *savedState);
void getRotation(float *x, float *y, float *z);
Math::Matrix4 getRotation() { return _rot; }
void setPitch(Math::Angle p);
void setYaw(Math::Angle y);
void setRoll(Math::Angle r);
Common::String _name;
Bitmap::Ptr _bkgndBm, _bkgndZBm;
// Camera settings
Math::Vector3d _pos, _interest;
Math::Matrix4 _rot;
float _roll, _fov, _nclip, _fclip;
};
CMap *getCMap() {
if (!_cmaps || ! _numCmaps)
return NULL;
return _cmaps[0];
};
Setup *getCurrSetup() { return _currSetup; }
const Common::List<Light *> &getLights(bool inOverworld) { return (inOverworld ? _overworldLightsList : _lightsList); }
const Math::Frustum &getFrustum() { return _frustum; }
int getShadowCount() const { return _numShadows; }
SetShadow *getShadow(int i);
SetShadow *getShadowByName(const Common::String &name);
private:
bool _locked;
Common::String _name;
int _numCmaps;
ObjectPtr<CMap> *_cmaps;
int _numSetups, _numLights, _numSectors, _numObjectStates, _numShadows;
bool _enableLights;
Sector **_sectors;
Light *_lights;
Common::List<Light *> _lightsList;
Common::List<Light *> _overworldLightsList;
Setup *_setups;
SetShadow *_shadows;
Setup *_currSetup;
typedef Common::List<ObjectState::Ptr> StateList;
StateList _states;
Math::Frustum _frustum;
friend class GrimEngine;
};
/**
* \struct Light
* Set lighting data
*/
struct Light {
Light();
void load(TextSplitter &ts);
void loadBinary(Common::SeekableReadStream *data);
void saveState(SaveGame *savedState) const;
bool restoreState(SaveGame *savedState);
void setIntensity(float intensity);
void setUmbra(float angle);
void setPenumbra(float angle);
enum LightType {
Omni = 1,
Spot = 2,
Direct = 3,
Ambient = 4
};
Common::String _name;
LightType _type;
Math::Vector3d _pos, _dir;
Color _color;
float _intensity, _umbraangle, _penumbraangle, _falloffNear, _falloffFar;
float _scaledintensity, _cosumbraangle, _cospenumbraangle;
bool _enabled;
// there may be more lights with the same position, so this is used to make the sort stable
int _id;
};
/**
* \struct SetShadow
* Set shadow data (EMI)
*/
struct SetShadow {
SetShadow();
void loadBinary(Common::SeekableReadStream *data, Set *set);
void saveState(SaveGame *savedState) const;
void restoreState(SaveGame *savedState);
Common::String _name;
Math::Vector3d _shadowPoint;
int _numSectors;
Common::List<Common::String> _sectorNames;
Color _color;
};
} // end of namespace Grim
#endif