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+/* 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 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 BLADERUNNER_SLICE_RENDERER_H
+#define BLADERUNNER_SLICE_RENDERER_H
+
+#include "bladerunner/color.h"
+#include "bladerunner/vector.h"
+#include "bladerunner/view.h"
+#include "bladerunner/matrix.h"
+
+#include "common/rect.h"
+
+#include "graphics/surface.h"
+
+namespace Common {
+class MemoryReadStream;
+}
+
+namespace BladeRunner {
+
+class BladeRunnerEngine;
+class Lights;
+class SetEffects;
+
+class SliceRenderer {
+ BladeRunnerEngine *_vm;
+
+ int _animation;
+ int _frame;
+ Vector3 _position;
+ float _facing;
+ float _scale;
+
+ View _view;
+ Lights *_lights;
+ SetEffects *_setEffects;
+
+ void *_sliceFramePtr;
+
+ // Animation frame data
+ Vector2 _frameScale;
+ float _frameBottomZ;
+ Vector2 _framePos;
+ float _frameSliceHeight;
+ uint32 _framePaletteIndex;
+ uint32 _frameSliceCount;
+
+ Matrix3x2 _modelMatrix;
+ Vector3 _startScreenVector;
+ Vector3 _endScreenVector;
+ float _startSlice;
+ float _endSlice;
+ Common::Rect _screenRectangle;
+
+ int _m11lookup[256];
+ int _m12lookup[256];
+ int _m13;
+ int _m21lookup[256];
+ int _m22lookup[256];
+ int _m23;
+
+ bool _animationsShadowEnabled[997];
+
+ Color _setEffectColor;
+ Color _lightsColor;
+
+ Graphics::PixelFormat _pixelFormat;
+
+ Matrix3x2 calculateFacingRotationMatrix();
+ void drawSlice(int slice, bool advanced, uint16 *frameLinePtr, uint16 *zbufLinePtr);
+
+public:
+ SliceRenderer(BladeRunnerEngine *vm);
+ ~SliceRenderer();
+
+ void setView(const View &view);
+ void setLights(Lights *lights);
+ void setSetEffects(SetEffects *setEffects);
+
+ void setupFrameInWorld(int animationId, int animationFrame, Vector3 position, float facing, float scale = 1.0f);
+ void getScreenRectangle(Common::Rect *screenRectangle, int animationId, int animationFrame, Vector3 position, float facing, float scale);
+ void drawInWorld(int animationId, int animationFrame, Vector3 position, float facing, float scale, Graphics::Surface &surface, uint16 *zbuffer);
+
+ void drawOnScreen(int animationId, int animationFrame, int screenX, int screenY, float facing, float scale, Graphics::Surface &surface, uint16 *zbuffer);
+
+ void preload(int animationId);
+
+ void disableShadows(int *animationsIdsList, int listSize);
+
+private:
+
+ void calculateBoundingRect();
+ void loadFrame(int animation, int frame);
+};
+
+class SliceRendererLights {
+ Lights *_lights;
+ Color _colors[20];
+ float _hmm[20];
+ float _hmm2[20];
+ int _hmm3;
+
+public:
+ Color _finalColor;
+
+public:
+ SliceRendererLights(Lights *lights);
+
+ void calculateColorBase(Vector3 position1, Vector3 position2, float height);
+ void calculateColorSlice(Vector3 position);
+};
+
+} // End of namespace BladeRunner
+
+#endif