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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 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 _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, int y);
public:
SliceRenderer(BladeRunnerEngine *vm);
~SliceRenderer();
void setScreenEffects(ScreenEffects *aesc);
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 _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
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