1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
|
/* 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 "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 _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(const 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
|