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/* ResidualVM - A 3D game interpreter
*
* ResidualVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the AUTHORS
* 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 STARK_GFX_RENDER_ENTRY_H
#define STARK_GFX_RENDER_ENTRY_H
#include "common/array.h"
#include "common/rect.h"
#include "common/str.h"
#include "math/ray.h"
#include "math/vector3d.h"
namespace Stark {
class Visual;
class VisualImageXMG;
namespace Resources {
class ItemVisual;
}
namespace Gfx {
struct LightEntry {
enum Type {
kAmbient = 0,
kPoint = 1,
kDirectional = 2,
kSpot = 4
};
Type type;
Math::Vector3d color;
Math::Vector3d position;
Math::Vector3d direction;
Math::Angle innerConeAngle;
Math::Angle outerConeAngle;
float falloffNear;
float falloffFar;
};
typedef Common::Array<LightEntry *> LightEntryArray;
class RenderEntry {
public:
RenderEntry(Resources::ItemVisual *owner, const Common::String &name);
virtual ~RenderEntry() {}
void render(const LightEntryArray &lights);
void setVisual(Visual *visual);
void setPosition(const Common::Point &position);
void setPosition3D(const Math::Vector3d &position, float direction);
void setSortKey(float sortKey);
void setClickable(bool clickable);
/** Gets the owner-object */
Resources::ItemVisual *getOwner() const { return _owner; }
/** Obtain the underlying image visual, if any */
VisualImageXMG *getImage() const;
/**
* Mouse picking test for 2D items
*
* @param position game window coordinates to test
* @param relativePosition successful hit item relative coordinates
* @return successful hit
*/
bool containsPoint(const Common::Point &position, Common::Point &relativePosition) const;
/** Mouse picking test for 3D items */
bool intersectRay(const Math::Ray &ray) const;
/** Compare two render entries by their sort keys */
static bool compare(const RenderEntry *x, const RenderEntry *y);
protected:
Common::String _name;
Resources::ItemVisual *_owner;
Visual *_visual;
Common::Point _position;
Math::Vector3d _position3D;
float _direction3D;
float _sortKey;
bool _clickable;
};
typedef Common::Array<RenderEntry *> RenderEntryArray;
} // End of namespace Gfx
} // End of namespace Stark
#endif // STARK_GFX_RENDER_ENTRY_H
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