File: Renderer2D.h

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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_RENDERER2D_H
#define HPL_RENDERER2D_H

#include "common/list.h"
#include "hpl1/engine/graphics/GraphicsTypes.h"
#include "hpl1/engine/graphics/Material.h"
#include "hpl1/engine/graphics/Mesh2d.h"
#include "hpl1/engine/math/MathTypes.h"
#include "hpl1/engine/scene/Light2D.h"
#include "hpl1/std/multiset.h"
#include "hpl1/std/set.h"

namespace hpl {

#define MAX_SHADOW_POINTS (100)
#define MAX_ONSCREEN_SHADOWCASTERS (100)

class cScene;
class cResources;
class iLowLevelGraphics;
class LowLevelResources;
class cRenderObject2D;
class cGraphicsDrawer;
class cCamera2D;
class cGridMap2D;
class iTexture;

// For Normal obejcts:
class cRenderObject2DCompare {
public:
	bool operator()(const cRenderObject2D &aObjectA, const cRenderObject2D &aObjectB) const;
};

// For transparent objects
class cRenderTransObjectCompare {
public:
	bool operator()(const cRenderObject2D &aObjectA, const cRenderObject2D &aObjectB) const;
};

typedef Hpl1::Std::multiset<cRenderObject2D, cRenderObject2DCompare> tRenderObjectSet;
typedef tRenderObjectSet::iterator tRenderObjectSetIt;

typedef Hpl1::Std::multiset<cRenderObject2D, cRenderTransObjectCompare> tRenderTransObjectSet;
typedef tRenderTransObjectSet::iterator tRenderTransObjectSetIt;

typedef Common::List<cRenderObject2D> tRenderObjectList;
typedef tRenderObjectList::iterator tRenderObjectListIt;

class cResources;
class cWorld2D;

class cRenderer2D {
public:
	cRenderer2D(iLowLevelGraphics *apLowLevelGraphics, cResources *apResources, cGraphicsDrawer *apGraphicsDrawer);
	~cRenderer2D();

	void RenderObjects(cCamera2D *apCamera, cGridMap2D *apMapLights, cWorld2D *apWorld);
	void AddObject(cRenderObject2D &aObject);

	void SetShadowZ(float afZ) { mfShadowZ = afZ; }
	float GetShadowZ() { return mfShadowZ; }

	void SetAmbientLight(cColor aCol) { mAmbientLight = aCol; }
	cColor GetAmbientLight() { return mAmbientLight; }

	iTexture *GetLightMap(int alNum) {
		if (alNum < 0 || alNum > 1)
			return NULL;
		return mpLightMap[alNum];
	}

private:
	iLowLevelGraphics *mpLowLevelGraphics;
	LowLevelResources *mpLowLevelResources;
	cResources *mpResources;
	cGraphicsDrawer *mpGraphicsDrawer;

	tRenderObjectSet m_mapObject;
	tRenderTransObjectSet m_mapTransObject;

	/////// LIGHTING  ///////////////////////
	iTexture *mpLightMap[2];

	cColor mAmbientLight;

	cRect2f mPrevLightRect;

	int mvShadowPoints[MAX_SHADOW_POINTS][2];
	int mlShadowPointSize;

	float mfShadowZ;

	tLightList mlstLights;
	tLightList mlstFastLights;

	//////// RENDERING ///////////////////////
	void ClearShadows();
	bool RenderShadows(cCamera2D *apCamera, iLight2D *pLight, cWorld2D *apWorld);

	inline void RenderObject(const cRenderObject2D &aObject, unsigned int &aIdxAdd, iMaterial *pMat,
							 iLight2D *pLight, eMaterialRenderType aRenderType, cCamera2D *apCam);

	/////// LIGHTING  ///////////////////////

	inline cVector2f CalcLineEnd(cVector3f avLight, cVector3f avPoint, float afRadius,
								 cVector2f &avSide, cVector2f avClipPos);

	inline void FindShadowPoints(tMesh2DEdgeVec *apEdgeVec, cVector2f avLightPos, cVector2f avTilePos);

	inline int CreateVertexes(cVector2f vLightPos, cRect2f LightRect, float fRadius, bool bNonFit,
							  cVector2f vTilePos, tVertexVec *apVtxVec, cColor ShadowColor, int lFirstIndex, float fSourceSize);

	inline bool ClipPoints(cVector3f *avPoint, cRect2f aRect, cVector2f avPos, float afSize);
};

} // namespace hpl

#endif // HPL_RENDERER2D_H