/* 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 ScreenEffects; class BladeRunnerEngine; class Lights; class SetEffects; class SliceRenderer { BladeRunnerEngine *_vm; int _animation; int _frame; Vector3 _position; float _facing; float _scale; ScreenEffects *_screenEffects; View *_view; Lights *_lights; SetEffects *_setEffects; void *_sliceFramePtr; // Animation frame data Vector2 _frameScale; float _frameBottomZ; Vector2 _framePos; float _frameSliceHeight; uint32 _framePaletteIndex; uint32 _frameSliceCount; Matrix3x2 _mvpMatrix; 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]; Vector3 _shadowPolygonDefault[12]; Vector3 _shadowPolygonCurrent[12]; Color _setEffectColor; Color _lightsColor; Graphics::PixelFormat _pixelFormat; public: SliceRenderer(BladeRunnerEngine *vm); ~SliceRenderer(); void setScreenEffects(ScreenEffects *aesc); void setView(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); void preload(int animationId); void disableShadows(int *animationsIdsList, int listSize); private: void calculateBoundingRect(); Matrix3x2 calculateFacingRotationMatrix(); void loadFrame(int animation, int frame); void drawSlice(int slice, bool advanced, int y, Graphics::Surface &surface, uint16 *zbufferLine); void drawShadowInWorld(int transparency, Graphics::Surface &surface, uint16 *zbuffer); void drawShadowPolygon(int transparency, Graphics::Surface &surface, uint16 *zbuffer); }; class SliceRendererLights { Lights *_lights; Color _cacheColor[20]; float _cacheCounter[20]; float _cacheStart[20]; int _cacheRecalculation; public: Color _finalColor; public: SliceRendererLights(Lights *lights); void calculateColorBase(Vector3 position1, Vector3 position2, float height); void calculateColorSlice(Vector3 position); }; } // End of namespace BladeRunner #endif