/* 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/vector.h" #include "bladerunner/view.h" #include "bladerunner/matrix.h" #include "bladerunner/lights.h" #include "bladerunner/set_effects.h" #include "graphics/surface.h" namespace Common { class MemoryReadStream; } namespace BladeRunner { class SetEffects; class BladeRunnerEngine; 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 _frameFront; float _frameBottomZ; Vector2 _framePos; float _frameSliceHeight; uint32 _framePaletteIndex; uint32 _frameSliceCount; Matrix3x2 _field_109E; Vector3 _field_10B6; Vector3 _field_10C2; float _field_10CE; float _field_10D2; int _minX; int _maxX; int _minY; int _maxY; int _t1[256]; int _t2[256]; int _c3; int _t4[256]; int _t5[256]; int _c6; bool _animationsShadowEnabled[997]; Matrix3x2 calculateFacingRotationMatrix(); void drawSlice(int slice, uint16 *frameLinePtr, uint16 *zbufLinePtr); public: SliceRenderer(BladeRunnerEngine *vm); ~SliceRenderer(); void setView(View *view); void setLights(Lights *lights); void setSetEffects(SetEffects *setEffects); void setupFrame(int animation, int frame, Vector3 position, float facing, float scale = 1.0f); void calculateBoundingRect(); void drawFrame(Graphics::Surface &surface, uint16 *zbuffer); void preload(int animationId); void disableShadows(int* animationsIdsList, int listSize); }; } // End of namespace BladeRunner #endif