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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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
/*
* Copyright (C) 2006-2010 - Frictional Games
*
* This file is part of HPL1 Engine.
*/
#ifndef HPL_BEAM_H
#define HPL_BEAM_H
#include "RenderList.h"
#include "hpl1/engine/graphics/GraphicsTypes.h"
#include "hpl1/engine/graphics/Renderable.h"
#include "hpl1/engine/math/MathTypes.h"
#include "hpl1/engine/scene/Entity3D.h"
#include "hpl1/engine/system/SystemTypes.h"
namespace hpl {
class cMaterialManager;
class cResources;
class cGraphics;
class cFileSearcher;
class iLowLevelGraphics;
class iMaterial;
class iVertexBuffer;
//------------------------------------------
class cBeam;
class cBeamEnd : public iEntity3D {
friend class cBeam;
friend class cBeamEnd_UpdateCallback;
public:
cBeamEnd(const tString asName, cBeam *apBeam) : iEntity3D(asName),
mColor(1, 1), mpBeam(apBeam) {}
void SetColor(const cColor &aColor);
const cColor &GetColor() { return mColor; }
/////////////////////////////////
// Entity implementation
tString GetEntityType() { return "BeamEnd"; }
private:
cColor mColor;
cBeam *mpBeam;
};
//------------------------------------------
class cBeamEnd_UpdateCallback : public iEntityCallback {
public:
void OnTransformUpdate(iEntity3D *apEntity);
};
//------------------------------------------
class cBeam : public iRenderable {
typedef iRenderable super;
friend class cBeamEnd;
public:
cBeam(const tString asName, cResources *apResources, cGraphics *apGraphics);
~cBeam();
void SetMaterial(iMaterial *apMaterial);
const tString &GetFileName() { return msFileName; }
/**
* Set the size. X= the thickness of the line, width of texture used. Y = the length that one texture height takes.
* \param avSize
*/
void SetSize(const cVector2f &avSize);
cVector2f GetSize() { return mvSize; }
void SetColor(const cColor &aColor);
const cColor &GetColor() { return mColor; }
void SetTileHeight(bool abX);
bool GetTileHeight() { return mbTileHeight; }
void SetMultiplyAlphaWithColor(bool abX);
bool GetMultiplyAlphaWithColor() { return mbMultiplyAlphaWithColor; }
cBeamEnd *GetEnd() { return mpEnd; }
bool LoadXMLProperties(const tString asFile);
cVector3f GetAxis() { return mvAxis; }
cVector3f GetMidPosition() { return mvMidPosition; }
/////////////////////////////////
// Entity implementation
tString GetEntityType() { return "Beam"; }
bool IsVisible();
void SetVisible(bool abVisible) { SetRendered(abVisible); }
// Renderable implementations
iMaterial *GetMaterial() { return mpMaterial; }
iVertexBuffer *GetVertexBuffer() { return mpVtxBuffer; }
void UpdateGraphics(cCamera3D *apCamera, float afFrameTime, cRenderList *apRenderList);
bool IsShadowCaster() { return false; }
cBoundingVolume *GetBoundingVolume();
cMatrixf *GetModelMatrix(cCamera3D *apCamera);
int GetMatrixUpdateCount();
eRenderableType GetRenderType() { return eRenderableType_ParticleSystem; }
private:
cMaterialManager *mpMaterialManager;
cFileSearcher *mpFileSearcher;
iLowLevelGraphics *mpLowLevelGraphics;
iMaterial *mpMaterial;
iVertexBuffer *mpVtxBuffer;
cBeamEnd *mpEnd;
tString msFileName;
int mlStartTransformCount;
int mlEndTransformCount;
cMatrixf m_mtxTempTransform;
int mlLastRenderCount;
cBeamEnd_UpdateCallback mEndCallback;
cVector2f mvSize;
cVector3f mvAxis;
cVector3f mvMidPosition;
bool mbTileHeight;
bool mbMultiplyAlphaWithColor;
cColor mColor;
};
} // namespace hpl
#endif // HPL_BEAM_H
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