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engines/hpl1/engine/graphics/Renderable.h
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154
engines/hpl1/engine/graphics/Renderable.h
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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/*
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* Copyright (C) 2006-2010 - Frictional Games
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*
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* This file is part of HPL1 Engine.
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*/
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#ifndef HPL_RENDERABLE_H
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#define HPL_RENDERABLE_H
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#include "hpl1/engine/graphics/GraphicsTypes.h"
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#include "hpl1/engine/math/MathTypes.h"
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#include "hpl1/engine/scene/Entity3D.h"
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#include "hpl1/engine/system/SystemTypes.h"
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namespace hpl {
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class iMaterial;
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class iVertexBuffer;
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class cBoundingVolume;
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class cFrustum;
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class iLight3D;
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class cCamera3D;
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class cRenderList;
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class iRenderable;
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enum eRenderableType {
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eRenderableType_Normal,
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eRenderableType_ParticleSystem,
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eRenderableType_Mesh,
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eRenderableType_Light,
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eRenderableType_Dummy,
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eRenderableType_LastEnum
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};
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//------------------------------------------
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kSaveData_ChildClass(iEntity3D, iRenderable) {
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kSerializableClassInit(cSaveData_iRenderable) public : bool mbStatic;
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bool mbRendered;
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float mfZ;
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};
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//------------------------------------------
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class iRenderable : public iEntity3D {
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typedef iEntity3D super;
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public:
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iRenderable(const tString &asName);
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bool IsRendered() { return mbRendered; }
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virtual void SetRendered(bool abX) { mbRendered = abX; }
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virtual iMaterial *GetMaterial() = 0;
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virtual iVertexBuffer *GetVertexBuffer() = 0;
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virtual bool IsShadowCaster() = 0;
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virtual bool CollidesWithBV(cBoundingVolume *apBV);
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virtual bool CollidesWithFrustum(cFrustum *apFrustum);
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virtual cMatrixf *GetModelMatrix(cCamera3D *apCamera) = 0;
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virtual eRenderableType GetRenderType() = 0;
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virtual void UpdateGraphics(cCamera3D *apCamera, float afFrameTime, cRenderList *apRenderList) {}
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/**
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* Should return a different number each time the renderable model matrix is updated. never -1
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* \return
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*/
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virtual int GetMatrixUpdateCount() = 0;
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float GetZ() { return mfZ; }
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void SetZ(float afZ) { mfZ = afZ; }
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cMatrixf *GetInvModelMatrix();
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inline void SetPrevMatrix(const cMatrixf &a_mtxPrev) { m_mtxPrevious = a_mtxPrev; }
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inline cMatrixf &GetPrevMatrix() { return m_mtxPrevious; }
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const cVector3f &GetCalcScale();
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void SetStatic(bool abX) { mbStatic = abX; }
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bool IsStatic() const { return mbStatic; }
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inline int GetRenderCount() const { return mlRenderCount; }
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inline void SetRenderCount(const int alCount) { mlRenderCount = alCount; }
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inline int GetPrevRenderCount() const { return mlPrevRenderCount; }
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inline void SetPrevRenderCount(const int alCount) { mlPrevRenderCount = alCount; }
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void SetForceShadow(bool abX) { mbForceShadow = abX; }
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bool GetForceShadow() { return mbForceShadow; }
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bool GetIsOneSided() { return mbIsOneSided; }
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const cVector3f &GetOneSidedNormal() { return mvOneSidedNormal; }
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// SaveObject implementation
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virtual iSaveData *CreateSaveData();
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virtual void SaveToSaveData(iSaveData *apSaveData);
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virtual void LoadFromSaveData(iSaveData *apSaveData);
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virtual void SaveDataSetup(cSaveObjectHandler *apSaveObjectHandler, cGame *apGame);
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protected:
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cMatrixf m_mtxInvModel;
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cMatrixf m_mtxPrevious;
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bool mbIsOneSided;
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cVector3f mvOneSidedNormal;
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int mlLastMatrixCount;
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bool mbStatic;
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bool mbForceShadow;
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int mlRenderCount;
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int mlPrevRenderCount;
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int mlCalcScaleMatrixCount;
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cVector3f mvCalcScale;
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bool mbRendered;
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float mfZ;
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};
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} // namespace hpl
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#endif // HPL_RENDERABLE_H
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