File: openglactor.h

package info (click to toggle)
scummvm 2.9.1%2Bdfsg-1
  • links: PTS, VCS
  • area: main
  • in suites: forky, sid
  • size: 450,580 kB
  • sloc: cpp: 4,299,825; asm: 28,322; python: 12,901; sh: 11,302; java: 9,289; xml: 7,895; perl: 2,639; ansic: 2,465; yacc: 1,670; javascript: 1,020; makefile: 933; lex: 578; awk: 275; objc: 82; sed: 11; php: 1
file content (105 lines) | stat: -rw-r--r-- 2,836 bytes parent folder | download | duplicates (3)
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
/* 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/>.
 *
 */

#ifndef STARK_GFX_OPENGL_ACTOR_H
#define STARK_GFX_OPENGL_ACTOR_H

#include "engines/stark/gfx/renderentry.h"
#include "engines/stark/visual/actor.h"
#include "engines/stark/gfx/opengl.h"

#include "common/hashmap.h"
#include "common/hash-ptr.h"

#include "graphics/opengl/system_headers.h"

#if defined(USE_OPENGL_GAME)

namespace Stark {
namespace Gfx {

class OpenGLDriver;

struct _ActorVertex {
	float pos1x;
	float pos1y;
	float pos1z;
	float pos2x;
	float pos2y;
	float pos2z;
	uint32 bone1;
	uint32 bone2;
	float boneWeight;
	float normalx;
	float normaly;
	float normalz;
	float texS;
	float texT;
	float x;
	float y;
	float z;
	float nx;
	float ny;
	float nz;
	float sx;
	float sy;
	float sz;
	float r;
	float g;
	float b;
};
typedef _ActorVertex ActorVertex;

class OpenGLActorRenderer : public VisualActor {
public:
	OpenGLActorRenderer(OpenGLDriver *gfx);
	virtual ~OpenGLActorRenderer();

	void render(const Math::Vector3d &position, float direction, const LightEntryArray &lights) override;

protected:
	typedef Common::HashMap<Face *, uint32 *> FaceBufferMap;

	OpenGLDriver *_gfx;

	ActorVertex *_faceVBO;
	FaceBufferMap _faceEBO;

	void clearVertices();
	void uploadVertices();
	ActorVertex *createModelVBO(const Model *model);
	uint32 *createFaceEBO(const Face *face);
	void setLightArrayUniform(const LightEntryArray &lights);

	Math::Vector3d getShadowLightDirection(const LightEntryArray &lights, const Math::Vector3d &actorPosition, Math::Matrix3 worldToModelRot);

	bool getPointLightContribution(LightEntry *light, const Math::Vector3d &actorPosition,
			Math::Vector3d &direction, float weight = 1.0f);
	bool getDirectionalLightContribution(LightEntry *light, Math::Vector3d &direction);
	bool getSpotLightContribution(LightEntry *light, const Math::Vector3d &actorPosition, Math::Vector3d &direction);
};

} // End of namespace Gfx
} // End of namespace Stark

#endif // defined(USE_OPENGL_GAME)

#endif // STARK_GFX_OPENGL_ACTOR_H